TEXT: ENCOUNTERS IN BAROVIA
  ENHANCE YOUR BAROVIAN EXPERIENCE
  WITH THESE 18 MICRO-ADVENTURES
  
  2
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, and all other Wizards of the Coast product names,
  and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
  used with permission under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2020 by Christian Zeuch and published under the
  Community Content Agreement for Dungeon Masters Guild.
  
  3
  Credits
  Credits
  Author: Christian Zeuch
  Art Direction: Christian Zeuch
  Layout: Christian Zeuch (based on the Affinity
  Publisher template by Nathanaël Roux)
  Editor: Matthew Wulf
  Ravenloft Consultant: Chris Massey
  Cover Art: cocoparisienne (CC0 from Pixabay)
  Adobe Stock Interior Art: susanafh, KanaStudio,
  Sergii, mickblakey, chainat, warpaintcobra, Artem
  Popov, danielegay, k_yu
  Playtesters: Dave D. Grandmaison, Jillian Zaski, Luke
  Russell, Michael Green
  Special Thanks:
  •
  To reddit user /u/StoneStrix for allowing the use
  of their werewolf alpha statblock
  •
  Ashley Warren, and the RPG Writer Workshop
  Discord
  “TWITTER, TWEET, RETWEET and
  the Twitter logo are trademarks of Twitter, Inc.
  or its affiliates.”
  Made as part of the 2019 Summer RPG Writer
  Workshop
  1
  Contents
  Contents
  Introduction...............................................4
  Running Encounters........................................4
  Random Encounters .........................................4
  Encounter Challenge......................................4
  Using Maps...........................................................4
  Chapter 1: Events.................................6
  I’m Coming............................................................6
  It’s My Turn Now...............................................7
  The Megaliths..................................................10
  They Have Fangs Too ..................................... 12
  Chapter 2: Encounters......................14
  A Warm Welcome .............................................14
  Bad Omen.............................................................15
  Bring It Back..................................................... 16
  Death To The Spies.......................................... 18
  Deep Fishing ..................................................... 20
  Forgotten Heroes........................................... 21
  Heartless........................................................... 23
  Left In A Hurry ................................................24
  Luring Fire ........................................................ 25
  Not From Here .................................................26
  Search Gone Wrong........................................27
  Unrest In Peace ................................................ 28
  Webby Woods ....................................................30
  Woody Ambush ..................................................31
  Appendix A: Creatures.............................33
  Appendix B: Equipment.............................38
  Appendix C: Tables.......................................39
  Appendix D: Additional Maps.........40
  
  4
  Introduction
  Introduction
  bleak, miserable land, the Domain of Dread
  known as Barovia is filled with countless
  horrors that oppress the Domain’s soulless
  inhabitants. Helpless against the Devil
  Strahd’s tyranny, Barovians eke out a living
  one day at a time, drowning their miseries
  in scant quantities of wine.
  Overview
  Encounters in Barovia contains 18 encounters designed
  for DUNGEONS & DRAGONS’s most notorious Domain of
  Dread: Barovia. Each event and encounter listed in this
  product comes with a detailed explanation of how to
  run it in your Curse of Strahd adventure and includes a
  new, unique encounter map.
  Events
  Events are alternate versions of the Special Events or
  other important encounters presented in the DUNGEONS
  & DRAGONS fifth edition Curse of Strahd adventure. The
  events listed in this module should be run in their
  respective Curse of Strahd chapter, which will be
  indicated in the event description.
  Encounters
  Encounters serve as minor events you may want to
  trigger while the party is traveling through Barovia.
  The overview or location sections of each encounter
  will provide recommended trigger locations. From here
  on, both Events and Encounters will be called
  “Encounters” in their descriptions.
  For your reference, this module presents the map of
  Barovia so you and your players can track your progress
  through Strahd von Zarovich’s sorrowful realm.
  This supplement contains the below Chapters for the
  purpose of adding value to your Curse of Strahd game.
  Chapter 1: Events
  Chapter 2: Encounters
  Appendix A: Creatures
  Appendix B: Equipment
  Appendix C: Tables
  Appendix D: Additional Maps
  As the encounters are spread among various locations,
  you decide which ones your players experience.
  Running Encounters
  To run Encounters in Barovia, you will need the
  DUNGEONS & DRAGONS fifth edition Player’s Handbook,
  Dungeon Master’s Guide and Monster Manual, as well as
  the Curse of Strahd adventure.
  Creatures new to Encounters in Barovia are listed in
  Appendix A. For the rest, refer to the Monster Manual.
  Magic items referenced in the encounters are listed in
  Appendix B.
  Random Encounters
  This module includes new additions and highly-
  detailed alternatives to the random encounters found in
  Curse of Strahd. The challenges faced here are sure to
  leave a lasting impact on your Players' journey through
  the wretched land of Barovia.
  Encounter Challenge
  If the adventurers stumble upon an encounter that’s too
  challenging, remind them not every foe can (or should)
  be fought. Other tactics, like fleeing, hiding, or
  negotiating, can lead to more exciting outcomes.
  When the Rewards section of an encounter includes an
  experience points (XP) reward, refer to the XP Thresholds
  by Character Level table (chapter 3 of the Dungeon Master’s
  Guide) to award the correct amount of XP based on the
  characters’ levels and the provided difficulty
  Using Maps
  Every encounter presented in this module includes an
  associated map, which can also be used with the
  Special Events, Encounters and Random Encounters
  from the Curse of Strahd adventure. For some added
  variety to the provided maps, use image-editing
  software (like Photoshop or GIMP) to rotate a map’s
  assets Tired of an Old Svalich Road map that runs east
  to west? Rotate it 90º and now it runs north to south!.
  
  5
  Content Warning
  Some content may be triggering, including: dead children, gore,
  oppressive situations.
  
  6
  Chapter 1
  Chapter 1
  events
  events
  his chapter provides alternate versions for
  the following Special Events, either
  replacing them or serving as a follow-up.
  Below is a table with the event name, pillar,
  level and location.
  I’m Coming
  Encounter Level: 6th–8th
  Encounter Type: Combat
  Encounter Overview: The adventurers take Ireena
  Kolyana to Krezk and trigger the “Something Blue”
  Special Event. Instead, Strahd appears in person to
  thwart the party’s attempt to reunite Ireena/Tatyana
  and Sergei. Replaces the Something Blue special event
  in Curse of Strahd.
  Encounter Location: Krezk’s Pool (area S4, Chapter 8)
  Background
  As the sovereign Lord of Barovia, Strahd employs many
  methods to track the party’s movements. Once he
  discovers that the party is heading to Krezk with
  Ireena, Strahd immediately rides Bucephalus to Madam
  Eva in order to assess this development. Madam Eva, in
  no position to refuse Strahd’s request, casts divination.
  The omen she receives speaks only of an unknown
  event that will undo everything Strahd hopes to
  accomplish. Strahd then races to Krezk to take Ireena
  once and for all.
  The Encounter
  The party, accompanied by Ireena, gets to Krezk and at
  some point, Ireena heads toward the village’s pool (area
  S4). When Ireena is about to grab Sergei’s watery hand
  (see the “Something Blue” event in Curse of Strahd), read
  or paraphrase the following aloud:
  Ireena is about to take Sergei’s hand, reuniting with her
  ancestor’s lost love, when a powerful shout echoes from the
  storm clouds gathering above.
  “SHE IS MINE!”
  Lightning strikes the water, and Sergei disappears from sight.
  Strahd von Zarovich, mounted on the back of a flying dark
  horse with a flaming mane, hooves, and tail, bursts through
  the clouds. He immediately charges toward Ireena, who
  appears paralyzed by the Devil’s sudden arrival.
  Start a combat encounter against Strahd von
  Zarovich and Bucephalus, a nightmare. Sergei,
  dismissed after the lightning strike, appears again in
  the second round of combat, at initiate count of 20, and
  calls for Ireena to join him.
  A successful DC 13 Charisma (Intimidation or
  Persuasion) check shakes Ireena from her paralysis and
  convinces her to accept Sergei’s hand. On her turn,
  Ireena uses the Dash action to reach Sergei by the safest
  path possible.
  Strahd intends to take Ireena by any means necessary.
  His first step is to neutralize the party, which he
  attempts by using gust of wind to hurl them into the
  pool. If he notices that Ireena is too close to Sergei, he
  will try to push her into the pool, flying in her
  direction to pull her onto Bucephalus’ back. He then
  retreats from Krezk, back to his castle.
  If the party attacks Strahd instead of Bucephalus,
  Sergei hints that attacking the mount should be more
  effective.
  If the party manages to protect Ireena and help her
  reach Sergei, Strahd’s wrath rains down upon the party
  and he fights with full force for 2 or 3 rounds. He then
  realizes that without Ireena, these outsiders are all he
  has left. Pulling back, he returns to his castle to
  determine how best to deal with them.
  If the party falls, Krezkians stabilize them and tend to their
  wounds. If anyone in the party is dead, Dmitri Krezkov,
  taking pity on those who sacrificed themselves to save Ireena,
  ascends the hill to the Abbey of Saint Markovia and pleads
  for the Abbot’s help, who arrogantly accepts.
  Encounter
  Pillar
  Level
  Location
  I’m Coming
  Combat
  6th-8th Krezk
  It’s My Turn Now
  Social/
  Combat
  3th-6th Vallaki
  The Megaliths
  Exploration/
  Combat
  3th-5th Old Bonegrinder
  They Have Fangs Too Combat
  6th-7th Vallaki
  
  7
  He uses raise dead on the fallen hero and tells the party
  that they must now help him with the bridal gown in
  return (see “Something Borrowed” from Curse of Strahd).
  Outcomes
  Some of the possible outcomes are listed here:
  • The group flees from the scene once they see Strahd,
  who easily grabs Ireena and takes her back to the
  castle;
  • The party tries to help Ireena but fails. Strahd takes
  her to Castle Ravenloft;
  • The adventurers manage to save Ireena, but fall in
  battle to Strahd;
  • The group manages to save Ireena and repel Strahd.
  Rewards
  • If the party manages to save Ireena, award them XP
  for a deadly encounter. If they saved Ireena and
  withstood Strahd’s wrath, award XP for two deadly
  encounters. If the party failed to save Ireena, award
  XP for a medium encounter.
  It’s My Turn Now
  Encounter Level: 3rd–6th
  Encounter Level: Combat/Social
  Encounter Overview: During the Festival of the
  Blazing Sun, Lady Fiona Wachter plans to overthrow
  the Baron and take over Vallaki. The party can decide
  which side of the conflict to take, if any. Replaces the
  Festival of the Blazing Sun special event in Curse of
  Strahd.
  Encounter Location: Vallaki Market (south of area
  N7, Chapter 5)
  Background
  Like many Vallakians, Fiona is tired of Baron
  Vallakovich’s “All will be well!” mantra and the forced
  happiness he imposes upon the town. The week prior,
  Lady Wachter gathered with her fanatics to organize
  the coup that would take place during the Festival of
  the Blazing Sun.
  Fiona knows the party could prove to be an issue if
  they decide to take the Baron’s side in the conflict. She
  is prepared to offer them pretty much anything to
  either help her or not interfere.
  The Encounter
  Once Lars is arrest ed after his ill-timed laugh (see the
  “Festival of the Blazing Sun” in Curse of Strahd), Fiona
  Abbot’s Corruption
  Roll on the Indefinite Madness table, presented in Chapter 8 of
  the Dungeon Master’s Guide, to apply a corruption effect to
  the character who was raised from the dead by the Abbot.
  
  8
  
  9
  gives a signal to her cultists to start the first part of the
  plan. If the party is watching the festival from the back
  of the market, read or paraphrase the following aloud:
  From behind you, a woman shouts, “Fire! There’s a house on
  fire,” to the nearby guards. Some of the guards rush out of the
  market, following the panicked woman.
  This was a ruse to lure some of the Baron’s guards away
  from the festival grounds. If the group wants to help,
  run the “Luring Fire” event from Chapter 2. When the
  party returns to the market, the revolt is already
  underway. Skip to the paragraph starting with “The
  party is free to intervene…”
  With the guards distracted, Lady Wachter (a priest
  with the below changes her spells), Ernst (a spy), four
  cultists, two cult fanatics, and Majesto (an imp),
  walk towards the Baron and Lars. Each fanatic casts
  hold person on the Baron and Izek. An additional eight
  cultists and two cult fanatics stand by with hidden
  daggers and scimitars, ready for a fight . For simplicity
  sake, as there are four fanatics present l, Baron Vargas
  and Izek automatically fail their Wisdom saving throws
  against hold person.
  Fiona’s Spell List:
  Cantrips (at will): light, sacred flame, thaumaturgy
  1st level (4 slots): healing words, guiding bolt, inflict
  wounds, sanctuary
  2nd level (3 slots): spiritual weapon
  3rd level (2 slots): dispel magic, spirit guardians
  Unless a character states that they want to follow
  Fiona, they don’t know what's happening until Lady
  Wachter walks onto the stage, where the wicker sun
  still burns. She says to the Vallakians:
  “My fellow Vallakians! Aren’t you tired of this oppression
  disguised in false hope? The Baron has tried his ways for years
  and has gotten us where we currently stand. I see weary faces,
  tired of building his wild festivals week after week. Enough of
  that, I say!”
  Loud chatter erupts among the townspeople while the guards
  stand by, confused by the Baron’s inaction.
  Fiona continues,
  “Vallakians, I know you have been strong, and I know that
  your strength fades with each passing week. But fear not, for I
  shall lighten your burden!”
  As she finishes, the cultists make their move on the
  guards and tell them to drop their weapons. The
  fanatics cast hold person on the biggest guards they see
  and then cast spiritual weapon. While Fiona gives her
  speech, the cultists restrain the Baron and Izek with
  ropes and gag them.
  The party is free to intervene at any point; if they do
  not, nearby Vallakians begin to disarm and assault the
  guards. Most Vallakians speechlessly watch the scene
  unfold. Unless stopped, the assaulting Vallakians will
  kill the defenseless guards.
  If the party decides to help the guards without
  engaging the cultists, neither Lady Wachter nor the
  cultists stop them. If they attack the cultists, start a
  fight against Fiona (priest), Ernst (spy), Majesto
  (imp), two cult fanatics, and four cultists. These
  fanatics have 2 remaining 2nd-level spell slots.
  Strategy
  Fiona starts the battle by casting spirit guardians,
  followed by sanctuary on the next round. For the rest of
  the encounter, she focuses on healing her allies. If
  needed, she casts a 2nd-level guiding bolt followed by a
  3rd-level inflict wounds.
  Ernst does his best to protect Lady Wachter, his
  employer. Using Cunning Action for a Disengage
  action, Ernst moves to attack a character that will
  guarantee a successful Sneak Attack and then returns to
  Fiona.
  The cultists move to flank casters and weaker party
  members, while the fanatics try to cast hold person on
  the stronger ones. Seeing this, four guards manage to
  break free from the assault and retrieve their
  crossbows, focusing their attacks on the cultists.
  During the fight, Fiona attempts to persuade the
  characters with offers of riches and power. If they accept,
  she stops attacking and tells her cultists to stand down.
  Developments
  If the group kills or stops Lady Wachter and releases
  the Baron, he is very grateful and offers them 300 gp
  and access to his library. He then arrests Lady Fiona
  and, after a week of heavy surveillance in the market
  stocks, takes her to his house to torture and kill her.
  Ernst starts mentoring Fiona’s sons, Nikolai and Karl,
  so they can follow in their mother’s footsteps, grow the
  cult, and take revenge on the Baron.
  If the party sides with Fiona, she offers them 110 gp,
  180 ep, and two spell scrolls (spirit guardians and dispel
  magic). She may also ask them further favors in the
  future. She brings the Baron and Izek to her house,
  where she sacrifices them for her cult. Her cult grows
  and, though the festivals are gone now, her hunger for
  power and money transform her into a tyrant worse
  than the Baron.
  If the characters arrest the Baron and Lady Wachter,
  taking over the town themselves, they are initially seen
  with distrust and may gain Vallakian's trust depending
  on their actions.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group simply watches everything unfold, Lady
  Wachter becomes the new ruler in Vallaki;
  • The party tries to stop Fiona and trigger a fight with
  her and her cultists, which they win;
  • The characters side with Fiona;
  • The adventurers neutralize Fiona and arrest both her
  and the Baron.They take over the rulership of
  Vallaki.
  Rewards
  If the party stops Fiona’s coup, award them XP for a
  deadly encounter. If they take over the city, award XP
  for two deadly encounters. If the party sides with
  Fiona, award them XP for a medium encounter.
  
  The Megaliths
  Encounter Level: 3rd–5th
  Encounter Type: Exploration/Combat
  Encounter Overview: The adventurers notice sinister
  reddish lights coming from stones near the Old
  Bonegrinder. Upon investigation, they realize some
  sort of ritual is taking place.
  Encounter Location: The Megaliths (area O, Chapter 6)
  Background
  Morgantha and her daughters have executed a ritual to
  curse a dream pastry with a powerful enchantment that
  will force a person to accept and eat it. They intend to
  offer the pastry to Baron Vallakovich and blackmail
  him for a cure to the curse. Using the Baron’s funds, to
  establish a base of operations in Berez, the hags can
  begin spreading their dream pastries to Krezk. Once
  the ritual begins, the dream pastry must stay in the
  center of the magic circle until dawn to complete the
  curse. While they wait, the hags have returned to the
  Old Bonegrinder so they can continue their work.
  The Encounter
  When the group gets close to the Old Bonegrinder,
  read or paraphrase the following aloud:
  During your trip, the decrepit windmill to the south catches
  your attention. On the east side, down a slope, you see eerie
  reddish lights encircled by four standing stones through the fog.
  If they approach the standing stones, the party
  immediately realizes that a ritual was performed. You
  can then describe the city carvings present on each
  stone as they are mentioned in chapter 6 of Curse of
  Strahd. Then, read or paraphrase the following aloud:
  
  11
  In the center of these megaliths, a round stone altar,painted
  with a red pentagram and other circular symbols, is
  surrounded by burning candles. In the middle of the altar’s
  pentagram is a small pie.
  Stepping on the symbols without deactivating the ritual
  triggers a strong urge to eat the dream pastry. The
  triggering character must make a DC 18 Wisdom
  saving throw, hastily eating the pastry on a failed save.
  In addition to the standard trance effects of the pastry,
  the character is cursed. The cursed character suffers the
  effect below until removed by a remove curse spell,
  which can be cast by Father Lucian or Fiona Wachter.
  Roll 1d6 to determine which ability is affected. The
  cursed character has disadvantage on ability checks and
  saving throws made with that ability. In addition, they
  take an extra 1 necrotic damage whenever the character
  is damaged.
  Detect magic identifies a powerful necromancy source
  (pastry) and another source of abjuration (ritual stone
  base). The glyph of warding aura can be noticed with a
  successful DC 18 Intelligence (Investigation) check. A
  successful DC 17 Intelligence (Arcana) check reveals
  that the dream pastry is being imbued with some sort
  of enchantment. To deactivate the ritual, a character
  must succeed on a DC 15 Intelligence (Arcana) check. A
  failure means that the ritual is too complex for the
  character to disable.
  If the party doesn’t disable the ritual but passes the
  saving throw to avoid eating the dream pastry,
  attempting to remove it from the magic circle triggers a
  glyph of warding. The explosive rune deals fire damage
  to all creatures within a 20-foot radius of the pastry.
  Triggering the glyph of warding also attracts all three
  night hags to the party’s location, who arrive one
  minute after the explosion, furious with the party for
  disrupting their ritual. If the group is still around,
  chances are they will not survive the coven’s powerful
  spells.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group ignores the light and continues on their
  way;
  • The party investigates the light and someone eats the
  pastry;
  • The characters try to disable the ritual but fail;
  • The adventurers fail to disable the ritual and trigger
  the explosion, attracting the coven;
  • The party falls to the hags;
  • The group manages to successfully disable the ritual.
  Rewards
  If the party disrupts the ritual, award them XP for a
  deadly encounter. If they fail without triggering the
  explosion, award them XP for a medium encounter.
  They Have Fangs Too
  Encounter Level: 6th or 7th
  Encounter Type: Social/Combat
  Encounter Overview: With the bones of St. Andral
  returned to the church, thus spoiling Strahd’s plans
  involving his vampire spawns, the Devil sends Kiril and
  his pack of werewolves to go to Vallaki in their human
  forms and remove the bones from the Church. With
  the protection removed once more, Strahd can take
  Ireena back to Castle Ravenloft.
  Encounter Location: St. Andral’s Church (area N1,
  Chapter 5) during the day
  Background
  Strahd’s attempt to cause confusion and terror in
  Vallaki was foiled by the party when they retrieved the
  sacred bones and returned them to their rightful place.
  However, Strahd learns that Ireena is staying at the
  church and sends Kiril to remove the bones.
  Once Father Lucian sees the men entering the
  church, he sends Yeska to the Blue Water Inn, or
  wherever the group is staying, to ask them for help.
  Kiril, accompanied by four of his companions, orders
  two of his men to take hostages—including Ireena—
  while the other two guard the door. Kiril interrogates
  Father Lucian to discover where the bones are hidden.
  Strahd is waiting outside Vallaki to enter the church as
  soon as Kiril completes his mission.
  The Encounter
  If the party leaves immediately after Yeska asks them
  for help, read or paraphrase the following aloud:
  The old church looms down the road as the light from the
  entryway braziers spills out from the open main doors. From
  inside, you overhear Father Lucian scream, “I WILL NOT
  TELL YOU!”
  If they take more than ten minutes to leave, then read:
  As you approach the church, multiple screams can be heard
  from inside.
  Timely Arrival
  If the party decides to enter the church, they are intercepted
  by the a werewolf and a rampaging werewolf (see
  appendix A) guarding the entrance as soon as two characters
  are inside. Read or paraphrase the following aloud:
  As the first two enter the church, two humanoids with wolf-
  like features block the entrance while one of them shouts:
  “KIRIL!”
  They shout to Kiril, who immediately takes Father
  Lucian hostage. All werewolves are currently in hybrid
  form. One of the werewolves located at the back of the
  church moves to the entrance and fights the group,
  using his first action to Dash toward the characters.
  To The Rescue
  If the party falls to the coven, they wake up tied to the Megaliths
  while the hags discuss in Infernal what to do with the nosy
  intruders. Everyone then notices a cauldron of bats observing
  them nearby, silently. The hags, knowing Strahd is among them,
  profusely apologize to the bats and flee the Megaliths in terror.
  Among the cauldron, the players notice an enormous bat with
  blood red eyes and crimson fangs. The bat gives them an almost
  human smile and flies away with the rest of the cauldron
  immediately following after.
  
  If the party takes immediate action, start the combat
  or have Kiril appear from Father Lucian’s office. When
  Kiril appears, read:
  A werewolf much larger than the rest appears from Lucian’s
  office, grabbing the man by the neck.
  “Stand down or he dies. Then, those poor folks will share the
  same fate.”
  As this happens during the day, there are only 1d6+3
  terrified Vallakian adults (LG male and female human
  commoners) and 1d4+1 Vallakian children (LG male
  and female human noncombatants) inside the church.
  The children start crying once combat breaks.
  If the adventurers keep fighting, Kiril says: “You
  asked for it,” and slashes Father Lucian’s throat open.
  He then informs the party that he will keep killing
  hostages until the party surrenders. He uses the Dash
  action to reach the back of the church and he sends the
  last werewolf to the entrance, making this a fight
  against two werewolves and two rampaging
  werewolves. Every subsequent round of the fight,
  Kiril kills an adult while shouting the kill count to the
  party: “That’s two on your tab!”
  When only one werewolf is left, and if all party
  members are still standing, Kiril, a werewolf alpha
  (see appendix A) with AC 17 (ring of protection), rushes
  toward the party. He fights to the death knowing the
  consequences of failing Strahd. If all adventurers are
  killed or knocked unconscious, Kiril and his remaining
  werewolves spend two hours searching for the bones,
  destroying the church in the process. Upon finding the
  bones, Kiril removes them from the grounds and
  Strahd arrives to take Ireena. Seeing a seasoned group
  of adventurers fall in battle, Baron Vallakovich does
  not interfere and needlessly risk more hostages’ lives.
  The authorities help any unconscious adventurers
  tend to their wounds back at the Blue Water Inn. The
  Baron is concerned that some of the characters may
  have contracted lycanthropy and wants them all out of
  the city unless they can prove no one is affected.
  Standing Down
  If the party stops fighting, the werewolves stop too. At
  this point, Kiril explains that nobody else needs to die
  (assuming that Father Lucian was killed) and all he
  wants are the bones. The faster he finds them, the
  quicker they will leave. If the party agrees or tells Kiril
  where the bones are hidden, he asks one of his
  companions to take the bones to Strahd. Some moments
  later, Strahd appears through the same window where
  the werewolf left the church and takes Ireena. If the
  party tries to impede them, Kiril and his remaining men
  fight the group while Strahd takes her away.
  Late Arrival
  Father Lucian is knocked unconscious, having revealed
  the bones’ location, and Kiril is prying a floorboard
  loose when the party arrives. The werewolf and
  rampaging werewolf at the entrance try to prevent
  the group from entering the church. The other
  werewolf and rampaging werewolf watching the
  hostages at the back of the church have orders to stop
  the townsfolk from running away or doing something
  stupid. If the party dispatches the werewolves at the
  entrance, the other werewolves join the fight.
  Kiril needs 2 rounds to pry enough boards to enter
  the crypt. Once open, he enters the crypt, grabs the
  bones, and returns to the surface in 2 rounds. He then
  places the bones in a backpack and orders the
  
  13
  werewolves to fight the party while he escapes through
  a window to deliver the bones to Strahd.
  If the party doesn’t take Ireena with them, Strahd
  appears some moments later and charms her. The party
  can try to fight Strahd, but they could be hurt from the
  previous fight. Strahd ignores them, taking Ireena in
  his arms and jumping through the window, using
  Bucephalus to return to Castle Ravenloft.
  If the adventurers take her elsewhere, like the Inn,
  Strahd will be furious but will not engage them yet. He
  will plan something more elaborate to take her from
  their grasp.
  Kiril was wearing a ring of protection and carried a
  gold necklace worth 250 gp, and all coins carried by the
  fallen werewolves total 12 gp and 43 sp.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group ignores Yeska’s request, Father Lucian
  dies, and Ireena is taken away by Strahd;
  • The party manages to deal with the werewolves, but
  Kiril escapes with the bones, and later Strahd takes her;
  • The group falls in battle and the wake up at the Inn;
  • The adventurers manage to secure the bones inside
  the Church, foiling Strahd’s plan once again. This
  sends him into a rage, as he devises a more
  excruciating plan to capture Ireena in the future;
  • The group stands down, avoiding further deaths, and
  Strahd takes Ireena.
  Rewards
  If they secured the church and the bones, award them
  XP for a deadly encounter. If they secured the church
  but not the bones, award them XP for a hard
  encounter. If they tried to defend the church and fell,
  award them XP for a medium encounter.
  Picking the Wrong Fight
  The encounter is designed with the assumption that Kiril will not
  fight. If the party takes any action that involves Kiril, have both
  rampaging werewolves go to the back and start killing civilians
  and 1d4+3 guards arrive with silver spears to help the party.
  
  14
  his chapter provides encounters that can be
  run in addition to the Random Encounters
  from chapter 2 of Curse of Strahd, or if you
  need to spice things up in the party’s
  journey through Barovia. Each encounter
  in the table below lists the pillar(s) of
  gameplay on which it focuses, the recommended party
  level for the encounter, and where the encounter is
  located. When an Encounter Location section lists an area
  code and chapter number, refer to the Curse of Strahd
  adventure for more information.
  A Warm Welcome
  Encounter Level: N/A
  Encounter Type: Social
  Encounter Overview: When the party enters the
  Blood of the Vine tavern, the Vistani owners receive
  them with what initially looks like a warm welcome.
  Encounter Location: Village of Barovia, Blood of the
  Vine tavern (area E2, Chapter 3)
  Background
  It is not everyday that this establishment receives
  visitors with high spending potential and, most likely,
  information, tales and stories. Alenka, Mirabel, and
  Sorvia receive them at the door, arranging a place close
  to the statue for them to sit.
  The Encounter
  Once the group enters the tavern, read to them the
  associated text box from Curse of Strahd and add:
  Three women dressed in colorful gowns approach you with a
  smile on their face. One of them takes one of you by the hands
  and says: “Welcome, travelers! Please, have a seat!”. The other
  two begin arranging a table for you.
  If the party accepts the invite, the Vistani women drag
  three chairs from another table and join the group’s
  table, squeezing between them. They know all Barovian
  and Vistani lore presented in chapter 2 of Curse of
  Strahd. They also urge the characters to spend their
  money here as they will most likely be dead very soon.
  They say this in a non-threatening way and, if
  questioned, mention that Barovia is a perilous land and
  many strangers have come and gone before them. They
  recommend the party visit the graveyard at midnight
  and see what happens to foreigners.
  At some point during the conversation, Alenka
  mentions that Madam Eva, a Vistana located in the
  Tser Pool Vistani camp, can read their fortunes if the
  party decides they want to die in here.
  If the conversation grows stale, Ismark the Lesser can
  call the party to his table and ask for their help in
  escorting his sister, Ireena Kolyana, to Vallaki. When
  he summons the group, the Vistani owners say: “You
  shouldn’t listen to the Lesser.”
  Rewards
  If they talk and interact with the owners, award them
  XP for a medium encounter.
  Encounter
  Pillar
  Level
  Location
  A Warm Welcome
  Social
  N/A
  Village of Barovia
  Bad Omen
  Exploration/
  Combat
  5th-7th Svalich Woods
  Bring It Back
  Combat
  4th-6th Svalich Woods
  Death To The Spies
  Social/
  Combat
  6th-8th Mount Baratok
  Deep Fishing
  Social
  N/A
  Any Lake
  Forgotten Heroes
  Social/
  Combat
  5th-7th Svalich Woods
  Heartless
  Exploration/
  Combat
  3th-5th Old Svalich Road and
  Svalich Woods
  Left In A Hurry
  Exploration/
  Combat
  3th-4th Old Svalich Road
  and Svalich Woods
  Luring Fire
  Combat
  3th-4th Vallaki
  Not From Here
  Social
  N/A
  Vallaki
  Search Gone Wrong
  Social
  N/A
  Svalich Woods
  Unrest In Peace
  Social/
  Combat
  3th-4th Old Svalich Road
  and Svalich Woods
  Webby Woods
  Combat
  3th-4th Old Svalich Road and
  Svalich Woods
  Woody Ambush
  Combat
  6th-8th Old Svalich Road
  and Svalich Woods
  Chapter 2
  Chapter 2
  Encounters
  Encounters
  
  15
  Bad Omen
  Encounter Level: 7th–9th
  Encounter Type: Exploration/Combat
  Encounter Overview: While exploring the Svalich
  Woods, the group discovers a large sinister and eerie
  tree with no fog around it. Interacting with the tree
  might prove dangerous.
  Encounter Location: Svalich Woods
  Background
  This old tree was a failed attempt by Yester Hill’s
  druids to animate a powerful tree under their control.
  The mighty tree came to life, but the druids couldn’t
  control it. Abandoning their efforts, the druids
  imprisoned the newly-formed treant in a circle of
  enchanted plants.
  The Encounter
  While walking through the woods, read or paraphrase
  the following aloud:
  Ahead of you is a huge tree that seems to be untouched by the
  persistent Barovian fog. It has no leaves, and its base is covered
  with different types of mushrooms. You notice the skeletal
  remains of a humanoid near some of these mushrooms.
  A character that eats a mushroom from the tree must
  succeed on a DC 13 Constitution saving throw or be
  poisoned. While poisoned, the character suffers from
  the Poisoned condition and 1 level of Exhaustion. After
  a long rest, the character repeats the saving throw,
  remaining Poisoned and gaining an additional
  Exhaustion level on a failed save. On a success, nothing
  happens. A protection from poison spell, which can be
  cast by Rictavio or Madam Eva, will end the poisoned
  condition and bring all Exhaustion levels back to 0.
  
  16
  If a character touches the tree, it awakens and attacks
  the party. It is a deathly treant (see appendix A) and
  cannot leave the circle of plants on the ground. Casting
  protection from poison and remove curse on the treant
  transforms it back into a normal tree.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group ignores the tree;
  • One of the party members is affected by the poisoned
  mushrooms;
  • The characters trigger a fight against the deathly
  tyrant;
  • The adventurers cure the tree.
  Rewards
  If the group kills the deathly treant, award them the
  standard XP for such combat.If they cure it, award
  them XP for a hard encounter.
  Bring It Back
  Encounter Level: 4th–6th
  Encounter Type: Exploration/Combat
  Encounter Overview: Choose between this
  encounter or Bad Omen, as they use similar maps.
  While exploring the Svalich Woods, the characters
  discover a ritual underway by the druids Yester Hill.
  The party can interrupt the ritual and deal with the
  druids.
  Encounter Location: Svalich Woods
  
  17
  Background
  The druids from Yester Hill have discovered a demon’s
  skull near Berez and are in the process of bringing the
  demon back to life. The druids wish to control the
  demon and become the most powerful of Strahd’s
  servants.
  The Encounter
  While walking through the woods, read or paraphrase
  the following aloud:
  You hear voices coming from a small clearing ahead of you, all
  repeating the same words in syntony. Through the fog, you
  notice humanoid figures with antlers moving their bodies and
  arms close to large standing stones. A green light comes from
  the ground.
  There are four druids and a Yester champion (see
  appendix A). The druids have the additional feature
  below, increasing their CR to 3:
  Change Shape (1/Day). As a bonus action, the druid
  magically polymorphs into a beast with a challenge
  rating of 1 or less that does not have a fly speed, and
  can remain in this form for up to 1 hour. The druid can
  choose whether their equipment falls to the ground,
  melds with their new form, or is worn by the new
  form. They revert to their true form if they die or fall
  unconscious. The druid can revert to their true form
  using a bonus action on their turn.
  While in their new form, the druid retains their
  statistics, but their AC, movement modes, Strength,
  Dexterity, and Constitution scores are replaced by
  those of the new form, and they gain any special senses,
  proficiencies, traits, actions, and reactions (except class
  features, legendary actions, and lair actions) that the
  new form has but they lack. They cannot cast spells
  while in the new form.
  
  18
  The druids are chanting Druidic words and
  concentrating on the ritual, so they have disadvantage
  on Perception checks (-5 on passive Perception). If the
  party reveals themselves to the druids, their leader and
  champion, Vlaska, continues the ritual with another
  druid while the other three druids attack the group.
  Strategy
  On their first turns, each druid uses their bonus action
  to turn into a brown bear, a dire wolf, or a giant
  spider.
  If the characters try to break the skull from a distance,
  It has AC 12, 15 hit points, and is immune to poison
  and psychic damage. Succeeding on a DC 15
  Intelligence (Arcana) check can also stop the ritual by
  tampering with the magic symbols around the altar.
  If left alone, Vlaska and the druid finish the ritual in
  4 rounds. Every time Vlaska or the druid takes damage,
  they must succeed on a Concentration check or the
  ritual’s progress is delayed by 1 round. Once the ritual
  is completed, read or paraphrase the following aloud:
  The green light starts shining brighter, and the
  ground begins to shake. The skull floats into the air as
  tissue and bones materialize around it. The druids look
  at the scene with exaltation and exhilaration.
  It takes 1 round for the tanarukk (see appendix A)
  to appear. It is summoned in a state of pure rage, using
  the Reckless Attack feature every round. All attacks
  made by and against it have advantage. It pursues and
  attacks the nearest creature to the best of its abilities,
  including the druids.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group ignores the druids;
  • The party interrupts the ritual and deal with the
  druids;
  • The group interrupts the ritual and flees the scene;
  • The adventurers don’t stop the ritual but manage to
  kill all enemies.
  Rewards
  If the party kills the four druids, Vlaska, and the
  tanarukk, award them the standard XP for such combat.
  If they interrupt the ritual, award them XP for a hard
  encounter.
  Death To The Spies
  Encounter Level: 6th–8th
  Encounter Type: Social/Exploration/Combat
  Encounter Overview: The Mad Mage of Mount
  Baratok, a magically bewildered Mordenkainen, spots
  the party coming his way and decides they must be
  Strahd’s spies coming to end his life.
  Encounter Location: Mount Baratok (area M,
  Chapter 2)
  Background
  Losing his battle agaisnt Strahd, Mordenkainen also
  lost his mind after realizing he had no hope of leaving
  this wretched land. Paranoid that powerful enemies
  still hunt him, the Mad Mage rushes to the group’s
  location after they unknowingly trigger one of his
  silent alarm spells.
  The Encounter
  While travelling through the cold and steep trails of
  Mount Baratok, read or paraphrase the following
  aloud:
  A man in ragged robes with messy hair and beard shouts at
  you, “You can tell the Devil of yours that he will not get me so
  easily! You should have stayed in bed today!”
  He starts to move his improvised staff while he recites some
  words of power.
  Mordenkainen, an archmage who has forgotten his
  name and origins, starts a fight with the party. Without
  proof, he cannot be convinced that the party is not
  working for Strahd. To fool the Mad Mage, one
  character could cast major image to create an illusion of
  Strahd while another character pretends to attack the
  illusion. A successful DC 17 Charisma (Performance or
  Deception) check convinces Mordenkainen the party is
  fighting Strahd. Blinded by rage, he directs his next
  attack at the illusion. Realizing it’s fake, Mordenkainen
  curses Strahd, demanding he show himself.
  If the distraction works, Mordenkainen stops
  attacking and begins to question their purpose in the
  mountains. If the party can’t calm him down,
  Mordenkainen fights until he is below half his
  maximum hit points. Sensing the battle is not going his
  way, he flees fleeing to his magnificent mansion. If the
  party explains that they want to end Strahd, he invites
  them to his mansion. Mordenkainen can be brought
  back to his normal state with a dispel magic (DC 18), to
  remove the mind blank spell, which runs out in 3d6
  hours. Then a lesser restoration to bring his state of
  mind back. He is extremely grateful to the party and
  rewards them with a scroll of counterspell and a scroll of
  fireball.
  The Mad Mage’s spell list is provided in chapter 2 of
  Curse of Strahd. If the party falls in battle, he brings
  them back to his mansion, tends to their wounds and
  interrogates them while restrained by ropes. A
  successful DC 17 Charisma (Persuasion) check
  convinces him that they are not working for Strahd.
  Else, he keeps them prisoners as he believes that the
  characters are worth more alive than dead. They can
  try to convince him once every day. After 7 days of
  failed attempts, Mordenkainen gives up on them and
  teleports the party to the Svalich Woods.
  Strategy
  The archmage starts with time stop, using the free
  rounds to cast fly, fire shield, and mirror image. He then
  spends most of his turns casting cone of cold or lightning
  bolt.
  
  19
  
  20
  Outcomes
  Some of the possible outcomes are listed here:
  • The group falls in battle, failing to convince the
  archmage that they are not in league with Strahd;
  • The adventurers convince Mordenkainen to stand
  down, but cannot restore him to his normal self;
  • The adventurers convince Mordenkainen to stand
  down, are invited to his mansion, and manage to
  restore his sanity;
  • They manage to make the archmage flee but do not
  give chase;
  • The party manages to kill Mordenkainen.
  Rewards
  If the party manages to make Mordenkainen flee or
  calm down, award them XP for a medium encounter. If
  the group manages to help Mordenkainen remember
  his true identity, award them XP for a deadly
  encounter. If the party kills him, award the standard XP
  for that combat.
  Deep Fishing
  Encounter Level: N/A
  Encounter Type: Social
  Encounter Overview: A Vallakian likes this spot by
  the lake to catch some big, fat fish. He fishes in an
  unconventional way, and the party stumbles upon his
  campsite.
  Encounter Location: Any lake
  Background
  Luka (CG male human commoner) has fished and
  swam in these lakes since he was a little Vallakian boy.
  To mitigate the bone-chilling waters of Barovia, Luka
  wears a comfort ring (see appendix B). A decade ago, a
  stranger from a distant land sold him a peculiar weapon
  called a harpoon (see appendix B). Testing the harpoon
  in Lake Zarovich, Luka quickly discovered many larger
  fish reside deeper in the water. Though he catches most
  of the fish with his boat and pole, he sometimes swims
  a good hundred feet into the lake and then dives to
  hunt with his harpoon.
  The Encounter
  At any time when the party is close to a lake, read or
  paraphrase the following aloud:
  During your walk around the lake, you stumble upon a lit
  campfire and a backpack leaning against a rock.
  A successful DC 12 Wisdom (Survival) check reveals
  humanoid footprints around the campfire leading
  towards the lake. The backpack contains the contents
  of an explorer’s pack as listed in the Player’s Handbook.
  Beside the backpack rests a shortsword, a shortbow,
  and a quiver containing 17 arrows.
  If the party stays more than two minutes
  investigating the campsite, read or paraphrase the
  following aloud:
  You see a soaked man in his underclothes getting out of the
  lake with a huge fish and a strange weapon in hands. He
  notices you and says: “Hey, who are you?! What are you doing
  here?”
  Luka is not aggressive and willing to talk openly to the
  party. If they try to rob him, he will beg them not to
  take his harpoon but will not fight them. A successful
  DC 17 Wisdom (Perception) check reveals that he
  wears a copper ring with a tiny ruby on it, and a
  successful DC 15 Intelligence (Arcana) check reveals
  the ring is actually a comfort ring (see appendix B). If
  asked why he is not cold, Luka lies and says that he
  grew used to it. He also will not fight the party if they
  take his ring.
  If they steal from Luka, he tells the authorities and
  the party will be expelled and banned from Vallaki by
  Izek and his officials.
  Luka can tell the below story to the party if he feels
  they are friendly:
  “Aye, I was swimming up by Lake Zarovich—wonderful fish,
  you understand, trout the size of your head—when I hear a
  bubbling sound from the surface. Now, normally I don't
  worry ‘bout that, but then a streak of lightning struck the
  water and fried the fish I was goin' after! Set my hair all
  atingle, I'll tell you what. When I came to the surface, all I saw
  was a bearded man with lightning crackling from his fingers.
  Wasn't too keen on coming back for a while after that.”
  Outcomes
  Some of the possible outcomes are listed here:
  • The group ignores the scene;
  • The party loots the place before Luka comes back;
  • The group interacts with the Luka;
  • The adventurers steal all of Luka’s possessions.
  Rewards
  If the party interacts with the Luka, award them XP for
  an easy encounter.
  
  21
  Forgotten Heroes
  Encounter Level: 5th–7th
  Encounter Type: Social/Combat
  Encounter Overview: The party encounters a camp
  belonging to a group of adventurers that came to
  Barovia long ago and could never leave.
  Encounter Location: Svalich Woods
  Background
  More than a decade ago, six adventurers were drawn to
  Barovia and, in their attempt to escape the Domain of
  Dread, lost three of their companions and banished
  from the three major settlements. With no hope of
  returning home and nowhere to go, they decided to
  build this camp and survive for as long as possible in
  this dreadful land.
  The Encounter
  This encounter has two versions: one in which the
  adventurers are alive, and the other where they’re dead.
  Alive
  While exploring the Svalich Woods, read or paraphrase
  the following aloud:
  You spot a small camp set in a small clearing ahead. The camp
  is flanked by huge rocks, and the gaps between these rocks are
  filled by rough palisades. Smoke rises between the colored
  tents inside the camp.
  The camp is inhabited by the heroes listed below:
  • Ulfrig the Wall, a LN male dwarf veteran. Very
  stubborn yet courageous;
  • Alynna Tallesandra, a LE female halfling master
  thief. She often plays the victim but is extremely
  lethal;
  • Belvenor Legrand, a N non-binary gnome mage. A
  materialist who loves money above all else.
  They are all resigned to their fates and want no trouble
  with the party; All they want is to be left alone. Having
  lost an arm to Strahd, Ulfrig now holds his shield with
  a crude prosthetic arm constructed by Belvenor. Alynna
  has a long scar across her face where Strahd raked her
  flesh. Belvenor is physically well but panics at the sight
  of low-flying bats or the snap of a tree branch.
  The only recruitable member of the group is Ulfrig,
  who is excited by the possibility of returning home.
  Alynna is against the idea, as Strahd knows everything
  that happens in this land. Belvenor agrees with Ulfrig
  joining the party if they pay Belvenor 500 gp.
  Alynna needs to be convinced to allow Ulfrig to help
  against Strahd by a successful DC 17 Charisma
  (Deception or Persuasion) check. If she is convinced,
  the party must still pay the 500 gp requested by
  Belvenor. If all this happens, Ulfrig agrees to meet the
  party in front of Castle Ravenloft once they are ready
  to confront Strahd. Belvenor provides a scroll of
  sending so Ulfrig can be notified from afar.
  If the party decides to fight with these forgotten
  heroes, they fight to death. Ulfrig has an AC of 19
  while using his shield, and his damage is 1d8+5 due to
  the Dueling Fighting Style feature. His CR is 4.
  Dead
  Use this version only if the party has acquired the
  sunsword or the Holy Symbol of Ravenkind. While
  exploring the Svalich Woods, read or paraphrase the
  following aloud:
  You spot a small camp set in a small clearing ahead. The camp
  is flanked by huge rocks, and the gaps between these rocks is
  filled by rough palisades. You see ragged tents inside.
  In this version, the adventurers fell to Strahd as he
  grew tired of their pitiful attempts to end him. The
  former heroes have been transformed into various
  forms of undead, under the effects of a strong curse..
  • Ulfrig the Wall, a LE former male dwarf wight. His
  unbridled fury is a dangerous weapon;
  • Alynna Tallesandra, a LE former female halfling
  revenant. Equal measures meticulous and malicious;
  • Belvenor Legrand, a NE former non-binary gnome
  ghost. Despondent and depressed;
  • Ilyanvaz Theron, a CE former male veldaken
  wraith. Malevolent to his core.
  The camp has the following lair effects:
  • The undead adventurers cannot leave the camp;
  • They have vulnerability to radiant damage.
  The camp also has a Lair Action which can be triggered
  every round at initiative count of 20: each undead
  adventurer can use supernatural powers to rip branches
  off the nearby trees and throw them at their targets.
  This ranged weapon attack has a+6 to hit and deals
  1d8+4 piercing damage on a hit.
  Developments
  There are many possible outcomes here, so they will
  not be listed below. However, the most likely outcome
  should be that the party is able to ally themselves with
  Ulfrig to help bring down Strahd.
  The tents, in both versions of the encounter, contain
  the below list of treasure:
  • A bag of holding containing:
  • 58 gp;
  • 211 sp;
  • 459 cp;
  • 4 potions of healing;
  • 1 potion of invisibility;
  • 2 gems worth 50 gp each;
  • Goggles of night;
  • A rope of climbing.
  Rewards
  Award XP for any fight the characters win. If the party interacts
  with the heroes and does not fight, award them XP for an easy
  encounter. If the group manages to make an alliance with the
  heroes, award them XP for a deadly encounter.
  Belvenor
  Belvenor sold the harpoon to Luka in the Deep Fishing
  encounter. When the heroes realized they had no hope of
  escaping, they sold a few things to purchase supplies for the camp.
  
  22
  Alive
  Alive
  Dead
  Dead
  
  23
  Heartless
  Encounter Level: 3rd–5th
  Encounter Type: Exploration/Combat
  Encounter Overview: During one of the party’s trips
  through the Old Svalich Road, they come across a dead
  body with the heart ripped out.
  Encounter Location: Old Svalich Road and Svalich Woods
  Background
  A vampire spawn saw a lone man traveling on the
  road and decided to end his life, as Barovia would
  surely do this anyways. Ripping the man’s heart from
  his chest, the vampire spawn has retreated further into
  the woods to drain the organ in peace.
  The Encounter
  While traveling along the Old Svalich Road, read or
  paraphrase the following aloud:
  Further down the road, you spot a trail of blood leading away
  from the beaten path. You see the blood trail ends abruptly at
  a corpse lying on the ground.
  This encounter only happens if the group is traveling on
  foot. The corpse wears leather armor and holds a
  shortbow with the associated quiver on its hip. The
  man’s chest has been torn open, and the heart is missing.
  A successful DC 13 Intelligence (Investigation) check
  reveals that the chest was opened with claws. On a result
  of 17 or above, the character determines the claws were
  humanoid in nature. A successful DC 17 Intelligence
  (Arcana) check reveals that some vampires suck blood
  directly from the heart. Beside his equipment, the man’s
  corpse has a leather pouch containing 13 cp, 9 sp and 1
  
  24
  gp. It also wears a silver ring with floral carvings worth
  10 gp. The ring is emblazoned with the name "Sasha."
  A successful DC 12 Wisdom (Survival) check reveals
  a faint blood trail that can be used to track the
  vampire spawn. Following the trail for five minutes,
  they find the vampire spawn crouched with his back
  against the party, gorging on the fresh blood of his
  victim. Unless there are characters wearing heavy
  armor in the group, the party surprises the vampire
  spawn even if they did not make a Dexterity (Stealth)
  check.
  If the body is not burned, it becomes a revenant in
  24 hours with the goal of finding its heart.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group ignores the corpse;
  • The adventurers find the body but don’t track the
  vampire spawn;
  • The party finds the body, track down the vampire
  spawn and kill it;
  • The characters do not burn the corpse, which
  becomes a revenant.
  Rewards
  If the party investigates the corpse, award them XP for
  an easy encounter. If they find and kill the vampire
  spawn, award them XP for the battle and for a medium
  encounter. If they also burn the original corpse, award
  them XP for a medium encounter.
  Left In A Hurry
  Encounter Level: 3rd or 4th
  Encounter Type: Social/Exploration/Combat
  
  25
  Encounter Overview: While traveling along the Old
  Svalich Road, the party discovers a campfire and, upon
  investigating it, finds the remains of an unusual scene.
  Encounter Location: Old Svalich Road and Svalich
  Woods
  Background
  Two Vistani bandits were warming themselves by a
  campfire when a ghost of the Svalich Woods possessed
  one of them and began attacking the other. The victim,
  frightened and confused, ran headlong into the woods
  with his assailant close behind.
  The Encounter
  During their trip down the road, read or paraphrase the
  following aloud:
  During your trek through these wretched woods, you notice a
  campfire, its embers still crackling slightly, along the side of
  the road.
  A successful DC 13 Wisdom (Survival) check reveals
  that there were two humanoids in this location, but ran
  off a short while ago. A successful DC 15 Wisdom
  (Perception) check reveals a drying spot of blood on the
  nearby leaves. Following a trail of footprints, smashed
  leaves, and broken branches with a successful DC 15
  Wisdom (Survival) check, the party discovers a man in
  vibrant clothing standing underneath a large dead tree.
  The corpse of another man, also dressed in colorful
  clothes, lays on the ground nearby.
  The Vistani man laughs maniacally while marking
  every inch of exposed flesh with superficial cuts from a
  small knife. This man is possessed by a ghost, who is
  more than happy to talk with the group. The ghost has
  forgotten their names, calling themselves “The
  Undying.” They know all Barovian and Vistani lore
  present in chapter 2 of Curse of Strahd. If asked what
  they are doing, The Undying replies that they are
  testing their new body.
  If anybody tells the ghost to stop, trigger the ghost
  encounters from Chapter 2 in Curse of Strahd. If freed
  from the ghost’s possession, the Vistani, called Nyclai,
  has 18 gp and 29 sp on them. Nyclai comes from the
  nearest of the two Vistani encampments and admits to
  plotting to waylay travelers before this happened. The
  bandit offers to lead the party to their camp and will
  remember the characters, treating them fondly, should
  they return.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group ignores the campsite;
  • The party follows the tracks and finds The Undying
  but do not trigger a fight;
  • The characters find The Undying and trigger a fight.
  Rewards
  If the party kills The Undying, award them standard XP
  for the combat. If the party talks to Undying without a
  fight, award them additional XP for a hard encounter.
  Luring Fire
  Encounter Level: 3rd or 4th
  Encounter Type: Exploration/Combat
  Encounter Overview: While walking through
  Vallaki’s streets, the party is caught in Lady Wachter’s
  plan to eliminate the city guards.
  Encounter Location: Vallaki (area N)
  Background
  Fiona is tired of Baron Vallakovich and has decided to
  enact her long-awaited coup. The first step in her plan
  is to distract and dispose of some of the Baron’s guards.
  The Encounter
  At any moment while the characters are walking
  through Vallaki’s streets, read or paraphrase the
  following aloud:
  A brown haired, middle-aged woman appears from an alley
  between some nearby buildings and shouts, “Fire! There’s a
  house on fire!”
  Three nearby guards on patrol promptly follow after
  the woman, who darts back into the alleyway.
  If the party follows her or the guards, the woman, a
  cultist, races through Vallaki until she reaches the
  town’s palisade walls. There, an ambush of two cult
  fanatics and three cultists lies in wait.
  At the ambush site, the cultists are hiding behind the
  nearby trees and underneath the horse-drawn cart
  filled with dirt. Characters with passive Perception 13
  or above notice the cultists’ location.
  The purple 8x8 square on the map designates the
  location of the silence spell cast by one of the fanatics
  (who now has only 2 remaining 2nd-level spell slots).
  A fight starts between the 2 guards, a scout, 2 cult
  fanatics and 4 cultists. If the guards were not warned
  by the group, the cultists have the guards surprised.
  The guards and cultists fight to the death. If the party
  doesn’t interfere, the guards are killed, hidden in the
  cart among the earth, the crates placed on top of the
  dirt, and the bodies are taken out of Vallaki to be
  buried in the Svalich Woods.
  If the group helps the guards, they have the chance to
  help the Baron uncover Lady Wachter’s plot. The
  cultists only know that she is trying to kill some of the
  guards before she can start her revolution.
  Additionally, the next time the party breaks one of the
  Baron's laws in Vallaki, roll a d4. On a 4, the guards
  who show up are the ones the group saved and will
  look the other way just this once. They will not,
  however, excuse murder or similar grave crimes.
  If they help the cultists, Fiona is grateful and invites
  them to a dinner at her house.
  Alternate Placement
  This encounter can be run during the It’s My Turn Now event
  instead of the location presented below. During that event, the
  party hears about the fire at the Festival of the Blazing Sun. Only
  run this encounter as written if you will not run the It’s My Turn
  Now event.
  
  26
  Outcomes
  Some of the possible outcomes are listed here:
  • The group ignores the call for help;
  • The party follows the woman but leaves both sides
  to fight each other;
  • The characters side with Fiona;
  • The adventurers side with the guards.
  Rewards
  If the party helps either side, award them XP for a
  medium encounter in addition to the XP from the
  combat.
  Not From Here
  Encounter Level: N/A
  Encounter Type: Social
  Encounter Overview: While the party walks through
  the market, most eyes are on them. A child approaches
  any non-human, non-elf character and asks them what
  they are. What follows is an awkward situation.
  Encounter Location: Vallaki Market (south of area N7)
  Background
  Barovians are not used to races other than humans and
  elves. Additionally, most of them were born without a
  soul, making them empty shells with little life in them.
  Barovians gifted with souls, however, are prized by Strahd
  and other fearsome denizens of the Domain of Dread.
  
  27
  The Encounter
  During the group’s visit to the market, read or
  paraphrase the following aloud:
  The market is full of Vallakians dressed mostly in simple
  clothing, though some bright colors can be seen among the
  otherwise drab linens. The market, a place where the citizens
  can find vegetables, fruits, meat, milk, bread, and other
  products, is oddly silent. The pleasant scents from these items
  is enough to mitigate the strong odor from the Vallakians.
  A small girl with black eyes, red hair, and freckles runs
  towards you, tugs on [CHARACTER]’s pants, and asks,
  “Hey, what are you?”
  She looks up to you, her eyes sparkling with curiosity.
  The girl, Nadya (LG female human noncombatant)
  dresses in a grey, worn gown. Unlike her parents,
  Misha and Mira, Nadya has a soul and will interrogate
  any-non human, non-elf character with childish
  curiosity. She is very lively and often scratches her left
  eye. After a few minutes, her parents show up:
  A man and a woman in their mid-thirties with sullen faces and
  dull black and brown clothing appear before you. The man
  has red hair while the woman sports auburn hair. Their eyes
  are black but lack the spark of life their daughter possesses.
  The man says with a monotonous voice, “Nadya, there you
  are. We looked all around. Don’t run away from us like this.”
  You notice the man, clearly Nadya’s father, staring at a nearby
  red tent. Nadya’s mother affirms her husband’s request in a
  calm, quiet tone, “Yes. Stay close.”
  She extends her hand to Nadya while looking toward the same
  tent. Nadya smiles, takes her mother’s hand, and says, “Sure
  Mommy and Daddy! Sorry I ran off,”. The little girl waves at
  you and chirps, “Bye strangers!”
  This conversation can be interrupted at any moment. If
  inquired what they are looking at, Misha and Mira
  mention the tent is too red. Misha is a woodworker and
  Mira takes care of Nadya. Misha offers the party 1 sp
  for finding Nadya and thanks them in his dull,
  uninterested tone. Once they take off, any character
  with passive Perception score of 13 or higher hears
  Mira telling Misha, “Why did you give them money?
  We need to save it for the pie.” Misha looks to Nadya
  and replies, “ We already have what we need.”
  Rewards
  If the party interacts with Nadya and her family, award
  them XP for a medium encounter.
  Search Gone Wrong
  Encounter Level: N/A
  Encounter Type: Social
  Encounter Overview: A family of Vistani,
  accompanied by a Vallakian guard who was a friend of
  the family, were looking for Arabelle close to one of
  the lakes when a pack of dire wolves caught their scent.
  Encounter Location: Any lake
  Background
  A Vistani couple—Ivan and Anastacia—and their twin
  five-year-old sons—Alek and Aleksei—were searching
  for Arabelle, Luvash’s missing daughter, along with their
  Vallakian friend, Anishka. The twins were away from
  the campfire when a pack of direwolves caught their
  family’s scent. The twins watched in horror as their
  parents and Anishka were torn apart by the wolves.
  The Encounter
  At any time when the party is close to a lake, read or
  paraphrase the following aloud:
  Approaching the lake, you notice two boys staring at three
  bloody corpses, a man and a woman in colorful clothes and a
  woman in leather armor and uniform.
  Alek and Aleksei have no souls and have not cried over
  the death of their parents; they simply stare at the
  bodies, unable to comprehend what happened. The
  boys only answer questions directed at them. If the
  group decided to use any favors they have with the
  Abbot to resurrect the parents, the Abbot refuses,
  stating that as they have no souls, it would not work.
  They thank the characters as if by obligation and
  express no sign of real gratitude.
  Following Up
  Two days later, Misha and Mira lead Nadya to meet with an old
  woman at the outskirts of the square. Misha greets the crone,
  tucked in a tight alleyway, and says, “Hello, Morgantha. As
  promised.” If the party doesn’t intervene, Misha delivers Nadya
  to the hag, while Mira cries silently. Nadya, confused, asks her
  parents what is happening while the hag takes her away. If the
  party wants to stop this, run a fight against a night hag.
  
  28
  If they bring the twins to Vallaki, Father Lucian
  knows of a small orphanage that can take care of Alek
  and Aleksei.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group ignores the scene;
  • The party interacts with the boys;
  • The group helps the twins find a new home;
  • The adventurers manage to bring the parents back.
  Rewards
  If the party interacts with the boys, award them XP for
  an easy encounter. If the group helps the boys find a
  new home, award them XP for a hard encounter
  instead. .
  Unrest In Peace
  Encounter Level: 3rd or 4th
  Encounter Type: Social/Combat
  Encounter Overview: While traveling through the
  Svalich Woods, the party hears an eerie calling.
  Encounter Location: Old Svalich Road and Svalich Woods
  Background
  A family from the village of Vallaki was attacked by
  werewolves; the son, Pyotr, was taken, but the father,
  mother, and daughter were killed and left on the road.
  A group of hunters found their bodies and, not
  knowing from where they came, buried the corpses in
  the woods.
  The Encounter
  Run this encounter at night when the party needs to
  rest near the Old Svalich Road. At some point, read or
  paraphrase the following aloud:
  While getting ready to rest, you feel an icy touch on your back.
  Looking behind you, you see a translucid girl floating nearby,
  her face struck in agony.
  The ghost, Kasmira, beckons the party to follow her to
  the gravesite. She explains that her parents became
  angry spirits and they are currently searching for their
  killers. Kasmira needs the party’s help exhuming her
  
  29
  family’s bodies and transporting them to the St.
  Andral’s Church cemetery. She believes this will finally
  put her and her family to rest, though she notes she has
  never seen Pyotr’s spirit. She explains her brother was
  taken by the werewolves that killed them, but always
  assumed he was killed later.
  If the characters have no means to dig up the bodies,
  they come back to find two specters waiting for them.
  Furious that they were talking to Kasmira the spectres
  attack the party on sight while Kasmira begs them to
  stop. If the party mentions they will help find Pyotr and
  recite a prayer to the Morninglord, they stop attacking.
  Father Lucian, if alive, is more than happy to help the
  party perform the burial rites. If the party goes after
  the werewolves, refer to Chapter 15 of Curse of Strahd
  for more information. Pyotr has been transformed into
  a werewolf but may be cured by a remove curse spell.
  If the party helps put the spirits to rest, Kasmira
  explains where their house in Vallaki is located and
  tells them of a false bottom on her parents' dresser.
  There, they find 22 gp, 119 sp, 356 cp, and a small
  topaz worth 25 gp.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group ignores the Kasmira’s call;
  • The party helps Kasmira right away, putting her
  family to rest in Vallaki;
  • The characters come back later and kill Kasmira’s
  parents, which makes her unconsolable;
  • The adventurers calm the specters and help the
  whole family.
  Webby
  Webby
  Woods
  Woods
  
  Rewards
  If the spectres are killed, award them XP for the
  combat. If the party helps the family, award them
  additional XP for a hard encounter.
  Webby Woods
  Encounter Level: 3rd or 4th
  Encounter Type: Combat
  Encounter Overview: While traveling down the Old
  Svalich Road, the group is attacked by a group of giant
  wolf-spiders led by a druid from Yester Hill.
  Encounter Location: Old Svalich Road and Svalich
  Woods
  Background
  A druid named Yosif wants to capture the party as a gift
  to Strahd, believing this will help him gain the Devil’s
  favor. Yosif has gathered giant wolf-spiders from all
  across Barovia and prepared a trap along the path the
  group traverses most often.
  The Encounter
  While traveling along the Old Svalich Road, read or
  paraphrase the following aloud:
  Along this section of the road, the branches and treetops
  above you are covered with massive, sticky spider webs. Some
  webs form bridges from one side of the road to the other,
  while others form circular webs across multiple trees.
  Yosif, a druid, is in a giant spider form hidden behind
  the large rock to the north. Behind the nearby trees,
  2d4-2 giant wolf-spiders (minimum of 2) lie in wait
  to ambush the party. If the characters express any
  concern about the location, they are not surprised by
  the ambush. Once the group passes the large rock, Yosif
  and his spiders attack.
  If the party tries to run away, Yosif and his spiders give
  chase until they are defeated or the party is captured.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group falls and Yosif captures them, taking them
  to Castle Ravenloft. Strahd furious at the druid for
  taking his prey, kills Yosif and frees the characters.
  
  31
  Woody
  Woody
  Ambush
  Ambush
  Strahd leaves them a note chiding them for their
  unfathomable weakness;
  • The party kills the druid and the spiders;
  • The characters defeat the druid and leave him alive
  to interrogate him. Yosif tells them about his plan.
  Rewards
  Award them XP for creatures killed during the combat.
  If the party captures and interrogates Yosif, award them
  additional XP for a medium encounter.
  Woody Ambush
  Encounter Level: 6th–8th
  Encounter Type: Combat
  Encounter Overview: Run this event if the party
  killed the Gulthias Tree or if they killed the blights at
  the Wizards of the Wines winery. The druids of Yester
  Hill want revenge on the group.
  Encounter Location: Old Svalich Road and Svalich Woods.
  Background
  Furious with the party for killing the blights at the
  Wizard of the Wine winery or the Gulthias tree, a
  druid from Yester Hill has set up an ambush to get his
  revenge. He has brought all of his remaining blights in
  hopes of taking the party by surprise and
  overwhelming them with sheer numbers.
  The Encounter
  Only run this if the Gulthias tree was not killed.
  At any time while the party is traveling along the Old
  Svalich Road, read or paraphrase the following aloud:
  
  32
  As you continue traveling down this wretched road, you hear
  someone shout an indistinguishable phrase in the distance.
  The vegetation around you begins to twist together to form
  many small humanoid-shaped creatures.
  Start a fight against 1d4 vine blights, 1d8 needle
  blights and 4d4 twig blights, all led by a druid. This
  combat can quickly drain the party of their daily
  resources, so be careful when using this in tandem with
  other encounters. Decide where to position the druid
  and his blights, but ideally, a few should be able to
  reach the party without using the Dash action while the
  rest spend a turn or two getting into position. The
  druid holds a staff of swarming insects, which he uses on
  his first turn to cast giant insect on a scorpion he
  brought. On his second turn, the druid uses the staff’s
  Insect Cloud feature to obscure the party’s vision, and
  then every subsequent turn helping the blights finish
  them off. If the druid is killed, the blights stop
  attacking and wander into the woods.
  Outcomes
  Some of the possible outcomes are listed here:
  • The group manages to flee the scene;
  • The group falls to the enemies;
  • The party kills the druid, ending the fight.
  Rewards
  If the party wins this combat, award them XP for it. If
  the party ends up fleeing, award them XP for a hard
  encounter.
  
  33
  Appendix A
  Appendix A
  Creatures
  Creatures
  Deathly Treant
  Deathly Treant
  Gargantuan undead (plant), chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 155 (10d20 + 50)
  Speed 0 ft.
  Saving Throw Con +8
  Damage Resistances bludgeoning, piercing, necrotic
  Damage Immunities poison
  Condition Immunities charmed, exhaustion,
  frightened, paralyzed, poisoned
  Senses passive Perception 11
  Languages understands Common, Druidic, Elvish,
  Sylvan
  Challenge 8 (3,900 XP)
  False Appearance. While the treant remains
  motionless, it is indistinguishable from a normal tree.
  Siege Monster. The treant deals double damage to
  objects and structures.
  Undead Fortitude. If damage reduces the treant to 0
  hit points, it must make a Constitution saving throw
  with a DC of 5+the damage taken, unless the damage is
  radiant or from a critical hit. On a success, the treant
  drops to 1 hit point instead.
  ACTIONS
  Multiattack. The treant makes two slam attacks.
  Slam. Melee Weapon Attack: +10 to hit, reach 20 ft., one
  target. Hit: 16 (2d8 + 7) bludgeoning damage.
  Desecrated Roots. Ranged Weapon Attack: +10 to hit,
  range 60 ft., one target. Hit: 17 (3d6 + 7) bludgeoning
  damage plus 13 (2d12) necrotic damage.
  Animate Trees (1/Day). The deathly treant magically
  animates one tree it can see within 60 feet of it. This
  tree have the same statistics as a treant, except it has
  Intelligence and Charisma scores of 1, it can't speak,
  and have only the slam action option. Its type is
  undead (plant). An animated tree acts as an ally of the
  deathly treant. The tree remains animate for 1 day or
  until it dies, until the treant is more than 120 feet from
  the deathly treant; or until the deathly treant takes a
  bonus action to turn it back into an inanimate tree. The
  tree then takes root if possible.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  27 (+7)
  8 (-1)
  21 (+5)
  4 (-3)
  12 (+1)
  5 (-3)
  
  34
  is.
  Rampaging Werewolf
  Rampaging Werewolf
  Medium humanoid (human, shapechanger), chaotic evil
  Armor Class 12 in humanoid form, 14 (natural armor)
  in wolf or hybrid form
  Hit Points 67 (9d8 + 27)
  Speed 30 ft. (40 ft. In wolf form)
  Skills Athletics +7, Perception +4
  Damage Resistances bludgeoning, piercing, and
  slashing damage from nonmagical weapons that
  aren’t silvered
  Senses passive Perception 14
  Languages Common (can’t speak in wolf form)
  Challenge 5 (1,800 XP)
  Keep Hearing and Smell. The werewolf has advantage
  on Wisdom (Perception) checks that rely on hearing or
  smell.
  Lycantrope’s Rage (Recharges on a Short or Long
  Rest). As a bonus action, the werewolf can enter a rage
  at the start of its turn. The rage lasts for 1 minute or
  until the werewolf is incapacitated. While raging, the
  werewolf gains the following benefits:
  - The werewolf has advantage on Strength checks and
  Strength saving throws
  - When it makes a melee weapon attack, the werewolf
  ant gains a +4 bonus to the damage roll.
  - The werewolf has resistance to bludgeoning, piercing,
  and slashing damage.
  Reckless. At the start of its turn, the werewolf can gain
  advantage on all melee weapon attack rolls it makes
  during that turn, but attack rolls against it have
  advantage until the start of its next turn.
  Running Leap (Wolf or Hybrid Form Only). The
  werewolf's long jump is up to 40 feet and its high jump
  is up to 20 feet when it has a running start.
  Shapechanger. The werewolf can use its action to
  polymorph into a wolf-humanoid hybrid or into a wolf,
  or back into its true form, which is humanoid. Its
  statistics, other than its AC, are the same in each form.
  Any equipment it is wearing or carrying isn't
  transformed. It reverts to its true form if it dies.
  ACTIONS
  Multiattack (Humanoid or Hybrid Form Only). The
  werewolf makes two attacks: one with its bite and one
  with its claws.
  Bite (Wolf or Hybrid Form Only). Melee Weapon
  Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4)
  piercing damage. If the target is a humanoid, it must
  succeed on a DC 13 Constitution saving throw or be
  cursed with werewolf lycanthropy.
  Claws (Hybrid Form Only). Melee Weapon Attack: +7
  to hit, reach 5 ft., one creature. Hit: 10 (1d12 + 4)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  17 (+3)
  10 (+0)
  12 (+1)
  9 (-1)
  
  35
  Tanarukk
  Tanarukk
  Medium fiend (demon, orc), chao�c evil
  Armor Class 14 (natural armor)
  Hit Points 95 (10d8 + 50)
  Speed 30 ft.
  Skills Athletics +7, Perception +4
  Skills Intimidation +2, Perception +2
  Damage Resistances fire, poison
  Senses darkvision 60 ft., passive Perception 12
  Languages Abyssal, Common, Orc
  Challenge 5 (1,800 XP)
  Aggressive. As a bonus action, the tanarukk can move
  up to its speed toward a hostile creature that it can see.
  Magic Resistance. The tanarukk has advantage on
  saving throws against spells and other magical effects.
  Reckless Attack. All attacks made by and against the
  tanarukk have advantage.
  ACTIONS
  Multiattack. The tanarukk makes two attacks: one
  with its bite and one with its greatsword.
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
  target. Hit: 8 (1d8 + 4) piercing damage.
  Greatsword. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit: 11 (2d6 + 4) slashing damage.
  REACTIONS
  Unbridled Fury. When hit by a melee attack, the
  tanarukk can make one melee weapon attack with
  advantage against the attacker.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  13 (+1)
  20 (+5)
  9 (-1)
  9 (-1)
  9 (-1)
  
  36
  Werewolf Alpha
  Werewolf Alpha
  Medium humanoid (human, shapechanger), chaotic evil
  Armor Class 15 (armor scraps and ring of protection)
  in humanoid form, 17 (natural armor and ring of
  protection) in wolf or hybrid form
  Hit Points 119 (14d8 + 56)
  Speed 30 ft. (40 ft. In wolf form)
  Saving Throws Str +9, Con +8, Wis +6
  Skills Athletics +9, Perception +6
  Damage Resistances bludgeoning, piercing, and
  slashing damage from nonmagical weapons that
  aren’t silvered
  Senses passive Perception 16
  Languages Common (can’t speak in wolf form)
  Challenge 9 (5,000 XP)
  Legendary Resistance (3/Day). If the werewolf fails a
  saving throw, it can choose to succeed instead.
  Keep Hearing and Smell. The werewolf has advantage
  on Wisdom (Perception) checks that rely on hearing or
  smell.
  Pack Leader. The werewolf’s allies have advantage on
  melee attack rolls against any hostile creature within 5
  ft. of the werewolf.
  Shapechanger. The werewolf can use its action to
  polymorph into a wolf-humanoid hybrid or into a wolf,
  or back into its true form, which is humanoid. Its
  statistics, other than its AC, are the same in each form.
  Any equipment it is wearing or carrying isn't
  transformed. It reverts to its true form if it dies.
  ACTIONS
  Multiattack (Humanoid or Hybrid Form Only). The
  werewolf makes three attacks: one with its bite and
  two with its claws.
  Bite (Wolf or Hybrid Form Only). Melee Weapon
  Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5)
  piercing damage. If the target is a humanoid, it must
  succeed on a DC 14 Constitution saving throw or be
  cursed with werewolf lycanthropy.
  Claws (Hybrid Form Only). Melee Weapon Attack: +9
  to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5)
  slashing damage.
  LEGENDARY ACTIONS
  The werewolf can take 3 legendary actions, choosing
  from the options below. Only one legendary action can
  be used at a time, and only at the end of another
  creature's turn. The werewolf regains legendary
  actions at the start of each turn.
  Leap. The werewolf moves up to its speed without
  provoking opportunity attacks.
  Bark Orders. The werewolf chooses a friendly
  creature who can see or hear it. That creature can
  use its reaction to move up to its speed without
  provoking opportunity attacks.
  Frenzy (Costs 2 Actions). The werewolf can make one
  claw attack against each creature within 5 feet of it.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  15 (+2)
  18 (+4)
  11 (+0)
  14 (+2)
  15 (+2)
  
  37
  Yester Champion
  Yester Champion
  Medium humanoid (human), neutral evil
  Armor Class 12 (16 with barkskin)
  Hit Points 85 (10d8 + 40)
  Speed 30 ft.
  Skills Medicine +4, Nature +3, Perception +4
  Senses passive Perception 14
  Languages Druidic, Common, Infernal
  Challenge 7 (2,900 XP)
  Brutal Critical. The champion rolls one additional
  weapon damage die when determining the extra
  damage for a critical hit with a melee attack.
  Yester’s Rage (Recharges on a Short or Long Rest).
  As a bonus action, the champion can enter a rage at the
  start of its turn. The rage lasts for 1 minute or until the
  champion is incapacitated. While raging, the champion
  gains the following benefits:
  - The champion has advantage on Strength checks and
  Strength saving throws
  - When it makes a melee weapon attack, the champion
  ant gains a +4 bonus to the damage roll.
  - The champion has resistance to bludgeoning,
  piercing, and slashing damage.
  Change Shape (Recharges on a Short or Long Rest).
  As a bonus action, the champion magically polymorphs
  into a beast with a challenge rating of 1 or less that
  does not have a fly speed, and can remain in this form
  for up to 3 hours. The champion can choose whether
  their equipment falls to the ground, melds with their
  new form, or is worn by the new form. They revert to
  their true form if they die or fall unconscious. The
  champion can revert to their true form using a bonus
  action on their turn.
  While in a new form, the champion retains their
  statistics, but their AC, movement modes, Strength,
  Dexterity, and Constitution scores are replaced by
  those of the new form, and they gain any special
  senses, proficiencies, traits, actions, and reactions
  (except class features, legendary actions, and lair
  actions) that the new form has but they lack. They
  cannot cast spells while in the new form.
  Spellcasting. The champion is a 7th-level spellcaster.
  Its spellcasting ability is Wisdom (spell save DC 13, +5
  to hit with spell attacks). It has the following druid
  spells prepared:
  Cantrips (at will): druidcraft, produce flame, shillelagh
  1st level (4 slots): entangle, longstrider, speak with
  animals, thunderwave
  2nd level (3 slots): animal messenger, barkskin
  3rd level (3 slots): dispel magic, call lightning
  4th level (1 slot): blight, ice storm
  ACTIONS
  Multiattack. The champion makes two greataxe
  attacks.
  Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 13 (2d8 + 4) slashing damage.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  14 (+2)
  18 (+4)
  10 (+0)
  12 (+1)
  9 (-1)
  
  38
  This appendix contains information on the unique
  magical items not found in the Dungeon Master's Guide.
  The items are all in alphabetical order.
  Harpoon
  This is a martial ranged weapon with a range of 30 feet
  due to a sharp bolt linked to a chain; It deals 1d8 piercing
  damage on a hit. If the target is a Large or smaller
  creature, it must succeed on a Strength contest against
  the user or be pulled up to 20 feet toward the user.
  Comfort Ring
  Wondrous item, uncommon (requires attunement)
  While wearing this ring, you do not feel cold or warmth
  from weather effects. The user always feels a comfortable
  temperature no matter how cold or hot it is.
  Appendix B
  Appendix B
  Equipment
  Equipment
  
  39
  Encounters by Level
  Encounter
  Type
  Pillar
  Level Loca�on
  A Warm
  Welcome
  Encounter Social
  N/A
  Village of
  Barovia
  Deep Fishing
  Encounter Social
  N/A
  Any Lake
  Not From Here Encounter Social
  N/A
  Vallaki
  Search Gone
  Wrong
  Encounter Social
  N/A
  Svalich Woods
  Le� In A Hurry
  Encounter Explora�on/
  Combat
  3rd-
  4th
  Old Svalich
  Road and
  Svalich Woods
  Luring Fire
  Encounter Combat
  3rd-
  4th
  Vallaki
  Unrest In Peace Encounter Social/
  Combat
  3rd-
  4th
  Old Svalich
  Road and
  Svalich Woods
  Webby Woods
  Encounter Combat
  3rd-
  4th
  Old Svalich
  Road and
  Svalich Woods
  Heartless
  Encounter Explora�on/
  Combat
  3rd-
  5th
  Old Svalich
  Road and
  Svalich Woods
  The Megaliths
  Event
  Explora�on
  /Combat
  3rd-
  5th
  Old
  Bonegrinder
  It’s My Turn
  Now
  Event
  Social/
  Combat
  3rd-
  6th
  Vallaki
  Bring It Back
  Encounter Combat
  4th-
  6th
  Svalich Woods
  Bad Omen
  Encounter Explora�on/
  Combat
  5th-
  7th
  Svalich Woods
  Forgo�en
  Heroes
  Encounter Social/
  Combat
  5th-
  7th
  Svalich Woods
  They Have
  Fangs Too
  Event
  Combat
  6th-
  7th
  Svalich Woods
  Death To The
  Spies
  Encounter Social/
  Combat
  6th-
  8th
  Mount
  Baratok
  I’m Coming
  Event
  Combat
  6th-
  8th
  Krezk
  Woody
  Ambush
  Encounter Combat
  6th-
  8th
  Old Svalich
  Road and
  Svalich Woods
  Encounters by Loca�on
  Encounter
  Type
  Pillar
  Level Loca�on
  A Warm
  Welcome
  Encounter Social
  N/A
  Village of
  Barovia
  Deep Fishing
  Encounter Social
  N/A
  Any Lake
  Search Gone
  Wrong
  Encounter Social
  N/A
  Svalich Woods
  Le� In A Hurry
  Encounter Explora�on
  /Combat
  3rd-
  4th
  Old Svalich
  Road and
  Svalich Woods
  Unrest In Peace Encounter Social/
  Combat
  3rd-
  4th
  Old Svalich
  Road and
  Svalich Woods
  Webby Woods
  Encounter Combat
  3rd-
  4th
  Old Svalich
  Road and
  Svalich Woods
  Heartless
  Encounter Explora�on/
  Combat
  3rd-
  5th
  Old Svalich
  Road and
  Svalich Woods
  Woody
  Ambush
  Encounter Combat
  6th-
  8th
  Old Svalich
  Road and
  Svalich Woods
  The Megaliths
  Event
  Explora�on
  /Combat
  3rd-
  5th
  Old
  Bonegrinder
  Not From Here Encounter Social
  N/A
  Vallaki
  Luring Fire
  Encounter Combat
  3rd-
  4th
  Vallaki
  It’s My Turn
  Now
  Event
  Social/
  Combat
  3rd-
  6th
  Vallaki
  They Have
  Fangs Too
  Event
  Combat
  6th-
  7th
  Svalich Woods
  Bring It Back
  Encounter Combat
  4th-
  6th
  Svalich Woods
  Bad Omen
  Encounter Explora�on/
  Combat
  5th-
  7th
  Svalich Woods
  Forgo�en
  Heroes
  Encounter Social/
  Combat
  5th-
  7th
  Svalich Woods
  Death To The
  Spies
  Encounter Social/
  Combat
  6th-
  8th
  Mount
  Baratok
  I’m Coming
  Even
  Combat
  6th-
  8th
  Krezk
  Appendix C
  Appendix C
  Tables
  Tables
  
  40
  Appendix D
  Appendix D
  Additional Maps
  Additional Maps
  Bloodhorn’s Charge
  
  41
  Roc of Mount Ghaskis
  Roc of Mount Ghaskis
  
  42
  Random Encounter
  Random Encounter
  Lake
  Lake
  
  43
  Random Encounter
  Random Encounter
  River
  River
  
  44
  Random Encounter
  Random Encounter
  Old Svalich Road
  Old Svalich Road
  Non-Forest
  Non-Forest
  
  45
  Random Encounter
  Random Encounter
  Old Svalich Road
  Old Svalich Road
  
  46
  Random Encounter
  Random Encounter
  Old Svalich Road
  Old Svalich Road
  
  47
  Random Encounter
  Random Encounter
  Old Svalich Road
  Old Svalich Road
  Bridge
  Bridge
  
  48
  Random Encounter
  Random Encounter
  Svalich Woods
  Svalich Woods
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Encounters in Barovia.pdf