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Guide To The Cross Roads v1
Guide To The Cross Roads v1
Crossroads
Curse of Strahd
Guide
By Pyram King
The Crossroads
Guide to Curse of Strahd
By Pyram King
Maps by DM Andy
Magical Gothic Trinkets: u/goliathbeetle
Adventurers Travelers
Nefandi DM Andy
ElvenCari Frank Schmitz
Roger Downey Seth Beal
MumblesOf ANerd Shawn Curlis
Aftercast Edgardo Vasquez
Jose Chitty Philbo
Ssezra Galusz Márton
GABRIEL ACUÑA
Silent Thunder
Travis Carroll
Jude McCabe
Kevin A
https://www.youtube.com/pyramking
https://www.patreon.com/pyramking
author@pyramking.com
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Curse of Strahd, Forgotten Realms,
Ravenloft, Eberron, the dragon ampersand, Ravnica, 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.
All other original material in this work is copyright 2021 by Pyram King.
1
Contents
The Cross Roads ............................................................ 3
Four Random Encounters ...................................... 3
Grave Robbers ............................................................ 3
The Dead Rise! ........................................................... 4
Hang the Witch! ......................................................... 4
Ghost Knight .............................................................. 6
Ghost Knight Trinkets ........................................... 6
Special Event: Curse of the Hanged One ..................... 7
By JamesRPGart
3
The Dead Rise! Hang the Witch!
You notice some sound emanating from the small You notice a group of six villagers yelling, "Hang Her!
graveyard. A closer look and you see undead hands Hang Her!"
digging up through the earth.... ZOMBIES!
In the midst of the villagers is a hooded figure, her
• 1d4 Zombies per round arms tied behind her back.
Zombies will slowly begin to rise out of the graves. She is being led up to the gallows.
For two or more rounds zombies will emerge from the • Dorvok - Leader of the Villagers (stat block:
graveyard. bandit)
• 5 Barovian Villagers (stat block: commoner)
Start of each round roll 1d4 to determine the number
• Celia - herbalist accused of being a witch (stat
of zombies that rise.
block: commoner)
Each round a zombie emerges from the grave and
There are five villagers and one leader. The villagers
begins to engage the players.
believe the young woman a witch who has been casting
spells on local villagers. She is actually an herbalist.
The villagers are afraid of Strahd. They believe by
4
hanging the witch, they may buy some goodwill with
Strahd, as she could be an enemy of Strahd’s.
The villagers only suspect she is a witch, offer no proof,
other than she dabbles with herbs and some strange
things have been happening to villagers in Barovia.
They are looking for someone to blame and have found
her as a scapegoat. Her name is Celia.
With the Burgomaster of the Village of Barovia dead
and little trust in his son, Ismark to rule the village,
the villagers have taken it on themselves to police the
village.
The leader's name is Dorvok, he is the one who inspires
the villagers to hang the witch.
Options:
This makes for several fun role-play options and/or
combat encounters. Here are some suggestions, but feel
free to adapt to the context and situation.
Players can decide to Role-Play the encounter. Perhaps
convincing Dorvok she is not a witch or convincing
enough of the villagers.
Rescue attempt, players can attempt to rescue the poor
girl. If so, it could lead to a combat encounter. If they
do rescue her, the Vistani in the camp at Tser Pools will
welcome her and protect her from further encounters
with the villagers.
Ignore the encounter and move on, but if so, make sure
you cast a shadow of guilt over the party. If she is
allowed to be hung, the players will be plagued by
nightmares for the next few days, if they were unable
to stop it.
5
Ghost Knight The ghost knight will always drop a trinket from the
Ghost Knight Trinket table.
You hear ghostly sounds of battle. Appearing from the
mist you see a ghostly knight riding carrying a banner Insight Check: DC 10
on what appears to be an undead horse.
Success, players will note the rider is dressed in plate
It comes to a stop, stares at you, and slowly pointing mail armor from a time long ago. The banner, while in
the banner in a direction. A warning? A calling? tatters, has a symbol of a dragon. The horse is undead,
parts of its flesh in some areas have fallen away,
The ghostly knight slowly raises the banner, grabs the
revealing bones.
reigns, and rides off at a quickening pace.
If the players engage in combat, the rider will defend
As they do, you notice something fall to the ground.
itself and attempt to ride off. The knight is on an
important mission to find support in the battle against
the dark lord.
6
Signet Ring of the Sun - Once they cast their spell, as an example: Intelligence Check
per day the wearer can cast Light against the enemies AC at Disadvantage. If they are
spell. successful, their spell or attack roll is an automatic
critical.
Flavor Text for the start of a combat encounter
(Disadvantage):