I like random encounters.
They increase diversity in a game, which often means they can increase fun.
So, even if I'm running official adventures, I also create alternative random encounters table.
This is the one I've developed one for Curse of Strahd.
Roll 1d12+1d8
2 1d4 vampire's spawns
3 1 paladin (50% with 1d4 guards)
4 1 priest and 1d6 acolytes
5 1 dryad
6 Heavy rain
7 1d4+1 specters
8 1 owlbear
9 1d4 brown bears
10 1d4 giant boars
11 2d4 barovian witches
12 Mosquitoes
13 2d6 ghouls
14 1 satyr
15 1 mage with 2d4 skeletons
16 1d6 wereboars
17 1 cult fanatic with 2d6 cultists
18 1d4 poltergeists
19 1 wraith
20 Old cemetery
3 1 paladin (50% with 1d4 guards)
4 1 priest and 1d6 acolytes
5 1 dryad
6 Heavy rain
7 1d4+1 specters
8 1 owlbear
9 1d4 brown bears
10 1d4 giant boars
11 2d4 barovian witches
12 Mosquitoes
13 2d6 ghouls
14 1 satyr
15 1 mage with 2d4 skeletons
16 1d6 wereboars
17 1 cult fanatic with 2d6 cultists
18 1d4 poltergeists
19 1 wraith
20 Old cemetery
Barovian Witches
At day they are gathering herbs and other stuff for their rites.
At night they're performing an unholy rite in a circle of old standing stones.
Brown Bears
They're either hunting for food or protecting their children near their lair.
The lair, once cleared, can be safely used for short or long rests.
Cult Fanatics
50% they've got some prisoners (1d4 commoners) to be sacrificed for the devils they adore. If encountered at night, they're performing the sacrifice at a crude stone altar.
They might be connected with the cult in Vallaki, and if interrogated might give some clues about it.
Dryad
She can be either (50%/50%) an ally of the party, giving shelter, repair and informations about Barovia or, corrupted by the Dark Powers, an enemy.
In the last case she tries to charm and lure players into traps.
Heavy Rain
It starts raining for 1d4 days. During the rain every outside area is lightly obscured.
When the party find shelter the rain stops to start again when they go outside.
When the party find shelter the rain stops to start again when they go outside.
Ghouls
They're are raised from old graves and look for no more than slaying the living.
This encounter happens only at night.
While running the adventure, sometimes I switch from one table to the other: the more random events, the more fun for the players.
Giant Boars
They are searching the area for foods. They try to escape but if threatened they attack.
Mage
The mage is a necromancer with some of his minions. She might be a Strahd's spy or have her own business. She might give some clues about the Amber Temple or Yester Hill.
Mosquitoes
A swarm of mosquitoes annoys the party. Each member makes a Constitution saving throw DC 15. On a failed save, the characters get a disease, which gives one level of exhaustion cumulative on each day until cured.
Old cemetery
It seems a rather usual but ancient and forgotten Barovian cemetery.
If the PCs start investigating the area they found their names written on some tombstones. If they dig near them they find some rotten corpses with their nonmagical equipment.
Owlbear
This encounter happens only at night.
The owlbear is savage and brutal as an member of its race.
Paladin
The paladin is on a holy quest and can ask for help to the players (50%).
Otherwise (50%) his quest comes from the Abbey of Saint Markovia and he's looking for the party to defeat it.
In any case he can give clues about the Abbey.
You find there his stats block.
Poltergeists
PCs find an abandoned structure (a tower, a house) haunted by poltergeists.
If killed, the party can use the structure for short or long rests.
Priest
The priest is a follower of the Morninglord. He can help the party with useful spells or informations about Barovia, Vallaki or Krezk.
In some cases (25%) he's an emissary from the Abbey of Saint Markovia.
Satyr
Like the dryad, he can be helpful (50%) or can be an enemy (50%).
If he's an enemy he stays hidden behind bushes and trees and playing his pipe.
Specters
Some specters are haunting an old battlefield. They were members of the Order of the Silver Dragon and might give clues about Argynvostholt.
Vampire's Spawns
They're sent by Strahd to test the party.
Wereboars
It's a tiny tribe which lives in the woods of Barovia. If encountered at night they're in boar form, otherwise they are in human form.
They're hostile but party can persuade them to change their behavior.
If successful, they can give clues about the Werewolf den and Wizard of Wines vinery.
Wraith
Risen from its tomb this creature is only looking for some soul to torture.
Sometimes (25%) it leads a small group (1d4) of wights.
You can add this table to your Curse of Strahd adventure or to any other campaign you run in Ravenloft.
Bye.
The DM.