I'm no dungeon expert but here it goes;
The random caves in Barovia need a more consistent spawn setup, they seem to spawn anywhere from Bandits to Undead and Vampires, often leading to un-prepared encounters that are often avoided in favor for farming common areas.
-Caves near the sullen woods should always contain undead, the taint has caused the bandits previously occupying the cave to become corrupted after the shadows slew them and doomed to rise as undead. Lower spawns would mean Skeletal Warriors and ! My suggestion for a new creature, a Skeleton Hound or wolf, with movement speed and detection skills superior to that of a normal skeleton but with much lower health and attack bonus. The loot would likewise be compensated for the extra challenge. The boss would include a skeleton chieftain behind a locked door with a few warriors.
- An old abandoned house in farmlands is boarded up and locked. Picking it and entering would reveal a ruined home destroyed, ransacked and made into a makeshift roost by a Colony of werebats that fly off into the night leaving their guards behind during their raids for a lower spawn at night (If this is possible) or a heavy spawn during the day when they are present in droves. Inside would be tamed bats of other types such as Doombats and Mobats trained to guard their lair.
-An old inn made as a halfway point for travelers on the way to Kroftburg has fallen into disrepair for reasons unknown, but strange noises come from it at night and a dark presence is felt whenever one approaches. Inside is eerily empty revealing nothing that gives evidence to what happened to the residence, the stairs are broken and destroyed, a door to the basement reveals a very dark ritual that occurred there leading to the deaths of all the inhabitants, as you approach the metal and locked door down the hallway (With traps!) the terrible feeling would grow worse and worse, opening the door would reveal A lower spawn of ghosts that would attack any who enter.
Dungeons Leading to Other Dungeons
As with the Skeleton Cave and the Vestibule this shows some pretty neat potential for dungeons being able to chain to one another and be excellent amounts of fun. I was blown away and I thought to myself, "Why not have more?" It's farmed rather regularly, so the idea is popular as well as the challenge it presents.
-Inside the Lich tower there lies an elixir that allows one to pass the negative energy fog unharmed for a short amount of time (Like the Vistani Elixer) Using this invention of the lich an adventuring party can journey into the Tergian crypts and access a new dungeon filled with even more powerful shadows (Swordwraiths as a normality) and even more deadly vampires (Elite) the dungeon would be risky and tough, but with great reward.
-Gathering an old tome with shifting hieroglyphics from the Temple of Anubis would allow one to go to a secluded desert area (North with the small building usually surrounded by Heucevas) to speak the words to enter a large stone door leading to a dungeon filled with traps and mummies. Later in the dungeon the floor would slowly shift from sandy cavern to deep stone floors. Traps galore as adventurers are forced to go forward or face a tide of slowly closing in mummies at their back that come from the sand, these mummies would be of a weak variety, but inevitably would exhaust the party of all it's resources. Fighting the unending ones behind would mean certain death as the ones forward are more challenging, the party is forced to move forward as the way is shut behind them, fighting to escape the slow advance of the mummies buried beneath the sand.
-Pirates are rumored to gather off the coast of Dementiliu unable to be found unless a treasure map (Rare item drop) is found in the Blaustian cave amongst the treasure. A sailor agrees to take the party to the island if they have the map in their possession leading to a coastal dungeon with swashbuckling pirates protecting their ill gotten gains, but the adventurers must protect the ship on it's way to it's destination resulting in a naval boarding map with pirates before the dungeon itself (If possible) once they arrive, turning in the head of the wanted pirate gives a heavy gold reward from Dementiliu's bounty office (I'm thinking 2500) along with some of the pirate's booty.