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D10 Arctic Random Encounters

D&D 5e · 1,000 scenarios · Roll d100 → roll D10

A complete D&D 5e random encounter table for arctic scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a arctic, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 Arctic encounter table

d100 = 1

  1. D10=1:A brisk sea breeze carries the sounds of distant waves crashing against an unseen shore.
  2. D10=2:A glacier slide reveals a hidden entrance to a subterranean labyrinth filled with ice-themed traps and ancient, forgotten treasures guarded by sentient ice warriors.
  3. D10=3:As they trek across a frozen lake, a colossal form begins to churn below. Lake monsters, awakened by the presence of warm bodies, break through the ice to hunt. The players face stunning beasts but may also uncover ancient lakebed relics.
  4. D10=4:The party is ambushed by a group of ice trolls. The trolls are very strong and are armed with powerful weapons.
  5. D10=5:You see a large cabin. Inside the cabin, you see a large polar bear lying on a large fur coat. The bear is sleeping.
  6. D10=6:The party stumbles upon a group of gnomes building a snowman. They eagerly invite the party to join them and offer them cups of hot cocoa. However, they soon reveal that their snowman is actually a powerful golem and they need help defeating it.
  7. D10=7:Upon finding a hidden cave, the party is greeted by a group of frost gnomes who have been hiding from a frost giant who has taken over their village. They ask for the party's help in reclaiming their home and promise to reward them with valuable treasures.
  8. D10=8:A flock of 1d100+100 crows are circling around a dead body. It is possible that they will attack the players if they get too close to the body.
  9. D10=9:A dire wolf cub appears and starts following the party. It seems innocent enough, but soon the players realize it is actually a powerful magical being in disguise, testing their kindness and bravery.
  10. D10=10:The players come across a small village. Its only inhabitants are 5 old women who tell the players that they are abandoned and hope that they will be able to catch and kill a passing polar bear so they can have something to eat.

d100 = 2

  1. D10=1:The party comes across a dead polar wolf with a large bloody gash in its side.
  2. D10=2:A chasm yawns abruptly beneath the party’s feet, its bottom hidden in shadow. Bridging the gap with either magic or wits is necessary to proceed, lest they be stymied by the natural blockade. Ancient runes of past trespassers hint at ancient magics that may assist.
  3. D10=3:An ancient gryphon’s nest perches high above on a snowy pinnacle. The nest holds remnants of lost artifacts, but close-by rests the elder ice gryphon who fiercely guards its territory. Stealth, or diplomacy, is required to obtain these relics without provoking its wrath.
  4. D10=4:A thick fog rolls in, causing the temperature to suddenly drop even further.
  5. D10=5:The scent of meat cooking on an unseen fire drifts tantalizingly on the wind, promising a rare warmth.
  6. D10=6:A perfectly preserved tent is found, containing provisions and an undelivered warning letter about an icy plague. The author sits, frozen solid, with an oddly peaceful smile.
  7. D10=7:You see a single bear, savage and alone. If he spots you, he will run away.
  8. D10=8:The unexpected warmth of an underground hot spring reveals steam rising subtly from a near-buried crevice.
  9. D10=9:The party encounters the radiant figure of Aurora, the Queen of the Northern Lights, who expresses a dire concern about the encroaching darkness threatening to forever extinguish her luminous realm. By enlisting the aid of creatures and beings long forgotten in the Arctic myths, and mastering the art of celestial diplomacy, the players must work to rekindle the failing lights.
  10. D10=10:The skeletal remains of a long-dead best, half-buried in snow, suggest a fierce struggle in the past.

d100 = 3

  1. D10=1:Amid auroras, they meet a cloud giant artist in search of inspiration. Helping find his muse rekindles his creativity, leading to a magical mural that boosts the party’s confidence and morale.
  2. D10=2:The aurora borealis lights up the night sky.
  3. D10=3:A dilapidated wooden hut, long abandoned, stands silent and forlorn, half-buried in snow.
  4. D10=4:An unexpected break in the clouds reveals the sun.
  5. D10=5:An aurora induces dreamlike visions leading the party to a field of frost-covered statues, ancient warriors encased in ice by a curse. A descendant of these warriors pleads with the party to retrieve a lost relic from an ambitious sorceress manipulating the political landscape in her quest for ultimate power.
  6. D10=6:A mysterious, glowing iceberg drifts towards the party's location. When it gets close enough, they see that it is actually a floating temple of a forgotten god. Inside, they find ancient relics and secrets guarded by powerful ice elementals.
  7. D10=7:Bizarre, glowing snowflakes fall from the sky; anyone touched by them temporarily sees visions of alternate futures, potentially changing their course of action.
  8. D10=8:As night falls, the aurora borealis begins its dance across the sky, mesmerizing the party with its vibrant colors. However, the biting cold of the polar night starts sapping their strength. The travelers must find shelter and create warmth before they are overrun by the lethal midnight chill.
  9. D10=9:A shadow drifts overhead as a snowstorm-clouded moon gives sparse light.
  10. D10=10:As the party travels across the tundra, they come across a large, frozen lake. Suddenly, a giant tentacle breaks through the ice and grabs one of the party members. It turns out to be a giant octopus that has been hibernating in the frozen lake.

d100 = 4

  1. D10=1:An old man wearing robes and carrying a staff tells you that he's heading to the Olde Olde Crone's cottage, but has no idea how to get there. He will accept whatever you wish to give him as payment for him to guide the party there.
  2. D10=2:You come across a giant snow creature that seems to be in pain. Upon closer inspection, you realize that it is actually a beautiful woman trapped inside by a powerful sorcerer. Will you help her break the curse or leave her be?
  3. D10=3:An intricately woven net made from unknown fibers hangs between two boulders, hinting at indigenous craftsmanship.
  4. D10=4:In the depths of an icy labyrinth, they find a pair of selkies trapped in their human form. The selkies offer legends and tokens of love from their aquatic travels.
  5. D10=5:A serendipitous snowstorm orchestrates a scene reminiscent of a wedding, complete with naturally formed archways and frozen blooms, celebrating love in the harshest conditions.
  6. D10=6:Moisture from a cavern's mouth has frozen into elaborate formations, creating a picturesque and surreal entrance.
  7. D10=7:The party sees two polar bears fighting over a seal. If the party interferes, the two polar bears will attack the party!
  8. D10=8:A group of 5d6 polar bears come running down the trail, chasing a polar bear cub. The cub is leaping and bounding as fast as it can, with the largest bear right on its tail.
  9. D10=9:The sharp, precise tracks of an arctic fox weave through the snow, ending abruptly as if the trail was swallowed by the land.
  10. D10=10:The party runs into a group of fur traders. They are camped out for the night. They are very friendly and will trade with the party if they need to buy any supplies.

d100 = 5

  1. D10=1:Players come across jagged ice formations, reminiscent of crude sculptures, that were perhaps shaped by the wind.
  2. D10=2:A nocturnal blue orb streaks across the horizon, influencing ice concentration areas. A spectral agent draped in liquid frost emerges, plying choose alliances and relic hunting promises echoing broader singular forces.
  3. D10=3:They discover an isolated arctic monastery where monks practice a unique form of ice magic. The monks are friendly but test the adventurers' worthiness before sharing their knowledge.
  4. D10=4:Icicles form breathtaking stalactites within an ice cave the party stumbles upon.
  5. D10=5:The unmistakable scent of burning wood returns briefly, a sign of human presence lost to the vast expanse.
  6. D10=6:While exploring a glacier, the party comes across a group of snow elves who have been frozen in time. They were trying to cast a powerful spell to stop the glacier from melting, but something went wrong. The party must figure out how to unfreeze the elves and stop the glacier before it's too late.
  7. D10=7:The party hears a loud obnoxious sound. It is like a combination of a bird screeching, a dragon roaring, and a bear growling. The sound seems to be getting closer and closer. The party will see a muscular monstrous polar bear with a red beard. He will challenge the strongest member of the party to fight him.
  8. D10=8:The visible gleam of a frozen crystal cave entrance beckons but promises hidden perils.
  9. D10=9:The sight of a rare untouched field of snow creates the illusion of untouched perfection, unblemished terrain laying ahead.
  10. D10=10:Nearby, a storm giant's hoarfrost-covered workshop contains intricate, frozen inventions utilitarian yet beautiful, each piece hinting at a grand unfinished masterpiece.

d100 = 6

  1. D10=1:The party comes across a group of friendly yetis who have been living in harmony with a family of white dragons. However, the dragons have mysteriously disappeared, and the yetis need help finding and rescuing them.
  2. D10=2:While traveling through a dense fog at twilight, they cross paths with 1d8 yetis in an ancient war dance, seeking to resurrect their fallen war chief from a hallowed frost grave.
  3. D10=3:Players come across a small stone house. Inside the house, there is an old man sitting at the table. The old man has a large, white beard that is tangled with frost. If players approach the old man, he will ask them for help. The old man is trying to get his beard untangled from the frost. He has tried to do it himself, but he keeps freezing himself while he's trying to untangle it. If players help him, he will tell them about the City of Snow. He was there once when he was younger and he knows how to find the ice caves. He will give each player a map to the ice caves if they untangle his beard.
  4. D10=4:Exposed, intricate ice tunnels lead downward, suggesting shallow passageways used by small creatures or former inhabitants.
  5. D10=5:A group of wolves are attacking a pack of arctic hares.
  6. D10=6:The ground starts to shake, and fissures open as fire giants, hidden beneath the ice for centuries, wake from their slumber. The giants are confused and hostile but have vast knowledge about trapped wealth and long-forgotten histories.
  7. D10=7:They find an old warning signpost from ancient explorers, almost entirely covered in frost.
  8. D10=8:The party hears a hauntingly beautiful melody coming from the frozen lake they are traveling on. Upon investigating, they find a mermaid, frozen in the ice. If they can free her from her icy prison, she will offer them her magical song, which has the power to control water and ice.
  9. D10=9:A large flock of crows is flying overhead. As they fly over head, they will caw loudly, then fly off in another direction. If anyone tries to catch them, they will slip away and escape over a hilltop.
  10. D10=10:A giant iceberg floats past, laden with shipwrecked debris. Something larger than life stirs within the iceberg – an imprisoned kraken! Whether to free it or fight it, the players need to decide quickly as the iceberg slowly drifts away.

d100 = 7

  1. D10=1:The snow and ice of the lake explode! 1d4+4 Gnawlok shaman are attempting to capture a group of humanoids and sacrifice them to their powerful god.
  2. D10=2:A tribe of 3d4 nomadic Snow Elves approach, riding large reindeer mounts. They are in pursuit of a fearsome Ice Wyrm, and will accept help if offered, sharing secret wilderness knowledge in return.
  3. D10=3:The players encounter a lake of liquid mercury hidden beneath a thin crust of ice, its reflective surface revealing hidden truths or locations when questioned properly.
  4. D10=4:The rhythmic pulse of waves beneath a frozen sea becomes barely perceptible through the layered ice.
  5. D10=5:In the glow of moonlight, giant snowflakes form an intricate mosaic, spelling out forbidden texts and otherworldly pictograms which, when interpreted, affect the players' fates.
  6. D10=6:A narrow crevasse suddenly widens into a glacial rift filled with the remains of a crashed airship. Investigating the wreckage, the players find a cargo manifest listing exotic goods and magical items, guarded by the restless spirits of the airship's crew.
  7. D10=7:You stumble upon a small shrine, cairn stones stacked high.
  8. D10=8:A polar worm, roughly 5 feet in diameter, is burrowing through the arctic tundra. It will attack the party, attempting to swallow them whole. The worm will not eat the players, but it will swallow them and take them somewhere. There is a 10% chance that it will take them to an ice cave, and a 90% chance it will take them to the lower planes.
  9. D10=9:A mysterious, glowing rune appears on the ground in front of the party. If they step on it, they are teleported to an icy pocket dimension, inhabited by powerful yeti lords who guard a valuable treasure.
  10. D10=10:As the party travels across the tundra, they come across a large, frozen lake. Suddenly, a giant tentacle breaks through the ice and grabs one of the party members. It turns out to be a giant octopus that has been hibernating in the frozen lake.

d100 = 8

  1. D10=1:A meteor crashes nearby, forming a steaming crater. Approaching it reveals a chunk of star metal buried in the ice, glowing with otherworldly energy.
  2. D10=2:The party witnesses an epic battle between a frost dragon and a group of frost giants. The dragon seems to be losing and the party must decide whether to intervene and potentially anger the powerful dragon or stay and watch the epic fight.
  3. D10=3:The party runs into a group of fur traders. They are camped out for the night. They are very friendly and will trade with the party if they need to buy any supplies.
  4. D10=4:A polar bear appears, curiously friendly, seeming to understand common speech. It’s actually a polymorphed druid needing assistance to break their curse, but unable to communicate directly.
  5. D10=5:The party is attacked by a group of six polar bears, each wielding an axe and wearing wolf skins as battle cloaks. They each have an AC of 9, have 11 HD, have an Axe attack that does 1d10+9 damage and each has a vorpal 1 in 20 chance to decapitate a character outright when they hit them in combat.
  6. D10=6:A pack of wolves attack!
  7. D10=7:A small family of puffins stares curiously at the adventurers before waddling back to their burrow.
  8. D10=8:A group of snow beasts, also known as Yetis, are hunting in the area. They are stronger and more aggressive than regular beasts and can easily overpower the party.
  9. D10=9:The distant call of seabirds reaches your ears, their presence a faint link to the distant ocean.
  10. D10=10:The party is ambushed by a group of ice trolls. The trolls are very strong and are armed with powerful weapons.

d100 = 9

  1. D10=1:The players come across a tuft of feathers that has been torn from a large bird. It looks like it has been attacked by another bird of some kind.
  2. D10=2:A group of 2d10 giant eagles attack the party.
  3. D10=3:In an ice-bound library, they discover a trove of letters exchanged by an ancient couple separated by a glacier, their words and feelings preserved for eternity, open for the adventurers to read and be inspired by.
  4. D10=4:A flock of 1d20 giant birds fly past the players. The birds are not attacking, but they seem to be carrying something on their backs.
  5. D10=5:An ancient shaman frozen in ice awakens with the players’ touch, offering potent potions and arcane knowledge in a language of dreams.
  6. D10=6:Following peculiar tracks, the adventurers find a mother and child polar bear sculpting the snow into little hearts, a cozy lesson in familial love.
  7. D10=7:The party stumbles upon the frozen remains of an ancient battle between two armies grounded in the glacier. Among the bodies, they find magical weapons and treasures, as well as the pace-setting presence of poltergeists reenacting the battle every night unless they are helped to find peace.
  8. D10=8:A family of arctic hares darts across their path, their white fur blending perfectly into the surroundings.
  9. D10=9:The snow and ice of the lake explode! 1d4+4 Gnawlok shaman are attempting to capture a group of humanoids and sacrifice them to their powerful god.
  10. D10=10:While crossing an ice bridge, they find stranded penguin parents trying to reunite with their lost chicks. Bringing the heartwarming family together touches the party, who are gifted a feather that can summon a protective spirit for aid once.

d100 = 10

  1. D10=1:A group of 1d10 mercenaries are sitting around camp, arguing about something. The leader, who is named Otto and is an experienced warrior, will tell the players about a nearby dungeon that they can go explore and make some money in.
  2. D10=2:A cascade of ice tumbles from a high peak, crashing noisily below.
  3. D10=3:A group of 2d6+4 human children are playing in the snow. They look cold and hungry. They will ask the party for food. If the party gives them food, they will tell them there is a treasure in the nearby hills.
  4. D10=4:You see a long wooden boat in the distance. It is not moving, but it is leaning precariously to one side. On the boat, you see a man frantically shuffling about, trying to put out a fire that is burning on the boat. A low moan echoes through the air. When you look in the direction the sound came from, you see a group of men staring at you with hungry eyes. The men are now walking towards you. Next to each man you see a large sled with a large mound on it. It is only a matter of time before they are able to make it to your side of the glacier.
  5. D10=5:You find a simple trapper's hut, seemingly abandoned.
  6. D10=6:The players happen across a seal fighting a polar bear. The seal is clearly losing.
  7. D10=7:They receive an unsettling feeling as they pass a particularly dense cluster of ancient trees.
  8. D10=8:The party comes across a camp of a group of giants that are not from the city. They are all drunk and will attack if provoked.
  9. D10=9:An abandoned child lost in the snow, clutching a locket of their parents, needs help. Reuniting the family brings the players an heirloom that boosts wisdom or perception.
  10. D10=10:The soft reverberation of snow crunching under near-silence accompanies each step, forming a desolate yet calming rural cadence.

d100 = 11

  1. D10=1:A rare snow blossom peeks out from the snow, a small but resilient plant thriving in harsh conditions.
  2. D10=2:A shimmering mirage on the horizon, brought to life by the interplay of light and ice, offers a glimpse of immense beauty and illusive dreams, beckoning you to pace under its folds.
  3. D10=3:You find a remarkably forceful gust of freezing wind.
  4. D10=4:The party sees a mysterious figure in a white cloak ahead of them. As they approach, they realize it is actually a snow golem who has been guarding a powerful magical artifact. The golem offers it to the party if they can solve its riddle.
  5. D10=5:A mysterious, shimmering light in the distance reveals itself to be a dryad encased in an ice prism. She pleads for the group's aid in breaking the enchantment cast by a jealous winter witch.
  6. D10=6:The crack of a breaking icicle rings out, ending the stillness with a sudden jolt, like nature hiccupping in its sleep.
  7. D10=7:The ground beneath the party's feet collapses into an ancient, abandoned dwarven mine. They must navigate through the icy tunnels and fend off frostbitten dwarven ghosts to find an exit.
  8. D10=8:A path of ice-white roses leads to an ancient ice circle. Each rose contains a fleeting memory, and retrospective contemplation briefly alters the player’s stats or skills.
  9. D10=9:An arctic fox follows the players, leading them to a hidden cave where murals depict the rise and fall of a forgotten kingdom. Each image comes alive, revealing history as a living tableau.
  10. D10=10:Frost covering a cliff face begins to melt, turning to a slick, almost gelatinous substance under the sunlight. The affected region becomes a slippery, hazardous climb that challenges even seasoned mountaineers, demanding ingenuity to secure paths up and back down.

d100 = 12

  1. D10=1:They chance upon the remnants of a battle between celestial beings and frost demons. The bodies are frozen in their final moments, but they radiate an aura of melancholic stillness that tugs at their emotions.
  2. D10=2:Icicles hang from a frozen cliff face, glistening in the pale sunlight like nature’s own chandeliers.
  3. D10=3:The party spots a trail of blood leading into a dense, snow-covered forest. Following the trail, they find a wounded dire bear. If they help heal the bear, it may become a steadfast ally, but it is dangerous if approached without caution.
  4. D10=4:The party stumbles upon a group of snow dwarves trying to dig their way out of a massive avalanche. The dwarves were searching for a legendary underground city, but their discovery caused a deadly avalanche. The party must help save the dwarves and navigate the treacherous tunnels to find the city.
  5. D10=5:The party encounters a peaceful band of frost druids who offer them hospitality. However, an underlying tension bubbles to the surface as two druidic factions vie for control over a sacred hot spring.
  6. D10=6:You find a circle of stone monoliths, glowing faintly in the twilight. An old hermit emerges from the shadows, claiming he's the guardian of this ancient, powerful site. He offers wisdom but refuses to let anyone enter without a perplexing challenge.
  7. D10=7:The party stumbles across a frozen wooden house. The party is surprised and discovers 2d6 frozen people. They are dressed in fur coats and boots. The party takes the clothes.
  8. D10=8:They find a series of animal burrows, evidence of life thriving beneath the snow’s surface.
  9. D10=9:In the distance, a haunting howl echoes across the tundra, leading the players to a pack of 1d8 winter wolves. These wolves can speak telepathically and seek the players' aid in finding their missing alpha.
  10. D10=10:In a seemingly barren part of the arctic, they find etched stones resembling love runes, guiding them towards an unseen but deeply felt presence.

d100 = 13

  1. D10=1:An aurora borealis blooms across the sky, revealing the hidden entrance to a wizard’s laboratory built into a glacier. Inside, the adventurers must face arcane puzzles guarding forgotten arcane secrets.
  2. D10=2:Gelidnauts—fractal-formed luminous fractiods—approach chillingly adaptable territories. New artifacts appear distant though proximity incurs potential icy body assimilation chances across adventurers.
  3. D10=3:The party comes across a frozen lake where they see a figure skating gracefully across the ice. As they get closer, they realize that it is actually a frost giant practicing his ice dancing routine.
  4. D10=4:Five elderly women stumble from their tent in the middle of the night. They're cold and terrified.
  5. D10=5:A path of ice-white roses leads to an ancient ice circle. Each rose contains a fleeting memory, and retrospective contemplation briefly alters the player’s stats or skills.
  6. D10=6:Tiny ice crystals cling to the players’ eyelashes and beards, forming an otherworldly frost.
  7. D10=7:A large polar bear attacks.
  8. D10=8:The players come across a severed hand covered in ice. Investigating it reveals that it is still alive. It attacks anyone in range. It is actually a Fire Giant hand that can cast spells.
  9. D10=9:A massive blizzard suddenly envelops the party, and amidst the swirling snow, they encounter a spectral sorcerer who offers glimpses of their future in exchange for their most cherished memories.
  10. D10=10:Two drifting icebergs join together, creating a temporary bridge and safe passage, a natural metaphor of how love can bring things—or people—together.

d100 = 14

  1. D10=1:A party of 1d4 men are rushing toward the mountains. They are all wearing white robes and wearing black masks.
  2. D10=2:A dark cloud obscures the moon, and shadows begin to move independently of their corporeal forms. These willowy shadows attempt to merge with the adventurers, whispering grim insights when they do.
  3. D10=3:A group of 2d4x4 humans are holding up a group of 2d4x4 dwarves. They demand that the dwarves hand over all their valuables and dogsleds.
  4. D10=4:Traveling through this area, the party will come across a small stone tower with a broken door. All of the windows are broken. Inside, there is a small stone alter with a small pile of coins on top of it. If the players investigate the coins, they will find that they are actually silver.
  5. D10=5:A sudden clamor in the snow reveals the presence of snow ants, tiny but fierce creatures swarming in vast numbers. Their bites may seem inconsequential at first but will quickly become overwhelming unless a solution or diversion is found to draw them off.
  6. D10=6:Amid the forlorn tundra, a hardy band of dwarf miners unearths ancient relics emanating a powerful aura. With political ramifications threatening the stability of their quasi-monarchical republic, the adventurers are asked to help in deciphering the relics' true purpose—or perhaps, even re-interring them to avoid kindling old feuds.
  7. D10=7:Unnervingly human-like imprints in the snow suggest the recent passage of travelers, but who or what they are remain unclear.
  8. D10=8:A group of terns flutters above, their aerial acrobatics a delightful distraction from the monotony of the snow.
  9. D10=9:A nearby ice floe dislodges and strikes the party, dealing 1d6 points of damage.
  10. D10=10:While crossing an ice bridge, the party is attacked by a swarm of icy wyvern hatchlings. The hatchlings are searching for their missing mother and mistake the party for her. The party must defeat the hatchlings or find a way to reunite them with their mother.

d100 = 15

  1. D10=1:A nearby cliff face is slick and frozen.
  2. D10=2:They come across an ice sculpture partially carved by the elements, resembling some ancient totem.
  3. D10=3:Five elderly women stumble from their tent in the middle of the night. They're cold and terrified.
  4. D10=4:The trail leads to a dense thicket of bushes laden with frost and tiny red berries.
  5. D10=5:The party meets a troupe of traveling ice bards who perform magical music that can control the weather. They are willing to trade their services for stories and tales of adventure.
  6. D10=6:A group of arctic foxes are scavenging for food in the snow.
  7. D10=7:A hidden hot spring not only provides warmth but also rejuvenates those who bathe in it—yet the water appears to be guarded by water sprites that test any intruders’ intentions.
  8. D10=8:An icy waterfall conceals an ancient forge, its fires still burning with a cold, blue flame. The forge comes with a ghostly blacksmith who speaks in riddles and offers to make powerful weapons in exchange for troubling favors.
  9. D10=9:Two polar bears are fighting. They are very interested in the players.
  10. D10=10:A sudden snowstorm brings you face-to-face with Nurro, a half-elemental traveler who explains that the storm is a magical defense mechanism of an ancient hidden city. The journey to uncover this city’s secrets is dangerous and forces you to navigate the ever-shifting storm patterns.

d100 = 16

  1. D10=1:You hear a loud roar coming from a nearby cave. When you investigate, you find a white dragon has taken refuge in the cave. It has a hoard of magical items and treasures.
  2. D10=2:They discover a pair of ice griffins guarding a nest, their fierce affection for their young teaching the adventurers about protective love.
  3. D10=3:One of the PCs spots the image of a grotesque fat creature inside the flames of a nearby campfire. An instant later the creature appears in front of him and begins to attack, while another voice is heard laughing nearby.
  4. D10=4:Stumbling upon a serene snow-covered grove, they find a pair of unicorns trapped in an icy curse and must gather rare herbs from across the arctic expanse to free them.
  5. D10=5:Air glittering with ice crystals makes everything sparkle.
  6. D10=6:The intricate dance of light through ice crystals creates a kaleidoscopic effect, bringing brief beauty to the harsh setting.
  7. D10=7:Not far from the party is a group of 3d20 women tending to a fire. They are crying. They are sad. The women are all huddled together, and they are covered entirely in furs. You see a large man in the distance, carrying the body of a loved one. The man tosses the body into the fire and turns around. The man has two large horns sticking out of his head, and he is weeping. He is a Goliath.
  8. D10=8:The party sees a group of people gathering around a fire in the center of a village. They are listening to a storyteller tell a story about a powerful warrior who slayed a dragon and rescued a princess and brought peace to the land.
  9. D10=9:A group of 2d4+4 goblins disturb a herd of 10d10 reindeer, which stampede and run away, herding themselves toward the party's camp. The players will have to kill the goblins fast before they are trampled to death by the reindeer! Or they can try to herd the reindeer back toward the goblins so they can kill both at once!
  10. D10=10:A family of 2d4 human children are playing in the snow. They look cold and hungry. They will ask the party for food. If the party gives them food, they will tell them there is a treasure in the nearby hills.

d100 = 17

  1. D10=1:You see a giant, blue, flying whale.
  2. D10=2:You are caught in a brief but intense hailstorm.
  3. D10=3:A ruined watchtower emerges from a glacier, its signal fire still glowing with an iridescent magical flame. However, undead sentinels cloaked in ice patrol its surroundings, obeying orders from their long-gone commander.
  4. D10=4:In the distance, the silhouette of a ship trapped in the ice appears, marooned by the relentless freeze.
  5. D10=5:The snow and ice of the lake explode! 1d4+4 Gnawlok shaman are attempting to capture a group of humanoids and sacrifice them to their powerful god.
  6. D10=6:The sound of the party's horses is drowned out by a loud crashing noise. The party can see far to the west a giant snow worm of the north. It is huge--as large as a castle. It is smashing through the ice, heading right for you. The party must either fight it or run away. The snow worm is a huge thing with dozens of twisted, waving tentacles and at least 4 mouths.
  7. D10=7:A sudden break in the clouds reveals a bright, cold sun, imbuing the surroundings with new clarity.
  8. D10=8:A polar bear attacks. If defeated, the polar bear can be skinned and made into a warm fur coat.
  9. D10=9:The players stumble upon an enchanted, ice-blue rose growing in solitude. Its beauty is breathtaking, and plucking a petal sends the picker into a deep, prophetic dream.
  10. D10=10:The players find a strange frozen lake with a giant squid frozen in its center. Upon closer inspection, they realize that the squid is actually a powerful elemental being, and they must thaw it out and convince it to help them on their journey.

d100 = 18

  1. D10=1:You see a man sitting on a rock, sobbing. He says his name is Ragnarock and that he was betrayed by his companions and left to die in the cold. He asks the players to help him get back to his home in warmer climes.
  2. D10=2:You stumble upon a frozen garden preserved mid-bloom, and poltergeist-like presence of its keeper convinced anyone arriving is a wayward family member.
  3. D10=3:An ancient blizzard spirit howls through the tundra. It offers the party magical protection for their aid in resolving an age-old dispute with a rival spirit of the flame.
  4. D10=4:A cluster of ice crystals catches the light, creating a dazzling display of refracted sunbeams.
  5. D10=5:A squall of color-altering sleet transforms everything it touches into exaggerated caricatures, including the players, revealing hidden truths or grotesque distortions of their personalities.
  6. D10=6:In the heart of the glacial forest, the adventurers encounter the glistening Stag of Winter, revered by the ice elven tribes. This divine creature suffers from malediction brought upon by power struggles between rival elven factions, each seeking dominance over a critical enchanted grove.
  7. D10=7:Sheltering from a storm, they find a wise owl who recites poetry carved into the bark of an ancient, frozen tree—a testament to the soul’s need for beauty and love.
  8. D10=8:A group of 2d4 Ice Golems, under orders from a long-dead wizard, are mindlessly trying to rebuild a crumbled watchtower made of ice. They will attack anyone who interferes or tries to pass through without the proper passphrase.
  9. D10=9:All the trees and plants are covered in snow and ice. This is a great place to get lost - which is why there is a map in the first place.
  10. D10=10:Beneath twinkling starlight, the celestial alignment of the Diamond Moon reveals a hidden ice cave. Inside waits a council of tundra spirits, desperate to find a way to placate the imminent storm of revolt brewing among the northern tribes, led by a vision-fueled chieftain with ambitions of uniting the clans under his banner.

d100 = 19

  1. D10=1:A lone polar bear, frantic and confused, prowls the area, its den buried by a recent avalanche. It's unusually aggressive until it's reunited with its lost cubs hidden nearby.
  2. D10=2:As the players are traversing through a snowy mountain pass, they come across a group of yetis having a snowball fight. The yetis are surprisingly friendly and invite the players to join in on the fun. If the players accept, they may even learn a few new, powerful snowball spell attacks from the yetis.
  3. D10=3:A thick forest of frost-bitten trees encroaches on their path, casting eerie, twisted shadows.
  4. D10=4:The party comes across a pack of arctic wolves, led by a large and intelligent alpha. The alpha has a task for the party, but will only communicate through a game of riddles.
  5. D10=5:The skeletal remains of a small boat lie on the shore, a grim reminder of past journeys lost to the cold.
  6. D10=6:The party encounters a contingent of frostbitten undead soldiers, forever cursed to wander the arctic waste. These revenants are guarding a buried treasure from an ancient war.
  7. D10=7:Amid the howling wind, they find an enchanted harp embedded in a glacier, its sad melodies capable of calling forth ancient spirits.
  8. D10=8:The players stumble upon a small house. Inside, they find a gnome who appears to be in his late fifties. He invites them in and offers them some tea. He tells them that he is collecting samples of all kinds of different fungus in the area.
  9. D10=9:They’re surprised by an aurora borealis that shapes into fleeting images of ancient lovers from the past, telling their tales in flashes of color and light.
  10. D10=10:Your frosty travels lead you to an isolated observatory manned by the absent-minded wizard, Igeles the Skywhisperer. He requires assistance recalibrating his telescopes to avert a looming celestial disaster, potentially by battling a sky kraken or convincing constellations to slightly move.

d100 = 20

  1. D10=1:The sound of the party's horses is drowned out by a loud crashing noise. The party can see far to the west a giant snow worm of the north. It is huge--as large as a castle. It is smashing through the ice, heading right for you. The party must either fight it or run away. The snow worm is a huge thing with dozens of twisted, waving tentacles and at least 4 mouths.
  2. D10=2:A transparent, ghostly ship floats above the arctic ice, piloted by Captain Wraithbeard. The spectral crew is forever cursed to date a shade more annoying than an eternity of telemarketing calls. Wraithbeard offers you a chance to join his crew to lift the curse by recovering his stolen golden sextant from a rival ghost pirate ship.
  3. D10=3:The rhythmic pulse of waves beneath a frozen sea becomes barely perceptible through the layered ice.
  4. D10=4:You come across a buried treasure chest, long frozen.
  5. D10=5:During a full moon night, they spot moonlit ice flowers guiding them to a sanctuary where aurora spirits share wisdom and healing; forming a bond results in a radiant amulet to call on spirit aid.
  6. D10=6:You spot a group of orcs trying to tame a wild mammoth. Do you help them or try to stop them from causing harm to the creature and the surrounding arctic ecosystem?
  7. D10=7:The party comes across a group of penguins who are fiercely guarding a hidden entrance. They refuse to let anyone pass until the party can solve a riddle that will open the entrance.
  8. D10=8:The party comes upon a frozen pool of water that is full of fish. The fish are trapped in frozen water and must be carefully killed. An At-Will spell like Booming Blade or Wave of Force could be used to knock over the frozen fish.
  9. D10=9:A snow-white albatross leads them to a towering ice formation, concealing a primordial elder who holds, promises of altering destinies in exchange for remembrance in lore and legend.
  10. D10=10:Icicles taller than skyscrapers encase the remains of an ancient city. Here, you meet Professor Frobisher, an eccentric wizard archeologist dedicated to uncovering its secrets. He’s convinced that somewhere in this frozen labyrinth lies the Lost Library of Archimidus, containing spells to control the weather. Expect traps and possibly an argument about the true value of yeti artifacts.

d100 = 21

  1. D10=1:The party comes across a frozen graveyard with swords sticking out of the ice, surrounded by eerie howling winds. As they investigate, they discover that the swords belonged to a group of brave warriors who were frozen in a final battle against a powerful frost giant. Will the party avenge the fallen warriors and defeat the giant?
  2. D10=2:A distant howl suggests wolves are nearby.
  3. D10=3:A group of ten men in fur caps approach the players and ask them for directions to a nearby human village. If the players do not have any information, the men will attack them.
  4. D10=4:You hear a strange, distant chanting in the wind. As you get closer, you realize that it is coming from a group of frost giants, who are worshiping a large, snow-covered statue.
  5. D10=5:Frozen plants crackle as you walk past them.
  6. D10=6:The party is followed by a pack of Artic Shadow Hounds, beings made of solid darkness camouflaged against the snow. They attack only when the party is at its most defenseless.
  7. D10=7:A tribe of nomadic frost giants calls upon the players to mediate a dispute with a rival tribe of fire giants, offering their loyalty and resources in return.
  8. D10=8:You spot a large iceberg adrift near the shore.
  9. D10=9:The players come across a partially frozen river where hardy fish still glide just below the surface.
  10. D10=10:Unusual geometric shapes carved into the ice lead to the ruins of an ancient civilization. Inside, powerful magic still hums softly beneath a surface layer of perpetual frost.

d100 = 22

  1. D10=1:Your path crosses with Brishna, an ice troll bard trying to write a ballad about the perfect snowstorm. But alas, inspiration has eluded her. She needs the help of brave adventurers to scale the mighty Frostpeak and converse with Torunga, the Oracle of Snow, to finally complete her masterpiece.
  2. D10=2:The players stumble across a small fortress made of ice. Inside, they find 2d6 polar bears. They are chained up and appear to be very angry. The polar bears are mad and attack the players on sight. There are also 2d6 crazed men in the room with them. They attack anyone who enters the room.
  3. D10=3:A circle of standing stones encases the players in a dome of shifting auroras. Each aurora touches on an element of the players' past, causing them to relive moments and make different choices.
  4. D10=4:In an ice cave lit by magical crystals, the adventurers meet a pair of yetis weaving snowflake patterns. Each unique flake symbolizes a love story the yetis have heard over centuries.
  5. D10=5:Loose snow reveals a hidden crevice.
  6. D10=6:A scarf made of phoenix feathers inexplicably flutters down from the sky, somehow unfazed by the surrounding cold, its origins only hinted in cryptic embroidery.
  7. D10=7:A mysterious, glowing rune appears on the ground in front of the party. If they step on it, they are teleported to an icy pocket dimension, inhabited by powerful yeti lords who guard a valuable treasure.
  8. D10=8:Encountering a wounded polar bear, players find it grieving next to its dead mate. Healing the bear or helping it find closure offers them an enchanted fur that wards off evil spirits.
  9. D10=9:The party will come across a small stone hut. The roof is covered with snow, and the walls are covered in icicles. If the players investigate the hut, they will find a small stone coffin, which is actually a mimic.
  10. D10=10:The players stumble upon a small house. Inside, they find a gnome who appears to be in his late fifties. He invites them in and offers them some tea. He tells them that he is collecting samples of all kinds of different fungus in the area.

d100 = 23

  1. D10=1:The ground starts to shake, and fissures open as fire giants, hidden beneath the ice for centuries, wake from their slumber. The giants are confused and hostile but have vast knowledge about trapped wealth and long-forgotten histories.
  2. D10=2:You come across a large, frozen cave, filled with strange symbols and runes. You can hear whispering coming from inside the cave.
  3. D10=3:Encountering a wounded polar bear, players find it grieving next to its dead mate. Healing the bear or helping it find closure offers them an enchanted fur that wards off evil spirits.
  4. D10=4:A group of men are looking for a white dragon's lair. They will ask the party to help them and then attack on sight.
  5. D10=5:They come upon a circle of standing stones, each etched with runes of forgotten languages that predict cataclysmic events. Touching the stones prompts visions of apocalyptic scenarios.
  6. D10=6:The players find an undulating field of frost flowers, extraordinarily beautiful and radiant, each emitting a haunting melody. They soon realize these flowers are guardians of a sleeping Frost Dragon, triggered by anyone who steps too close.
  7. D10=7:An ice mimic disguised as a treasure chest thaws at the campfire. Once it attacks and is defeated, it reveals a map to greater treasures guarded by its kin.
  8. D10=8:A group of snow elves offers to guide the party through the treacherous snowstorm in exchange for their help in defeating an ancient ice dragon that has been terrorizing their village.
  9. D10=9:Flecks of snow glittering like gems lead you to a hidden dwarven mine, still active and heavily guarded, hiding ores of both practical and mystical significance.
  10. D10=10:An enormous glacier looms on the horizon, awe-inspiring and daunting in its majesty.

d100 = 24

  1. D10=1:A thick fog rolls in, heavily reducing visibility. The party encounters an ice-clad hermit who claims to have been lost in the fog for decades. He offers cryptic advice about the land but warns of never-ending nightmares.
  2. D10=2:A monumental ice fortress, previously thought to be a myth, has appeared within view. Its gates are guarded by sentinels made of solid ice animated by an ancient magic. Within lies a powerful relic sought by many. To enter and leave unscathed, the players will need to gain the favor of the fortress' warden, an ancient and wise frost dragon who appreciates honorable negotiations above bloodshed.
  3. D10=3:A group of snow orcs are engaged in a fierce battle with a group of ice spiders. The spiders seem to be winning.
  4. D10=4:The players find a frozen lake with a perfectly preserved ancient city at the bottom. As they explore, they come across a group of merfolk who have been trapped there for centuries. They offer to help the players find a way to thaw the lake in exchange for their freedom.
  5. D10=5:The party finds an abandoned fortress. Inside, they find a dark cult of necromancers that are trying to raise an ancient evil.
  6. D10=6:They find a frosty feather, enormous in size, hinting at the presence of a giant bird.
  7. D10=7:Icicles hang from a frozen cliff face, glistening in the pale sunlight like nature’s own chandeliers.
  8. D10=8:A group of five adventurers approaches the party and asks them if they know where they can find an ice dragon or a group of ice goblins. They are looking for work as mercenaries or adventurers.
  9. D10=9:Sleds from a nearby village approach in the distance. They are carrying armed men. The men fire arrows at the party.
  10. D10=10:Finding a snowbound griffin injured while protecting her mate, healing her ensures their loyalty and eventual aerial aid in future battles.

d100 = 25

  1. D10=1:A path of ice-white roses leads to an ancient ice circle. Each rose contains a fleeting memory, and retrospective contemplation briefly alters the player’s stats or skills.
  2. D10=2:Your party stumbles upon a beautiful ice sculpture.
  3. D10=3:A massive ice shelf is breaking off from a glacier, and a thriving village of reindeer-riding barbarians finds itself in peril. A high priestess from the village beseeches the players to move her people to safety using their knowledge and magic. Successfully relocating the village while navigating political power struggles and forging alliances can solidify the players' status as heroes.
  4. D10=4:A group of 3d10 wolves attack the players. They are not normal wolves and they have the intelligence of a human child. They are hungry and they attack anyone that comes near them.
  5. D10=5:The group spots a grand procession led by an ancient remorhaz. Riding atop are the Frost King and his entourage, seeking a new territory. Their passage is a herald of icy upheavals.
  6. D10=6:Night falls, and temperatures plummet further.
  7. D10=7:You are challenged to a gauntlet of whimsical trials by Zalaron the Frost Jester. Each defeat could see an item of yours transformed into a humorously useless object, such as the Dagger of Remarkable Disappointment. Triumph, however, promises the fabled Frostfire Gem.
  8. D10=8:The PCs are attacked by a group of Frost Elementals, who are seeking to control the area's magic.
  9. D10=9:They find a lively tavern inexplicably existing in the middle of the tundra, run by goblins. The food and drink are superb, but the patrons whisper dark secrets about things best left in the cold wastes.
  10. D10=10:A group of 2d6+5 polar bears are seen lying on the ground. They are dead.

d100 = 26

  1. D10=1:You come across a large, frozen lake, where a group of water elementals are playing a strange game with chunks of ice.
  2. D10=2:Amidst the icy landscape, an old wizard in a makeshift igloo insists he's charting the realms of the real multiverse. His maps are confusing squiggles, and he offers cryptic hints about places he has never been.
  3. D10=3:Encountering a wounded polar bear, players find it grieving next to its dead mate. Healing the bear or helping it find closure offers them an enchanted fur that wards off evil spirits.
  4. D10=4:A cluster of snow-laden trees offers brief shelter.
  5. D10=5:A lone reindeer cautiously approaches.
  6. D10=6:They cross paths with a talking snowman, holding a sign that says, "Will Trade Whimsy for Magic Items." On closer inspection, they find the snowman has stitched an ominous-looking rune into its hat.
  7. D10=7:Snow crystals suspended in the wind glitter like diamonds, rendering the entire environment ethereal.
  8. D10=8:Kegorak, the Frost Giant, has been exiled from his tribe for killing a fellow giant. He is furious and has been killing everyone in his path.
  9. D10=9:Amid an ice flow, intricate patterns and trails reveal the presence of a luminous migration of magical ice-nymph carp, each of these rare fish capable of imbuing water-breathing abilities upon consumption.
  10. D10=10:An odd blue flower peeks out of the snow and seems utterly unaffected by the cold. Picking it transports the party to a glittering ice quilted cottage of an ancient fey oracle.

d100 = 27

  1. D10=1:The players stumble upon a small house. Inside, they find a gnome who appears to be in his late fifties. He invites them in and offers them some tea. He tells them that he is collecting samples of all kinds of different fungus in the area.
  2. D10=2:Players encounter a small family of mountain goats, picking their way across the rocky landscape nimbly.
  3. D10=3:Flash-frozen bushes yield tags of paper bearing cryptic poems, dropped conversations, or lost messages from travelers long gone, hinting toward buried treasure or incomplete missions.
  4. D10=4:Night falls, and temperatures plummet further.
  5. D10=5:Players find a well-hidden entrance covered in ancient runes. The runes reveal a tale of great treasures that were once found within the depths of this dungeon.
  6. D10=6:In a tranquil valley warmed by geothermal springs, the party is welcomed by a conclave of mind-benders—psychics and seers enthralled by visions of seismic shifts in power. Their leader seeks to avert a catastrophic clash between the dynasties rooted in ancient rivalries, seeking allies in their pursuit of peace.
  7. D10=7:The party sees a group of 1d4+2 men sitting around a campfire. They are talking about how many deaths there have been at the hands of werebears in the area recently.
  8. D10=8:An enchanted, snow-covered music box is found in an alcove, playing a haunting melody. Those who listen hear whispers of past lovers; real or imagined is anyone's guess.
  9. D10=9:While camping beside a cliff, strange, rapid gibbering echoes from below. Investigating leads to a group of trapped but surprisingly articulate frost goblins asking for aid.
  10. D10=10:You see two large rocks. The rocks are lying on their sides next to the trail. There is a small gap between the rocks. There is a rabbit in the gap. The rabbit is frozen to death.

d100 = 28

  1. D10=1:The air becomes thick with the sight of swirling snowflakes caught in a sudden updraft.
  2. D10=2:  A werewolf is walking around biting people on the tundra. It is hungry, and missing an arm. If players save one from the werewolf, they will find out that the werewolf is hunting a nearby pack of wargs.
  3. D10=3:The party encounters two Arctic wolves howling together, their symphony filling the cold air with an eerie but strangely comforting song. The wolves seem to communicate a sense of loyalty and protection.
  4. D10=4:In a remote icy wasteland, they encounter enchanted ice sculptures which start attacking, revealed to be created by a long-banished fey artist seeking to reclaim inspiration.
  5. D10=5:A chorus of frogs hidden under the snow lends an unexpected liveliness to the otherwise barren landscape.
  6. D10=6:As the party sails through a frozen strait, they are attacked by a giant snow snake. The snake is very angry and will attack anything in sight.
  7. D10=7:A blizzard forces you to take shelter for the night.
  8. D10=8:A pack of snow hares scatter at the party’s approach, their white fur blending seamlessly with their surroundings.
  9. D10=9:Frost-covered ruins of an ancient temple protrude from underneath the snow, whispering of lost civilizations.
  10. D10=10:They stumble upon a magical ice garden tended by an ice elemental named Elara. She speaks softly of her lonely existence, yearning for company. The players can help introduce her to another elemental, forging new friendships and even romantic connections.

d100 = 29

  1. D10=1:The party finds a frozen lake with a frozen troll on it. It is a shield troll. It is 2d6+2 feet tall, white, and evil!
  2. D10=2:A circle of standing stones encases the players in a dome of shifting auroras. Each aurora touches on an element of the players' past, causing them to relive moments and make different choices.
  3. D10=3:The party is attacked by 2d6+2 Yeti, who are trying to protect their icy lair. The Yeti are armed with clubs and spears, and they are wearing fur armor and helmets.
  4. D10=4:The icy expanse gives way to a series of hot springs, inexplicably untouched by the cold. Here resides Mela, a water nymph banished to the arctic for crimes against her own kind. Her tale unfolds as you help protect her sanctum from relentless ice trolls who covet its warmth.
  5. D10=5:While navigating through a dense forest of evergreens, the party is ambushed by a group of 2d6 snow goblins riding giant arctic hares. These crafty goblins use the forest's cover for hit-and-run tactics.
  6. D10=6:A group of 2d6+3 humans approach the players' camp and ask for food. They are a group of merchants attempting to trade with the local population and need food.
  7. D10=7:The party is walking on the ice, when they suddenly fall into a pit. The party must climb out.
  8. D10=8:A group of 1d4 dwarven clerics are praying in front of a shrine to a god of war. They will ask the players to help them fight the orcs. If the players do, they will gain the favor of the god.
  9. D10=9:The party comes across a beautiful, large white horse with a blue glow around its hooves. The hooves are coated in ice. The horse will ask the party about its hooves and will want them to melt. It will ask the party to stay and play with it for three days. If the party does, it will give them the Ice Boots of Avarice. If they do not, it will attack them.
  10. D10=10:A group of 2d6+2 harpies fight over food. They feed on the carrion of animals that have been killed by wolves and other wild monsters. The harpies are ineffectual fighters and will run away if attacked by anyone with more than 3 hit dice.

d100 = 30

  1. D10=1:The haunting call of an arctic loon echoes eerily across the expanse, stirring thoughts of ancient lore.
  2. D10=2:A lone stag with eyes glowing like embers ominously states that it’s a harbinger. Following it reveals a mystical, ice-carved doorway that might lead to somewhere or nowhere, depending on your belief in fate.
  3. D10=3:A group of 2d6+4 men are looting a grave. They are looking for treasure. They will attack anyone who attacks them. They will also attack anyone who looks like they have treasure.
  4. D10=4:You see a single snowman standing in the middle of the tundra. It's wearing a tattered, old hood and its eyes seem to be following you.
  5. D10=5:You find an ancient, frost-covered sword half-buried in snow.
  6. D10=6:The players hear a loud clanking noise in the distance. When they reach the source of the noise, they find a group of 4d4+4 half-orcs plowing a field. The half-orcs are using a group of humans as horses. The humans are tied to the plow. The half-orcs are unaware that the players are there yet.
  7. D10=7:An ice-covered ancient druidic stone circle is buried partially in snow. Those who meditate within it may receive visions or hidden knowledge, albeit at the risk of attracting the attention of mystical guardians or rival druidic factions.
  8. D10=8:One of the PCs sees in the distance a woman walking with a heavy pack on her shoulders. Her clothes are torn and ragged, and she looks cold and miserable. She lifts her head and speaks in a low voice: "Help me."
  9. D10=9:A group of snow orcs are engaged in a fierce battle with a group of ice spiders. The spiders seem to be winning.
  10. D10=10:The shifting snow reveals glistening patches of turquoise ice beneath the surface, a spectacle of subterranean minerals.

d100 = 31

  1. D10=1:Unnervingly human-like imprints in the snow suggest the recent passage of travelers, but who or what they are remain unclear.
  2. D10=2:The air is so cold, it feels like needles on your skin.
  3. D10=3:One of the PCs spots the image of a grotesque fat creature inside the flames of a nearby campfire. An instant later the creature appears in front of him and begins to attack, while another voice is heard laughing nearby.
  4. D10=4:The party discovers a traveling circus in the midst of the arctic. The performers are all arctic animals who have been trained to perform in the frigid temperatures. The circus owner offers the party a show in exchange for some supplies.
  5. D10=5:Snow swirls around a stone altar dedicated to forgotten winter deities. As they approach, the air fills with the scent of ancient sacrifices, and mysterious, freezing mist enshrouds them.
  6. D10=6:The party sees a group of human nomads. They are on their way to the next village to trade their goods. They are carrying furs, meat, and dogsleds.
  7. D10=7:While camping, the adventurers are visited by a mysterious old man who tells tales of the arctic. He provides cryptic guidance but vanishes by morning, leaving behind only his footprints.
  8. D10=8:The footprints of a colossal beast lead them to a cave filled with ancient trolls in deep hibernation. Disturbing their slumber could trigger a deadly awakening.
  9. D10=9:A dense mist rolls in, obscuring everything more than a few feet away and giving every nearby shape an ominous hue.
  10. D10=10:The players meet a snow fairy named Freya who has fallen deeply in love with a human. Helping her write a love letter that safely reaches her human beloved grants them lucky charms enhancing stealth and persuasion.

d100 = 32

  1. D10=1:A rogue polar bear manages to sneak up on the party's camp and steals their food supply. The party must track down the clever and cunning bear and reclaim their rations before it is too late.
  2. D10=2:A group of 1d4+2 dwarves are being attacked by a group of 1d4+2 half-orcs. The reason for the battle is unknown.
  3. D10=3:Two polar bears are fighting over a walrus carcass.
  4. D10=4:They discover a hidden hot spring, exuding warmth and promising relief from the cold.
  5. D10=5:A mysterious half-woman, half-seal selkie entrusts you with her secret pelt, yearning for her freedom but fearful of the ire from her manipulative human captor.
  6. D10=6:A crevasse opens up unexpectedly, blocking your way.
  7. D10=7:The party finds a group of frost dwarves trying to defend their home from a horde of snow goblins. The party must choose to either help the dwarves, who have valuable information about the area, or continue on their journey.
  8. D10=8:Chosen to brave the shadowed fangs of a cavern of draconic relics, traversing it grants knowledge of forgotten dragonkind history and power, warned by beastly howls.
  9. D10=9:The party hears a loud crashing noise and sees a huge white dragon flying towards them. It is low in the sky, and its belly is open, revealing dozens of teeth and millions of ants that it intends to drop on the party and then eat them alive.
  10. D10=10:A group of friendly ice dwarves invite the party into their underground city, carved out of solid ice. They offer shelter and warmth in exchange for the party's help in dealing with a group of aggressive yetis that have been attacking their city.

d100 = 33

  1. D10=1:The party sees a group of humanoids hunting a herd of reindeer. They are dressed in furs and wield spears, bows, and axes. If the party approaches, they will attack.
  2. D10=2:The party discovers an abandoned research facility deep in the arctic tundra. Inside, they find advanced technology and frozen experiments that are still alive. The party must decide whether to destroy the facility or try to uncover its secrets.
  3. D10=3:All around you, you suddenly notice a small white animal, about the size of a basketball, looking at you. The animals eyes have a green glow to them. As soon as you notice it, the animal dives into the snow and disappears. What creature was this? What are they doing in the Arctic Circle?
  4. D10=4:A tribe of ice-themed dragon-kin, possessing equal fervor of protectiveness, solicit temporary allegiance or fealty from players drawn into an escalating inter-clan conflict embroiled over uncertain realms.
  5. D10=5:A thick fog descends, rendering the surroundings almost imperceptible in the milky murk.
  6. D10=6:The party sees a man riding a horse. The man is riding away from the party down the trail. If the party tries to talk to him, he will stop and say: 'I'm late for an appointment!' before riding away.
  7. D10=7:You come across a large, frozen lake, where a group of water elementals are playing a strange game with chunks of ice.
  8. D10=8:A curious arctic ground squirrel peeks out of its burrow, its fattened frame preparing for hibernation.
  9. D10=9:A group of 1d20 wolves attack the party. The wolves are hungry and want the party's horses, dogs, and food.
  10. D10=10:They find a small hot spring surrounded by a circle of rune-covered stones. The serene spot is guarded by an ancient arctic dryad who shares wisdom and challenges them with riddles.

d100 = 34

  1. D10=1:The party comes upon a giant polar bear, or maybe a dire bear. It attacks the party. The good news is that this bear is off its game. It is sick, dying, or has been poorly treated by a black magic user. The bad news is that the bear is mean and has been adapting to its unhappy lifestyle.
  2. D10=2:A spectral polar bear, larger than life, guards an ancient ice temple. It communicates silently through images, conveying its memories of a once-thriving civilization now buried beneath the ice.
  3. D10=3:A family of ptarmigans scurry across the snow, their white plumage providing perfect camouflage.
  4. D10=4:The party comes across a tree with a mouth carved in it at its base. If the mouth is examined closely, it appears to be screaming. No matter how nicely someone asks or how kindly they speak to it, the tree will never stop screaming. It can't be silenced. The tree will do everything it can to make it impossible for people to get close to it.
  5. D10=5:A sudden chill causes a nearby stream to freeze over.
  6. D10=6:Three polar bears attack the party.
  7. D10=7:A group of 1d4+2 dwarves are being attacked by a group of 1d4+2 half-orcs. The reason for the battle is unknown.
  8. D10=8:A group of humans have been driven mad by the elements and will attack anything that moves.
  9. D10=9:The party is attacked by a group of polar bears. The bears are hungry and will attack anything in sight.
  10. D10=10:A frozen waterfall forms intricate patterns of ice down the rugged cliffs.

d100 = 35

  1. D10=1:Frost forms on your gear overnight.
  2. D10=2:A maiden, who is extremely pale and beautiful but looking very sad and lonely, is standing nearby. She has a crown made from oak leaves. One of the PCs talks to her, but she is surprised to hear human voices and flees.
  3. D10=3:The great, glistening slab of ice beneath the players seems almost translucent, hinting at a deep, unseen world below.
  4. D10=4:A pack of ethereal wolves leads the players to an ancient, ice-bound shipwreck. Inside, the players find relics from a bygone era and spectres reenacting their tragic demise.
  5. D10=5:The adventurers come across a series of peculiar snow sculptures depicting various creatures and fantastical scenes. A reclusive but friendly ice sculptor, an eccentric wizard, emerges, offering the party enchanted ice carvings as temporary companions.
  6. D10=6:They encounter a cluster of frozen animal footprints leading off into the snowy wilderness.
  7. D10=7:A mystical reindeer appears, seeming to need help with a painful, glowing antler. If aided, it offers to guide the party to a hidden valley of eternal spring—home to ancient wonders and formidable guardians.
  8. D10=8:A polar bear attacks the players.
  9. D10=9:A band of 2d6+2 trolls are attacking a tribe of 2d6+2 orcs that are attempting to hold a bridge against them. The trolls are armed with axes and shields, and they are wearing leather armor. The orcs are armed with spears and shields, and they are wearing leather armor and helmets.
  10. D10=10:The adventurers stumble upon an immense wall of ice with an ancient, intricate mural. The mural depicts a long-forgotten prophecy involving an eternal winter and a savior from the warm lands.

d100 = 36

  1. D10=1:A group of 2d10 giant eagles attack the party.
  2. D10=2:The party stumbles upon an igloo that is far larger on the inside, revealing a hidden library of arcane knowledge. The caretaker, a walrus-man archivist, offers to share his wisdom if the adventurers help reorganize the magical texts.
  3. D10=3:The silent swell of distant avalanches beckon doom to slopes less traversed for safety replete hints of sanctuaries.
  4. D10=4:A thick fog rolls in, heavily reducing visibility. The party encounters an ice-clad hermit who claims to have been lost in the fog for decades. He offers cryptic advice about the land but warns of never-ending nightmares.
  5. D10=5:They come across a field of frost flowers, dazzling crystals that seem to drain warmth from anything they touch. Harvesting them requires delicate skill, and they hide a cache of frozen time-locked treasures.
  6. D10=6:An arctic Kraken, a colossal creature of the icy depths, rises from beneath the frozen ocean to menace the adventurers. They must either outwit or overcome it to continue their journey.
  7. D10=7:The adventurers come across a series of peculiar snow sculptures depicting various creatures and fantastical scenes. A reclusive but friendly ice sculptor, an eccentric wizard, emerges, offering the party enchanted ice carvings as temporary companions.
  8. D10=8:The party stumbles upon a provisional court hastily assembled in a cavern of ice. Royals and their attendants, having fled their northern city-state, seek refuge from a coup led by their most trusted advisor-turned-usurper. The royalty’s sole hope rests on retrieving a magical artifact the usurper now possesses.
  9. D10=9:The party encounters a peaceful band of frost druids who offer them hospitality. However, an underlying tension bubbles to the surface as two druidic factions vie for control over a sacred hot spring.
  10. D10=10:An eccentric hermit offers the party a map to a lost ice castle in exchange for food supplies. However, the ice castle is guarded by sentient constructs made of pure ice.

d100 = 37

  1. D10=1:A raven circles overhead, its raucous caw breaking the stillness as it watches for any sign of food.
  2. D10=2:In the distance, the silhouette of a ship trapped in the ice appears, marooned by the relentless freeze.
  3. D10=3:A group of men and women are sitting around a campfire. They are singing and drinking mead together. If the players approach, they will ask them to join in the song and drink with them. If the players do so, they will be asked to leave when they start to sing or drink too much.
  4. D10=4:A polar bear is swimming across the ice. The bear is clearly very frozen and very cold.
  5. D10=5:In a standalone icy chapel, they find remnants of a legendary wedding ceremony, its magic still tangible, encouraging the adventurers to renew vows or make new pledges.
  6. D10=6:The party encounters a Tundra Behemoth, a massive mammoth-like creature frozen in time. As they examine it, the ice begins to crack, and it awakens from centuries of slumber, confused and hostile.
  7. D10=7:A large bird swoops low overhead, then flies down to a nearby rock and sits there for a few minutes.
  8. D10=8:The melodic chatter of icewind chimes made of dangling icicles provides an unexpectedly pleasant sound.
  9. D10=9:A sled smashes into the party, injuring several people. The sled belongs to a merchant who was delivering goods to a nearby village. He was ambushed by Yetis and injured in the attack.
  10. D10=10:A blizzard hits suddenly and the party is forced to take shelter in a nearby cave. Inside, they find a family of yetis who are gracious hosts. However, the party soon discovers that they have been fueling their hospitality with kidnapped travelers.

d100 = 38

  1. D10=1:In the heart of the forest, they find a hidden grove showing visions of true love. Absorbing these visions gives the players the ability to charm creatures once per day.
  2. D10=2:Players discover a hot spring oasis in the middle of the frozen wasteland. It’s inhabited by a group of frost toads who are wary of outsiders but willing to share the spring in exchange for stories and songs.
  3. D10=3:A lone figure wrapped in furs trudges through the snow, seemingly lost and disoriented. He begs for warmth and shelter.
  4. D10=4:The ruins of an ancient temple dedicated to a lost ice deity rise from the snow. The temple is protected by deadly traps and enchanted guardians, promising both peril and unparalleled rewards.
  5. D10=5:The players hear a woman singing a beautiful song in a language they do not know. She is standing near a large drift of snow, singing to herself.
  6. D10=6:The adventurers encounter a sentient snowstorm, an embodiment of winter that communicates through shifting winds and ice patterns. It offers wisdom but can become hostile if disrespected.
  7. D10=7:An intricately woven net made from unknown fibers hangs between two boulders, hinting at indigenous craftsmanship.
  8. D10=8:A storm cloud looms above, crackling with arcane lightning that leaps from ice to ice, creating explosive bursts of electrified snow. The party must navigate carefully to avoid the tempest’s wrath, perhaps using magic or luck to shelter themselves from stray bolts.
  9. D10=9:A distant howl suggests wolves are nearby.
  10. D10=10:A priest is walking down the road, carrying a small box. He seems to be looking for someone.

d100 = 39

  1. D10=1:The rough cry of a distant seabird echoes over the snowfield, breaking the still perfection of the cold environment.
  2. D10=2:The party encounters a large snow mound suspiciously shaped like a sleeping dragon. Upon closer inspection, they realize it’s a slumbering frost giant. Disturbing it will awaken the giant, who may be looking for a fight or simply disturbed from its rest.
  3. D10=3:Players come across an abandoned campfire. If they investigate, they will find a book sitting on top of the fire. If they pull it out of the fire, they will discover it is an ancient book written by an ancient wizard named Thauram the Wise. The book is about the ice caves and what is in them.
  4. D10=4:A group of elves are out hunting white tigers. They are armed with bows, arrows, and swords. It looks like they will be successful at their hunt as they are busy setting up traps and making snares for the white tigers. If a player goes up and talks with them, they will not talk for too long for if the white tigers find them, it could spell their doom.
  5. D10=5:An ancient, frozen dragon awakens from its slumber as the party passes by. It challenges the group to a game of dragon chess, with its hoard of treasures as the prize.
  6. D10=6:An abandoned child lost in the snow, clutching a locket of their parents, needs help. Reuniting the family brings the players an heirloom that boosts wisdom or perception.
  7. D10=7:The party will come across a small stone hut that has no door nor window and is covered in snow. If they investigate, they will find that it is occupied by a snow golem who was created by a wizard named Hulgar. Hulgar was trying to create a servant to help him with chores around the house, but it malfunctioned and became aggressive.
  8. D10=8:A gigantic boulder, seemingly out of place, holds strange glyphs that may or may not be a language unknown to the players.
  9. D10=9:You discover a monolith of pure ice, marking the entrance to an ancient frost giant burial ground. Residing there is Kaldur the Memory Keeper, an immortal ice elf with the thankless task of recording the tales of those interred. Convince him to share his secrets or perhaps challenge his cryptic riddles to gain access to lost knowledge.
  10. D10=10:They come across an ice sculpture partially carved by the elements, resembling some ancient totem.

d100 = 40

  1. D10=1:They encounter a field of snow-capped boulders, mapping a challenging path forward.
  2. D10=2:A clockwork automaton frozen in ice begins to tick with the players’ presence, recounting tales of a lost mechanical civilization and guiding them to hidden treasuries.
  3. D10=3:A local ranger named John has been hired by a noble to help protect the area from bandits and other threats. He's looking for help and is willing to pay the players to help him clear out any nearby caves, ruins, or other locations where bandits might be hiding out in wait for travelers.
  4. D10=4:A group of 1d4+2 dwarves are being attacked by a group of 1d4+2 half-orcs. The reason for the battle is unknown.
  5. D10=5:The party stumbles across a camp of several ice gnomes who are trying to harvest the flesh of the dead walrus. The gnomes are armed with knives, hatchets, and spears. If asked, they will tell you that they are hunting a giant white dragon that lives in a cave not too far from here. They are trying to get as much game as they can before the dragon comes to feed on them.
  6. D10=6:An eccentric hermit offers the party a map to a lost ice castle in exchange for food supplies. However, the ice castle is guarded by sentient constructs made of pure ice.
  7. D10=7:The wind briefly dies down, casting an unsettling silence over the snowy expanse, magnifying every minor sound.
  8. D10=8:Crossing a seemingly endless ice field, the party stumbles upon a hidden village composed of nomadic reindeer herders. These hardy folk are caught between loyalty to their ancestral traditions and the tempting overtures from an ambitious baron seeking to claim their lands for icy mining operations. The villagers implore the adventurers to mediate as tensions near boiling point.
  9. D10=9:A frozen fish lies encased in a block of ice, perfectly preserved yet unreachable beneath the cold barrier.
  10. D10=10:The party will come across a small stone hut that has no door nor window and is covered in snow. If they investigate, they will find that it is occupied by a snow golem who was created by a wizard named Hulgar. Hulgar was trying to create a servant to help him with chores around the house, but it malfunctioned and became aggressive.

d100 = 41

  1. D10=1:A group of 2d4 polar bears attack the players. The bears are not as angry as the ones in the previous encounter.
  2. D10=2:Glistening with trapped starlight, a field of black ice stretches before the travelers, slick and devoid of friction. The hazardous passage demands ingenuity to traverse, perhaps with improvised crampons or magical intervention to ensure steady footing across the treacherous expanse.
  3. D10=3:Ancient bones protrude eerily from the snow, hinting at something massive buried beneath the surface.
  4. D10=4:A blizzard hides an ancient temple dedicated to Auril, the Frostmaiden. Within, 2d4 ice golems stand guard, protecting the relics of a bygone era. Disturbing the temple may invoke Auril’s icy wrath.
  5. D10=5:The players meet a snow fairy named Freya who has fallen deeply in love with a human. Helping her write a love letter that safely reaches her human beloved grants them lucky charms enhancing stealth and persuasion.
  6. D10=6:The adventurers encounter a peculiar merchant caravan pulled by giant snow ants. The merchants are dealing in rare arctic goods and have information about nearby dangers and opportunities.
  7. D10=7:An avalanche reveals an ancient totem, which upon inspection, lets out an otherworldly wail, summoning restless spirits who demand to know why they were awoken.
  8. D10=8:The players see a group of humans attempting to skin a dead polar bear. They are arguing amongst themselves. The players can help them or not.
  9. D10=9:The party sees a large cave entrance that seems to have been blocked by snow.
  10. D10=10:The party comes across an abandoned trading post. Inside, they find a powerful artifact that can grant wishes.

d100 = 42

  1. D10=1:They find a seal, seemingly ordinary until it begins to recite ancient prophecies. Occasionally, it sneezes out fragments of historical facts that involve the party members in unsettling ways.
  2. D10=2:The party comes across a group of walruses that have been mysteriously given the ability to speak. They tell the players that they were granted this gift by a powerful mermaid who lives in a nearby ice cave, and they need the party's help to protect her from an evil sea serpent.
  3. D10=3:The party finds an artifact half-buried in ice. Extracting it awakens a hibernating Ice Lich who had been imprisoned for crimes against the natural order.
  4. D10=4:A puffin wearing an eyepatch approaches the party and asks for directions to the nearest colony of penguins. He claims to be the leader of a band of pirate puffins.
  5. D10=5:Bizarre, glowing snowflakes fall from the sky; anyone touched by them temporarily sees visions of alternate futures, potentially changing their course of action.
  6. D10=6:The party sees a large boulder, which has been covered in snow, but it is still visible.
  7. D10=7:Hints of unnatural green light occasionally shimmer through the ice, suggesting some buried, dormant energy.
  8. D10=8:A snow leopard with a mischievous look eyes the players' valuables and attempts to steal a key item. The players must track the creature to its lair to retrieve their belongings.
  9. D10=9:A small group of 3d4 arctic foxes cross the path of the players. The foxes cackle with madness and leap at the legs of the players.
  10. D10=10:Traveling an ice bridge, an overwhelming fog rolls in, obscuring vision to a perilous degree. Relying on senses other than sight becomes imperative, using primal instincts, and perhaps magical guidance, to navigate without falling into the void below.

d100 = 43

  1. D10=1:Moonlight over the ice forms silvery etchings in the frozen lake paving them through clean slates untouched.
  2. D10=2:The shadow of a soaring white dragon passes overhead, casting an eerie silence over the snow-covered landscape. The dragon is on the hunt for prey and may decide the party looks like a delectable snack.
  3. D10=3:Flashes of blue shimmer through the ice, hinting at long-buried treasure or artifacts.
  4. D10=4:Ice crystals form on your clothes.
  5. D10=5:A party of adventurers are on their way to warn the giants about the gnolls when they were attacked by a party of gnolls and their pet dire wolves.
  6. D10=6:The party sees a man walking down the road with a large box on his back. His name is Gori, and he is a traveling merchant. He is on his way to a nearby village to sell his goods.
  7. D10=7:The party spots a small band of armed men in robes. If the party approaches, they will demand that the party pay a toll for using the road. They can be bribed, but it will be expensive.
  8. D10=8:An arctic hare with crystalline fur beckons the players to a forgotten shrine. The hare is the avatar of an ancient, forgotten deity, offering a blessing or curse based on the players’ reverence.
  9. D10=9:Two men are walking down the road, talking to each other. They look like they are looking for something or someone...
  10. D10=10:An old woman approaches and says that she has lost her pet dog in the woods. She offers to pay players 1 gp if they find it for her and bring it back to her alive. If players find the dog, it turns out that it's an intelligent red dragon who has been spying on the party and has been disguised as a dog for quite some time. It will try to attack them, breathing fire on them if necessary to get away from them if possible as it is afraid of encountering other dragons for some reason or another...

d100 = 44

  1. D10=1:Blizzard: The players come across a group of three merchants who have been stranded by the blizzard for a few days now. The merchants are willing to trade with the players, but they only have enough food and supplies for themselves.
  2. D10=2:In the distance, the players spot a giant iceberg with a castle on top of it. As they get closer, they see that the castle is inhabited by a powerful sorcerer named King Frost who is known for freezing anyone who dares to challenge him. The players have the choice to try and defeat the sorcerer and claim his frozen castle as their own, or they can try to negotiate with him and possibly gain a powerful ally.
  3. D10=3:Players see the outline of a small castle in the distance. If they approach it, they find the castle is made of ice, and there are 4d4+4 skeletons outside trying to get in.
  4. D10=4:The party finds a stone circle, indicating an ancient meeting place now lost to memory and time.
  5. D10=5:A group of 1d4+4 elk are crossing the ice. They are being followed by a polar bear.
  6. D10=6:As the party travels across the tundra, they come across a large, frozen lake. Suddenly, a giant tentacle breaks through the ice and grabs one of the party members. It turns out to be a giant octopus that has been hibernating in the frozen lake.
  7. D10=7:The party encounters a reclusive, scholarly wizard of considerable power who has made his home in a tower made of enchanted ice. He claims to be guarding a magical portal to realms unknown, which has recently become unstable. However, to stabilize the portal, he requires a rare herb found in the deepest parts of the frozen tundra. Diplomacy may be necessary to gain his trust and join forces.
  8. D10=8:An abandoned campsite scattered with supplies and gear indicates a rush departure, its former inhabitants nowhere in sight.
  9. D10=9:Tiny, hardy lichens cling to the rocks, the only signs of plant life in the vast expanse of ice and snow.
  10. D10=10:The ground beneath suddenly drops off into a deep chasm, where tucked away is a hidden cave system echoing with subterranean ecospheres and troves of miniaturized glaciers containing suspended ecosystems of extinct ice-age fauna led by magical Ice Sprites!

d100 = 45

  1. D10=1:You see two large rocks. The rocks are lying on their sides next to the trail. There is a small gap between the rocks. There is a rabbit in the gap. The rabbit is frozen to death.
  2. D10=2:Whispers on the wind tell of far-off tale encampments, wrapping around you like a fragment of yes, once-lost tales.
  3. D10=3:A tribe of nomadic frost giants calls upon the players to mediate a dispute with a rival tribe of fire giants, offering their loyalty and resources in return.
  4. D10=4:They find a desolate library of ice, with books that disintegrate upon reading. The librarian, an ancient lich, is obsessed with gathering knowledge even the gods have forgotten.
  5. D10=5:The adventurers find a series of intricate ice bridges created by the magic of a long-lost civilization. Each bridge presents a puzzle or combat challenge that guards the pathway to an ancient arctic sanctuary.
  6. D10=6:The party finds an old man who is lost in the snow. He tells them of a place of danger and great treasure. He says it is guarded by a powerful ice dragon.
  7. D10=7:An old woman approaches and says that she has lost her pet dog in the woods. She offers to pay players 1 gp if they find it for her and bring it back to her alive. If players find the dog, it turns out that it's an intelligent red dragon who has been spying on the party and has been disguised as a dog for quite some time. It will try to attack them, breathing fire on them if necessary to get away from them if possible as it is afraid of encountering other dragons for some reason or another...
  8. D10=8:A spectral ship appears on the horizon, sailing through the snow-strewn air. The ghostly crew believes they're still alive and will try to convince, or force, the players to join them on their eternal voyage.
  9. D10=9:In the glow of moonlight, giant snowflakes form an intricate mosaic, spelling out forbidden texts and otherworldly pictograms which, when interpreted, affect the players' fates.
  10. D10=10:The party is summoned to the court of an Ice Queen, who wants to enlist their help to save her kingdom from a wicked witch.

d100 = 46

  1. D10=1:A family of reindeer crosses your path, led by a particularly shiny-nosed member. They carry an old, tattered letter begging for help from an immortal toymaker trapped by dark magic.
  2. D10=2:A sudden, rumbling avalanche on a nearby slope serves as a stark reminder of the unforgiving nature of the environment.
  3. D10=3:The ground beneath suddenly drops off into a deep chasm, where tucked away is a hidden cave system echoing with subterranean ecospheres and troves of miniaturized glaciers containing suspended ecosystems of extinct ice-age fauna led by magical Ice Sprites!
  4. D10=4:The silent swell of distant avalanches beckon doom to slopes less traversed for safety replete hints of sanctuaries.
  5. D10=5:The unmistakable grinding of advancing glaciers echoes ominously, a reminder of inexorable natural forces.
  6. D10=6:A colossal snowstorm merges with a Wild Magic Surge, causing bizarre and surreal effects in the environment, challenging the party to adapt on the fly.
  7. D10=7:In a remote icy wasteland, they encounter enchanted ice sculptures which start attacking, revealed to be created by a long-banished fey artist seeking to reclaim inspiration.
  8. D10=8:A thin film of snow covers a hidden crack in the earth, creating a deceptive snare for the unwary.
  9. D10=9:A group of 2d4x4 humans are holding up a group of 2d4x4 dwarves. They demand that the dwarves hand over all their valuables and dogsleds.
  10. D10=10:A group of arctic hares emerges from the snow, their white coats blending seamlessly with their surroundings before they dart away.

d100 = 47

  1. D10=1:A group of 1d4+4 elk are crossing the ice. They are being followed by a polar bear.
  2. D10=2:Strange, arctic flowers bloom suddenly in a region where nothing should grow. Investigating reveals an underground hot spring oasis that holds both promise and peril.
  3. D10=3:Icicles form breathtaking stalactites within an ice cave the party stumbles upon.
  4. D10=4:The air becomes thick with the sight of swirling snowflakes caught in a sudden updraft.
  5. D10=5:Ice cracks and a seal pops up with a look of surprise on its face.
  6. D10=6:You notice an eerie stillness that makes you uneasy.
  7. D10=7:An isolated cabin can be seen in the distance, smoke rising invitingly from the chimney.
  8. D10=8:As they traverse the icy plains, the party is intercepted by a group of ice elves on a mission to save their queen from a powerful winter witch. The party must choose whether to aid the elves or face the wrath of the witch.
  9. D10=9:The party finds a group of frost dwarves trying to defend their home from a horde of snow goblins. The party must choose to either help the dwarves, who have valuable information about the area, or continue on their journey.
  10. D10=10:Snow dogs! The trail leads to a pack of 4 friendly polar dogs. The dogs attack playfully!

d100 = 48

  1. D10=1:A group of ice goblins are gathered around a campfire, singing a strange song in an unknown language.
  2. D10=2:A sudden pitfall mirrors an ancient dæmon trap, revealing an intricate ruin beneath the snow. The biting cold of necromantic energies emanates from deep within, demanding both courage and resourcefulness to navigate these chilling depths and uncover what lies forgotten.
  3. D10=3:The party runs into a group of fur traders. They are camped out for the night. They are very friendly and will trade with the party if they need to buy any supplies.
  4. D10=4:In the depths of an icy labyrinth, they find a pair of selkies trapped in their human form. The selkies offer legends and tokens of love from their aquatic travels.
  5. D10=5:A curious arctic fox, with its fur as white as the surrounding snow, cautiously approaches the party.
  6. D10=6:The sound of moving ice echoes in determined rhythms suggesting life hidden within the frozen expanse.
  7. D10=7:In the midst of a snowstorm, players find a small, abandoned igloo. Inside, they discover a diary full of love letters between two lovers divided by clan rivalries. The letters describe a secret meeting place that, if found, provides historical context and perhaps forgotten treasures.
  8. D10=8:You find an old journal buried in the snow.
  9. D10=9:A circle of standing stones encases the players in a dome of shifting auroras. Each aurora touches on an element of the players' past, causing them to relive moments and make different choices.
  10. D10=10:In a frozen temple, they meet avatars of love and war imprisoned. Freeing the avatar of love’s companion enslaved by the war avatar garners the players a charm for truthful visions.

d100 = 49

  1. D10=1:While crossing a frozen lake, the characters find themselves surrounded by a natural ice sculpture garden created by frozen mist. Among the sculptures is one that looks exactly like the loves of their life back home, gently shimmering in the low light.
  2. D10=2:Crossing a mile-wide frozen lake, they spy the shadow of a massive, slumbering frost wyrm beneath the ice. A loud noise or heavy step awakens it, causing the ice to crack and a deadly confrontation to ensue.
  3. D10=3:Players happen upon an arctic fox trapped in a hunter’s cruel snare; freeing the creature wins its favor, possibly leading to the discovery of a hidden cache or warning of impending danger.
  4. D10=4:The players find an ancient, abandoned observatory with telescopes aimed at an inexplicable aurora. Gazing through them transports a player's mind into a visionary rapture, unraveling cosmic secrets.
  5. D10=5:A pack of wolves attacks. They were hunted by a local tribe of humans.
  6. D10=6:You are ambushed by a snow golem named Frosty McCrabapple, crafted not by children but by an overly-ambitious gnome warlock who considers himself a master chef. Playing along with the warlock's erratic culinary demands could mean your life, and you might even leave with a recipe for “Flaming Icicles.”
  7. D10=7:A group of 2d10 wargs attack the players. They are not normal wargs and they have the intelligence of a human child. They are hungry and they attack anyone that comes near them.
  8. D10=8:A group of men with blackened faces are walking through the snow. They're not looking for anything in particular, they're just walking. These are members of a necromantic cult that are bringing back 'animals' from their hunt to be sacrificed and returned as zombies.
  9. D10=9:Players hear a loud thrashing in the bushes. They see a large bear trying to catch a small animal.
  10. D10=10:Amid the forlorn tundra, a hardy band of dwarf miners unearths ancient relics emanating a powerful aura. With political ramifications threatening the stability of their quasi-monarchical republic, the adventurers are asked to help in deciphering the relics' true purpose—or perhaps, even re-interring them to avoid kindling old feuds.

d100 = 50

  1. D10=1:A sheer wall of ice presents itself, each stratum a visible chronicle of thousands of years, painstakingly assembled by time itself.
  2. D10=2:An isolated patch of brightly colored moss thrives against all odds, a sign of hidden vitality.
  3. D10=3:A large, round rock lies half-covered in snow, possibly marking an ancient meeting place or ritual site.
  4. D10=4:You come across a frozen-over waterfall.
  5. D10=5:During your travels, you encounter Lilanthra the Ice Bard, whose enchanting music is said to soothe the most arduous of arctic souls. She needs to mine a harmonious ice crystal from the Siren Caves to compose her magnum opus—a feat involving equal parts music and danger.
  6. D10=6:The players notice patches of blue ice, glistening in the pale Arctic sunlight.
  7. D10=7:A group of 2d6 giant vultures attack the party.
  8. D10=8:The sound of moving ice echoes in determined rhythms suggesting life hidden within the frozen expanse.
  9. D10=9:You encounter an endless field of crystalline flowers that seem to hum gently. Touching them reveals they are sentient and share ancient memories of the Arctic if treated kindly.
  10. D10=10:You find a frozen mural of an apocalyptic battle between ice and fire elementals, hinting at an impending clash if the glacial barriers weaken.

d100 = 51

  1. D10=1:A forlorn lighthouse stands on an icy cliff, pulsing with a cold, blue light. The lighthouse keeper, now an undead wight, seeks company in its eternal watch but reacts violently to the living. Persuading the wight to rest could provide an elegant magic item or lore.
  2. D10=2:An ice troll attacks the party while they sleep. He is incredibly strong and can throw chunks of ice at medium range with incredible accuracy and force.
  3. D10=3:In the depths of an icy labyrinth, they find a pair of selkies trapped in their human form. The selkies offer legends and tokens of love from their aquatic travels.
  4. D10=4:A giant white dragon is soaring through the sky, searching for a place to make its home.
  5. D10=5:They spot clusters of frigid diamonds embedded within crystalline ice mounds potentially lucrative find.
  6. D10=6:The sky is adorned with aurora borealis, the northern lights painting the heavens with vibrant hues of green and purple.
  7. D10=7:A group of men are looking for work. They are willing to do anything the party asks of them for a payment of 5 gold pieces.
  8. D10=8:The party sees two men fighting atop a snow-covered hill. One is older and the other is younger. The younger man is dressed in furs and wields a spear and shield. The older man is dressed in robes and wields a staff.
  9. D10=9:The players happen across a seal fighting a polar bear. The seal is clearly losing.
  10. D10=10:The players see a giant snowman in the distance, but as they get closer, they realize that it is actually a cursed dwarf who has been transformed into a snowman by an evil witch. They must break the curse to help the dwarf return to their true form.

d100 = 52

  1. D10=1:The party's path is blocked by a floating castle of ice, home to an enigmatic snow sorcerer who exerts control through fear and mysticism. He holds leverage over a nearby fishing town, whose leaders are plotting to overthrow him with the aid of hired mercenaries.
  2. D10=2:A group of five ice gnolls attack the party. They are armed with axes and shields and can send a cloud of freezing fog at the party.
  3. D10=3:A solitary owl flies overhead, its hooting call echoing through the still Arctic air, a lonely sentinel in the bleak night.
  4. D10=4:Glacial fissures open up to reveal a cavern where ice spiders weave webs of frozen silk, guarded by a gargantuan brood mother.
  5. D10=5:A landslide reveals a buried wizard’s tower frozen in time, complete with mystical traps and potentially valuable arcane secrets.
  6. D10=6:They encounter a frozen fountain with water that can mend hearts. Drinking it reveals deep emotional scars that, when tended to, grant players mental resilience in future challenges.
  7. D10=7:A glacier slide reveals a hidden entrance to a subterranean labyrinth filled with ice-themed traps and ancient, forgotten treasures guarded by sentient ice warriors.
  8. D10=8:The sharp, precise tracks of an arctic fox weave through the snow, ending abruptly as if the trail was swallowed by the land.
  9. D10=9:A thin film of snow covers a hidden crack in the earth, creating a deceptive snare for the unwary.
  10. D10=10:Lava squid attack a party traveling through the Arctic. The squid are 4d8 HD and are purple in color. They have tentacles that reach up to 60 ft. long and can grapple and attack at range. The squid have a level of intelligence, have a Tentacle Pounce attack and a Constrict attack.

d100 = 53

  1. D10=1:In the midst of a snowstorm, players find a small, abandoned igloo. Inside, they discover a diary full of love letters between two lovers divided by clan rivalries. The letters describe a secret meeting place that, if found, provides historical context and perhaps forgotten treasures.
  2. D10=2:The group meets a bard trapped in a snowdrift, singing a haunting melody of unfulfilled love. If they save him, he will travel with them briefly, his songs boosting their spirits and abilities during battles.
  3. D10=3:You see two wyrmlings, fighting each other in the snow. They appear to be siblings and are trying to settle an argument by fighting.
  4. D10=4:An eccentric explorer, long thought dead, is discovered living amongst the ice as a self-styled “King of the Frost.” He offers tales of lost ruins but requires help with a personal vendetta against a powerful ice spirit.
  5. D10=5:An unnatural silence falls, and the players find themselves in the territory of a silent but deadly ice assassin who challenges their worthiness to traverse these lands.
  6. D10=6:A masked cultist approaches, warning them of an impending cosmic alignment that will awaken an ancient terror beneath the ice. He then runs off cackling, leaving them to discover what he meant.
  7. D10=7:The party comes across a group of arctic druids performing a ritual to call upon the spirits of the land for guidance. However, something has gone wrong, and the spirits are angry. The party must figure out how to appease the spirits and restore balance to the land.
  8. D10=8:While traveling through a dense fog at twilight, they cross paths with 1d8 yetis in an ancient war dance, seeking to resurrect their fallen war chief from a hallowed frost grave.
  9. D10=9:A team of explorers is trapped in a crevasse after an avalanche. The adventurers must find a way to navigate the treacherous ice to rescue the survivors before they succumb to the cold.
  10. D10=10:The ground beneath you is cold and hard. As you walk, you can see your breath in the air. You see a large stone. A large, male polar bear is standing on top of the stone. The bear is watching you. The bear is not attacking the party.

d100 = 54

  1. D10=1:A group of 2d6 penguins, their feathers bearing strange runes, seem unusually intent on leading the party towards a certain direction where a forgotten temple shrouded in ice awaits below the sea.
  2. D10=2:Sleds from a nearby village approach in the distance. They are carrying armed men. The men fire arrows at the party.
  3. D10=3:A lone, majestic ice hawk circles above a group of 3d6 snow elves hunting below. The elves misinterpret the players' arrival as a threat, leading to a tense standoff.
  4. D10=4:Otherworldly red snow falls, leading them to a cryptic, ancient battlefield haunted by spectral soldiers. A peacemaking act or finding the weapon that cursed the land could spell the end of eternal conflict.
  5. D10=5:A group of 2d6+4 soldiers are patrolling the area. They are looking for rebels and criminals. They will ask for identification, or they will ask for names. If anyone seems suspicious, they will be arrested and brought to the nearby town to be questioned.
  6. D10=6:They come across intercrossed pine trees latticed by hunters marked by hidden lore patterns over snow.
  7. D10=7:A group of 3d8 hunters is hunting seals. They have a +1d6 advantage on attack rolls against any seals, and +1d6 points of damage on any seal they kill.
  8. D10=8:The party finds themselves in the middle of a fierce battle between two rival factions of frost giants. The giants are fighting over a powerful magical artifact that has been buried deep in the ice for centuries.
  9. D10=9:The party finds a hidden cave filled with hot springs and a group of peaceful polar bears soaking in them. The bears are actually intelligent and offer to share their knowledge and wisdom with the party.
  10. D10=10:A sudden and powerful avalanche rolls down a mountainside, a tidal wave of snow and ice threatening to engulf the travelers. Quick reflexes, knowledge of the terrain, and perhaps even a stroke of luck are necessary to survive and escape the overwhelming surge of frost.

d100 = 55

  1. D10=1:A lone wolf stands atop a snowbank, gaze fixed ahead as if on a personal quest, before disappearing into the white.
  2. D10=2:A group of 2d6+4 horsemen are riding toward the party at full speed. They are riding away from a battle which is about to start nearby.
  3. D10=3:The sound of the party's horses is drowned out by a loud crashing noise. The party can see far to the west a giant snow worm of the north. It is huge--as large as a castle. It is smashing through the ice, heading right for you. The party must either fight it or run away. The snow worm is a huge thing with dozens of twisted, waving tentacles and at least 4 mouths.
  4. D10=4:The snow crunches beneath them to reveal hundreds of ancient, ice-encased fossils, each whispering fragments of long-forgotten myths. Touching one binds a fragment of the story to their soul permanently.
  5. D10=5:A curious arctic fox, with its fur as white as the surrounding snow, cautiously approaches the party.
  6. D10=6:Player come across a cave where the air is warm and there is a fire burning inside. If players go inside, they will find 2 brown bears who are lazing about and are not hostile. The two bears are druids on vacation. Their names are Grayson and Moonsalt.
  7. D10=7:You see two large rocks. The rocks are lying on their sides next to the trail. There is a small gap between the rocks. There is a rabbit in the gap. The rabbit is frozen to death.
  8. D10=8:Traveling an ice bridge, an overwhelming fog rolls in, obscuring vision to a perilous degree. Relying on senses other than sight becomes imperative, using primal instincts, and perhaps magical guidance, to navigate without falling into the void below.
  9. D10=9:A party member's body transforms into that of a polar bear (a random member of the party). The player will have to convince his fellow players that he has not been replaced by a shapeshifter. The change is permanent and can only be reversed by a cleric who worships a god of nature or a cure disease spell.
  10. D10=10:A rogue band of 2d6+2 pirates threatens their journey, having taken over a derelict icebreaker ship turned fortress, hunting travelers for bounty and treasure.

d100 = 56

  1. D10=1:The players see two dwarves making love on the ground in the middle of the road. They are not wearing anything. One of them looks at the players, stand up and says, "Don't mind me, I wasn't doing anything." He looks down at his partner and says, "Hey, don't stop on my account."
  2. D10=2:An arctic research station appears to be abandoned, though detailed examination uncovers secret archives detailing arctic anomalies. Devices in stasis chambers may hold beings or creatures intentionally put away approaching the station.
  3. D10=3:A party member's body transforms into that of a polar bear (a random member of the party). The player will have to convince his fellow players that he has not been replaced by a shapeshifter. The change is permanent and can only be reversed by a cleric who worships a god of nature or a cure disease spell.
  4. D10=4:A mimic disguised as an igloo, complete with luring warmth and light, awaits for unsuspecting prey. Defeating it could reveal local secrets and valuable loot hidden within its fraudulent hide.
  5. D10=5:They find bones tied into intricate patterns left by unseen dryads forming hidden warnings inciting caution.
  6. D10=6:A massive blizzard hits, and the players must find shelter before they freeze to death. They come across a cave where a group of dwarves are also seeking shelter. The dwarves are carrying diamonds and gold and offer to share their treasure with the players if they help them navigate through the blizzard and reach their homeland. However, the players must be careful as the dwarves may have a hidden agenda.
  7. D10=7:Overhead, the players see a large flock of birds flying overhead. They appear to be very cold.
  8. D10=8:The party sees a group of humans fighting a giant wolf. They are dressed in furs and wield spears, bows, and axes. If the party approaches, they will attack.
  9. D10=9:A riddle-speaking emu appears and leads the party to a glacial crevice where the bones of an ancient, extinct dragon lie. The emu claims it’s a guardian and issues cryptic pronouncements about the future.
  10. D10=10:Icicles hanging from rocks form wind chimes, creating eerie musical sounds as the wind whistles through them.

d100 = 57

  1. D10=1:In the heart of a glacier, they find a sacred site where eternal lovers dance. Joining in untainted by the darkness lifts the spirits’ curse, and the lovers’ blessing boosts the players’ strength and constitution. Each of these encounters combines the themes of love, hope, and heartwarming resolutions, providing your campaign with a consistent thread of emotional depth intertwined with adventure and a glimpse of romance amidst the harsh Arctic wilderness.
  2. D10=2:Snow begins to fall in reverse, drifting from the ground up into the sky, creating a surreal, inverted blizzard. Within this phenomenon, time and space warp and oscillate.
  3. D10=3:During a snowstorm, the party encounters a group of travelers who have run out of supplies and are stranded in the harsh weather. Will the party risk their own safety to help the strangers, or leave them to fend for themselves?
  4. D10=4:A group of 1d6 berserker warriors attack the players. They are wearing furs and carrying axes. They are led by a warrior named Halgrin, who attacks last and is carrying a magical battle axe with a +1 modifier.
  5. D10=5:A blazing meteor crashes, embedding within an ice sheet and forming molten pathways alien entities covet. Study or interaction reveals extraterrestrial myrmidons seeking to claim terrestrial niches and resources.
  6. D10=6:You find the remains of an abandoned igloo.
  7. D10=7:Players come upon a lone giant, knitting a scarf for his lover who waits in another realm. They can assist in completing the scarf, and in return, the grateful giant offers a piece of his enchanted wool that holds protective magic.
  8. D10=8:Players happen upon an arctic fox trapped in a hunter’s cruel snare; freeing the creature wins its favor, possibly leading to the discovery of a hidden cache or warning of impending danger.
  9. D10=9:The distant howl of wolves rides on the wind, a haunting chorus that speaks of wild predators closer than you might wish.
  10. D10=10:A constellation overhead seems to shift and reconfigure itself into a message directly for the party. However, interpreting it requires an uncommon sense of idiocy and an uncommon volume of alcohol.

d100 = 58

  1. D10=1:A line of reindeer led by a lone figure cross the horizon, each adding to the sense of shared endurance.
  2. D10=2:A group of 1d4+2 warrior women attack the players. They are wearing furs and carrying battle axes. They are led by a warrior named Astrid, who attacks last and is wielding a magical battle axe with a +1 modifier. The warrior women will not attack the players unless attacked first.
  3. D10=3:A large storm is coming in. You see a small line on the horizon. The line is growing in size. It could be only a matter of minutes before a huge wave of water comes crashing down on your party.
  4. D10=4:Amidst howling winds, the adventurers spot a lone figure shrouded in a blue-tinged cloak. Revealing herself as an Ice Sorceress, she implores their assistance in recovering a mythical Ice Gem stolen by deceitful frost sprites.
  5. D10=5:Wary lynxes approach the party, seemingly under the control of a distant, malevolent mind. The lynxes attempt complex and strategic maneuvers to steal valuable items from the adventurers.
  6. D10=6:A massive iceberg floats by, and it has three men on top. They are looking for a way to get down. They have a giant anchor with them that they can lower down if they need to escape.
  7. D10=7:As the party travels through a frozen forest, they come across a unicorn, its coat shimmering with frost and ice. The unicorn is being hunted by a group of hunters who believe its horn has magical properties. Will the party protect the unicorn or allow it to be hunted?
  8. D10=8:The party comes upon a giant polar bear, or maybe a dire bear. It attacks the party. The good news is that this bear is off its game. It is sick, dying, or has been poorly treated by a black magic user. The bad news is that the bear is mean and has been adapting to its unhappy lifestyle.
  9. D10=9:In a seemingly barren part of the arctic, they find etched stones resembling love runes, guiding them towards an unseen but deeply felt presence.
  10. D10=10:As the party trudges through the snow, they come across a semi-buried, ancient ship. The ghostly crew still guards it, silently demanding the party complete an old, unfinished quest.

d100 = 59

  1. D10=1:Wisps of fog curl around them, carrying a faint scent of pine and hidden secrets.
  2. D10=2:A colossal glacial crevasse suddenly splits the ground before you, within which lies the wreck of an airship—The Frosthawke. Captain Glaciara, now a spectre bound to her shattered vessel, seeks not only revenge but redemption. Entrust yourselves with piecing together her ship and her spirit’s peace.
  3. D10=3:The awkward yet graceful flight of a snowy owl captivates, vanishing like a ghost into the white.
  4. D10=4:The players hear a woman singing a beautiful song in a language they do not know. She is standing near a large drift of snow, singing to herself.
  5. D10=5:The party sees a giant who is dancing and singing in the snow. He is lost, he is cold, and he is hungry. He will attack the party if they get too close to him!
  6. D10=6:A party member steps on a thin spot in the ice and falls through. All others must either save him or leave him to die in the water below.
  7. D10=7:A snowdrift collapses, partially burying your supplies.
  8. D10=8:An ice troll attacks the party while they sleep. He is incredibly strong and can throw chunks of ice at medium range with incredible accuracy and force.
  9. D10=9:The party finds a group of villagers who have been frozen in blocks of ice. Upon investigating, they find out that the villagers were victims of a powerful ice witch's curse. They must now find a way to break the curse and save the villagers.
  10. D10=10:A group of 4d8+4 gnolls are walking through the snow, laughing and talking about capturing slaves from nearby villages and taking them back to their lair to be fattened up for dinner.

d100 = 60

  1. D10=1:A group of 1d6+5 bandits attack. The bandits have an assortment of weapons and armour and look tough. They have been following the party of adventurers and are ready for a fight.
  2. D10=2:You see a single polar bear, standing on its hind legs and seemingly waving at you. Upon closer inspection, you realize that it is actually a druid in polar bear form, who is trying to communicate with the party.
  3. D10=3:The sky darkens briefly as a distant snowstorm prepares to unleash its fury upon the land.
  4. D10=4:The party encounters two polar bears nuzzling each other and sharing the last fish they’ve caught. Attuned characters might receive an understanding or even a spiritual lesson on sharing and sacrifice.
  5. D10=5:The party stumbles upon a group of yetis huddled around a fire, roasting marshmallows and swapping stories. They invite the party to join them and share in their stories and snacks.
  6. D10=6:A lone trapper shares a campfire with the party, recounting tales of a lost civilization of frost giants. By dawn, the trapper has disappeared, leaving behind only his eerie stories and a vaguely unsettling sensation.
  7. D10=7:The awkward yet graceful flight of a snowy owl captivates, vanishing like a ghost into the white.
  8. D10=8:The party finds a stone circle, indicating an ancient meeting place now lost to memory and time.
  9. D10=9:As the party is setting up camp for the night, they notice a pack of arctic foxes stealing their supplies. Upon closer inspection, they see that the foxes are actually shape-shifting druids who are only trying to survive in the harsh environment.
  10. D10=10:The night's stillness is occasionally broken by the sharp snaps of freezing water expanding the ice below.

d100 = 61

  1. D10=1:A group of yeti children beg the party to help them find their lost parents. As the party searches for them, they realize that the yeti parents have been cursed and turned into trees by a vengeful goddess.
  2. D10=2:The boughs of an ancient pine tree, laden with snow, form an archway into the unknown.
  3. D10=3:WALKING MOUNTAIN - A large walking mountain stomps through the party's camp. The walking mountain is a giant 200' tall walking tree that can speak Common. If the party attacks the walking tree, it will crush them.
  4. D10=4:The party is attacked by a giant pterodactyl. It was caught and trained by a wizard who has gone mad and experimented on it.
  5. D10=5:The silence of the arctic is broken by the sudden crash of distant icebergs calving into the sea.
  6. D10=6:A blizzard forces them into an enchanted cave where they find a married couple of snow elves recounting their epic journey. Listening to their tales inspires the group, granting them temporary hit points and resilient positivity.
  7. D10=7:WILD HORSES - A herd of wild horses stampede through the party's camp.
  8. D10=8:The party sees a ship that is drifting aimlessly. It is a ship of the pirates of the north sea. It has been torn apart by giant sea creatures. The sea creatures have been killed by orc arrows. There is treasure on the ship: a chest full of gold coins, a chest full of silver coins and a chest full of copper coins.
  9. D10=9:They witness a magical display of bioluminescent algae glowing eerily below the ice.
  10. D10=10:A man wearing robes, strange mask, and carrying a staff is walking along the road; he is muttering to himself.

d100 = 62

  1. D10=1:You see a huge creature that looks like a cross between a man and a wolf standing on the ice. It then attacks.
  2. D10=2:A mysterious, shimmering light in the distance reveals itself to be a dryad encased in an ice prism. She pleads for the group's aid in breaking the enchantment cast by a jealous winter witch.
  3. D10=3:You see two men and a woman walking towards you. They are wearing furs and carrying weapons. They say that they are hunters. They are looking for a lost member of their party. They have trapped a werewolf under a net.
  4. D10=4:High above the players, a roc with a wingspan as vast as the horizon wheels in the sky. It drops a titanic feather near the party, which can be used in powerful, elemental enchantments if they can retrieve it without angering the bird.
  5. D10=5:The party hears a loud crashing in the distance and sees a huge, brown bear charging towards them. The bear has huge claws and fangs and can kill one or two party members with one swipe of its claws or one bite of its fangs.
  6. D10=6:Frost-covered ruins of an ancient temple protrude from underneath the snow, whispering of lost civilizations.
  7. D10=7:The unexpected warmth of an underground hot spring reveals steam rising subtly from a near-buried crevice.
  8. D10=8:The rough cry of a distant seabird echoes over the snowfield, breaking the still perfection of the cold environment.
  9. D10=9:The adventurers find a massive, ruined temple dedicated to a forgotten ice deity. It is haunted by icy specters and guarded by traps that make use of chilling temperatures.
  10. D10=10:The players find an old miner’s cabin with its owner long dead, a diary detailing secret locations of untold riches and monstrous dangers.

d100 = 63

  1. D10=1:While following a trail, the party finds a series of small snow angels leading off the path. At the end, they discover a mesmerizing view of the northern lights, arranged almost beautifully just for them.
  2. D10=2:The freezing temperature has created strange ice formations that resemble twisted creatures.
  3. D10=3:The sudden rush of air signifies the wings of a large, unseen creature flying overhead.
  4. D10=4:Layers of compressed ice beneath the snow create an optical illusion, distorting the perception of depth.
  5. D10=5:The players discover an oversized igloo inhabited by playful frost sprites who communicate via intricate snowflake patterns engaging the players in a magical snowball fight with reality-bending consequences.
  6. D10=6:They hear the lonely call of a whale far beneath the ice sheets.
  7. D10=7:Flecks of snow glittering like gems lead you to a hidden dwarven mine, still active and heavily guarded, hiding ores of both practical and mystical significance.
  8. D10=8:A sudden, silent drift of snowflakes falls around you.
  9. D10=9:They find a frozen battlefield, eerily preserved with lifelike ice statues of long-dead combatants. The spirits of these ancient warriors restlessly haunt the area and seek vengeance.
  10. D10=10:Two hedgehogs run across the players' path and disappear into nearby bushes.

d100 = 64

  1. D10=1:The players arrive at a valley where the ice gleams unnaturally. Further investigation reveals that an entire battlefield has been preserved in the ice.
  2. D10=2:A group of pirates are looking for a ship to plunder. They are having a difficult time because the sea is so rough.
  3. D10=3:The party witnesses an epic battle between a frost dragon and a group of frost giants. The dragon seems to be losing and the party must decide whether to intervene and potentially anger the powerful dragon or stay and watch the epic fight.
  4. D10=4:A sudden gust of frigid wind makes travel difficult.
  5. D10=5:The party stumbles upon a lonely polar bear, accompanied by a strange humming noise. The bear appears to be lost and is drawn to the humming noise. Upon following the bear, the party finds a glowing crystal humming with a powerful magic aura. What secrets do this crystal hold?
  6. D10=6:  A group of 4d4 goblins are walking across the tundra. They look like they are heading towards a town.
  7. D10=7:A blizzard suddenly hits, and the players must find shelter before they freeze to death. They come across a small shack that is occupied by a gnomish inventor who has created a machine that can control the weather. The inventor begs for the players' help as the machine has malfunctioned, causing the blizzard. The players must use their skills to fix the machine and stop the blizzard before it causes more damage to the arctic.
  8. D10=8:A polar bear is standing in the path. It is hungry and will attack the party if they look like they have some meat on them.
  9. D10=9:A group of 8d10 bandits are traveling through the snow. They are going to their hideout to rest and rob caravans.
  10. D10=10:A group of men, wearing thick coats, are walking up to the party. They are carrying chains that are made of an unidentifiable material with them. Their names are Erik, Sven, and Olaf.

d100 = 65

  1. D10=1:The party is invited to a banquet hosted by a polar bear king. However, they soon realize that the king is actually being controlled by a powerful ice witch who plans to use them as sacrifices for her dark ritual.
  2. D10=2:Players come across a mountain pass with a steep and dangerous road that is non-negotiable. If players try to descend, they will have to fight off a pack of 2d8 snow wolves and 2 snow lions.
  3. D10=3:The party comes across a group of Arctic dwarves who are stranded after their sled broke. They have been surviving on fish and are in desperate need of warmer clothing and supplies. The players can help them and earn their gratitude.
  4. D10=4:A sudden and powerful avalanche rolls down a mountainside, a tidal wave of snow and ice threatening to engulf the travelers. Quick reflexes, knowledge of the terrain, and perhaps even a stroke of luck are necessary to survive and escape the overwhelming surge of frost.
  5. D10=5:They discover intricate frost patterns forming unique designs on fallen branches.
  6. D10=6:The party stumbles upon a hidden hot spring, perfect for a relaxing and rejuvenating bath. However, they soon realize that the water has some magical properties, and anyone who stays in it for too long begins to age rapidly.
  7. D10=7:A peculiar chiming draws the party to an array of crystalline spires, discovered to be the ephemeral palace of the Ice Maiden, a tragic figure of local legend. Her distress surfaces in her involvement with a seditious guild aiming to displace the Arctic King, who she believes wrongly banished her love.
  8. D10=8:As they make their way through a blizzard, the party comes across a group of nomadic yeti herders. They claim to possess a powerful artifact that can control the weather, but only if they can find a way to tame a wild yeti and ride it to the top of a nearby peak.
  9. D10=9:The sprawling haunted ground of frost-giant forgers, screamed with fury for their unrevealed wounds. Mystical, grand artifacts left behind may harbor a world-changing secret.
  10. D10=10:An old man is walking along the road, going from town to town. He is selling magical items from his sack. His name is Kveld-Kut, and he is a dark elf who was banished from his kingdom for performing dark magic. He will tell players about his adventures and the things he has seen. He will sell them a magical sword for 2d10 × 1000 gp.

d100 = 66

  1. D10=1:The remnants of an archmage's laboratory lie scattered in precarious formations around a ruined magical nexus, activated by specific triggers. Examining the ruins could grant unique items or perilous encounters with disordered and hostile residual magics.
  2. D10=2:A massive blizzard hits, and the players must find shelter before they freeze to death. They come across a cave where a group of dwarves are also seeking shelter. The dwarves are carrying diamonds and gold and offer to share their treasure with the players if they help them navigate through the blizzard and reach their homeland. However, the players must be careful as the dwarves may have a hidden agenda.
  3. D10=3:The party sees a group of gnomes playing a game. If the party joins in, the gnomes will give them a prize if they win. If the party refuses to join in, one of the gnomes will yell at them and tell them to 'go play with their own kind'. The prize is actually a cursed ring of animal control which will turn the wearer into an animal if they lose.
  4. D10=4:Remnants of an old, broken-down shelter hint at previous explorations and their inevitable hardships.
  5. D10=5:During a snowstorm, the party encounters a group of travelers who have run out of supplies and are stranded in the harsh weather. Will the party risk their own safety to help the strangers, or leave them to fend for themselves?
  6. D10=6:The group meets a bard trapped in a snowdrift, singing a haunting melody of unfulfilled love. If they save him, he will travel with them briefly, his songs boosting their spirits and abilities during battles.
  7. D10=7:The players come upon the remains of an ancient, crashed ice ship, half-buried in a glacier. Inside, frost-covered skeletons and enchanted ice constructs still guard their long-forgotten treasure.
  8. D10=8:Players come across jagged ice formations, reminiscent of crude sculptures, that were perhaps shaped by the wind.
  9. D10=9:They receive an unsettling feeling as they pass a particularly dense cluster of ancient trees.
  10. D10=10:Layers of compressed ice beneath the snow create an optical illusion, distorting the perception of depth.

d100 = 67

  1. D10=1:The party comes across a beautiful, large white horse with a blue glow around its hooves. The hooves are coated in ice. The horse will ask the party about its hooves and will want them to melt. It will ask the party to stay and play with it for three days. If the party does, it will give them the Ice Boots of Avarice. If they do not, it will attack them.
  2. D10=2:An abandoned ship is beached along the shore. Its sails are torn and its hull is rotting away. There is a single figure standing on the deck, looking out to the horizon.
  3. D10=3:The soft reverberation of snow crunching under near-silence accompanies each step, forming a desolate yet calming rural cadence.
  4. D10=4:As the players are setting up camp for the night, a group of arctic foxes appears and start to playfully steal their supplies. If the players choose to fight the foxes off, they will discover that the foxes are actually polymorphed pixies who just wanted to have some fun. The pixies may reward the players with a magical item or curse them with a minor inconvenience, depending on their behavior towards the mischievous creatures.
  5. D10=5:They spot clusters of frigid diamonds embedded within crystalline ice mounds potentially lucrative find.
  6. D10=6:A group of men are digging in the snow, looking for something they have lost or something they are looking for.
  7. D10=7:They find strange, glowing mushrooms growing underneath the snow. Harvesting them might grant potent benefits, but it may also lead to vivid, reality-warping nightmares when consumed.
  8. D10=8:A colossal snowstorm merges with a Wild Magic Surge, causing bizarre and surreal effects in the environment, challenging the party to adapt on the fly.
  9. D10=9:A decayed totem pole juts out of the snow, its carvings fading with age, guarding some long-lost secret.
  10. D10=10:Amidst howling winds, the adventurers spot a lone figure shrouded in a blue-tinged cloak. Revealing herself as an Ice Sorceress, she implores their assistance in recovering a mythical Ice Gem stolen by deceitful frost sprites.

d100 = 68

  1. D10=1:A slight tremor in the ground indicates a minor seismic event, cracking the ice with an unnerving lurch.
  2. D10=2:In the distance, the players spot a tall, slender figure standing perfectly still. The figure is an ice golem who will animate and challenge the party if they come too close. If defeated or reasoned with, the ice golem reveals a hidden path to a treasure-filled ice cavern.
  3. D10=3:As they travel, the group is caught in a sudden snow tremor, uncovering a buried temple filled with ancient texts and guarded by presumed-dormant ice golems.
  4. D10=4:The party comes across a small, deserted village. The village has been burned to the ground. If the party searches the ruins, they will find a small statue of a wolf. It is made of stone. If the party takes it, they will be attacked by a pack of wolves.
  5. D10=5:The party encounters a group of frost fairies who offer to guide them through the frozen landscape. However, the fairies have a mischievous streak and lead the party on a wild goose chase before finally guiding them to their destination.
  6. D10=6:The players notice a faraway mountain that appears to be weeping. Upon investigation, they discover an ice elemental imprisoned within, crying frozen tears that flow down the mountain like streams.
  7. D10=7:Snowflakes drift lazily from the sky, their serene descent masking the true dangers of the Arctic expanse.
  8. D10=8:The party finds an old man who is lost in the snow. He tells them of a magical shield he found in a nearby cave.
  9. D10=9:As the party trudges through the snow, they come across a semi-buried, ancient ship. The ghostly crew still guards it, silently demanding the party complete an old, unfinished quest.
  10. D10=10:The party trudges through a snow-covered valley only to find themselves surrounded by 1d6+2 frost giants, their icy breath visible in the cold air. The giants demand a tribute of meat and wine or challenge the travelers to a contest of strength.

d100 = 69

  1. D10=1:A mysterious, glowing iceberg drifts towards the party's location. When it gets close enough, they see that it is actually a floating temple of a forgotten god. Inside, they find ancient relics and secrets guarded by powerful ice elementals.
  2. D10=2:The players find a group of arctic gnomes living in elaborate, underground tunnels. They are fantastically wealthy but are constantly at war with a neighboring tribe of frost dwarves over access to the underground hot springs.
  3. D10=3:The party witnesses an epic battle between a frost dragon and a group of frost giants. The dragon seems to be losing and the party must decide whether to intervene and potentially anger the powerful dragon or stay and watch the epic fight.
  4. D10=4:A dazzling ice floe drifts in the ocean, carrying a trapped and disoriented Selkie. She offers the party a boon if they can help reunite her with her hidden seal skin, ensuring her return to the sea.
  5. D10=5:During your travels, you encounter Lilanthra the Ice Bard, whose enchanting music is said to soothe the most arduous of arctic souls. She needs to mine a harmonious ice crystal from the Siren Caves to compose her magnum opus—a feat involving equal parts music and danger.
  6. D10=6:The players come across a group of penguins who are in a state of panic. Their eggs have been stolen by a group of goblins who plan to eat them. The players must retrieve the eggs and return them to the penguins before it's too late.
  7. D10=7:Approaching a village ensconced in shimmering ice, you learn the inhabitants are under a sedating enchantment by a malevolent ice queen.
  8. D10=8:Snowfall gives way to a clear and star-filled night.
  9. D10=9:As they wander through a dense snow forest, the vibrant light of an aurora reveals hidden entrance to a celestial observatory frozen in time.
  10. D10=10:A ghostly polar bear with glaring sapphire eyes stalks the players, always visible just at the edge of their vision. It is a spirit guardian seeking release from its bondage; assisting it can result in a powerful blessing or curse.

d100 = 70

  1. D10=1:A forlorn, ghostly maiden arises from a frozen lake, mourning a lost lover. She asks for help to retrieve a powerful relic hidden deep in the icy abyss, but won't mention that the relic is what killed her true love in the first place.
  2. D10=2:Players come across a group of villagers. The villagers are in the middle of a celebration. They will ask the players to join in the celebration. The celebration is about the great battle with the lizard. The villagers will give each player 100 gold pieces for their help in killing the beast.
  3. D10=3:You find a frozen lake, with a strange creature sleeping in the middle. It appears to be a yeti, but it is sleeping.
  4. D10=4:The party sees a large polar bear standing on its hind legs, looking around for food. If players are noisy, it attacks. Otherwise, it just keeps looking for food.
  5. D10=5:The players find a poor man named Ted clinging to the side of a mountain. If the players rescue him, he will reward the players with information about the location of a nearby treasure trove. He will also tell them about the local wildlife and suggest routes of travel.
  6. D10=6:The boughs of an ancient pine tree, laden with snow, form an archway into the unknown.
  7. D10=7:The coming of night rigidifies slumbering increasingly fragile ice-fae forest glades. Brush against somatic twigs triggers burst illusion ceremonies or effects entrapping weary non-askance travelers.
  8. D10=8:Not far from the party is a group of 3d20 women tending to a fire. They are crying. They are sad. The women are all huddled together, and they are covered entirely in furs. You see a large man in the distance, carrying the body of a loved one. The man tosses the body into the fire and turns around. The man has two large horns sticking out of his head, and he is weeping. He is a Goliath.
  9. D10=9:A powerful enchantress has taken up residence in the arctic and is causing strange weather patterns. The party must navigate through her domain and convince her to leave peacefully, or face her powerful ice magic.
  10. D10=10:A roaring wind carries with it the ghostly whispers of an ancient battle. Investigating the source, they find spectral warriors locked in an eternal fight, each wishful for the party to perform a ceremony to grant them final rest.

d100 = 71

  1. D10=1:ABANDONED CAMP - The party comes across an abandoned camp in the snow. Inside the camp is 1d10 silver pieces and 1d20 copper pieces.
  2. D10=2:The night sky is streaked with auroras that form unsettling faces, each one mouthing silent screams. One of the faces seems to watch the adventurers intently, changing expressions based on their actions.
  3. D10=3:The adventurers find a massive, ruined temple dedicated to a forgotten ice deity. It is haunted by icy specters and guarded by traps that make use of chilling temperatures.
  4. D10=4:The party finds an artifact half-buried in ice. Extracting it awakens a hibernating Ice Lich who had been imprisoned for crimes against the natural order.
  5. D10=5:Whispers of buried ancestors drift over ice shards pricking their conscience hinting at hidden relics.
  6. D10=6:A small flock of 1d6 snow geese fly overhead, their honking calls echoing in the cold air.
  7. D10=7:They find ground permafrost split revealing bones of a frozen mammoth unveiling ancient secrets, bewildering paleontologists.
  8. D10=8:A party member's body transforms into that of a polar bear (a random member of the party). The player will have to convince his fellow players that he has not been replaced by a shapeshifter. The change is permanent and can only be reversed by a cleric who worships a god of nature or a cure disease spell.
  9. D10=9:A storm starts in the middle of the night. The party wakes up to see hundreds of tiny blue birds flying overhead. Their beaks are made of ice, and they are carrying frost crystals on their wings. The birds are on their way to attack a village nearby. The birds are very small and can easily be shot down by arrows. They only cause minor damage, but they are very fast and very numerous and can swarm an enemy easily if not taken care of quickly.
  10. D10=10:The party finds a group of creatures that are being hunted. They are Neanderthals. They say that they have been hunted by the giants for centuries and that they are tired of it. They will not attack the party unless provoked.

d100 = 72

  1. D10=1:Snow voles playfully dart around the snowbanks, chased by a pair of playful juvenile white dragons. The dragons are mischief-makers, eager to test the players if they're younger dragons but deadly curious if not immature.
  2. D10=2:A group of 3d4 dwarves are wandering in the wilderness, looking for an abandoned mine or dungeon to claim as their own.
  3. D10=3:As the party sets up camp for the night, they are approached by a group of arctic elves on reindeer-drawn sleds. They inform the party that they are trespassing on sacred land and must leave immediately. However, one of the elves secretly approaches the party and asks for their help in stopping an evil sorcerer who has been corrupting their land with dark magic.
  4. D10=4:During your travels, you encounter Lilanthra the Ice Bard, whose enchanting music is said to soothe the most arduous of arctic souls. She needs to mine a harmonious ice crystal from the Siren Caves to compose her magnum opus—a feat involving equal parts music and danger.
  5. D10=5:A lone wolf howls in the distance.
  6. D10=6:An ice dragon flies overhead. It is on its way to attack a village nearby. The dragon is very large, and it is flying very low. If the party can shoot arrows at its belly, the arrows will stick and slow it down.
  7. D10=7:While exploring a glacier, the party comes across a group of snow elves who have been frozen in time. They were trying to cast a powerful spell to stop the glacier from melting, but something went wrong. The party must figure out how to unfreeze the elves and stop the glacier before it's too late.
  8. D10=8:The party hears a loud, booming voice coming from the sky. Looking up, they see a cloud giant flying above them, searching for its lost magical flying castle. The giant offers a reward for anyone who can find and return it.
  9. D10=9:A man in robes and wearing a strange mask is standing on the side of the road; he looks like he's lost.
  10. D10=10:At the edge of the world, they find a council of frost giants enthralled by a peculiar glowing orb. This orb is key to preserving their ways yet coveted by foreign powers, sending spies and saboteurs to disrupt the giants' council and steal the orb for their own gain.

d100 = 73

  1. D10=1:The ice groans beneath the toes of lethally silent white wyverns camouflaged in the drifts. Encountering these ambush hunters requires sharp perception; failure means the delay of surprise. Successfully integrating them to your side with proper allure yields formidable companions.
  2. D10=2:A group of sled dogs, tied to a stake, bark at the party.
  3. D10=3:Fresh snow settles over an underlying patch of deep, black ice, proving treacherous footing for the unwary.
  4. D10=4:Traveling an ice bridge, an overwhelming fog rolls in, obscuring vision to a perilous degree. Relying on senses other than sight becomes imperative, using primal instincts, and perhaps magical guidance, to navigate without falling into the void below.
  5. D10=5:A group of frost giants are having a competition to see who can build the tallest ice sculpture. The party can either compete or try to steal the giants' treasures while they are distracted.
  6. D10=6:A circle of penguins engaging in a heated debate over world politics blocks the path. Their speech is oddly eloquent, and they occasionally glance skyward as if expecting answers.
  7. D10=7:Snow Tracks: The players find a trail of dozens of human-sized boot prints in the snow. The boot prints lead to a nearby cave system that is inhabited by a group of kobolds and humans who are collaborating together to raid caravans and trade caravans passing along the King's Road that runs through the region.
  8. D10=8:A giant white whale breaches the sea, then flops back in.
  9. D10=9:Players chance upon an altar carved into the ice, apparently used for unknown and perhaps long-forgotten rituals.
  10. D10=10:A family of 2d4 human children are playing in the snow. They look cold and hungry. They will ask the party for food. If the party gives them food, they will tell them there is a treasure in the nearby hills.

d100 = 74

  1. D10=1:A tribe of reindeer-riding hunters is tracking a mythical Frost Elk said to bring eternal winter wherever it roams. They enlist the party's aid in capturing or driving it away.
  2. D10=2:By moonlight, the adventurers catch a glimpse of an enchanted snow hare. Following it leads them to the hidden lair of an ancient, benevolent frost spirit who offers cryptic prophecies.
  3. D10=3:Gather around the campfire, the smell of freshly baked bread wafting through the air. There's a loaf of bread sitting on a rock near the campfire. When someone reaches for it, a nearby rock will slide away, revealing a large white spider. It will attack, then retreat back up the hole it came from.
  4. D10=4:The party finds an old man who is lost in the snow. He tells them of a magical shield he found in a nearby cave.
  5. D10=5:A group of 1d10 humans are walking across the ice. The humans are looking for a lost family member who was separated from them during a storm.
  6. D10=6:A party member's body transforms into that of a polar bear (a random member of the party). The player will have to convince his fellow players that he has not been replaced by a shapeshifter. The change is permanent and can only be reversed by a cleric who worships a god of nature or a cure disease spell.
  7. D10=7:Shadows cast long and stark across the ground as the sun grazes the horizon in its perpetual twilight.
  8. D10=8:An imperiled sea-hunter’s community conspicuously watches foreign sea-rifts opening, allowing passage of merfolk agents who bear enigmatic symbols, suggesting mixed messages of war, peace or both.
  9. D10=9:A frozen fish lies encased in a block of ice, perfectly preserved yet unreachable beneath the cold barrier.
  10. D10=10:A group of 1d4+4 hunters are following the trail of 1d4+4 wolves. The hunters are arguing about whether to kill the wolves or try to capture them to sell as pets or beasts of burden.

d100 = 75

  1. D10=1:The party comes upon a polar bear mother and her cubs, who are nothing but teeth and claws. She attacks.
  2. D10=2:A man named Otakar is standing in the middle of the snow, laughing at players and calling them fools. He says that he is not a man but a snow giant. He has been cursed to look like a human for one year, and if he's not freed by sunset he will be trapped as a snow giant forever. The man does not believe his story and will attack the players at sunset if they do not free him.
  3. D10=3:The party comes across a pack of 2d4+2 polar wolves fighting over food.
  4. D10=4:The party is approached by a group of friendly ice dwarves, who invite them to a traditional feast to celebrate the winter solstice. However, the feast turns out to be a trap set by a group of shape-shifting dopplegangers.
  5. D10=5:The party comes across a large boulder, which has been covered in snow, but it is still visible. Inside, there are 2d4 men, who are dressed in furs and are armed with spears and axes. They are looking for a lost tribe of men and women, who were supposed to meet them for trading, but never showed up.
  6. D10=6:The players see a group of humans attempting to skin a dead polar bear. They are arguing amongst themselves. The players can help them or not.
  7. D10=7:Silver fish swim in a nearby stream, their scales glinting against the ice. Catching them requires skill and patience, and they can grant brief underwater breathing to those who ingest them.
  8. D10=8:A group of friendly ice dwarves invite the party into their underground city, carved out of solid ice. They offer shelter and warmth in exchange for the party's help in dealing with a group of aggressive yetis that have been attacking their city.
  9. D10=9:A bridge made of ice and dreams spans a bottomless crevasse. Crossing it, the players experience visions of past lives and alternate realities as echoes of their souls.
  10. D10=10:A sudden blizzard reveals an ice statue resembling a local heroic figure. As you inspect it, the statue comes to life and demands you help it complete a forgotten quest.

d100 = 76

  1. D10=1:They hear faint, rhythmic drumming carried on the wind, suggesting an approaching ceremony or ritual.
  2. D10=2:A group of gnomes are mining for gems and precious metals in this area of the world. They are dressed in thick furs and leathers to protect them from the cold elements. They are from the gnomish kingdom that is located in the Blue Mountains to the west of this location in the northern hemisphere of this planet in this universe. If a player goes up to them, they will talk with them for a bit but not for too long for if they are found by the white tigers, it could spell their doom. They will warn players to be careful when going north into the Icewind Peninsula area and stay safe as some strange happenings have been seen and heard about from their fellow gnomes back home in their kingdom in the Blue Mountains to the west of this area in this continent in this world in this universe.
  3. D10=3:The party encounters two polar bears nuzzling each other and sharing the last fish they’ve caught. Attuned characters might receive an understanding or even a spiritual lesson on sharing and sacrifice.
  4. D10=4:Frozen animal tracks lead to a snow-covered burrow, hinting at life hidden beneath the surface.
  5. D10=5:A man wearing furs and carrying a spear walks towards you. He says that he is looking for a man named 'Bob'. He says that Bob was betrayed by his companions and left to die in the cold. He asks the players to help him get back to his home in warmer climes.
  6. D10=6:A sudden gust of frigid wind makes travel difficult.
  7. D10=7:A distant volcano’s peak emits a faint plume of smoke, a stark contrast to the icy landscape.
  8. D10=8:1d100 walruses attack. They will fight to the death, but only to protect their young.
  9. D10=9:The ground beneath suddenly drops off into a deep chasm, where tucked away is a hidden cave system echoing with subterranean ecospheres and troves of miniaturized glaciers containing suspended ecosystems of extinct ice-age fauna led by magical Ice Sprites!
  10. D10=10:An unusually-shaped snowdrift catches your eye, sculpted by the wind into a form resembling a sleeping dragon.

d100 = 77

  1. D10=1:A group of wolves attack!
  2. D10=2:The players hear a group of men arguing amongst themselves. They are attempting to capture a wolf pup. If the players get involved, one of the men will attack them with his battleaxe.
  3. D10=3:Sleds from a nearby village approach in the distance. They are carrying armed men. The men fire arrows at the party.
  4. D10=4:A wall of icicles forms a natural barrier.
  5. D10=5:Frost clings to the party’s gear and hair, each breath turning to mist in the freezing air.
  6. D10=6:The howling wind teases at the edges of their cloaks and whispers of unseen dangers.
  7. D10=7:As the players traverse a snow-covered path, they discover an elderly couple stranded in the frozen landscape. The couple shares a beautiful story of their decades-long love, asking for assistance in reaching the nearby village. Helping them results in heartfelt gratitude and a lovingly crafted amulet of protection.
  8. D10=8:The players arrive at a valley where the ice gleams unnaturally. Further investigation reveals that an entire battlefield has been preserved in the ice.
  9. D10=9:A group of 5d6 wolves come running out of the woods and attack the players!
  10. D10=10:As night falls, bizarre auroras illuminate the sky, then congeal into malicious etherial beings known as aurora sprites. These sprites thrive on magic energy and can only be defeated or dissipated by non-magical means or a powerful dispel magic spell.

d100 = 78

  1. D10=1:The air is so cold, it feels like needles on your skin.
  2. D10=2:The party comes across a group of people with swords and axes. They are arguing with each other. They are not trying to hide what they are doing or what they are talking about. They are trying to decide whether or not to go on a quest to go kill a dragon.  They ask the party if they want to come along with them. If they accept, they will be teleported to the dragon's cave. The dragon's name is Gurt. He's pretty nice if you can get past his sharpness, his hunger, and his fire breath.
  3. D10=3:The sudden rush of air signifies the wings of a large, unseen creature flying overhead.
  4. D10=4:A storm starts in the middle of the night. The party wakes up to see hundreds of tiny blue birds flying overhead. Their beaks are made of ice, and they are carrying frost crystals on their wings. The birds are on their way to attack a village nearby. The birds are very small and can easily be shot down by arrows. They only cause minor damage, but they are very fast and very numerous and can swarm an enemy easily if not taken care of quickly.
  5. D10=5:A group of 1d100 polar bears attack. They are extremely angry and hungry.
  6. D10=6:Snowfall gives way to a clear and star-filled night.
  7. D10=7:Snow Tracks: The players find a trail of dozens of human-sized boot prints in the snow. The boot prints lead to a nearby cave system that is inhabited by a group of kobolds and humans who are collaborating together to raid caravans and trade caravans passing along the King's Road that runs through the region.
  8. D10=8:The sprawling haunted ground of frost-giant forgers, screamed with fury for their unrevealed wounds. Mystical, grand artifacts left behind may harbor a world-changing secret.
  9. D10=9:You hear distant cries of help, but cannot locate their source.
  10. D10=10:A hollow in the ice suggests a den used by some arctic beast seeking refuge from the elements.

d100 = 79

  1. D10=1:The creaks and groans of ice shifting create an organic melody rivaling any bird song heard in warmer climes.
  2. D10=2:Amidst howling winds, the adventurers spot a lone figure shrouded in a blue-tinged cloak. Revealing herself as an Ice Sorceress, she implores their assistance in recovering a mythical Ice Gem stolen by deceitful frost sprites.
  3. D10=3:They come across a small cache of preserved rations left by a previous group of explorers.
  4. D10=4:A frozen giant huntsman, wearing a giant wolf skin cloak, stumbles across your path. He is lost and afraid of the wilderness. If players rescue him, he will lead them to the city of Khin, where they can find aid.
  5. D10=5:A group of 2d4+4 goblins disturb a herd of 10d10 reindeer, which stampede and run away, herding themselves toward the party's camp. The players will have to kill the goblins fast before they are trampled to death by the reindeer! Or they can try to herd the reindeer back toward the goblins so they can kill both at once!
  6. D10=6:A flock of 1d100 giant birds fly past the players. The birds are not attacking, but they seem to be carrying something on their backs.
  7. D10=7:A decorative, wind-sculpted drift of snow creates forms that resemble strange creatures sprung from the imagination.
  8. D10=8:Wild, omnipresent elemental occurrences of ice-sculpted fauna plague the way, their erratic movements either representing nature’s protectors or potentially drawing containment interest from a local wardenizer.
  9. D10=9:The adventurers come across a series of peculiar snow sculptures depicting various creatures and fantastical scenes. A reclusive but friendly ice sculptor, an eccentric wizard, emerges, offering the party enchanted ice carvings as temporary companions.
  10. D10=10:A solitary owl flies overhead, its hooting call echoing through the still Arctic air, a lonely sentinel in the bleak night.

d100 = 80

  1. D10=1:A clan of 3d6 yetis emerges from their cave, challenging the party to prove their worth in strength-based contests. If the players succeed, the yetis will offer them warm furs and guidance.
  2. D10=2:Layers of compressed ice beneath the snow create an optical illusion, distorting the perception of depth.
  3. D10=3:An ice bridge appears to connect two peaks, used by a clan of frost goblins to transport plunder. Sabotaging the bridge could hinder them, or it might strain the precarious balance holding the goblins' fragmented society.
  4. D10=4:You stumble across a small gnomish camp. They are very bad to you.
  5. D10=5:The players encounter a powerful ice elemental who is being controlled by a dark sorcerer. The sorcerer has enslaved the elemental and is using its powers to terrorize nearby villages. If the players can defeat the sorcerer and free the elemental, they will gain the elemental's loyalty and can call upon its powers in battle. However, the sorcerer will not go down without a fight and may have powerful magical attacks up his sleeve.
  6. D10=6:Two old women are sitting on a log by the side of the road, talking about the local gossip. They will tell players about a nearby dungeon and its dangers if asked about it.
  7. D10=7:The perimeter of a pristine ice sheet reveals a beautifully preserved, inter-related bird colony. Approaching causes panic or possibly triggers a defensive counter, including an attack by a territorial Harpy Queen.
  8. D10=8:A lone iceberg drifts ominously close to shore.
  9. D10=9:The players find a strange frozen lake with a giant squid frozen in its center. Upon closer inspection, they realize that the squid is actually a powerful elemental being, and they must thaw it out and convince it to help them on their journey.
  10. D10=10:The silence of the arctic is broken by the sudden crash of distant icebergs calving into the sea.

d100 = 81

  1. D10=1:A thick, blubber-filled scent trail can be smelled by the players. Following this trail will lead the players to a dead seal. Some predators will be feeding on the seal. The predators are territorial, and will attack the players.
  2. D10=2:Unnatural warmth permeates through an ice cave system teaming with lava-covered trolls who challenge their entry, mistaking the adventurers for dieties mandating gifting.
  3. D10=3:As they travel, the group is caught in a sudden snow tremor, uncovering a buried temple filled with ancient texts and guarded by presumed-dormant ice golems.
  4. D10=4:You see a large gathering of snowmen, all wearing the same hooded cloaks. They seem to be having some sort of a ceremony.
  5. D10=5:The ghostly aurora borealis dances across the sky, casting an ethereal glow over the snowy expanse.
  6. D10=6:Near a strange formation of twisted ice, they meet a shape-shifting arctic fox that guides them, provided they recognize it for what it truly is.
  7. D10=7:A rogue polar bear manages to sneak up on the party's camp and steals their food supply. The party must track down the clever and cunning bear and reclaim their rations before it is too late.
  8. D10=8:The adventurers stumble into an otherwise secluded hamlet where the governor's recent policies have stirred unrest. The party must navigate through the intricate layers of loyalty and betrayal, helping to resolve whether the governor is a merciless tyrant or a misunderstood ruler caught in a web of political machinations.
  9. D10=9:A monumental ice fortress, previously thought to be a myth, has appeared within view. Its gates are guarded by sentinels made of solid ice animated by an ancient magic. Within lies a powerful relic sought by many. To enter and leave unscathed, the players will need to gain the favor of the fortress' warden, an ancient and wise frost dragon who appreciates honorable negotiations above bloodshed.
  10. D10=10:A lone caribou is seen grazing on sparse vegetation, its antlers a majestic crown against the snowy backdrop.

d100 = 82

  1. D10=1:A man is sitting on the side of the road asking for directions to a nearby town. He says that he is trying to get home but seems to be lost.
  2. D10=2:Icicles on your gear start to grow long and thick.
  3. D10=3:A reclusive ice druid watches over a frozen lake, waiting for someone worthy to assist in a dangerous ritual that could either stabilize or unleash chaotic elemental forces imprisoned beneath the ice.
  4. D10=4:An ethereal melody leads the party to an icebound harp played by an entranced nymph. Disturbing her risks being cursed, but aiding in freeing her from this enchantment could gain powerful allies.
  5. D10=5:You find claw marks on a tree, a sign of local wildlife.
  6. D10=6:The players find a mysterious diary buried in the snow, upon reading they are transported into the author's dreams and must navigate their subconscious mindscape.
  7. D10=7:You find an old journal buried in the snow.
  8. D10=8:They find an ancient monolith sticking out of the snow, its purpose long forgotten.
  9. D10=9:The party will come across a small stone hut that has no door nor window and is covered in snow. If they investigate, they will find that it is occupied by a snow golem who was created by a wizard named Hulgar. Hulgar was trying to create a servant to help him with chores around the house, but it malfunctioned and became aggressive.
  10. D10=10:Sleds from a nearby village approach in the distance. They are carrying armed men. The men fire arrows at the party.

d100 = 83

  1. D10=1:A lone tree, twisted and gnarled, stands defiantly against the icy wind, its bark hardened by the cold.
  2. D10=2:The distant barking of sled dogs drifts to their ears, perhaps signaling help or danger.
  3. D10=3:A blizzard turns into a snowstorm, which turns into an avalanche.
  4. D10=4:The reflection of the moon in a clear patch of frozen water creates an otherworldly double world underneath the sea.
  5. D10=5:A sudden blizzard sweeps in, reducing visibility to mere inches and forcing players to huddle together for warmth.
  6. D10=6:They feel the earth beneath them shift slightly, signaling the slow movement of a glacier.
  7. D10=7:Finding a snowbound griffin injured while protecting her mate, healing her ensures their loyalty and eventual aerial aid in future battles.
  8. D10=8:A distant roar suggests a glacier might be calving.
  9. D10=9:An animal's skeleton trapped within an ice block remains eerily preserved, providing a moment of contemplation.
  10. D10=10:The party encounters a young bard who lost their voice from heartbreak. Helping him find his lost love returns his voice, bestowing upon the party bardic inspiration dice usable once per day.

d100 = 84

  1. D10=1:A sudden windstorm blows in, causing visibility to drop dramatically and forcing the players to seek shelter.
  2. D10=2:A hidden cache of preserved food and basic supplies hints at someone preparing for a long journey.
  3. D10=3:A talking snowman appears and leads the party to a hidden cave filled with treasure. However, the snowman is actually a cursed prince, and the treasure is guarded by a powerful ice elemental.
  4. D10=4:An aurora borealis blooms across the sky, revealing the hidden entrance to a wizard’s laboratory built into a glacier. Inside, the adventurers must face arcane puzzles guarding forgotten arcane secrets.
  5. D10=5:In an ice-covered forest, a majestic Frost Phoenix nests atop an ancient oak tree. The phoenix's nest contains enchanted feathers that promise great power, but stealing them invokes its wrath.
  6. D10=6:The adventurers find an intricate ice labyrinth designed long ago by frost-dwarves to protect their king’s treasure. Guarded by intricate traps and riddled with cunning puzzles it must be conquered without the heat of a flame.
  7. D10=7:The party stumbles upon a frozen waterfall with a hidden cave behind it. Inside, an ancient lichen that can neutralize poisons and diseases grows—if they can defeat the ice serpents protecting it.
  8. D10=8:They find a pristine igloo illuminated from within by a warm, inviting light. Inside resides a kind old woman with an unnerving habit of asking detailed questions about everyone's dreams.
  9. D10=9:You come across a group of seals basking in the sun.
  10. D10=10:A sudden chill warns of an approaching storm.

d100 = 85

  1. D10=1:The adventurers discover an ancient ice ship embedded in the glacier, its treasures locked in time. This spectral vessel is haunted by the ghosts of its ancient crew.
  2. D10=2:A traveling circus of undead performers insists on putting on a macabre show for the party. Declining their offer might offend, but accepting might invite untold curses.
  3. D10=3:A patch of frost-burned flora hints at volatile geothermal activity just below the surface.
  4. D10=4:A family of 2d4 human children are playing in the snow. They look cold and hungry. They will ask the party for food. If the party gives them food, they will tell them there is a treasure in the nearby hills.
  5. D10=5:A group of pirates are looking for a ship to plunder. They are having a difficult time because the sea is so rough.
  6. D10=6:A forlorn lighthouse stands on an icy cliff, pulsing with a cold, blue light. The lighthouse keeper, now an undead wight, seeks company in its eternal watch but reacts violently to the living. Persuading the wight to rest could provide an elegant magic item or lore.
  7. D10=7:The party comes across a group of walruses that have been mysteriously given the ability to speak. They tell the players that they were granted this gift by a powerful mermaid who lives in a nearby ice cave, and they need the party's help to protect her from an evil sea serpent.
  8. D10=8:You see a single polar bear on the horizon. He is running towards the party. He was a member of a pack of polar bears, but he was banished from the pack for meaningless reasons. He will now not rest until he has killed the leader of the pack and all of the other polar bears.
  9. D10=9:On a lone, icy hill, the adventurers discover an ancient tree. The tree's bark is weathered, adorned with symbols of love and companionship and a tree hollow containing a mysterious book of love spells.
  10. D10=10:The ground suddenly becomes treacherously icy.

d100 = 86

  1. D10=1:The icy expanse gives way to a series of hot springs, inexplicably untouched by the cold. Here resides Mela, a water nymph banished to the arctic for crimes against her own kind. Her tale unfolds as you help protect her sanctum from relentless ice trolls who covet its warmth.
  2. D10=2:A group of 1d6 soldiers are walking down the road. They are wearing heavy armor and they are armed with swords and shields.
  3. D10=3:The players hear a howl in the distance. After a few minutes, it is repeated.
  4. D10=4:A subtle earthquake rattles the ground briefly, causing the ice to groan as if waking from an ancient slumber.
  5. D10=5:Frost butterflies form words in mid-air, unfurling an ancient romance tale that leaves the adventurers' hearts warmed.
  6. D10=6:As the party travels across a frozen ocean, they see a massive shadow moving below the ice. It turns out to be a giant kraken, and it has been trapped under the ice for centuries. The party must decide whether to help free the kraken or leave it trapped.
  7. D10=7:A short ice bridge over a frozen river groans under the smallest weight, its safety uncertain.
  8. D10=8:The party comes across a magical ice garden filled with sparkling ice sculptures. However, touching the sculptures releases powerful magic that transports the party to a different location. They must solve the puzzle of the ice garden to escape.
  9. D10=9:An elderly frost giant shuffles through the snow, muttering ancient tales of the frozen north.
  10. D10=10:As the party trudges along an icy path, they encounter an arctic fox and its mate playfully chasing each other through the snow. Their antics seem almost choreographed, and if the players observe long enough, they might spot a heart-shaped pattern they leave in the snow as a thanks for watching.

d100 = 87

  1. D10=1:They find a seal, seemingly ordinary until it begins to recite ancient prophecies. Occasionally, it sneezes out fragments of historical facts that involve the party members in unsettling ways.
  2. D10=2:A spectral ship appears on the horizon, sailing through the snow-strewn air. The ghostly crew believes they're still alive and will try to convince, or force, the players to join them on their eternal voyage.
  3. D10=3:As they travel, the party begins to feel a strange, eerie presence that seems to be following them. The source turns out to be a vengeful ghost, desperate for revenge against those who left it to die in the frozen tundra.
  4. D10=4:Treading cautiously through brittle ice, the adventurers discover an under-ice grotto illuminated by bioluminescent algae. Here, an assembly of wise old walrus sages holds council. They are deeply disturbed by the increasing pirate raids supported by a rival city-state, aiming to undermine the walrus sages’ guardianship of the sacred sites beneath the ice.
  5. D10=5:A gentle blizzard leads the adventurers to a village square, where an immaculately preserved ice sculpture of a loving couple stands, enchanted to always emit warmth and light.
  6. D10=6:You find unusual markings in the snow, possibly from a sled.
  7. D10=7:The ground beneath them trembles as a stampede of 2d6 musk oxen thunder past.
  8. D10=8:A bright red berry bush stands stark against the white, the unexpected color a striking visual feast.
  9. D10=9:A solitary ice giant challenges the party to a series of physical and mental trials in exchange for safe passage through his territory and possibly a unique artifact of his craft.
  10. D10=10:Players find a snow-covered grave with a frozen rose on it. When placed upon a nearby memorial of the fallen lover, a warm glow surrounds the players, blessing them with a charm that protects against the cold.

d100 = 88

  1. D10=1:A fishing village lies deserted, save for the shimmering, ghostly forms of its inhabitants. They await the very fish they caught in life to return and set them free.
  2. D10=2:While exploring a frozen cave, the party comes across a group of friendly frost giants who have been kicked out of their tribe. They offer to help the party in exchange for protection and help in returning to their tribe.
  3. D10=3:A haunting ice castle stands atop a hill, inhabited by a reclusive noble who seeks to break their family curse by sending the party to retrieve a specific charm from a rival’s domain.
  4. D10=4:The party sees a group of gnomes playing a game. If the party joins in, the gnomes will give them a prize if they win. If the party refuses to join in, one of the gnomes will yell at them and tell them to 'go play with their own kind'. The prize is actually a cursed ring of animal control which will turn the wearer into an animal if they lose.
  5. D10=5:A group of 2d10 wargs attack the players. They are not normal wargs and they have the intelligence of a human child. They are hungry and they attack anyone that comes near them.
  6. D10=6:You come across a group of ice elementals, who are engaged in a fierce battle with a group of frost giants.
  7. D10=7:A faint trail of smoke in the distance hints at habitation, though its source remains tantalizingly out of reach.
  8. D10=8:Snow swirls around a stone altar dedicated to forgotten winter deities. As they approach, the air fills with the scent of ancient sacrifices, and mysterious, freezing mist enshrouds them.
  9. D10=9:Balgrum the Impressive, an overconfident and marginally competent illusionist, seeks your help to uncover the Ice Mirror of Infinis. It lies at the heart of the Frozen Abyss and shows the future of the world, but its recovery will require plenty of wit and perhaps a few reality checks for Balgrum.
  10. D10=10:The recurring nemesis appears in the guise of a reformed heartbreaker, seeking penance by guiding lost souls. Distrusting players may miss his genuine attempts to redeem, resulting in doubling the stakes each encounter.

d100 = 89

  1. D10=1:Icicles form unusual shapes on the tree branches.
  2. D10=2:Bored looking polar bear. Will not attack.
  3. D10=3:The PCs must rescue a druid from a pack of yetis who are trying to sacrifice her to their primal god.
  4. D10=4:Snowflakes drift lazily from the sky, their serene descent masking the true dangers of the Arctic expanse.
  5. D10=5:A group of big, burly men claim they were robbed by the party and demand reparations. If the players pout out any money at all, the men will act as though they were tricked into being paid and will become very angry.
  6. D10=6:In an ice cave lit by magical crystals, the adventurers meet a pair of yetis weaving snowflake patterns. Each unique flake symbolizes a love story the yetis have heard over centuries.
  7. D10=7:An arctic fox follows the players, leading them to a hidden cave where murals depict the rise and fall of a forgotten kingdom. Each image comes alive, revealing history as a living tableau.
  8. D10=8:The players find themselves lost in a labyrinth of ice walls. The walls are semi-transparent, showing disturbing reflections of their deepest fears or desires as they navigate the maze.
  9. D10=9:They’re drawn to the ghostly call of a solitary siren trapped within a glacier. She promises the knowledge of safe passage and ancient spells in exchange for her freedom.
  10. D10=10:A pack of wolves attacks the players. The pack of wolves is led by a Dire Wolf that is trying to get its pack to follow it somewhere else because it doesn't like the look of the players.

d100 = 90

  1. D10=1:In an ice cave lit by magical crystals, the adventurers meet a pair of yetis weaving snowflake patterns. Each unique flake symbolizes a love story the yetis have heard over centuries.
  2. D10=2:An animal's skeleton trapped within an ice block remains eerily preserved, providing a moment of contemplation.
  3. D10=3:The party is approached by a group of friendly ice dwarves, who invite them to a traditional feast to celebrate the winter solstice. However, the feast turns out to be a trap set by a group of shape-shifting dopplegangers.
  4. D10=4:The presence of faint animal cries signals life hiding amidst the snowy expanse.
  5. D10=5:You find an ancient, frost-covered sword half-buried in snow.
  6. D10=6:Players discover a hot spring oasis in the middle of the frozen wasteland. It’s inhabited by a group of frost toads who are wary of outsiders but willing to share the spring in exchange for stories and songs.
  7. D10=7:The party wakes up to find they've been shrunken and are now part of a snowman's domain, a giant snow construct that believes it's king of an icy kingdom.
  8. D10=8:Fresh snowfall makes identifying tracks impossible.
  9. D10=9:A bridge made of ice and dreams spans a bottomless crevasse. Crossing it, the players experience visions of past lives and alternate realities as echoes of their souls.
  10. D10=10:A blizzard rolls in rapidly, bringing with it storm spirits called Snow Wraiths seeking to steal the warmth from the living to strengthen their icy haunts. The party must find shelter and defend against these ethereal foes.

d100 = 91

  1. D10=1:The freezing temperature has created strange ice formations that resemble twisted creatures.
  2. D10=2:The warmth of iron draws the party to an abandoned forge in the ice, where cold-forged weapons of unimaginable sharpness lay abandoned. Even touching these items proves perilous without proper precautions, for the cold steel bites deeper than any blade possessed by mere mortals.
  3. D10=3:A large amount of snow begins to fall in your area.
  4. D10=4:The ground shifts slightly underfoot, suggesting a hidden ice cavern or weakened snow bridge.
  5. D10=5:As the party trudges along an icy path, they encounter an arctic fox and its mate playfully chasing each other through the snow. Their antics seem almost choreographed, and if the players observe long enough, they might spot a heart-shaped pattern they leave in the snow as a thanks for watching.
  6. D10=6:An older man wearing a heavy fur coat and carrying a bundle of firewood on his back approaches the players. He is looking for the local tavern, but he has lost his way. He speaks with an accent, and the players must figure out where he is from.
  7. D10=7:The party finds a dead horse with saddlebags on it. Inside are two gold coins, three silver coins, and one copper coin.
  8. D10=8:The players stumble upon a bizarre scene: a cyclops sheepherder watches over an immense flock of woolly sheep as they graze on the sparse tundra moss. Though clumsy and nervous, the cyclops knows hidden paths and secretive under-ice tunnels.
  9. D10=9:A party member steps on a thin spot in the ice and falls through. All others must either save him or leave him to die in the water below.
  10. D10=10:You see two large rocks. The rocks are lying on their sides next to the trail. There is a small gap between the rocks. There is a rabbit in the gap. The rabbit is frozen to death.

d100 = 92

  1. D10=1:A polar bear appears, curiously friendly, seeming to understand common speech. It’s actually a polymorphed druid needing assistance to break their curse, but unable to communicate directly.
  2. D10=2:A half-frozen carcass of a reindeer lies in the snow, a scavenger’s feast.
  3. D10=3:The party finds an ice maze, filled with traps and puzzles.
  4. D10=4:The party comes across a small patch of ice that is covered in blood. If the party looks closely they will see the blood is fresh. A group of 2d6+3 snow goblins are hiding within 10 feet of the party. They will attack if they feel threatened.
  5. D10=5:They come across a hoard of gemstones, but each is ensconced within ice creations that exude an aura of malevolent life.
  6. D10=6:The party comes across a pack of arctic wolves, led by a large and intelligent alpha. The alpha has a task for the party, but will only communicate through a game of riddles.
  7. D10=7:A flock of snow geese flies overhead.
  8. D10=8:The party finds a frozen lake with a frozen troll on it. It is a shield troll. It is 2d6+2 feet tall, white, and evil!
  9. D10=9:They discover intricate frost patterns forming unique designs on fallen branches.
  10. D10=10:A sudden drop in temperature forces you to seek shelter.

d100 = 93

  1. D10=1:They encounter a band of nomadic hunters tracking a legendary Yeti said to possess an artifact of great power. Joining the hunt could offer great rewards, but the Yeti is no ordinary beast.
  2. D10=2:While crossing a frozen lake, the party is attacked by a group of ice golems controlled by an evil druid. The players must find and defeat the druid to stop the golems from terrorizing the surrounding area.
  3. D10=3:A large bird swoops low overhead, then flies down to a nearby rock and sits there for a few minutes.
  4. D10=4:They encounter patches of snow that emit a faint glow, illuminating their path in an enchanting way.
  5. D10=5:A man dressed in black robes and carrying a strange, medieval weapon approaches the party and asks them if they have seen anyone dressed in black robes recently. He looks worried.
  6. D10=6:Two polar bears are fighting over a walrus carcass.
  7. D10=7:The faint jangle of metal on metal implies that someone or something nearby is carrying metallic objects.
  8. D10=8:The players encounter a scout patrol from a nearby barbarian tribe. These warriors are willing to trade information or supplies but are suspicious of outsiders and protective of their territory.
  9. D10=9:In a desolate iceplain, lies the isolated Castle Bluetail, where Allura the Blue, an arcane sorceress, dwells. She needs aid in reclaiming her castle’s magical control from a mischievous ice imp who altered all the glyphs and installed traps, effectively turning her home into a comedic horror show.
  10. D10=10:A blizzard strands them with a solitary dwarf bard who shares a tragic love story. Easing his sorrow grants illumination on an ancient love artifact, securing their footing against future foes.

d100 = 94

  1. D10=1:Convex formations compile stretching stalactites into accessible, secret ice chambers leading towards runic apex focus points indicating highest admixtures of specific arctic alignment thresholds.
  2. D10=2:A flock of magical snowbirds creates elaborate patterns in the sky resembling various symbols of love. Observant players might even spot a pattern that signifies eternal love, which could lead to a small enchantment as a token of appreciation.
  3. D10=3:You find a frozen lake, with a strange creature sleeping in the middle. It appears to be a yeti, but it is sleeping.
  4. D10=4:An ancient ice dragon, said to possess knowledge of the primordial arctic, approaches the party. This guardian of old secrets enlists the party’s help to thwart an insurgent faction of dragonborn led by an ambitious warlord, intending to resurrect an ancient empire through forbidden sorcery.
  5. D10=5:A giant white whale breaches the sea, then flops back in.
  6. D10=6:You are caught in a brief but intense hailstorm.
  7. D10=7:The party comes across a group of people with swords and axes. They are arguing with each other. They are not trying to hide what they are doing or what they are talking about. They are trying to decide whether or not to go on a quest to go kill a dragon.  They ask the party if they want to come along with them. If they accept, they will be teleported to the dragon's cave. The dragon's name is Gurt. He's pretty nice if you can get past his sharpness, his hunger, and his fire breath.
  8. D10=8:While tracking an elusive quarry, they stumble upon a hidden ravine where two giant Arctic eagles have nested, their care for each other apparent and inspiring.
  9. D10=9:A small tribe of half-orcs is traveling across the tundra. They are lost and will ask for directions back to their homeland. If you help them, they will give you a magical sword that was made by their chieftain.
  10. D10=10:A group of polar bears are attacking a group of penguins. The penguins are shouting, 'Stick together! Stick together!'

d100 = 95

  1. D10=1:You find ancient petroglyphs etched into stone.
  2. D10=2:The players find a group of arctic gnomes living in elaborate, underground tunnels. They are fantastically wealthy but are constantly at war with a neighboring tribe of frost dwarves over access to the underground hot springs.
  3. D10=3:A lone caribou is seen grazing on sparse vegetation, its antlers a majestic crown against the snowy backdrop.
  4. D10=4:A frozen ship with skeletons of a crew and a captain in a captain's cabin.
  5. D10=5:While crossing a frozen lake, the characters find themselves surrounded by a natural ice sculpture garden created by frozen mist. Among the sculptures is one that looks exactly like the loves of their life back home, gently shimmering in the low light.
  6. D10=6:In a secluded icy vale, a group of winter wolves gather around a mystical ice altar. The wolves seem to be engaged in a strange, almost religious ceremony led by a particularly cunning pack leader.
  7. D10=7:Players come across a dead polar bear. Upon closer inspection, players realize that the bear was killed by a giant ice lizard. If they investigate, they will find a giant ice lizard that is lying in wait, waiting for more food to come along. The lizard will attack the players.
  8. D10=8:The adventurers stumble upon an ice-bound ship from a long-forgotten race. Inside, the frozen crew sits around a table, as if locked in the final moments of a card game. Double-crossing spirits occasionally manifest to accuse each other of cheating.
  9. D10=9:An ancient, weather-worn marker stone hints at paths once traveled, its inscribed runes barely legible.
  10. D10=10:An ice-covered ancient druidic stone circle is buried partially in snow. Those who meditate within it may receive visions or hidden knowledge, albeit at the risk of attracting the attention of mystical guardians or rival druidic factions.

d100 = 96

  1. D10=1:A monumental ice fortress, previously thought to be a myth, has appeared within view. Its gates are guarded by sentinels made of solid ice animated by an ancient magic. Within lies a powerful relic sought by many. To enter and leave unscathed, the players will need to gain the favor of the fortress' warden, an ancient and wise frost dragon who appreciates honorable negotiations above bloodshed.
  2. D10=2:A haunted glacier drifts in slow motion, echoing the cries of those who perished within its icy grasp. Some voices plead for release while others warn of deeper, ancient evils.
  3. D10=3:Amidst a swirling snowstorm, the players spot a group of 3d4 penguin-like creatures skating across an icy lake. These creatures can speak Common and might share valuable information about the area in exchange for food.
  4. D10=4:The party comes across a pile of bones. They're human bones, but they're not old.
  5. D10=5:A ring of standing ice-stones, meticulously carved with long-forgotten glyths, pulses with an otherworldly rhythm. This ancient circle invites curiosity with promises of great power but leaves those who approach with the weight of strange enchantments and burdensome quests.
  6. D10=6:An aurora displays dancing silhouettes of past lovers, their gestures and touches painting vivid stories in the night sky.
  7. D10=7:As the party crosses a particularly serene patch of snow, they find an intricate snow maze made by a loving pair of sprites. At the center of the maze is a frozen rose, a magical emblem of eternal love.
  8. D10=8:The party comes across a tree with a mouth carved in it at its base. If the mouth is examined closely, it appears to be screaming. No matter how nicely someone asks or how kindly they speak to it, the tree will never stop screaming. It can't be silenced. The tree will do everything it can to make it impossible for people to get close to it.
  9. D10=9:A massive ice spire rises into the skies, casting long shadows over the white plains. Drawing near, the party finds inscriptions carved deep into its base, runes that beckon understanding. The spire holds secrets and challenges, but perhaps also much-needed shelter and knowledge.
  10. D10=10:During a serene evening, they watch two elder frost dragons spiral in an elaborate, aerial dance celebrating their centuries-long bond.

d100 = 97

  1. D10=1:The rising sun heralds a rare day of clearer skies, a brief respite from the constant battling against the elements.
  2. D10=2:A short ice bridge over a frozen river groans under the smallest weight, its safety uncertain.
  3. D10=3:The players find an old miner’s cabin with its owner long dead, a diary detailing secret locations of untold riches and monstrous dangers.
  4. D10=4:While following a trail, the party finds a series of small snow angels leading off the path. At the end, they discover a mesmerizing view of the northern lights, arranged almost beautifully just for them.
  5. D10=5:The soothing sound of a distant waterfall, concealed by ice, echoes gently, offering brief serenity.
  6. D10=6:The party stumbles across a frozen underground waterfall that has huge stalagmites and stalactites. Climbing the frozen waterfall is impossible. The tallest point is roughly 40ft/12m. The party must find a way around it. One way to do that is to break a hole through the ice. This cold water can be used to drink and could be used to wash.
  7. D10=7:The party finds a hidden temple in the snow. Inside, they find a powerful artifact that can grant the user amazing powers.
  8. D10=8:The party comes across a frozen waterfall, where two shimmering ice mermaids are entwined in an eternal dance. Those who watch are gifted with feelings of love and tranquility.
  9. D10=9:The party crosses paths with a migrating herd of mammoths, unaware that their path intersects with a giant’s hunting grounds. Both the herd and the giant pose unique challenges.
  10. D10=10:A man in a black cloak passes by. He appears to be lost in thought as he walks by the players. The man looks up at the players and recognizes them from somewhere else, but he can't remember where he knows them from or what their names are. The man in the black cloak is actually an assassin sent to kill the players, but because he's not sure who the players are or what their names are, he waits for them to attack him first before he kills them.

d100 = 98

  1. D10=1:The adventurers encounter an icy labyrinth, said to contain a powerful artifact at its heart. As they enter, they hear the echo of footsteps not their own, and a mocking voice reciting their deepest fears.
  2. D10=2:They’re drawn to the ghostly call of a solitary siren trapped within a glacier. She promises the knowledge of safe passage and ancient spells in exchange for her freedom.
  3. D10=3:An icy cavern offers temporary shelter from a storm.
  4. D10=4:The players stumble across a small fortress made of ice. Inside, they find 2d6 polar bears. They are chained up and appear to be very angry. The polar bears are mad and attack the players on sight. There are also 2d6 crazed men in the room with them. They attack anyone who enters the room.
  5. D10=5:Snowy owls perch silently on outcroppings, sharp eyes scanning the horizons for prey.
  6. D10=6:High above, a white dragon soars and circles, eventually landing nearby to demand tribute or else it might unleash its fury upon the players.
  7. D10=7:An icy mist rolls in, obscuring your vision.
  8. D10=8:The region's sudden aurora activity signals ancient omega-drakes awakening with directive pursuits altering untarnished frozen environments. Tactical blueprint discoveries reveal likely spires mapping their directional posts.
  9. D10=9:A curious ptarmigan, camouflaged in the snow, follows the party for a while, its gaze unflinching.
  10. D10=10:In a field of glowing snowflakes, they meet a love-striken dryad whose heart is bound by a curse. Freeing her restores nature’s bounty, providing the players with rare herbs and fruits.

d100 = 99

  1. D10=1:A haunted glacier drifts in slow motion, echoing the cries of those who perished within its icy grasp. Some voices plead for release while others warn of deeper, ancient evils.
  2. D10=2:They discover a pair of ice griffins guarding a nest, their fierce affection for their young teaching the adventurers about protective love.
  3. D10=3:A pack of wolves attack!
  4. D10=4:A brisk wind carries the scent of saltwater, hinting at the proximity of the distant sea.
  5. D10=5:A blazing meteor crashes, embedding within an ice sheet and forming molten pathways alien entities covet. Study or interaction reveals extraterrestrial myrmidons seeking to claim terrestrial niches and resources.
  6. D10=6:They discover an icy path that leads to a once-splendid palace now in ruins. Within, the shades of a royal family eternally argue over the downfall they suffered, headless but still quite talkative.
  7. D10=7:High above, a white dragon soars and circles, eventually landing nearby to demand tribute or else it might unleash its fury upon the players.
  8. D10=8:A giant mirrored ice archway encapsulates players in an alternate dimension of dreams, where their intentions materialize as phantom constructs influencing their waking decisions.
  9. D10=9:Mysterious runes carve themselves into the snow around you, part of a long-forgotten language that calls forth either wealth or woe if deciphered correctly.
  10. D10=10:A group of arctic foxes are scavenging for food in the snow.

d100 = 100

  1. D10=1:You spot a pack of wolves stalking a lone polar bear. Do you intervene or let nature take its course?
  2. D10=2:Close by, you catch sight of frozen saplings, magical yet tragic signs of a wandering plague that turns living things into brittle statues.
  3. D10=3:  A small dwarf carrying a hammer is looking for a place to build a home. If players ask the dwarf where he is from, he will tell them that he is not from anywhere because he is on a quest to build a house. He doesn't have any friends. If players let the dwarf stay with them, he will follow them around and help them.
  4. D10=4:A party of six dwarves attempts to cross the mountains. They are carrying 1d12 sacks of gold, each sack weighing 60 pounds each (240 pounds total per dwarf). They are making their way to the nearest city so that they can buy supplies and hire mercenaries to help them reclaim their mines from kobold and goblin invaders.
  5. D10=5:A small group of 3d4 arctic foxes cross the path of the players. The foxes cackle with madness and leap at the legs of the players.
  6. D10=6:Over time, a subtle pattern of ancient battle scars appears on the sides of the ice cliffs.
  7. D10=7:A snowstorm begins to brew on the horizon.
  8. D10=8:You find the frozen remains of a long-dead explorer.
  9. D10=9:A group of ice climbing adventurers offers to teach the party how to climb the treacherous, icy cliffs in the arctic. In exchange, they ask the party to help them find a rumored treasure hidden at the top of the highest peak.
  10. D10=10:A polar fox cautiously approaches your camp.

Use this table with the rest of Doungim's D&D 5e toolkit

A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the arctic: D1, D4, D6, D8.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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