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D4 Arctic Random Encounters

D&D 5e · 400 scenarios · Roll d100 → roll D4

A complete D&D 5e random encounter table for arctic scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 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 D4 to pick one of 4 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D4 Arctic encounter table

d100 = 1

  1. D4=1:A polar bear attacks the party, but is killed by a local woman. She is a warrior and wants to join up with the party. Her name is Katarina and she was exiled from her tribe because she killed a man in a fair fight.
  2. D4=2:A group of humans are looking for something lost in the snow.
  3. D4=3:The players stumble upon a hidden cave filled with beautiful glowing crystals. However, these crystals are actually the home of a group of frost sprites who become angry when the players try to take them. The players must use their persuasion skills to convince the sprites to let them take a few crystals as a trade.
  4. D4=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.

d100 = 2

  1. D4=1:The party is attacked by a group of polar bears. The bears are hungry and will attack anything in sight.
  2. D4=2:In a hidden valley, the party discovers a tribe of frost giants who have formed a peaceful community. However, a fire giant king threatens their existence. The party must help the frost giants defend their home and defeat the fire giant.
  3. D4=3: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.
  4. D4=4:A cluster of ice crystals catches the light, creating a dazzling display of refracted sunbeams.

d100 = 3

  1. D4=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. D4=2: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.
  3. D4=3:An ethereal blue fox leads the way to an exquisite ice castle ruled by an immortal Queen in need of champions against an encroaching fire elemental army.
  4. D4=4:The party finds an old abandoned cabin. Inside they find three wolves and a bear who haven't eaten in a while. They will join up with the party if they can be convinced that they won't be eaten by them later on.

d100 = 4

  1. D4=1:The players hear a baby crying. They find a baby seal under attack by a pack of wolves. The seal has been huddled on top of an ancient tomb for warmth. If the players rescue the seal, they will earn its undying loyalty.
  2. D4=2: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.
  3. D4=3:The adventurers find an inscribed monolith surrounded by glowing rune stones half-buried in the snow. Interacting with the runes opens a portal to a parallel arctic dimension filled with an ecosystem of exotic ice flora and fauna.
  4. D4=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.

d100 = 5

  1. D4=1:You stumble upon a frozen garden preserved mid-bloom, and poltergeist-like presence of its keeper convinced anyone arriving is a wayward family member.
  2. D4=2:The party will come across a small stone hut. If they investigate, they will find that there is a small stone coffin in the basement. If they break into it, they will find a small golem inside.
  3. D4=3:Drifting snowflakes form hieroglyphs that chronicle an unknown future or reveal the players' deepest fears. Each glyph encountered tests their resolve and determination.
  4. D4=4:A group of 6d6 goblins are eating fish near a frozen stream. The goblins are eating fish that were trapped under the ice when a large slab of ice fell off a nearby glacier and some fish became trapped under it where they froze. The goblins also dug up buried fish from snow that had been buried by the glacier. They are surprised to see the party and will not listen to reason and run away from the party whenever possible.

d100 = 6

  1. D4=1:A group of humans are looking for something lost in the snow.
  2. D4=2:A hidden foxhole presents a brief shelter from the relentless cold, inviting a moment’s respite.
  3. D4=3: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.
  4. D4=4:Strolling beneath the ethereal veil of the northern lights, the party encounters a group of gnomish ice sculptors creating intricate statues of mythical beasts. As they inquire further, they discover that these gnomes belong to rival factions vying for the favor of an enigmatic Frost Prince, a dispute that may just bubble into outright sabotage of each other's works.

d100 = 7

  1. D4=1:In a seemingly barren part of the arctic, they find etched stones resembling love runes, guiding them towards an unseen but deeply felt presence.
  2. D4=2: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.
  3. D4=3:In the middle of a freak blizzard, you come across an encampment led by Zork the Beardless, an eccentric and hairless arctic dwarf who has unearthed an ancient prophecy. Together, delve into a sunken citadel beneath the ice where a slumbering ice titan awaits rebirth.
  4. D4=4:Close by, you catch sight of frozen saplings, magical yet tragic signs of a wandering plague that turns living things into brittle statues.

d100 = 8

  1. D4=1:The party will come across a small stone hut. Inside, there is a small golem made out of stone. It was made by a wizard who was attempting to create a golem servant, but it malfunctioned and became aggressive. If the players destroy the golem, they will find that it has a pouch of 100 gold pieces on it.
  2. D4=2:Whispers on the wind tell of far-off tale encampments, wrapping around you like a fragment of yes, once-lost tales.
  3. D4=3:The party is invited to a grand feast at the court of an Ice Princess. Her court is made up of strange creatures from the Frozen North.
  4. D4=4: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.

d100 = 9

  1. D4=1:The party finds an old shipwreck. Inside, they find a magical compass that points in the direction of a hidden treasure.
  2. D4=2:A distant roar suggests a glacier might be calving.
  3. D4=3:Players stumble over logs, forming a crude shelter buried by recent snowfall, indicating Pices's survival struggles.
  4. D4=4: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.

d100 = 10

  1. D4=1:A polar bear wearing a top hat and monocle is sitting on a pile of treasure in a cave. He introduces himself as Baron Ursus and offers the party a deal - they can have some of the treasure if they can complete a task for him.
  2. D4=2: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.
  3. D4=3:A pack of wolves attacks. They were hunted by a local tribe of humans.
  4. D4=4: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.

d100 = 11

  1. D4=1:A nearby cliff face is slick and frozen.
  2. D4=2:A group of 1d4+6 gnomes are searching for their lost pet. They are willing to pay 1d4 gold pieces for its return.
  3. D4=3:Approaching a cliffside, the adventurers see hundreds of carved heart symbols etched into the ice, left by couples who had visited over generations. Being there surrounds them with a sense of timeless commitment and love.
  4. D4=4:A group of men approach the players, begging for help. They claim to have been robbed by a group of men, and they need help getting their belongings back from them.

d100 = 12

  1. D4=1:A serendipitous snowstorm orchestrates a scene reminiscent of a wedding, complete with naturally formed archways and frozen blooms, celebrating love in the harshest conditions.
  2. D4=2:Two men from a nearby village come running toward the party, screaming about seeing Yetis. They are both out of breath and one has a bad cut on his arm. They say there is something strange going on in the abandoned castle and they believe it has something to do with the Yetis that have been attacking their village lately.
  3. D4=3: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.
  4. D4=4:The ground suddenly becomes treacherously icy.

d100 = 13

  1. D4=1: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.
  2. D4=2:Finding a snowbound griffin injured while protecting her mate, healing her ensures their loyalty and eventual aerial aid in future battles.
  3. D4=3:A small tribe of halflings is traveling across the tundra on their way to a nearby city. They are lost and will ask for directions. If you help them, they will reward you with a small pouch of gold coins and a delicious feast.
  4. D4=4:Frozen tears frozen on a carved statue's face turn an ordinary landmark into an eerie sight in the middle of nowhere.

d100 = 14

  1. D4=1:A group of five men is traveling through the area. They are looking for work to do. If they are asked, they will say they are members of the 'Brotherhood of the Blade'.
  2. D4=2:A group of wolves attack!
  3. D4=3:A group of 2d4 humans are walking across the ice. The humans are looking for a lost map that maps out an area where there is a large amount of gold hidden. The humans have been walking for days, and they will ask the players for help finding the lost map.
  4. D4=4:Snowflakes turn to a gentle drizzle, briefly warming the air.

d100 = 15

  1. D4=1:You find remnants of an ancient campfire.
  2. D4=2:An intertwining circuit of floating translucent ice walkways, decorated with long-flamed standing torches, offers trial and route decisions favoring rare fruits within supernatural perma-frost hothouses.
  3. D4=3:They discover a settlement of semi-aquatic humanoids living near thermal vents. These Vent Guardians hold pieces of a map leading to a legendary arctic treasure but are deeply suspicious of outsiders.
  4. D4=4: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.

d100 = 16

  1. D4=1:The players hear a loud crashing noise and see 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 them and then eat them alive.
  2. D4=2:A group of arctic hares emerges from the snow, their white coats blending seamlessly with their surroundings before they dart away.
  3. D4=3:The party comes across a frozen, abandoned ship in the ice. When they enter, they find that it is filled with treasure...and also a group of undead sailors guarding it.
  4. D4=4: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.

d100 = 17

  1. D4=1:A seemingly innocuous snowbank reveals itself to be the frozen hideout of Rilvor, the dire wolf shade. Rilvor's cursed existence can only be lifted by recovering his ancient family’s heirloom, the Frostfang, currently buried somewhere within the deadly Glacial Rift of the Frostmaiden.
  2. D4=2:A group of 2d6 men are looking for work. They are willing to do anything the party asks of them for an equal amount of gold pieces and food and water for 3 months' time.
  3. D4=3:Icicles hanging from a cliff glint in the sunlight.
  4. D4=4:A family of arctic hares darts across their path, their white fur blending perfectly into the surroundings.

d100 = 18

  1. D4=1:An uncanny feeling of déjà vu washes over them as they pass a snowdrift, only to find themselves face-to-face with their own frozen statue reflections, each bearing inexplicable runes.
  2. D4=2:A seal pops his head out of the water and waves at the players. He wants them to follow him. Off in the distance, you can see the shape of a large iceberg. The seal motions to the players to follow him and to hurry up so that they can set foot on the iceberg before it sinks.
  3. D4=3:All around you, you notice that the snow has a strange green tint. It is not snow, but instead a thick layer of ice. As you walk along, the ice begins to crack. Ahead of you, you hear the ice groan and then crash. A large piece of ice has fallen off the glacier and is smashing into the rocks below. The entire glacier begins to vibrate, and then it falls into the ocean. All around you, hundreds of colorful fish are flailing in the air as water spouts into the air. There is a loud explosion as the water in the ocean freezes into a giant iceberg.
  4. D4=4:The adventurers find an unusual alliance between frost trolls and a human baron who seeks to establish control over a stretch of frozen coastline. However, internal tensions within this uneasy alliance are rife, as more traditional frost trolls bristle at human manipulation threatening their autonomy.

d100 = 19

  1. D4=1:During a blizzard, the party finds shelter in an icy cave. Inside, they find an ancient tribe of snow elves. They are friendly and offer to share their food and shelter.
  2. D4=2:A group of 4d8 elves are on their way to the city. They are looking for warmth, and will kill anyone who tries to stop them.
  3. D4=3:They encounter an eccentric inventor touting his "latest" invention—the world’s most efficient sled—powered by harnessing the despair of seasonal affective disorder.
  4. D4=4:Seal tracks lead from the water’s edge to a nearby ice floe.

d100 = 20

  1. D4=1:A group of men are looking for a white dragon's lair. They will ask the party to help them.
  2. D4=2:Bizarre, glowing snowflakes fall from the sky; anyone touched by them temporarily sees visions of alternate futures, potentially changing their course of action.
  3. D4=3: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.
  4. D4=4:A cold draught blows through a nearby ice tunnel.

d100 = 21

  1. D4=1:You see an old, abandoned ship stuck in the ice. Curious, the party explores it and discovers undead sailors who are still trying to control the ship.
  2. D4=2: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.
  3. D4=3:You come across a large, frozen cave, filled with strange symbols and runes. You can hear whispering coming from inside the cave.
  4. D4=4:A frosted cave contains the remnants of an ancient dragon's hoard. However, the cave is guarded by dragon-sized ice golems and rigged with frost traps.

d100 = 22

  1. D4=1:An avalanche reveals an abandoned temple, its golden spires catching the rare arctic sun. Within, priests devoted to an ancient ice deity speak of a power struggle between the local bishop and the ambitious heir to a noble family, eager to exploit the temple’s supposed secrets for personal gain.
  2. D4=2:Players will find a small statue of a halfling, which has been intentionally damaged.
  3. D4=3:The visible gleam of a frozen crystal cave entrance beckons but promises hidden perils.
  4. D4=4:An Arctic owl attacks. It is carrying a small treasure chest. The owl is an illusion created by a nearby wizard, who will attack if the players try to get the treasure. He is actually trying to steal the treasure himself.

d100 = 23

  1. D4=1:A group of three old women are selling lucky charms. If the party buys one, they will win the lottery and become rich.
  2. D4=2:The party hears a loud howl and see a pack of wolves attack a polar bear, killing it and then leaving with it's body back into the woods.
  3. D4=3: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.
  4. D4=4:An ice field stretches out as far as the eye can see.

d100 = 24

  1. D4=1:A group of 3d4 hunters are riding across the ice on horseback. The hunters are tracking a group of wolves that have been killing the local livestock. The wolves are large and dangerous. If the players approach, the hunters will ask them to help them track down the wolves.
  2. D4=2: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.
  3. D4=3:A frozen dragon's skeleton can be seen sticking out of the ice. If the players investigate, they may find a rare dragon's egg buried deep within the ice. The egg can be hatched and raised as a companion, but it will only obey the players if they are able to complete a difficult challenge set by the spirit of the dragon's mother.
  4. D4=4: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.

d100 = 25

  1. D4=1:The players find a collection of intact icicles, each one eerily resembling the shape of an ancient blade.
  2. D4=2:Encountering a peace-keeping four-armed yeti couple guiding lost souls offers players guidance. Assisting in their mediation earns favor, providing yeti protection charms.
  3. D4=3:The sky darkens briefly as a distant snowstorm prepares to unleash its fury upon the land.
  4. D4=4:A light, almost imperceptible, ripple across a frozen lake raises curiosity and a completed look at existing dangers.

d100 = 26

  1. D4=1: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.
  2. D4=2:They come across a clocktower, somehow standing alone in the frozen wastes, its hands ticking backward. Each chime sends a shiver down their spines, hinting at a temporal anomaly that needs addressing—or avoiding altogether.
  3. D4=3:The party stumbles upon an abandoned research station. Inside, they find logs and journals detailing experiments on arctic creatures and the discovery of a powerful, ancient artifact buried deep in the ice. However, the researchers are missing and the station is overrun by mutated creatures. Will the party risk their lives to retrieve the artifact?
  4. D4=4:A snow leopard with eyes like molten gold trails the party. It seems passive yet undeniably intelligent, and eventually challenges the party to a riddle competition, with their lives at stake, of course.

d100 = 27

  1. D4=1:All around you, you notice that the snow has a strange green tint. It is not snow, but instead a thick layer of ice. As you walk along, the ice begins to crack. Ahead of you, you hear the ice groan and then crash. A large piece of ice has fallen off the glacier and is smashing into the rocks below. The entire glacier begins to vibrate, and then it falls into the ocean. All around you, hundreds of colorful fish are flailing in the air as water spouts into the air. There is a loud explosion as the water in the ocean freezes into a giant iceberg.
  2. D4=2:They encounter a field of snow-capped boulders, mapping a challenging path forward.
  3. D4=3:The party is attacked by a group of 6d6 orcs, who wear wolf skins as battle cloaks. They wield spears, bows and axes and are led by a shaman who wields a spear and wears wolf pelt armour.
  4. D4=4:The cries of a trapped ice bear echo throughout a hidden canyon. Upon freeing it, they discover the beast was once a nobleman, cursed by a lich and now seeking retribution.

d100 = 28

  1. D4=1:A sudden chill warns of an approaching storm.
  2. D4=2:A pack of wolves are hunting in the region. If they see the players, they will run away from them in fear.
  3. D4=3:Swathes of snow-covered fungus create a tropical microclimate beneath the surface. These subterranean spectacles can be a boon to the weary traveler, but the fungal spores demand wary respect to avoid ingesting toxins that warp vision and twist reality.
  4. D4=4:The players come across 1d6 orphans huddled for warmth in a makeshift igloo. They claim to have fled from an overturn of their village by a mad frost cleric, and plead for assistance or protection in finding a new safe haven.

d100 = 29

  1. D4=1:The northern lights flicker into view, casting an ethereal glow that dances across the heavens.
  2. D4=2:You come across a frozen lake, with a single figure standing in the middle of it. He is dressed in a white robe and is holding a staff in one hand, chanting something. As you approach, he looks up and he has glowing blue eyes.
  3. D4=3:The haunting call of a snowy owl echoes through the trees.
  4. D4=4:The aurora borealis lights up the night sky.

d100 = 30

  1. D4=1:The players discover a mysterious footprint that belongs to an ice giant. Following the trail leads to a cave where the giant hoards treasure, fiercely protected by its pet ice drakes.
  2. D4=2: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.
  3. D4=3:The trail becomes slippery with hidden patches of black ice, making progression slow and treacherous.
  4. D4=4: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.

d100 = 31

  1. D4=1:They encounter an intricate snow sculpture left by passing travelers, capturing the spirit of the Arctic.
  2. D4=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. D4=3:A group of 1d10+5 arctic foxes attacks the party.
  4. D4=4:A woman is walking down the road, carrying a small box. She seems to be looking for someone.

d100 = 32

  1. D4=1:High atop a snowy plateau, the party becomes ensnared in arcs of spectral ice webs spun by ghostly spiders. Confidence and clarity are needed to escape the webbing; a wrong move might entrap a traveler and expose them to the chill of the spider’s phantom bite.
  2. D4=2:The party comes across a stranger (a human with a stout staff), who is sitting by a campfire, warming himself. He doesn't look like he's been out in the cold weather for very long. If the players ask him, he will tell them that he was travelling through the area when a band of kobolds attacked him, killing his horse. He says that he managed to kill one of the kobolds, but not before they stole his horse and his pack. He asks to join the party and if players let him, he will betray them soon, attacking them when they least expect it.
  3. D4=3:They stumble upon an abandoned sledge with a tale of star-crossed lovers engraved on it, complete with directions to a hidden, magical trysting place.
  4. D4=4:Faint, rhythmic drumming is heard, possibly from a distant nomadic tribe.

d100 = 33

  1. D4=1:A group of humans riding in sleds appear and ask the players if they have seen their dogs. The men are drunk, and will attack the players if they don't like their answer, or if they're not wearing fur caps.
  2. D4=2:A distant, forlorn howling signals the presence of a pack of Winter Wendigos, cursed creatures of insatiable hunger stalking the adventurers under the veil of the aurora borealis.
  3. D4=3:A large eagle swoops down and attacks the party, then flies away.
  4. D4=4:A wandering madman claims to have mapped the entire Arctic, showing you his indecipherable scrolls before frequenting bouts of lucidity and mania.

d100 = 34

  1. D4=1:The freezing temperature has created strange ice formations that resemble twisted creatures.
  2. D4=2: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.
  3. D4=3:A group of men are looking for a white dragon's lair. They will ask the party to help them.
  4. D4=4:They notice a series of strategically placed cairns marking an old and abandoned trade route.

d100 = 35

  1. D4=1:They encounter a cluster of frozen animal footprints leading off into the snowy wilderness.
  2. D4=2:Players find themselves surrounded by perfectly symmetrical snowflakes as a light snow falls.
  3. D4=3: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.
  4. D4=4:They discover a range of ice-carved totems, representing forgotten spirits of the North.

d100 = 36

  1. D4=1:The snow crunches audibly underfoot as the players make their way across a vast, open tundra.
  2. D4=2:Coming upon a solemn frost giant graveyard, the adventurers inadvertently awaken its undead guardians. They must perform ancient rites to calm the disturbed spirits.
  3. D4=3:A ulu, an indigenous knife, is found lodged in a block of ice, an artifact of a long-ago hunt.
  4. D4=4:A group of men approach the players, begging for help. They are being chased by a pack of wolves and need help getting to safety.

d100 = 37

  1. D4=1: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.
  2. D4=2:A lone wolf stands atop a snowbank, gaze fixed ahead as if on a personal quest, before disappearing into the white.
  3. D4=3: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.
  4. D4=4:Finding a snowbound griffin injured while protecting her mate, healing her ensures their loyalty and eventual aerial aid in future battles.

d100 = 38

  1. D4=1: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.
  2. D4=2:You see two wyrmlings, fighting each other in the snow. They appear to be siblings and are trying to settle an argument by fighting.
  3. D4=3: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.
  4. D4=4:Snow-capped ridge lines appear faintly through the mist, whispering of boundaries only half-realized.

d100 = 39

  1. D4=1:The party comes across a frozen lake with a mysterious glowing object encased in ice in the center. As they approach, the ice starts to crack and a spirit named Glinthar appears. Glinthar offers to help the party in their quest in exchange for their help in retrieving the object, which holds a powerful magical essence that could help them defeat their enemies.
  2. D4=2:A tribe of ice elves extends an invitation to their ceremonial feast. However, dark whispers and suspicious glances suggest not everything is as jovial as it seems.
  3. D4=3:A tribe of 1d4+4 goblins are planning to attack a merchant caravan carrying a shipment of goods to the coast. The merchant caravan is traveling on foot. If the players help the merchants, the merchants will reward them with a +2 sword. If the players help the goblins, the goblins will reward them with 10d10 gold pieces.
  4. D4=4: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.

d100 = 40

  1. D4=1:Snow-capped ridge lines appear faintly through the mist, whispering of boundaries only half-realized.
  2. D4=2:A group of 2d6 giant eagles attack the party.
  3. D4=3:Three male elves are walking along the coast. They are on their way to meet the female elves in the city.
  4. D4=4:A bird perches alone on a treetop, its lonely chirping contrasting with the deep silence of the frozen wasteland.

d100 = 41

  1. D4=1:An unusual ice bridge spans a deep chasm, but it’s slowly melting due to a nearby volcanic vent. Crossing it is dangerous, but the vent may also be the entrance to an underground lair.
  2. D4=2:The northern lights play vividly across the sky, casting shifting, colorful shadows over the frozen land beneath, as if the very heavens themselves dance and sing in unity with the icy world below.
  3. D4=3:The unmistakable scent of burning wood returns briefly, a sign of human presence lost to the vast expanse.
  4. D4=4:Frost butterflies form words in mid-air, unfurling an ancient romance tale that leaves the adventurers' hearts warmed.

d100 = 42

  1. D4=1:An ancient and revered snow-golem couple offers guidance, sharing their secret of eternal love encoded within their frosty, unchanging forms.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 43

  1. D4=1:You come across a group of arctic elves practicing their traditional ice fishing methods. They offer to teach the players their techniques and secrets in exchange for sharing a meal and some stories around the campfire.
  2. D4=2:An isolated cabin can be seen in the distance, smoke rising invitingly from the chimney.
  3. D4=3:A nearby cliff face is slick and frozen.
  4. D4=4: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.

d100 = 44

  1. D4=1:A giant, white furred wolf with red eyes and a long, black tongue trots by. It looks hungry.
  2. D4=2:The plaintive howl of a distant wolf pack adds an eerie undertone to the otherwise quiet landscape.
  3. D4=3:A cluster of snow-laden trees offers brief shelter.
  4. D4=4:The pristine snow is marred by an area of bright red, evidence of a recent predator's kill.

d100 = 45

  1. D4=1:Attack of the northern lights! Elemental creatures manifest and attack the party!
  2. D4=2:Suddenly, warmth washes over them as they stumble upon a forgotten temple dedicated to fire gods, still maintained by devoted and steadfast worshippers.
  3. D4=3:Tracks of a sled team suggest others have traversed this harsh terrain, offering a faint sign of civilization.
  4. D4=4:The party comes across a stranger (a human with a stout staff), who is sitting by a campfire, warming himself. He doesn't look like he's been out in the cold weather for very long. If the players ask him, he will tell them that he was travelling through the area when a band of kobolds attacked him, killing his horse. He says that he managed to kill one of the kobolds, but not before they stole his horse and his pack. He asks to join the party and if players let him, he will betray them soon, attacking them when they least expect it.

d100 = 46

  1. D4=1:The reflection of the moon in a clear patch of frozen water creates an otherworldly double world underneath the sea.
  2. D4=2:You are caught in a brief but intense hailstorm.
  3. D4=3: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.
  4. D4=4: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.

d100 = 47

  1. D4=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. D4=2:A distant, forlorn howling signals the presence of a pack of Winter Wendigos, cursed creatures of insatiable hunger stalking the adventurers under the veil of the aurora borealis.
  3. D4=3:The players find an old, frost-encrusted lantern, still dimly lit, indicating recent or magical use.
  4. D4=4:The party finds a frozen ship in the ice, with its crew still inside, perfectly preserved. Upon investigating, they find out that the ship and its crew have been frozen for centuries. The crew tells them of their quest to find a mythical island rumored to have a powerful crystal that has the ability to control the ice and snow. Will the party continue their journey or help the frozen crew fulfill their quest?

d100 = 48

  1. D4=1:A party of 2d6+2 dwarves are looking for a lost mine filled with precious gems. They are willing to hire players to help them find the mine if they can afford it.
  2. D4=2:A gently sloping hill offers a rare vantage point, providing an expansive view of the frigid landscape.
  3. D4=3:A group of 2d4 polar bears attack the players. The bears are not as angry as the ones in the previous encounter.
  4. D4=4:A ring of standing stones emerges from the snow, an ancient site of rituals now long forgotten.

d100 = 49

  1. D4=1:Overlooking a canyon, the players see a small village on the other side of the canyon. The village is made up of 2d6 goblins and 2d6 ogres.
  2. D4=2:All around you, the trees are dead. Luckily, the party stumbled across this place before the fire creatures did. The party is safe for now, but their boots are toast. The scorched trees have little in the way of branches, but still have a few frozen berries on them.
  3. D4=3: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.
  4. D4=4:Players spot the faint glimmer of karvings etched into the stone on the side of a cliff, perhaps messages from the past.

d100 = 50

  1. D4=1:A group of humans are looking for something lost in the snow.
  2. D4=2: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.
  3. D4=3:Beneath layers of compact ice, rare mineral reserves protected by indigenous frost hominids dwell. Players negotiate ambient weathered formations, solve likely puzzles or navigate frost guardians ensuring resource boundaries maintained.
  4. D4=4:As they are crossing a frozen lake, the party is attacked by a group of frost trolls. However, upon defeating them, they discover that the trolls were actually being controlled by a powerful frost dragon who has been terrorizing the Arctic. The players must defeat the dragon and free the trolls from its control.

d100 = 51

  1. D4=1:A hollowed-out glacier serves as the tomb of a celestial knight. The knight's spirit guards a relic that can alter destiny, but only if the players prove worthy through acts of valor.
  2. D4=2:A powerful Arctic Wind Elemental sweeps through, asking riddles related to the lore and myths of the arctic. If answered correctly, it offers guidance; failure results in a perilous storm that tests the party's resolve.
  3. D4=3: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.
  4. D4=4:A roaming group of 2d20 hunters are on the hunt for a rare white stag. They will ask the players to help them find it. If players refuse, they will become targets of their anger since they need a white stag hide to complete a task.

d100 = 52

  1. D4=1: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.
  2. D4=2:Howling winds make communication difficult.
  3. D4=3:An unusual ice bridge spans a deep chasm, but it’s slowly melting due to a nearby volcanic vent. Crossing it is dangerous, but the vent may also be the entrance to an underground lair.
  4. D4=4:Finding a snowbound griffin injured while protecting her mate, healing her ensures their loyalty and eventual aerial aid in future battles.

d100 = 53

  1. D4=1:Enshrouded in snow, a lone, ancient tree stands resilient against the icy winds. As the party approaches, the snow reveals itself to be a communal nest of frost owlbears, their sharp eyes watching with hostile intent. Tread carefully, for disturbing them could provoke a fierce attack.
  2. D4=2:The group is suddenly transported to the Feywild, where an icy realm overseen by Winter Court Fey challenges them with riddles and trials to prove they’re worthy to return home.
  3. D4=3: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.
  4. D4=4:Venturing near a smoking volcanic vent, unusual for the freezing wasteland, reveals it as the refuge of an exiled pyromancer. She reveals alarming news of her rival, a frost mage, having aligned with an expansionist northern empire. Their unsteady truce rests on a blade’s edge, threatening to erupt into open conflict.

d100 = 54

  1. D4=1:EPIC CUDDLEBATTLE! The arctic skies suddenly fill with puffins, led by the fearless Plumpy the Bold. A rival penguin gang forces you to partake in a 'Cuddlebattle' to the fluffiest victor. The rewards are friendship, warmth, and potentially the secrets of the Puffin King's magical feather.
  2. D4=2:The players find an old miner’s cabin with its owner long dead, a diary detailing secret locations of untold riches and monstrous dangers.
  3. D4=3:Icebergs drift lazily in the icy waters beyond the shore, silent behemoths sculpted by the elements.
  4. D4=4:Whispers in the night beckon you to an ice-locked cave where a lonely lich guards the remnants of a warm, thriving civilization, cursing or aiding anyone bold enough to approach.

d100 = 55

  1. D4=1:A massive glacier suddenly splits open revealing a subterranean ice cavern filled with bioluminescent fungi and hibernating frost trolls, disturbed from their slumber.
  2. D4=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. D4=3:A group of 8d10 bandits are traveling through the snow. They are going to their hideout to rest and rob caravans.
  4. D4=4:The group discovers a hot spring oasis, providing a welcome respite from the freezing temperatures. However, the area is under the watchful eye of a tribe of arctic goblins who demand tribute.

d100 = 56

  1. D4=1:A group of 2d6 soldiers are walking across the ice. The soldiers are escorting a group of 1d10 prisoners back to the village. The prisoners are being taken to the village to be put on trial. The soldiers are cold and tired, and they are angry that they were forced to walk across the ice to get to the village. If the players approach, the soldiers will not talk to them or let them join their group.
  2. D4=2:You find an ancient, frost-covered sword half-buried in snow.
  3. D4=3:An arctic whale breaches through an ocean of stars, singing a song that alters reality and reshapes the landscape to the rhythm of its haunting melody.
  4. D4=4:As they traverse a blizzard, the players are suddenly swept away by an air elemental. They must defeat or appease the elemental to safely land back on solid ground.

d100 = 57

  1. D4=1:A solitary ice wolf pup whimpers at the edge of their camp, its front paw caught in an unusual, cursed trap. Helping it grants the party a loyal, magical ally if they can break the curse.
  2. D4=2:A crack in the ice reveals the dark waters beneath, an ominous reminder of the thin barrier between air and water.
  3. D4=3:The haunting call of a snowy owl echoes through the trees.
  4. D4=4:Frozen animal tracks lead to a snow-covered burrow, hinting at life hidden beneath the surface.

d100 = 58

  1. D4=1:The party comes across a group of friendly Arctic elves who have been trying to retrieve a powerful artifact from an ice castle guarded by an undead frost giant. The players can join forces with the elves and take on the giant to claim the artifact.
  2. D4=2:Unnervingly human-like imprints in the snow suggest the recent passage of travelers, but who or what they are remain unclear.
  3. D4=3:Night falls and the stars are brilliantly clear.
  4. D4=4:You stumble across a small orc camp.

d100 = 59

  1. D4=1:A group of men are looking for the lair of a white dragon. They will beg the party to help them. They will offer food, information, and a map of the area if they are helped.
  2. D4=2:A band of three adventurers is traveling through the area. They are looking for a new dungeon to explore. If they are asked, they will say they are members of the 'Active Adventurers Guild'.
  3. D4=3:The party is attacked by a pack of 1d4 polar foxes who are more than willing to test their hunting skills on the party.
  4. D4=4:A tundra appears where icebergs float not in water, but in mid-air. The players must leap from one floating iceberg to another to cross a ravine, each leap inexplicably shifting them through fragments of time.

d100 = 60

  1. D4=1:They encounter a paired set of ancient ruins, each half complementing the other as a testament to a forgotten culture that but cherished deep, abiding love.
  2. D4=2:They discover a hidden hot spring, exuding warmth and promising relief from the cold.
  3. D4=3:They encounter a peculiar half-ice, half-water creature harboring deep knowledge of the ecosystem. This sage-like being laments the upheaval caused by princely factions seeking control over an island fortress that holds the balance of power in the ice seas.
  4. D4=4:A pack of 4d4 winter wolves silently stalks the party. If confronted directly, they attack, but with the right animal handling checks, a few of the wolves might be convinced to join the party as loyal companions.

d100 = 61

  1. D4=1:The intricate dance of light through ice crystals creates a kaleidoscopic effect, bringing brief beauty to the harsh setting.
  2. D4=2:The party stumbles upon a frozen waterfall, its solid ice forms iridescent in the pale sunlight.
  3. D4=3:The party is pursued by an ethereal ice revenant craving vengeance against a long-dead foe it mistakes one of the heroes for. Clues to its past grievances are scattered among the ruins of a once-thriving hunter's village.
  4. D4=4:The party comes across a dead polar wolf with a large bloody gash in its side.

d100 = 62

  1. D4=1:A group of 2d6+4 goblins are hunting an animal for food. They will attack anyone who intrudes on their territory.
  2. D4=2:Aurora Borealis turns out to be the wriggling tendrils of a massive ice elemental. The elemental desires an artifact the party possesses, claiming it will end an eternal winter curse if returned to its origin.
  3. D4=3:Worgs smell carrion in the air. They hunt for food. They are 2d6+2 orcs. They find the party's treasure and take it. They will be back.
  4. D4=4:Cohesively led by a dream, they encounter spectral guides illuminating hints of a destiny crucial to mending the frail threads of time and repeated generations.

d100 = 63

  1. D4=1:A flock of 1d4+2 birds attack. They are ravens that have been magically enchanted to attack anyone not wearing a certain color hat or cloak. If players buy some hats or cloaks from the local clothing store, they can get rid of the ravens and make some money at the same time by selling the hats and cloaks to the local farmers and townsfolk for about twice what they paid for them.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 64

  1. D4=1:A distant peak of a mountain juts into the sky, its summit cloaked in eternal snow and ice.
  2. D4=2:A pack of 10 giant rats are eating a dead body. If the players approach, they will attack the players.
  3. D4=3:You see a giant, blue, flying whale.
  4. D4=4:You spot a rabbit hole partially hidden by snow.

d100 = 65

  1. D4=1:An icy chasm reveals a motionless automaton resembling a behemothic palace guardian. Reactivation requires retrieving corresponding lost control glyphs which could unveil treasure or endanger surrounding flanks.
  2. D4=2: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.
  3. D4=3:You spot a distant puff of smoke, likely from a campfire.
  4. D4=4:A small family of puffins stares curiously at the adventurers before waddling back to their burrow.

d100 = 66

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:The players find the remnants of an old stone temple dedicated to a long-forgotten deity of the North, recently unearthed by shifting glaciers. A religious order believes the deity's power is awakening and plans to harness it for conquest. The players must navigate delicate discussions with the temple's guardian spirits and the religious faction, forging a pact that restores the deity's honor without igniting a war.
  4. D4=4:An odd, warm patch of ground steams in the cold: a hot spring guarded by a curious spirit of the land who tests any newcomers before allowing them to enter or leave the sanctuary.

d100 = 67

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:The party encounters a stalker, who is sort of a polar bear prince. He is in a foul mood and wants to eat the party.
  4. D4=4:A group of dwarves are trying to construct a hot spring in the middle of the arctic. They claim that it will bring them good fortune and trade with other races, but the party notices that they are actually attempting to summon a powerful fire elemental.

d100 = 68

  1. D4=1:The ice around the players sparkles and whispers with the voices of past heroes and legends, aiding or hindering the players based on their actions.
  2. D4=2: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.
  3. D4=3:The party comes across an abandoned campsite that has been torn apart by something large and powerful. There is no sign of any people in the area, but there is evidence that several people were in the area recently, because some of them were probably dragged off by whatever attacked the camp site.
  4. D4=4: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.

d100 = 69

  1. D4=1:Gelidnauts—fractal-formed luminous fractiods—approach chillingly adaptable territories. New artifacts appear distant though proximity incurs potential icy body assimilation chances across adventurers.
  2. D4=2:Crazed polar bear attacks the party.
  3. D4=3:A snowdrift collapses, partially burying your supplies.
  4. D4=4:The party finds an abandoned fortress. Inside, they find a dark cult of necromancers that are trying to raise an ancient evil.

d100 = 70

  1. D4=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. D4=2:The trail becomes slippery with hidden patches of black ice, making progression slow and treacherous.
  3. D4=3:An iridescent glacier serves as a threshold to dream realms where players face surreal trials and are judged by past heroes who offer boons depending on their resolve and bravery.
  4. D4=4:A huge magical turtle lives in a nearby lake. It is very large and has magical powers. It has the ability to radiate an aura of fear which makes any animals flee its location. Unsuspecting victims can wander close enough to it to be frightened senseless and run away calling out in fear and terror. This effect can be so strong that they lose bodily functions, or even die from a heart attack if they are too close.

d100 = 71

  1. D4=1:A group of snow elves are having a feast around a bonfire, singing songs and telling stories.
  2. D4=2:The party sees a strange cult of people dressed in black robes and carrying strange, medieval weapons walking into a cave in the side of a hill. They appear to be headed into a large cave opening in the side of the hill.
  3. D4=3:An old, dormant volcano reveals its presence with occasional wisps of warm vapor escaping from cracks.
  4. D4=4:A group of 2d6 giant eagles attack the party.

d100 = 72

  1. D4=1: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.
  2. D4=2:They discover a seemingly endless forest of towering icicles, some of which contain trapped celestial beings who plead for release.
  3. D4=3: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.
  4. D4=4:The party encounters a talking walrus that claims to be a polymorphed archmage. It demands magical proof of their goodwill before providing any helpful information, which is dubious at best.

d100 = 73

  1. D4=1:A young female polar bear is swimming across the ice. She is clearly very cold and very tired.
  2. D4=2:A pack of 1d4 arctic wolves appears to be hunting something in the distance.
  3. D4=3: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.
  4. D4=4:A snow drift offers a brief respite from the wind, its silent blanket an oasis in the tempest.

d100 = 74

  1. D4=1: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.
  2. D4=2:A pack of wolves attack!
  3. D4=3:High on a frigid mountaintop nestles the hermitage of Silvena, an ancient and wise crone who claims to control the cycle of seasons. Silvena tasks you with recovering four elemental stones, each guarded by formidable elemental spirits, to restore balance and ensure the cycle continues unbroken.
  4. D4=4: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.

d100 = 75

  1. D4=1:You stumble across a small elf camp.
  2. D4=2:You come across a group of seals basking in the sun.
  3. D4=3:A tundra appears where icebergs float not in water, but in mid-air. The players must leap from one floating iceberg to another to cross a ravine, each leap inexplicably shifting them through fragments of time.
  4. D4=4:A woman named Isabelle the Innocent is standing in the middle of the trail, looking confused. Isabelle the Innocent is a cleric of Nannon. She is lost and looking for her parents who she says are travelling through the mountains. She has a large wooden cross with her.

d100 = 76

  1. D4=1:Embedded in the ice, a torn banner appears, its heraldry lost to the ravages of time and frost.
  2. D4=2:The party finds a frozen ship in the ice, with its crew still inside, perfectly preserved. Upon investigating, they find out that the ship and its crew have been frozen for centuries. The crew tells them of their quest to find a mythical island rumored to have a powerful crystal that has the ability to control the ice and snow. Will the party continue their journey or help the frozen crew fulfill their quest?
  3. D4=3: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.
  4. D4=4:A patrol of 2d6 arctic gnomes passes by. They are on a mission to kill all non-gnomes.

d100 = 77

  1. D4=1:A lone polar bear prowls in the distance, its white fur blending seamlessly with the snow.
  2. D4=2: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.
  3. D4=3:A group of men are celebrating. It appears they have just won a game of chance, and they are celebrating by drinking heavily and gambling heavily. They are so drunk that they don't notice they're being robbed by two men in black cloaks who are taking their money and their valuables.
  4. D4=4:Yawning chasm filled with dangerous, hungry dire wolves.

d100 = 78

  1. D4=1:A group of arctic mermaids ask the party to help them retrieve a stolen magical pearl from a nearby sea hag. In exchange, they offer their protection and guidance as the party travels through the arctic waters.
  2. D4=2:An aurora borealis lights up the sky, but the beautiful lights are causing strange, hallucinatory visions. The party must navigate a labyrinth of illusory dangers to find the source, an ancient artifact buried deep in the ice.
  3. D4=3:The sunlight hits a glacier just right, creating a brilliant spectrum of colors in the ice.
  4. D4=4:A group of 2d6+3 humans approach the players' camp and ask for help. They are a group of hunters attempting to hunt in the area and need help with animals.

d100 = 79

  1. D4=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. D4=2: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.
  3. D4=3: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.
  4. D4=4:Suddenly, the ice beneath the players gives way, plunging them into an underground cavern illuminated by bioluminescent crystals. The cavern is inhabited by 3d6 arctic kobolds who worship the crystals and might be convinced to part with a few in exchange for gems or help defending against a recent yeti invasion.

d100 = 80

  1. D4=1:Narwhals breach the icy water near the shore, their long horns gleaming in the muted sunlight.
  2. D4=2:A dazzling sea of ice sculptures stands frozen in an ethereal tableau. However, the magical forces at work here make these sculptures animate and attack any who tarry too long in their midst, drawn by the heat and life of the intruders into their domain.
  3. D4=3:The party is attacked by a group of 6d6 orcs, who wear wolf skins as battle cloaks. They wield spears, bows and axes and are led by a shaman who wields a spear and wears wolf pelt armour.
  4. D4=4:You see a man chopping wood. He is wearing a thick cloak and gloves. He is miserably cold. If you talk to him, he will welcome you to his home. His home is a cave nearby. His name is Pukka. The cave is his home. If a player goes into the cave, he will find Pukka's wife. She is a snow hag. If a player tries to attack the snow hag, she will cast a spell that will cause the temperature in the cave to drop to sub-zero levels.

d100 = 81

  1. D4=1:In a hidden valley, the party discovers a tribe of frost giants who have formed a peaceful community. However, a fire giant king threatens their existence. The party must help the frost giants defend their home and defeat the fire giant.
  2. D4=2:A group of 4d10+8 goats are on their way to the city. They are very stubborn.
  3. D4=3:A man named Petrovich comes running toward the party, yelling about seeing a Yeti. He looks scared and keeps looking over his shoulder as he talks to the party. He says he saw a Yeti near the old abandoned castle.
  4. D4=4:A sudden whiteout makes navigation impossible.

d100 = 82

  1. D4=1:Snowflakes start to increase in size and frequency.
  2. D4=2:A flock of crows circle overhead, then land on the ground nearby. The crows are 2d4+2 crows that peck at the dead body of a deer lying on the ground nearby.
  3. D4=3:The party comes across a group of men who are riding reindeer through the frozen wastes. They tell you that they are looking for a lost city called 'The Frozen City'. They say that there are reindeer here that are all natural and can be ridden by anyone.
  4. D4=4: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!

d100 = 83

  1. D4=1:They notice a series of strategically placed cairns marking an old and abandoned trade route.
  2. D4=2:A blizzard suddenly hits, and the party must take shelter in an ice cave. Inside, they find a group of frost giants who are seeking refuge from the storm. The party must negotiate or fight their way out of the cave.
  3. D4=3:A snowstorm begins to brew on the horizon.
  4. D4=4:A hollow in the ice suggests a den used by some arctic beast seeking refuge from the elements.

d100 = 84

  1. D4=1:A delicate frost covers every surface, creating a fantastical landscape of intricate ice-paintings.
  2. D4=2:While sheltering in a cave, players find it warmed by a rare Fire Blossom growing between two ancient icy rocks. The player who picks it feels an overwhelming sensation of love, and it can be used in rituals or given to NPCs to create bonds or fulfill quests.
  3. D4=3:The frozen surface of the ground makes every step treacherous.
  4. D4=4:The party finds a small valley with three wolves fighting over a deer carcass. The wolves are 2d4+2 wolves, but they will run if attacked by anyone with more than 3 hit dice.

d100 = 85

  1. D4=1:The party comes across a herd of 2d6+4 reindeer. The reindeer are being herded by a man named Olof the Large. Olof is a level 1 brute who is looking for new territory. He will ask the players if they can give him new territory to herd reindeer.
  2. D4=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. D4=3: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.
  4. D4=4:The silence of the arctic is broken by the sudden crash of distant icebergs calving into the sea.

d100 = 86

  1. D4=1:An ice field stretches out as far as the eye can see.
  2. D4=2: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.
  3. D4=3:An enormous glacier looms on the horizon, awe-inspiring and daunting in its majesty.
  4. D4=4: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.

d100 = 87

  1. D4=1:A mysterious creature made entirely out of snow and ice appears before the party. It tells them that it was created by a powerful wizard as a guardian for a secret entrance to his tower. In order to enter, the party must solve a riddle or face the creature's wrath.
  2. D4=2:The travelers come upon an expanse of glittering frost flowers, crystalline structures of delicate beauty that cover the snow. However, they quickly realize that these flowers emit a paralytic pollen that freezes the air in their lungs if disturbed, enforcing careful navigation.
  3. D4=3:The party encounters an expanse of tundra swathed in icy crystals, a frozen meadow forever in bloom.
  4. D4=4:The sun's reflection on the ice creates a dazzling display of colors, briefly blinding anyone looking directly at it.

d100 = 88

  1. D4=1:You find a natural hot spring that’s frozen over.
  2. D4=2:A group of snow elves are having a feast around a bonfire, singing songs and telling stories.
  3. D4=3:They find a cluster of glowing organisms frozen under the lake’s thick ice appearing like distant stars.
  4. D4=4:A lone tree, twisted and gnarled, stands defiantly against the icy wind, its bark hardened by the cold.

d100 = 89

  1. D4=1:A hidden foxhole presents a brief shelter from the relentless cold, inviting a moment’s respite.
  2. D4=2:The pungent smell of seaweed thickens the air, hinting at a nearby shoreline or coastal inlet.
  3. D4=3:Rime ice coats the terrain, creating an eerie, silent world of crystalline beauty.
  4. D4=4:The party’s breath comes in visible puffs, each exhale a fleeting ghost in the cold air.

d100 = 90

  1. D4=1:The party comes across an abandoned outpost, covered in thick layers of ice and snow. Upon entering, they find a journal detailing the gruesome fate of the previous residents, who were slowly driven mad by the harsh conditions.
  2. D4=2: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.
  3. D4=3:A group of ice elementals appear before the party, asking for their help in stopping a powerful fire elemental that has been creating chaos in the arctic. In exchange, they offer to teach the party how to control the power of ice.
  4. D4=4:Amid the howling wind, they find an enchanted harp embedded in a glacier, its sad melodies capable of calling forth ancient spirits.

d100 = 91

  1. D4=1:A group of 2d6+3 humans approach the players' camp and ask for help. They are a group of hunters attempting to hunt in the area and need help with animals.
  2. D4=2:A group of polar bears are attacking a group of penguins. The penguins are shouting, 'Stick together! Stick together!'
  3. D4=3: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.
  4. D4=4:They discover a hidden spring heated by volcanic activity. Sheltering there are two Arctic foxes, displaying a rare moment of warmth and affection in the frozen landscape.

d100 = 92

  1. D4=1:They discover a pair of ice griffins guarding a nest, their fierce affection for their young teaching the adventurers about protective love.
  2. D4=2: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.
  3. D4=3:The glaciers start to crack and shift, revealing an ancient city encased in ice. Sentient ice constructs guard the city, believing they are still protecting living inhabitants.
  4. D4=4:A bird perches alone on a treetop, its lonely chirping contrasting with the deep silence of the frozen wasteland.

d100 = 93

  1. D4=1:The party crosses paths with a group of ice mages, who are seeking to harness the power of a nearby glacier for their own nefarious purposes. The mages mistake the party for enemy spies and a battle ensues.
  2. D4=2:Worgs smell carrion in the air. They hunt for food. They are 2d6+2 orcs. They find the party's treasure and take it. They will be back.
  3. D4=3:An ancient shaman frozen in ice awakens with the players’ touch, offering potent potions and arcane knowledge in a language of dreams.
  4. D4=4:The group finds a small pile of abandoned equipment, partially buried beneath snowdrifts.

d100 = 94

  1. D4=1: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.
  2. D4=2:Pebble-riddled tracks left by giant stone beetles offer a fleeting hint of the creatures' nocturnal migrations across the ice.
  3. D4=3:You stumble across a small orc camp.
  4. D4=4:Discovering an ancient, frozen tree of kinship—a bond with warm wealth spreads out, the spirit of unity intertwined throughout, showing their past and unseen connections.

d100 = 95

  1. D4=1:A group of 6d6 orcs attacks the party, who are traveling through the tundra.
  2. D4=2:On the brink of nightfall, shimmering lights draw the party's attention to a frozen waterfall. Whatever lays beyond this glittering curtain appears to be of immense interest to the local wildlife that guards it fiercely.
  3. D4=3:Suddenly, a hole opens up in the ground and the players find themselves plummeting into a network of ancient, frozen tunnels. Inside, they must fight off strange, subterranean creatures while trying to find a way back to the surface.
  4. D4=4:The sound of cracking ice reverberates through the area.

d100 = 96

  1. D4=1:A tiny, shimmer-eyed ice elemental offers guidance through a lost arctic realm in exchange for stories of love, setting a sorrowful spirit at rest haunting a frigid wasteland.
  2. D4=2:A group of 3d4 hunters are riding across the ice on horseback. The hunters are tracking a group of wolves that have been killing the local livestock. The wolves are large and dangerous. If the players approach, the hunters will ask them to help them track down the wolves.
  3. D4=3:Unexpectedly, they find a great iceberg-turned-fortress ruled by an honorable paladin prince accused of treason by his brother. An elaborate trial in the prince's hall involves intricate arguments and ancient laws, which the adventurers must navigate to discern truth from political deception.
  4. D4=4:An ancient icy sculpture garden depicts tales of love and loss. Understanding these stories blesses the players with wisdom gleaned from ages past, granting advantages in social encounters.

d100 = 97

  1. D4=1:A flock of snow geese takes flight suddenly, their wings stark white against the azure sky, leaving the players questioning what disturbed them.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:An eerie silence engulfs the area, deafening in its totality and absence of life’s sounds.

d100 = 98

  1. D4=1: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.
  2. D4=2:A low crack reverberates through the ice beneath your feet, a subtle reminder of the precarious footing.
  3. D4=3:Distant, subdued lights glimmer from below the ice’s surface, suggesting strange subterranean gloamologies.
  4. D4=4:A blizzard strikes out of nowhere, reducing visibility to zero. As they seek shelter, the players hear eerie singing on the wind. Following the sound, they discover a cavern filled with ice sirens. These magical beings will either provide refuge or attempt to lure the party into freezing waters, depending on the players' reactions.

d100 = 99

  1. D4=1:As they traverse a frozen cliffside, the face of the mountain speaks, offering cryptic wisdom and sinister deals in exchange for their most treasured memories.
  2. D4=2:The distant shape of a crumbling watchtower suggests remnants of old sentinel outposts.
  3. D4=3:The cold wind carries a strange, lilting tune, leading you to a frozen waterfall where an ancient frost nymph sings to the ice. Her song can enchant listeners, making them dance uncontrollably or sleep under the snow's embrace.
  4. D4=4:The players come across a group of arctic dwarves who are in the middle of a fierce snowball fight. The dwarves are competing for the title of "Champion Snowball Fighter" and ask the players to join in and help them determine the winner. If the players emerge victorious, they will receive a powerful magical item from the grateful dwarves.

d100 = 100

  1. D4=1:Beneath the ice, the players spot shadowy figures, reflections of their inner selves or spirits from another dimension attempting to communicate through mirrored gestures.
  2. D4=2:A group of 1d4+4 elk are crossing the ice. They are being followed by a polar bear.
  3. D4=3:A man in robes and wearing a strange mask is standing on the side of the road; he looks like he's lost.
  4. D4=4: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.

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, D6, D8, D10.

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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