A complete D&D 5e random encounter table for arctic scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 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
When the party enters a arctic, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Arctic encounter table
d100 = 1
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:A group of five children is playing hide-n-seek in the grasslands. One of them is hiding near the players' camp. When someone approaches, he'll yell 'Boo', then run away laughing.
D6=5:The outline of an old sled, half-buried in snow, appears like a ghost from another era.
D6=6:A giant white dragon is soaring through the sky, searching for a place to make its home.
d100 = 2
D6=1:A snowman attacks the players.
D6=2:A ring of standing stones emerges from the snow, an ancient site of rituals now long forgotten.
D6=3:They find a cluster of glowing organisms frozen under the lake’s thick ice appearing like distant stars.
D6=4:The party finds a dead horse with saddlebags on it. Inside are two gold coins, three silver coins, and one copper coin.
D6=5: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.
D6=6: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.
d100 = 3
D6=1:Rolfgar, a retired frost giant, lives peacefully among the ice floes in his igloo-palace. However, an army of minions employed by an evil sorceress, who is determined to see him serve her once again, constantly assaults his home. He seeks allies to repel these annoyances and promises to teach his classic toast-making spell: "Crispus Deliciousus."
D6=2: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.
D6=3:A walrus basks on a nearby ice floe.
D6=4:Stumbling across a sinister ritual site, the party interrupts a gathering involving dark rites led by a cultist seeking to summon a powerful frost demon. Court officials from a nearby kingdom attempt to harness the cult’s power to solidify their failing grasp on political control.
D6=5:A shadow drifts overhead as a snowstorm-clouded moon gives sparse light.
D6=6:Â 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.
d100 = 4
D6=1:They come across intercrossed pine trees latticed by hunters marked by hidden lore patterns over snow.
D6=2:You find a cache of firewood, left by travelers.
D6=3:The party encounters a chain of frozen whirlpools, guarded by crystallized krakens seeking guardians for the immense treasure buried beneath the ice.
D6=4:The air shimmers with chaotic magic, creating unpredictable weather patterns and challenging the group's survival skills.
D6=5:A group of three old women are selling lucky charms. If the party buys one, they will win the lottery and become rich.
D6=6:An outcropping of polished stones glistens with icy crystals, forming natural art.
d100 = 5
D6=1:A dragonborn ranger, guardian of the icy paths, crosses the party's trail. The ranger offers maps of the safest routes for a favor: hunt down a malevolent ice druid corrupting the land with their evil magic.
D6=2:A pair of dwarven smiths has set up a forge amidst the ice, crafting rings and tokens of love from enchanted metals.
D6=3:A cascade of ice tumbles from a high peak, crashing noisily below.
D6=4:A large elk is standing in the middle of the trail. He looks very cold and tired.
D6=5:You stumble across a small dwarf camp.
D6=6:In a snowdrift, the party finds a live dwarf with a small bag of silver coins.
d100 = 6
D6=1:The aurora borealis plays an endless loop of ballads as you meet Yelnara, the Songweaver. She needs your help to tune the celestial harps that create this ethereal light show, as malevolent spirits have subtly retuned them to play nothing but mournful dirges. Expect some spiritual clashes and a possible sing-off.
D6=2:An enchanted snow globe contains a tiny, perfectly preserved arctic village. Entering this microcosm reveals it to be under siege by miniature frost trolls, and the villagers desperately require aid.
D6=3:The party is attacked by a group of polar bears. The bears are hungry and will attack anything in sight.
D6=4:A polar bear is swimming across the ice. The bear is clearly very frozen and very cold.
D6=5: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.
D6=6:A polar bear is napping on top of a large boulder.
d100 = 7
D6=1:A far-off melody draws their attention to an aurora-flecked cavern containing enchanting ice harps, the instruments imparting mystical knowledge if played correctly but striking back fiercely if wrongly touched.
D6=2:A snowman attacks the players.
D6=3:In the distance, the silhouette of a ship trapped in the ice appears, marooned by the relentless freeze.
D6=4:A massive ice wall blocks the players' path. Embedded within the wall is the frozen corpse of a long-forgotten hero holding a magical weapon. Freeing the weapon will summon the hero's vengeful ghost.
D6=5:Ancient burial mounds decorated by elaborate ice carvings exhibit signs of recent disturbance. The newfound plunderers—yeti bands—could either turn hostile or flee if approached with proper negotiation, knowledge, or force.
D6=6:Snowmelt trickles down a frozen cliff.
d100 = 8
D6=1:They find a frosty feather, enormous in size, hinting at the presence of a giant bird.
D6=2: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.
D6=3:The tracks of 2d4 wolves wind through the woods, trail invisible but hazardous to follow.
D6=4:As you are setting up camp for the night, you see glowing green lights moving in the distance. Upon investigation, you find a colony of friendly, telepathic creatures living under the ice. They offer you shelter and share stories of their lost civilization.
D6=5: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.
D6=6: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.
d100 = 9
D6=1: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.
D6=2:The players see an elf running from a band of trolls. It looks like she is injured. If the players offer her help, she thanks them and tells them that she was captured by the trolls earlier and that they were planning on eating her.
D6=3:They discover a range of ice-carved totems, representing forgotten spirits of the North.
D6=4:The party meets a friendly but eccentric wizard who has set up a home in an igloo. He offers to teach them some new spells, but his methods are...unconventional.
D6=5:An eerie fog rolls in, revealing ghost ships trapped beneath the ice. Exploring these relics of past battles nets the party valuable artifacts and a grave warning of an impending arctic storm.
D6=6:A man named Beldar the Bold is standing in the middle of the trail, looking confused. Beldar the Bold is a bard. He is lost and looking for food and a place to warm up. He has four extra-large mugs of ale in a basket covered with a heavy blanket.
d100 = 10
D6=1: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.
D6=2:A sudden blizzard sweeps in, reducing visibility to mere inches and forcing players to huddle together for warmth.
D6=3:A group of arctic hares emerges from the snow, their white coats blending seamlessly with their surroundings before they dart away.
D6=4:They hear the playful yips of arctic fox kits hidden among the snowdrifts.
D6=5:The party comes across a beautiful, large white elk with a blue glow around its antlers. The antlers are coated in ice. The elk will ask the party about its antlers 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 Sword of Avarice. If they do not, it will attack them.
D6=6:An abandoned sled lies half-buried in the snow, a testament to a survivor's desperate flight.
d100 = 11
D6=1: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.
D6=2:A cavernous opening leads to an ancient, coal-fired forge kept alive through magic. Guarding this incomplete marvel is Daneir the Eternal Artisan, seeking apprentices daring enough to balance the elements and assist him in creating the ultimate weapon against the Yin-Frost Demon.
D6=3:In the midst of the frozen expanse, the party encounters a spectral palace at twilight. Here, they meet Lady of the Ice, who offers them refuge in exchange for aiding her against encroaching dark forces.
D6=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.
D6=5:You find a strange metal object. If you touch it, you are transported to another dimension for 1d6 hours.
D6=6:The group finds a massive, ancient ship frozen in the ice. Upon exploring it, they realize that it was once used by a group of marauders who raided coastal villages for treasure. However, the ship is also inhabited by the vengeful spirits of their victims.
d100 = 12
D6=1:Travel weary, the adventurers find solace in an enigmatic inn run by an ice imp who enchants the establishment. The inn is neutral ground for informants and spies entangled in the political webs of the northern realms, each hinting at unraveling plots and secret movements.
D6=2:They encounter an intricate snow sculpture left by passing travelers, capturing the spirit of the Arctic.
D6=3: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.
D6=4:You stumble upon a civilization of ice dwarves living in an elaborate underground series of ice caves. Chief Frostbeard, with a beard that is essentially a glacier, pleads for your help in rescuing their sacred mammoth, Baylorg, from a dragon made entirely of cryogenic steam.
D6=5:A gust of wind carries the faint scent of salt from an unseen nearby sea.
D6=6: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.
d100 = 13
D6=1: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.
D6=2:A shipwreck amid thin ice holds a plethora of goods but suffers from the occasional presence of intangible wraiths tied to its maritime lore. Interaction with them could release or worsen ethereal hauntings.
D6=3:A group of 5d6 humans are traveling along a snowy trail on their way to a nearby village. The trail turns sharply, and they notice that it is marked with strange symbols that they have never seen before.
D6=4: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.
D6=5:Thorny brambles, dripping icicles, block a narrow pathway through the terrain, challenging navigation.
D6=6: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.
d100 = 14
D6=1: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.
D6=2:You find a frozen-over library, with ice mages preserving scrolls and tomes that trap elemental spirits of air and knowledge. These spirits are eager to share or escape.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 15
D6=1:High above, a white dragon soars and circles, eventually landing nearby to demand tribute or else it might unleash its fury upon the players.
D6=2: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.
D6=3: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.
D6=4:Strange, fleeting shadows dart just beyond the party's view, suggesting something or someone is watching them.
D6=5: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.
D6=6:They find a small, half-frozen stream that gurgles quietly underneath a thin layer of ice.
d100 = 16
D6=1:You come across a group of giants, who are dragging a large slab of ice behind them. They seem to be searching for something.
D6=2:As they wander through a dense snow forest, the vibrant light of an aurora reveals hidden entrance to a celestial observatory frozen in time.
D6=3:The party finds a sled dog team led by an unconscious musher. Reviving the musher reveals he is a scout for a nearby settlement and desperately needs the players' help to reach his destination.
D6=4:The dark shadow of an iceberg looms beneath a thin layer of sea ice, creating a daunting underwater threat.
D6=5: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.
D6=6: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.
d100 = 17
D6=1:A tribe of Ice Gnomes is performing an elaborate snow ritual to summon an Ice Elemental to aid them in fending off an impending invasion from Frost Giants. The gnomes ask the party to assist in their preparations, promising magical items in return.
D6=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.
D6=3:An eerie chorus of whispers guides the party toward a cavern of luminous blue ice. Within, they find an ancient dragon encased in ice. It isn't dead but in a deep, cursed slumber, dreaming of the end of all things.
D6=4:They find a series of large animal tracks leading off into the thicker part of the snow-covered forest.
D6=5: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.
D6=6:You stumble across a small dwarf camp.
d100 = 18
D6=1:The party comes across a burnt out camp. It is the camp of a group of men and women. They all committed suicide. They left a note. It reads: 'We should have listened to the woman. She told us that the gods would come to punish us if we didn't stop. She told us they were coming with their swords and axes. But we didn't listen. We thought she was crazy. But she wasn't. They're coming for us. They're coming now. We tried to warn you, but you were too slow. Too late.'
D6=2:They encounter an intricate snow sculpture left by passing travelers, capturing the spirit of the Arctic.
D6=3: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.
D6=4:The radiant midnight sun brings terrifying lucid dreams, mixing reality with visions prompting the players to question what’s real.
D6=5:Enormous, glowing ice crystals grow like trees, humming with an alien song. Touching one invokes a vision of another dimension where the meaning of the song is revealed.
D6=6:Your equipment starts to freeze, making it difficult to use.
d100 = 19
D6=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.
D6=2:A group of 1d4+2 men are standing around a campfire. They are talking about how many deaths there have been at the hands of giants in the area recently.
D6=3:The echoes of a lonely wind through the tundra create an unearthly, mournful melody.
D6=5:They come across an ancient burial ground adorned with skeletal remains of colossal creatures. Each grave has an inscription foretelling dire fates for any who disturb them.
D6=6:The trail becomes slippery with hidden patches of black ice, making progression slow and treacherous.
d100 = 20
D6=1: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+5 snow goblins are hiding within 10 feet of the party. They will attack if they feel threatened.
D6=2:An ancient stone monolith emerges from the ground, adorned with mystical symbols that react to the party’s presence, granting deep arcane understanding through a multi-tiered riddle.
D6=3:An ancient, weather-worn marker stone hints at paths once traveled, its inscribed runes barely legible.
D6=4:While crossing an expanse of icy tundra, the adventurers are intercepted by a caravan of celestial beings collecting shards of a shattered celestial compass, seeking their assistance in gathering remaining pieces.
D6=5: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.
D6=6:A reindeer herd grazes in the distance.
d100 = 21
D6=1:You find ancient petroglyphs etched into stone.
D6=2:You see a huge creature that looks like a cross between a man and a wolf standing on the ice. It is motionless.
D6=3:An icy mist rolls in, obscuring your vision.
D6=4: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.
D6=5:The party comes across a solitary, giant snowflake floating in mid-air. Touching it triggers visions of ancient arctic history and possibly clues to a hidden treasure.
D6=6:A group of polar bears are playing with a group of Arctic foxes.
d100 = 22
D6=1: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.
D6=2:A family of arctic foxes cautiously approaches the party, before darting away, revealing their den hidden beneath a snowdrift.
D6=3:They notice a series of strategically placed cairns marking an old and abandoned trade route.
D6=4:Howling winds make communication difficult.
D6=5:A flock of snow geese flies overhead.
D6=6: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 = 23
D6=1:An ancient stone monolith emerges from the ground, adorned with mystical symbols that react to the party’s presence, granting deep arcane understanding through a multi-tiered riddle.
D6=2: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.
D6=3:They come across a nomadic barbarian clan, hearty humans who follow migrating herds. The clan's shaman predicts a terrible omen in the stars related to the adventurers and offers cryptic warnings.
D6=4:You come across a large, frozen lake, where a group of water elementals are playing a strange game with chunks of ice.
D6=5: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.
D6=6:You see a large gathering of snowmen, all wearing the same hooded cloaks. They seem to be having some sort of a ceremony.
d100 = 24
D6=1:An avalanche reveals a hidden glacier cave glowing with soft bioluminescent moss. The cave is home to ancient, magical runes that tell the history of a forgotten civilization.
D6=2:The party comes across a group of people who are very afraid of something. When the party attempts to talk to them, they run away. If the party gives chase, the people will hide in the shadows and wait until the party is gone.
D6=3:The dark shadow of an iceberg looms beneath a thin layer of sea ice, creating a daunting underwater threat.
D6=4: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.
D6=5: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.
D6=6:They hear faint, rhythmic drumming carried on the wind, suggesting an approaching ceremony or ritual.
d100 = 25
D6=1: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.
D6=2:A flock of chattering ravens circles overhead, adding a sense of foreboding to the scene.
D6=3:Â 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.
D6=4: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.
D6=5:The players come across an ancient ice-locked ship with ghostly sailors still operating as if nothing has changed for centuries. These ethereal sailors may offer unique items or challenges in exchange for help in breaking their curse.
D6=6:Veins of gleaming, blue frostgem crystal permeate a frozen cliffside, each delicate shard singing with frozen magic. Extracting these treasures requires not just tools but also wisdom, for the cliff's collapse risks releasing the ferocity of contained frost spirits.
d100 = 26
D6=1:Glacial winds seem to carry whispering voices urging the party to follow. They find 1d4 souls frozen in ice blocks, each a piece of an ancient warrior needing freeing and reuniting to unlock a forgotten blessing.
D6=2:A massive glacier suddenly splits open revealing a subterranean ice cavern filled with bioluminescent fungi and hibernating frost trolls, disturbed from their slumber.
D6=3:An enigmatic flash of light briefly illuminates the night sky, leaving players to wonder its origin.
D6=4: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.
D6=5:You fish in a cracked ice hole and pull up an ancient artifact of unimaginable power, guarded by an elemental ice guardian who demands its immediate return.
D6=6:A group of men are hunting wolves. They are staying warm by a fire. If players approach, they will beg them not to approach the fire. It is dangerous to do so.
d100 = 27
D6=1:Awood the Reconstructionist, a peculiar necromancer with a penchant for snowmen, offers you an icy reception. He experiments with creating sentient snow creatures but requires assistance perfecting his spells, which certainly will involve morally dubious choices or outright hilarity.
D6=2:The party hears a loud crashing noise 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.
D6=3:The ground beneath the players begins to tremble as a glacier worm bursts forth from its icy lair. The worm is enraged and confused, demanding they leave its territory.
D6=4:Players chance upon a sentient ice dragon mourning its frozen heart. Helping it rediscover joy and love provides them with dragon scales to craft powerful armor or weapons.
D6=5: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.
D6=6:A curious shiver moves through the fur of an arctic fox watching them keenly from a nearby outcrop.
d100 = 28
D6=1:Exploring a desolate tundra, an unearthly silence envelops the area, punctuated by sudden whispers in a language unknown. This area is influenced by the rare and legendary Wendigo spirit, imposing tests of survival, morality, or secrets that bleed between frenzies and fantasies!
D6=2:The players come across a group of 1d6 druids performing a winter solstice ritual. If they choose to join in, they receive temporary boons and protection against the cold.
D6=3: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.
D6=4:You find an ancient, frost-covered sword half-buried in snow.
D6=5:They receive an unsettling feeling as they pass a particularly dense cluster of ancient trees.
D6=6:A sole otter jumps into an icy river, barely breaking the silent blanket of snow around.
d100 = 29
D6=1: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.
D6=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.
D6=3:The sky shimmers with colors as the aurora borealis transforms into a giant spectral dragon, which flies in circles above the players, exhaling shimmering breath that can heal or harm depending on whether the players show courage or fear.
D6=4:An open crevasse splits the ground ahead of the party, forcing them to find a way around or a method to cross it.
D6=5: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.
D6=6:A pack of wolves are hunting in the region. If they see the players, they will attack without hesitation.
d100 = 30
D6=1:A group of three old women are selling magical rings that allow players to cast spells without using spell slots for a day. If the party buys one, the rings turn out to be duds.
D6=2:A frozen giant is seen in the distance, climbing out of the water. It is followed moments later by a huge walrus the size of a horse. The walrus is angry and hungry. Its tusks are massive and sharp.
D6=3:A 5-member sleigh carrying rare furs and wolf hides is carrying the furs and wolf skins back to the village. A group of 1d4 polar bears are attacking the sleigh. The polar bears are large and hungry, and will attack the players as well.
D6=4: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.
D6=5:The party finds a stone circle, indicating an ancient meeting place now lost to memory and time.
D6=6: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'.
d100 = 31
D6=1:While crossing a frozen river, the ice beneath you shatters and a group of ice mephits emerges. They laugh and cackle with frosty breath, eager to challenge the players to deadly games.
D6=2:A sudden silent snowfall muffles all sound.
D6=3:A far-off melody draws their attention to an aurora-flecked cavern containing enchanting ice harps, the instruments imparting mystical knowledge if played correctly but striking back fiercely if wrongly touched.
D6=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.
D6=5: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.
D6=6:FLOODED STREAM - A stream nearby is flooded with snowmelt. The party must spend 2d4 hours building a raft to cross the stream. The raft will float for 2d20 rounds before it sinks.
d100 = 32
D6=1:A sudden chill warns of an approaching storm.
D6=2: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.
D6=3:The distant sound of drums carries through the air, hinting at a gathering or perhaps a warning.
D6=4:A deserted sled dog harness, carefully braided from shower and sinew, suggests the silent stories of those who braved this wilderness before.
D6=5:They cross paths with a wayward diplomat frozen in a block of enchanted ice, who is supposed to seal a critical peace treaty. The adventurers might choose to rescue him and unravel the intrigue behind his premature petrifaction, involving treacherous motives from rival houses.
D6=6:A dragonborn ranger, guardian of the icy paths, crosses the party's trail. The ranger offers maps of the safest routes for a favor: hunt down a malevolent ice druid corrupting the land with their evil magic.
d100 = 33
D6=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.
D6=2:Monsters! A giant polar bear has stumbled upon the party, waking them with its roar.
D6=3: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.
D6=4: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.
D6=5:A nearby ice floe dislodges and strikes the party, dealing 1d6 points of damage.
D6=6:They stumble upon a small forest grove, where evergreen trees stand defiantly against the cold.
d100 = 34
D6=1:The party comes across a frozen lake with a giant turtle trapped beneath the thick ice. The turtle is actually an enchanted prince, and the party must find a way to save him and break the curse.
D6=2:The icy glare of the bright sun reflecting off snow temporarily blinds, forcing the party to shield their eyes.
D6=3: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.
D6=4:The party comes across a dead polar wolf with a large bloody gash in its side.
D6=5: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.
D6=6:The adventurers come across an old hermit living in an igloo. He offers to read their futures in exchange for a rare herb that grows only in the freezing cold. The information proved valuable but may have unanticipated consequences.
d100 = 35
D6=1: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.
D6=2:A ring of standing stones emerges from the snow, an ancient site of rituals now long forgotten.
D6=3:The party finds an ice maze, filled with traps and puzzles.
D6=4: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.
D6=5:The party comes across a group of people who are very afraid of something. When the party attempts to talk to them, they run away. If the party gives chase, the people will hide in the shadows and wait until the party is gone.
D6=6: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.
d100 = 36
D6=1: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.
D6=2:The players meet a group of hunters who are riding polar bears. They tell the players that they are on their way to kill a rare white dragon which they say has a lair nearby along with a female white dragon and its 2 white dragon babies.
D6=3:You stumble across a small dwarf camp.
D6=4: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.
D6=5: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.
D6=6:Â The party passes by a small structure. A human is sitting on the structure. If the players approach, he will say, "If you can solve my riddle, I'll give you my cloak!" If the players approach the man, he will ask them a riddle. "What is the lightest thing in the world?" The players will have to ask him the riddle again. If they get the answer wrong a second time, he will shoot a magic missile at them!
d100 = 37
D6=1:The party finds a strange creature that looks like a combination of a human and a walrus. It is friendly and will help the players if they can help it find its way home.
D6=2:You find a small group of arctic hares hopping through the snow.
D6=3:Players find themselves surrounded by perfectly symmetrical snowflakes as a light snow falls.
D6=4: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 orc arrows. The orc arrows were fired by orcs who are standing on the nearby frozen cliffs. There are 3d6 orcs on the cliffs.
D6=5: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.
D6=6:A group of men are digging in the snow, looking for something they have lost or something they are looking for.
d100 = 38
D6=1:You spot a distant plume of smoke from an unknown source.
D6=2:The party comes across a group of ice fishermen who are terrified because their catch of the day has come to life and is attacking them. The "fish" turns out to be a giant ice elemental.
D6=3:The party sees a group of 1d10+5 elven rangers who are hunting for food. If the party offers to help them, they will give each player in the party two elven arrows which are +2 arrows.
D6=4: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.
D6=5: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.
D6=6:Finding a snowbound griffin injured while protecting her mate, healing her ensures their loyalty and eventual aerial aid in future battles.
d100 = 39
D6=1:You find a tribe of nomadic arctic elves who are being plagued by a mysterious, all-consuming black snow. They ask the party to help them find a cure and discover the source of the curse.
D6=2: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.
D6=3:The party crosses paths with a stoic hermit, his beard and cloak thick with frost, sharing words of wisdom for a share of their provisions.
D6=4:In the distance, eerie flames flicker around an abandoned watchtower. Within, they find letters chronicling a descent into madness due to otherworldly apparitions that, naturally, start manifesting around the party.
D6=5:A grand caravan of snow bear-mounted merchants meanders past, their faces etched with both determination and weariness. They hail from a distant arctic city ruled by three influential merchant houses, each vying for dominance. The travelers speak of a critical upcoming trade summit which could shift the balance. One house, it seems, has employed more ruthless tactics, casting shadows of distrust amongst the parties.
D6=6:Helping a frost giant princess in love with a human prince to escape her strict father results in a magical ring of protection as gratitude for aiding true love.
d100 = 40
D6=1: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.
D6=2:The party comes across a dead polar wolf with a large bloody gash in its side.
D6=3: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.
D6=4: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.
D6=5:A group of 2d6 giant crows attack the party.
D6=6:A group of sled dogs, tied to a stake, are dead. They look like they were killed by some sort of large cat that was dragging their bodies away.
d100 = 41
D6=1:A caravan of frost dwarves plods through the snow, transporting valuable gem-encrusted ice sculptures. They offer to trade one of their sculptures for assistance in fending off bandits or monsters on their journey.
D6=2:The party finds a dead horse with saddlebags on it. Inside are two gold coins, three silver coins, and one copper coin.
D6=3:The party comes across a field of dead trees. The branches of the trees are covered in large, white flowers. If any creature comes within 20' of the tree, the flowers will spring to life, attacking with 1d4 spikes that do 1d4+1 damage each. The flowers can be killed by fire.
D6=4:The ship comes across the frozen body of a polar bear. Its claws are stuck in the ice and it appears to be still alive. If the players get too close, the bear will awake and attack. If they kill it, they will find treasure: a magic sword forged by a holy warrior of the Ice Goddess, Tyrir.
D6=5:An outcropping of polished stones glistens with icy crystals, forming natural art.
D6=6: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.
d100 = 42
D6=1:Players find an ancient ice sculpture depicting star-crossed lovers. Investigating it reveals a journal nearby with their tale, and solving the mystery completes the sculpture, granting it life and resulting in a joyous reunion of spirits.
D6=2:A group of snow angels appears before the players, begging for their help. They explain that their kingdom in the sky has been taken over by dark forces and they need brave adventurers to help them reclaim it. If the players accept the quest, they will have to travel to the skies and defeat the evil creatures that have taken over the snow angel's realm. In return, the players may gain access to rare celestial weapons and armor.
D6=3: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.
D6=4:A meteor crashes nearby, forming a steaming crater. Approaching it reveals a chunk of star metal buried in the ice, glowing with otherworldly energy.
D6=5:They spot a mysterious figure in the distance, effortlessly walking barefoot through the snow. Closer inspection reveals him to be a trickster demigod who follows them, causing minor, annoying misfortunes.
D6=6:Five elderly women stumble from their tent in the middle of the night. They're cold and terrified.
d100 = 43
D6=1:They come across the skeletal remains of an ancient mammoth, its bones enchanted by long-forgotten sacrifices. A ghostly shaman haunts the site, offering knowledge in exchange for peace.
D6=2: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.
D6=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.
D6=4: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.
D6=5:A frozen, icy overhang offers an instant cave-like shelter from the wind, welcoming the players to rest.
D6=6: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.
d100 = 44
D6=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.
D6=2: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.
D6=3: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.
D6=4:You spot the silhouette of a far-off igloo.
D6=5:The trail becomes slippery with hidden patches of black ice, making progression slow and treacherous.
D6=6: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.
d100 = 45
D6=1:The soothing sound of a distant waterfall, concealed by ice, echoes gently, offering brief serenity.
D6=2:A massive avalanche has just occurred, hurtling rocks, snow, and ice down a mountainside. As it subsides, the players hear the plaintive cries of a trapped frost giant. Upon closer inspection, the giant is caught beneath a large boulder and unable to free himself. Offering aid could create a powerful ally, but there's the matter of convincing the giant that the help comes without strings attached.
D6=3:High above, a white dragon soars and circles, eventually landing nearby to demand tribute or else it might unleash its fury upon the players.
D6=4:A sudden, rumbling avalanche on a nearby slope serves as a stark reminder of the unforgiving nature of the environment.
D6=5:The party hears a noise coming from the bushes. When they investigate, they find a group of mercenaries who have been attacked by wolves and are now stuck in the bushes and unable to move. If the party helps, the mercenaries will give them a map to a nearby dungeon and offer them a reward if they go there and clear it out and return with the treasure.
D6=6:As the party sets up camp for the night, a group of friendly arctic foxes approach them. Through a series of gestures and pantomime, the foxes communicate that they are being hunted by a pack of ice wolves and need the party's help to fend them off.
d100 = 46
D6=1:A male polar bear is swimming across the ice. His coat is very thick.
D6=2:A flock of snow-white birds sing a harmonious melody that causes ice crystals to form in hypnotic patterns on the snow. The patterns reveal a cryptic prophecy about each character's future.
D6=3:You find a small group of arctic hares hopping through the snow.
D6=4:The party comes across a pile of bones. They're human bones, but they're not old.
D6=5:The party sees a male polar bear and a female polar bear fighting over territory. The male will attack the party if they get too close to his territory.
D6=6:A group of men are trying to dig into a dungeon underneath the snow. They are trying to find treasure inside this dungeon.
d100 = 47
D6=1:A frost giant blocks the players' path, demanding that they pay a toll to pass through his territory. However, the giant is not looking for gold or coins, he is searching for a rare and precious gem that has been stolen from him. The players can choose to find and return the gem, or they can challenge the giant in a fierce battle. If they find and return the gem, the giant may even offer to work as their bodyguard or provide them with valuable information about the arctic.
D6=2: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.
D6=3:Players notice the gradual lengthening of their shadows as the Arctic sun dips towards the horizon.
D6=4: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 orc arrows. The orc arrows were fired by orcs who are standing on the nearby frozen cliffs. There are 3d6 orcs on the cliffs.
D6=5: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.
D6=6:Drifting snowflakes form hieroglyphs that chronicle an unknown future or reveal the players' deepest fears. Each glyph encountered tests their resolve and determination.
d100 = 48
D6=1: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.
D6=2:The party finds a lone yeti, sobbing over a broken snow globe. It turns out to be a cursed prince. If the party can find a way to break the curse, they will be handsomely rewarded.
D6=3:Yeti: A yeti is wandering around a nearby cave. It will attack if it sees the players.
D6=4:The players hear someone singing in the distance. When they reach the source of the singing, they find a group of 3d4 hill dwarves singing and dancing around a campfire. The dwarves are celebrating their last night as a clan after an exceptionally good year working their mines.
D6=5:A peculiar pattern of snowdrifts suggests the passage of an unseen creature.
D6=6:A mysterious, hooded figure offers the party a special and secret map, promising them untold riches if they follow it. However, upon reaching the location, they realize that it leads directly to an ancient and powerful white dragon's lair.
d100 = 49
D6=1:The party hears a howling noise that sounds like wolves or dogs. It is actually a pack of 2d6+6 wolves led by a level 2 brute named Wolfeye who is looking for new territory to bring them food and expand their territory.
D6=2:Frostrina, an alchemist, presents you with a challenge: gather rare arctic herb, the Glacial Jasmine, guarded by an irritable ice demon named Kalvathar the Overfreezious. If successful, she will concoct a potion that can freeze any liquid, including raging lava, in an instant.
D6=3:They notice strange noises carried on the wind, resembling distant echoes of long-forgotten songs.
D6=4:A mad ice mage challenges players to his ever-changing, deadly ice labyrinth filled with traps, treasure, and magical beasts.
D6=5: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.
D6=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.
d100 = 50
D6=1:The group runs into a solitary frost giant poet who desires to compose an epic saga based on the party's adventures. In return, they must answer his riddles or face his frosty wrath.
D6=2: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.
D6=3:The party meets a friendly but eccentric wizard who has set up a home in an igloo. He offers to teach them some new spells, but his methods are...unconventional.
D6=4:A tranquil snowfield reveals heart-shaped snowflakes falling exclusively around the adventurers, blessed by a hidden snow spirit who values love as much as they do.
D6=5:Players come across a large cage. Inside the cage is a large white cat. This cat is as big as a tiger. If the players approach the cat, it will attack them. The cat is actually a snow lion that is trying to get back to its home in the ice caves. The villagers caught it and put it in the cage to keep it away from their livestock.
D6=6:A large white whale surfaces and bellows.
d100 = 51
D6=1:A sudden break in the clouds reveals a bright, cold sun, imbuing the surroundings with new clarity.
D6=2:The party finds 2d6 rolls of furs.
D6=3:The players cross a boundary marked by strange ice totems. Suddenly, spectral images of lost travelers appear, pleading for help to find their way home. Helping these spirits might grant valuable knowledge or spiritual weapons but failing to appease them might result in a curse.
D6=4:A snow hare darts across your path, pursued by a predator.
D6=5:The plaintive howl of a distant wolf pack adds an eerie undertone to the otherwise quiet landscape.
D6=6:An elderly couple named Samuel and Sarah have been lost in the woods for three days and need help finding their way home.
d100 = 52
D6=1:They witness a magical display of bioluminescent algae glowing eerily below the ice.
D6=2:The sudden uprush of arctic air brings with it faint echoes of laughter, drifting from who knows where.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A mighty Frost Giant scribe offers forgotten lore or enchanted items if the players can best him in a game of wits or might. Losing, however, means becoming part of his icy collection.
d100 = 53
D6=1:One of the PCs becomes aware of a deep rumbling as though thousands of animals are approaching. Something is crashing through the undergrowth. The trees and bushes are soon trampled flat and a huge herd of animals appears. There are gazelles, wild oxen, giant rodents, elephants, vultures, and forest pigs all following the same path across the plain.
D6=2:The players cross a boundary marked by strange ice totems. Suddenly, spectral images of lost travelers appear, pleading for help to find their way home. Helping these spirits might grant valuable knowledge or spiritual weapons but failing to appease them might result in a curse.
D6=3:A grand caravan of snow bear-mounted merchants meanders past, their faces etched with both determination and weariness. They hail from a distant arctic city ruled by three influential merchant houses, each vying for dominance. The travelers speak of a critical upcoming trade summit which could shift the balance. One house, it seems, has employed more ruthless tactics, casting shadows of distrust amongst the parties.
D6=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.
D6=5: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.
D6=6:As the party rests for the night, they are approached by an injured polar bear. If they choose to help the bear, they discover that she is actually a druid who has been cursed to live in the form of a bear. She asks for their assistance in breaking the curse and returning her to her true form.
d100 = 54
D6=1:A group of 1d4+4 men are standing around a campfire, telling stories about their adventures. They are looking for new adventures. They will attack anyone who attacks them.
D6=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.
D6=3:You see a distant herd of caribou moving across the tundra.
D6=4:A chilling breeze brings the faint sound of cracking ice, as unseen forces shift the frozen ground.
D6=5:Bored looking polar bear. Will not attack.
D6=6:The party will come across a small stone hut that is covered in icicles. If they investigate, they will find that it is occupied by an ice elemental that was created by a wizard named Hulgar.
d100 = 55
D6=1:Peering through the ice, you spot the preserved remains of ancient fish, frozen in time.
D6=2:They pass a large ice formation that eerily resembles a frozen dragon.
D6=3:A polar bear wearing a monocle and speaking with a British accent greets the party and invites them to a game of chess. However, the game turns out to be real life, and the polar bear has control over the environment inside the game.
D6=4:An eerie fog rolls in, revealing ghost ships trapped beneath the ice. Exploring these relics of past battles nets the party valuable artifacts and a grave warning of an impending arctic storm.
D6=5: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 orc arrows. The orc arrows were fired by orcs who are standing on the nearby frozen cliffs. There are 3d6 orcs on the cliffs.
D6=6: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.
d100 = 56
D6=1:A group of 2d6 humans are traveling to a nearby city to trade goods at the market. They are worried about the weather, and they are carrying a large amount of goods to sell. They are concerned about getting paid because it has been snowing for several days and no one can get to the city.
D6=2: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.
D6=3:An enigmatic flash of light briefly illuminates the night sky, leaving players to wonder its origin.
D6=4:A group of sled dogs, tied to a stake, are dead. They look like they were killed by some sort of large cat that was dragging their bodies away.
D6=5:The party finds a massive, ancient ship buried under the snow. Inside, they find a group of skeletons guarding a powerful magical item that they have been protecting for centuries. The players must defeat the skeletons to claim the item.
D6=6:The remains of a snowed-in igloo provide shelter from the relentless wind.
d100 = 57
D6=1: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.
D6=2:You hear a distant, muffled rumbling.
D6=3:The party comes across an abandoned trading post. Inside, they find a powerful artifact that can grant wishes.
D6=4:The players stumble across a small shack. Inside, they find a half-orc woodcutter who is cutting wood to sell in the nearby city. He is quite surprised to see them and will ask them their business in his camp. If they tell him the truth, he will laugh at them and tell them to leave. If they tell him they are there to cut wood, he will welcome them to the camp and offer them some tea. If they accept his offer, he will give them some good advice about how to get work in the nearby city.
D6=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.
D6=6: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 = 58
D6=1:The howling wind carries a faint whisper of what could be a warning, urging the party to press on or turn back.
D6=2:They come across a collaborative artwork of ice and fire elementals, creating beautiful patterns that symbolize unity and balance.
D6=3:The plaintive call of a loon echoes softly, their presence a rarity this far from open water.
D6=4:The players arrive at a valley where the ice gleams unnaturally. Further investigation reveals that an entire battlefield has been preserved in the ice.
D6=5:A crack in the ice emits an eerily resonant sound.
D6=6: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.
d100 = 59
D6=1:On an iced-over river, they encounter enchanted fish that pair off to form heart shapes beneath the surface, a fleeting but touching natural phenomenon.
D6=2: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.
D6=3: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.
D6=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!
D6=5:The scent of fresh water on the wind suggests a hidden thawed lake or pooling beneath the ice.
D6=6:A group of 1d20 polar bears attack. They are extremely angry and hungry. The bears are covered in blood and they smell like they have been feasting on something recently.
d100 = 60
D6=1: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.
D6=2:You find a frozen lake, with a strange creature sleeping in the middle. It appears to be a yeti, but it is sleeping.
D6=3:Wisps of fog curl around them, carrying a faint scent of pine and hidden secrets.
D6=4:A giant white whale breaches the sea, then flops back in.
D6=5:The group finds a small pile of abandoned equipment, partially buried beneath snowdrifts.
D6=6: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 = 61
D6=1:They witness a magical display of bioluminescent algae glowing eerily below the ice.
D6=2:Two men and a woman are walking towards the players. They are wearing furs and carrying weapons. They say that they are hunters. They are looking for a lost member of their party. The man is a werewolf. If the players help, the werewolf will join them and be loyal to them for life.
D6=3:In an abandoned ice cavern, they find a nest of frozen harpies. Thawing one out reveals they are but winged poets, cursed to sing the world's saddest ballads until someone can figure out how to break their curse.
D6=4:The party sees a group of 1d4+3 lumberjack-looking men walking in the distance. If approached, they will ask the party for help with a nearby logging camp. They will pay well for the party's services. If the party does not accept their request, the lumberjacks will attack them.
D6=5:You come across a group of giants, who are dragging a large slab of ice behind them. They seem to be searching for something.
D6=6:A group of 2d4 male humans is being attacked by 2d4 orcs who are attempting to kill them and steal their horses and their horses' saddles, bridles, bits, and reins.
d100 = 62
D6=1:They come upon an elder white dragon who has forsaken its violent ways to become a sage. This dragon shares ancient wisdom in exchange for a relic from the player's past.
D6=2: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.
D6=3:The players happen across a seal fighting a polar bear. The seal is clearly losing.
D6=4:The party encounters a chain of frozen whirlpools, guarded by crystallized krakens seeking guardians for the immense treasure buried beneath the ice.
D6=5:Two warring tribes of humans are fighting each other with spears and bows and arrows.
D6=6:A magical snowman, animated by a child's pure love for its lost parents, stands guard over an ancient shrine. By helping fulfill the child's wish, players receive a warm cloak that shields them from the harshest elements.
d100 = 63
D6=1:A group of 1d4+2 dwarves are being attacked by a group of 1d4+2 half-orcs. The reason for the battle is unknown.
D6=2:A party of 1d4+4 knights approach the party. They are on their way to the nearby city to get supplies and they need to know if the trail is safe or if the party has seen anything strange since they have been walking.
D6=3: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.
D6=4:Skard: A group of skard are traveling across the tundra on their way to the next village. They are transporting guns and gunpowder to sell to the humans in the human town of Delgar. If the players approach them, they will attack them on sight.
D6=5: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.
D6=6: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.
d100 = 64
D6=1: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.
D6=2: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.
D6=3:As the party is crossing a frozen river, they see a pack of dire wolves making their way towards them. However, upon closer inspection, they realize that the wolves are actually being controlled by a group of mind flayers.
D6=4: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.
D6=5: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.
D6=6:A massive ice wall blocks the players' path. Embedded within the wall is the frozen corpse of a long-forgotten hero holding a magical weapon. Freeing the weapon will summon the hero's vengeful ghost.
d100 = 65
D6=1:You stumble across a small human camp.
D6=2:The party comes across a field of dead trees. The branches of the trees are covered in large, white flowers. If any creature comes within 20' of the tree, the flowers will spring to life, attacking with 1d4 spikes that do 1d4+1 damage each. The flowers can be killed by fire.
D6=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.
D6=4: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.
D6=5: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.
D6=6:The party sees a large cave entrance that seems to have been blocked by snow.
d100 = 66
D6=1:A hidden overhang gives shelter from the elements.
D6=2:The party comes across a dead polar wolf with a large bloody gash in its side.
D6=3:A group of 5d6 humans are traveling along a snowy trail on their way to a nearby village. The trail turns sharply, and they notice that it is marked with strange symbols that they have never seen before.
D6=4:They find a snow-covered pathway with delicate animal carvings leading the way underground.
D6=5:A giant, intelligent polar bear approaches the party, begging for their help. Its cubs have been kidnapped by a group of sahuagin and taken to their underwater lair.
D6=6:A group of 1d10+6 kobolds are on the trail. They are leading a line of 1d10+2 wagons, each wagon loaded with 1d20 dwarven ale kegs. They are making their way to the nearest human village.
d100 = 67
D6=1:A small band of frost dwarves are desperately seeking shelter from a coming snowstorm with 3d6 valuable artifacts in their possession. They’re willing to share their food and treasure for help finding a safe place.
D6=2:A series of ice spires rise majestically, created by warm springs meeting freezing air, a natural wonder.
D6=3: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.
D6=4:A crack in the ice reveals the dark waters beneath, an ominous reminder of the thin barrier between air and water.
D6=5: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.
D6=6:You see a large gathering of snowmen, all wearing the same hooded cloaks. They seem to be having some sort of a ceremony.
d100 = 68
D6=1: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.
D6=2:You find an ancient viking burial site, filled with treasures.
D6=3:The skeletal remains of a long-dead best, half-buried in snow, suggest a fierce struggle in the past.
D6=4:While crossing a frozen river, the players are ambushed by a group of frost trolls lying in wait beneath the ice. The trolls are hungry and desperate but could be bartered with if the players have sufficient food.
D6=5:You spot a distant puff of smoke, likely from a campfire.
D6=6:Cresting atop a glistening peak reveals an expanse of ancient, unmoving spirits locked in eternal conflict, only responding to complex puzzle solutions.
d100 = 69
D6=1: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.
D6=2: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.
D6=3:An isolated patch of brightly colored moss thrives against all odds, a sign of hidden vitality.
D6=4:Over time, a subtle pattern of ancient battle scars appears on the sides of the ice cliffs.
D6=5:An expanse of snow shifts underfoot, revealing it to be a snowdrift concealing a treacherous warren of tunnels formed by snow goblins. The thinly veiled void threatens to swallow the unwary, and the snow goblins themselves prove hostile to intruders.
D6=6:The aroma of pine fills the air as you trek through a forest grove.
d100 = 70
D6=1:A group of 1d4+1 polar bears are fighting over food. One of them is a werebear.
D6=2:The party finds a lone yeti, sobbing over a broken snow globe. It turns out to be a cursed prince. If the party can find a way to break the curse, they will be handsomely rewarded.
D6=3: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.
D6=4: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.
D6=5:Convex formations compile stretching stalactites into accessible, secret ice chambers leading towards runic apex focus points indicating highest admixtures of specific arctic alignment thresholds.
D6=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.
d100 = 71
D6=1:A squat, toad-like creature walks across the tundra. It is searching for insects to eat. It will try to eat any insects it sees, including players and their mounts.
D6=2:A wandering tribe of frost giants appears, their leader wounded. They seek help in finding their shaman, lost in a nearby forest of ice that shifts and changes its layout.
D6=3:You see a single polar bear cub walking along the ice. It seems to be separated from its mother and is looking for a way back to her. The players can choose to help the cub or leave it alone. If they choose to help, the cub will lead them to a hidden cave where its mother is trapped by a fallen piece of ice. The mother bear is grateful for the help and may even offer some assistance to the players in return.
D6=4:Sunlight reflects off the ice, making you squint.
D6=5: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.
D6=6:The party hears a howling noise that sounds like wolves or dogs. It is actually a pack of 2d6+6 wolves led by a level 2 brute named Wolfeye who is looking for new territory to bring them food and expand their territory.
d100 = 72
D6=1: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.
D6=2:A man is lying on the ground, unconscious. He has a black robe and a sword.
D6=3:A group of men are trying to dig into a dungeon underneath the snow. They are trying to find treasure inside this dungeon.
D6=4:Players find a large ice block that contains a fully armed ancient warrior frostbitten but preserved. Freeing the warrior either releases a grateful spirit with information on local lore or an enraged Berserker trapped for eons.
D6=5:A crystal-clear ice statue of a long-lost hero stands as a beacon within a snowstorm. Rumor has it that resurrecting this hero could turn the tide in a coming global conflict, but unlocking the statue's magic is no small feat.
D6=6: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.
d100 = 73
D6=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.
D6=2:A group of men are hunting wolves. If players approach, they will beg them not approach or disturb them in any way. They will offer them food and shelter for the night if they need it.
D6=3: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.
D6=4:You spot a distant ship trapped in ice.
D6=5:A snow-covered boulder serves as an impromptu landmark, its icy surface providing a sense of direction.
D6=6: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.
d100 = 74
D6=1:Frost covers everything in the dense forest. They stumble upon a glittering ice-bound monolith, riffs of ancient music emanating from within, summoning ghostly musicians who reimagine forgotten ballads.
D6=2:As dawn breaks, an entire forest of ice trees shifts with a life of its own, the crystalline foliage singing with a haunting melody of the wind. The passage through this living frost labyrinth challenges not just physical prowess but also the fortitude of the travelers’ very sanity.
D6=3:The party encounters a lycanthropic couple with the ability to transform into Arctic wolves. They share their tale of acceptance and love, offering a boon to those who respect their secret.
D6=4:A man dressed in robes and wearing an enormous wolf-skin coat approaches the PCs and waves. He asks if they remember him. When they don't he says, "I'm your brother." One of the PCs says, "I don't have a brother." He replies, "Well I do." The PCs realize it is their brother from when they were children but have not seen him in 60 years.
D6=5:The party sees a group of men standing around a campfire. They are talking about how many deaths there have been at the hands of dragons in the area recently.
D6=6:You spot a distant puff of smoke, likely from a campfire.
d100 = 75
D6=1:The skeletal remains of a small boat lie on the shore, a grim reminder of past journeys lost to the cold.
D6=2:They encounter two frost minstrels performing a duet that freezes every note mid-air, creating an enduring love song sculpted from the elements themselves.
D6=3:A freezing rain begins to fall, coating everything in ice.
D6=4:They receive an unsettling feeling as they pass a particularly dense cluster of ancient trees.
D6=5:The players stumble upon a group of Arctic dwarves who are trying to dig their way to a mysterious, frozen castle in the mountains. They need help uncovering the entrance and defeating the powerful ice elementals guarding it.
D6=6: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.
d100 = 76
D6=1: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.
D6=2:The party finds a dead horse with saddlebags on it. Inside are two gold coins, three silver coins, and one copper coin.
D6=3: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.
D6=4: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.
D6=5:The rough cry of a distant seabird echoes over the snowfield, breaking the still perfection of the cold environment.
D6=6:Amid the howling wind, they find an enchanted harp embedded in a glacier, its sad melodies capable of calling forth ancient spirits.
d100 = 77
D6=1: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.
D6=2:A man with a staff is standing on the side of the road and waving at you to stop and talk to him. He is a wandering priest and he wants to bless everyone in your party.
D6=3: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.
D6=4:They encounter two frost minstrels performing a duet that freezes every note mid-air, creating an enduring love song sculpted from the elements themselves.
D6=5:A group of 1d4+2 dwarves are being attacked by a group of 1d4+2 halfing adventurers. The reason for the battle is unknown.
D6=6:They pass a large ice formation that eerily resembles a frozen dragon.
d100 = 78
D6=1:The party finds a massive, ancient ship buried under the snow. Inside, they find a group of skeletons guarding a powerful magical item that they have been protecting for centuries. The players must defeat the skeletons to claim the item.
D6=2: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.
D6=3:An orc with 1d4 polar bears is on his way to the city. He is looking for trouble.
D6=4: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.
D6=5:A large elk is standing in the middle of the trail. He looks very cold and tired.
D6=6: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.
d100 = 79
D6=1: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.
D6=2:WHAT IS THAT? - A party member sees something moving in the distance. It looks like an animal of some kind, but it's too big to be an animal! The party must determine what it is, or fight it. It's an owlbear!
D6=3:The awkward yet graceful flight of a snowy owl captivates, vanishing like a ghost into the white.
D6=4:The party sees a group of 1d4 gnomes. They're dressed in black robes, and they're carrying scrolls and books. They're on their way to a nearby city to learn more about their religion.
D6=5:Zor, a druid from the village, is walking down the road, looking for supplies and food.
D6=6:A man is walking along the trail with a large sack over his shoulder. He appears to be very tired. He will ask the players for food. He will tell them that he is on his way to a small village nearby where he will receive food and shelter from the town's leader.
d100 = 80
D6=1:An unnaturally warm air pocket leads to a secret grotto filled with lush, green flora – a pocket paradise protected by powerful nature spirits. They may befriend the players or turn them away with thorny antagonism depending on their actions.
D6=2:The plaintive call of a loon echoes softly, their presence a rarity this far from open water.
D6=3:Four polar bears are hunting a seal. The player do not know this.
D6=4: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.
D6=5: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.
D6=6:Unnervingly human-like imprints in the snow suggest the recent passage of travelers, but who or what they are remain unclear.
d100 = 81
D6=1:A moaning specter appears on the icy plains, eternally searching for its lost twin. It warns the party of a coming storm that carries the wrath of ages, but the storm never materializes, at least not then.
D6=2: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.
D6=3: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.
D6=4:They encounter a patch of unusually warm snow mysteriously warning layered cautiousness unraveling frosty veils.
D6=5:The howling wind carries a faint whisper of what could be a warning, urging the party to press on or turn back.
D6=6: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.
d100 = 82
D6=1:The snow underfoot collapses, revealing a network of treacherous ice tunnels. These tunnels are infested with Ice Mephits, who play dangerous pranks and are fiercely territorial.
D6=2:1d100 walruses attack. They will fight to the death, but only to protect their young.
D6=3:A moaning specter appears on the icy plains, eternally searching for its lost twin. It warns the party of a coming storm that carries the wrath of ages, but the storm never materializes, at least not then.
D6=4:A nearby ice floe dislodges and strikes the party, dealing 1d6 points of damage.
D6=5:Overhead, the players see a large flock of birds flying overhead. They appear to be very cold.
D6=6:An elderly frost giant shuffles through the snow, muttering ancient tales of the frozen north.
d100 = 83
D6=1:A group of polar bears are attacking a group of penguins. The penguins are shouting, 'Stick together! Stick together!'
D6=2: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.
D6=3:You stumble across a small wooden shack. Inside, you find a man sitting on a chair. If you talk to him, he will tell you that he is waiting for something. After you have talked to him for 5 minutes or so, it is clear that he is waiting for a dragon to return and eat him. If a dragon does return and try to eat him, he will be surprised and will jump up and try to fight it. He is a level 5 fighter with a +2 enchanted sword.
D6=4:A magical snowman, animated by a child's pure love for its lost parents, stands guard over an ancient shrine. By helping fulfill the child's wish, players receive a warm cloak that shields them from the harshest elements.
D6=5:A series of ice spires rise majestically, created by warm springs meeting freezing air, a natural wonder.
D6=6:The group runs into a solitary frost giant poet who desires to compose an epic saga based on the party's adventures. In return, they must answer his riddles or face his frosty wrath.
d100 = 84
D6=1:The party finds an abandoned fortress. Inside, they find a dark cult of necromancers that are trying to raise an ancient evil.
D6=2:The party comes across a frozen ship buried in the snow. Inside, they find a group of pirates who have been frozen in time. The party must find a way to break the curse and choose whether to help the pirates or leave them to their fate.
D6=3: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.
D6=4:The players discover a valley where time has frozen. Everything, including wind, snowflakes, and animals, is motionless except for an enigmatic figure who can move freely and offer enigmatic guidance or misdirection.
D6=5: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.
D6=6:An old man is walking along, minding his own business. If the party stops and asks him for directions, he will answer them. If they give him money, he will say that he doesn't need it and walk away. He is actually a vampire and will follow them until they give him more money or attack him.
d100 = 85
D6=1:They find a cluster of glowing organisms frozen under the lake’s thick ice appearing like distant stars.
D6=2: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.
D6=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.
D6=4:A chorus of frogs hidden under the snow lends an unexpected liveliness to the otherwise barren landscape.
D6=5:The emergence of perennial snow fungi providing a welcome reminder that life can, and does, endure no matter how unforgiving their habitat.
D6=6:Tracks of a sled team suggest others have traversed this harsh terrain, offering a faint sign of civilization.
d100 = 86
D6=1:The party sees a small wooden box with a copper lock on it. When they open it, they find a small key inside.
D6=2:A snowstorm hits, reducing visibility to mere feet and forcing them to find immediate shelter.
D6=3:As you trudge through the biting wind, you encounter a polar bear wearing an ornate set of saddlebags. Inside, you find all sorts of oddities, including a small note that reads: "Property of Slorbag the Behinderbear. Please return upon penalty of eternal frostbite." Slorbag, a rather annoyed and overbearingly grumpy gnome, appears soon after, demanding his bear and bags be returned.
D6=4:Players stumble over logs, forming a crude shelter buried by recent snowfall, indicating Pices's survival struggles.
D6=5:A group of men flee from a pack of wolves. They are running toward the players, hoping to gain their protection.
D6=6:The ground shifts slightly underfoot, suggesting a hidden ice cavern or weakened snow bridge.
d100 = 87
D6=1:A sole otter jumps into an icy river, barely breaking the silent blanket of snow around.
D6=2:Stumbling across a sinister ritual site, the party interrupts a gathering involving dark rites led by a cultist seeking to summon a powerful frost demon. Court officials from a nearby kingdom attempt to harness the cult’s power to solidify their failing grasp on political control.
D6=3:An Avatar of Winter, eerily poised atop the ridge, offers riddles to test the adventurers’ worth. Each correctly answered puzzle bestows a gift of frost resistance or mystical guidance, though incorrect answers summon wandering winter spirits hostile towards intruders.
D6=4:At the peak of a steep climb, a warm enclave reveals itself, filled with the soft sounds of hibernating polar bears. Disturbing these mighty creatures in their deep sleep brings dire consequences, necessitating movement with the utmost silence and care.
D6=5:A wandering bard has been hired by a local lord to write a song about him and his family. He's doing research and needs information about the local area, but he's not very good at asking politely as he has been drinking.
D6=6:A thick bank of clouds rolls in, obscuring the sun and casting a dull, grey pallor over the landscape.
d100 = 88
D6=1:Wintry Weather: A ferocious storm has been raging for a few days. The snow is waist-deep and is too deep to walk through. It seems to be getting worse. If the players don't find shelter soon, they will be forced to seek shelter in a nearby cave system.
D6=2:The party sees a group of 1d4+3 lumberjack-looking men walking in the distance. If approached, they will ask the party for help with a nearby logging camp. They will pay well for the party's services. If the party does not accept their request, the lumberjacks will attack them.
D6=3:A pristine snowflake, impossibly large yet beautifully delicate, floats down and lands perfectly in the palm of one’s hand.
D6=4:A group of 5d6 humans are traveling from their village to a nearby city. They have an elderly woman with them, and she is in terrible pain. They are not sure what to do about her, and the players might be able to help.
D6=5:A glacial crevasse reveals a hidden city of ice elves. These elves are paranoid and coldly unwelcoming, only engaging in conversation through riddles laced with double meanings and hidden threats.
D6=6:The party crosses paths with a stoic hermit, his beard and cloak thick with frost, sharing words of wisdom for a share of their provisions.
d100 = 89
D6=1:After finding a well-hidden entrance, the players find themselves in an abandoned dwarven mine. Inside they find a large amount of treasure and one young white dragon.
D6=2: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.
D6=3:Gryla, an aged frost ussel (half-human, half-seal, all bark and no bite), needs your help to locate her lost husband who vanished while searching for the legendary Yeti's Amulet. While prone to absurdly exaggerated stories, Gryla offers sage advice and inadvertently delightful comic relief.
D6=4:The players stumble upon a frozen lake that seems to have no end. In the middle of the lake is a massive iceberg with a tower built on top of it. If the players dare to climb to the top, they will find a goblin magician who is seeking help to defeat a powerful ice elemental that he accidentally summoned. If the players agree to help, they must navigate through the elemental's frozen fortress and put a stop to its destructive plans.
D6=5:The remnants of a book frozen in the snow, its pages brittle and mostly unreadable but hinting at stories lost.
D6=6:The path is blocked by a wall of pristine snow.
d100 = 90
D6=1: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.
D6=2:An old, frostbitten map tucked inside a hollow tree suggests a long-forgotten path or treasure.
D6=3: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.
D6=4:While traversing a vast ice plain, the players are enveloped by a sudden, inexplicable darkness. In the blackness, a swarm of luminous moths illuminate a path to a hidden, mystical glacier.
D6=5:Two polar bears are fighting. They are very interested in the players.
D6=6:One of the PCs hears music that sounds like harps and drums being played nearby. When they follow the sound they find a group of musicians around a fire playing delightful music.
d100 = 91
D6=1:A tribe of penguin-like aarakocra demands a toll (in riddles) to allow players safe passage through their heavily-guarded territory.
D6=2:A lone wolf stands atop a snowbank, gaze fixed ahead as if on a personal quest, before disappearing into the white.
D6=3:The distant sound of drums carries through the air, hinting at a gathering or perhaps a warning.
D6=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.
D6=5:A chilling inscription on an ice cliff tells the tale of a fabled "Snow King” who slumbers in a tomb nearby. Disturbing his rest could unleash his icy reign once more.
D6=6:A bright red berry bush stands stark against the white, the unexpected color a striking visual feast.
d100 = 92
D6=1:They encounter a field of snow-capped boulders, mapping a challenging path forward.
D6=2: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.
D6=3: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.
D6=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.
D6=5:Whispers on the wind tell of far-off tale encampments, wrapping around you like a fragment of yes, once-lost tales.
D6=6:You stumble across a small dwarf camp.
d100 = 93
D6=1:A brisk sea breeze carries the sounds of distant waves crashing against an unseen shore.
D6=2:Plumes of steam rise from a hidden geothermal spring, offering a brief respite from the cold.
D6=3:A frozen waterfall blocks your path.
D6=4:A giant polar bear is sleeping on an iceberg, snoring loudly.
D6=5:You stumble across a small shack. Inside, you find a half-orc woodcutter who is cutting wood to sell in the nearby city. He is quite surprised to see you and will ask you your business in his camp. If you tell him the truth, he will laugh at you and tell you to leave. If you tell him you are there to cut wood, he will welcome you to the camp and offer you some tea. If you accept his offer, he will give you some good advice about how to get work in the nearby city.
D6=6:Monsters! A giant polar bear has stumbled upon the party, waking them with its roar.
d100 = 94
D6=1:A group of men are hunting wolves. If players approach, they will beg them not approach or disturb them in any way. They will offer them food and shelter for the night if they need it.
D6=2: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.
D6=3: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.
D6=4:While crossing a frozen lake, the party hears eerie whispers beneath the ice. Investigating this reveals trapped spirits or an ancient creature imprisoned below the surface.
D6=5:Players come across jagged ice formations, reminiscent of crude sculptures, that were perhaps shaped by the wind.
D6=6: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.
d100 = 95
D6=1:As you trudge through the biting wind, you encounter a polar bear wearing an ornate set of saddlebags. Inside, you find all sorts of oddities, including a small note that reads: "Property of Slorbag the Behinderbear. Please return upon penalty of eternal frostbite." Slorbag, a rather annoyed and overbearingly grumpy gnome, appears soon after, demanding his bear and bags be returned.
D6=2:The players come across a frozen, abandoned ship that has been trapped in a massive iceberg. They discover that the ship was once the home of a group of pirates who were frozen in time by a powerful curse. If the players can lift the curse, they may gain the loyalty of the pirates and their magical ship. However, the curse is not easy to break, and the players may have to face the wrath of the pirate captain who does not want his crew to be freed.
D6=3:While journeying across a treacherous ice field, players come upon a skirmish between a pack of winter wolves and a small band of Arctic dwarves. The wolves are protecting their territory, while the dwarves are seeking resources to survive the harsh winter. Mediation between the two parties could prevent further bloodshed and potentially establish a lasting peace in the region.
D6=4:You find a swath where snow has been melted by geothermal activity.
D6=5:The aurora borealis lights up the night sky.
D6=6:A pack of wolves attacks. They were hunted by a local tribe of humans.
d100 = 96
D6=1:A strange, talking snowman appears and starts following the party. It claims to be a lost prince cursed by a powerful witch to remain in this form until he receives a kiss from a true love. However, the party soon realizes that he is actually a mischievous and manipulative creature trying to trick them.
D6=2:While traversing a frozen lake, the adventurers are ambushed by predatory Ice Krill swarming beneath the surface. The party must stay on solid ground and deal with them or risk falling into the frigid waters.
D6=3:High above, a white dragon soars and circles, eventually landing nearby to demand tribute or else it might unleash its fury upon the players.
D6=4:You stumble across a small orc camp.
D6=5:The sound of a distant waterfall carries softly on the wind, promising fresh water nearby.
D6=6:A patterned drift of windblown snow bears symbols that could have been laid out ages past.
d100 = 97
D6=1:A moaning specter appears on the icy plains, eternally searching for its lost twin. It warns the party of a coming storm that carries the wrath of ages, but the storm never materializes, at least not then.
D6=2:You find the remains of an abandoned igloo.
D6=3:The party sees a group of 1d4 gnomes. They're dressed in black robes, and they're carrying scrolls and books. They're on their way to a nearby city to learn more about their religion.
D6=4:An icebound cave emits a resonant glow of runic symbols that hover and transform, each rune touched by the players produces a profound effect such as vision, protection, or disruption.
D6=5:They detect the subtle vibration of ice shifting beneath the snow, possibly a hidden crevasse.
D6=6: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 = 98
D6=1:As you journey on, you discover the Ice Labyrinth, home to the enigmatic and entirely too chatty Sphinx of Snows, Kylara. Answering her riddles grants you access to the Lost Cavern of Crystalline Dreams, but failing leaves you with a chillingly epic bad pun.
D6=2: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.
D6=3:Shards of ice glisten atop a frozen lake, the thick surface concealing the depths below.
D6=4:Puffins fly out of the snow, dive into the water, then resurface flying again.
D6=5:A group of 2d4+4 hungry wolves find an old deer carcass and fight over it, ripping it apart and eating their fill.
D6=6:A glacier with a reflective surface shows not the players' reflections, but older or younger versions of themselves. Each interaction with the surface imparts wisdom or confusion.
d100 = 99
D6=1: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.
D6=2:Pebble-riddled tracks left by giant stone beetles offer a fleeting hint of the creatures' nocturnal migrations across the ice.
D6=3: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.
D6=4:Â A small band of storm giants are fighting a group of giants. The giants are using electrum-tipped javelins to attack the storm giants. One of the giants is attempting to use a wand of lightning.
D6=5:A group of men are looking for work. They are willing to do anything the party asks of them for a payment of 2 gold pieces.
D6=6:The ground beneath them trembles as a stampede of 2d6 musk oxen thunder past.
d100 = 100
D6=1:Trudging through knee-deep snow, the party happens upon a band of snow goblins engaged in heated argument, led by rival claimants to the chieftain's icy throne. Both parties seek allies among the adventurers, promising wealth or secrets in return for aiding their cause in the forthcoming trial of leadership.
D6=2: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.
D6=3:At the peak of a steep climb, a warm enclave reveals itself, filled with the soft sounds of hibernating polar bears. Disturbing these mighty creatures in their deep sleep brings dire consequences, necessitating movement with the utmost silence and care.
D6=4: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.
D6=5: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.
D6=6:Up ahead, the party sees a group of caribou. They are running (perhaps scared by something the players do not see yet), and they are being chased by a pack of wolves. The wolves are gaining on the caribou.
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