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Published by ggutys, 2021-08-15 23:59:07

Frostmaiden Random Encounter Tables

Frostmaiden Random Encounter Tables

Random Encounter Table

Roll 1d12. Results with * next to it can only be encountered once, and should be
rerolled.

Creature Enounters
d12 Encounter

1 3​ icewind kobolds ​in a coat, lost in the tundra. They appear drunk in
movement but speak coherently. They ask for directions to the nearest
town.

2 1d4 p​ olar bears​. They will not attack unless provoked.

3* An ​ice devil​ appears from a portal. It is not hostile, but insults the party
in a New York accent before departing.

1 c​ eromorphed ogre.​ Roll 1d6. On a roll of 1-3, the ceromorphed ogre
4 is alive and hostile. On a roll of 4-6, it is dead, its corpse long-frozen

over.

5 1 f​ rost salamander.​ It’s hostile and bursts from a burrow in the snow,
but will run away if too much damage is dealt.

6* A ​half-orc druid​ tending to a wounded snowy owlbear. If the party
assists them, she gives them a basic healing potion as thanks.

7 1d4 y​ oung remorhaz.​

8 2d6+1 ​zombies​ in pirate clothing wielding cutlasses and axes.

1d10 m​ onks​. Roll 1d6.On a roll of 1-3, the monks are alive and making
9 pilgrimage to the Reghed Glacier. On a roll of 4-6, they are dead, frozen

in a meditation position.

1d4 ​winter eladrin l​ ooking for a return portal to the Feywild. They’re
10* non-hostile, but bestow charms upon the party if they can somehow

assist them.

11* A naked, frostbitten Ten-Towner who is practicing martial arts, making
wooshing noises, and ranting about windmills.

12 1 c​ eromorphed mammoth​. It walks in circles and does not notice the
party unless attacked or a party member is in it’s direct path.

Environment Encounters

The party comes upon a small copse of trees. Hanging from a tree is a
rope trap with several people in a bundle, hanging by their ankles,
1* pictured below. Roll 1d6. On a roll of 1-3, the bodies are zombies,
moaning and trying to claw anyone who gets too close, but their flesh
and bones are weak enough to break upon hitting anything. On a roll of
4-6, the bodies are dead.

The party comes upon a cave. At the back of the cave is a rudimentary
wooden elevator going down. Being on it fills you with a sense of dread
2* and you hear whispers in your mind. If you go down the elevator, the
next thing you remember is it returning up, seemingly having blacked out
for the ride down and up again.

3 The snow shifts, as if something large is slithering beneath it. Upon
inspection, however, the snow is physically undisturbed.

A random party member has a random effect. Roll 1d6:
1: The character feels breath on their neck, despite it being covered.
2: The character smells rotting eggs, though only for a moment.
3: The character has a sudden, fleeting hunger for blood.
4: The character feels something wet slither down their leg.
4 5: The character sees one other member of the party transformed to
have purple skin and tentacles where their mouth should be. After a
moment, they return to normal.
6: The character has a sudden headache. That character rolls 1d20: on
a 1, this character develops a brain tumor due to Ithaqua’s influence,
which must eventually be dealt with. On any other roll, the headache
ceases after 1d10 minutes, and is otherwise harmless.

The party comes upon the ruins of a pirate ship, inexplicably in the
5 middle of the tundra. It is either mostly underground or extremely

damaged, preventing much (if any) exploration within.

A giant hand made of ice reaches from the ground, outstretched. The
first person to touch the hand is briefly transported to Cania, the 8th
6* layer of hell. The geography is made of moving glaciers covered in
screaming figures, their hands reaching towards the character. The air is
colder even than the north, and the character takes 1d8 cold damage, as
well as 1d8 psychic damage from the trauma. They are transported back
instantly, and the other party members didn’t see them disappear.

After traveling 1d4 hours, the party arrives at a town that they
geographically shouldn’t be near based on time and distance travelled.
7 This town should be one that is in the same direction as they’re traveling,

as to not overly inconvenience. For example, if the party is traveling to
Sunblight from Easthaven, they should not arrive at Bryn Shander, but
traveling to Sunblight from Lonelywood can put them in Easthaven.

In the distance, you see a familiar figure: a tall, bipedal creature, with the
8 head of an owl with horns, stares at you. After a moment of staring, a

blizzard kicks up, lasting 2d12 minutes. After the blizzard subsides, the
figure is gone.

A door stands alone in its frame in the middle of the tundra. Opening it
just allows you to walk through it, nothing more. Roll 1d6 to determine its
appearance:
1: a simple wooden door, made of light brown wood.
2: a door made of black metal, covered in carving of screaming faces.
Seemingly infernal in nature.
9 3: a door made of oxidized copper, with an engraving of a dragon in
flight.
4: a door made of rough tree bark, the doorframe made of green vines
twisted around each other. The plants are frozen but otherwise look
alive.
5: a grey stone door with a raised design of a city, floating in the sky.
Above it is a huge sphere. Looking at the sphere makes you queasy.
6: an ironwood door with a crystal knob with a rose etched on it. On the
door are runes in an obscure language. If anyone can read Draconic,
Deep Speech, or Sylvan, it reads “Unfound.”

Several massive arrows, as tall as a person, stick up from the snow, as if
10 loosed from an equally large bow. They’re very frozen over, indicating

they’ve been here for a while. If pulled from the snow, they can be used
awkwardly as javelins.

1d12 humanoid figures are visible in the distance. Upon inspection,
11 they’re empty suits of armor, rusted over and frozen in a walking

position.

The party sees massive tentacles, about a 100 feet high, on the horizon,
12 but if the party changes course to approach them, they never get closer.

If at any point the tentacles leave the collective line of sight of the party,
they disappear. These tentacles are Ithaqua’s manifestations.

Environment Encounter 1


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