Encounters: Mountain (d197)

Citation

Red Dice Diaries, Adventure A Week, Reddit

d197 Result

1

A black knight stands in the path of the party and does not let anyone pass. The black knight will demand a duel. Feel free to add in any Monty Python references you deem necessary.

2

A blank wooden sign posted by the side of the party’s path

3

A book partially covered by dirt, rocks, and dead brush which tells the story of an explorer attempting to find the source of recent rockslides

4

A bottle of wine hidden behind some rocks. Attached is a nearly-faded note that reads “To Aloysius and Montague. May you find this after I am gone. Yours, Principia.”

5

A broken bridge appears before the party with a rushing river beneath. The party needs to figure out how to cross the bridge without falling into the rapids and possibly get hypothermia. A troll or other monster might be living near the bridge.

6

A broken hourglass

7

A broken iron cannon of unknown design or origin

8

A broken sign that says “warning! Mountain trolls!”

9

A broken sword

10

A bunch of friendly Mage College kids are on spring break and are heading into a cave to do some spelunking, maybe a monster lurks in the cave and the party has to save the kids. Give each kid 2-3 cantrips that they know from Mage College to help in the fight.

11

A bundle of fox pelts that have been exposed to the elements for at least a month

12

A camp of miners ask your party to sit down and join them for drinks. They are fascinated by the life of adventure your party leads

13

A campfire burns brightly on the side of the road, no one is around. Food is roasting, bottles left unopened, treasure left untouched. Do you search for those who set up this camp or take it for yourselves? It is another party of adventurers who may be on the same quest as you, but for different purposes.

14

A campfire still hot with red coals. There are the remains of some burnt rabbit that had once been roasting over it.

15

A campsite that looks like it was quickly abandoned

16

A cart full of acorns and one greedy squirrel

17

A chess set sitting atop a flat rock with two small stumps on either side. The black pieces are about three moves away from checkmate.

18

A coil of hemp rope in terrible condition. Unusable and likely left there for a couple of years.

19

A crazed dwarf thinks the party is after his secret gold strike. Oddly, there is no evidence he has found any gold recently. He is armed with a mining pick and will attack the party with little provocation. If subdued and forced to tell the truth, it is revealed that he did discover gold over a hundred years ago, but he forgot where and has been searching ever since.

20

A crazed old hobgoblin challenges the party to a shield surf race down the snow packed slopes. The first to the bottom gets a prize.

21

A crude depiction of a one-eyed giant chiseled into a large bare rock face

22

A crudely carved wooden life-size statue of a dwarf warrior

23

A dead end. The path stops at a sheer drop of 500 feet to jagged rocks below.

24

A deep crevice within which all sound is muted

25

A discarded map to a gold mine that is nowhere near where the party is now. Not even the same mountain range.

26

A dusty, worn saddlebag with broken straps. Deep in the bottom of the bag is a decomposed apple and a finely-wrought silver ring.

27

A Dwarven patrol. Will warn of common dangers in the mountains.

28

A fake beard and an eyepatch hidden underneath some thorny brush

29

A fey child of no discernible gender appears suddenly in front of the party. It utters the word “coin” then promptly disappears. Each party member hears the word in their native language. If the party continues, this Encounter is repeated twice more at roughly one mile intervals.

30

A Fey Goatman is herding his sheep through the mountains. The fey has lost one his sheep and asks the party to help him look. The Goatman warns these sheep are more unique than what the party is use to. The party can search for the sheep. The sheep are hard to catch as they have the ability to dimension door across the mountainside. A dispel magic, counterspell, or a well timed grapple might be able to help corral the sheep. The Goatman will reward the players for helping him out.

31

A fifty foot wide chasm stretching across your path as far as the eye can see. There is a rickety rope bridge ahead of you. It cannot support mounts.

32

A gentle cyclops sheep header.

33

A glass potion bottle—broken

34

A glowing apparition of an ancient eleven queen appears before the party and utters great wisdom and prophecies which have absolutely nothing to do with the party or their mission. This goes on for a couple of minutes, then she disappears.

35

A group of 16 mountain gnomes are on a foraging mission. All are armed with small crossbows and short swords, but are otherwise peaceful. They will offer traveling info if asked politely. If treated rudely, they will give bad advice. If threatened, they will attack. If a fight lasts more than three rounds, another 16 will appear over the nearest rise to help their comrades.

36

A hammer and chisel on the ground beside a large stone. Chiseled into the stone is “Warning! Gian.” The message looks incomplete.

37

A herd of Roll 1d12+3 yak slowly make their way over the mountain peaks.  Resolve: {|These beasts are domesticated and are being lead by one of the people indigenous to this area.}

38

A Hill Giant patrol, which will attack.

39

A holy woman sits at the entrance of a small cave which is her home. She is unarmed and an absolute pacifist. At the GM’s discretion, she has the ability to heal the party, bless items, and remove curses. She could also be used as a source of information or wisdom.

40

A huge ravine bars further passage in the direction the PCs were travelling, the ravine is Roll (1d6+5)*10 feet across and will require ropes and/or careful planning to cross. There are tree stumps or large rocky outcroppings on the far side that may aid in these endeavours.

41

A human male older than any you have ever seen who can give legitimate guidance to your party. Some call him the Old Man of the Mountain.

42

A kobold hunting party that has not been very successful and will eat anything (or anybody)

43

A large black dog growls at the party from a distance, then disappears. The dog reappears two more times over the course of the day, then attacks the weakest party member on its third visit.

44

A lean-to made of canvas and stout branches. It is large enough for two medium-sized creatures to stay out of the rain. There are signs of a small campfire having once been set up in front of it.

45

A leather hat someone lost a long time ago

46

A lone monk sits peacefully atop of the peaks. They claim to have mastered the art of reversing time

47

A lone pack mule with a broken lead. It is carrying a full load made up of four heavy woolen blankets, ten full waterskins, two camp shovels, five sacks of flour, a cast iron pan, a cast iron pot, a sealed wooden tub of butter, a large sack of potatoes, three dozen carrots, a two-pound bag of sugar, and a box of mixed cooking herbs and salt.

48

A mad wizard has been conducting experimental rituals in these mountains. He is enraged that the party has stumbled across his attempts to enslave a demon lord. He is a big fan of fire and lightning related spells. His scrolls and notes are written in an unbreakable code, but may be worth something to a high level wizard or scholar of the diabolical arts.

49

A message in a bottle from a shipwrecked sailor

50

A meteor blasts through the summit, the debris rains down upon the party. It is quite deadly if they are hit. The crater is smoking and is home to a new mysterious plant

51

A minotaur’s skull with horns attached and mounted on a pole

52

A mountain goat dressed in tattered wizard robes. A polymorph gone wrong? A practical joke? Who can tell?

53

A mountain man, is pilfering through a couple of recent corpses scavenging for food and supplies, he is desperate and there is a wild look in his eye.

54

A mountain with snow on the top, mid way is covered in cherry blossoms, and the bottom mostly mud and rock. The mountain will look like a god dropped their giant Neapolitan ice-cream.

55

A mysterious orange fog passes through the party. It is harmless, but the fog carries a faint scent of brimstone.

56

A narrow path that ends at a sudden drop

57

A nest for two harpies lay just ahead. One is usually circling nearby. If they see the party, they will attack without hesitation.

58

A never ending fire burns within a crater. Travelers often come here to collect the flame, it is rumored that a god crashed here eons ago.

59

A pack of hungry dire wolves have caught your scent!

60

A pair of basilisks having just frozen some traders solid.

61

A pair of broken reading spectacles

62

A pair of well-worn boots with holes in the sole

63

A pair of wyverns fighting over territory.

64

A patch of cultivated herbs native to this mountain region. There are signs of recent tending and the single gardening trowel has been thoughtlessly left behind.

65

A PC has a near fatal slip which leads to the discovery of an abandoned mineshaft within a deep ravine.

66

A picnic laid out on a red checkered cloth complete with dishware and utensils. Just enough delicious food and drink to accommodate the entire party. The party may save leftover food, tablecloth, and other items, but they will all vanish after traveling one mile. Otherwise, it’s a genuinely offered nice meal with no tricks, traps, poisons, or other nasty surprises.

67

A pit trap concealed by leaves and branches. It is ten feet deep and lined with sharp wooden stakes.

68

A pole set in the ground decorated with crude paint, feathers, the skulls of small animals, and a bundle of sage

69

A pouch of brightly colored polished stones

70

A powerful spirit guardian visits the party at night and attempts to lead them to their destination. They either take on the form of a four headed deer or a small white fox

71

A range of glass mountains shine brilliantly in the light. Their reason for existing is unknown

72

A range of thorny underbrush—difficult to pass through— at the center of which is single rose capable of fully healing any and all who touch it. Only works once per month.

73

A recent thaw, followed by a cold-snap has caused this area to be covered in a thick coating of ice, covered by a light dusting of snow. Anyone traversing this area on foot without special footwear must make a DEX save to avoid falling prone as they slide on the ice. Although not dangerous in itself, their sounds of distress may attract mountain predators, not to mention the danger of sliding off the edge of the peak itself.

74

A rickety bridge must be crossed in order for the party to continue on their journey. In the canyon walls is a harpy nest. The harpies live here and attack anyone who attempts to cross the bridge. If they kill the harpies their nest is not easily reachable, but if the party manages to climb into the canyon the harpy will have a few small trinkets they have collected from travelers who were not so lucky.

75

A rolled up piece of canvas, tattered and worn, that shows the most direct path the party needs to take through this terrain in order to reach their destination

76

A rolled up tent large enough for two medium-sized creatures. When unrolled, it is discovered that one side of the tent has been ripped by what appear to be giant claws.

77

A rope with pitons, old, hanging in the wall above. If the party climbs up to the where the rope ends a set of good climbing gear and a Human mythril pocket watch can be found in a crevice on a ledge with the skeleton of the poor Human, hand bones still stuck between a boulder and the cliffside.

78

A roughly fifty foot wide area littered with the pieces of over two dozen humanoid skeletons. Some of the skeletons appear fresher than others.

79

A sack of potatoes about five days old

80

A seashell

81

A secluded monastery.

82

A shaggy, great bear moves slowly through the thick snow, whilst not immediately hostile to the PCs, if attacked it will defend itself. However if the PCs follow it the bear eventually heads to a small mountain stream where fish can be found.

83

A single flower blooming healthily from a small crack in a barren rock face

84

A sizable pile of gold nuggets that are entirely illusory and which disappear as soon as touched. (Note: this can be used as bait for an encounter)

85

A slow strain of smoke gives hints of a campsite. Resolve: {It has been recently vacated|It is home to a hermit who is tracking the migratory patterns of local birds|It is occupied by 3 bandits who were recently attacked by a monster, they are injured and in need of assistance. The monster will return in 10 minutes|It is occupied by 4 thugs who are hostile and will attack on sight}.

86

A small abandoned village. Only the rock foundations and crumbling walls of about a dozen structures remain.

87

A small boulder with the image of an arrow scratched into it pointing away from the path

88

A small fir tree decorated with colorful glass balls and red ribbons

89

A small party of simple merchants and their baggage carriers who have gotten lost. They have minor potions, foodstuffs, cloth, and seed for sale. One merchant has a small pouch with a few diamonds hidden on his person.

90

A small vein of gold within an exposed length of quartz. GM’s discretion if its total worth and how costly or time consuming it would be to mine.

91

A small, natural cave partially obscured by brush. Large enough to shelter up to 6 medium sized creatures.

92

A small, strange looking humanoid creature unlike any ever encountered before that has the ability to perfectly camouflage itself with its background. Very difficult to detect. It watches and follows for a short time, then leaves without threat or notice.

93

A stack of seven flat hand-sized rocks balanced atop a twisted tree stump

94

A stoic Cloud Giant lives near in the peaks of the mountain, they know where the party needs to go to finish their quest. But they will only give directions if they can make the giant laugh. They haven’t laughed in almost a century (This can either be really difficult or really easy to achieve)

95

A stone golem blocking the party’s way. It will only attack if the party insists on moving toward the peak.

96

A sturdy wooden shack with one wall missing. Inside are three sets of bunk beds and a camp stove. It does not appear to have been used for several months.

97

A sudden blizzard hits and the party has to make skill checks to attempt to find their way in this blizzard, if they fail they can become disoriented and may need to stop and find a nearby shelter

98

A tall pine tree with unknown runes carved into the bark

99

A thicket of blueberry bushes laden with berries regardless of the time of year

100

A tightly bound leather sack hanging from a tree branch and filled with dried, salted fish

101

A torn flag featuring a red dragon facing left against a field of green

102

A tree clinging to the edge of the mountain gives way with an ear-splitting shriek and tumbles into the abyss below.

103

A tree that has been completely stripped of bark

104

A twenty-foot deep round hole in the ground measuring about a foot across. There is no dirt or debris piled nearby.

105

A twisted rock pine that has been magically altered to produce fresh apples

106

A very territorial mountain goat

107

A vicious and large hill giant (even by hill giant standards) rages toward the party out of nowhere, its eyes blazing with madness.

108

A woman’s red silk robe hangs from a tree branch, fluttering in the wind

109

A wooden crate with iron bands wrapped around it. If the party manages to open it, they hear the soft ringing of a bell, but the box is otherwise empty.

110

A yeti hunting party.

111

An abandoned Resolve: {Copper|Silver|Mithril|Lead Ore|Adamantium} mine with lantern, buckets, pickaxe, and shovel present.

112

Abandoned minecart rails and minecarts run through entire range and can offer a quicker, but more dangerous, way to travel

113

Along a large bit of exposed rock face, a gigantic stone throne has been carved into the side of the mountain. From top to bottom, it measures just over a hundred feet.

114

An ancient iron helmet and spear, both rusted and unusable, but of certain value to the right scholar.

115

An arctic doppleganger stalks the PCs in the form of an animal native to the region, it will attempt to isolate one of the player party and consume them before taking their form and blending in with the rest of the group.

116

An elk stampede is coming towards the party. The elk are startled because of Orcs riding Worgs that are hunting the herd, they are hostile if they encounter the party

117

An icy spring protected by a fey spirit who will become angry at anyone who attempts to drink out of it

118

An old and antisocial hermit tending a dozen sheep. He appears to have some Druidic power.

119

An old mining cart with two missing wheels

120

Ancient Stone Pillar that is destroyed.

121

As the party rounds a turn in the trail they hear a beautiful singing in each character’s native language. It’s a song of love and loss, of strife and victory. As suddenly as the song fades in, so it fades away and does not return.

122

Atop the highest peak is a pool of black liquid. Rumors say that those who drink from it have visions of the future. It is a well sought after ingredient for potion making

123

Atop the highest peak is a pool of clean spring water. Rumors say that those who drink from it will find their true love within a week. It is a well sought after ingredient for potion making

124

Avalanche! The party are now trapped in a monster’s den. For a more dramatic challenge, all but one player is unconscious

125

Beautiful crystals line hard to reach cliffs. If your players are fortunate enough to collect some they will unfortunately discover it begins growing on exposed skin

126

Birds in the cliffs nearby have grown to the size of lions due to their lack of competition when it comes to hunting prey. They are intelligent and offer wisdom or mockery depending on their mood

127

Blocking the party’s way is a large ogre. It doesn’t move or appear to be interested in the party at all. If anyone from the party approaches within 10 feet of it or successfully hit it with a ranged weapon, the image of the ogre wavers and disappears. As the party considers its options, or if the ogre disappears, they are set upon by five ruthless bandits coming up from the rear. They have with them a drunk, low-level illusionist they have been keeping as a slave to use for creating distractions for potential victims.

128

Cave opening, if Players come inside have a swarm of bats come out at them.

129

Clockwork animals occupy the area. They act like regular animals… All except for Archimedes the glitchy owl. A loud creature that claims to have been created by a space demon, a small crashed spaceship can be found if the party spends the day searching the mountainside

130

Deep within the blizzarding alps a lone peak is laced with flames. It is home to an ancient Dragon and a Sorcerer who worships and protects their master

131

Deeply impressed in the snow are a number of tracks made by a large canine creature.  These tracks will lead them to the cave lair of a pack of Dire Wolves.

132

Dragon Temple, Archway is cut into the mountain. Inside is a 6ft egg that is all stone. It is on a platform with pillars all around it. There is some weird language write on the walls and the pillars. This is a copper dragon egg, but the mother is away from the nest…for now.

133

Due to a magical accident hundreds of years ago the mountains radiate elemental energy. Random combustion is not uncommon and neither are Elementals

134

Fairies dance around a roaring waterfall. They act friendly and offer to heal the party, but beware.. They like to trick people into taking leaps of faith from the waterfall. If the a member goes to the bottom of the waterfall there is a small chest at the bottom of the pool, but they need to survive the jump first.

135

Fighting their way through the snow the player party discover a cave set in the side of the mountain potentially offering respite to them and shelter from the storm. Resolve: {The cave is occupied by a mountain lion or other appropriate creature.|The cave is empty.|The cave is occupied by a tribe of mountain dwelling tribespeople who worship the winter spirits that they believe control the weather. If the player party can bargain with the tribe, they may be given shelter, but the tribe is wary and cannot afford to be lavish with their winter supplies.|The cave is empty but signs show it was previously occupied by a tribal people, carvings on the wall of the cave will–if translated–tell a story of how the tribe was lead to the cave by friendly winter spirits in return for sacrifices.}

136

Flail Snails emerge from the mountain caves at night, their shells lighting up the dark night. They are dangerous but can be easily tamed

137

For a full minute, birds begin dropping out of the sky, stone dead

138

Fresh water mountain stream with small flakes of gold, a prospector is at the stream. He is friendly unless the party tries to steal his gold in the stream.

139

Friendly Stone Golems patrol the mountains in order to help smaller beings climb to the top. They cannot speak and often throw giant boulders for fun. This can be lead to serious misunderstandings of course

140

From up in the air the player characters hear the cawing of mountain hawks, a small flock of which are circling an area. The hawks are attracted to Resolve: {the freshly dead remnants of a mountain goat, from which 2 rations can be obtained.|the corpse of an explorer who died recently.|a small encampment of mountain nomads from whom the hawks hope to scavenge scraps.}

141

Frozen in ice a monstrous beast is slowly thawing, it is extremely powerful and once loose it would wreak havoc on all the countryside

142

Half-Ogre (Brakor), He Lives in a small hut and is Neutral. Around the house is a bunch of bird cages. The Ogre is not going to be hostile to the PC. He protects animals and lives out here because he was rejected by his village.

143

Heavy snow hits which halves the speed of the party's march this day. It also becomes extremely cold and if the party isn't prepared may suffer levels of exhaustion

144

Hosting a prestigious singing competition, a Purple Dragon with a tie and top hat invites all to watch this once in a lifetime event. Gods, Spirits, Giants, Beholders, etc.. are all participants

145

In a ravine the party is passing through there are a series of large stone pillars that are blade shaped. They cut through anything that touches them. The “blades” are razor sharp and they say that they were once the weapons of gods. Several Griffons will swoop overhead and use the blade pillars as a natural trap to kill their prey.

146

It is migration season, thousands of goats are making their way up the mountain. They are blocking the path the party wishes to cross. To try and pass through them may cause trouble

147

Medicinal herbs grow all around the rocky slopes of this area, they are believed to be able to cure any illness. But they are guarded by poisonous ants who use it to feed their queen. If the party tries to mass collect the herbs the ants will attack.

148

Mountain goat. Will chew on any clothes of any character who comes nearby and will be generally friendly. Can readily climb up and down the mountain with no problem, but cannot carry a humanoid rider. Cannot act like a pack animal, either

149

Mountain pool with some beautiful flowers on a small island in the middle of crystal clear pond. There is a statue in the middle. The statue is protected by a Water Genasi and its friend Water Weird. The Genasi is sitting cross-legged meditating on the island. There are sapphires at the bottom of the pond that are easily visible through the clear waters. If a person tries to enter the water the Genasi will warn not to disturb the water, the statue does not like that. If they persist and enter the water to get the sapphires then the water will freeze solid trapping the person underneath the ice or the PC is stuck in place halfway in the water. The Water Weird appears and the Genasi begrudgingly pulls out its greatsword, Roll initiative.

150

Owlbear wandering by itself. It is quite hungry. With a large amount of food offered, it will follow the party around for a bit and help out for a little while if the party befriended it, if not enough food is given it will see the party as food.

151

Party comes upon a cave housing a family of Winter Wolves. The beasts will growl warningly if the party tries to enter, and will attack if the party tries to force their way in. The party can continue on past the entrance, but the beasts will follow the party (perception rolls or just general sense of being stalked) and will ultimately attack the party at night if not dealt with beforehand.

152

Players come upon a large nest. Inside the nest is 3 eggs. There is nothing else in the nest right now. A Roc will show up in 2 hours if the eggs are taken and will be very angry.

153

Poisonous mist swirls around the sierra, be careful not to lose consciousness while it seeps through your skin.

154

Rock elementals attacking during a rockslide.

155

Rock insects have infested the entire range. Their camouflage allows them to be nearly invisible, watch your step of face their wrath

156

Rock slide which has collapsed part of the road. Party must either turn around and waste several hours with an alternate route, or make some climb checks to avoid some damage/being trapped for awhile in a small ravine.

157

Rockslide!

158

Roll for which player who is going to be kidnapped by a Giant. Have fun!

159

Shattered statues of gold litter the snow, neglected by time. They appear to be adventurers rumored to have gone missing a few months before

160

Shed red dragon scales litter the ground for the next mile

161

Single Large Obelisk Stone: The Obelisk is home to the Stoneman, a fey who can earthglide about and loves to insults adventurers. At the base of the Obelisk is a table with pies. The pies are made up of dirt and fungi. Each pie has a different effect. There are 3 pies.  Roll 1d6 for the pie's effect.
1. Fully Heals the player
2. Turns hair grey, stays this way for Roll 3d4 days,
3. Player’s legs grow twice as long, gain the spell JUMP, cast once a day. Lasts for Roll 1d4+2 days,
4. PC starts to vomit uncontrollably for Roll 1d4+2 hours, after which it receives resistance to poison for Roll 1d4+1 days,
5. Player grows an extra set of arms. Last for Roll 3d4+1 hours. Gains a climb speed of 10ft,
6. Lose Roll 2d4 hit points from your max HP. Lasts Roll 1d4+1 days

162

Smoke blows up from a dozen chimneys atop a bizarrely shaped house. It is home to a shy alchemist who collects rare materials from the alps

163

Spider webbing covers the entrance to a cave. Within the webs a sign reads, “Fortune readings in exchange for beautiful cups or tankards.” Sounds trustworthy enough. Inside is an old tabaxi that has trained two phase spiders. If she does not like the offerings made by the party she will not allow them to leave.

164

Stone Well with Arcane Ruins, drinking the water grants the drinker the spell feather fall for one day

165

Strong winds threaten to force the party off the side of the mountain. Is it the wrath of nature or perhaps a supernatural entity?

166

The body of a person is found frozen, lying in the open, they are wearing only a thin robe (certainly nothing that would protect from the harsh conditions in the area), the robe is painted with strange occult symbols and multiple footprints lead away from the scene.

167

The characters discover the frozen carcass of a mountain goat that was abandoned by its fellows after sustaining a leg injury, if they are desperate 2 portions of frozen rations can be extracted from the carcass.

168

The characters find the frozen remains of a group of 3 explorers who vainly sought shelter in a hide tent when caught during a blizzard; the remains are partially buried by snow and will take 5 minutes to dig out. Less squeamish adventurers may be able to salvage some climbing equipment and perhaps some of the unfortunate explorer’s notes on their journey.

169

The entrance to a small silver mine, long since played out and abandoned

170

The mountain pass is long but not too difficult to traverse. However, this specific path is looping over and over again without end. A wizard is playing a prank on the party, by using illusions to force the party to go in circles. He likes to test how long a party will continue before they realize it. After the party figures it out he wishes to test the most intelligent member to game of intellect.

171

The only effective means of travel is a long winding road that forces the party to walk in a single file line. It is not much of an issue until an Orc party discovers the vulnerable party and sets a trap for them from the high ground.

172

The party comes across a large boulder blocking the entrance to a cave. On the boulder is written in dried blood, “Dead inside.” If the party moves the boulder even partly, three hungry ghouls emerge and attack the party hungrily.

173

The party comes across a range of cliffs that have the appearance of blood cascading down the sides. The "blood" is an overgrowth of Ruby Blushroses and Undead Bloodroses, which make the area beautiful up close but also sinister. If the party enters the cliff area the aroma of the Bloodroses becomes distinct and the area is heavily populated with undead. Party will be attacked as they try to leave. Those that die in this patch of the mountains become part of the undead that wander within the smell of the Bloodroses. You become attracted to the smell as part of the undead.

174

The party comes across an empty logging camp save for one old halfling caretaker. The camp is closed for the season, but he looks after it from time to time. He will offer the party use of the tents, fire pit, and some of his water. If the party has mounts, they may eat some leftover feed for a small fee. He does not have much food to spare as he is due to return to his village soon. He is friendly and unarmed, but he is also very quick and strong for his age, and he is nobody’s fool.

175

The party find a small waterfall that is always frozen. A group of Ice Mephits live here with their pet Polar Bear. If anyone goes to investigate the waterfall closely they will warn the party to stay away, if the party is persistent they will let loose their pet.

176

The party finds in a forgotten cave a body of a great hero placed in the isolated mountains to be naturally mummified encased in ice. The mummy was bound by cairns (large pile of carefully placed stones) that have since collapsed, releasing them as an enraged undead.

177

The party finds on the mountain slopes the skeletons of a giant and a dragon, still locked in mortal combat

178

The party finds tracks of a large bear and several smaller tracks that are very recent. A mother Bear w/1d4 Cubs will appear from a nearby forested area, they will be nervous and will defend their territory from the intruders.

179

The party uncovers a wrecked and frozen hull of some great ship, how did it get up in the mountains?

180

The party's path is covered in thin ice that could become treacherous to try and cross

181

The player characters find signs that some sort of ritual was conducted in this area, there are signs of frozen blood, the remnants of burnt offerings and sacrificed animals; this ceremony was to appease the winter spirits and–if they are disturbed–the snow forms into a vaguely humanoid figure and attacks them (use stats for a clay golem or something similar).

182

The player party find the remnants of a large animal such as a bear, mountain lion or dire goat, examination of the corpse shows that it appears to have burst open from the inside before freezing.

183

The players spot a man at the peak of a mountain, standing unmoved by the strong wing staring away at something on the horizon. If they approach him the man explains that he's a sorcerer and is about to spread his daughter's ashes in the wind, with an enchantment on them to grow a maple tree wherever they fall. If they let him, they find the path ahead of them later to be filled with these trees, and occasionally find creatures embedded in them.

184

The remains of a halfling adventurer who appears to have fallen from a great height

185

The remains of an ancient cargo ship—long since looted. There are huge holes in the side of the ship that suggest it was once sunk.

186

The remains of an unlucky adventuring party made up of two human warriors, an elf mage, a halfling rogue, and a dwarf wizard. They came to a messy, tragic end and their bodies have already been looted of valuables.

187

There is a dimensional rift cracking through the stone of this portion of the mountain range, gravity occasionally reverses, and other spontaneous magic effects occur

188

There is a terrifying rumble from the distance and–on a neighbouring peak–the party can see a huge avalanche of snow cascading down the side of the other mountain.

189

They find a traveler almost frozen to death, will they give him rations? Lose time by trying to help him back to the village? Leave him to die?

190

Three dead ravens that have been chained together at the feet

191

Three white blocks of marble about two feet across and four feet high block a mountain path from any wheeled conveyance from passing easily

192

Thrown from the top of the mountain, a wooden chest filled with cursed magic items has been disposed of, never to be found again. Well until you rolled this random encounter

193

Twenty-five pine logs—long and freshly cut—stacked neatly. The ends of the logs are marked with red paint.

194

Two bandits around a small campfire who do not notice the party approaching until a sharp whistle signals them to jump up with weapons out. Three more bandits appear from behind rocks and shrub. An ambush!

195

What appears at first to be the entrance to a cave, but is really just some cleverly applied paint to a bare rock face

196

With an ominous rumble a torrent of rocks, loosened by the recent weather begins to cascade like a wave of stone towards the player party. Anyone in it’s path must make a DEX save to get out of the way, failure results in the unfortunate party member being swept 2D6 x 10 feet in the direction of the rock fall, taking 1D6 HP worth of damage for every ten feet they have travelled.

197

Wounded and dying of exposure, a warrior lies slumped in a pile of snow. She is incredibly strong and is hunting a Warlock who they have sworn to kill.