1. Notes

Encounters: Bays

Encounters: ICE SEA / OPEN PACK ICE (SEAWARD)

Applies to: Pack ice, drifting floes, frozen bays, ice-choked shipping lanes
Roll: 1d100
Expected HD Range: 2–8+ HD
Primary Source: Gods of the Forbidden North
Secondary Source: Old-School Essentials
Key Themes: isolation, movement hazards, predators beneath ice, slow death far from land

This table assumes boats, sleds, or ice travel. Many encounters change meaning depending on whether the PCs are on foot, sled, or vessel.


d100 Encounter Table

d100

Encounter (explicit numbers & rules)

Stats / HD

Source

01–03

Shifting pack ice; navigation slowed, encounter distance halved

Hazard

OSE

04–05

Open lead of black water blocks route (detour or risk plunge)

Hazard

OSE

06–07

Ice groans and fractures (morale check for animals/hirelings)

Omen

Referee

08–09

Drifting floe collision; Dex save or knocked prone

Hazard

OSE

10–11

Seal breathing holes; signs of predators below

Sign

Referee

12–13

Abandoned ice camp, half-buried

Terrain

Referee

14–15

Sudden sea fog over ice (visibility 10–20 ft)

Weather

OSE

16–17

Snow goblin scouts (1d6) on sleds

Snow Goblin

GFN

18–19

Beastmen hunters (1d4 Beastmen [Gnolls]) tracking seals

Gnoll

OSE

20–21

Cult observers (1d4 Dervishes) recording ice movement

Dervish

OSE

22–23

Frozen wreck trapped in pack ice

Terrain

Referee

24–25

Ice collapse under weight (save vs Paralysis or plunge)

Hazard

OSE

26–27

Giant leeches (2d6) in slush-filled leads

Giant Leech

OSE

28–29

Wolves (2d6) ranging far out on ice

Wolf

OSE

30–31

Dire wolves (1d3) shadowing party at distance

Dire Wolf

OSE

32–33

Ice mephits (1d4) harassing travelers

Ice Mephit

OSE

34–35

Polar bear (1, 6 HD) stalking seals

Polar Bear

OSE

36–37

Giant beaver (1) maintaining ice dam around wreck

Giant Beaver

GFN

38–39

Frozen corpse emerging from ice (gear intact, risky to retrieve)

Terrain

Referee

40–41

Will-o-wisps (1d3) drifting low over ice

Will-o-Wisp

OSE

42–43

Taiga wights (1d4) bound to drowned sailors

Taiga Wight

GFN

44–45

Sudden ice storm; travel halted 1d4 turns

Weather

OSE

46–47

Ankheg (1, 3 HD) bursting from ice shelf

Ankheg

OSE

48–49

Ice shelf shears away; retreat or leap required

Hazard

OSE

50–51

Cult ritual site carved into ice: 1d4 Dervishes, 1d6 Beastmen

Mixed

OSE

52–53

Tundra trolls (1d3) hauling prey across ice

Tundra Troll

GFN

54–55

Black widows (1d3) nesting in ice caverns

Black Widow

GFN

56–57

Graven wolf (1) pacing silently across floes

Graven Wolf

GFN

58–59

Iceberg golem, lesser (1, 4 HD) drifting with pack

Iceberg Golem

GFN

60–61

Warp beasts (1d3) emerging from pressure ridges

Warp Beast

GFN

62–63

Saber-toothed tiger (1 Titherion) far from land

Titherion

GFN

64–65

Ice ridge collapse; 3d6 damage, buried on fail

Hazard

OSE

66–67

Black unicorn (1) standing on unbroken ice

Black Unicorn

GFN

68–69

Fellfrost wyvern (1) hunting over floes

Fellfrost Wyvern

GFN

70–71

Frost giant scout (1) hauling seals

Frost Giant

OSE

72–73

Taiga dragon (1) circling high above ice

Taiga Dragon

GFN

74–75

Iceberg golem (1, greater) drifting silently

Iceberg Golem

GFN

76–77

Warband on ice (Snow Goblins or Beastmen, 30–60 visible)

Army-scale

Referee

78–79

Named ice horror bound to this floe

Unique

Referee

80–81

Massive ice calving event splits region

Event

Referee

82–83

Entire ice field begins drifting; navigation crisis

Event

Referee

84–85

Pack ice closes behind party; retreat cut off

Event

Referee

86–87

Polar bear matriarch (1, 7+ HD) with cubs

Polar Bear (advanced)

OSE

88–89

Distant lights moving beneath ice

Omen

Referee

90–91

Ice fractures propagate for miles

Event

Referee

92–93

Bleed from adjacent region (Glacier, Coast, Open Sea)

GFN

94–95

Escalated encounter; reroll and double numbers

Referee

96–99

Ice becomes impassable; forced rescue or loss

Event

Referee

100

Campaign-level ice sea catastrophe

Referee