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D10 Elemental Plane of Water Random Encounters

D&D 5e · 1,000 scenarios · Roll d100 → roll D10

A complete D&D 5e random encounter table for elemental plane of water scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a elemental plane of water, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 Elemental Plane of Water encounter table

d100 = 1

  1. D10=1:A large crab with glowing eyes swims up to the party. He craves magical items. He will trade magic items for rare items, like gems and the like. He is a simple creature, actually.
  2. D10=2:Celestial tides shift, revealing hidden underwater constellations only visible during specific seasons. Following these constellations leads to celestial pearls with diverse seasonal properties.
  3. D10=3:Pirates A ship is being ruthlessly pillaged by a group of pirates. The ship is a standard pirate ship, roughly 50' in length with a black flag and a skull-and-crossbones displayed thereon.
  4. D10=4:An underwater chasm glows with the light of trapped sea spirits seeking release.
  5. D10=5:A mysterious sea temple appears before the players, guarded by powerful water guardians. Inside, they find a powerful artifact but must solve riddles and puzzles to claim it.
  6. D10=6:A large, ancient skeleton of an enormous beast covered in algae.
  7. D10=7:A giant squid attacks the party.
  8. D10=8:A solitary sea nymph offers blessings for those who help her return to her enchanted grove.
  9. D10=9:Bioluminescent algae cover the remains of an ancient sea dragon, revealing pathways through the darkness.
  10. D10=10:A school of bioluminescent fish forms shapes and messages, leading the players to a sunken temple guarded by a giant shark.

d100 = 2

  1. D10=1:During the summer solstice, fiery sunken volcanoes near the ocean floor erupt with volatile energy, transforming peaceful waters into chaos, hiding unprecedented opportunities and dangers.
  2. D10=2:A large whale makes an appearance in the campaign. It is 10 feet long, and it has a large dorsal fin. It has blue eyes and a smiley face on its tail. If attacked, it will fight back using lightning bolts from its mouth.
  3. D10=3:A strange creature attacks the party out of nowhere. It is a strange, 2 ft tall creature, with tentacles, and a strange green glow to it. It's a sea hag.
  4. D10=4:A crazy mermaid who has been affected by the elemental plane of chaos attacks the party.
  5. D10=5:While swimming through a tranquil part of the plane, the party is ambushed by 1d10 Sahuagin led by a powerful Sahuagin Baron.
  6. D10=6:A flock of giant flying fish suddenly appears, blocking the party's path and circling above them. If the party follows the direction of the fish, they will come across a hidden island filled with rare and valuable treasures.
  7. D10=7:You see a group of water elementals playing a game of tag. Their laughter echoes through the water and the players can't help but feel a sense of joy and playfulness.
  8. D10=8:A maelstrom suddenly appears, threatening to suck the party's ship into its depths. They must navigate through the treacherous waters, avoiding debris and sea creatures, to escape its grasp.
  9. D10=9:Seasonal lily pads float suspended in a magical bubble, housing a community of industrious sea spriggans whose mechanical innovations are influenced by the seasons.
  10. D10=10:The party comes across a group of water nymphs, frolicking in the water and using their powers to create beautiful water displays. If the party is respectful and friendly, the nymphs may offer to help them in their journey.

d100 = 3

  1. D10=1:The sound of waves crashing on the shore can be heard in the distance. It is far off, but it sounds like it is getting closer and louder. It is an illusion cast by a merman following the party and trying to play pranks on them. He's the son of a local merfolk noble.
  2. D10=2:A giant squid attacks the party's ship, wrapping its tentacles around the deck and trying to pull them underwater. They must fight it off or risk sinking.
  3. D10=3:A massive whirlpool appears in the ocean, threatening to destroy anything in its path. The party is tasked with finding and defeating the creature responsible for the whirlpool, a kraken that has been corrupted by an evil sea god. But beware, for the kraken has powerful allies and will stop at nothing to protect its master's plans.
  4. D10=4:A giant sea serpent known as the Leviathan is spotted off in the distance. It is known to be incredibly aggressive and dangerous, but also rumored to guard a hidden treasure at the bottom of the sea. Will the players risk facing the beast for a chance at riches?
  5. D10=5:A giant squid attacks. The players will be forced to defeat it underwater. The players must defeat the squid before they are picked up by a giant octopus. The octopus will take them to a giant squid. The players must fight a giant squid and a giant octopus.
  6. D10=6:A beautiful mermaid has been cursed by a sea witch, causing her to slowly transform into a monstrous creature. The players must find a way to break the curse before it's too late.
  7. D10=7:An underwater whirlpool-of-sediment.
  8. D10=8:A group of merfolk are on a beach. They are arguing about whether or not it is a good idea to attack the party. One of them wants to attack, but the others do not want to do it.
  9. D10=9:A sea monster is wreaking havoc on a nearby village. The players must find a way to defeat the creature or negotiate with it to stop its attacks.
  10. D10=10:You notice the distant silhouette of a large sea creature.

d100 = 4

  1. D10=1:A nearby whirlpool tugs gently at you.
  2. D10=2:The party comes across a stranded airship floating on the surface of the water. The crew is in desperate need of supplies, and offer to pay the party handsomely for any food, weapons, or magical items they can spare. But as soon as the party sets foot on the ship, they discover that the crew is not what they seem and they are trapped in a deadly game of survival.
  3. D10=3:Warrake is a female giant sea horse that has been cursed by a water sorcerer. She and 100 other giant sea horses are being attacked by an evil eel. She is losing the fight and is on the verge of being devoured.
  4. D10=4:A mysterious creature approaches the players and offers to transport them to a secret underwater city. The city is filled with advanced technology and powerful magic, but the players must be careful not to reveal its location to outsiders.
  5. D10=5:A group of merfolk is questioning a couple of pirates. If the players attack the pirates, the merfolk will help the players attack the pirates.
  6. D10=6:A large school of merfolk are celebrating their annual merfolk festival. They will give the players the option to join them in the festivities or to leave them be.
  7. D10=7:Jigglefins The party can witness a convoy of boats on the water. A great deal of activity is occuring in the distance as the flotilla is actively being chased and attacked by a horde of sharks and other sea creatures.
  8. D10=8:A spectral figure resembling a drowned sailor floats in front of the party, guiding them towards a secret cove guarded by 2d8 Sea Hags.
  9. D10=9:A tangle of seaweed conceals the entrance to an ancient burial ground of sea giants.
  10. D10=10:A massive whirlpool appears in the ocean, threatening to destroy anything in its path. The party is tasked with finding and defeating the creature responsible for the whirlpool, a kraken that has been corrupted by an evil sea god. But beware, for the kraken has powerful allies and will stop at nothing to protect its master's plans.

d100 = 5

  1. D10=1:An ancient stone guardian, in the shape of a turtle, calmly watches over an underwater garden of magical flora.
  2. D10=2:A ship has crashed into the ocean. The only survivors are a group of aquatic elves who are trying to signal other ships so they can be rescued. They will fight to the death to protect themselves from pirates.
  3. D10=3:A mysterious light from a sunken lighthouse guides the players towards a hidden cluster of shipwrecks.
  4. D10=4:A group of water nymphs invite the party to a party in their underwater palace. The party must navigate through a maze of seaweed to reach the palace and are rewarded with a feast and lively music.
  5. D10=5:The players stumble upon a group of aquatic elves performing a beautiful dance ritual to honor their goddess of the sea.
  6. D10=6:Wreathed in water, the party comes across a group of three sailors in small boat. One is large, prone, and sleeping. The other two awake and attack the party. They are sea elves; one male, one female. The female infuses the sea elf male with magic - if he is slain, they're teleported to their underwater city. There they are immune, but vulnerable. The male can teleport them back to the beach. The male must be slain to stop the teleportation. Upon being slain, he and the female disappear. The female can be convinced to surrender, and reveal where their city is. She says it is so far away the party could never find it on their own. If their city is destroyed, they (the female) will drink a vial of poison, and they (the male) will weep and vanish.
  7. D10=7:A group of sea lions are hunting for food. They are hungry and will attack the players if they are attacked first.
  8. D10=8:A giant crab approaches the party, appearing to be friendly as it waves its large claws. However, if the players get too close, the crab will try to grab them and bring them into its underwater lair.
  9. D10=9:A mysterious sea temple appears before the players, guarded by powerful water guardians. Inside, they find a powerful artifact but must solve riddles and puzzles to claim it.
  10. D10=10:Swirling schools of fish create mesmerizing patterns.

d100 = 6

  1. D10=1:You come across an area with various starfish clinging to rocks.
  2. D10=2:You come across a school of colorful fish, darting about in intricate patterns.
  3. D10=3:3d4 young merfolk dart by in a hurry, giggling amongst themselves.
  4. D10=4:A batch of 2d6 seahorses clinging steadfastly to submerged seaweed.
  5. D10=5:Tiny shell fragments create a colorful bed on the seafloor.
  6. D10=6:While exploring a coral reef, the players come across a giant, man-eating clam. However, upon closer inspection, the players discover that a powerful artifact is hidden inside the clam, and they must find a way to retrieve it without being eaten.
  7. D10=7:MAN WITH A MISSION. A man, who's mission (As he says it) is to give water to every living thing, decides to give every living thing a drink before moving on to the next person in his quest to quench the thirst of all of the world.
  8. D10=8:Moonlight illuminates the waves rippling above.
  9. D10=9:The party comes across a shipwrecked crew, stranded on a small island. But as they approach to offer help, the crew transforms into deadly merrow, looking for their next meal.
  10. D10=10:A group of merfolk attack the players. The merfolk want them to help them fight off a nearby tribe of aquatic orcs.

d100 = 7

  1. D10=1:Frozen constructs defend high-stakes winter chess matches. Winning against elementally charged winters shades a path through boundless, elemental treasure.
  2. D10=2:A group of sea hags are kidnapping sailors and using their souls to power a dark ritual that will grant them great power. The party must navigate through a treacherous underwater maze, avoiding traps and solving puzzles, to reach the hags' lair and stop them before it's too late.
  3. D10=3:A distant splash suggests a large creature breaking the surface above you.
  4. D10=4:The party comes across a group of water sprites playfully causing mischief among a nearby merfolk village. The sprites quickly turn their attention to the players, and their pranks become more dangerous as they see the party as a challenge.
  5. D10=5:The party discovers a sunken undersea temple filled with ancient artifacts. Little do they know, the temple is guarded by a powerful water elemental who will not let anyone take the artifacts.
  6. D10=6:The players come across a massive ship graveyard and discover that it's home to a powerful undead pirate and his crew. The players must find a way to defeat the pirate and his crew before they add the players to their collection of ships.
  7. D10=7:The party comes across a group of water sprites who are dancing around a magical fountain. The sprites will invite the players to join in on the festivities, but they must be careful not to drink from the fountain, as it may have unpredictable effects.
  8. D10=8:Gurgle the merfolk, small legged male, large nose, green scales, and large finny ears, is fighting with his girlfriend, Murba, green scaled female, large finny ears, large nose.
  9. D10=9:A colossal sea turtle carries a village on its back, offering rare treasures for trade.
  10. D10=10:A pair of sea serpents dance in a courtship ritual, causing currents that buff and pull the players.

d100 = 8

  1. D10=1:A nearby whirlpool tugs gently at you.
  2. D10=2:An underwater stream carrying 2d6 riverine fish.
  3. D10=3:A powerful storm hits the party's ship, leaving them stranded on a deserted island in the middle of the ocean. However, the island is not as desolate as it seems, as it is home to a tribe of crab people who are not pleased with the party's arrival.
  4. D10=4:1d8 reef sharks slipping silently through the coral.
  5. D10=5:The adventurers find a submerged shipwreck teeming with 2d6 aquatic ghouls, their rotted forms lurking through the wreckage in search of treasure and flesh.
  6. D10=6:A giant, transparent kraken attacks the party.
  7. D10=7:A group of sea hags lure the party into a trap with the promise of treasure, only to reveal their true intentions of sacrificing the party to their dark water god. The party must escape before it's too late.
  8. D10=8:A powerful sea dragon has been terrorizing the coastal villages, and the players are hired to take it down. However, the dragon is not what it seems, and the players must uncover the truth behind its actions.
  9. D10=9:A group of merfolk are looking for their chief's sword. They will offer the players a reward if they help find their chief's sword.
  10. D10=10:An alien ship crashes through the sea, carrying a crew of aquatic humanoids and a cargo full of unusual equipment and weapons.

d100 = 9

  1. D10=1:A radiant Sea Serpent coils up from the depths, revealing 3d12 eel-like minions who act as its guardians.
  2. D10=2:2d4 bioluminescent algae clinging to submerged rocks, giving off a soft glow.
  3. D10=3:3d4 moon jellies pulsating and glowing.
  4. D10=4:A group of playful sea otters swim by, carrying a message in a bottle. The message is a plea from a nearby merfolk village who are being terrorized by a massive sea serpent. The party must decide whether to help the village or avoid the danger.
  5. D10=5:An underwater chasm pulses with bioluminescent light, revealing 2d6 Mimics disguised as treasure chests scattered around the abyss.
  6. D10=6:A tangle of seaweed conceals the entrance to an ancient burial ground of sea giants.
  7. D10=7:A giant underwater creature is trapped in a net and is thrashing about, endangering the nearby ships. The players must decide if they want to risk their lives to free the creature or let it be.
  8. D10=8:A giant jellyfish attacks the party. It is not a threat, but it will follow the party for a day, hoping to be fed by them.
  9. D10=9:Swirling schools of fish create mesmerizing patterns.
  10. D10=10:A giant squid attacks the players' ship. If the players fight it, it will swim away at half-health and return with 2d4+2 giant squids 1d4 hours later.

d100 = 10

  1. D10=1:Spring hays contain lifesprings coveted by majestic Leviathan turtles. Nurturing their offsprings requires overcoming dangerous beast heists.
  2. D10=2:The adventurers find themselves surrounded by a school of 4d6 Lanternfish, illuminating the depths with eerie, glowing lights.
  3. D10=3:The players spot a group of mermaids sunbathing on a rock near the surface of the water. But as they approach, they realize that the "mermaids" are actually disguised sea hags who intend to lure the players into a trap.
  4. D10=4:Players notice a large barrel floating in the water. If they try to open it, water elemental creatures will burst out and attack them.
  5. D10=5:The rays of sunlight filtering through the water create a glittering effect.
  6. D10=6:An enchanted whirlpool draws players into an underwater realm ruled by a powerful, sentient manta ray.
  7. D10=7:A group of aquatic dwarves have been having trouble with their underwater mining operation, as their tunnels keep flooding with seawater. The party agrees to help find the source of the flooding and put a stop to it. But they soon discover that the dwarves have angered the wrath of a powerful water elemental who will not rest until they are destroyed.
  8. D10=8:2d6 merfolk playing a game of underwater tag.
  9. D10=9:A giant, translucent jellyfish attacks.
  10. D10=10:The sound of a hauntingly beautiful voice can be heard echoing through the water. As the party investigates, they come across a sad and lonely mermaid, who offers to grant them a wish in exchange for companionship.

d100 = 11

  1. D10=1:A powerful whirlpool reveals a hidden entrance to an underwater cavern full of treasures.
  2. D10=2:1d8 crabs dragging their shells along the ocean floor.
  3. D10=3:You spot the delicate fins of a lionfish as it glides by.
  4. D10=4:A giant octopus comes upon the players, but instead of attacking, it begins to play with them. It seems to be a friendly creature, but who knows what it's true intentions are?
  5. D10=5:The Pixxie is attacking a lone player for fun. He picks up a "rock" from the ground and uses his magic to make it into a large boulder, then he throws it at the player.
  6. D10=6:The party comes across a deserted underwater city, its inhabitants long gone. However, the city still holds valuable artifacts and treasures within its ruins, but it is also filled with dangerous traps left behind by the long-departed residents.
  7. D10=7:A large bubble rises from the depths and pops at the surface.
  8. D10=8:A group of merfolk are playing with a school of tiny jellyfish. The merfolk are wrestling with the jellyfish.
  9. D10=9:A strange ship is sailing through the sea. The ship looks like it was made of many different types of metal. The captain is a strange-looking humanoid with an insectoid body and large mandibles.
  10. D10=10:As the party rests on a secluded island, they are approached by a group of beautiful mermaids. However, the mermaids are not what they seem and are actually a group of powerful sirens trying to lure the party to their deaths.

d100 = 12

  1. D10=1:A small island populated by crab people is being threatened by a group of merrow (aquatic ogres). The players must help defend the island or negotiate a peace with the merrow.
  2. D10=2:The water becomes cloudy with stirred-up sediment.
  3. D10=3:2d4 hippocamps (sea horses with fish tails) swim by calmly.
  4. D10=4:A group of sea hags are using their illusions to lure unsuspecting sailors to their doom. The players must find and defeat the sea hags before they claim any more victims.
  5. D10=5:A school of fish swim by. A group of merfolk are hunting them. If the players approach, the merfolk will attack.
  6. D10=6:Water pressure slightly increases as you dive deeper.
  7. D10=7:A school of jellyfish float lazily in the current.
  8. D10=8:The sounds of battle can be heard. A leader of a group of merfolk is battling a group of sea elves who are trying to capture the merfolk's castle.
  9. D10=9:A colossal jellyfish drifts by, its tentacles trailing for miles, obscuring a submerged obelisk of ancient power.
  10. D10=10:A group of sea nymphs asks for the party's help in retrieving a stolen amulet that is the source of their magical powers. They suspect a group of sea hags, but the party will soon discover that the true culprits are even more sinister.

d100 = 13

  1. D10=1:A massive whirlpool begins to form, sucking in flotsam. When the party investigates, they realize it's the work of 3d4 Water Elementals trying to herd fish into their trap.
  2. D10=2:The players are invited to a feast held by a powerful sea goddess. However, the feast turns out to be a test of their bravery and loyalty. Will they pass or become the sea goddess's prisoners forever?
  3. D10=3:The party comes across a group of sea elves who are part of a secret society dedicated to protecting the underwater realm from a powerful and mysterious entity known as the Leviathan's whisper. The sea elves enlist the party's help in uncovering the truth behind the creature and its intentions.
  4. D10=4:A group of merfolk are playing with a school of tiny jellyfish. The merfolk are wrestling with the jellyfish.
  5. D10=5:The faint smell of sulfur suggests underwater volcanic activity.
  6. D10=6:A group of pirates are riding on a pirate ship that is made out of a giant sea turtle. The pirates are looking for treasure. The pirates believe that the party has treasure. The pirates are willing to attack. The pirates want to take the party's magic items, and they are willing to fight the party to do it.
  7. D10=7:A cluster of tiny fish dart in and out of a kelp forest.
  8. D10=8:Jigglefins The party can witness a convoy of boats on the water. A great deal of activity is occuring in the distance as the flotilla is actively being chased and attacked by a horde of sharks and other sea creatures.
  9. D10=9:You smell the faint aroma of brine shrimp in the water.
  10. D10=10:A giant sea horse attacks.

d100 = 14

  1. D10=1:A mermaid is expecting a child. She will give the players the option to help her deliver the child. If they do, they will earn her and her child's loyalty.
  2. D10=2:A group of giant squid attacking a disabled longship.
  3. D10=3:Laffer Waddlemother appears out of the water and he is angry. He tells you that he cannot find his friends (cousins). If he does not find his cousins, he will attack.
  4. D10=4:As the players are exploring a sunken city, they come across a powerful water elemental who has been trapped there for centuries. If the players can free the elemental, it will aid them in their future adventures.
  5. D10=5:WATER BALLOON FACTORY. A group of Djinns who, for almost as long as the Djinns have been around, have been making water balloons and selling them for some income. They enjoy making water balloons, but it is hard to sell them and make a profit the way things are. The Djinns are unaware that can change, but they like the way things are and don't care anyways .
  6. D10=6:The party discovers a beautiful coral reef teeming with colorful fish. However, a group of greedy poachers is also present, threatening the delicate balance of the ecosystem. The party must choose to either confront the poachers or find a way to protect the reef.
  7. D10=7:A ship has crashed into the ocean. The only survivors are a group of aquatic elves who are trying to signal other ships so they can be rescued. They will fight to the death to protect themselves from pirates.
  8. D10=8:A friendly sea turtle offers to take the party for a ride, but they soon find out it's actually a magical creature that can take them to any point within the elemental plane of water.
  9. D10=9:The party encounters a group of sea druids who are struggling to protect their coral reef home from pollution and overfishing. They ask the party for help in finding and convincing nearby human settlements to stop their destructive ways. But will the humans listen to the party's warnings, or will they continue to harm the delicate balance of the ocean?
  10. D10=10:A sea hag offers to trade goods with the players, but the items she has are cursed and cause strange effects, such as changing the players' gender or giving them temporary water breathing abilities.

d100 = 15

  1. D10=1:The players come across a strange underwater city made entirely out of shells. The inhabitants are friendly at first, but they become hostile if the players try to leave with any of their precious shells.
  2. D10=2:You see two mermaids sitting on a rock, combing each other's hair and singing. They seem to be enjoying themselves and do not glance in your direction.
  3. D10=3:Tiny shell fragments create a colorful bed on the seafloor.
  4. D10=4:A party of six pirates approach the players' ship and demand their loot, gold, and drinks. They will attack if they are refused.
  5. D10=5:The party encounters a spectral pirate captain who offers gifts for answering 3 riddles guarded by 2d4 Riddle-Keepers, ethereal creatures anchored to their fate.
  6. D10=6:A group of 1d6+2 merfolk attack! They are armed with bows and arrows.
  7. D10=7:An enchanted underwater garden, guarded by a powerful water elemental.
  8. D10=8:An alien ship crashes through the sea, carrying a crew of aquatic humanoids and a cargo full of unusual equipment and weapons.
  9. D10=9:A giant octopus has been terrorizing the nearby village, destroying fishing boats and attacking fishermen. The villagers offer a hefty reward to anyone who can defeat the beast and rid them of their fear. But when the party sets out to take down the octopus, they discover that it has been controlled by a powerful sea hag who is using it to further her own sinister plans.
  10. D10=10:The players stumble upon a group of kua-toa who have created their own deity out of a random object they found in the ocean. The kua-toa believe that their deity has the power to control the sea and will do anything to protect it.

d100 = 16

  1. D10=1:The party stumbles upon a battle between two rival factions of merfolk, fighting for control of a powerful magical artifact. The party must choose a side or find a way to mediate a truce.
  2. D10=2:The water temperature slightly increases as you pass by a thermal vent.
  3. D10=3:A powerful sea deity offers the players a boon for discovering and honoring their long-forgotten shrine.
  4. D10=4:An unending tide pool reflects different seasons. Stepping into it transports the party to seasonal trials orchestrated by a misunderstood sea nymph seeking guardians for her realm.
  5. D10=5:Giant octopus attacks and tries to swallow the characters whole.
  6. D10=6:An enchanted sea anemone serves as a guide, offering cryptic clues to a hidden treasure.
  7. D10=7:A storm giant has been causing massive whirlpools in the sea, wreaking havoc on nearby ships. The party must convince the giant to stop or face its wrath.
  8. D10=8:Giant sea stars align perfectly, opening a portal to an alternate elemental plane of water.
  9. D10=9:A colossal jellyfish drifts by, its tentacles trailing for miles, obscuring a submerged obelisk of ancient power.
  10. D10=10:A lone manta ray glides effortlessly through the current.

d100 = 17

  1. D10=1:The color of the water shifts with the depth and light.
  2. D10=2:Seasonal lily pads float suspended in a magical bubble, housing a community of industrious sea spriggans whose mechanical innovations are influenced by the seasons.
  3. D10=3:The water is clearer here, allowing better visibility.
  4. D10=4:Autumn sea shoals filled with bioluminescent tricksters lead the party through an underwater carnival island full of ephemeral surprises and traps.
  5. D10=5:The players are approached by a group of friendly sea turtles who are being attacked by a group of giant squid. If the players decide to help, the turtles will reward them with valuable pearls and other treasures.
  6. D10=6:A lone siren sings a haunting melody, trying to lure the party into an underwater labyrinth.
  7. D10=7:A large whale makes an appearance in the campaign. It is 10 feet long, and it has a large dorsal fin. It has blue eyes and a smiley face on its tail. If attacked, it will fight back using lightning bolts from its mouth.
  8. D10=8:Players approach a shipwreck on the shore. If they investigate, they find a chest filled with gold. The chest is actually a mimic.
  9. D10=9:The shadow of an immense megalodon passes beneath, indifferent to the party's presence.
  10. D10=10:An enchanted sea anemone serves as a guide, offering cryptic clues to a hidden treasure.

d100 = 18

  1. D10=1:Shark attack.
  2. D10=2:The party is approached by a group of mermaids who are mourning the loss of their queen. They ask the party to help them retrieve a rare flower from the depths of the ocean to create a powerful healing potion for their queen.
  3. D10=3:4d4 tiny shrimp foraging within coral.
  4. D10=4:A party of troglodytes.
  5. D10=5:A merman king offers a blessing for those who aid his people in defeating an ancient sea monster.
  6. D10=6:The Pixxie is attacking a lone player for fun. He picks up a "rock" from the ground and uses his magic to make it into a large boulder, then he throws it at the player.
  7. D10=7:The party stumbles upon an underwater marketplace filled with merchants from all different planes of existence. They can find rare and exotic goods here, but they must be careful not to offend any of the merchants and their unique customs.
  8. D10=8:The players come across a shipwreck.
  9. D10=9:A group of pirates are on the hunt for treasure, and they will do anything to get it.
  10. D10=10:The party is ambushed by a group of water elementals who have been angered by the party's careless disposal of trash into the ocean. The party must make amends or suffer the consequences.

d100 = 19

  1. D10=1:The party comes across a giant manta ray. It is friendly and will attempt to communicate with the party using its limited telepathy.
  2. D10=2:A large bubble rises from the seafloor and breaks at the surface.
  3. D10=3:Beggarmaster is a female giant sea horse. She is having an issue with her husband. She is looking for a new mate.
  4. D10=4:The party stumbles upon an underwater marketplace filled with merchants from all different planes of existence. They can find rare and exotic goods here, but they must be careful not to offend any of the merchants and their unique customs.
  5. D10=5:The underwater ruins of an ancient city, overgrown with coral and seaweed.
  6. D10=6:You feel a slight pull as a minor current shifts the water.
  7. D10=7:A small island populated by crab people is being threatened by a group of merrow (aquatic ogres). The players must help defend the island or negotiate a peace with the merrow.
  8. D10=8:A group of water weirds have created an underwater maze, trapping unsuspecting creatures inside. The party must navigate through the maze and find a way to escape before they run out of air.
  9. D10=9:A group of merfolk are fighting over something. It's not clear what until they start fighting over the players. The players can escape or help them fight for their lives.
  10. D10=10:A pearl as big as a dragon's egg lies within a giant oyster, guarded by a swarm of electric eels.

d100 = 20

  1. D10=1:A pod of dolphins. They want the party to help them convince a nearby giant squid to stop attacking them. They will reward the party with a magic item.
  2. D10=2:A mysterious trench glows from below, revealing the colossal shell of a long-forgotten sea deity.
  3. D10=3:A group of merfolk children have accidentally unleashed a powerful sea monster while playing with a magical artifact. The players must find a way to subdue the monster and get the artifact back.
  4. D10=4:The party encounters a young water elemental who is stranded on land and struggling to survive. The players must find a way to return it to the water before it dries out and dies.
  5. D10=5:A group of 4d10+10 sharks are grazing on fish. They are surprised by the players' presence. The sharks will fight to the death.
  6. D10=6:A group of 2d8 enchanted seahorses creating trails of sparkling water.
  7. D10=7:MAN WITH NO MANNER. A man swimming in the ocean notices they are in his territory and demands that they leave. He then demands that they leave with a very rude tone.
  8. D10=8:A dense field of spiky sea urchins contains 2d8 small but cunning Piranhas, their shoals weaving violently through the obstacle course.
  9. D10=9:A group of sirens attack the players. The sirens want to eat them and turn them into merfolk.
  10. D10=10:Swarms of bioluminescent jellyfish light up the waters, leading the way to an underwater grove where the seasons change every few minutes. The grove's guardian, a water djinn, tests the adventurers' adaptability and creativity based on the ever-changing environment.

d100 = 21

  1. D10=1:The refracting sunlight creates dancing beams underwater.
  2. D10=2:A group of extremely large merfolk are hunting for food. They are very aggressive and hungry. If the players try to fight them, the merfolk will fight to the death. Their weapons are extremely sharp and they are excellent fighters.
  3. D10=3:The party witnesses a heated debate between a group of marids, powerful water genies, about the current state of the Elemental Plane of Water. The players' opinions may sway the outcome of the debate.
  4. D10=4:A powerful storm hits the party's ship, leaving them stranded on a deserted island in the middle of the ocean. However, the island is not as desolate as it seems, as it is home to a tribe of crab people who are not pleased with the party's arrival.
  5. D10=5:A lonely, half-buried treasure chest in the sand.
  6. D10=6:The party comes across a group of friendly sea elves who are under attack by a kraken. The elves ask for the party's help in defeating the kraken and in return, offer to guide them to a hidden underwater temple filled with ancient treasures.
  7. D10=7:Water pressure slightly increases as you dive deeper.
  8. D10=8:A passing octopus changes color to blend into its surroundings.
  9. D10=9:A strange ship crashes through the sea, carrying a strange seal on the sail. There is a strange mark on the sail, which looks like it was burned into the sail.
  10. D10=10:A group of friendly dolphins swim alongside the players' ship, leading them to a secret underwater grotto filled with magical treasures and artifacts.

d100 = 22

  1. D10=1:A group of sahuagin, known for their fierce shark-like appearances, are spotted in the distance. They seem to be gathering in preparation for a ritual sacrifice. The players must decide whether to intervene or avoid the dangerous creatures.
  2. D10=2:The party enters a cave that appears to be filled with air, but upon closer inspection, they realize it is actually a pocket of breathable water. Inside, they find a group of aquatic elves who have made this their home and offer the party shelter and provisions.
  3. D10=3:The water turns murky in spots, likely due to stirred-up sediment.
  4. D10=4:Players encounter a giant sea turtle. It invites them to climb on its back, promising to take them to shore safely.
  5. D10=5:A large shark-like creature attacks the party.
  6. D10=6:A giant squid attacks the players' ship. If the players fight it, it will swim away at half-health and return with 2d4+2 giant squids 1d4 hours later.
  7. D10=7:During a storm, the players' ship is caught in a whirlpool. They must navigate through the swirling waters while being attacked by water elementals that have been summoned by a powerful sea sorceress.
  8. D10=8:A school of 10 dolphins approach the party. They are hungry, and will attack if they do not feed them.
  9. D10=9:The underwater landscape is dotted with barnacle-encrusted rocks.
  10. D10=10:The party comes across a mysterious underwater civilization that has been untouched for thousands of years. The civilization is filled with ancient technology and powerful artifacts, but it is also guarded by ancient guardians who will protect it at all costs.

d100 = 23

  1. D10=1:A strange, green light descends from above. If the party investigates, they will find a strange green creature. It has strange green tentacles growing out of it, and it tries to grab at the players.
  2. D10=2:A pair of sea serpents dance in a courtship ritual, causing currents that buff and pull the players.
  3. D10=3:A maelstrom suddenly appears, threatening to suck the party's ship into its depths. They must navigate through the treacherous waters, avoiding debris and sea creatures, to escape its grasp.
  4. D10=4:A sea serpent with a hoard of treasure in its underwater lair has been causing chaos and sinking ships. The players can choose to defeat the serpent or make a deal with it for a share of its treasure.
  5. D10=5:A woman named Raindrop is in the middle of a group of merfolk. She is a priest of Poseidon and is in the middle of singing a chant about the sea. A group of merfolk children are standing around her.
  6. D10=6:A group of pirates are riding on a pirate ship that is made out of a giant sea turtle. The pirates are looking for treasure. The pirates believe that the party has treasure. The pirates are willing to attack. The pirates want to take the party's magic items, and they are willing to fight the party to do it.
  7. D10=7:An enchanted whirlpool reveals a sunken temple, guarded by a fearsome sea giant.
  8. D10=8:A small crab scuttles away from your approaching presence.
  9. D10=9:A powerful whirlpool reveals a hidden entrance to an underwater cavern full of treasures.
  10. D10=10:A legendary sea monster, said to be able to control the tides, appears and begins wreaking havoc on nearby ships. The party must find a way to defeat or contain it before it causes too much damage.

d100 = 24

  1. D10=1:A party of swamp men.
  2. D10=2:A giant crab guards an underwater mine, full of glittering gems and valuable ores.
  3. D10=3:A friendly sea serpent approaches the players, offering to give them a ride on its back to their destination. However, the serpent has a terrible sense of direction and leads the players astray.
  4. D10=4:A powerful storm hits the party's ship, leaving them stranded on a deserted island in the middle of the ocean. However, the island is not as desolate as it seems, as it is home to a tribe of crab people who are not pleased with the party's arrival.
  5. D10=5:A group of merfolk are playing music on their pipes while swimming through the water. If the party approaches, they will swim away and hide underwater. If the party follows, they will see the merfolk hiding behind an underwater rock formation. They will attack the party if they are attacked first.
  6. D10=6:While exploring deep waters, the party encounters a Moondrake and its nest of 2d6 Moonstone Eels.
  7. D10=7:As the party swims, they come across a sleeping Leviathan, its enormous, undulating form spanning several hundred feet.
  8. D10=8:A school of sharks attack a tired 40 foot long sailing ship. A man screams and points. The party races to help. The sharks are feeding on the dead crew. They will attack the party, who seems to be helping the sharks. The sailors are pirates, who are trying to steal the ship. The pirates are glad the sharks are eating them, because they are easier to kill, and so they can take the ship without any more casualties.
  9. D10=9:A mysterious, glowing portal appears on the ocean floor, attracting curious sea creatures from all around. The party must decide if they want to investigate the portal and face unknown dangers, or continue on their journey.
  10. D10=10:A storm approaches, causing high waves and strong winds. Suddenly, a giant water elemental appears, seemingly controlling the storm. The players must defeat the elemental before it causes any more damage.

d100 = 25

  1. D10=1:While exploring a shipwreck, the party is ambushed by a group of vicious sea creatures - kuo-toa. The creatures are using the wreck as their home and will not take kindly to intruders.
  2. D10=2:The players come across a giant magical bubble drifting in the ocean. Inside, they find a group of pixies who have been trapped there by an evil sea witch. The players must defeat the witch to free the pixies.
  3. D10=3:A group of merfolk are playing music on their pipes while swimming through the water. If the party approaches, they will swim away and hide underwater. If the party follows, they will see the merfolk hiding behind an underwater rock formation. They will attack the party if they are attacked first.
  4. D10=4:A group of 2d4 mermen swim by. The mermen are on their way to a nearby island to raid a village. They are looking for food and treasure.
  5. D10=5:The underwater ruins of an ancient city, overgrown with coral and seaweed.
  6. D10=6:A ghostly pirate ship prowls the waters, seeking fearless adventurers to join their cursed crew.
  7. D10=7:A maelstrom suddenly appears, threatening to suck the party's ship into its depths. They must navigate through the treacherous waters, avoiding debris and sea creatures, to escape its grasp.
  8. D10=8:3d10 copepods drift past in the water.
  9. D10=9:The players encounter a group of kuo-toa, fish-like humanoids who worship strange and powerful deities. The kuo-toa are peaceful, but their devotion may lead them to force the players to participate in a mysterious ritual.
  10. D10=10:A deep-sea mining operation by 3d6 Water Genasi miners leads to a confrontation when claims of territory arise.

d100 = 26

  1. D10=1:The party encounters a group of merfolk who have been cursed with legs, preventing them from returning to the sea. The players must find a way to break the curse and return the merfolk to their natural form.
  2. D10=2:An enchanted whirlpool reveals a sunken ship guarded by ghostly pirates.
  3. D10=3:The sound of singing leads the party to a beautiful underwater city. They can interact with the inhabitants, who are sea elves, and learn about their way of life. However, the sea elves are very secretive and may not want to reveal too much about their society.
  4. D10=4:A group of merfolk are fighting over something. It's not clear what until they start fighting over the players. The players can escape or help them fight for their lives.
  5. D10=5:You see two mermaids sitting on a rock, combing each other's hair and singing. They seem to be enjoying themselves and do not glance in your direction.
  6. D10=6:Giant sea stars align perfectly, opening a portal to an alternate elemental plane of water.
  7. D10=7:The party gets attacked by a giant squid. It has tentacles that are 50' long.
  8. D10=8:A giant manta ray attacks.
  9. D10=9:Octopus attack.
  10. D10=10:Swarms of piranha attack.

d100 = 27

  1. D10=1:An unending tide pool reflects different seasons. Stepping into it transports the party to seasonal trials orchestrated by a misunderstood sea nymph seeking guardians for her realm.
  2. D10=2:The characters hear a loud crashing noise coming from nearby. They see nothing through the thick mist. The noise is a giant sea serpent swimming through the water at high speeds!
  3. D10=3:A powerful whirlpool reveals a sunken chamber guarded by fierce sea guardians.
  4. D10=4:A water elemental and fire elemental locked in eternal battle, the clash of elements causing steam and turbulence.
  5. D10=5:A bioluminescent merfolk festival, where the players may earn the favor of the sea queen.
  6. D10=6:A giant fish is dead.
  7. D10=7:Schools of fish forming seasonal patterns behave strangely, revealing migratory pathways to hidden underwater temples dedicated to seasonal deities.
  8. D10=8:A pod of 2d8 Dolphins approaches, their playful demeanor shifting to caution as they warn the party of approaching danger – a colossal Kraken.
  9. D10=9:An ancient underwater city ruins, inhabited by spectral guardians of its lost treasures.
  10. D10=10:BATTLE OF THE WAVES. A group of merfolk and sirens are in a great battle with each other. Does this affect the players?

d100 = 28

  1. D10=1:The players stumble upon a massive underwater city full of intelligent aquatic creatures. They must navigate the city's politics and customs in order to gain information or resources they may need.
  2. D10=2:A colossal sea sponge reveals a network of coral tunnels leading to a hidden treasure guarded by a giant eel.
  3. D10=3:The party sees a group of merrow riding dolphins, racing each other. If the party approaches, they will invite them to join in their game. The merrow are bored and looking for a new challenge. If the party accepts, they will play a game of tag in the ocean.
  4. D10=4:You see the faint outline of underwater caves in the distance.
  5. D10=5:A group of friendly dolphins swim alongside the players' ship, leading them to a secret underwater grotto filled with magical treasures and artifacts.
  6. D10=6:A hidden temple with a constantly shifting maze, guarded by giant sea serpents.
  7. D10=7:A sea dragon's lair, filled with the bones of ancient creatures and a hoard of sunken treasure.
  8. D10=8:A water elemental is attacking.
  9. D10=9:A group of merfolk are fighting over something. It's not clear what until they start fighting over a treasure map. The map is accurate but it's not clear which direction is North so the players have to figure that out before it's too late.
  10. D10=10:A group of mermaids sing a beautiful song that lures the party to them. If they come near, they will attack.

d100 = 29

  1. D10=1:A crazy mermaid who has been affected by the elemental plane of chaos attacks the party.
  2. D10=2:A giant anglerfish uses its light to lure players towards a deep chasm filled with treasures and dangers.
  3. D10=3:KRAKEN ATTACK. A Kraken attacks the players! In the middle of their journey, they encounter a Kraken!
  4. D10=4:1d8 sea stars crawling along a rock face.
  5. D10=5:A large whale swims past the players. It is so big that it looks like it is barely moving, but it is swimming fast.
  6. D10=6:A small island populated by crab people is being threatened by a group of merrow (aquatic ogres). The players must help defend the island or negotiate a peace with the merrow.
  7. D10=7:The party finds themselves surrounded by 2d10 Radiant Fish whose glowing bodies form dense shoals that panic easily.
  8. D10=8:A large turtle swims past the players. It is so big that they will have to swim around it. It has a shell that is covered in barnacles and looks old. It swims with its eyes closed.
  9. D10=9:A giant turtle offers the players a ride, revealing hidden underwater treasures along the journey.
  10. D10=10:The adventurers come across a famous, submerged adventuring ship guarded posthumously by the Ghost Captain's 3d8 Animated Armors.

d100 = 30

  1. D10=1:The water current brings a fresh, cool sensation.
  2. D10=2:Seasonal whirlpools generate across unseen conduits. Riding the currents to them unlocks alternating wave patterns, making sought-after paths apparent.
  3. D10=3:A family of plesiosaurs swims peacefully, unaware of the lurking giant squid nearby.
  4. D10=4:The party encounters a massive water elemental, frozen in a block of ice. Upon freeing it, they discover it has been imprisoned by a group of evil spellcasters seeking to control its power.
  5. D10=5:You feel a slight chill as you pass through a colder water current.
  6. D10=6:A colossal ice serpent slithers through icebergs, leaving a trail of frozen water.
  7. D10=7:A whirlpool transports the players to a coral castle ruled by a benevolent sea giant.
  8. D10=8:A dense field of spiky sea urchins contains 2d8 small but cunning Piranhas, their shoals weaving violently through the obstacle course.
  9. D10=9:The players come across a giant seahorse, wounded and in need of help. They must navigate through dangerous waters to find a rare healing herb to save the seahorse and earn its eternal gratitude.
  10. D10=10:A goosefish lurks motionlessly on the seafloor.

d100 = 31

  1. D10=1:The party is ambushed by a group of water elementals who have been angered by the party's careless disposal of trash into the ocean. The party must make amends or suffer the consequences.
  2. D10=2:A lonely, half-buried treasure chest in the sand.
  3. D10=3:A giant sea sponge is floating by. The adventurers can rest on its surface to recover from time.
  4. D10=4:A giant sea cucumber slowly moves across the ocean floor, hiding a powerful relic inside its immense body.
  5. D10=5:The adventurers enter a section of the water completely devoid of life, stalked by 3d4 Bottom-Dwelling Horrors known as Abyss Gazers.
  6. D10=6:A lone barracuda swims by casually.
  7. D10=7:A group of merfolk fishermen ask for the players' help in retrieving their lost net, which was taken by a giant octopus. However, the octopus is not pleased with its new prize and will fight to keep it.
  8. D10=8:A group of merfolk are hunting for food.
  9. D10=9:Mysterious lights reveal an ancient sea dragon guarding a floating island of treasure.
  10. D10=10:A group of mermen are on a beach. They are arguing about whether or not it is a good idea to attack the party. One of them wants to attack, but the others do not.

d100 = 32

  1. D10=1:1d8 reef sharks slipping silently through the coral.
  2. D10=2:A group of extremely large merfolk are hunting for food. They are very aggressive and hungry. If the players try to fight them, the merfolk will fight to the death. Their weapons are extremely sharp and they are excellent fighters.
  3. D10=3:A hidden temple with a constantly shifting maze, guarded by giant sea serpents.
  4. D10=4:A giant squid attacks the party.
  5. D10=5:A group of sahuagin, with their ferocious shark-like features, attack a nearby peaceful village. The party must choose between helping the villagers or aligning with the sahuagin for a potential reward.
  6. D10=6:A giant sea serpent known as the Leviathan is spotted off in the distance. It is known to be incredibly aggressive and dangerous, but also rumored to guard a hidden treasure at the bottom of the sea. Will the players risk facing the beast for a chance at riches?
  7. D10=7:2d4 porcupine fish puffing up defensively.
  8. D10=8:Sanguinius attacks the players. The players will be forced to fight him underwater.
  9. D10=9:An old, half-buried treasure map in a sunken bottle.
  10. D10=10:A giant octopus appears, asking for the party's help in retrieving its stolen eggs from a nearby sea serpent. However, the octopus has a secret that could jeopardize the mission.

d100 = 33

  1. D10=1:A large sea snake slithers past, with a chance of a sea snake lord hiding in it instead of a regular snake.
  2. D10=2:A hidden underwater temple dedicated to an ancient sea deity has been discovered. The players must navigate through traps and guardians to reach the temple's legendary treasure.
  3. D10=3:A powerful wizard has constructed a magical dungeon deep in the waters, and the players must navigate through it to retrieve a rare ingredient for a potion. However, the dungeon is filled with deadly traps and powerful guardians.
  4. D10=4:The party discovers a group of sahuagin holding a gnome captive. The sahuagin believe that the gnome is a powerful wizard and plan to use him in a ritual to summon a kraken. The party must decide whether to help the gnome escape or stop the ritual.
  5. D10=5:A mysterious figure appears, seemingly walking on the surface of the water. As the party tries to approach, they find themselves stuck in a powerful illusion, with the figure at the center.
  6. D10=6:During a storm, the players' ship is caught in a whirlpool. They must navigate through the swirling waters while being attacked by water elementals that have been summoned by a powerful sea sorceress.
  7. D10=7:A group of angry sea creatures accuse the players of stealing their treasure. They must prove their innocence and find out who the real thief is before the sea creatures declare war.
  8. D10=8:The refracting sunlight creates dancing beams underwater.
  9. D10=9:The players are approached by a group of friendly sea otters who are searching for a new home after their old one was destroyed by a powerful sea creature. The players can help the otters find a new home or try to defeat the sea creature and reclaim their old home.
  10. D10=10:1d8 octopuses hiding in small rock crevices.

d100 = 34

  1. D10=1:An ancient waterwheel, powered by elemental currents, generates unique seasonal energies. The party must repair and calibrate it to unlock paradoxical abilities or access ancient knowledge.
  2. D10=2:The party comes across a band of pirates who have been stranded on a deserted island. They offer to share their loot with the party if they help them repair their ship and escape the island.
  3. D10=3:A group of 2d6 giant eels attack the party. A group of 2d6 giant morays attack the party.
  4. D10=4:The party discovers a flooded city at the bottom of the ocean, but upon closer inspection, they realize the city is inhabited by intelligent, humanoid sharks. The sharks offer to trade with the party, but they must be careful not to offend the delicate hierarchy of the city.
  5. D10=5:A large sea monster attacks the party. It looks like a giant squid but with the torso and head of a shark.
  6. D10=6:3d4 dolphins who may decide to playfully help or hinder the party.
  7. D10=7:3d12 tiny shrimp scattering at the disturbance caused by the party.
  8. D10=8:A mysterious underwater city has risen to the surface, and the party is hired by a group of aquatic elves to investigate. As they explore the city, they discover that an ancient evil has been awakened and is now threatening to consume the entire world. The party must delve into the depths and face this great evil before it's too late.
  9. D10=9:A giant eel attacks the party and is accompanied by two giant electric eels.
  10. D10=10:The players come across a group of tritons (humanoids with fish-like features) who are having a celebration. They invite the players to join in and offer them a special potion that grants temporary underwater breathing abilities.

d100 = 35

  1. D10=1:Giant sea stars align perfectly, opening a portal to an alternate elemental plane of water.
  2. D10=2:A group of sea druids ask for the players' help in retrieving a powerful artifact from a temple deep within the ocean. However, the temple is guarded by numerous traps and guardian elementals.
  3. D10=3:Pools of quicksand-like silt add a foreboding atmosphere.
  4. D10=4:Autumn sea shoals filled with bioluminescent tricksters lead the party through an underwater carnival island full of ephemeral surprises and traps.
  5. D10=5:Spring hays contain lifesprings coveted by majestic Leviathan turtles. Nurturing their offsprings requires overcoming dangerous beast heists.
  6. D10=6:MAN WITH A MISSION. A man, who's mission (As he says it) is to give water to every living thing, decides to give every living thing a drink before moving on to the next person in his quest to quench the thirst of all of the world.
  7. D10=7:A pair of 2d4 manta rays gliding elegantly by.
  8. D10=8:A group of mermen ambush the party.
  9. D10=9:The players are approached by a group of friendly merfolk who are trying to save their queen from a cursed necklace that is slowly killing her. They need the players' help to retrieve a rare herb that can break the curse.
  10. D10=10:The players encounter a traveling merchant who has set up shop on a small, floating raft. He offers a variety of unique items and services that are only available in the Elemental Plane of Water. However, his prices are exorbitant, and he may try to swindle the players.

d100 = 36

  1. D10=1:The party discovers a flooded city at the bottom of the ocean, but upon closer inspection, they realize the city is inhabited by intelligent, humanoid sharks. The sharks offer to trade with the party, but they must be careful not to offend the delicate hierarchy of the city.
  2. D10=2:A group of tritons is in the midst of a civil war. The players must choose which side to support and help bring peace back to the underwater kingdom.
  3. D10=3:A ghostly shipwreck reveals ancient treasures, but is haunted by 2d8 Phantom Buccaneers who do not take kindly to intruders.
  4. D10=4:A lone grouper lurks in a nearby shadow.
  5. D10=5:The players come across a large underwater garden filled with beautiful and exotic plants. But as they explore, they realize that each plant has a unique property, such as the ability to heal or cause illusions.
  6. D10=6:A malicious water elemental made of swirling water bubbles
  7. D10=7:1d4 giant sea cucumbers crawling along the ocean floor.
  8. D10=8:2d4 curious stingrays gliding in curious circles around the party.
  9. D10=9:An ancient sea dragon skeleton rests on the ocean floor, surrounded by schools of fish and lost treasures.
  10. D10=10:A group of sea dwarves are prospecting for rare minerals on the ocean floor. They could use some help fighting off aggressive sea creatures in exchange for a percentage of the valuable minerals they find.

d100 = 37

  1. D10=1:A pack of 2d6 giant jellyfish attack the players.
  2. D10=2:An old anchor covered in barnacles lying partially exposed on the seabed.
  3. D10=3:A distant, muffled rumble suggests seismic activity deep below.
  4. D10=4:3d6 ghostly white nudibranchs contrasting against the dark ocean floor.
  5. D10=5:A group of water nymphs invite the party to a party in their underwater palace. The party must navigate through a maze of seaweed to reach the palace and are rewarded with a feast and lively music.
  6. D10=6:3d6 small hermit crabs scuttling across the ocean floor.
  7. D10=7:A portal to the Plane of Fire exists in the water, guarded by 3d6 Fire Newts who attack anyone attempting to pass.
  8. D10=8:A mysterious woman appears before the players, claiming to be the legendary water goddess. She gives them a task to prove their worth and if they succeed, she will grant them a powerful boon. But if they fail, they will face her wrath.
  9. D10=9:A colossal underwater trench glows with the light of an ancient relic of immense power.
  10. D10=10:Coral polyps extend their tentacles to capture microscopic food.

d100 = 38

  1. D10=1:The sound of a hauntingly beautiful voice can be heard echoing through the water. As the party investigates, they come across a sad and lonely mermaid, who offers to grant them a wish in exchange for companionship.
  2. D10=2:A pod of whales sings in harmony, revealing hidden underwater paths to ancient treasures.
  3. D10=3:A spectral figure resembling a drowned sailor floats in front of the party, guiding them towards a secret cove guarded by 2d8 Sea Hags.
  4. D10=4:3d6 garden eels peeking out like stalks in a field.
  5. D10=5:A colossal ice serpent slithers through icebergs, leaving a trail of frozen water.
  6. D10=6:Warrake is a female giant sea horse that has been cursed by a water sorcerer. She and 100 other giant sea horses are being attacked by an evil eel. She is losing the fight and is on the verge of being devoured.
  7. D10=7:An underwater chasm pulses with bioluminescent light, revealing 2d6 Mimics disguised as treasure chests scattered around the abyss.
  8. D10=8:While exploring a dense underwater forest, the party meets 1d12 inquisitive but shy Nymphs of the Waters who’ve lived here for millennia.
  9. D10=9:Xel-Ha is a huge, serpent king that begins the battle as a large, fleshy ooze.
  10. D10=10:2d4 hippocamps (sea horses with fish tails) swim by calmly.

d100 = 39

  1. D10=1:Coral polyps extend their tentacles to capture microscopic food.
  2. D10=2:A maelstrom suddenly appears, threatening to suck the party's ship into its depths. They must navigate through the treacherous waters, avoiding debris and sea creatures, to escape its grasp.
  3. D10=3:Players see a group of sahuagin releasing a giant kraken from its deep sea prison. The sahuagin plan to use the kraken to wage war against the surface world. The players must decide whether to stop the sahuagin and save the surface world or join forces with them and help them achieve their goals.
  4. D10=4:While exploring an underwater cave, the party discovers a group of sea giants who have been cursed to live in the shape of fish. The giants beg the party to help them break the curse and return them to their true form. But they must first face the wrath of the sea witch who has cursed them.
  5. D10=5:A group of sea elves is being attacked by a tribe of hostile merrow. The players must help defend the sea elves and their home against the attackers.
  6. D10=6:A powerful water elemental has fallen in love with a nymph and will do anything to win her over. The players are caught in the middle of their tumultuous relationship and must navigate carefully to avoid getting caught in their destructive path.
  7. D10=7:Sharks. 3 sharks. One is a druid in animal form who is having a bad day.
  8. D10=8:The party discovers a portal to the Plane of Fire at the bottom of the ocean. As they swim closer, they are greeted by a group of water elementals who have been tasked with guarding the portal.
  9. D10=9:You swim through an area where the light filters down beautifully through the water.
  10. D10=10:As the party sails through the open ocean, they come across a massive whirlpool. Inside the whirlpool, they find a hidden underwater city where a group of powerful sorcerers have been imprisoned. Will the party aid in their escape or use them to their advantage?

d100 = 40

  1. D10=1:The party swims into a haunted kelp forest where they are ambushed by 2d6 Ghostly Nymphs who curse those who harm nature.
  2. D10=2:2d4 moray eels constructing underwater homes.
  3. D10=3:The party sees a group of 8 mermen. They are sitting on a rock, singing an enchanting song. If the party gets too close, they will attack with their spears.
  4. D10=4:You feel a slight chill as you pass through a colder water current.
  5. D10=5:A group of water genasi are performing a magical ritual to control the currents of the ocean. If disrupted, it could cause a massive tidal wave.
  6. D10=6:A school of fish passes by, led by a huge fish with a sash around its stomach and a crown on its head.
  7. D10=7:A kraken attacks the party. If the party has a wizard with them, it will be a Great Old One instead.
  8. D10=8:Players hear a loud humming sound in the distance. It is coming from the direction of an ancient temple dedicated to a god of the sea. The temple is underwater, but it is constantly surrounded by a sphere of air created by a magic item inside the temple. The air inside the sphere is breathable and there is a small village of merfolk living inside it, but they keep to themselves and do not welcome visitors or adventurers, who are viewed as a threat to their way of life and the security of their village. The merfolk of this village are expert fish-hunters and fishermen, so they always have a large supply of food available to them. They grow their own crops in the sea outside of their village and harvest them regularly. They are able to survive on fish and seaweed alone, so they rarely leave their village except to fish or harvest crops from the sea. If a player character is captured by the merfolk and put on trial as a thief or a spy, they will likely be found guilty and sentenced to death by drowning, which is viewed as an honourable death among the merfolk of this village.
  9. D10=9:As the party swims through a dense forest of kelp, they encounter a school of 5d10 aggressive Barracudas, their sharp teeth glinting menacingly.
  10. D10=10:A giant squid attacks the party. It has tentacles that reach to the bottom of the ocean floor.

d100 = 41

  1. D10=1:The water turns murky in spots, likely due to stirred-up sediment.
  2. D10=2:Warrake is a female giant sea horse that has been cursed by a water sorcerer. She and 100 other giant sea horses are being attacked by an evil eel. She is losing the fight and is on the verge of being devoured.
  3. D10=3:A colossal sea sponge reveals a network of coral tunnels leading to a hidden treasure guarded by a giant eel.
  4. D10=4:A kraken, seasonally shifting in power and appearance, guards an ancient library of underwater knowledge. Defeating or appeasing it requires seasonal offerings or acts of cleverness.
  5. D10=5:A ship full of merfolk.
  6. D10=6:An ancient stone guardian, in the shape of a turtle, calmly watches over an underwater garden of magical flora.
  7. D10=7:A large school of fish seems to be following the party. When the party gets close, they will attack with blinding speed and numbers.
  8. D10=8:A giant sea cucumber slowly moves across the ocean floor, hiding a powerful relic inside its immense body.
  9. D10=9:A group of tritons, led by a powerful queen, approach the party and ask for their help in retrieving a powerful artifact that was stolen from their kingdom by a group of pirates.
  10. D10=10:3d6 giant tube worms clustered around a geothermal vent.

d100 = 42

  1. D10=1:The adventurers find a submerged shipwreck teeming with 2d6 aquatic ghouls, their rotted forms lurking through the wreckage in search of treasure and flesh.
  2. D10=2:3d10 plankton float by in large, drifting clouds.
  3. D10=3:A group of 3d12 dolphins approach the players. They want to trade information for a magic item.
  4. D10=4:A group of merfolk are looking for the location of the treasure of a great sea monster that lives in the area. The treasure is a large red gem.
  5. D10=5:The sea is full of ships carrying refugees, trying to escape the war.
  6. D10=6:A large barrel is floating in the water. If you look inside, you can see three elves, who are dead and floating in the barrel. They were captured by sharks, forced into the barrel, and dumped back in the sea by the elves.
  7. D10=7:1d8 nudibranchs slowly crawling in patterns.
  8. D10=8:A woman named Raindrop is in the middle of a group of merfolk. She is a priest of Poseidon and is in the middle of singing a chant about the sea. A group of merfolk children are standing around her.
  9. D10=9:A group of sea giants, towering over the players, suddenly emerge from the depths. They demand that the players entertain them in exchange for safe passage through their territory.
  10. D10=10:A group of sea drakes attack the players' ship, sinking it and leaving them stranded on a deserted island. They must find a way to escape and make it back to the mainland before their supplies run out.

d100 = 43

  1. D10=1:The party comes across a group of water sprites playfully causing mischief among a nearby merfolk village. The sprites quickly turn their attention to the players, and their pranks become more dangerous as they see the party as a challenge.
  2. D10=2:A group of water weirds (evil elemental spirits) attack the players' ship, causing storms and waves to toss the ship around. The players must defeat the weirds before they can safely continue their journey.
  3. D10=3:A gentle whirlpool forms nearby.
  4. D10=4:A party of merfolk are playing music on their flutes near a sunken ship. They are magically dancing on the surface of the water.
  5. D10=5:A pod of friendly killer whales comes to the players' aid when they come across a group of hostile merrow attacking a stranded boat.
  6. D10=6:An eel poking its head out from a seaweed bed.
  7. D10=7:The shadows of large fish pass by, casting shapes in the water.
  8. D10=8:Players are caught in a game of hide and seek between two rival groups of playful sea nymphs.
  9. D10=9:The party comes across a group of seaweed farmers who are being terrorized by a giant crab. The players must come up with a creative solution to stop the crab and protect the farmers' livelihood.
  10. D10=10:The party can see a group of merfolk on the shore. They are arguing about whether or not it is a good idea to attack the party.

d100 = 44

  1. D10=1:An active undersea geyser attracts 3d4 Lava Eels, creatures whose heated lances can bore through solid rock.
  2. D10=2:The party comes across a hidden treasure chest at the bottom of the ocean, but it is guarded by a giant guardian serpent. The players must defeat the serpent in order to claim the treasure.
  3. D10=3:Sudden darkening of the waters as an ancient kraken rises from the depths, its colossal eyes observing.
  4. D10=4:Sites containing winter's celestial root reveal forgotten ethereal guardian relics. Unleashing primordial spirits grants unworldly harmony.
  5. D10=5:A shipwrecked sailor who is disguised as a large fish swims by. If the party is not properly equipped to detect disguise, he will steal all of the party's equipment and disappear.
  6. D10=6:A group of merfolk is questioning a couple of pirates. If the players attack the pirates, the merfolk will help the players attack the pirates.
  7. D10=7:A sentient coral reef colony forms a living labyrinth, with treasures hidden at its heart.
  8. D10=8:A group of merfolk, with swords and spears in hand, swim by. They look angry, and they are swimming fast!
  9. D10=9:A strange ship is sailing through the sea. The ship looks like it was made of many different types of stone. The captain is a strange-looking humanoid with an ape-like body and a strange cloak made of fur.
  10. D10=10:An ancient stone guardian, in the shape of a turtle, calmly watches over an underwater garden of magical flora.

d100 = 45

  1. D10=1:Ydersius, King of the Squids.
  2. D10=2:The water turns murky in spots, likely due to stirred-up sediment.
  3. D10=3:The players find a giant sea serpent skeleton that leads to a hidden chest of enormous riches.
  4. D10=4:A tribe of sahuagin is spotted, preparing to sacrifice a captured merfolk to their god. The party can either intervene and fight the sahuagin or try to negotiate a peaceful resolution.
  5. D10=5:The water is filled with particles of plankton and microscopic sea life.
  6. D10=6:3d10 copepods drift past in the water.
  7. D10=7:Wreckage from a destroyed ship floats on the water. It has been completely destroyed.
  8. D10=8:A giant octopus attacks the party.
  9. D10=9:The sound of a hauntingly beautiful voice can be heard echoing through the water. As the party investigates, they come across a sad and lonely mermaid, who offers to grant them a wish in exchange for companionship.
  10. D10=10:Colossal jellyfish float through an underwater current, illuminating an ancient ruin beneath.

d100 = 46

  1. D10=1:While searching for a lost artifact, the party is attacked by a giant octopus. It seems to be guarding the artifact and will do everything in its power to stop the party from obtaining it.
  2. D10=2:A cluster of 3d8 sea cucumbers roving across the sandy bottom.
  3. D10=3:A group of 2d6 merfolk are hunting for food. They are using bows and arrows and spears.
  4. D10=4:A group of giant sea turtles are acting strangely and seem to be heading towards a dangerous whirlpool. The players must follow them and find out the cause of their strange behavior.
  5. D10=5:The party sees a school of whales in the distance. One of the whales raises a front fin and then dives down into the ocean. A large bone-like protrusion rises up from the water, then a mermaid-like creature emerges from the water. She asks the party for help. A high-level sorcerer then rises from the ocean. She has been hurting all of the fish near the continent to the south. She is using her magic to expand the island and help all of the animals survive in this lost world. The party must find a way to stop her. She keeps a large school of smaller fish nearby. The party will be attacked if they attack the school or attack her.
  6. D10=6:A seal attacks the players. This seal is actually a transformed sea hag who is trying to rob a merchant ship that is passing by. The seal is trying to get the players to attack her so she can eat them and regain her strength.
  7. D10=7:A leviathan herd migrates with the changing seasons. Aligning with the herd's timing can provide safe passage or witnessing epic battles with marauding sky serpents.
  8. D10=8:The players come across a group of tritons (humanoids with fish-like features) who are having a celebration. They invite the players to join in and offer them a special potion that grants temporary underwater breathing abilities.
  9. D10=9:The party comes across a group of merfolk fighting a group of pirates. They will ask the party to help them.
  10. D10=10:A group of aquatic elves invite the party to a lavish underwater feast, but they must first prove their worth by completing a series of challenges.

d100 = 47

  1. D10=1:A lone water elemental approaches the group and offers them a challenge. It will create a maze out of water and challenge the players to find their way out. If they succeed, the elemental will reward them with a magical trinket.
  2. D10=2:A young mermaid is stranded on a small island. Her locket is stuck between two rocks. Her mother is trapped in a bag of holding under water.
  3. D10=3:A large fish about 5 feet long swims past the party. It has a troll-like face on its belly and it has large teeth that are about 1 inch long. If the party attacks it, the fish will attack back with its large tail fin that has a sharp edge on it.
  4. D10=4:Near a volcanic vent, the party is assailed by 2d4 Fire Mephits who inhabit this harsh, boiling environment.
  5. D10=5:Players encounter a giant sea turtle. It invites them to climb on its back, promising to take them to shore safely.
  6. D10=6:A group of tritons, led by a powerful queen, approach the party and ask for their help in retrieving a powerful artifact that was stolen from their kingdom by a group of pirates.
  7. D10=7:A group of 1d20 merfolk are swimming in a group of 10 merfolk. They are headed toward an underwater city that the players have not discovered yet. They are trying to warn the people of the underwater city about a danger that is coming their way.
  8. D10=8:As the party navigates a complex coral maze, they disturb 2d6 Hive Minded Coral Crafters, beings formed from the living coral.
  9. D10=9:While exploring an underwater cave, the party discovers a group of sea giants who have been cursed to live in the shape of fish. The giants beg the party to help them break the curse and return them to their true form. But they must first face the wrath of the sea witch who has cursed them.
  10. D10=10:The players come across a sunken pirate ship filled with cursed gold. They must decide whether to take the risk and try to claim the treasure or leave it be and avoid the curse.

d100 = 48

  1. D10=1:Ydersius, King of the Squids.
  2. D10=2:A school of bioluminescent manta rays lead the players to an ancient underwater temple.
  3. D10=3:A legendary sea monster, said to be able to control the tides, appears and begins wreaking havoc on nearby ships. The party must find a way to defeat or contain it before it causes too much damage.
  4. D10=4:A giant squid attacks the party.
  5. D10=5:The players find an underwater fountain that creates breathable bubbles of air.
  6. D10=6:Xeg-Yi is a school of baby squid, who are being raised by an adult octopus.
  7. D10=7:As you enter a small cove, you come across a group of merfolk performing a ritual to summon a powerful water elemental to defend their home. However, if the party is not careful, they may become collateral damage in the process.
  8. D10=8:A group of merfolk are fishing. They will be happy to sell the players some fish if they wish to. They will also warn the players to avoid the purple starfish.
  9. D10=9:A school of tiny silversides flashes past you.
  10. D10=10:A group of giant squid attacking a disabled longship.

d100 = 49

  1. D10=1:The party discovers a coral palace inhabited by a reclusive sea witch. Depending on the season, she offers different boons: spring - renewal of spells and health; summer - enhanced combat abilities; autumn - wisdom and foresight; winter - protection and resilience. But her favors come at a price.
  2. D10=2:A hidden underwater temple dedicated to an ancient sea deity has been discovered. The players must navigate through traps and guardians to reach the temple's legendary treasure.
  3. D10=3:The party can see a group of merfolk on the shore. They are arguing about whether or not it is a good idea to attack the party.
  4. D10=4:A stranded sea elf asks for the players' assistance in finding their lost ship. However, they soon discover that the ship has been cursed and is now guarded by a ferocious sea monster.
  5. D10=5:Xurath is a group of 6d6 crocodiles. They are near a dragon ship.
  6. D10=6:The players are attacked by a giant crocodile. Upon its defeat, it transforms into a giant crocodile/shark hybrid.
  7. D10=7:A large, ancient skeleton of an enormous beast covered in algae.
  8. D10=8:Players find a giant clam with a pearl the size of a boulder, guarded by a fierce sea turtle.
  9. D10=9:A group of merfolk is practicing a religious ceremony. They are worshiping a large conch shell.
  10. D10=10:A sea monster emerges from the depths and begins to attack the party. However, upon further inspection, the party realizes that the monster has been controlled by an evil sea witch. The party must defeat the witch and free the sea monster.

d100 = 50

  1. D10=1:A hidden temple with a constantly shifting maze, guarded by giant sea serpents.
  2. D10=2:A group of 4d10+10 sharks are grazing on fish. They are surprised by the players' presence. The sharks will fight to the death.
  3. D10=3:The party encounters a merfolk bard who sings a tale of a legendary underwater creature known as the Leviathan. The bard asks the party to help him in finding the creature and documenting its existence.
  4. D10=4:The party sees a ship wreck. It is covered in barnacles, and looks like it has been there for a long time. It is actually a trap. When the party gets close, it will attack with 2d6 giant squid, who have been placed there by a kraken.
  5. D10=5:The players come across a coral reef filled with vibrant and beautiful creatures. However, they soon realize that the reef is actually a living organism and it's in danger due to a nearby oil spill. The players must find a way to clean the reef and save the creatures living there.
  6. D10=6:A group of stingrays swims across the sandy bottom.
  7. D10=7:In the depths of the ocean, the players come across a sunken city that is still inhabited by its undead citizens. They must be careful not to anger the citizens or they may be trapped in the city forever.
  8. D10=8:A strange ship is sailing through the sea. The ship looks like it was made of many different types of metal. The captain is a strange-looking humanoid with an octopus-like body and tentacles.
  9. D10=9:A group of giant squids suddenly rise from the depths and begin attacking a nearby ship. The players must choose whether to help the crew of the ship or seize the opportunity to scavenge the valuable cargo.
  10. D10=10:WATER BALLOON FACTORY. A group of Djinns who, for almost as long as the Djinns have been around, have been making water balloons and selling them for some income. They enjoy making water balloons, but it is hard to sell them and make a profit the way things are. The Djinns are unaware that can change, but they like the way things are and don't care anyways .

d100 = 51

  1. D10=1:The adventurers encounter a lost planar envoy of 1d4 friendly but desperate Water Myrmidons in need of assistance returning home.
  2. D10=2:A group of merfolk are being chased by a giant crab. They ask the players for help and in return, offer to guide them to a hidden underwater treasure.
  3. D10=3:A beautiful mermaid has been cursed by a sea witch, causing her to slowly transform into a monstrous creature. The players must find a way to break the curse before it's too late.
  4. D10=4:A small sea urchin moves slowly along the seafloor.
  5. D10=5:3d6 clownfish hiding among coral heads.
  6. D10=6:2d4 colorful parrotfish using their beaks to nibble on coral.
  7. D10=7:You swim through a patch of tiny bubbles rising from the ocean floor.
  8. D10=8:The party is approached by a group of mermaids who are mourning the loss of their queen. They ask the party to help them retrieve a rare flower from the depths of the ocean to create a powerful healing potion for their queen.
  9. D10=9:Players are caught in a game of hide and seek between two rival groups of playful sea nymphs.
  10. D10=10:A merchant ship approaches from the distance. The ship is flying the flag of a nation at war with the nation that the players are from. The players will be approached by 2d6 armed men who will demand to see the players' passports. The men are actually pirates and will attack if the players do not comply.

d100 = 52

  1. D10=1:The players come across a small island where a group of peaceful water elementals are living. However, a fire elemental has invaded their home, causing chaos and destruction. The players must choose whether to side with the water elementals or the fire elemental.
  2. D10=2:The party nears a small island. A small merfolk village is there. The party is attacked by merfolk. The merfolk is offended because the party is trespassing on their land. The party must convince the merfolk that they were lost and not trespassing.
  3. D10=3:The party hears a beautiful singing voice coming from a nearby cave. Inside, there is a nymph who will try to charm the party.
  4. D10=4:A group of merfolk are hunting a giant squid. If the players help, the merfolk will escort them to a merfolk city far from the shore. The merfolk will give the players 1d6+5 gold pieces each.
  5. D10=5:Players hear a loud humming sound in the distance. It is coming from the direction of an ancient temple dedicated to a god of the sea. The temple is underwater, but it is constantly surrounded by a sphere of air created by a magic item inside the temple. The air inside the sphere is breathable and there is a small village of merfolk living inside it, but they keep to themselves and do not welcome visitors or adventurers, who are viewed as a threat to their way of life and the security of their village. The merfolk of this village are expert fish-hunters and fishermen, so they always have a large supply of food available to them. They grow their own crops in the sea outside of their village and harvest them regularly. They are able to survive on fish and seaweed alone, so they rarely leave their village except to fish or harvest crops from the sea. If a player character is captured by the merfolk and put on trial as a thief or a spy, they will likely be found guilty and sentenced to death by drowning, which is viewed as an honourable death among the merfolk of this village.
  6. D10=6:As the party swims through a dense forest of kelp, they encounter a school of 5d10 aggressive Barracudas, their sharp teeth glinting menacingly.
  7. D10=7:A storm suddenly strikes while the party is in the middle of the ocean, causing their ship to capsize. They wake up on the island of a group of water-dwelling creatures known as tritons. The tritons offer to help the party fix their ship in exchange for their assistance in defeating a group of invading sahuagin who have been terrorizing their homeland.
  8. D10=8:The party hears the sound of a woman singing. The song is extremely beautiful and almost hypnotic. It is actually a mermaid luring sailors to their deaths.
  9. D10=9:A lone barracuda swims by casually.
  10. D10=10:A group of merfolk attack the players. The merfolk want them to help them fight off a nearby tribe of aquatic orcs.

d100 = 53

  1. D10=1:A group of sahuagin (ferocious shark-like humanoids) have set up a trap to lure in unsuspecting sailors. The players must navigate through the dangerous traps and defeat the sahuagin before they strike again.
  2. D10=2:The party comes across a group of water nymphs bathing in a small pond. They invite the party to join them and offer healing and relaxation in the calming waters.
  3. D10=3:The players encounter a group of selkies (seal-like creatures) who have been trapped in human form by an ancient curse. They ask the players to help them find the source of the curse and break it.
  4. D10=4:A sunken statue covered in algae and coral.
  5. D10=5:The party sees a giant water elemental, with a strange green glow, flying through the water.
  6. D10=6:Orca is a sea kineticist. He is having difficulty controlling his emotions.
  7. D10=7:The party stumbles upon an underwater marketplace filled with merchants from all different planes of existence. They can find rare and exotic goods here, but they must be careful not to offend any of the merchants and their unique customs.
  8. D10=8:You swim through an area where the light filters down beautifully through the water.
  9. D10=9:A strange ship is sailing through the sea. The ship looks like it was made of many different types of wood. The captain is a strange-looking humanoid with a large beak.
  10. D10=10:The party sees a ship, sinking quickly. A group of merfolk are swimming away from it. If the party rescues them, they will ask for help finding their lost city. They will lead the party to their city and try to kill them after they help them defeat the kraken that is attacking their city.

d100 = 54

  1. D10=1:You see the faint outline of underwater caves in the distance.
  2. D10=2:A ship is sinking and the players must rescue the survivors and bring them to safety. However, there's a catch - the ship is cursed and anything that touches it will turn to gold.
  3. D10=3:Suddenly, a giant wave appears out of nowhere and threatens to crash onto the players. They must use their wits and skills to avoid being swept away.
  4. D10=4:A mysterious ship with black sails appears on the horizon, heading straight towards the party's ship. The crew is made up of undead pirates who offer a trade - the party's most valuable possession for safe passage through their territory.
  5. D10=5:The depths get darker as the adventurers near an underwater trench teeming with 3d6 Deep-Sea Hunters, dark Manticores of the abyss.
  6. D10=6:The players encounter a kraken in the depths of the ocean. However, this kraken is strangely docile and seems to be injured. If the players can successfully heal the kraken, it will reward them with a rare magical item from its treasure hoard.
  7. D10=7:Vampiric sea hags have taken over a nearby land or island. They have hired pirates to help them find new captives. They take the captives they find, and they leave the remains of their former captives as red herrings.
  8. D10=8:Laffer Waddlemother appears out of the water and he is angry. He tells you that he cannot find his friends (cousins). If he does not find his cousins, he will attack.
  9. D10=9:The party is ambushed by a group of water elementals who have been angered by the party's careless disposal of trash into the ocean. The party must make amends or suffer the consequences.
  10. D10=10:A group of 2d6 giant eels attack the party. A group of 2d6 giant morays attack the party.

d100 = 55

  1. D10=1:The players stumble upon a massive underwater city full of intelligent aquatic creatures. They must navigate the city's politics and customs in order to gain information or resources they may need.
  2. D10=2:A group of 2d6 giant eels attack the party. A group of 2d6 giant morays attack the party.
  3. D10=3:A group of sirens attack the players. The sirens want to eat them and turn them into merfolk.
  4. D10=4:The party finds themselves trapped in a magical underwater maze with no clear way out. They must navigate through dangerous traps and puzzles to find the exit, all while being chased by a group of merfolk hunters who see them as trespassers.
  5. D10=5:A dense field of spiky sea urchins contains 2d8 small but cunning Piranhas, their shoals weaving violently through the obstacle course.
  6. D10=6:Kraken A kraken swims into the area, looking for trouble. It may be a bit more difficult for the PCs to attack due to the fact that the kraken is beneath the waves (deconstructing it and then drawing it could fix this problem).
  7. D10=7:A ruined temple of a forgotten sea god is haunted by 1d4 Ghosts of its ancient priests, their wails echoing through the water.
  8. D10=8:The party can see a group of merfolk on the shore. They are arguing about whether or not it is a good idea to attack the party.
  9. D10=9:A group of sea elves ask for the party's help in recovering a valuable family heirloom that was stolen by a group of sea dwarves. Delving into the underwater dwarf city, the party must navigate through treacherous tunnels to retrieve the stolen item.
  10. D10=10:The party comes across a group of water nymphs bathing in a small pond. They invite the party to join them and offer healing and relaxation in the calming waters.

d100 = 56

  1. D10=1:A party of mermen playing music on their flutes near a sunken ship. They are magically dancing on the surface of the water.
  2. D10=2:A large sea snake slithers past, with a chance of a sea snake lord hiding in it instead of a regular snake.
  3. D10=3:Colossal jellyfish float through an underwater current, illuminating an ancient ruin beneath.
  4. D10=4:A sea hag offers to guide the players through treacherous waters in exchange for a valuable magic item. However, her true intentions are much more sinister.
  5. D10=5:An immense dragon turtle carries an entire ecosystem on its back, including rare and magical sea creatures.
  6. D10=6:The players are sailing towards a beautiful island filled with lush vegetation, but when they arrive, they discover that it's actually a giant mimic, a creature that can shapeshift and trick unsuspecting travelers. They must find a way to defeat the mimic and escape with their lives.
  7. D10=7:You feel a gentle tug on your leg from a long kelp frond.
  8. D10=8:A group of sirens approaches the players, trying to lure them with their enchanting songs. If the players succumb to their charms, they will be taken prisoner and must find a way to escape before they become sirens themselves.
  9. D10=9:A group of water genasi are practicing their water manipulation abilities, creating intricate shapes and forms out of the water. If the players are interested, they can ask to learn some of their techniques.
  10. D10=10:A mysterious sea temple appears before the players, guarded by powerful water guardians. Inside, they find a powerful artifact but must solve riddles and puzzles to claim it.

d100 = 57

  1. D10=1:The adventurers enter a section of the water completely devoid of life, stalked by 3d4 Bottom-Dwelling Horrors known as Abyss Gazers.
  2. D10=2:The players stumble upon a group of aquatic elves performing a beautiful dance ritual to honor their goddess of the sea.
  3. D10=3:The water is clearer here, allowing better visibility.
  4. D10=4:A shadowy trench glows from the light of a sleeping elder leviathan.
  5. D10=5:An ancient sea serpent's skeleton leads to a hidden chest of incredible riches and dangers.
  6. D10=6:A group of merfolk are on a beach. They are arguing about whether or not it is a good idea to attack the party. One of them wants to attack, but the others do not. One of them is the leader, and he has a plan to attack the party. The other mermen are just pretending to obey him, but they really do not want to attack the party.
  7. D10=7:The characters hear a loud crashing noise coming from nearby. They see nothing through the thick mist. The noise is a giant sea serpent swimming through the water at high speeds!
  8. D10=8:A group of giant squid attacking a disabled longship.
  9. D10=9:A giant turtle attacks the party. It has a shell that is 1' thick and is 10' wide.
  10. D10=10:A group of water genasi are having a festival to celebrate their connection to the elemental plane of water. The players are invited to participate in traditional water-based games and challenges.

d100 = 58

  1. D10=1:Winter’s bitter breath brings frosty specters, challenging the party with wisdom duels that resonate through icy realms and grant foresight.
  2. D10=2:The players are approached by a group of kuo-toa (fish-like humanoids) who are in need of help. Their underwater city has been attacked by an evil sea monster and they need warriors to defeat it.
  3. D10=3:WATER BALLOON FACTORY. A group of Djinns who, for almost as long as the Djinns have been around, have been making water balloons and selling them for some income. They enjoy making water balloons, but it is hard to sell them and make a profit the way things are. The Djinns are unaware that can change, but they like the way things are and don't care anyways .
  4. D10=4:The party discovers a mysterious underwater cave filled with glowing crystals. As they explore, they find out that the crystals possess magical powers and may grant wishes. But there's a catch...
  5. D10=5:A giant squid attacks while they are fighting a giant seahorse.
  6. D10=6:Autumn fables invite ancient predictions within recursive coral labyrinths. Deciphering illusory complexities unearths tales of cyclical destiny and clears their path.
  7. D10=7:The adventurers hear a group of merfolk arguing about whether or not they should help a group of human shipwreck survivors. One of the merfolk is carrying a baby mermaid in one of her fins. The merfolk are deciding whether or not to help the humans because they are unsure if they are good creatures or evil creatures.
  8. D10=8:Faint bioluminescence illuminates the ocean around you.
  9. D10=9:While swimming near a bioluminescent plain, the adventurers are ambushed by 3d8 carnivorous Luminescent Fish.
  10. D10=10:1d6 dugongs grazing on underwater grass.

d100 = 59

  1. D10=1:The party discovers an underwater city filled with intelligent, talking fish. They offer the party a place to rest and share stories in exchange for some valuable information about the land above.
  2. D10=2:A ship anchor covered with 2d4 sea cucumbers.
  3. D10=3:3d12 tiny shrimp scattering at the disturbance caused by the party.
  4. D10=4:A mysterious, mercurial creature begins to follow the party, appearing in different forms and playing tricks on them. However, the creature may actually be trying to deliver a message or lead the party to something important.
  5. D10=5:Octopus attack.
  6. D10=6:A group of merfolk are looking for their chief. They will offer the players a reward if they help find their chief.
  7. D10=7:A group of 2d6 merfolk are hunting for food. They are using bows and arrows and spears.
  8. D10=8:Summer heat warms the ocean floor and stirs dormant water spirits. Combat ensues between ancient and modern spirits leading to unique discoveries.
  9. D10=9:A shimmering rift in the water leads to the lair of 2d4 Sirens, their melodic voices beguiling and deadly.
  10. D10=10:A group of tritons is in the midst of a civil war. The players must choose which side to support and help bring peace back to the underwater kingdom.

d100 = 60

  1. D10=1:The party sees a ship, sinking quickly. A group of merfolk are swimming away from it.
  2. D10=2:Mysterious lights reveal an ancient sea dragon guarding a floating island of treasure.
  3. D10=3:A giant squid attacks the party's ship, wrapping its tentacles around the deck and trying to pull them underwater. They must fight it off or risk sinking.
  4. D10=4:The players come across a mermaid trapped in a net, struggling to free herself. It appears she was captured by a group of pirates and left to die. If the players rescue her, she may offer them a valuable reward.
  5. D10=5:A group of mermaids are celebrating the birth of a new princess. They are dancing and singing in their underwater kingdom.
  6. D10=6:1d10 transparent jellies floating harmlessly by.
  7. D10=7:A lone water elemental approaches the group and offers them a challenge. It will create a maze out of water and challenge the players to find their way out. If they succeed, the elemental will reward them with a magical trinket.
  8. D10=8:A group of sea lions are sunning themselves on a nearby rock.
  9. D10=9:The players come across a merman who is struggling to fight off a group of sahuagin. He pleads for help and promises to reward the players with ancient treasure.
  10. D10=10:A giant sea turtle swims by, oblivious to the players.

d100 = 61

  1. D10=1:The players come across a group of tritons, who are struggling to find a new home after their underwater city was destroyed. They ask for the players' help in finding a new settlement for their people.
  2. D10=2:You pass through an area with unusual rock formations covered in sea anemones.
  3. D10=3:A lone sea turtle swims gracefully through the water.
  4. D10=4:A water djinn offers to guide the players to a hidden cave filled with precious treasures, but they must first solve a riddle. If they fail, they may be trapped in the cave forever.
  5. D10=5:A large whale swims past the players. It is so big that it looks like it is barely moving, but it is swimming fast.
  6. D10=6:A giant octopus attacks the players. This octopus is actually an evil wizard who has transformed into an octopus. He is trying to eat any ships that pass by his lair to steal magic items and treasure from them.
  7. D10=7:During a winter solstice, a portal to the Ice Elemental Plane opens, threatening to freeze everything. The party must close it by solving puzzles related to winter folklore and confronting icy adversaries.
  8. D10=8:The distant silhouette of underwater cliffs emerges in the water.
  9. D10=9:1d6 sea snakes slithering through the water.
  10. D10=10:A giant octopus attacks. It can fire a large blast of water.

d100 = 62

  1. D10=1:A giant squid attacks the party. It has tentacles that reach to the bottom of the ocean floor.
  2. D10=2:An underwater volcano houses a mighty sea giant and a hoard of incredible treasures.
  3. D10=3:A group of merfolk merchants offer to trade unique treasures from the bottom of the ocean. One of the items is a cursed trident that can only be wielded by someone who has never killed another living creature.
  4. D10=4:A group of water elementals emerge from the depths, summoning a powerful storm that threatens to capsize the party's boat. They demand a sacrifice in exchange for calming the storm, but their true intentions may be more sinister.
  5. D10=5:As the adventurers swim deeper, they find themselves in the territory of 4d6 electric-jellyfish-like creatures known as Storm Medusae.
  6. D10=6:A party of merfolk are playing music on their flutes near a sunken ship. They are magically dancing on the surface of the water.
  7. D10=7:A ghostly shipwreck emerges from the depths, guided by the spirits who guard its treasures.
  8. D10=8:HELPING OUT THE OTHERS. A group of merfolk set out to help a group of sirens in distress by attacking the group of merfolk that are attacking them.
  9. D10=9:A pod of whales sings in harmony, revealing hidden underwater paths to ancient treasures.
  10. D10=10:1d6 stingrays buried under the sand, peeking out.

d100 = 63

  1. D10=1:2d8 flying fish suddenly leaping out over the water.
  2. D10=2:The players are invited to an underwater ball held by a wealthy merfolk family. However, the ball is interrupted by a group of sea devils seeking revenge on the family for betraying them in the past. The party must protect the family while also trying to uncover the truth behind the betrayal.
  3. D10=3:1d4 slow-moving, oversized jellyfish.
  4. D10=4:An underwater volcano stirs, releasing 3d8 Steam Mephits who attempt to defend their boiling territory from the intruding party.
  5. D10=5:A small island populated by crab people is being threatened by a group of merrow (aquatic ogres). The players must help defend the island or negotiate a peace with the merrow.
  6. D10=6:A group of 2d6 sharks attacking a disabled longship.
  7. D10=7:1d6 narwhals curiously investigating the party.
  8. D10=8:A giant shark approaches the party with a large shark fin on his back. His name is Gustav, and he's a former pirate afflicted with lycanthropy.
  9. D10=9:Strange, glowing symbols appear on the ocean floor, beckoning the party to a hidden underwater temple. Inside, they discover a powerful artifact and must face a series of challenges to retrieve it.
  10. D10=10:Spring fungi emit spores that create illusions, leading the party to an underwater garden where they must navigate phantasmal traps and unveil the true path.

d100 = 64

  1. D10=1:An octopus attacks the party. The octopus is a shapeshifter and will use its disguises to attack the party with surprise.
  2. D10=2:The players are approached by a group of merfolk who are part of a tribe. The merfolk want the players to help the tribe in their conflict with a local tribe of aquatic orcs.
  3. D10=3:A giant sea serpent, believed to be the protector of the sea, approaches the party and offers to answer one question truthfully before disappearing back into the depths.
  4. D10=4:Three dolphins will attack one of the players if they are not swimming sensibly or if they are not thinking about the long term effects of their actions.
  5. D10=5:1d6 sea snakes slithering through the water.
  6. D10=6:The temperature of the water fluctuates gently.
  7. D10=7:A pirate ship from the Material Plane has somehow found its way into the Elemental Plane of Water. The players can choose to help the captain and his crew find a way back, or they can take the ship for themselves. However, the waters are guarded by fierce sea creatures and the captain may not be as honest as he seems.
  8. D10=8:A group of merfolk invite the players to a grand underwater ball. However, it turns out to be a trap set by a group of deep sea creatures who view the players as food. The players must fight their way out of the ballroom and escape.
  9. D10=9:Shogguth attacks the party. The players will be forced to fight him underwater.
  10. D10=10:A group of 3d8 merfolk swim past the players, ignoring them unless attacked first!

d100 = 65

  1. D10=1:Deep blue water surrounds you with an infinite expanse.
  2. D10=2:A group of pirates are on the hunt for treasure, and they will do anything to get it. They are looking for a map that leads to a legendary pirate treasure buried on an island surrounded by a sea of sharks.
  3. D10=3:A giant crab with glowing eyes swims up to the party. He craves magical items. He will trade magic items for rare items, like gems and the like. He is a simple creature, actually.
  4. D10=4:3d4 barnacles attached tenaciously to a sunken ship hull.
  5. D10=5:The players find a gigantic shell that acts as a portal to a sub-plane of eternal waters.
  6. D10=6:A giant jellyfish floats by. It is about the size of a small castle.
  7. D10=7:Ydersius, King of the Squids.
  8. D10=8:Sunken treasure ships, lying dormant for ages, rise to the surface during autumnal equinox, casting shadows of their former selves and revealing clues to lost maritime secrets.
  9. D10=9:A school of fish forms intricate patterns, hinting at treasures hidden within a nearby cave.
  10. D10=10:A lone merfolk approaches the party, offering to lead them to a hidden underwater city filled with riches. However, there may be a catch to this enticing offer.

d100 = 66

  1. D10=1:The party sees a ship wreck. It is covered in barnacles, and looks like it has been there for a long time. It is actually a trap. When the party gets close, it will attack with 2d6 giant squid, who have been placed there by a kraken.
  2. D10=2:A group of merfolk are standing around talking about how terrible their king is. They are trying to figure out a way to get rid of him. They will be happy to talk with the players about their problems for a little while.
  3. D10=3:While sailing through a thick fog, the party comes across the legendary ship of the seas, captained by the infamous pirate, Blackbeard. The party can join the pirate crew or try to defeat them and claim their treasure for themselves. But messing with Blackbeard is not something to be taken lightly.
  4. D10=4:A powerful sea titan rests in the depths, protected by ancient relics and guardians.
  5. D10=5:2d4 curious stingrays gliding in curious circles around the party.
  6. D10=6:A school of 3d12 shimmering sardines flickers past.
  7. D10=7:A group of merfolk are hunting for food.
  8. D10=8:The players come across a powerful underwater wizard who is in the middle of casting a spell to control the tides. The players must either stop the wizard or help him complete the spell.
  9. D10=9:An old, barnacle-covered anchor lying on the sea floor.
  10. D10=10:A shipwreck is being guarded by a group of merfolk who are convinced that it holds a powerful artifact. They will not let anyone near it, but the players can try to negotiate or find another way to retrieve the artifact.

d100 = 67

  1. D10=1:A small crab scuttles away from your approaching presence.
  2. D10=2:A giant translucent aberration swims by. It has an eyeless face and a mouth full of long teeth. It is glowing brightly.
  3. D10=3:A leviathan herd migrates with the changing seasons. Aligning with the herd's timing can provide safe passage or witnessing epic battles with marauding sky serpents.
  4. D10=4:While exploring deep waters, the party encounters a Moondrake and its nest of 2d6 Moonstone Eels.
  5. D10=5:2d4 tritons patrolling their territory with conch shell weapons.
  6. D10=6:The party comes across a group of pirates. They are riding on a pirate ship that is made out of a giant sea turtle. The pirates are looking for treasure. The pirates believe that the party has treasure. The pirates are willing to attack.
  7. D10=7:A giant shark attacks the party. It is at least 50' long and has giant teeth.
  8. D10=8:The players see the face of a ghostly mermaid. She will ask them for assistance and will reward them handsomely if she is given a proper burial.
  9. D10=9:A group of water nymphs invite the party to a party in their underwater palace. The party must navigate through a maze of seaweed to reach the palace and are rewarded with a feast and lively music.
  10. D10=10:A group of sea elves approaches the players' ship. They are friendly and offer to trade their beautiful pearls and shells for some magical items or weapons.

d100 = 68

  1. D10=1:Autumn currents send the party to kelp forests with seasonal monsters guarding autumnal relics. Conquering challenges unlocks access to forgotten ancestral knowledge.
  2. D10=2:A behemoth-like creature called a Dragon Turtle glides by, trailing a small group of 2d6 friendly Kuo-toa who revere it as a deity.
  3. D10=3:A powerful whirlpool reveals a sunken chamber guarded by fierce sea guardians.
  4. D10=4:While swimming by a sea cave, the party is met by 1d6 Ultrasynced Eels with abilities to coordinate their attacks in unison.
  5. D10=5:A giant squid swims by, with a ship stuck in its tentacles. The ship is sinking fast!
  6. D10=6:A passing albatross casts a shadow above the water.
  7. D10=7:1d4 pufferfish defensively inflating themselves at the party’s approach.
  8. D10=8:Gelatinous oozes adopt seasonal colors and properties. Spring green heals, summer red burns, autumn brown absorbs magic, and winter blue freezes. The party must strategize which to fight and which to utilize.
  9. D10=9:A group of 3d6 starfish clinging to a reef.
  10. D10=10:A deadly storm rages across the sea, causing chaos and destruction. The players must find a way to navigate through the storm and reach their destination safely.

d100 = 69

  1. D10=1:The players come across an enchanted underwater garden filled with colorful, exotic plants and creatures. However, the garden is guarded by a powerful guardian elemental who will not let anyone enter without completing a difficult task.
  2. D10=2:A nearby island is the nesting ground for a family of giant seagulls. If the players get too close, they will attack.
  3. D10=3:Eelquatch An eelquatch is swimming through the waters. It is about 40' long.
  4. D10=4:The party hears chanting. A group of crustacean priests are playing with a giant crab. If the players try to take the crab from them, they will attack the players with magic.
  5. D10=5:A giant squid attacks the party.
  6. D10=6:While exploring a coral reef, the players come across a giant, man-eating clam. However, upon closer inspection, the players discover that a powerful artifact is hidden inside the clam, and they must find a way to retrieve it without being eaten.
  7. D10=7:A group of 1d6+2 merfolk attack! They are armed with spears and tridents.
  8. D10=8:A mermaid is singing in the distance. The song is so beautiful that it almost makes the players stop in their tracks. If players approach, they will discover that the mermaid is actually a male succubus trying to lure sailors to their deaths.
  9. D10=9:An immense dragon turtle carries an entire ecosystem on its back, including rare and magical sea creatures.
  10. D10=10:A transparent jellyfish attacks. It can fire a large blast of water at the party.

d100 = 70

  1. D10=1:Sunken treasure ships, lying dormant for ages, rise to the surface during autumnal equinox, casting shadows of their former selves and revealing clues to lost maritime secrets.
  2. D10=2:You hear the distant sound of dolphins chittering.
  3. D10=3:Surrounded by sand dollars, the ocean floor seems strangely pristine.
  4. D10=4:A large school of fish seems to be following the party. When the party gets close, they will attack with blinding speed and numbers.
  5. D10=5:A large turtle attacks the players' ship. If the players fight it, it will swim away at half-health and return with 2d4+2 turtles 1d4 hours later.
  6. D10=6:Gelatinous oozes adopt seasonal colors and properties. Spring green heals, summer red burns, autumn brown absorbs magic, and winter blue freezes. The party must strategize which to fight and which to utilize.
  7. D10=7:1d6 dugongs grazing on underwater grass.
  8. D10=8:A group of water weirds, who are tired of being overlooked and mistreated, have formed an alliance to take over the ocean and become the dominant force. The party must stop their plans before it's too late.
  9. D10=9:A storm approaches, causing high waves and strong winds. Suddenly, a giant water elemental appears, seemingly controlling the storm. The players must defeat the elemental before it causes any more damage.
  10. D10=10:The players see a group of sea turtles being attacked by a group of sharks. If they intervene, the sea turtles will be grateful and may even guide them to a hidden treasure.

d100 = 71

  1. D10=1:A group of merfolk are on a beach. They are arguing about whether or not it is a good idea to attack the party. One of them wants to attack, but the others do not. One of them is the leader, and he has a plan to attack the party. The other mermen are just pretending to obey him, but they really do not want to attack the party.
  2. D10=2:An octopus attacks the party. The octopus is a shapeshifter and will use its disguises to attack the party with surprise.
  3. D10=3:The party enters a cave that appears to be filled with air, but upon closer inspection, they realize it is actually a pocket of breathable water. Inside, they find a group of aquatic elves who have made this their home and offer the party shelter and provisions.
  4. D10=4:A water elemental, mistaken for a monster, is being hunted by a group of adventurers. The players must choose between helping the elemental or joining in on the hunt.
  5. D10=5:A hermit crab cautiously peeks out of its shell.
  6. D10=6:A delicate sea star clings to a nearby rock.
  7. D10=7:A powerful whirlpool reveals a sunken chamber guarded by fierce sea guardians.
  8. D10=8:A giant eel attacks the party and is accompanied by two giant electric eels.
  9. D10=9:A powerful sea dragon has been terrorizing the coastal villages, and the players are hired to take it down. However, the dragon is not what it seems, and the players must uncover the truth behind its actions.
  10. D10=10:The party encounters an ancient Marid lounging on a coral throne, attended by 3d4 loyal Merrow guards.

d100 = 72

  1. D10=1:A group of merfolk are playing with a school of tiny jellyfish. The merfolk are wrestling with the jellyfish.
  2. D10=2:A giant squid pursues the party. It snaps it tentacles and uses its ink gland to attack. It is 10' long.
  3. D10=3:A group of merfolk warriors challenge the players to a race across the ocean. The prize? A powerful magic weapon hidden at the finish line.
  4. D10=4:A giant jellyfish floats by. It is about the size of a small castle.
  5. D10=5:Vampiric sea hags have taken over a nearby land or island. They have hired pirates to help them find new captives. They take the captives they find, and they leave the remains of their former captives as red herrings.
  6. D10=6:A giant squid attacks.
  7. D10=7:The players stumble upon a deserted island with a mysterious lighthouse. Inside, they find a powerful genie who offers them one wish each. However, the genie's intentions may not be as pure as they seem.
  8. D10=8:A group of merfolk fishermen invite the players to join them on their daily hunt. However, they soon realize that their prey is a massive creature known as a kraken, and they must work together to take it down.
  9. D10=9:A broken, seaweed-entwined treasure chest lying open.
  10. D10=10:3d6 small rays buried under the sand flick away as the party approaches.

d100 = 73

  1. D10=1:The party swims into a haunted kelp forest where they are ambushed by 2d6 Ghostly Nymphs who curse those who harm nature.
  2. D10=2:You spot a small shipwreck partially buried in the sand.
  3. D10=3:You pass over an old, sunken shipwreck, now home to various sea life.
  4. D10=4:A mermaid asks for the party's help in retrieving her stolen pearl necklace from a group of thieving octopuses. However, the octopuses are not what they seem, and the party must navigate a confusing maze of illusions and traps to retrieve the necklace.
  5. D10=5:A trapped genie is trapped in a bottle. The bottle is trapped in a sea chest. The chest is trapped on a raft. The raft is trapped in an ocean. The players must fight a genie.
  6. D10=6:Three giant squid attack, one of which has tentacles that cause paralysis! The paralysis lasts one round per level of the players.
  7. D10=7:A large turtle attacks the players' ship. If the players fight it, it will swim away at half-health and return with 2d4+2 turtles 1d4 hours later.
  8. D10=8:A group of aquatic elves are hunting for food. They are extremely hungry and will attack the players on sight.
  9. D10=9:The players are stranded on a deserted island with only a mysteriously enchanted compass to guide them. However, the compass leads them to danger instead of safety.
  10. D10=10:A stingray races by, causing a cloud of sand to erupt behind it.

d100 = 74

  1. D10=1:A kraken, seasonally shifting in power and appearance, guards an ancient library of underwater knowledge. Defeating or appeasing it requires seasonal offerings or acts of cleverness.
  2. D10=2:A group of merfolk are hunting a giant squid. If the players help, the merfolk will escort them to a merfolk city far from the shore. The merfolk will give the players 1d6+5 gold pieces each.
  3. D10=3:As the party swims deep into the ocean, they come upon a hidden city made entirely of coral. The residents are friendly and offer the party food and shelter. However, they are also hiding a dark secret - they are all being controlled by a powerful sea witch.
  4. D10=4:A group of kelpies lure the players into a beautiful underwater garden, but it is actually a trap to use them as food for their young.
  5. D10=5:You notice the distant silhouette of a large sea creature.
  6. D10=6:3d4 tiny crab colonies building fortresses of sand.
  7. D10=7:While sailing through a thick fog, the party comes across the legendary ship of the seas, captained by the infamous pirate, Blackbeard. The party can join the pirate crew or try to defeat them and claim their treasure for themselves. But messing with Blackbeard is not something to be taken lightly.
  8. D10=8:A flock of giant flying fish suddenly appears, blocking the party's path and circling above them. If the party follows the direction of the fish, they will come across a hidden island filled with rare and valuable treasures.
  9. D10=9:As the party sails through the open ocean, they come across a massive whirlpool. Inside the whirlpool, they find a hidden underwater city where a group of powerful sorcerers have been imprisoned. Will the party aid in their escape or use them to their advantage?
  10. D10=10:A thick forest of kelp sways gently with the currents.

d100 = 75

  1. D10=1:You see a dolphin leap from the water surface above.
  2. D10=2:A ship carrying a group of minotaurs has crashed near the party's location, and the survivors are now stranded on a nearby island. The party must navigate through treacherous waters and hostile creatures to rescue the minotaurs and help them repair their ship. But not all of the minotaurs are grateful for the party's help, and some may have sinister ulterior motives.
  3. D10=3:The sound of whales singing fills the water around you.
  4. D10=4:A school of fish forms intricate patterns, hinting at treasures hidden within a nearby cave.
  5. D10=5:A rogue wave engulfs the party, separating them. Each member finds themselves in a different seasonal realm within the Elemental Plane of Water. Their goal is to find each other by solving season-themed puzzles and confronting seasonal guardians.
  6. D10=6:A merchant ship approaches from the distance. The ship is flying the flag of a nation at war with the nation that the players are from. The players will be approached by 2d6 armed men who will demand to see the players' passports. The men are actually pirates and will attack if the players do not comply.
  7. D10=7:A group of merfolk are singing a song about the sea witch and her evil ways. It sounds like it's about a player character but it's not! It's about a sea witch living on a nearby island. If the players go there, they will be attacked by a sea witch instead of the expected player character!
  8. D10=8:You sense a powerful magical presence nearby. As you investigate, you find a portal to the Elemental Plane of Water. But beware, for the portal is guarded by a group of water elementals who do not take kindly to trespassers.
  9. D10=9:A shipwreck can be seen on the ocean floor, but upon closer inspection, the party realizes it is still inhabited by its ghostly crew. The ghosts beg for the party's help in freeing their trapped souls and putting them to rest.
  10. D10=10:A giant anglerfish uses its light to lure players towards a deep chasm filled with treasures and dangers.

d100 = 76

  1. D10=1:A group of angry sea creatures accuse the players of stealing their treasure. They must prove their innocence and find out who the real thief is before the sea creatures declare war.
  2. D10=2:Tiny sand particles gently swirl around your feet.
  3. D10=3:The players notice a large water snake slithering in the water. It is 1d10 feet long and has large yellow eyes. It is a hungry snake and will attempt to eat any fish or merfolk it sees.
  4. D10=4:As the party swims through a coral reef, they are stopped by a group of sea turtles who are trying to escort their eggs safely to shore. They ask for the party's help in protecting them from predators on their journey.
  5. D10=5:Giant sea stars align perfectly, opening a portal to an alternate elemental plane of water.
  6. D10=6:You pass through a patch of sea lettuce swaying in the current.
  7. D10=7:An underwater market hosted by Sea Elves opens once a year during the Winter Solstice. Rare magical items and seasonal crafts are available, but the traders only accept unique treasures or services in exchange.
  8. D10=8:A school of large, dark, fish-like creatures swims past the players' ship. They are large enough that the players' ship is damaged in the encounter.
  9. D10=9:Fish out of Water: The party comes across a group of merfolk arguing about whether or not to help a group of castaway humans back to safety. The merfolk are unsure whether or not to help the humans because they are unsure if they are good creatures or evil creatures.
  10. D10=10:The players come across an abandoned ship filled with cursed objects and undead sailors. They must defeat the ghost captain and lift the curse before the ship sets sail again.

d100 = 77

  1. D10=1:Bioluminescent fish reveal the way to a cavern of incredible treasures guarded by sea serpents.
  2. D10=2:While exploring a nearby reef, the party comes across an underwater market run by merfolk. The merfolk are selling all sorts of interesting goods, but they only accept trade in seashells and pearls.
  3. D10=3:Autumn teepee sprouts elaborate, pulsating, ancient ley gateways. Engaging with ley guardians reveals untapped cosmic relays.
  4. D10=4:The players come across a group of water nereids (sea nymphs) who are being held captive by an evil sea hag. They ask for the players' help in defeating the hag and in return, offer their magical abilities to aid the players in their future endeavors.
  5. D10=5:A pod of dolphins are playing in the water.
  6. D10=6:A group of kelpies lure the players into a beautiful underwater garden, but it is actually a trap to use them as food for their young.
  7. D10=7:A hermit crab cautiously peeks out of its shell.
  8. D10=8:A giant squid attacks.
  9. D10=9:A group of water genasi merchants are selling magical items in an underwater marketplace. Some items may be cursed, and the party must be careful in their purchases.
  10. D10=10:Triton death rays in the form of an air cushion, to be released upon contact with water

d100 = 78

  1. D10=1:A mysterious and beautiful siren lures sailors and travelers to their doom with her enchanted singing. The players must resist her charms and break the curse of the siren's song.
  2. D10=2:2d4 sea anemones waving their tentacles.
  3. D10=3:A school of hammerheads attacks.
  4. D10=4:A large shark attacks the players' ship. If the players fight it, it will swim away at half-health and return with 2d4+2 sharks 1d4 hours later.
  5. D10=5:A powerful storm hits the party's ship, leaving them stranded on a deserted island in the middle of the ocean. However, the island is not as desolate as it seems, as it is home to a tribe of crab people who are not pleased with the party's arrival.
  6. D10=6:A sunken ship full of cursed spirits and immense riches awaits the brave and daring.
  7. D10=7:An underwater cliff covered with 3d8 mussels.
  8. D10=8:A sentient tidepool, aware of its seasonal changes, beckons the party to delve into its depths and uncover age-old mysteries hidden within its changing ecosystem.
  9. D10=9:The Pixxie is attacking a small group of players. He uses the ocean to create a tsunami.
  10. D10=10:A young mermaid is stranded on a small island. Her locket is stuck between two rocks. Her mother is trapped in a bag of holding under water.

d100 = 79

  1. D10=1:A powerful sea dragon has been terrorizing the coastal villages, and the players are hired to take it down. However, the dragon is not what it seems, and the players must uncover the truth behind its actions.
  2. D10=2:A school of fish swim by. A group of merfolk are hunting them. If the players approach, the merfolk will attack.
  3. D10=3:A giant squid pursues the party. It snaps it tentacles and uses its ink gland to attack. It is 10' long.
  4. D10=4:Snarglefrout is a giant turtle. He is having marital problems with his wife. He is also having problems with his children.
  5. D10=5:The party comes across a large stone structure that is about 15 feet high. The structure is covered in seaweed and barnacles. It has a stone door that is locked. If the party tries to open the door or tries to break down the door, the structure will attack using a lightning bolt in its mouth. If the party kills the structure, 2d6 electric eels will burst out of its mouth and attack the party.
  6. D10=6:A group of merfolk merchants have set up a trading post and are looking for rare and valuable items to trade with the players. However, their prices are steep and they are known to be slippery negotiators.
  7. D10=7:A party of mermen playing music on their flutes near a sunken ship. They are magically dancing on the surface of the water.
  8. D10=8:A trio of sirens offers cryptic riddles, with the correct answer revealing an ancient underwater library.
  9. D10=9:1d4 rays gliding ominously overhead.
  10. D10=10:As the party sails through the open ocean, they come across a massive whirlpool. Inside the whirlpool, they find a hidden underwater city where a group of powerful sorcerers have been imprisoned. Will the party aid in their escape or use them to their advantage?

d100 = 80

  1. D10=1:3d12 small krill bustling around aimlessly.
  2. D10=2:The party comes across a series of large fish that are about 4 feet long. They have giant, beaming eyes and blue fin-like wings. If the party attacks the fish, the fish will attack back with lightning bolts from their eyes. They are called thunderfish, and they are very territorial.
  3. D10=3:A mysterious figure appears, seemingly walking on the surface of the water. As the party tries to approach, they find themselves stuck in a powerful illusion, with the figure at the center.
  4. D10=4:A sea serpent with a hoard of treasure in its underwater lair has been causing chaos and sinking ships. The players can choose to defeat the serpent or make a deal with it for a share of its treasure.
  5. D10=5:Sudden darkening of the waters as an ancient kraken rises from the depths, its colossal eyes observing.
  6. D10=6:1d6 sea snakes slithering through the water.
  7. D10=7:A small crab comes up to the players and tells them about a magic wand that landed in the ocean. If the players help him, he will reward them with a magical potion. He's actually trying to trick the players into fighting an eel that has been attacking his village.
  8. D10=8:The players come across a mermaid trapped in a net, struggling to free herself. It appears she was captured by a group of pirates and left to die. If the players rescue her, she may offer them a valuable reward.
  9. D10=9:The scent of saltwater permeates the surroundings.
  10. D10=10:A group of mermaids sing a beautiful song that lures the party to them. If they come near, they will attack.

d100 = 81

  1. D10=1:Surrounded by sand dollars, the ocean floor seems strangely pristine.
  2. D10=2:The party comes across a group of pirates. They are riding on a pirate ship that is made out of a giant sea turtle. The pirates are looking for treasure. The pirates believe that the party has treasure. The pirates are willing to attack.
  3. D10=3:1d4 underwater vents emitting warm bubbles.
  4. D10=4:K'n'teth the sea-witch summons a giant octopus.
  5. D10=5:A ship has crashed into the ocean. The only survivors are a group of aquatic elves who are trying to signal other ships so they can be rescued. They will fight to the death to protect themselves from pirates.
  6. D10=6:The party encounters a group of merfolk who have been cursed with legs, preventing them from returning to the sea. The players must find a way to break the curse and return the merfolk to their natural form.
  7. D10=7:Seaweed tangles slightly around you as you swim through it.
  8. D10=8:A colossal sea turtle carries a hidden temple offering immense wealth and danger for the worthy.
  9. D10=9:A maelstrom suddenly appears, threatening to suck the party's ship into its depths. They must navigate through the treacherous waters, avoiding debris and sea creatures, to escape its grasp.
  10. D10=10:The players are approached by a group of mermaid bards who want to learn more about life on land. The players must teach them about the wonders and dangers of the surface world.

d100 = 82

  1. D10=1:Giant clams open to reveal pearls of immense size and value, guarded by an ancient sea spirit.
  2. D10=2:The players are attacked by a group of merfolk who are part of a tribe. The tribe wants to kill them because they believe they are part of an invading force.
  3. D10=3:HELPING OUT THE OTHERS. A group of merfolk set out to help a group of sirens in distress by attacking the group of merfolk that are attacking them.
  4. D10=4:The adventurers come across an ancient, submerged city patrolled by 3d4 enchanted Stone Golems.
  5. D10=5:A giant squid swims by, with a ship stuck in its tentacles. The ship is sinking fast!
  6. D10=6:The adventurers find themselves surrounded by a school of 4d6 Lanternfish, illuminating the depths with eerie, glowing lights.
  7. D10=7:All around you, you see mermaids playing and singing in the water. You are charmed by their beautiful voices and entranced by their graceful movements. However, beware, for they are known to lure sailors to their deaths.
  8. D10=8:A distant splash suggests a large creature breaking the surface above you.
  9. D10=9:Giant Squid attack.
  10. D10=10:The party comes across a group of merfolk fighting a group of pirates. They will ask the party to help them.

d100 = 83

  1. D10=1:An ancient sea serpent skeleton weaves through a kelp forest, guiding players to hidden treasures.
  2. D10=2:A lone penguin dives underwater near you.
  3. D10=3:A mysterious merfolk sorcerer approaches the players, asking for their assistance in retrieving a powerful artifact from the bottom of the ocean. The sorcerer offers to teach the players new water-based spells in exchange for their help.
  4. D10=4:2d6 luminescent fish confuse visibility.
  5. D10=5:While exploring an abandoned shipwreck, the players are ambushed by a group of sahuagin who have made it their home. The players must fight their way out and find a way to escape the sahuagin's territory.
  6. D10=6:A hunting shark attacks. The players will be forced to defeat it underwater. The players must defeat the shark before they are picked up by a hunting whale. The whale will take them to a hunting shark. The players must fight a hunting shark and a hunting whale.
  7. D10=7:Ephemeral sea springs house flourishing microcosmic ecosystems across seasons. Defending them elicits multi-tributary gratitude and also paradoxical aquatic mysteries.
  8. D10=8:Near a volcanic vent, the party is assailed by 2d4 Fire Mephits who inhabit this harsh, boiling environment.
  9. D10=9:A giant octopus comes upon the players, but instead of attacking, it begins to play with them. It seems to be a friendly creature, but who knows what it's true intentions are?
  10. D10=10:A lone manta ray glides effortlessly through the current.

d100 = 84

  1. D10=1:A sea monster is wreaking havoc on a nearby village. The players must find a way to defeat the creature or negotiate with it to stop its attacks.
  2. D10=2:A distant silhouette of a shark slowly comes into view.
  3. D10=3:An underwater thicket of coral where 1d6 eels make their home.
  4. D10=4:A pearl as big as a dragon's egg lies within a giant oyster, guarded by a swarm of electric eels.
  5. D10=5:A majestic aquatic dragon glides silently in the distance, its scales shimmering in the dim light. It pays no heed to the players unless approached.
  6. D10=6:The players come across a group of water elementals who are in a heated debate about whether or not they should merge with the air elementals to create a new type of elemental creature. The players can try to mediate the debate or choose a side and help the elementals achieve their goal.
  7. D10=7:3d10 plankton float by in large, drifting clouds.
  8. D10=8:A water elemental is attacking.
  9. D10=9:The party comes across a series of large fish that are about 4 feet long. They have giant, beaming eyes and blue fin-like wings. If the party attacks the fish, the fish will attack back with lightning bolts from their eyes. They are called thunderfish, and they are very territorial.
  10. D10=10:A lone siren sings a haunting melody, trying to lure the party into an underwater labyrinth.

d100 = 85

  1. D10=1:Spring rainstorms materialize unpredictable water elementals mimicking creatures from other planes. Battling or befriending them reveals cross-realm insights.
  2. D10=2:MAN WITH NO MANNER. A man swimming in the ocean notices they are in his territory and demands that they leave. He then demands that they leave with a very rude tone.
  3. D10=3:A bed of sea scallops rests peacefully on the ocean floor.
  4. D10=4:The players encounter a tribe of kuo-toa, who worship a powerful elemental creature known as the Kraken King. The kuo-toa believe the players to be sent by their deity and insist on a series of dangerous tests to prove their worthiness.
  5. D10=5:2d6 sheafs of drifting seaweed.
  6. D10=6:A giant squid swims by, with a ship stuck in its tentacles. The ship is sinking fast!
  7. D10=7:A mysterious, mercurial creature begins to follow the party, appearing in different forms and playing tricks on them. However, the creature may actually be trying to deliver a message or lead the party to something important.
  8. D10=8:A massive dragon turtle with 10d10 HD swims by!
  9. D10=9:A pod of friendly dolphins begins to swim alongside the party, seemingly guiding them towards a remote area of the ocean. There, they discover a sunken ship filled with treasure, but also guarded by a group of undead sailors who refuse to leave their post.
  10. D10=10:A swarm of vicious piranhas suddenly parts like a curtain as an ancient leviathan glides majestically past.

d100 = 86

  1. D10=1:3d6 garden eels peeking out like stalks in a field.
  2. D10=2:You swim through an area where the light filters down beautifully through the water.
  3. D10=3:An underwater geyser reveals a hidden temple and a powerful guardian sea spirit.
  4. D10=4:Blooming zones attract bioluminescent sea flora infiltrated by treacherous vampiric vines. Destroying them recalls the primeval blooming grove.
  5. D10=5:As the players swim through the open ocean, they are suddenly surrounded by a large school of deadly barracudas. They must use their wits and quick reflexes to escape the hungry predators.
  6. D10=6:An ancient sea serpent skeleton weaves through a kelp forest, guiding players to hidden treasures.
  7. D10=7:A beautiful mermaid has been cursed by a sea witch, causing her to slowly transform into a monstrous creature. The players must find a way to break the curse before it's too late.
  8. D10=8:A group of merfolk approaches the party. They are angry and will attack unless the party can calm them down. If a player does a decent job at diplomacy, they will give the party a magic item that was stolen from them by an underwater creature.
  9. D10=9:A powerful sea deity offers a blessing for those who honor their long-forgotten shrine.
  10. D10=10:The players spot a group of mermaids sunbathing on a rock near the surface of the water. But as they approach, they realize that the "mermaids" are actually disguised sea hags who intend to lure the players into a trap.

d100 = 87

  1. D10=1:A large crab with glowing eyes swims up to the party. He craves magical items. He will trade magic items for rare items, like gems and the like. He is a simple creature, actually.
  2. D10=2:All around you, you see mermaids playing and singing in the water. You are charmed by their beautiful voices and entranced by their graceful movements. However, beware, for they are known to lure sailors to their deaths.
  3. D10=3:Players find a mysterious fountain of freshwater within an underwater cavern, guarded by a sphinx-like water sentinel.
  4. D10=4:A group of giant crabs attack the players' ship, but they are not simply ordinary crabs. They have been cursed by a powerful sorcerer and can cast spells to protect themselves.
  5. D10=5:An outcrop of rock is adorned with colorful corals.
  6. D10=6:A submerged city is discovered, inhabited by merfolk and other aquatic creatures. However, the city is also home to a powerful artifact that has been causing strange and dangerous weather patterns. The players must retrieve the artifact and stop the chaos.
  7. D10=7:As the players are exploring a coral reef, they come across a large clam. If they listen closely, they can hear a faint voice coming from inside the clam. If they can figure out how to open it, they will find a mermaid trapped inside who needs their help.
  8. D10=8:The party comes across a group of merrow, brutish merfolk who have been mutated by the dark magic of a sea hag. The merrow are attacking a nearby fishing village, and it's up to the party to stop them and find a way to reverse the sea hag's curse.
  9. D10=9:A kraken's lair is disturbed, revealing immense shipwrecks and treasures entangled within its tendrils.
  10. D10=10:During the summer solstice, fiery sunken volcanoes near the ocean floor erupt with volatile energy, transforming peaceful waters into chaos, hiding unprecedented opportunities and dangers.

d100 = 88

  1. D10=1:A group of aquatic goblins attack the players. The goblins are trying to get them to attack their rivals, a nearby tribe of aquatic elves.
  2. D10=2:The players are invited to a grand underwater feast by a merfolk king. However, the feast is interrupted by a group of angry sea creatures who have been banished from the kingdom. The players must defend the king and his people while also trying to calm the angry creatures.
  3. D10=3:The players come across a group of water elementals who are in a heated debate about whether or not they should merge with the air elementals to create a new type of elemental creature. The players can try to mediate the debate or choose a side and help the elementals achieve their goal.
  4. D10=4:A mysterious sunken garden conceals 2d4 Coral Dryads, guardians of the sacred, flowering corals held within.
  5. D10=5:While traveling through a deep trench, the party is approached by a group of tritons riding giant seahorses. They are on a quest to find a mystical shell that contains the power to heal the oceans. Will the party help or hinder their mission?
  6. D10=6:Puddle of water with a lone fish swimming in it, the fish is frightened and disoriented.
  7. D10=7:1d6 dugongs grazing on underwater grass.
  8. D10=8:The players encounter an underwater tribe of cyclopes, living in harmony with giant sea creatures.
  9. D10=9:The party comes across a group of merrow, brutish merfolk who have been mutated by the dark magic of a sea hag. The merrow are attacking a nearby fishing village, and it's up to the party to stop them and find a way to reverse the sea hag's curse.
  10. D10=10:A large bubble rises from the seafloor and breaks at the surface.

d100 = 89

  1. D10=1:A giant jellyfish attacks.
  2. D10=2:The players come across a strange underwater city made entirely out of shells. The inhabitants are friendly at first, but they become hostile if the players try to leave with any of their precious shells.
  3. D10=3:A dead ship filled with a horrible stench and covered in blood, without any visible signs of mutiny or violence.
  4. D10=4:The players encounter a group of sea turtles who are trying to protect their eggs from a group of predators. The players can choose to help the sea turtles or use the eggs as bargaining chips with the predators.
  5. D10=5:The players notice a large water snake slithering in the water. It is 1d10 feet long and has large yellow eyes. It is a hungry snake and will attempt to eat any fish or merfolk it sees.
  6. D10=6:A mysterious ship with black sails appears on the horizon, heading straight towards the party's ship. The crew is made up of undead pirates who offer a trade - the party's most valuable possession for safe passage through their territory.
  7. D10=7:Shoals of anchovies shimmer as they swim by.
  8. D10=8:A powerful sea dragon has been terrorizing the coastal villages, and the players are hired to take it down. However, the dragon is not what it seems, and the players must uncover the truth behind its actions.
  9. D10=9:Players spot a two-headed sea serpent. It is hungry and attacks the players.
  10. D10=10:A giant shark attacks the party. It is at least 50' long and has giant teeth.

d100 = 90

  1. D10=1:3d10 tiny, almost transparent shrimp schooling through the area.
  2. D10=2:A group of merfolk fishermen ask for the players' help in retrieving their lost net, which was taken by a giant octopus. However, the octopus is not pleased with its new prize and will fight to keep it.
  3. D10=3:A batch of 2d6 seahorses clinging steadfastly to submerged seaweed.
  4. D10=4:Sea lilies sway, filtering particles from the water.
  5. D10=5:A ruined temple of a forgotten sea god is haunted by 1d4 Ghosts of its ancient priests, their wails echoing through the water.
  6. D10=6:2d4 bioluminescent algae clinging to submerged rocks, giving off a soft glow.
  7. D10=7:A group of sea lions are hunting for food. They are hungry and will attack the players if they are attacked first.
  8. D10=8:Spring bloom attracts rare, bioluminescent flowering anemones. Protecting them from poachers and nurturing them could yield luminescent potions with regenerative abilities.
  9. D10=9:The party witnesses a heated debate between a group of marids, powerful water genies, about the current state of the Elemental Plane of Water. The players' opinions may sway the outcome of the debate.
  10. D10=10:A group of aquatic dwarves have been having trouble with their underwater mining operation, as their tunnels keep flooding with seawater. The party agrees to help find the source of the flooding and put a stop to it. But they soon discover that the dwarves have angered the wrath of a powerful water elemental who will not rest until they are destroyed.

d100 = 91

  1. D10=1:A group of fishermen are hauling in their net, which is full of fish. They will ask the players if they want to buy any fish, but they will not sell them any. They will mention that they saw a large shark in the area not too long ago. The players can purchase one shark for 2d6 gold pieces.
  2. D10=2:A giant crab approaches the party, appearing to be friendly as it waves its large claws. However, if the players get too close, the crab will try to grab them and bring them into its underwater lair.
  3. D10=3:Spring fungi emit spores that create illusions, leading the party to an underwater garden where they must navigate phantasmal traps and unveil the true path.
  4. D10=4:A large school of merfolk are celebrating their annual merfolk festival. They will give the players the option to join them in the festivities or to leave them be.
  5. D10=5:A group of sea nymphs asks for the party's help in retrieving a stolen amulet that is the source of their magical powers. They suspect a group of sea hags, but the party will soon discover that the true culprits are even more sinister.
  6. D10=6:A group of mermaids beckon the party to come closer. They seem friendly and offer food and shelter, but as the party gets closer, they realize the mermaids are actually siren-like creatures looking to lure the party to their doom.
  7. D10=7:You swim through a patch of tiny bubbles rising from the ocean floor.
  8. D10=8:The party gets attacked by a giant squid. It has tentacles that are 50' long.
  9. D10=9:You come across a school of colorful fish, darting about in intricate patterns.
  10. D10=10:Seasonal lily pads float suspended in a magical bubble, housing a community of industrious sea spriggans whose mechanical innovations are influenced by the seasons.

d100 = 92

  1. D10=1:Kraken A kraken swims into the area, looking for trouble. It may be a bit more difficult for the PCs to attack due to the fact that the kraken is beneath the waves (deconstructing it and then drawing it could fix this problem).
  2. D10=2:3d4 tiny crab colonies building fortresses of sand.
  3. D10=3:Warm water shoots up from a hydrothermal vent below.
  4. D10=4:While traveling through a deep trench, the party is approached by a group of tritons riding giant seahorses. They are on a quest to find a mystical shell that contains the power to heal the oceans. Will the party help or hinder their mission?
  5. D10=5:The party is ambushed by a group of water elementals who have been angered by the party's careless disposal of trash into the ocean. The party must make amends or suffer the consequences.
  6. D10=6:A sea turtle swims lazily by, undisturbed by the party's presence.
  7. D10=7:A stranded sea elf asks for the players' assistance in finding their lost ship. However, they soon discover that the ship has been cursed and is now guarded by a ferocious sea monster.
  8. D10=8:3d6 minnows dart past, fleeing from an unseen predator.
  9. D10=9:A colossal sea turtle carries a village on its back, offering rare treasures for trade.
  10. D10=10:2d8 fish swarm amongst the party, nibbling at their clothes and gear harmlessly.

d100 = 93

  1. D10=1:The party witnesses a heated debate between a group of marids, powerful water genies, about the current state of the Elemental Plane of Water. The players' opinions may sway the outcome of the debate.
  2. D10=2:2d6 sheafs of drifting seaweed.
  3. D10=3:A swirling school of tuna passes by at high speed.
  4. D10=4:As the players swim through a coral reef, they see a shipwreck in the distance. When they reach it, they discover that it is the wreck of a ship that sunk centuries ago and is now inhabited by undead pirates.
  5. D10=5:A sentient coral reef asks for the players' help in defeating a group of aggressive sea creatures who are destroying its home. If the players agree to help, the reef will reward them with a powerful magical item.
  6. D10=6:A ghostly pirate ship prowls the waters, seeking fearless adventurers to join their cursed crew.
  7. D10=7:MAN WITH NO MANNER. A man swimming in the ocean notices they are in his territory and demands that they leave. He then demands that they leave with a very rude tone.
  8. D10=8:A glowing path of seaweed leads to a cave where a sleeping lacedon (aquatic ghoul) lies in wait.
  9. D10=9:A group of 1d6+2 merfolk attack! They are armed with bows and arrows.
  10. D10=10:Puddle of water with a lone fish swimming in it, the fish is frightened and disoriented.

d100 = 94

  1. D10=1:The party comes across a group of water sprites playfully causing mischief among a nearby merfolk village. The sprites quickly turn their attention to the players, and their pranks become more dangerous as they see the party as a challenge.
  2. D10=2:Small clams and mussels are embedded in the sandy floor.
  3. D10=3:A group of merfolk are arguing about whether or not they should go to war with a nearby merfolk kingdom. They are unsure if the merfolk in the other kingdom are good creatures or evil creatures.
  4. D10=4:Giant octopus attacks and tries to swallow the characters whole.
  5. D10=5:You see a shipwreck in the distance. Upon closer inspection, you discover a group of sahuagin have made it their home. They are hostile towards the party, but there is a valuable treasure hidden in the wreckage.
  6. D10=6:The players are stranded on a deserted island with only a mysteriously enchanted compass to guide them. However, the compass leads them to danger instead of safety.
  7. D10=7:A salt-water creature
  8. D10=8:A deep-sea mining operation by 3d6 Water Genasi miners leads to a confrontation when claims of territory arise.
  9. D10=9:Shark attack.
  10. D10=10:A group of pirates are riding on a pirate ship that is made out of a giant sea turtle. The pirates are looking for treasure. The pirates believe that the party has treasure. The pirates are willing to attack. The pirates have a map that leads to the location of the treasure. The pirates have a magic map that draws the party to the location of the treasure like a magnet draws metal to it.

d100 = 95

  1. D10=1:Gurgle the merfolk, small legged male, large nose, green scales, and large finny ears, is fighting with his girlfriend, Murba, green scaled female, large finny ears, large nose.
  2. D10=2:As the adventurers swim deeper, they find themselves in the territory of 4d6 electric-jellyfish-like creatures known as Storm Medusae.
  3. D10=3:A school of dolphins
  4. D10=4:A stingray races by, causing a cloud of sand to erupt behind it.
  5. D10=5:A colossal sea turtle carries a village on its back, offering rare treasures for trade.
  6. D10=6:A giant merfolk warrior offers a challenge to a duel, granting immense respect and aid if bested.
  7. D10=7:A giant jellyfish attacks the party. It has 10' tentacles and is 10' in diameter.
  8. D10=8:A lone merfolk approaches the party, offering to lead them to a hidden underwater city filled with riches. However, there may be a catch to this enticing offer.
  9. D10=9:2d6 shrimp scatter at the party's approach.
  10. D10=10:A swirling school of tuna passes by at high speed.

d100 = 96

  1. D10=1:A giant turtle swims up to the players' ship and speaks to them in common language. It is actually a wizard who has been turned into a turtle and needs help breaking the curse.
  2. D10=2:Glowing jellyfish float in the water, mesmerizing with their pulsating lights. Among them, a sea nymph dances gracefully.
  3. D10=3:Fish out of Water: The party comes across a group of merfolk arguing about whether or not to help a group of castaway humans back to safety. The merfolk are unsure whether or not to help the humans because they are unsure if they are good creatures or evil creatures.
  4. D10=4:The party discovers a sunken ship full of treasure at the bottom of the ocean. However, they soon realize that the ship is being guarded by a kraken who will not let anyone take the treasure without a fight.
  5. D10=5:A group of mermaids are celebrating the birth of a new princess. They are dancing and singing in their underwater kingdom.
  6. D10=6:A school of fish passes by, led by a huge fish with stripes on its tail or fins.
  7. D10=7:The water around you is slightly warmer, indicating a nearby underwater hot spring.
  8. D10=8:A group of giant squids suddenly rise from the depths and begin attacking a nearby ship. The players must choose whether to help the crew of the ship or seize the opportunity to scavenge the valuable cargo.
  9. D10=9:The water grows noticeably colder as you go deeper.
  10. D10=10:A sea hag offers to guide the players through treacherous waters in exchange for a valuable magic item. However, her true intentions are much more sinister.

d100 = 97

  1. D10=1:Summer’s firefly squalls guide the party to areas of raw elemental power. Overcoming dangerous trials or rendering elemental entities favorable paves new alliances.
  2. D10=2:The adventurers stumble upon a mysterious underwater carnival run by a Fey court consisting of 3d4 enchanted Mariners.
  3. D10=3:A portal to a pocket dimension has opened underwater, creating a mysterious underwater cave. The players must explore the cave and solve its puzzles in order to close the portal.
  4. D10=4:The players hear a crashing sound. It is a giant, transparent whale swimming by.
  5. D10=5:A series of small thermal vents bubble gently from the seafloor.
  6. D10=6:A pod of whales sings in harmony, revealing hidden underwater paths to ancient treasures.
  7. D10=7:A mermaid is expecting a child. She will give the players the option to help her deliver the child. If they do, they will earn her and her child's loyalty.
  8. D10=8:You smell the faint aroma of brine shrimp in the water.
  9. D10=9:A large shark-like creature attacks the party.
  10. D10=10:The summer heat draws fire elementals into the water realm, causing evaporating chaos. The party must balance fire and water energies to restore equilibrium and protect aquatic life.

d100 = 98

  1. D10=1:A small island populated by crab people is being threatened by a group of merrow (aquatic ogres). The players must help defend the island or negotiate a peace with the merrow.
  2. D10=2:Shogguth attacks the party. The players will be forced to fight him underwater.
  3. D10=3:The adventurers encounter a lost planar envoy of 1d4 friendly but desperate Water Myrmidons in need of assistance returning home.
  4. D10=4:A veil of mist reveals a sleeping sea giant whose snores cause tidal waves.
  5. D10=5:The party encounters a group of merfolk who are mourning the loss of their queen. The players can choose to help them find a new leader or take advantage of the chaos and start a trade business with the merfolk. These are just a few of the many encounters the party may encounter in the Elemental Plane of Water. With its vastness and ever-changing nature, there is no telling what other adventures and challenges they may face in this realm of endless possibilities. So get your diving gear ready and dive into the depths of the ocean to embark on an unforgettable journey through the Elemental Plane of Water!
  6. D10=6:A giant sea turtle carrying a small island on its back passes by. The players can choose to explore the island or continue on their journey. But if they choose to explore, they may encounter strange and magical creatures living on the island.
  7. D10=7:The soft murmuring of the underwater current is a constant background sound.
  8. D10=8:A wizard is studying a large conch shell. If players approach, he will tell them that he is trying to find a spell that will allow him to talk to mermaids.
  9. D10=9:2d6 giant eels attack the players! A group of 2d6 giant morays attack the players!
  10. D10=10:1d8 sea stars crawling along a rock face.

d100 = 99

  1. D10=1:An ancient sea serpent's skeleton leads to a hidden chest of incredible riches and dangers.
  2. D10=2:A group of merfolk attack the players. The merfolk want them to help them fight off a nearby tribe of aquatic orcs.
  3. D10=3:A group of merfolk invite the players to a grand underwater ball. However, it turns out to be a trap set by a group of deep sea creatures who view the players as food. The players must fight their way out of the ballroom and escape.
  4. D10=4:A mermaid approaches the players asking for their help in retrieving a rare and valuable pearl from a dragon's lair deep under the sea.
  5. D10=5:An underwater volcano houses a mighty sea giant and a hoard of incredible treasures.
  6. D10=6:A powerful ocean nymph has been kidnapped by a group of sea creatures and taken to their underwater lair. The players must fight their way through the lair and rescue the nymph before it's too late.
  7. D10=7:A school of dolphins
  8. D10=8:The party enters a cave that appears to be filled with air, but upon closer inspection, they realize it is actually a pocket of breathable water. Inside, they find a group of aquatic elves who have made this their home and offer the party shelter and provisions.
  9. D10=9:A gate to the Plane of Water suddenly appears, offering the party a chance to explore a different world and discover treasures and secrets hidden within.
  10. D10=10:1d4 pufferfish defensively inflating themselves at the party’s approach.

d100 = 100

  1. D10=1:The players come across a giant octopus that is eating its prey.
  2. D10=2:As the party sails through the open ocean, they come across a massive whirlpool. Inside the whirlpool, they find a hidden underwater city where a group of powerful sorcerers have been imprisoned. Will the party aid in their escape or use them to their advantage?
  3. D10=3:The party is challenged by 3d6 aggressive Sea Spawn, twisted creations of an ancient and dark ritual.
  4. D10=4:The faint taste of saltwater fills your mouth.
  5. D10=5:A lone manta ray glides effortlessly through the current.
  6. D10=6:The party stumbles upon an underwater grotto filled with exotic and valuable underwater plants. However, a tribe of kuo-toa fiercely protect the grotto and will not allow anyone to take the plants without a fight.
  7. D10=7:The party comes across a group of pirates. They are riding on a pirate ship that is made out of a giant sea turtle. The pirates are looking for treasure. The pirates believe that the party has treasure. The pirates are willing to attack.
  8. D10=8:The party swims into a haunted kelp forest where they are ambushed by 2d6 Ghostly Nymphs who curse those who harm nature.
  9. D10=9:A pod of dolphins speaks in unison, delivering a prophecy about the players' journey.
  10. D10=10:The players come across a group of water elementals who are in a heated debate about whether or not they should merge with the air elementals to create a new type of elemental creature. The players can try to mediate the debate or choose a side and help the elementals achieve their goal.

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A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

Other dice tiers for the elemental plane of water: D1, D4, D6, D8.

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