A complete D&D 5e random encounter table for elemental plane of water scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a elemental plane of water, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Elemental Plane of Water encounter table
d100 = 1
D4=1:A group of 2d6 sharks attacking a disabled longship.
D4=2: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.
D4=3:An ancient sea serpent skeleton weaves through a kelp forest, guiding players to hidden treasures.
D4=4:A large school of gudgeons. They won't attack unless provoked.
d100 = 2
D4=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.
D4=2:A pod of killer whales hunts in the distance, their sleek bodies cutting through the water with lethal precision.
D4=3:An enchanted underwater forest of kelp reveals hidden chambers of ancient treasures.
D4=4:The distant silhouette of underwater cliffs emerges in the water.
d100 = 3
D4=1:A rogue wave washes away one of the players' possessions unless she makes a Fortitude save.
D4=2:An enormous whirlpool leads down to a forgotten city full of priceless artifacts and dangerous creatures.
D4=3:The party encounters a tribe of merfolk celebrating their seasonal festival. During spring, they perform a fertility dance; in summer, they engage in competitive swimming races; in autumn, they honor the sea's bounty; and in winter, they tell ancient tales. Participation could lead to unexpected boons or reveal hidden dangers.
D4=4:Giant sea stars align perfectly, opening a portal to an alternate elemental plane of water.
d100 = 4
D4=1:The players are guided by a friendly water elemental to an ancient temple deep in the ocean where they must retrieve a powerful artifact for a water deity.
D4=2:The faint, salty taste of the water surrounds you.
D4=3:A school of tiny silversides flashes past you.
D4=4:Autumn teepee sprouts elaborate, pulsating, ancient ley gateways. Engaging with ley guardians reveals untapped cosmic relays.
d100 = 5
D4=1:A playful otter swims near the surface.
D4=2:An enchanted underwater garden, guarded by a powerful water elemental.
D4=3:2d4 porcupine fish puffing up defensively.
D4=4:A group of 4d10+10 sharks are grazing on fish. They are surprised by the players' presence. The sharks will fight to the death.
d100 = 6
D4=1:A pair of sea serpents dance in a courtship ritual, causing currents that buff and pull the players.
D4=2:3d10 plankton float by in large, drifting clouds.
D4=3: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.
D4=4:The party encounters an ancient Marid lounging on a coral throne, attended by 3d4 loyal Merrow guards.
d100 = 7
D4=1: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.
D4=2:A giant water elemental is causing chaos in a nearby fishing village. The players must defeat it before it destroys the entire village.
D4=3:While swimming near a bioluminescent plain, the adventurers are ambushed by 3d8 carnivorous Luminescent Fish.
D4=4:2d6 juvenile sharks circle in the distance.
d100 = 8
D4=1:A group of starfish cling to the seafloor.
D4=2:A legendary seaweed forest, home to ancient water elementals who guard ancient knowledge.
D4=3:The players come across a stranded ship on a small island in the middle of the ocean. The crew has been turned into water elementals by a powerful sorcerer and they beg the players to find a way to reverse the curse.
D4=4:A pod of dolphins approaches the players and seems to be trying to communicate with them. If the players can decipher their message, they will learn of a sea dragon that is terrorizing the nearby waters.
d100 = 9
D4=1:Taken for a ride shark.
D4=2:An ice floe in the sea. On the floe, a party of merfolk are drying themselves out. They are not really glad to see the party, but they are not hostile. They ask how far the party has traveled, and how the world has changed. They ask the party if they have found any other oceans, and if they (the party) have found their peoples. They ask if the party can tell them anything about themselves (the merfolk) and whether or not there are any others like them. If Jo-Jo is present, they will ask him about his tribe and whether or not he can help them find their lost gods. They will ask how far it is to the surface, how deep the sea is, how far the sea
D4=3:Springtime shimmers guide astral fish migrations guiding interdimensional ley harborways. Averting predatorial tragedies invokes astral alignments and cosmic protections.
D4=4:Glowing jellyfish float in the water, mesmerizing with their pulsating lights. Among them, a sea nymph dances gracefully.
d100 = 10
D4=1:2d4 sea horses swim by gracefully, seemingly unconcerned by the party.
D4=2:An undersea shipwreck is filled with skeletons and treasure. The skeletons are submerged in water, and they are still fighting against their final enemy. The ship is filled with skeletons and treasure.
D4=3:A party of merfolk attack the party, they are angry and hostile, they are armed with harpoons, tridents, and nets.
D4=4:A kraken attacks the party. If the party has a wizard with them, it will be a Great Old One instead.
d100 = 11
D4=1:A nearby whirlpool tugs gently at you.
D4=2:Players come across a pod of 1d6 friendly dolphins that guide them towards a hidden underwater cave where a sea serpent coils around a sparkling treasure hoard.
D4=3:The players find a gigantic shell that acts as a portal to a sub-plane of eternal waters.
D4=4:A school of tuna creates a shimmering patch in the water.
d100 = 12
D4=1:The area is filled with a thick mist. A creature that touches the mist must make a DC 10 Constitution saving throw, taking 2d6 poison damage on a failed save, or half as much damage on a successful one.
D4=2:The scent of brine heightens as you dive deeper.
D4=3:A group of giant squid attacking a disabled longship.
D4=4:A giant turtle attacks the party. It has a shell that is 1' thick and is 10' wide.
d100 = 13
D4=1:1d4 sea cows grazing peacefully along a sandy bottom.
D4=2:An underwater volcano erupts, waking a sleeping water titan who grumbles and causes small tsunamis.
D4=3:An undersea shipwreck is filled with skeletons and treasure. The skeletons are submerged in water, and they are still fighting against their final enemy. The ship is filled with skeletons and treasure.
D4=4:1d6 sea snakes slithering through the water.
d100 = 14
D4=1:Sudden darkening of the waters as an ancient kraken rises from the depths, its colossal eyes observing.
D4=3:A massive whirlpool appears in front of the party, threatening to swallow them up. They must quickly figure out a way to escape its grasp.
D4=4:3d6 clownfish hiding among coral heads.
d100 = 15
D4=1: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.
D4=2: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.
D4=3:A group of merfolk are discussing whether or not they should allow a group of human shipwreck survivors to stay in their underwater kingdom for a few days until their ship can be repaired or if they should send them back to their ship. They are unsure if the humans are good creatures or evil creatures.
D4=4:A shipwreck lies on the ocean floor, surrounded by a field of glowing jellyfish. As the players search for treasure on the ship, they must dodge the stinging tentacles of the jellyfish.
d100 = 16
D4=1:The party swims into a haunted kelp forest where they are ambushed by 2d6 Ghostly Nymphs who curse those who harm nature.
D4=2:3d8 small fry hatching and scattering upon spy.
D4=3:A giant manta ray attacks the party. It has wings and a beak.
D4=4:The party encounters a nomadic tribe of 2d6 Lizardfolk, exiled from their homeland and seeking solace in the planar waters.
d100 = 17
D4=1:The party comes across a group of mermen. They are celebrating a wedding. They invite the party to watch. The mermen have been waiting a long time to mate and are very old.
D4=2:As the party swims, they come across a sleeping Leviathan, its enormous, undulating form spanning several hundred feet.
D4=3:The party sees an island covered in birds. As they get closer, they see the birds are made of crystal. If they approach, a flock of 1d4 harpies will swoop down and attack.
D4=4:The sound of bubbles alerts the party to the presence of a giant sea monster. It attacks using its massive mouth that has a beak and has teeth the size of a man's fist.
d100 = 18
D4=1:The party comes across a group of aquatic elves who have been cursed and turned into weresharks. The elves beg for the players' help in finding a cure before they lose themselves completely to the curse.
D4=2: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.
D4=3:As the party sails through calm waters, they suddenly find themselves in the middle of a raging storm. In the eye of the storm, they spot a group of powerful water elementals controlling the weather. The party must defeat them to calm the seas and continue their journey.
D4=4:2d4 hippocamps (sea horses with fish tails) swim by calmly.
d100 = 19
D4=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.
D4=2:A group of humans are sailing on a raft. They will attack the players if provoked.
D4=3:A whirlpool opens to reveal a buried pirate treasure, guarded by ghostly pirates.
D4=4:A group of merfolk singing and going about their business.
d100 = 20
D4=1: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.
D4=2:The distant silhouette of underwater cliffs emerges in the water.
D4=3:The water suddenly clears, revealing an ancient hydra asleep on the sea bottom, surrounded by a forest of kelp.
D4=4:3d6 garden eels peeking out like stalks in a field.
d100 = 21
D4=1:The players come across a shipwreck on the ocean floor. As they search through the wreckage, they are attacked by a group of undead pirates who have been cursed to roam the seas for eternity.
D4=2:A ship with five crewmembers, all of whom are either unconscious or killed.
D4=3:A large bubble rises from the seafloor and breaks at the surface.
D4=4:Spring rainstorms materialize unpredictable water elementals mimicking creatures from other planes. Battling or befriending them reveals cross-realm insights.
d100 = 22
D4=1: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.
D4=2:A group of 2d6 merfolk are hunting for food. They are using bows and arrows and spears.
D4=3:The scent of saltwater permeates the surroundings.
D4=4:A fierce storm rages above the water, causing massive waves and dangerous currents. The party must navigate through the chaos to reach their destination.
d100 = 23
D4=1:You hear the distant sound of dolphins chittering.
D4=2:A merman king offers a blessing for those who aid his people in defeating an ancient sea monster.
D4=3:A broken mast from an ancient sunken ship rising from the ocean floor.
D4=4:A group of 2d8 lanternfish providing a natural light source in the deep.
d100 = 24
D4=1: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.
D4=2:The faint smell of sulfur suggests underwater volcanic activity.
D4=3:An ethereal song calls the party to an undersea garden blooming with spring energy. Guarded by benevolent ocean spirits, the garden offers rejuvenation and solace from their adventuring woes.
D4=4:The party sees a group of aquatic elves dancing in the water. They are wearing colorful robes and are playing music on their flutes and drums. They will invite the party to join their dance, but they will not join in the party's fight.
d100 = 25
D4=1:The party sees a ship, sinking quickly. A group of merfolk are swimming away from it.
D4=2:A floating kelp forest conceals 3d4 Giant Octopuses who use the natural camouflage to ambush unwary travelers.
D4=3: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.
D4=4:A group of merfolk playing music on their flutes.
d100 = 26
D4=1:While exploring a coral reef, the party stumbles upon a group of water elementals battling against a tribe of water genasi. The genasi accuse the elementals of stealing their sacred artifacts, but the elementals claim they are simply protecting their home. The party must choose a side or find a way to negotiate a peaceful resolution.
D4=2:A group of merfolk are looking for their chief. They will offer the players a reward if they help find their chief.
D4=3:An underwater cliff covered with 3d8 mussels.
D4=4:A group of tritons surfaces, carrying a legendary artifact that they need help protecting from encroaching sahuagin.
d100 = 27
D4=1:The party finds themselves surrounded by 2d10 Radiant Fish whose glowing bodies form dense shoals that panic easily.
D4=2:TIME IS THE MOST IMPORTANT THING. A mermaid, who is the most beautiful mermaid that has ever existed, has been captured by a giant shark. It is now the players' job to save the beautiful lady, though it won't be easy.
D4=3: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.
D4=4:A giant anglerfish uses its light to lure players towards a deep chasm filled with treasures and dangers.
d100 = 28
D4=1:A large, ancient skeleton of an enormous beast covered in algae.
D4=2:A kraken emerges from the depths, demanding tribute from the party for passing through its territory. They must either offer something valuable or face its wrath.
D4=3:The players stumble upon a group of aquatic elves performing a beautiful dance ritual to honor their goddess of the sea.
D4=4:The party encounters a beautiful mermaid who asks them to retrieve a powerful trident from a nearby underwater temple. But upon retrieving the trident, they are confronted by its powerful guardian, a water nymph.
d100 = 29
D4=1: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.
D4=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.
D4=3:Sea spiders skitter across the sandy bottom.
D4=4:Giant clams open to reveal pearls of immense size and value, guarded by an ancient sea spirit.
d100 = 30
D4=1: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.
D4=2:G'burad A massive shark, known as G'burad, is swimming through the waters. This enormous sea-devil is twice the size of a pre-human dinosaur, is practically a leviathan, and is the highest functioning creature that the party has seen.
D4=3: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.
D4=4:An underwater volcano's eruption reveals a hidden realm of fiery and aquatic intermingling.
d100 = 31
D4=1: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.
D4=2:A giant squid attacks.
D4=3:You hear the distant sound of dolphins chittering.
D4=4:Sea Hag attack.
d100 = 32
D4=1:Brightly colored fish dart among the coral.
D4=2:A large school of sharks, with a chance of a shark lord in the midst of them.
D4=3:You swim through clusters of bright, glowing plankton.
D4=4:A party of six merfolk approach the players' ship and request help against a group of sea elves. The merfolk are desperate and will give up their life savings if the players help them.
d100 = 33
D4=1:1d6 small octopuses hiding amongst a coral reef.
D4=2: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.
D4=3:A pod of narwhals circles a shimmering ice cavern, the entrance to a submerged wizard's sanctuary.
D4=4:The sound of gentle waves breaking on the surface carries faintly through the water.
d100 = 34
D4=1:A small crab scuttles away from your approaching presence.
D4=2: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?
D4=3:The adventurers come across a famous, submerged adventuring ship guarded posthumously by the Ghost Captain's 3d8 Animated Armors.
D4=4: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. One of them is an assassin, and he has a plan to kill the leader of the merfolk and become the new leader of their tribe.
d100 = 35
D4=1:The water becomes shallow, filled with larger rock formations.
D4=2:The Pixxie is attacking a small group of players. He uses the ocean to create a tsunami.
D4=3: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.
D4=4:A curious water elemental follows the party, playfully creating whirlpools and small vortexes.
d100 = 36
D4=1:1d6 dugongs grazing on underwater grass.
D4=2: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.
D4=3:2d4 young water elementals bubbling mischievously.
D4=4:The water grows noticeably colder as you go deeper.
d100 = 37
D4=1:A portal to the Plane of Fire exists in the water, guarded by 3d6 Fire Newts who attack anyone attempting to pass.
D4=2:Maelstrom is a male sea nymph. He is an ancient and powerful creature who has difficulty controlling his emotions.
D4=3:A pod of narwhals circles a shimmering ice cavern, the entrance to a submerged wizard's sanctuary.
D4=4:A giant kraken is terrorizing a nearby water village. The villagers offer a reward to any brave adventurers who can defeat the beast. However, the kraken is not just a mindless monster, it has an intelligent master who may try to stop the players.
d100 = 38
D4=1:1d8 baby sea turtles struggling to make their way.
D4=2:A ship carrying a group of merfolk has been attacked by pirates, who have captured several of them and are planning to sell them into slavery. The players must intervene and rescue the merfolk before they are sold off.
D4=3:A group of 2d6 sharks attacking a disabled longship.
D4=4:A glowing path of seaweed leads to a cave where a sleeping lacedon (aquatic ghoul) lies in wait.
d100 = 39
D4=1: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.
D4=2:A school of bioluminescent fish forms shapes and messages, leading the players to a sunken temple guarded by a giant shark.
D4=3:A school of small, black fish-like creatures swims past the players' ship. They are small enough that the players' ship is not damaged in the encounter.
D4=4: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 = 40
D4=1:3d10 copepods drift past in the water.
D4=2:A group of merfolk are hunting a giant jellyfish. The jellyfish will attack the merfolk if they get too close.
D4=3:They come upon remnants of an enormous planar beast's remains, attracting 2d6 Scavenging Elementals made from detritus.
D4=4:Mysterious lights reveal an ancient sea dragon guarding a floating island of treasure.
d100 = 41
D4=1:A group of sea elves approach the players, begging for their help in retrieving a sacred artifact that was stolen by a group of sahuagin. If the players agree to help, they will have to navigate through the underwater city of the sahuagin to retrieve the artifact.
D4=2:Sudden darkening of the waters as an ancient kraken rises from the depths, its colossal eyes observing.
D4=3: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.
D4=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.
d100 = 42
D4=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.
D4=2:An enchanted sea cave inhabited by a wise and ancient giant squid, offering cryptic advice.
D4=3:A small cluster of 2d4 pearls resting on the seabed.
D4=4:The water is filled with the floating detritus of the sea.
d100 = 43
D4=1:The players are hired by a merfolk prince to escort him to a coral palace where he will meet his arranged bride, a powerful sea elemental. However, the bride's father, a menacing water elemental, does not approve and will do anything to stop the wedding.
D4=2:A ship carrying a group of merfolk has been attacked by pirates, who have captured several of them and are planning to sell them into slavery. The players must intervene and rescue the merfolk before they are sold off.
D4=3: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.
D4=4:Players are caught in a game of hide and seek between two rival groups of playful sea nymphs.
d100 = 44
D4=1:A giant turtle offers the players a ride, revealing hidden underwater treasures along the journey.
D4=2: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.
D4=3:Colossal jellyfish float through an underwater current, illuminating an ancient ruin beneath.
D4=4:A group of siren-like creatures lure ships to a deadly reef using their enchanting voices. The players must stop the creatures and destroy the reef before more lives are lost.
d100 = 45
D4=1:1d6 small octopuses hiding amongst a coral reef.
D4=2:An epic battle that involves a giant octopus, a giant squid, and a seahorse. The players must defeat them one-by-one.
D4=3:A swarm of vicious piranhas suddenly parts like a curtain as an ancient leviathan glides majestically past.
D4=4: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 = 46
D4=1:2d8 flying fish suddenly leaping out over the water.
D4=2:You see a single orange kelp stalk, slowly waving in the current. If the party touches it, they will hear a voice in their head telling them to follow it. If they do, they will find a sunken ship filled with treasure, guarded by an angry sea serpent.
D4=3: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.
D4=4: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.
d100 = 47
D4=1: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.
D4=2:A giant clam opens and closes rhythmically.
D4=3:1d8 reef sharks slipping silently through the coral.
D4=4:A giant merman attacks the party. The giant merman has scaly skin and a tail.
d100 = 48
D4=1:A stingray races by, causing a cloud of sand to erupt behind it.
D4=2: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.
D4=3:The party sees an island covered in birds. As they get closer, they see the birds are made of crystal. If they approach, a flock of 1d4 harpies will swoop down and attack.
D4=4: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.
d100 = 49
D4=1:A school of giant bonito attack. They are territorial. The bonito can be sold for a good price.
D4=2:Patches of sand are sculpted by the gently swirling currents.
D4=3:They come upon remnants of an enormous planar beast's remains, attracting 2d6 Scavenging Elementals made from detritus.
D4=4: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.
d100 = 50
D4=1:The party meets a kelpie harnessing hurricane strength, angry over summer pollution. Appeasing it by cleansing the waters could turn a potential foe into a powerful seasonal ally.
D4=2:A lonely, half-buried treasure chest in the sand.
D4=3:A large school of fish seems to be following the party. When the party gets close, they will attack with blinding speed and numbers.
D4=4:The Sea Witch A woman on a raft waits for lost sailors. She will attack the party with a few sharks and try to drown the party.
d100 = 51
D4=1:A group of sirens attack the players. The sirens want to eat them and turn them into merfolk.
D4=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.
D4=3:The party finds themselves surrounded by 2d10 Radiant Fish whose glowing bodies form dense shoals that panic easily.
D4=4: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.
d100 = 52
D4=1:As the adventurers swim deeper, they find themselves in the territory of 4d6 electric-jellyfish-like creatures known as Storm Medusae.
D4=2:Orca is a sea kineticist. He is having difficulty controlling his emotions.
D4=3: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.
D4=4:3d6 clownfish hiding among coral heads.
d100 = 53
D4=1:The party is suddenly caught in the middle of a violent storm at sea. They must use all their skills to navigate through treacherous waters and survive the storm.
D4=2: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.
D4=3: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.
D4=4:A mysterious light from a sunken lighthouse guides the players towards a hidden cluster of shipwrecks.
d100 = 54
D4=1:The sound of bubbles alerts the party to the presence of a giant sea monster. It attacks using its massive mouth that has a beak and has teeth the size of a man's fist.
D4=2: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.
D4=3:You see a single orange kelp stalk, slowly waving in the current. If the party touches it, they will hear a voice in their head telling them to follow it. If they do, they will find a sunken ship filled with treasure, guarded by an angry sea serpent.
D4=4:The party sees a ship sinking into the ocean depths. If they help return the ship to the material plane, they will receive a magic item from the grateful captain of the ship.
d100 = 55
D4=1: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.
D4=2:A lone manta ray glides effortlessly through the current.
D4=3:A group of aquatic gnomes have invented a machine that can create bubbles of air underwater, allowing creatures to breathe and move freely. They are seeking investors to help mass produce the machine.
D4=4:The party is caught in a seasonal storm: tropical hurricanes in summer, typhoons in autumn, calming rains in spring, and hailstorms in winter. Each storm presents unique challenges to overcome or harness for advantages.
d100 = 56
D4=1:The eerie quiet of the deep water surrounds you.
D4=2:A gentle whirlpool forms nearby.
D4=3:An ancient sea serpent's skeleton leads to a hidden chest of incredible riches and dangers.
D4=4:A school of 4d10+20 dolphins rush by, causing a wave that washes over the players. They should be surprised for the first round.
d100 = 57
D4=1:A group of cursed pirates have been turned into sharks and are now unable to return to their human form. They plead with the players to help them break the curse and return to their former lives.
D4=2:A pair of twin narwhals swimming in synchronized grace.
D4=3:A powerful storm rages underwater, causing chaos and destruction. The players must find a way to control the storm or seek shelter before it's too late.
D4=4:A giant anglerfish uses its light to lure players towards a deep chasm filled with treasures and dangers.
d100 = 58
D4=1:A pair of bright clownfish dart through the coral.
D4=2:The players find an underwater fountain that creates breathable bubbles of air.
D4=3: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.
D4=4: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.
d100 = 59
D4=1:Snarglefrout is a giant turtle. He is having marital problems with his wife. He is also having problems with his children.
D4=2:3d4 dolphins approach, clicking curiously at the party.
D4=3:A pod of friendly dolphins approaches the party and guides them to a secret area of the ocean where they discover a rare, giant pearl. However, they must solve a riddle to unlock its protective shell.
D4=4:Gudgeons flock to the party. They appear to be out of water.
d100 = 60
D4=1:An octopus attacks the party. The octopus is a shapeshifter and will use its disguises to attack the party with surprise.
D4=2:The party discovers a lost underwater city, filled with abandoned buildings and forgotten treasures. But something sinister still lurks within its depths.
D4=3: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.
D4=4:A goosefish lurks motionlessly on the seafloor.
d100 = 61
D4=1:A giant squid got entangled in a kelp bed. It is struggling to free itself.
D4=2: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.
D4=3:A large whale swims past the players. It is so big that it looks like it is barely moving, but it is swimming fast.
D4=4:A giant sea cucumber slowly moves across the ocean floor, hiding a powerful relic inside its immense body.
d100 = 62
D4=1:You spot a small shipwreck partially buried in the sand.
D4=2:A broken mast from an ancient sunken ship rising from the ocean floor.
D4=3:A pod of 2d8 Dolphins approaches, their playful demeanor shifting to caution as they warn the party of approaching danger – a colossal Kraken.
D4=4:A cluster of tiny fish dart in and out of a kelp forest.
d100 = 63
D4=1: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.
D4=2: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.
D4=3:A veil of mist reveals a sleeping sea giant whose snores cause tidal waves.
D4=4:3d4 young merfolk dart by in a hurry, giggling amongst themselves.
d100 = 64
D4=1:A giant jellyfish attacks the party. It will shoot a blinding flash of light at anyone who attacks it.
D4=2: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.
D4=3:A crab scuttles into a nearby crevice.
D4=4: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.
d100 = 65
D4=1:A bioluminescent path reveals an ancient temple guarded by powerful water elementals.
D4=2:A spectral figure resembling a drowned sailor floats in front of the party, guiding them towards a secret cove guarded by 2d8 Sea Hags.
D4=3:3d12 tiny shrimp scattering at the disturbance caused by the party.
D4=4:A large whale attacks the players' ship. If the players fight it, it will swim away at half-health and return with 2d4+2 whales 1d4 hours later.
d100 = 66
D4=1:A carpet of 2d6 feather stars attached to the seabed, their arms waving gently.
D4=2:The players come across a sunken ship filled with treasure, but as they try to collect it, they are attacked by an undead pirate captain and his crew.
D4=3:A portal to the Plane of Fire exists in the water, guarded by 3d6 Fire Newts who attack anyone attempting to pass.
D4=4:A group of merfolk fishing for fish swim past the party.
d100 = 67
D4=1:Within an abandoned underwater temple, the party encounters 2d4 Giant Sea Spiders, monstrosities bred by ancient serpent priests.
D4=2:As the party swims, they come across a sleeping Leviathan, its enormous, undulating form spanning several hundred feet.
D4=3:A shifting coral maze rearranges itself with the seasons, presenting different environmental puzzles: spring's growth, summer's heat, autumn's decline, and winter's stillness.
D4=4:An ancient sea serpent skeleton weaves through a kelp forest, guiding players to hidden treasures.
d100 = 68
D4=1:2d6 shrimp scatter at the party's approach.
D4=2: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.
D4=3: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.
D4=4:A shimmering rift in the water leads to the lair of 2d4 Sirens, their melodic voices beguiling and deadly.
d100 = 69
D4=1: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.
D4=2: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.
D4=3:The players encounter a group of crab people who are in desperate need of fresh water. Will the players share their supplies or use it as a bargaining tool?
D4=4:You see two giant sea turtles swimming by, their shells large enough for a small village to live on.
d100 = 70
D4=1:A colossal underwater trench with the skeletons of ancient leviathans inside.
D4=2:The players come across a shipwreck, but upon closer inspection, they realize it's not an ordinary shipwreck. It's actually a powerful water elemental in disguise, luring in unsuspecting sailors.
D4=3:Outside a sunken temple, the adventurers meet 1d4 ancient Giant Sea Turtles acting as wise guardians of the hidden knowledge within.
D4=4:A reef dragon, whose scales change with the seasons, hoards treasures imbued with season-specific enchantments. Convincing it to part with even a single item requires diplomacy.
d100 = 71
D4=1:A lone grouper lurks in a nearby shadow.
D4=2:The sound of whales singing fills the water around you.
D4=3: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.
D4=4:A powerful water elemental rises from the ocean and challenges the players to a fight. If they defeat it, they will earn its respect and may even gain control over its powers.
d100 = 72
D4=1:A group of aquatic elves are playing music. They are friendly and will talk to the players if they are interested in learning more about their culture or history.
D4=2:The party is challenged by 3d6 aggressive Sea Spawn, twisted creations of an ancient and dark ritual.
D4=3:A school of hammerheads attacks.
D4=4:A group of merfolk are playing with a school of tiny jellyfish. The merfolk are wrestling with the jellyfish.
d100 = 73
D4=1:A dead ship filled with a horrible stench and covered in blood, without any visible signs of mutiny or violence.
D4=2:A giant water elemental is causing chaos in a nearby fishing village. The players must defeat it before it destroys the entire village.
D4=3: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.
D4=4: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.
d100 = 74
D4=1:A playful giant octopus attempts to steal shiny objects from the players, offering a trade with treasures it has collected.
D4=2: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.
D4=3:While swimming through a tranquil part of the plane, the party is ambushed by 1d10 Sahuagin led by a powerful Sahuagin Baron.
D4=4:The players stumble upon a race of fish-like humanoids who live in huge air bubbles at the bottom of the ocean. They are friendly towards the players and offer them hospitality in their bubble city.
d100 = 75
D4=1:A dead ship filled with a horrible stench and covered in blood, without any visible signs of mutiny or violence.
D4=2:2d4 kippers (large fish) make a tasty but mundane catch.
D4=3: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.
D4=4:An ancient sea serpent's skeleton leads to a hidden chest of incredible riches and dangers.
d100 = 76
D4=1:Gudgeons flock to the party. They appear to be out of water.
D4=2: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.
D4=3:While wandering through the underwater city of the merfolk, the party comes across a group of merfolk artists creating beautiful sculptures and paintings out of coral. They are wary of outsiders, but if the players manage to gain their trust, they may learn some valuable secrets about underwater sculpting.
D4=4:A treasure hoard lies unclaimed on the seafloor, curiously unguarded until 2d4 Sea Wraiths emerge to protect their hidden gold.
d100 = 77
D4=1: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.
D4=2:A swarm of vicious piranhas suddenly parts like a curtain as an ancient leviathan glides majestically past.
D4=3: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.
D4=4:Swirling schools of fish create mesmerizing patterns.
d100 = 78
D4=1:A group of 4d10+10 sharks attack!
D4=2:The players come across a merfolk wedding ceremony and are invited to participate. However, they soon realize that the groom is actually a disguised sea monster and the bride is being forced into the marriage. It's up to the players to disrupt the ceremony and defeat the sea monster.
D4=3:You pass through an area with unusual rock formations covered in sea anemones.
D4=4:A school of 3d6 large tuna swimming purposefully past.
d100 = 79
D4=1:A bed of 2d4 mussels clustered tightly together.
D4=2: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.
D4=3:1d6 narwhals curiously investigating the party.
D4=4:A fight breaks out between a group of dolphins and a group of sharks, the party are spectators.
d100 = 80
D4=1: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.
D4=2: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.
D4=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.
D4=4:A group of merfolk are playing with a school of tiny jellyfish. The merfolk are wrestling with the jellyfish.
d100 = 81
D4=1:A giant squid attacks. It can fire a large blast of water.
D4=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.
D4=3:The water temperature slightly increases as you pass by a thermal vent.
D4=4:A large whale swims past the players. It is so big that it looks like it is barely moving, but it is swimming fast.
d100 = 82
D4=1:Several sea cucumbers rest on the sandy bottom.
D4=2:A pod of narwhals circles a shimmering ice cavern, the entrance to a submerged wizard's sanctuary.
D4=3:3d6 glowing plankton flashing sporadically.
D4=4:An underwater cave that's home to 1d4 giant lobsters.
d100 = 83
D4=1: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.
D4=2:A pod of narwhals circles a shimmering ice cavern, the entrance to a submerged wizard's sanctuary.
D4=3:The party comes across a shipwreck. It is covered in barnacles and seaweed. The ship is filled with skeletons and treasure. The skeletons are submerged in water, and they are still fighting against their final enemy. The treasure is in the captain's quarters and it is underwater.
D4=4:Outside a sunken temple, the adventurers meet 1d4 ancient Giant Sea Turtles acting as wise guardians of the hidden knowledge within.
d100 = 84
D4=1:A large whale swims past the players. It is so big that it looks like it is barely moving, but it is swimming fast.
D4=2:Giant squid attacking a disabled longship.
D4=3:As the party rests on a beach, they notice a large, shimmering pearl in the sand. When they try to take it, they will be met with resistance from a group of protective giant clams.
D4=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...
d100 = 85
D4=1:Giant octopus attacks and tries to swallow the characters whole.
D4=2:Summer’s firefly squalls guide the party to areas of raw elemental power. Overcoming dangerous trials or rendering elemental entities favorable paves new alliances.
D4=3:You spot a shrimp darting in and out of a small coral formation.
D4=4: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.
d100 = 86
D4=1:2d6 flying fish leap out of the water, scattering as they hit the surface.
D4=2: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 large claws.
D4=3: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.
D4=4: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.
d100 = 87
D4=1:The party comes across a group of merfolk. The merfolk are holding a funeral for one of their own, who was killed by a shark. They want to feed the party to the shark as revenge for their fallen comrade.
D4=2:A kraken attacks the party. If the party has a wizard with them, it will be a Great Old One instead.
D4=3:A giant anglerfish uses its light to lure players towards a deep chasm filled with treasures and dangers.
D4=4:A water elemental is approaching.
d100 = 88
D4=1:Bioluminescent fish reveal the way to a cavern of incredible treasures guarded by sea serpents.
D4=2:A group of sirens attack the players. The sirens want to eat them and turn them into merfolk.
D4=3:The water feels noticeably colder in certain patches.
D4=4:A giant squid attacks.
d100 = 89
D4=1:1d8 nudibranchs slowly crawling in patterns.
D4=2:1d8 baby sea turtles struggling to make their way.
D4=3: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.
D4=4:Two tiny water elementals are playing in the water. They are scavenging for food. They will ask the players if they want to buy some water elemental jerky. It is delicious! It's worth 1d8 silver pieces per strip.
d100 = 90
D4=1:Players witness the birth of a sea titan, its immense form dwarfing everything around.
D4=2:Water pressure slightly increases as you dive deeper.
D4=3:A school of bioluminescent fish forms shapes and messages, leading the players to a sunken temple guarded by a giant shark.
D4=4:2d6 giant eels attack the players! A group of 2d6 giant morays attack the players!
d100 = 91
D4=1: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!
D4=2:The Poltergeist: A poltergeist is haunting the ship. The poltergeist will try to make noises and mess with the ship to get the players' attention. It will try to trick the players into attacking it. If the players attack it, the poltergeist will disappear and reappear earshot of the pirates. It will say, "They think I'm a ghost! Help me! They're trying to kill me!" The pirates will come and attack the players.
D4=3: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.
D4=4: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.
d100 = 92
D4=1: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.
D4=3:An underwater volcano erupts, waking a sleeping water titan who grumbles and causes small tsunamis.
D4=4:A transparent jellyfish attacks. It can fire a large blast of water at the party.
d100 = 93
D4=1: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.
D4=2:The players come across a village built on the back of a giant sea turtle. The villagers are friendly, but the players must find a way to leave before the turtle inevitably dives deep into the ocean.
D4=3:A pair of colossal sea serpents have an eternal battle, causing waves and underwater tremors.
D4=4:An eel poking its head out from a seaweed bed.
d100 = 94
D4=1: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.
D4=2: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.
D4=3:A mysterious light from a sunken lighthouse guides the players towards a hidden cluster of shipwrecks.
D4=4: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.
d100 = 95
D4=1:A shadowy trench glows from the light of a sleeping elder leviathan.
D4=2:A tangle of seaweed conceals the entrance to an ancient burial ground of sea giants.
D4=3:A group of sea lions are hunting for food. They are hungry and will attack the players if they are attacked first.
D4=4:A merfolk bard entices the party to join her for a grand underwater feast. However, the feast quickly turns into a deadly trap set by a clan of vengeful merrows seeking revenge on the merfolk.
d100 = 96
D4=1:A mermaid is standing in front of a large stone structure. The mermaid is trying to open it, but it's locked. She needs to find the key.
D4=2:A legendary seaweed forest, home to ancient water elementals who guard ancient knowledge.
D4=3:A group of 2d6 merfolk are hunting for food. They are using bows and arrows and spears.
D4=4:2d4 young water elementals bubbling mischievously.
d100 = 97
D4=1:The water is unusually calm and clear today.
D4=2:A large squid is floating in the water.
D4=3:A group of friendly dolphins swim alongside the players' ship, leading them to a secret underwater grotto filled with magical treasures and artifacts.
D4=4:The water sparkles with bioluminescent creatures at night.
d100 = 98
D4=1:A pair of twin narwhals swimming in synchronized grace.
D4=2:The players come across a merfolk wedding ceremony and are invited to participate. However, they soon realize that the groom is actually a disguised sea monster and the bride is being forced into the marriage. It's up to the players to disrupt the ceremony and defeat the sea monster.
D4=3:A group of 2d6 giant eels attack the party. A group of 2d6 giant morays attack the party.
D4=4:2d4 hippocamps (sea horses with fish tails) swim by calmly.
d100 = 99
D4=1: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.
D4=2:While out swimming, the players come across a group of kuo-toa performing a ritual sacrifice to their fish god. The players must stop the ritual before it's too late and deal with the angry followers.
D4=3:The shadow of an immense megalodon passes beneath, indifferent to the party's presence.
D4=4:The depths get darker as the adventurers near an underwater trench teeming with 3d6 Deep-Sea Hunters, dark Manticores of the abyss.
d100 = 100
D4=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.
D4=2:A rogue wave washes away one of the players' possessions unless she makes a Fortitude save.
D4=3:A dragon turtle awakened from its seasonal slumber guards an ancient treasure. In spring, it’s curious and playful; in summer, it’s aggressive and territorial; in autumn, it’s contemplative and wise; in winter, it’s slow but devastatingly powerful. Dealing with it will require cunning and bravery.
D4=4: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.
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Other dice tiers for the elemental plane of water: D1, D6, D8, D10.
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