A complete D&D 5e random encounter table for elemental plane of water scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 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 D8 to pick one of 8 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D8 Elemental Plane of Water encounter table
d100 = 1
D8=1:3d6 garden eels peeking out like stalks in a field.
D8=2:A ship full of merfolk.
D8=3: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.
D8=4:1d6 squids mimicking the environment around its obscure-hide.
D8=5:The players hear a group of merfolk arguing about who's in charge of the tribe.
D8=6:A playful seal swims in circles around you.
D8=7:You spot a moon jellyfish drifting lazily in the water.
D8=8:A passing albatross casts a shadow above the water.
D8=2:1d4 sea cows grazing peacefully along a sandy bottom.
D8=3:A group of starfish cling to the seafloor.
D8=4:A giant squid attacks the party. It has tentacles that reach to the bottom of the ocean floor.
D8=5:A group of Kuo-Toa, creatures that worship the Elemental Water Plane, are performing a ritual to summon a powerful water elemental. The party must either stop the ritual or defeat the elemental before it can cause chaos in the material plane.
D8=6: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.
D8=7: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.
D8=8: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.
d100 = 3
D8=1: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.
D8=2:The players are asked to join a group of triton warriors on a quest to retrieve a powerful artifact from a sacred underwater temple. However, the tritons are hiding a dark secret, and the players must decide whether to help them or stop them.
D8=3:An ancient underwater city ruins, inhabited by spectral guardians of its lost treasures.
D8=4:The party sees an island covered in birds. As they get closer, they see the birds are made of crystal.
D8=5: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.
D8=6: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.
D8=7:A school of 3d12 shimmering sardines flickers past.
D8=8:You come across a small underwater cavern, its entrance hidden by seaweed.
d100 = 4
D8=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.
D8=2:The party comes across a lonely sea giant who has been shunned by his kind for being too small. The giant may be able to provide useful information or act as an ally if the players show him kindness.
D8=3:The water suddenly clears, revealing an ancient hydra asleep on the sea bottom, surrounded by a forest of kelp.
D8=4:The color of the water shifts with the depth and light.
D8=5:1d8 octopuses hiding in small rock crevices.
D8=6:A group of pirates is sailing through the water. They are willing to trade with the players.
D8=7:A distant, muffled rumble suggests seismic activity deep below.
D8=8:1d4 sea cows grazing peacefully along a sandy bottom.
d100 = 5
D8=1:You see the eerie shapes of underwater caves ahead.
D8=2:The players are approached by a merfolk tribe who believe they have been cursed by a powerful sea witch. The tribe begs for the party's help in breaking the curse before it's too late.
D8=3: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.
D8=4:The party is swept into a cavern where tides and currents visibly shift with the seasons. Spring brings blossoming algae; summer, teeming fishes; autumn, molting sea creatures; and winter, icy stillness. They must navigate these changes to reach a hidden treasure.
D8=5:3d10 tiny plankton invisibly supporting the underwater food chain.
D8=6: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.
D8=7:A lone grouper lurks in a nearby shadow.
D8=8:A sunken chest half-buried in sand with no key in sight.
d100 = 6
D8=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.
D8=2:You come across a small underwater cavern, its entrance hidden by seaweed.
D8=3:A massive whale appears and asks the party to help free it from a tangled fishing net. In return, the whale offers to transport the party to a distant location on its back.
D8=4:A colossal sea turtle offers the players guidance and ancient treasures in exchange for aid.
D8=5: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.
D8=6:The party stumbles upon a group of sea sirens, enchanting creatures who lure sailors to their deaths with their beautiful songs. The sirens offer the party a deal - they will give them a powerful artifact in exchange for the souls of the sailors on their ship. Will the party accept the deal, or try to outsmart the sirens?
D8=7:A swirling school of tuna passes by at high speed.
D8=8:A giant maelstrom appears and sucks the players in. Inside, they encounter a group of water genasi (humans with the ability to control water) who have been trapped and need help escaping.
d100 = 7
D8=1: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.
D8=2:The party encounters a regal Sea Dragon being worshipped by a clan of 2d6 Merfolk priests.
D8=3:A legendary seaweed forest, home to ancient water elementals who guard ancient knowledge.
D8=5:The waters grow colder as they enter a cursed glacier, home to 2d8 Ice Mephits intent on mischief and mayhem.
D8=6:2d6 trumpetfish hiding amongst long fronds of seaweed.
D8=7: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.
D8=8: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 = 8
D8=1:A group of merfolk are playing with a school of tiny jellyfish. The merfolk are wrestling with the jellyfish.
D8=2:You sense a great disturbance in the water around you, and see the outline of a massive dragon turtle in the distance. It seems to be guarding something of great value. Do you dare to approach and face the guardian of the deep?
D8=3:3d10 tiny, almost transparent shrimp schooling through the area.
D8=4:A group of 2d6 sharks attacking a disabled longship.
D8=5:A strange, sunken ship covered in 2d4 barnacles and seaweed.
D8=6: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.
D8=7: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.
D8=8:A stingray races by, causing a cloud of sand to erupt behind it.
d100 = 9
D8=1: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.
D8=2:A giant translucent aberration swims by. It has an eyeless face and a mouth full of long teeth. It is glowing brightly.
D8=3: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.
D8=4: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.
D8=5:Tiny sand particles gently swirl around your feet.
D8=6:A school of fish swim by. A group of merfolk are hunting them. If the players approach, the merfolk will attack.
D8=7:Near a volcanic vent, the party is assailed by 2d4 Fire Mephits who inhabit this harsh, boiling environment.
D8=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.
d100 = 10
D8=1: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.
D8=2:You swim through a patch of tiny bubbles rising from the ocean floor.
D8=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.
D8=4:2d6 juvenile sharks circle in the distance.
D8=5:A group of pirates are looting a shipwreck. They will fight to the death if players try to stop them from stealing their treasure.
D8=6:1d4 sea elves patrol the area, on the lookout for intruders.
D8=7:An ice dragon slumbers within a frozen cave, its breath creating stunning ice sculptures.
D8=8:A colossal sea turtle offers the players guidance and ancient treasures in exchange for aid.
d100 = 11
D8=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.
D8=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.
D8=3: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.
D8=4: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.
D8=5:A party of troglodytes.
D8=6:The shadow of a kraken passes overhead, its immense shape causing instant hesitation and reverence.
D8=7:An eerie cavern filled with 2d6 marine algae.
D8=8: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 = 12
D8=1:A giant squid is pursuing an octopus. The giant squid wants to eat the octopus.
D8=2:A series of small geysers erupt from the seafloor.
D8=3: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.
D8=4: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.
D8=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.
D8=6: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.
D8=7:The players encounter a massive tidal wave heading towards their ship. They must use all their strength and magic to survive the powerful force of nature.
D8=8:A ghostly shipwreck emerges from the depths, guided by the spirits who guard its treasures.
d100 = 13
D8=1:A sunken chest half-buried in sand with no key in sight.
D8=2:The wandering eye attacks the players.
D8=3:A group of pirates is sailing through the water. They are willing to trade with the players.
D8=4:The players see a pod of dolphins swimming nearby. One of them is holding a message in their mouth. When the players approach, the dolphin will present the message to them. It is a request for help from a nearby underwater city.
D8=5:A legendary seaweed forest, home to ancient water elementals who guard ancient knowledge.
D8=6:A ghostly pirate ship prowls the waters, seeking fearless adventurers to join their cursed crew.
D8=7:The party sees a giant shark swimming by. It is as big as a whale, but it has fins instead of a tail and gills instead of a mouth.
D8=8: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 = 14
D8=1:A massive whale appears and asks the party to help free it from a tangled fishing net. In return, the whale offers to transport the party to a distant location on its back.
D8=2:A friendly dolphin approaches the party, seemingly wanting to communicate. Suddenly, a group of hostile merfolk appear and accuse the party of stealing their sacred relic. The dolphin helps the party defend themselves and reveals the truth about the merfolk's deceitful nature.
D8=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.
D8=4:A giant squid attacks the party.
D8=5:Sea lilies sway, filtering particles from the water.
D8=6: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.
D8=7: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.
D8=8:A lone grouper lurks in a nearby shadow.
d100 = 15
D8=1:The players stumble upon a group of sentient coral creatures who are being attacked by a group of sahuagin. The players can choose to help the coral creatures and gain their trust, or they can side with the sahuagin and potentially gain a new ally.
D8=2:A school of tiny silversides flashes past you.
D8=3:A friendly but massive squid offers to carry the party in exchange for stories from the surface world.
D8=4:A group of merfolk are hunting for food. They are hungry and aggressive. If the players interfere, they will fight to the death.
D8=5:The shadow of a kraken passes overhead, its immense shape causing instant hesitation and reverence.
D8=6:A group of starfish cling to the seafloor.
D8=7: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.
D8=8: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.
d100 = 16
D8=1:A group of merfolk are hunting sea turtles. They are armed with spears and canoes. If they see people they will attack them. They will not back down even
D8=2:A group of turtle people are riding the ship. These creatures are friendly and want to take the players to their king.
D8=3:Snarglefrout is a giant turtle. He is having marital problems with his wife. He is also having problems with his children.
D8=4:Players find a sunken airship, inside of which is a chest with ancient gold and relics.
D8=5:The sand at the seafloor is fine and soft underfoot.
D8=6:A curious water elemental follows the party, playfully creating whirlpools and small vortexes.
D8=7:A school of fish passes by, led by a huge fish with stripes on its tail or fins.
D8=8:While investigating a mysterious shipwreck, the party is confronted by a group of cursed undead pirates. The pirates were cursed by a powerful sea witch and have been searching for years for a way to break the curse. Will the party help them or put an end to their terror?
d100 = 17
D8=1:A group of merfolk are celebrating the birth of a new prince. They are dancing and singing in their underwater kingdom.
D8=2:Eelquatch An eelquatch is swimming through the waters. It is about 40' long.
D8=3:Seaweed tangles slightly around you as you swim through it.
D8=4:The water sparkles with bioluminescent creatures at night.
D8=5:Tentacles (in water) A giant squid attacks the party in the water.
D8=6:The adventurers come across an ancient, submerged city patrolled by 3d4 enchanted Stone Golems.
D8=7:A group of friendly giant sea stars are being attacked by giant sea cucumbers that have been enchanted and controlled by an evil wizard. The players must defeat the sea cucumbers and break the wizard's control.
D8=8:A sunken castle surrounded by fierce merfolk warriors, guarding a powerful relic.
d100 = 18
D8=1:Xibar is a group of a dozen merfolk. They are holding a ceremony to honor the watery dead.
D8=2:3d4 moon jellies pulsating and glowing.
D8=3: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.
D8=4:The faint taste of saltwater fills your mouth.
D8=5:A group of merfolk are chasing 3 anglerfish. They want to catch and eat the anglerfish.
D8=6: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.
D8=7:A large shark-like creature attacks the party.
D8=8:1d6 eel poking their heads out of small crevices.
d100 = 19
D8=1:The party stumbles upon a forgotten temple built entirely out of coral. Inside, they find a group of merfolk priests performing a ritual to summon a powerful water elemental. The players must decide whether to intervene or let the ritual continue.
D8=2:The sand at the seafloor is fine and soft underfoot.
D8=3:A playful giant octopus attempts to steal shiny objects from the players, offering a trade with treasures it has collected.
D8=4:2d6 clownfish hiding amongst sea anemones.
D8=5:The Pixxie is attacking a small group of players. He tries to drown the players, but he is killed before he can drown them.
D8=6: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.
D8=7:A group of merfolk is torturing a couple of pirates. If the players attack the pirates, the merfolk will fight the players.
D8=8:A group of talking dolphins leads the party to an underwater grotto filled with glowing crystals. The dolphins communicate that these crystals are a powerful source of magic and that they need the party's help in keeping them safe from danger.
d100 = 20
D8=1:2d4 hippocamps (sea horses with fish tails) swim by calmly.
D8=2:While swimming by a sea cave, the party is met by 1d6 Ultrasynced Eels with abilities to coordinate their attacks in unison.
D8=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.
D8=4:A giant maelstrom appears and sucks the players in. Inside, they encounter a group of water genasi (humans with the ability to control water) who have been trapped and need help escaping.
D8=5:1d4 sea elves patrol the area, on the lookout for intruders.
D8=6:You spot the delicate fins of a lionfish as it glides by.
D8=7:A giant squid attacks the party. It will try to lure them into its ink cloud, then attack when they are blinded.
D8=8:Ancient ruins poke up through the sand, guarded by a powerful water djinn.
d100 = 21
D8=1:Within an abandoned underwater temple, the party encounters 2d4 Giant Sea Spiders, monstrosities bred by ancient serpent priests.
D8=2: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.
D8=3: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.
D8=4:Several small, curious crabs scuttle across a nearby sandy patch.
D8=5:A pair of sea serpents dance in a courtship ritual, causing currents that buff and pull the players.
D8=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.
D8=7:A large jellyfish is floating in the water, 1d4 tentacles are sticking out of the water. If you get too close, it will open its large mouth and try to eat you. It is a hungry jellyfish.
D8=8:The adventurers come across a famous, submerged adventuring ship guarded posthumously by the Ghost Captain's 3d8 Animated Armors.
d100 = 22
D8=1: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.
D8=2:A small current pushes a variety of seashells past you.
D8=3:A group of merfolk are fishing. One of them has a large hook attached to a line. The hook is attached to a large bronze bell. When a fish bites, the merfolk will ring the bell to alert the others.
D8=4:A ship carrying a group of aquatic elves crash lands into the ocean and sinks. The players find the ship and help the aquatic elves escape from the aquatic orcs who are attacking them.
D8=5: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.
D8=6: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.
D8=7:A school of fish passes by, led by a huge fish with a sash around its stomach or a crown on its head.
D8=8:A group of tribal natives approach the party. They have just returned from a hunting expedition and have brought back several large animals to feed their village. They have no interest in trading but will give the party some food for free if they're hungry. The party will gain several levels of experience points for every level of experience required to attain that level, given that they don't kill the natives.
d100 = 23
D8=1:The players find a mysterious underwater temple guarded by fierce water elementals. Inside, they find a powerful artifact that can control the tides. However, they must face the wrath of the elementals if they want to take the artifact.
D8=2:Within an abandoned underwater temple, the party encounters 2d4 Giant Sea Spiders, monstrosities bred by ancient serpent priests.
D8=3:A swarm of 3d10 tiny, colorful reef fish dart between your legs.
D8=4:3d8 small fry hatching and scattering upon spy.
D8=5: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.
D8=6: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.
D8=7:A group of merfolk are hunting a giant jellyfish. The jellyfish will attack the merfolk if they get too close.
D8=8:The party hears a strange sound of bubbling water. If they investigate, they will find a strange creature, with a strange green glow to it, attacking a group of villagers. It's a high-level sorcerer, who is trying to take over the village.
d100 = 24
D8=1: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 .
D8=2:A ghostly shipwreck emerges from the depths, guided by the spirits who guard its treasures.
D8=3: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.
D8=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.
D8=5:3d10 swirling schools of anchovies move in unison.
D8=6:A giant anglerfish uses its light to lure players towards a deep chasm filled with treasures and dangers.
D8=7:A giant squid attacks the party. It will try to lure them into its ink cloud, then attack when they are blinded.
D8=8:1d6 sea lions basking on a sunken rock.
d100 = 25
D8=1:The party discovers a coral fortress under attack by 3d4 aquatic Trolls, their regenerative abilities making them relentless foes.
D8=2:You smell the faint aroma of brine shrimp in the water.
D8=3:Jojo is a powerful wizard. He is an elderly male sea nymph.
D8=4:The party stumbles upon a group of sea sirens, enchanting creatures who lure sailors to their deaths with their beautiful songs. The sirens offer the party a deal - they will give them a powerful artifact in exchange for the souls of the sailors on their ship. Will the party accept the deal, or try to outsmart the sirens?
D8=5:A malicious water elemental made of swirling water bubbles
D8=6:3d10 tiny plankton invisibly supporting the underwater food chain.
D8=7: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.
D8=8:A storm is brewing in the Elemental Plane of Water and the players must navigate through the rough waters to reach their destination. Along the way, they may encounter water elementals who are angry and confused by the disturbance in their plane.
d100 = 26
D8=1:A giant squid attacks the party. It has tentacles that reach to the bottom of the ocean floor.
D8=2:Bioluminescent plankton illuminate a sunken, ancient armory filled with legendary weapons.
D8=3:A group of merfolk attack the players. The merfolk believe that the players are part of an invading force and want to kill them before they can do any damage.
D8=4:The players witness a massive underwater battle between two powerful sea kingdoms. They can try to stop the battle and negotiate peace or they can choose a side and join in the fight.
D8=5:2d6 baby sharks moving in a coordinated hunting formation.
D8=6: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.
D8=7:A series of small geysers erupt from the seafloor.
D8=8:A giant octopus guards an underwater treasury filled with priceless artifacts.
d100 = 27
D8=1:A group of pirates is sailing through the water. They are willing to trade with the players.
D8=2:A group of merfolk, with swords and spears in hand, swim by. They look angry, and they are swimming fast!
D8=3: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.
D8=4:2d8 flying fish leap out of the water, startled by the party's presence.
D8=5:A group of tritons surfaces, carrying a legendary artifact that they need help protecting from encroaching sahuagin.
D8=6:The players see a small, deserted island in the distance and decide to explore it. As they search the island, they discover it is actually a giant turtle who has been transformed by a powerful wizard.
D8=7: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.
D8=8: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 = 28
D8=1:The players come across a village of aquatic halflings who are preparing for a yearly celebration. They invite the players to join in their festivities and offer them delicious seafood dishes.
D8=2:The Pixxie is attacking a small group of players. He tries to drown the players, but he is killed before he can drown them.
D8=3:A group of mermaids playing music on their flutes.
D8=4: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.
D8=5: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.
D8=6:The party comes across a lonely sea giant who has been shunned by his kind for being too small. The giant may be able to provide useful information or act as an ally if the players show him kindness.
D8=7: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.
D8=8:A school of dolphins swims by the players.
d100 = 29
D8=1: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.
D8=2: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.
D8=3: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...
D8=4: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.
D8=5: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.
D8=6:A mysterious underwater cave leads the party to an abandoned shipwreck. As they explore, they find the ghostly captain still haunting the vessel, seeking revenge against the crew who caused his demise. Can the party appease the vengeful spirit and put it to rest?
D8=7:A small band of 1d8+24 merfolk are playing around in the water. They are celebrating their defeat of the water drake. They are drunk. They will not attack, but they will try to sell you the poor merfolk's treasure.
D8=8: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.
d100 = 30
D8=1:A group of aquatic elves are in need of assistance to defeat a group of sahuagin who have been terrorizing their village. Will the players be able to help the elves reclaim their home?
D8=2:Players find a sunken airship, inside of which is a chest with ancient gold and relics.
D8=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.
D8=4:A group of pirates are looting a shipwreck. They will fight to the death if players try to stop them from stealing their treasure.
D8=5: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.
D8=6:A giant translucent aberration swims by. It has an eyeless face and a mouth full of long teeth. It is glowing brightly.
D8=7:A group of merfolk are 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.
D8=8: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.
d100 = 31
D8=1:An enchanted sea cavern houses an ancient sea spirit who offers cryptic guidance and treasures.
D8=2:The shadow of an immense megalodon passes beneath, indifferent to the party's presence.
D8=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.
D8=4:A sea dragon's lair filled with treasures and guarded by an army of fish-men.
D8=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.
D8=6:Gudgeons flock to the party. They appear to be out of water.
D8=7:A colossal jellyfish drifts by, its tentacles trailing for miles, obscuring a submerged obelisk of ancient power.
D8=8:A rogue wave washes away one of the players' possessions unless she makes a Fortitude save.
d100 = 32
D8=1:The party swims into a haunted kelp forest where they are ambushed by 2d6 Ghostly Nymphs who curse those who harm nature.
D8=3:A group of sea lions are sunning themselves on a nearby rock.
D8=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.
D8=5: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.
D8=6:A group of merfolk singing and going about their business.
D8=7:Rival adventurers trapping the party by using a supermagical weapon.
D8=8: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 = 33
D8=1:The party gets attacked by a giant squid. It has tentacles that are 50' long.
D8=2:Waves part to reveal an ancient, runed obelisk of immense magical power.
D8=3:A whirlpool reveals an ancient temple of a forgotten sea deity, protected by enchanted barriers.
D8=4:While exploring a shallow lagoon, the party is attacked by a swarm of vicious angler fish. The fish are being controlled by a powerful sea witch who is using them to lure unsuspecting travelers to their doom.
D8=5:A whirlpool opens to reveal a buried pirate treasure, guarded by ghostly pirates.
D8=6:A bed of 2d4 mussels clustered tightly together.
D8=7:A thick forest of kelp sways gently with the currents.
D8=8: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.
d100 = 34
D8=1:A group of merfolk are looking for their chief. They will offer the players a reward if they help find their chief.
D8=2:A colossal sea turtle carries a village on its back, offering rare treasures for trade.
D8=3:The party sees a large fish that is about 10 feet long swim by them. It has a large dorsal fin and it has golden/yellow eyes. If the party attacks it, it will attack back by using a lightning bolt from its mouth that is not naturally occurring and is brought forth by magic.
D8=4:Outside a sunken temple, the adventurers meet 1d4 ancient Giant Sea Turtles acting as wise guardians of the hidden knowledge within.
D8=5:A glowing path of seaweed leads to a cave where a sleeping lacedon (aquatic ghoul) lies in wait.
D8=6:An enchanted underwater maze leads to a forgotten temple of a powerful sea deity.
D8=7:A school of tuna creates a shimmering patch in the water.
D8=8: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.
d100 = 35
D8=1:3d6 tiny crabs scuttling on the ocean floor.
D8=2:The players hear a group of merfolk arguing about who's in charge of the tribe.
D8=3: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.
D8=4:A large school of fish swims by the ship, which is suddenly attacked by a group of 2d10 sharks. The sharks are hungry and have mistaken the ship for a large fish. The sharks will attack anything in sight.
D8=5:A transparent jellyfish attacks. It can fire a large blast of water at the party.
D8=6:Xel-Ha is a huge, serpent king that begins the battle as a large, fleshy ooze.
D8=7:An ethereal, singing voice guides the party towards a hidden whirlpool guarded by 3d4 Malevolent Nereids.
D8=8: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 = 36
D8=1:1d4 seals approach cautiously, curious about the intruders.
D8=2: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.
D8=3:Winter’s bitter breath brings frosty specters, challenging the party with wisdom duels that resonate through icy realms and grant foresight.
D8=4:2d6 kelp leaves swaying with the gentle current.
D8=5:Celestial tides shift, revealing hidden underwater constellations only visible during specific seasons. Following these constellations leads to celestial pearls with diverse seasonal properties.
D8=6:The players encounter a friendly merfolk trader who offers to sell them magical items and weapons made from the treasures of the sea. However, some of the items may come with unexpected consequences.
D8=7:A pack of 2d6 giant seahorses attack the players.
D8=8: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.
d100 = 37
D8=1:The party hears a strange sound of bubbling water. If they investigate, they will find a strange creature, with a strange green glow to it, attacking a group of villagers. It's a high-level sorcerer, who is trying to take over the village.
D8=2:The party discovers a lost underwater city, filled with abandoned buildings and forgotten treasures. But something sinister still lurks within its depths.
D8=3: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.
D8=4:An ancient sea dragon skeleton rests on the ocean floor, surrounded by schools of fish and lost treasures.
D8=5: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.
D8=6: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.
D8=7: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.
D8=8:The party sees a small island, covered in birds. They are foul and will attack if the party gets too close.
d100 = 38
D8=1:The party comes across a group of merfolk. They are carrying a large, heavy chest. The merfolk will ask the party to help them carry it to their lair. Inside the chest is a large amount of gold.
D8=2:3d6 small, colorful sea anemones wave gently with the currents.
D8=3:3d12 small krill bustling around aimlessly.
D8=4: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.
D8=5:A family of seal men are fishing using a large net. They will offer the party some of their catch.
D8=6:You feel a slight chill as you pass through a colder water current.
D8=7: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.
D8=8: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?
d100 = 39
D8=1: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.
D8=2:A group of sea hags, known for their ability to control the minds of unlucky victims, are seen causing chaos among a nearby village of merfolk. The players must find a way to stop the hags before they cause even more harm.
D8=3:The party swims into a haunted kelp forest where they are ambushed by 2d6 Ghostly Nymphs who curse those who harm nature.
D8=4: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.
D8=5: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.
D8=6:A group of dolphins seem to be performing a synchronized dance, but upon closer inspection, the party realizes they are actually trying to warn them of a nearby danger.
D8=7:The sacred Geyser Spire erupts once per season, producing magical waters with different effects: spring - healing; summer - fire resistance; autumn - knowledge; winter - cold resistance. The party must protect it from malign forces seeking to harness its power for ill.
D8=8:1d4 giant sea cucumbers crawling along the ocean floor.
d100 = 40
D8=1:You hear the distant sound of dolphins chittering.
D8=2:Players find a giant clam with a pearl the size of a boulder, guarded by a fierce sea turtle.
D8=3: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.
D8=4:A school of anchovies swims by in synchronized movements.
D8=5:2d6 sea lilies anchored to the ocean floor sway gently.
D8=6:A sea turtle swims lazily by, undisturbed by the party's presence.
D8=7:An autumn shipwreck reveals ancient relics tied to the season, guarded by kelpies who challenge the party with season-specific illusions and combat scenarios.
D8=8:A swarm of tiny, glowing jellyfish surround the party and begin to emit a soothing melody. They offer to guide the party to a hidden treasure in the depths of the ocean if they follow their lead.
d100 = 41
D8=1:Patches of sand are sculpted by the gently swirling currents.
D8=2:A pair of sea serpents dance in a courtship ritual, causing currents that buff and pull the players.
D8=3: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.
D8=4:A large sea snake slithers past, with a chance of a sea snake lord hiding in it instead of a regular snake.
D8=5:A group of 2d8 enchanted seahorses creating trails of sparkling water.
D8=6:A group of 3d8 merfolk swim past the players, ignoring them unless attacked first!
D8=7:The party sees a shark attack and kill a group of fish men. The shark is a Gluttonous Shark, a large and powerful aquatic creature.
D8=8:A group of merfolk attack the players. The merfolk believe that the players are part of an invading force and want to kill them before they can do any damage.
d100 = 42
D8=1:1d8 octopuses hiding in small rock crevices.
D8=2: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.
D8=3:A curious water elemental follows the party, playfully creating whirlpools and small vortexes.
D8=4:A group of merfolk are celebrating the birth of a new prince. They are dancing and singing in their underwater kingdom.
D8=5: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.
D8=6: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.
D8=7:A carpet of 2d6 feather stars attached to the seabed, their arms waving gently.
D8=8:Gudgeons flock to the party. They appear to be out of water.
d100 = 43
D8=1:The adventurers come across a famous, submerged adventuring ship guarded posthumously by the Ghost Captain's 3d8 Animated Armors.
D8=2:A powerful sea deity offers a boon for those who find and venerate their long-lost temple.
D8=3:An ancient trench glows with the light of an enchanted relic guarded by fierce warriors.
D8=4: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.
D8=5:KRAKEN ATTACK. A Kraken attacks the players! In the middle of their journey, they encounter a Kraken!
D8=6:A dead ship filled with a horrible stench and covered in blood, without any visible signs of mutiny or violence.
D8=7:3d10 tiny plankton invisibly supporting the underwater food chain.
D8=8:A solitary sea nymph offers blessings for those who help her return to her enchanted grove.
d100 = 44
D8=1: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.
D8=2:A pair of colossal sea serpents have an eternal battle, causing waves and underwater tremors.
D8=3:A young mermaid is swimming in the water. She will ask you to help her find her lost jewelry. If the players help her find her lost jewelry, she will give them a magical necklace that allows them to breathe underwater.
D8=4:A bioluminescent merfolk festival, where the players may earn the favor of the sea queen.
D8=5: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.
D8=6:Ephemeral spring streams imbued with temporal energy offer temporary rewinding abilities, enabling the party to undo mistakes or unravel mysteries.
D8=7:A pearl as big as a dragon's egg lies within a giant oyster, guarded by a swarm of electric eels.
D8=8:A group of sirens attack the players. The sirens want to eat them and turn them into merfolk.
d100 = 45
D8=1:A giant whirlpool suddenly appears, threatening to engulf the party. Before they can escape, they are swallowed up by the vortex and find themselves in a mysterious underwater temple.
D8=2:An eel poking its head out from a seaweed bed.
D8=3:A party of merfolk are playing music on their flutes near a sunken ship. They are magically dancing on the surface of the water.
D8=4:You pass over an old, sunken shipwreck, now home to various sea life.
D8=5:The faint taste of saltwater fills your mouth.
D8=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.
D8=7:Sharks. 3 sharks. One is a druid in animal form who is having a bad day.
D8=8:2d4 bioluminescent fish creating an eerie light show.
d100 = 46
D8=1: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.
D8=2:The party is approached by a winter-bound ice spirit who needs help to reclaim its stolen heart. Only by traveling through the seasonal realms and combating elemental anomalies can they restore the spirit to its full glory.
D8=3: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.
D8=4:A group of merfolk are hunting for food.
D8=5:The party comes across a stranded sailor, desperate for help. But as they approach, they realize the sailor is actually a shapeshifting kuo-toa, trying to lure them into a trap.
D8=6:While investigating a mysterious shipwreck, the party is confronted by a group of cursed undead pirates. The pirates were cursed by a powerful sea witch and have been searching for years for a way to break the curse. Will the party help them or put an end to their terror?
D8=7:A party of six pirates approach the players' ship and demand their loot, gold, and drinks. They will attack if they are refused.
D8=8: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.
d100 = 47
D8=1: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.
D8=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.
D8=3: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.
D8=4:The soft murmuring of the underwater current is a constant background sound.
D8=5:1d8 crabs dragging their shells along the ocean floor.
D8=6:A group of 3d12 sharks are grazing on kelp. They are surprised by the players' presence. The sharks will fight to the death.
D8=7:A school of 2d6 glowing jellyfish illuminates the area briefly.
D8=8:The party sees a large fish that is about 10 feet long swim by them. It has a large dorsal fin and it has golden/yellow eyes. If the party attacks it, it will attack back by using a lightning bolt from its mouth that is not naturally occurring and is brought forth by magic.
d100 = 48
D8=1:Freddoon is a giant sea sponge. He is the guardian of a treasure chest. He is angry because a group of kobolds have disturb his resting place.
D8=2: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.
D8=3:Brightly colored fish dart among the coral.
D8=4:The party discovers a lost underwater city, filled with abandoned buildings and forgotten treasures. But something sinister still lurks within its depths.
D8=5:1d6 eel poking their heads out of small crevices.
D8=6:A group of water elementals form into a giant wave and chase after the party, seemingly playing a game. However, the wave becomes more aggressive and the party must outrun it or face being engulfed.
D8=7:An underwater thicket of coral where 1d6 eels make their home.
D8=8:1d6 stingrays buried under the sand, peeking out.
d100 = 49
D8=1:1d6 sea snakes slithering through the water.
D8=2:1d4 slow-moving, oversized jellyfish.
D8=3:The water grows noticeably colder as you go deeper.
D8=4: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.
D8=5: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.
D8=6:The sound of distant ship creaks reverberates through the water.
D8=7: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.
D8=8:2d4 tritons patrolling their territory with conch shell weapons.
d100 = 50
D8=1:A powerful siren lures the players towards a dangerous reef, using her enchanting voice to control their minds.
D8=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.
D8=3:A giant turtle offers the players a ride, revealing hidden underwater treasures along the journey.
D8=4:You pass through a patch of sea lettuce swaying in the current.
D8=5:A small cluster of 2d4 pearls resting on the seabed.
D8=6:A sea dragon appears, challenging the party to a game of riddles and puzzles. If they succeed, it offers them magical sea-themed treasures. If they fail, it attacks them.
D8=7: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.
D8=8:The players see a pod of dolphins swimming nearby. One of them is holding a message in their mouth. When the players approach, the dolphin will present the message to them. It is a request for help from a nearby underwater city.
d100 = 51
D8=1:A mermaid in distress, trapped in a giant clamshell. As the players approach to help her, the clamshell begins to close, revealing its true form as a mimic.
D8=2:1d6 squids mimicking the environment around its obscure-hide.
D8=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.
D8=4:A legendary shipwrecked pirate crew, now ghostly apparitions, guard their long-lost treasure.
D8=5:The party encounters a group of sea hags who offer to tell their fortunes in exchange for a payment of rare sea treasures. However, if the party refuses, the hags become enraged and attack.
D8=6: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.
D8=7:A whirlpool opens to reveal a buried pirate treasure, guarded by ghostly pirates.
D8=8:A giant squid is pursuing an octopus. The giant squid wants to eat the octopus.
d100 = 52
D8=1: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.
D8=2:A merchant ship sinks to the bottom of the sea. The silence will attack the party. The party must fight the silence's spellcaster in order to save the rest of the crew.
D8=3:As the party navigates murky waters, they are almost taken by surprise by 2d4 ambushing Resentful Dryads.
D8=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.
D8=5:A group of friendly giant sea stars are being attacked by giant sea cucumbers that have been enchanted and controlled by an evil wizard. The players must defeat the sea cucumbers and break the wizard's control.
D8=6:A group of stingrays swims across the sandy bottom.
D8=7:An enchanted underwater garden, guarded by a powerful water elemental.
D8=8:The rays of sunlight filtering through the water create a glittering effect.
d100 = 53
D8=1:An ancient underwater forest is home to powerful water elementals guarding ancient artifacts.
D8=2:The party gets attacked by a giant squid. It has tentacles that are 50' long.
D8=3:The players come across a group of sea elves who are building an underwater city. They need help defending it from attacks by the creatures of the deep ocean.
D8=4:A giant squid attacks the party. It will try to lure them into its ink cloud, then attack when they are blinded.
D8=5: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.
D8=6: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.
D8=7: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.
D8=8:A whirlpool reveals an ancient undersea arena, managed by a powerful water elemental lord.
d100 = 54
D8=1:An ancient leviathan fossil holds a portal to a sub-plane of endless water and forgotten treasures.
D8=2:A giant sea anemone reveals the entrance to a sunken ship filled with riches and danger.
D8=3: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.
D8=4: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.
D8=5: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.
D8=6:An ancient sea serpent's skeleton leads to a hidden chest of incredible riches and dangers.
D8=7:On board a ship, the party finds a sailor who looks like he was sleeping. It turns out that the sailor has been taken over by a sea hag. The hag is impersonating the sailor, and it is using him to gather information about the party. The hag will kill the sailor, and it will replace him with one of its hag spawn.
D8=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.
d100 = 55
D8=1:A soft, gentle current tugs at you as you swim through the water.
D8=2:A giant octopus guards an underwater treasury filled with priceless artifacts.
D8=3:A giant octopus attacks!
D8=4:1d6 small octopuses hiding amongst a coral reef.
D8=5:Trod Upon Turtle.
D8=6: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.
D8=7: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.
D8=8: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.
d100 = 56
D8=1:A lone seaweed tendril gently brushes against your leg.
D8=2:A party of six pirates approach the players' ship and demand their loot, gold, and drinks. They will attack if they are refused.
D8=3: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.
D8=4: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.
D8=5:The party hears a strange sound of bubbling water. If they investigate, they will find a strange creature, with a strange green glow to it, attacking a group of villagers. It's a high-level sorcerer, who is trying to take over the village.
D8=6: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.
D8=7:A group of mermaids sing a beautiful song that lures the party to them. If they come near, they will attack.
D8=8: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.
d100 = 57
D8=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.
D8=2:A water elemental is attacking.
D8=3:A group of merfolk is standing around a large pillar made of coral. They are talking about how beautiful it is. They will offer to sell it to anyone interested in it. It is cheap, but it is not a good deal.
D8=4:Surrounded by sand dollars, the ocean floor seems strangely pristine.
D8=5:A dead ship filled with a horrible stench and covered in blood, without any visible signs of mutiny or violence.
D8=6:2d4 colorful parrotfish using their beaks to nibble on coral.
D8=7: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.
D8=8: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.
d100 = 58
D8=1:1d6 eel poking their heads out of small crevices.
D8=2:Players witness the birth of a sea titan, its immense form dwarfing everything around.
D8=3:The players hear a group of merfolk arguing about who's in charge of the tribe.
D8=4:The party comes across a planar tear leading to the Negative Energy Plane, draining energy from surrounding fauna and attracting 3d6 Vampiric Eels drawn to the life force of adventurers.
D8=5: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.
D8=6: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.
D8=7:A ship with all dead sailors is floating in the water.
D8=8:Faint bioluminescence illuminates the ocean around you.
d100 = 59
D8=1:A ghost ship silently drifts past the party, crewed by 2d6 haunted Wights bound by ancient curses.
D8=2:A lone penguin dives underwater near you.
D8=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.
D8=4: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.
D8=5:A soft, gentle current tugs at you as you swim through the water.
D8=6:An ethereal, singing voice guides the party towards a hidden whirlpool guarded by 3d4 Malevolent Nereids.
D8=7:3d4 barnacles attached tenaciously to a sunken ship hull.
D8=8:With winter solstice's rare alignment, ancient leviathans awake for celestial parades. Gifts from their passing, once understood, bestow cosmic balance on the party.
d100 = 60
D8=1:Celestial tides shift, revealing hidden underwater constellations only visible during specific seasons. Following these constellations leads to celestial pearls with diverse seasonal properties.
D8=2: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.
D8=4: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.
D8=5: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.
D8=6: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.
D8=7:The party encounters a fisherman ghost cursed to relive his drowning every season. Solving his riddle, influenced by seasonal references, grants the party insight or a valuable token.
D8=8: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.
d100 = 61
D8=1: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.
D8=2: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.
D8=3:An ancient underwater tower looms in the distance, guarded by fierce tritons.
D8=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.
D8=5:An ancient sea dragon skeleton rests on the ocean floor, surrounded by schools of fish and lost treasures.
D8=6: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.
D8=7: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.
D8=8: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.
d100 = 62
D8=1: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.
D8=2:A passing octopus changes color to blend into its surroundings.
D8=3:You pass over an old, sunken shipwreck, now home to various sea life.
D8=4:A large, ancient skeleton of an enormous beast covered in algae.
D8=5:A malicious water elemental made of swirling water bubbles
D8=6:1d4 spirally shells housing hermit crabs.
D8=7:1d4 pufferfish defensively inflating themselves at the party’s approach.
D8=8: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 = 63
D8=1: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.
D8=2: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?
D8=3: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.
D8=4:The scent of brine heightens as you dive deeper.
D8=5:You spot a lobster crawling along the sandy bottom.
D8=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.
D8=7: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.
D8=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.
d100 = 64
D8=1:Striking a massive, drowned battlefield, the adventurers are swarmed by 2d12 Spectral Warriors, the ghosts of an ancient naval war.
D8=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.
D8=3:Mysterious lights reveal an ancient sea dragon guarding a floating island of treasure.
D8=4:A glowing path of seaweed leads to a cave where a sleeping lacedon (aquatic ghoul) lies in wait.
D8=5:1d4 sea cows grazing peacefully along a sandy bottom.
D8=6: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.
D8=7:A shipwreck inhabited by ghostly pirates who offer aid in exchange for release from their curse.
D8=8: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.
d100 = 65
D8=1:Jojo is a powerful wizard. He is an elderly male sea nymph.
D8=2:3d4 tiny crab colonies building fortresses of sand.
D8=3:A pack of 2d6 giant jellyfish attack the players.
D8=4:3d10 copepods drift past in the water.
D8=5:Within an abandoned underwater temple, the party encounters 2d4 Giant Sea Spiders, monstrosities bred by ancient serpent priests.
D8=6: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.
D8=7:2d8 fish swarm amongst the party, nibbling at their clothes and gear harmlessly.
D8=8: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.
d100 = 66
D8=1:An underwater geyser reveals a hidden temple and a powerful guardian sea spirit.
D8=2: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...
D8=3: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.
D8=4:A spectral figure resembling a drowned sailor floats in front of the party, guiding them towards a secret cove guarded by 2d8 Sea Hags.
D8=5:Tentacles (attack on shore) A giant squid comes out of the water and attempts to grab a PC on shore by grabbing him with its tentacles.
D8=6:A mermaid swims by, singing.
D8=7: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.
D8=8:The party encounters a fisherman ghost cursed to relive his drowning every season. Solving his riddle, influenced by seasonal references, grants the party insight or a valuable token.
d100 = 67
D8=1: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.
D8=2:Giant squid trying to attack a disabled longship.
D8=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.
D8=4:An ancient sea titan slumbers in the depths, guarded by powerful water elementals.
D8=5:A giant sea sponge is floating by. The adventurers can rest on its surface to recover from time.
D8=6:A group of merfolk are hunting a giant jellyfish. The jellyfish will attack the merfolk if they get too close.
D8=7:Seaweed tangles slightly around you as you swim through it.
D8=8: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.
d100 = 68
D8=1:Mysterious lights reveal an ancient sea dragon guarding a floating island of treasure.
D8=2: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.
D8=3:The adventurers encounter a lost planar envoy of 1d4 friendly but desperate Water Myrmidons in need of assistance returning home.
D8=4:Celestial tides shift, revealing hidden underwater constellations only visible during specific seasons. Following these constellations leads to celestial pearls with diverse seasonal properties.
D8=5: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.
D8=6:A group of 2d6 sharks attacking a disabled longship.
D8=7: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.
D8=8:The wandering eye attacks the players.
d100 = 69
D8=1: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.
D8=2:A giant octopus is spotted attacking ships in the area. The players must use their wit and strength to defeat the creature before it causes more damage.
D8=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.
D8=5:The players come across a section of the ocean where time seems to stand still. They can choose to stay and explore this anomaly, but they may get trapped in the time loop forever.
D8=6:1d4 giant sea cucumbers crawling along the ocean floor.
D8=7:A group of pirates are fighting over a treasure map. They will attack the party if they get in the way.
D8=8:The players are invited to a grand underwater ball by the ruling merfolk family. However, they soon realize that the royal family is cursed and only the players can break the curse.
d100 = 70
D8=1:A group of friendly dolphins swim alongside the players' ship, leading them to a secret underwater grotto filled with magical treasures and artifacts.
D8=2: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.
D8=3:A spring-fed Holy Fountain of Renewal offers magical rejuvenation. However, aquaphobic spirits challenge the party's resolve through physical and emotional trials.
D8=4:2d8 flying fish leap out of the water, startled by the party's presence.
D8=5: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.
D8=6:A group of 3d6 starfish clinging to a reef.
D8=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.
D8=8:A treasure hoard lies unclaimed on the seafloor, curiously unguarded until 2d4 Sea Wraiths emerge to protect their hidden gold.
d100 = 71
D8=1: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.
D8=2:Zorro the octopus is ransacking the ships.
D8=3: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.
D8=4: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.
D8=5:The shadow of a kraken passes overhead, its immense shape causing instant hesitation and reverence.
D8=6:You spot a shrimp darting in and out of a small coral formation.
D8=7:A mysterious light from a sunken lighthouse guides the players towards a hidden cluster of shipwrecks.
D8=8:You come across a school of colorful fish, darting about in intricate patterns.
d100 = 72
D8=1:Taken for a ride shark.
D8=2:3d10 tiny plankton invisibly supporting the underwater food chain.
D8=3:Gudgeons flock to the party. They appear to be out of water.
D8=4: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.
D8=5:The players stumble upon a group of aquatic elves performing a beautiful dance ritual to honor their goddess of the sea.
D8=6:A school of 3d12 shimmering sardines flickers past.
D8=7: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.
D8=8:A group of pirates are on the hunt for treasure, and they will do anything to get it.
d100 = 73
D8=1: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.
D8=2: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.
D8=3: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.
D8=4:A transparent jellyfish attacks. It can fire a large blast of water at the party.
D8=5:2d4 sea horses swim by gracefully, seemingly unconcerned by the party.
D8=6:The party gets attacked by a giant squid. It has tentacles that are 50' long.
D8=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.
D8=8:A group of merfolk are hunting sea turtles. They are armed with spears and canoes. If they see people they will attack them. They will not back down even
d100 = 74
D8=1: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.
D8=2: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.
D8=3:An enchanted current pulls the players towards a hidden grotto, inhabited by a wise and venerable sea dragon.
D8=4:The party encounters a fisherman ghost cursed to relive his drowning every season. Solving his riddle, influenced by seasonal references, grants the party insight or a valuable token.
D8=5: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.
D8=6:The party stumbles through a dimension rift into the Abyssal Court of a Water Archon, accompanied by its 3d6 Water Weirds.
D8=7:2d8 bioluminescent jellyfish creating a mesmerizing underwater light show.
D8=8:A school of tiny silversides flashes past you.
d100 = 75
D8=1:Xel-Ha is a huge, serpent king that begins the battle as a large, fleshy ooze.
D8=2:The party comes across a mermaid who has been cursed by a sea witch and transformed into a monstrous sea creature. The party must find a way to break the curse and return the mermaid to her true form.
D8=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.
D8=4:A group of merfolk are attacking a group of people. One of the merfolk raises a flag with a symbol of a rising sun on it. He is trying to unite all of the different groups of merfolk. The party will be attacked if they interfere.
D8=5:Mysterious lights reveal an ancient sea dragon guarding a floating island of treasure.
D8=6:The water turns murky in spots, likely due to stirred-up sediment.
D8=7:A pod of narwhals circles a shimmering ice cavern, the entrance to a submerged wizard's sanctuary.
D8=8:A powerful siren lures the players towards a dangerous reef, using her enchanting voice to control their minds.
d100 = 76
D8=1: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.
D8=2:A group of merfolk playing music on their flutes.
D8=3:3d6 giant tube worms clustered around a geothermal vent.
D8=4: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.
D8=5: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.
D8=6:1d8 nudibranchs slowly crawling in patterns.
D8=7: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.
D8=8:A group of 4d10+10 sharks attack!
d100 = 77
D8=1:A giant jellyfish attacks the party. It has 10' tentacles and is 10' in diameter.
D8=2: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.
D8=3:A pirate ship sunken during autumn is rumored to surface every hundred years for one night in summer. Ghostly pirates roam, guarding their forgotten treasures and curses until the ship vanishes again.
D8=4:The sea is full of ships carrying refugees, trying to escape the war. One of the ships contains a strange creature with a large insectoid body, a beak and 2 massive wings.
D8=5:Eel Eggs: The party finds a fishing net cast out in the water. Inside are several tiny eels. The party can kill the eels from a distance instead of having to get close enough to touch the eels. If the party does decide to get close enough to touch the eels, a giant eel emerges from the depths and attacks the party. The giant eel is looking for eggs to eat.
D8=6:Triton death rays in the form of an air cushion, to be released upon contact with water
D8=7:A group of pirates is attacking a passing ship. The players can either intervene and save the ship or join the pirates and share in the bounty.
D8=8:A ship with all dead sailors is floating in the water.
d100 = 78
D8=1:A powerful water elemental is wreaking havoc on a coastal village, causing floods and destruction. The players must find a way to stop the elemental or appease it before the entire village is washed away.
D8=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.
D8=3:The waters grow colder as they enter a cursed glacier, home to 2d8 Ice Mephits intent on mischief and mayhem.
D8=4:An ancient underwater tower looms in the distance, guarded by fierce tritons.
D8=5:A school of 4d10+20 dolphins rush by, causing a wave that washes over the players. They should be surprised for the first round.
D8=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.
D8=7:1d8 clownfish darting in and out of anemones.
D8=8:A group of sahuagin have taken over a shipwrecked vessel and are using it as their base. The players must sneak on board and retrieve a valuable artifact that belongs to their kingdom.
d100 = 79
D8=1:A mysterious path of glowing seaweed leads to a hidden grotto full of incredible treasures.
D8=2: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.
D8=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.
D8=4: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.
D8=5: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.
D8=6:The party comes across a mermaid who has been cursed by a sea witch and transformed into a monstrous sea creature. The party must find a way to break the curse and return the mermaid to her true form.
D8=7:A group of cleaner fish tend to a large, stationary fish.
D8=8:Coral polyps extend their tentacles to capture microscopic food.
d100 = 80
D8=1:An ancient leviathan's immense shadow looms just beneath the surface, moving away slowly, emitting haunting whale songs.
D8=2:A swarm of tiny fish
D8=3: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.
D8=4: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.
D8=5: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.
D8=6:A large school of fish swim by. As they pass, a small silver fish darts out of the school and into the party's boat.
D8=7:An underwater storm starts! The sea water gets cloudy, and it starts to rain. The players can see the lightning above them. A large sea turtle swims by and tells the players to seek shelter. Any players who enter its shell will be safe from the storm. If they do not, they will be tossed to and fro and take damage. The turtle is named Ted, and he's friendly for the most part. He knows a lot about this part of the Elemental Plane of Water.
D8=8:An autumn shipwreck reveals ancient relics tied to the season, guarded by kelpies who challenge the party with season-specific illusions and combat scenarios.
d100 = 81
D8=1:A friendly giant octopus offers to guide the players through a maze of dangerous undersea caves. The catch? They must retrieve a precious pearl from the deepest part of the cave for the octopus in return.
D8=3: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.
D8=4:3d6 small hermit crabs scuttling across the ocean floor.
D8=5: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.
D8=6:A water elemental is attacking.
D8=7:An underwater cave that's home to 1d4 giant lobsters.
D8=8:A group of merfolk are preparing to go to war with a nearby merfolk kingdom. They are practicing their combat skills in a large underwater cavern.
d100 = 82
D8=1:A pod of dolphins swim by and seem to be trying to communicate with the party. If the party can decipher their squeaks and clicks, they will learn of a hidden underwater cave filled with ancient artifacts.
D8=2:A giant octopus guards an underwater treasury filled with priceless artifacts.
D8=3:A sunken, broken altar from an old ship.
D8=4:A group of pirates are fighting over a treasure map. They will attack the party if they get in the way.
D8=5: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.
D8=6: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.
D8=7: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.
D8=8: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.
d100 = 83
D8=1:2d4 hippocamps (sea horses with fish tails) swim by calmly.
D8=2:The party encounters an ancient Marid lounging on a coral throne, attended by 3d4 loyal Merrow guards.
D8=3:The players stumble upon a group of aquatic elves performing a beautiful dance ritual to honor their goddess of the sea.
D8=4:2d4 porcupine fish puffing up defensively.
D8=5:A giant squid attacks.
D8=6:An epic battle that involves a giant octopus, a giant squid, and a seahorse. The players must defeat them one-by-one.
D8=7: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.
D8=8:You pass through a field of sea anemones waving in the current.
d100 = 84
D8=1: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.
D8=2:A group of giant squid attacking a disabled longship.
D8=3:A lone seaweed tendril gently brushes against your leg.
D8=4:A transparent octopus attacks. It can fire a large blast of water at the party.
D8=5:A creature with humanoid upper body and fish lower body swims by the party. He's called Nog the Fish Man, and he's lost his way after being washed up by a massive wave. He is thankful for the help.
D8=6: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.
D8=7: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.
D8=8:Puddle of water with a lone fish swimming in it, the fish is frightened and disoriented.
d100 = 85
D8=1:A school of fish passes by, led by a huge fish with a sash around its stomach or a crown on its head.
D8=2: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.
D8=3:A large shark-like creature attacks the party.
D8=4:The players witness a massive underwater battle between two powerful sea kingdoms. They can try to stop the battle and negotiate peace or they can choose a side and join in the fight.
D8=5:A ship anchor covered with 2d4 sea cucumbers.
D8=6:A group of merfolk attack the players. The merfolk believe that the players are part of an invading force and want to kill them before they can do any damage.
D8=7:An underwater thicket of coral where 1d6 eels make their home.
D8=8:A giant octopus attacks.
d100 = 86
D8=1:The distant silhouette of underwater cliffs emerges in the water.
D8=2:You spot a shrimp darting in and out of a small coral formation.
D8=3: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.
D8=4:A small crab scuttles away from your approaching presence.
D8=5:The players encounter a dangerous underwater current that they must navigate through in order to reach their destination.
D8=6:A merchant ship sinks to the bottom of the sea. The silence will attack the party. The party must fight the silence's spellcaster in order to save the rest of the crew.
D8=7: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.
D8=8:Tiny seahorses scatter, revealing the hidden entrance to a sentient coral reef kingdom.
d100 = 87
D8=1:Anemonefish peer curiously from their underwater homes.
D8=2: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.
D8=3:The water sparkles with bioluminescent creatures at night.
D8=4:A group of cleaner fish tend to a large, stationary fish.
D8=5:The players encounter a group of water mephits (small elemental creatures) who are causing mischief by playing pranks on nearby ships. They challenge the players to a game of riddles and if the players win, they will leave the ships alone.
D8=6:Seawater currents mix, creating brief moments of swirling turbulence.
D8=7: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.
D8=8:The players encounter a friendly merfolk trader who offers to sell them magical items and weapons made from the treasures of the sea. However, some of the items may come with unexpected consequences.
d100 = 88
D8=1:A cluster of bioluminescent algae glows softly in the surrounding water.
D8=2: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.
D8=3:A large squid is floating in the water.
D8=4:The party comes across a giant, ancient turtle who is actually a powerful druid in disguise. The druid is on a quest to find a lost city of underwater elves and asks for the players' help in locating it.
D8=5:The faint taste of saltwater fills your mouth.
D8=6:A powerful storm elemental creates a hurricane, revealing glimpses of the ocean floor.
D8=7:Rival adventurers trapping the party by using a supermagical weapon.
D8=8:An old, half-buried treasure map in a sunken bottle.
d100 = 89
D8=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.
D8=2:The party comes across a group of merfolk who are holding a festival to celebrate the changing of the tides. They invite the party to join in the celebrations, with music, dancing, and delicious seafood. But as the night goes on, the merfolk start to show strange and aggressive behavior, their eyes glowing with an otherworldly light. The party must figure out what is causing this sudden change and put an end to it before things get out of hand.
D8=3:A powerful storm elemental creates a hurricane, revealing glimpses of the ocean floor.
D8=4:A malicious water elemental made of swirling water bubbles
D8=5:An ethereal, singing voice guides the party towards a hidden whirlpool guarded by 3d4 Malevolent Nereids.
D8=6:A passing albatross casts a shadow above the water.
D8=7:A group of tritons emerge from the water, asking for the party's help in retrieving a powerful artifact from a sunken temple guarded by fierce sea creatures.
D8=8: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.
d100 = 90
D8=1:The players find an underwater fountain that creates breathable bubbles of air.
D8=2:You spot a pair of clownfish hiding among anemones.
D8=3:A pod of narwhals circles a shimmering ice cavern, the entrance to a submerged wizard's sanctuary.
D8=4:1d8 clownfish darting in and out of anemones.
D8=5: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.
D8=6: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?
D8=7: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.
D8=8: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.
d100 = 91
D8=1:The players stumble upon a group of sentient coral creatures who are being attacked by a group of sahuagin. The players can choose to help the coral creatures and gain their trust, or they can side with the sahuagin and potentially gain a new ally.
D8=2:Giant octopus attacks and tries to swallow the characters whole.
D8=3:1d6 small octopuses hiding amongst a coral reef.
D8=4:The players come across a shipwreck.
D8=5:A colossal underwater trench with the skeletons of ancient leviathans inside.
D8=6:The party comes across a giant manta ray. It is friendly and will attempt to communicate with the party using its limited telepathy.
D8=7:Shark attack.
D8=8: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 = 92
D8=1: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.
D8=2:A whirlpool reveals an ancient temple of a forgotten sea deity, protected by enchanted barriers.
D8=3:A stingray races by, causing a cloud of sand to erupt behind it.
D8=4:The party encounters a group of sirens on the shore. If they approach, the sirens will lure them into the water and drown them.
D8=5: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.
D8=6: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.
D8=7: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.
D8=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.
d100 = 93
D8=1:A lone seaweed tendril gently brushes against your leg.
D8=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.
D8=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.
D8=4: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.
D8=5:A group of merfolk are playing with a school of tiny jellyfish. The merfolk are wrestling with the jellyfish.
D8=6:A large jellyfish is floating in the water, 1d4 tentacles are sticking out of the water. If you get too close, it will open its large mouth and try to eat you. It is a hungry jellyfish.
D8=7:A group of merfolk fishing for fish swim past the party.
D8=8: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.
d100 = 94
D8=1:The party hears a strange sound of bubbling water. If they investigate, they will find a strange creature, with a strange green glow to it, attacking a group of villagers. It's a high-level sorcerer, who is trying to take over the village.
D8=2: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.
D8=3:A group of mermaids are celebrating the birth of a new princess. They are dancing and singing in their underwater kingdom.
D8=4:The shadow of a kraken passes overhead, its immense shape causing instant hesitation and reverence.
D8=5:A pair of sea serpents dance in a courtship ritual, causing currents that buff and pull the players.
D8=6:An enormous underwater geyser reveals an ancient relic held by a colossal sea spirit.
D8=7:Seasonal lily pads float suspended in a magical bubble, housing a community of industrious sea spriggans whose mechanical innovations are influenced by the seasons.
D8=8:A family of sea elves is fishing. The father is fishing with a spear, the mother is fishing with a net, and their son is fishing with a rod and reel. They are not very good fishers, but they are trying their best.
d100 = 95
D8=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.
D8=2:In summer, a shimmering mirage disguises an enormous seafloor canyon. Investigating its depths reveals cracked ancient obelisks and cross-realm pathways.
D8=3:A group of mermaids playing music on their flutes.
D8=4: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.
D8=5:A large squid is floating in the water.
D8=6:A massive whale appears and asks the party to help free it from a tangled fishing net. In return, the whale offers to transport the party to a distant location on its back.
D8=7:A small cluster of 2d4 pearls resting on the seabed.
D8=8:Springtime shimmers guide astral fish migrations guiding interdimensional ley harborways. Averting predatorial tragedies invokes astral alignments and cosmic protections.
d100 = 96
D8=1:A stingray races by, causing a cloud of sand to erupt behind it.
D8=2:A powerful sea deity offers a blessing for those who honor their long-forgotten shrine.
D8=3:A large octopus attacks the party.
D8=4: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.
D8=5:The party sees a giant water elemental, with a strange green glow, flying through the water.
D8=6: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.
D8=7:An autumn shipwreck reveals ancient relics tied to the season, guarded by kelpies who challenge the party with season-specific illusions and combat scenarios.
D8=8:A group of water nymphs are being hunted by a group of evil water elementals. The players can either help the nymphs and earn their gratitude or side with the elementals for a reward.
d100 = 97
D8=1:A bioluminescent path reveals an ancient temple guarded by powerful water elementals.
D8=2:A party of merfolk are playing music on their flutes near a sunken ship. They are magically dancing on the surface of the water.
D8=3:A surreal underwater circus spots the party and sends 2d6 aquatic clowns, animated by dark magic, to provide an ominous performance.
D8=4:A school of anchovies swims by in synchronized movements.
D8=5: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.
D8=6:Fish-like creatures, with human-like faces, swim by the players' ship, but don't attack.
D8=7:Eel Eggs: The party finds a fishing net cast out in the water. Inside are several tiny eels. The party can kill the eels from a distance instead of having to get close enough to touch the eels. If the party does decide to get close enough to touch the eels, a giant eel emerges from the depths and attacks the party. The giant eel is looking for eggs to eat.
D8=8:A pod of narwhals circles a shimmering ice cavern, the entrance to a submerged wizard's sanctuary.
d100 = 98
D8=1:A soft bed of seagrass waves gently in the current.
D8=2: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.
D8=3:An enchanted current pulls the players towards a hidden grotto, inhabited by a wise and venerable sea dragon.
D8=4:3d4 young merfolk dart by in a hurry, giggling amongst themselves.
D8=5: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?
D8=6: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?
D8=7:The party finds a treasure map. It is written in Common. The map leads to a chest of treasure that is under water. Both the chest and the treasure are trapped.
D8=8:A group of sea hags, known for their ability to control the minds of unlucky victims, are seen causing chaos among a nearby village of merfolk. The players must find a way to stop the hags before they cause even more harm.
d100 = 99
D8=1:The water current brings a fresh, cool sensation.
D8=2: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.
D8=3:An octopus attacks the party. The octopus is a shapeshifter and will use its disguises to attack the party with surprise.
D8=4:A pod of narwhals circles a shimmering ice cavern, the entrance to a submerged wizard's sanctuary.
D8=5:A school of tiny silversides flashes past you.
D8=6:A group of 2d6 sharks attacking a disabled longship.
D8=7: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.
D8=8: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.
d100 = 100
D8=1: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.
D8=2:A group of 2d6 sharks attacking a disabled longship.
D8=3:A group of 2d6 sharks attack the players!
D8=4:2d8 shellfish clinching tightly to the coral.
D8=5:K'n'teth the sea-witch summons a giant octopus.
D8=6:A water genie appears before the party, offering them three wishes in exchange for completing a task for her. However, the genie's definition of a task may be different than what the party expects.
D8=7:A glowing path of seaweed leads to a cave where a sleeping lacedon (aquatic ghoul) lies in wait.
D8=8:Players see a young mermaid in the water. She looks frightened, and she is holding a small seashell. If the players approach, she will ask them to help her find her father who was captured by a pirate.
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Other dice tiers for the elemental plane of water: D1, D4, D6, D10.
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