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D10 Lake Random Encounters

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

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

How to roll this table

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

The D10 Lake encounter table

d100 = 1

  1. D10=1:The immediate surroundings of the players feel lighter as 2d6 eerily quiet waterling spirits wander, their presence accidental yet revealing crucial lake history.
  2. D10=2:An earthquake strikes the island, sending a group of 3d4 skeletons into the lake. The skeletons have lost their heads and cannot see. The only way the adventurers can tell they are skeletons is by looking at their missing skulls. The skeletons can be killed.
  3. D10=3:A group of giant dragonflies is buzzing around the lake, making it difficult for the players to navigate through. They must find a way to get past the creatures without getting stung.
  4. D10=4:A group of bunnies are gamboling by the lake. They are innocent and pure. *cries*
  5. D10=5:Wooden totems along the shore summon 1d6 ancestral lake spirits, closely guarding the water's ancient pathways that lead to historical secrets.
  6. D10=6:While exploring the shoreline, the players find a backpack that has been partially buried in the sand. Inside, there is a map that leads to a hidden treasure on a nearby island.
  7. D10=7:An old, rugged fisherman offers to take players to a secluded island in the middle of the lake, where he claims to have seen a mermaid's tail. Will players believe him or dismiss his stories as the ramblings of an old man?
  8. D10=8:A group of fishermen is seen pulling up their nets, filled with strange and unusual creatures that are not native to the lake. As they examine the creatures, they realize that they may have come from a different realm altogether.
  9. D10=9:A sudden rainstorm causes ripples to form on the lake surface.
  10. D10=10:A group of 1d4+1 centaurs are having a race around the lake. They are fierce competitors, but they may be willing to let the players join in on the race. If they win, they will be rewarded with a magical item.

d100 = 2

  1. D10=1:The players come across a group of giant otters having a game of water polo. The otters challenge the players to a game, and if they win, they will be rewarded with a special item that can only be obtained from the depths of the lake.
  2. D10=2:The serene scene belies an imminent ambush by 2d4 sahuagin barons. They have summoned forth their monstrous subordinates to eliminate surface dwellers encroaching on their watery kingdom.
  3. D10=3:A local bard is sitting by a campfire, singing about an adventure in which he was almost killed by a troll but escaped due to his quick wits and magical lute.
  4. D10=4:Players spot a floating log in the distance which, upon closer inspection, reveals itself to be 1d8 giant constrictor snakes, using the ruse as a hunting method.
  5. D10=5:A group of fishermen are camped out on the shore of the lake, waiting for the fish to bite. They are fishing with a large net and a net cage. If the players approach them, they will ask them to help them pull in their fish. They have spent many hours fishing, and they have not been able to catch anything. If the players help them pull in their net, they will give the players their purse of 5 gold pieces if they will return to their campsite and get them a mug of ale and a plate of food.
  6. D10=6:A group of mermaids asks for the players' help in retrieving a stolen artifact that was taken by a group of pirates. In exchange, they offer to help the players breathe underwater for a limited time.
  7. D10=7:The players find a small boat floating along the shore. As they approach, they see a lone figure sitting in the boat, singing a hauntingly beautiful song. If they get closer, they will realize it is a ghost ship and the figure is a ghostly captain who will offer to take them on a journey to the afterlife if they help him complete one final task.
  8. D10=8:The smell of freshly cut grass fills the air.
  9. D10=9:Frogs croak harmoniously from a nearby lily pad cluster.
  10. D10=10:As twilight casts its last glow, 1 enchanted water nymph proposes a deal—but only if players save her from 2d6 greedy menacing sirens.

d100 = 3

  1. D10=1:The air is filled with the sound of a beautiful song coming from a nearby hill. If the players approach the hill, they will see a well-dressed human male singing, playing an exquisite pianoforte. He invites players to take turns playing it after he finishes his song. If anyone does, at random intervals during their playing, their fingers end up hitting the wrong keys or notes unexpectedly, making their playing sound terrible even on their best tries; and causing that player to think they're terrible at playing it when in fact its just because they're being cursed by it.
  2. D10=2:A swim coach instructs a group of young swimmers.
  3. D10=3:A group of old women are sitting around the lake, talking about their day and their plans for the future.
  4. D10=4:A group of humans are arguing about what to do about a black dragon who has been attacking their town. The players can tell them to build a wall around their town; to hire mercenaries; or any other advice they give them. If the advice is bad, the humans may attack them after they leave; or if its good, the humans may give them whatever reward they feel is appropriate for their advice.
  5. D10=5:Two men are walking by the shore of the lake. One of them is wearing a nice suit and carrying a briefcase. The other man is wearing overalls and carrying a fishing rod. The man in the suit is trying to convince the other man to invest in a business venture with him. The man in the overalls is worried that the business will fail, so he isn't sure if he wants to invest in it or not.
  6. D10=6:The sound of a beautiful song can be heard coming from an area nearby; if players investigate, they will find a group of elves gathered around a male drunkard whom they have been trying to help sober up for days; but he just keeps getting drunker and drunker no matter what they do; and speculating on whether or not he will ever sober up or if he's already dead inside - even though he's still standing on his feet and singing beautifully - because he's been standing there for so long now that his body seems like it's already dead even though he obviously isn't yet.
  7. D10=7:A group of 1d4+2 traveling merchants is standing around a campfire, drinking and talking. They are looking for new merchandise to sell and new places to sell it in.
  8. D10=8:A group of young men are sitting around the lake, talking about their day and their plans for the future.
  9. D10=9:The smell of freshly cut grass fills the air.
  10. D10=10:A small whirlpool forms, pulling down one of the boats, revealing a submerged cave where 2d4 eel hounds inhabit, known as guardians of an old undersea kingdom.

d100 = 4

  1. D10=1:A trio of rakshasa in disguise as fisherfolk approach the party. Their hidden goal is to stir chaos, softly swindling or bewitching the adventurers to further their nefarious plans.
  2. D10=2:The players come across an injured dragon, stranded on a small island in the middle of the lake. They must help the dragon heal and find its way home, while dealing with the danger of its fiery breath.
  3. D10=3:While swimming in the lake, the players discover a hidden grotto filled with glowing crystals. If they stay too long, they risk being trapped in this mesmerizing yet dangerous place.
  4. D10=4:A group of fishermen are trying to catch fish and are taking a break.
  5. D10=5:The party sees a large, shimmering object submerged in the middle of the lake. Upon closer inspection, they realize it's a giant magical pearl. However, it is guarded by a group of 1d6 sahuagin who will do anything to protect it and may even try to recruit the party to help them fight their enemies.
  6. D10=6:A wizard's tower rises from the depths of the lake, its windows glowing with a soft, blue light. The wizard, who has been studying the lake and its inhabitants for years, invites the players to his tower for a night of storytelling and magical experiments. But not everything is as it seems, and the players may uncover a sinister plot brewing beneath the tranquil surface of the lake.
  7. D10=7:The soft chirping of crickets creates a calming atmosphere.
  8. D10=8:A small snake slithers across your path into the water.
  9. D10=9:A group of 2d6+2 elves are fishing in a small boat. They are members of a nearby elven tribe. They are fishing for food and are planning to trade their catch for metal weapons.
  10. D10=10:The sound of a beautiful song can be heard coming from an area nearby; if players investigate, they will find a group of elves gathered around a male drunkard whom they have been trying to help sober up for days; but he just keeps getting drunker and drunker no matter what they do; and speculating on whether or not he will ever sober up or if he's already dead inside - even though he's still standing on his feet and singing beautifully - because he's been standing there for so long now that his body seems like it's already dead even though he obviously isn't yet.

d100 = 5

  1. D10=1:On the shore of the lake, the party comes across a giant turtle with a majestic castle on its back. The turtle is actually a powerful wizard who has been cursed by an evil sorcerer, and he asks for the party's help in breaking the curse. In return, he offers them a magical item from his treasury.
  2. D10=2:A group of sahagin (fish-like humanoids) are fighting a group of merfolk near the lake. The players can choose to assist one side or try to make peace between them.
  3. D10=3:A group of 2d6 orcs are hiding out on the shore, waiting for a merchant to pass by. They plan on robbing the merchant and taking his horse and money.
  4. D10=4:dart through the lake under the moonlight. Catching one may bring temporary luck or reveal hidden map fragments.
  5. D10=5:A group of 25 gnomes are fishing from the shore. They are casting their lines into the water and hoping for a big catch.
  6. D10=6:The party comes across a magical shrine dedicated to the goddess of the lake. Inside, they see a shimmering figure of a beautiful mermaid, and she offers them a powerful but dangerous quest to appease her.
  7. D10=7:You see a group of 1d20+5 men who are wearing robes and chanting strange words while walking around in circles and making strange motions with their hands. They are casting a spell to summon a powerful spirit that will protect the town from invaders and thieves for one year and one day before vanishing into the astral plane.
  8. D10=8:All around you, you hear the sounds of laughter and joy. You look out onto the lake and see a group of pixies flying around, playing pranks on each other and splashing water on each other. If the party interacts with them, they may grant them a small blessing or gift.
  9. D10=9:A thorny bush obstructs part of the path along the lake.
  10. D10=10:A group of water elementals have been causing havoc for local fishermen by causing their boats to capsize and stealing their catch. The party must find the source of the elementals and appease them before the fishermen retaliate with violence.

d100 = 6

  1. D10=1:The party sees a group of elves dancing and playing music on the shore of the lake. They are celebrating the return of their queen, who was lost in the lake many years ago. However, the queen has been corrupted by dark magic and is now seeking revenge on the elves who left her behind. The party must choose to either help the cursed queen or stop her from causing harm.
  2. D10=2:A group of 2d4 hobgoblins are hiding out on the shore, waiting for a merchant to pass by. They plan on robbing the merchant and taking his money.
  3. D10=3:The water in the lake is very cold, and a large iceberg is floating in the middle of the lake. It looks like a large, floating island with a small cave opening on top of it. An elemental creature is trapped inside that cave opening and will try to escape when players approach the island.
  4. D10=4:Strange glowing runes appear on the surface of the lake, creating a mesmerizing light show. The party must decipher the runes to reveal a hidden message or face catastrophic consequences.
  5. D10=5:A child's rubber duck floats, forgotten, by the shore.
  6. D10=6:The faint smell of algae drifts from the lake.
  7. D10=7:Players come upon a small island in the center of the lake, inhabited by 1d6 will-o'-wisps. These mischievous lights try to lure adventurers into traps but also guard a chest full of gold.
  8. D10=8:A talking monkey appears on the shore and challenges the players to a riddle contest. If they win, they will be rewarded with valuable treasures. But if they lose, the monkey will steal their belongings and disappear.
  9. D10=9:Strange lights are seen under the water, illuminating a hidden wizards' laboratory manned by 1 necrophidius serpent and guarded against intruders by magical wards.
  10. D10=10:On the lake’s bank, 4d4 algae-covered zombies stagger from the shallows, dragged ashore by the ebb and flow. They appear to be ancient sailors bound by a powerful curse.

d100 = 7

  1. D10=1:A powerful sorceress resides on a small island in the middle of the lake, surrounded by a magical barrier. She has been studying the lake for many years and has a vast knowledge of its secrets. However, she is also highly paranoid and will not let anyone onto her island without proving their worth. The party must complete a series of magical challenges to gain her trust and potentially gain valuable information or magical items from her.
  2. D10=2:A giant, mutated fish rises from the depths of the lake and begins attacking nearby boats and travelers. The party must figure out how to defeat the monstrous creature before it causes any harm. Little do they know, the fish is actually a cursed human who was transformed by a vengeful witch and only wishes to be freed from its curse.
  3. D10=3:On a foggy night, the party hears the sound of a woman singing a lullaby coming from the lake. If they follow the sound, they will find the ghost of a drowned mother, still singing to her lost child. The ghost will ask the party to find her child's body and bury it properly, so she can finally rest in peace.
  4. D10=4:A group of men and women are dancing with each other around a bonfire. They are celebrating their wedding. The women are wearing white gowns, and the men are wearing black suits. They have been married for less than a week. Their families do not like each other.
  5. D10=5:A colorful kite dances in the sky, controlled by an unseen person.
  6. D10=6:A stray dog happily bounds in the shallows.
  7. D10=7:A floating mansion materializes atop the lake, home to a powerful archmage and 3d4 summoned monstrosities, who might offer tutelage—or unleashing torment.
  8. D10=8:A group of children are playing by the lake. They will ask the players if they can join them in their adventures.
  9. D10=9:A group of drunk dwarves are singing songs about their adventures in the mines. They look like they're having a good time and they're quite loud.
  10. D10=10:Tiny fish nibble at your toes if you step into the water.

d100 = 8

  1. D10=1:A family enjoys a lakeside barbecue.
  2. D10=2:A group of 4d4 halflings are sitting on their boat. They are members of a halfling tribe that lives on an island near Lake Sword. They are thinking about swimming to the nearby island to forage for food, but they are scared to do it. The group would be happy to have a group of strangers help them.
  3. D10=3:A small child named Samuel has been missing for 3 days, and is believed to have drowned in the lake. His family is searching for him now, but they fear that he is dead or has been taken by a monster.
  4. D10=4:A group of men are sitting on the shore, singing about their love for a local beauty. The local beauty is sitting nearby, embarrassed and angry at the attention she is receiving.
  5. D10=5:You notice a large snail leaving behind a slick trail.
  6. D10=6:A group of bandits have set up camp by the lake, using it as a hideout. They will try to rob and attack the players if they come too close to their territory.
  7. D10=7:The players come across a large, ancient tree with glowing green leaves on the edge of the lake. If they approach, they may be pulled into a dreamlike state where they must navigate through memories and illusions to escape.
  8. D10=8:3d4 giant water striders skate across the surface, sizing up the travelers and considering them either threats or potential prey.
  9. D10=9:Amidst the reeds, players encounter a warrior who had been enslaved by merfolk. He warns that their village is under threat of an impending attack within the next 2 hours. The players are tasked to secure an ancient relic weapon hidden in a nearby cave before the merfolk can use it to breach the defenses.
  10. D10=10:A group of 3d4+3 orcs are fishing in canoes near the shore. They are using traps to catch fish then cooking them over a fire built on top of their canoe decks.

d100 = 9

  1. D10=1:Morning fog rises slowly from the lake's surface.
  2. D10=2:An old, rugged fisherman offers to take players to a secluded island in the middle of the lake, where he claims to have seen a mermaid's tail. Will players believe him or dismiss his stories as the ramblings of an old man?
  3. D10=3:The hum of a sewing machine through an open window.
  4. D10=4:A heron stands on one leg at the edge of the water.
  5. D10=5:A group of hunters are looking for their lost hunting dog. They will offer the players 10GP if they help them find it.
  6. D10=6:A powerful storm strikes the lake, causing the water level to rise and threatening the nearby village. The villagers ask the party to retrieve a magical artifact that can control the storm and save them. However, when they find the artifact, a dragon attacks and claims that it belongs to them. The party must choose who to side with and deal with the consequences.
  7. D10=7:The distant call of an elk is heard echoing across the water.
  8. D10=8:You find an old, worn map pinned to a tree.
  9. D10=9:A group of 2d4+2 merchants are transporting goods to the next town. They are in a hurry because they want to get there before the prices increase. They are willing to pay a little extra to get there quickly.
  10. D10=10:A group of children are swimming in the lake. They are playing with a small ball that floats on the water. The children are very upset because the ball keeps floating away from them. One of the players will offer to sell it to you for 1d10 copper pieces.

d100 = 10

  1. D10=1:The party comes across a lone fisherman who seems to be having a bad day. He keeps losing his bait and can't seem to catch any fish. If the party helps him, he may reward them with a magical fishing rod.
  2. D10=2:Two young men are sitting in a boat. One of them is fishing. The other is drinking wine. The drinking man tells the fisherman about the time he was fishing with his father. A huge fish bit his line and pulled his father underneath the water. They never found him.
  3. D10=3:An osprey dives to catch a fish.
  4. D10=4:A group of kobolds riding giant lizards approach the players and ask them to help them fight a group of humans who are trying to raid their village. The kobolds will give each player a silver piece if they agree to help them fight the humans
  5. D10=5:A group of adventurers has set up camp on the shore of the lake, and they seem to be in trouble. They were attacked by a group of bandits and their leader, a fierce hag, has taken one of their party members hostage. The party can choose to help the adventurers rescue their friend and take down the hag, or they can turn a blind eye and continue on their journey.
  6. D10=6:As players navigate a rowboat, they find themselves surrounded by 1d6 harpies performing an enchanting yet perilous song, seeking to drag prey into the water.
  7. D10=7:A child's rubber duck floats, forgotten, by the shore.
  8. D10=8:KABOOM! Something explodes on the beach. Players are startled. They don't know what just happened, but they begin to think that someone is going to attack them. Perhaps the creator of the random encounter rolled a five.
  9. D10=9:A group of 2d6+2 soldiers are transporting a prisoner to the next town. They are in a hurry because they want to get there before he escapes.
  10. D10=10:The distant sound of a flute serenades the evening.

d100 = 11

  1. D10=1:Two children are skipping stones across the lake's surface.
  2. D10=2:For this encounter, the party will need to fight a black cloud and 2d6+4 fog crabs.
  3. D10=3:A giant turtle is seen swimming in the lake. Upon further inspection, the party realizes that it is actually a druid who has transformed into a turtle to spy on a nearby wizard who has been using dark magic. The druid asks for the party's help to stop the wizard before he unleashes a powerful magic upon the land.
  4. D10=4:The squeak of a weathered barn door.
  5. D10=5:A group of fishermen comes seeking the party's help. They have angered a group of sea spirits by disturbing a sacred area of the lake, and now they are facing a deadly storm every time they try to fish. The party must find a way to appease the spirits before the fishermen's livelihood is ruined.
  6. D10=6:You spot a lone figure performing a quiet ritual at the water's edge.
  7. D10=7:A group of 1d6 dwarves are searching the lake for an ancient artifact. They believe it is buried in the lake's bottom and will offer to pay the players to help them find it. However, they are not the only ones searching for it and they may have to fight off competitors.
  8. D10=8:You find a small brass key in the sand.
  9. D10=9:A small flock of geese lands gracefully on the water.
  10. D10=10:A merchant ship has run aground during a storm. It is carrying a load of silvers. If the players help the captain, he will offer them a cut of the profit. If they do not help him, he will attack them.

d100 = 12

  1. D10=1:An elderly couple is fishing in a small boat near the shore. The couple wants to catch enough fish to feed their family. If the players help them, they will give them a copper piece for every fish they catch.
  2. D10=2:The day turns to dusk, unveiling 3d4 flying fish soaring gracefully above the waters, each carrying an electric charge deadly to any who challenge their aerial supremacy.
  3. D10=3:A small flock of migrating birds rests by the lake.
  4. D10=4:Skipping stones leave ripples spreading from the shore.
  5. D10=5:A family of farmers are attacked by a flock of ravens. The ravens attack anyone wearing a cloak. The ravens are actually agents of a nearby black wizard who has been conducting experiments with ravens and cloaks.
  6. D10=6:A group of skeleton warriors rises from the lake and attacks the players' boat. They are actually the cursed remnants of a long-forgotten battle that took place on the lake. In order to break their curse, the party must find and return their lost weapons and armor to them.
  7. D10=7:At dusk, 3d6 will-o'-wisps dance above a section of the lake's surface. These malevolent spirits seek to guide unsuspecting travelers into the deep waters. They guard a submerged treasure, tempting but dangerous to pursue.
  8. D10=8:A group of men are standing around a campfire. They are discussing recent attacks on the village by a flock of ravens. One man says that he saw a giant raven with yellow eyes. One man says that he saw a giant raven with red eyes.
  9. D10=9:On the lake’s bank, 4d4 algae-covered zombies stagger from the shallows, dragged ashore by the ebb and flow. They appear to be ancient sailors bound by a powerful curse.
  10. D10=10:Near a rocky bend in the lake, 1d6 grindylow (evil octopus-men) appear, demanding tribute to pass while showing their cruel and malicious intent.

d100 = 13

  1. D10=1:A family of 2d6+2 farmers are gathering hay with the help of their 2d6+3 cows. If the party approaches and asks if they need help, they will say yes and give them a task to do. They will tell the party that they cannot afford to hire any help, but they do need help. The party can help with the hay, or they can help with the cows (there are 2d6+3 cows that need milking). If they help with the cows, then a storm comes up, and the party has to dash to the barn to get the cows situated. While in the barn, the party finds a hidden panel in the floor. Inside the panel is a treasure box that contains 200GP. It is waterproof, and should the barn be destroyed, it will float away. If the party does help with the hay, instead of finding treasure, the party finds a nest where baby owls are being incubated. If the party tries to disturb them, then the owls will come out to attack.
  2. D10=2:A ghost ship sails across the lake, its eerie green glow visible even from the shore. As the party investigates, they find that the ship is manned by a crew of undead sailors who have been cursed to roam the lake for eternity. The party must either find a way to break the curse or defeat the undead crew to claim their treasure.
  3. D10=3:A group of noble knights on a quest for a powerful artifact are also searching the lake for clues. They may ask for the players' help or challenge them to a duel to prove their worth.
  4. D10=4:A group of hobgoblins riding horses approach the players and ask them to help them fight a group of humans who are trying to raid their village. The hobgoblins will give each player a free horse and a bag of silver if they agree to help them fight the humans.
  5. D10=5:A group of 2d6+2 humans are fishing in a small boat. They are members of a nearby human tribe. They are fishing for food and are planning to trade their catch for metal weapons and metal armor.
  6. D10=6:Eerily, an old, decaying boat sticks out of the water like a skeletal hand.
  7. D10=7:The party sees a group of 4d6 goblins riding giant rats across the lake's surface. If players approach too closely, the rats will attack and the goblins will retreat back across the lake to safety.
  8. D10=8:The party comes across a group of 1d6 gnomes trying to fly a hot air balloon over the lake. However, their contraption malfunctions, and they end up crashing into the water. The party can save them, and they may even offer them a ride to their destination.
  9. D10=9:Water lilies form an unnatural path leading to an island where 1d4 blink dogs play, mysteriously vanishing to another plane if approached too closely.
  10. D10=10:A mint condition fishing rod has been left propped against a tree.

d100 = 14

  1. D10=1:A large floating island drifts towards the shore, inhabited by a community of eccentric wizards who have created a magical oasis in the middle of the lake. They invite the players to explore their weird and wondrous homes, but beware of their unpredictable magic.
  2. D10=2:A butterfly lands briefly on your shoulder.
  3. D10=3:A small bandit camp set up on the side of the road with 3d4 bandits inside, no one notices as long as players don't get too close or try to attack or steal from them, the bandits won't do anything unless attacked first, then attack back with their rusty swords and hand axes - then run away into the woods and hide again if need be
  4. D10=4:A gentle rain begins to fall, creating tiny ripples on the water's surface.
  5. D10=5:Drying herbs hang outside a small lakeside cottage.
  6. D10=6:As the players sail through the lake, they spot a giant water elemental in the shape of a dragon flying across the surface. They can choose to follow it and discover the source of its powers or continue on their journey. But beware, the water elemental may not take kindly to being watched and could prove to be a powerful enemy.
  7. D10=7:A fish leaps playfully in front of your boat.
  8. D10=8:The smell of fresh water and pine fills the air.
  9. D10=9:THUNDER! THUNDER! THUNDER! The players hear thunder coming from the sky, but there is not a cloud in the sky. A flicker of lightning and thunder can be seen in the distance. The lighting and thunder are coming from the direction of the distant land.
  10. D10=10:The players spot a group of goblins attempting to steal a treasure chest from a wealthy merchant's boat. Will the party intervene and save the merchant's goods, or take advantage of the situation and make a profit for themselves?

d100 = 15

  1. D10=1:The sound of barking comes from a distant lakeside village.
  2. D10=2:The players stumble upon a group of knights and their lord, who are searching for a powerful artifact that has been lost in the lake. They could use the party's help in retrieving it.
  3. D10=3:An array of floaters and pool toys waiting for use.
  4. D10=4:A young couple is sitting on the shore, kissing. If the players approach, they will quickly get up and run away.
  5. D10=5:Wind chimes from a nearby house add to the tranquil sounds of the lake.
  6. D10=6:The party sees a group of 1d4 satyrs lounging by the lake, drinking and playing music. They invite the party to join in their revelry and may even offer them some of their magical wine. However, they may also try to steal some of the party's belongings while they are distracted.
  7. D10=7:A group of hunters have been hunting in the woods, but have not been able to catch anything because the lake has been so dry lately. They will offer to let the players hunt with them if they will bring their horses to the lake so they can water them.
  8. D10=8:You spot a raft made of logs floating adrift.
  9. D10=9:A group of hippogriffs is drinking from the lake. If the players approach them calmly, they may allow the party to ride them across the lake to get to the other side. However, any sudden movements or hostile actions may spook them and result in a dangerous ride.
  10. D10=10:A group of fey creatures have set up a floating marketplace on the lake, selling rare and exotic goods from all over the world. However, the marketplace is only accessible through a magical portal that requires a specific password to enter. The password changes every day and the party must either figure it out or find another way to enter the marketplace.

d100 = 16

  1. D10=1:A group of fishermen are seen trying their luck on the lake. They offer the players some freshly caught fish for a hot meal. However, if the players accept, they may anger a group of water spirits who have claimed the fish as their own.
  2. D10=2:The distant trail of smoke from a hidden campfire.
  3. D10=3:You find a message in a bottle washed up on the shore.
  4. D10=4:The tranquil scene is shattered as a sudden whirlpool forms, revealing a portal from which 2d8 hungry water weirds surge forth.
  5. D10=5:The sound of a distant blacksmith’s anvil rings out.
  6. D10=6:A small child named Samuel has been missing for 3 days, and is believed to have drowned in the lake. His family is searching for him now, but they fear that he is dead or has been taken by a monster.
  7. D10=7:At the center of the lake, the party sees a small island with a mysterious tower standing tall. The tower is guarded by a group of guardians who will only allow people with pure intentions to enter. Inside, the party will find a powerful magical item, but they must prove their worth through a series of trials and puzzles.
  8. D10=8:A mystic creature known as the Loch Ness Monster is rumored to reside in the depths of the lake. The party can choose to investigate the rumors and possibly encounter the elusive creature or dismiss them as mere superstition.
  9. D10=9:An ancient, gnarled tree leans over the water.
  10. D10=10:The players come across a troupe of performers cursed to relive their drowning death every night, emerging from the lake in ghostly form and compelling others to join them in their eternal plight. They need to dispel the curse through a precise act of empathetic performance within the next 24 hours or become part of the troupe’s grotesque, aquatic carnival.

d100 = 17

  1. D10=1:Two men are walking by the shore of the lake. One of them is wearing overalls and carrying a fishing rod. The other man is wearing a suit and carrying a briefcase. The man in the overalls is trying to convince the man in the suit to invest in a business venture with him. The man in the suit is worried that the business will fail, so he isn't sure if he wants to invest in it or not.
  2. D10=2:A beautiful unicorn appears on the edge of the lake, seeking the players' help to find its missing foal. The players must navigate through a series of challenges set up by mischievous fauns to rescue the foal and return it to its mother.
  3. D10=3:A group of escaped prisoners from a nearby prison have sought refuge by the lake and are planning to escape the country by disguising themselves as fish and swimming away. However, they need help in acquiring the necessary materials for their plan to work. The party can either help them or turn them in for a reward.
  4. D10=4:A fisherman named Merrick is fishing on the lake. He is a kind old man and will offer the players food if they ask. He has been fishing on the lake for 40 years and has never caught anything. If the players tell him they are looking for something in the lake, he will tell them to be careful. He has seen a lot of strange things in the lake over the years.
  5. D10=5:2d4 river trolls set up commerce near a busy lake dock seeking to sell cursed items while mischievously trying to lay traps for unwitting travelers.
  6. D10=6:Whispering winds announce the arrival of 1 treant, wading through the lake's shallows, summoning 3d6 vine blights to wrap around those who fail to prove their peaceful intent.
  7. D10=7:You hear the sound of laughter and music coming from a nearby island in the lake. As you approach, you see a group of faeries having a grand celebration. They invite you to join in their festivities, but beware of their mischievous tricks.
  8. D10=8:A colorful kite dances in the sky, controlled by an unseen person.
  9. D10=9:A swarm of mosquitos and other flying insects, accelerated by the presence of a storm front.
  10. D10=10:You come across a small island on the lake that is inhabited by a group of peaceful druids. They have created a serene and harmonious community, living in harmony with nature. They offer the players food and water and may even provide them with blessings or magical help if they are respectful and kind.

d100 = 18

  1. D10=1:A bloodstained altar on the lake's shoreline has begun to quake violently. Local druids reveal that the altar must be cleansed with wolf’s blood gathered from a nearby pack within the next hour. Delay results in the altar summoning a demon that will attack the tranquil settlement and corrupt the water supply.
  2. D10=2:A sun hat is left hanging on a low tree branch.
  3. D10=3:A group of humans row by in a boat. They are part of a group of mercenaries who are on their way to join the war between the elves and the dwarven kingdom.
  4. D10=4:The party meets a friendly group of merfolk who offer to take them on a tour of the underwater kingdom and teach them about the mysteries of the lake.
  5. D10=5:A group of knights is holding a jousting tournament on floating platforms in the middle of the lake. The winner receives a valuable magical item.
  6. D10=6:A butterfly flits around the wildflowers growing near the shore.
  7. D10=7:Two men are sitting around a campfire, drinking ale and talking about their adventures at the Olde Castaway Inn. They will talk about the bar fight at the Olde Castaway Inn and how they got into another bar fight at the Olde Castaway Inn.
  8. D10=8:A mysterious fog rolls across the lake, obscuring visibility and causing confusion among the party. After a few moments, the fog clears and the party notices a small island in the distance, seemingly floating on the water. Upon investigation, they find that the island is not actually floating, but rather a cleverly disguised ship that has been abandoned by its crew. The party can choose to claim the ship as their own or continue their journey by foot.
  9. D10=9:On a foggy morning, players see 2d8 water-themed specters wandering near the shore, whispering about a hidden, cursed treasure deep beneath the lake.
  10. D10=10:A group of men are talking about the strange noises that have been coming from the lake at night. One of them says that he saw a large, black creature walking on the shore of the lake.

d100 = 19

  1. D10=1:An old man sits on the shore of the lake, fishing with a line that doesn't seem to be getting any bites. He will tell the party that he is trying to catch a legendary fish that is said to grant wishes to whoever catches it. He may offer to share the wish with the party if they help him catch the elusive fish.
  2. D10=2:A gentle stream feeds into the lake.
  3. D10=3:The players spot a glimmering light in the water, and as they get closer, they realize it's a jar filled with glowing fireflies. If they take it, they will be plagued by strange dreams every night, and the fireflies will eventually lead them to a hidden underwater cave. What secrets lie within?
  4. D10=4:The lake’s bottom erupts with an array of sunken treasures gleaming within reach—but 3d6 amphibious ogres promptly emerge to guard the spoils.
  5. D10=5:Whispers are heard, carried over the water by the wind.
  6. D10=6:A massive whirlpool suddenly appears in the middle of the lake, pulling everything towards its center. As players struggle to escape its grasp, they see that at the bottom of the whirlpool lies a sunken ship, rumored to be filled with treasures beyond imagination. Will players risk their lives to retrieve the treasure or escape while they still can?
  7. D10=7:A giant turtle is sunbathing on the shore, but something is off – it has a saddle on its back. If the players choose to investigate, they will find a group of goblin pirates using the turtle as a means of transportation.
  8. D10=8:You see a group of 1d20 children playing with toys and games. They are using an old, abandoned boat as their playground.
  9. D10=9:The party hears a loud thumping noise coming from beneath the lake's surface. Suddenly, a giant turtle emerges, carrying a group of 1d6 halflings on its back. The halflings are nomads who live on the turtle's back, and they may offer to take the party on a tour of the lake in exchange for some food.
  10. D10=10:A group of young women are sitting around the lake, talking about their day and their plans for the future.

d100 = 20

  1. D10=1:The players encounter a group of smugglers using the lake to transport illegal goods. They can choose to help the smugglers and potentially receive a reward or turn them in to the authorities and gain favor with the local law enforcement.
  2. D10=2:A group of 1d4+4 Half-Elves are playing tag around a campfire on the shoreline. If players join in, they will tag players instead of each other until one player is tagged by all other players, at which point that player is declared the winner and receives +1 to all stats for the next encounter.
  3. D10=3:A group of 2d6+2 dwarves are fishing in a small boat. They are members of a nearby dwarven tribe. They are fishing for food and are planning to trade their catch for metal weapons and metal armor.
  4. D10=4:You see a group of 1d20+5 men who are wearing robes and chanting strange words while walking around in circles and making strange motions with their hands. They are casting a spell to summon a powerful spirit that will protect the town from invaders and thieves for one year and one day before vanishing into the astral plane.
  5. D10=5:A dragonfly buzzes around, occasionally landing on reeds.
  6. D10=6:As the players are resting by the lake, they hear whispers coming from the water. Upon investigation, they find a group of Kuo-toa worshiping a powerful deity that resides in the depths of the lake.
  7. D10=7:A dock with a quaint rowboat invites to explore the lake.
  8. D10=8:An old anchor rests on the sandy shore.
  9. D10=9:Three ships are docked near an island far from shoreline. The ships are flying Red Dragon flags from their masts and have been recently attacked by pirates that have escaped across the lake with their plunder. There are 2d10 Red Dragon mercenaries still alive, along with their captain; they are trying to recover what they can from the ships before they sink too far into the lake's depths...
  10. D10=10:A group of 2d6+2 halflings are fishing in a small boat. They are members of a nearby halfling tribe. They are fishing for food and are planning to trade their catch for metal weapons and metal armor.

d100 = 21

  1. D10=1:A local villager is collecting water in pails.
  2. D10=2:The crumbling remains of an old stone bridge.
  3. D10=3:The distant sound of children playing games echoes across the water.
  4. D10=4:An old, ghostly ship sails into the lake, its tattered sails and creaky planks hinting at its age. Aboard the ship, the players will encounter the ghosts of its crew, who will ask for their help in crossing over to the other side. But beware, for there may be sinister intentions behind their request.
  5. D10=5:Players spot a floating log in the distance which, upon closer inspection, reveals itself to be 1d8 giant constrictor snakes, using the ruse as a hunting method.
  6. D10=6:You see a group of 2d6+3 fey hounds playing in the water. They bark and run around, enjoying the water. These pups are hunting for different types of food, as they are growing up. When they are full, they will do their best to return home.
  7. D10=7:Players spot an idyllic island in the center of the lake, but as they approach, 2d4 giant snapping turtles rise menacingly, claiming the territory fiercely.
  8. D10=8:An eerie fog rolls in over the lake, causing strange illusions and hallucinations for anyone who enters it. The players must navigate through the fog and find a way to dispel it before it drives them mad.
  9. D10=9:A group of 1d4 dwarves are sitting around a campfire near the shore of the lake. They are talking about their latest mining expedition and the treasures they found and lost during the expedition.
  10. D10=10:The party comes across a magical shrine dedicated to the goddess of the lake. Inside, they see a shimmering figure of a beautiful mermaid, and she offers them a powerful but dangerous quest to appease her.

d100 = 22

  1. D10=1:A group of pixies are having a tea party on a lily pad in the lake. They offer the party a chance to join in, but they may have ulterior motives.
  2. D10=2:If you listen closely, you can hear the faint sound of music coming from the center of the lake. It seems to be a beautiful, haunting melody that pulls at your heartstrings. If the players investigate, they will find a group of merfolk playing instruments and dancing in the water. They may invite the party to join in on their underwater dance party.
  3. D10=3:A friendly wave from a passing lakeside resident.
  4. D10=4:The distant sound of children playing games echoes across the water.
  5. D10=5:A sudden eerie quiet overcomes the lake as 3d6 ghostly fish, remnants of a dark spell, swim towards the players’ boats, leaving cold trails of haunting energy.
  6. D10=6:A group of mermaids appear on the surface of the lake, singing enchanting songs that lull the players into a dazed state. If they fall under the mermaids' spell, they will be trapped underwater and must find a way to break free before they drown.
  7. D10=7:A group of children are playing on the shoreline of the lake, throwing rocks into it and laughing as they do so.
  8. D10=8:Tent serving an exotic smelling stew for 1d10 cp
  9. D10=9:A group of 3d4 hobgoblins are hiding out on the shore, waiting for a merchant to pass by. They plan on robbing the merchant and taking his money.
  10. D10=10:Players see a humble old man sitting on the shore, fishing. If they approach him, he will offer them freshly caught fish and tell them stories about his adventurous youth. He may also give them a magical fish hook if the players ask him for help with their fishing.

d100 = 23

  1. D10=1:A group of lizardfolk are hunting for their next meal, and they have set their sights on the players' boat. As they close in, players must navigate the treacherous waters and fend off their attackers. But if they defeat them, will they take their spoils or show mercy?
  2. D10=2:A lone horse trots by the shore, its rider enjoying the peaceful scene.
  3. D10=3:Players spot an idyllic island in the center of the lake, but as they approach, 2d4 giant snapping turtles rise menacingly, claiming the territory fiercely.
  4. D10=4:The soft sound of humming from a nearby window.
  5. D10=5:A lonely giant who has been rejected by his kin resides on an island in the middle of the lake. He is a skilled craftsman and offers to create custom magical items for the party in exchange for their companionship and help in defeating any giants who may come looking for him.
  6. D10=6:The players spot a small boat with a gnome and a halfling inside, frantically bailing out water. As they get closer, the boat begins to sink and the two creatures tell the players that they were attacked by a giant lake monster and barely escaped. The players must hunt down and defeat the monster before it terrorizes anyone else on the lake.
  7. D10=7:The players see a giant water slide jutting out from the side of a hill, with a group of excited kids sliding down into the lake. If the players join in, they realize that the slide is enchanted and they are transported to a different dimension filled with dangerous water-based creatures. They must find their way back to the real world before they become trapped forever.
  8. D10=8:An arc of stepping stones leads into the water.
  9. D10=9:An old man sits on a dock, fishing. When approached, he will say that he has caught nothing in his entire life and that he is the luckiest fisherman ever. He will not recognize the party, but he will claim that he has met the party. He will recognize the name of Durnan, the proprietor of the Sleeping Dragon Inn. He claims that he fished with Durnan, and that Durnan told him that the party was coming to visit him. He will also talk about each of the party members like they are old friends. The old man is actually a doppelganger who is trying to determine what he should do with the party. If the party attacks him, he will fight back. He is a level 1 burglar.
  10. D10=10:A group of friendly otters is seen playing in the lake. The party can choose to interact with them and learn about the area or simply observe from a distance.

d100 = 24

  1. D10=1:A mysterious figure appears on the lake, walking on the water as if it were solid ground. As it gets closer, players see that it's a beautiful nymph, who offers players a peaceful night's sleep in exchange for their most precious memories. Will players take her offer or risk a restless night?
  2. D10=2:The reflection of the moon mirrors perfectly in the still water.
  3. D10=3:Players encounter fishing villagers who whisper about a giant pike (1d
  4. D10=4:A large floating island drifts towards the shore, inhabited by a community of eccentric wizards who have created a magical oasis in the middle of the lake. They invite the players to explore their weird and wondrous homes, but beware of their unpredictable magic.
  5. D10=5:A group of lizardfolk are sunbathing on the shore of the lake. They invite the players to join them for a feast of freshly caught fish and tell them tales of their ancient civilization.
  6. D10=6:A traveling circus has set up camp by the lake and is inviting travelers to see their show. However, the circus owner is actually a powerful hag who has been kidnapping villagers and turning them into animals for her performances. The party must stop her and free the trapped villagers.
  7. D10=7:You find a meticulously crafted arrow shaft sticking out of a tree.
  8. D10=8:A group of drunken men are walking on the road. They are trying to avoid the strange creature that they saw in the lake earlier that day. They won't tell the party what they saw, but they will describe the creature. The description matches the appearance of the gnome costume, so they are referring to the gnome they saw.
  9. D10=9:Evening fog slowly rolls in from the lake.
  10. D10=10:On a foggy morning, players see 2d8 water-themed specters wandering near the shore, whispering about a hidden, cursed treasure deep beneath the lake.

d100 = 25

  1. D10=1:A fairy dragon flits around the party, curious about their activities. It is a mischievous creature and may try to play pranks on the party, such as turning their hair different colors or making their feet stick to the ground. However, it can also be a helpful ally if the party earns its trust.
  2. D10=2:A strange, glowing orb is floating in the center of the lake. Upon investigation, the party finds out that it is a portal to another realm. If they choose to enter, they will find themselves in a magical world full of strange creatures and challenges. However, if they stay in the realm for too long, they may have trouble finding their way back.
  3. D10=3:While exploring the depths of the lake, the players come across a sunken ship filled with treasure. However, they must navigate through traps and obstacles to obtain the treasure.
  4. D10=4:The sweet melody of an old violin.
  5. D10=5:A group of fishermen are camped out on the shore of the lake, waiting for the fish to bite. They are fishing with a large net and a net cage. If the players approach them, they will ask them to help them pull in their fish. They have spent many hours fishing, and they have not been able to catch anything. If the players help them pull in their net, they will give the players their purse of 5 gold pieces if they will return to their campsite and get them a mug of ale and a plate of food.
  6. D10=6:A group of sahagin (fish-like humanoids) are fighting a group of merfolk near the lake. The players can choose to assist one side or try to make peace between them.
  7. D10=7:A powerful wizard appears by the lake, claiming to be on a quest to find a rare, magical herb that only grows in the lake's waters. However, they are actually a fraud and are using the herb to cast illusions on unsuspecting travelers for their own personal gain. The party must uncover their true intentions and stop them before they cause any harm.
  8. D10=8:A group of pixies are flying above the lake, playing pranks on each other and anyone who comes near. One of them accidentally turns the players into frogs as a joke and they must find a way to reverse the spell before they become permanent frog people.
  9. D10=9:A sun hat is left hanging on a low tree branch.
  10. D10=10:A ship approaches, flying a flag with a bearded human face on it with two crossed axes below it...The captain of this pirate ship has long dark hair, a thick black beard and bright green eyes...Their captain's name is 'Thorgar'

d100 = 26

  1. D10=1:A heron stands on one leg at the edge of the water.
  2. D10=2:The waters turn crimson as 2d6+2 bloodthirsty Sahuagin emerge, seeking to claim the lake as their own dominion.
  3. D10=3:An artist’s easel stands overlooking the lake.
  4. D10=4:A swim coach instructs a group of young swimmers.
  5. D10=5:The still waters suddenly ripple violently, parting to reveal a monstrous 1d6+1 hydra thrashing about, seeking to defend its aquatic lair.
  6. D10=6:An old fishing net is tangled in some reeds.
  7. D10=7:Players notice that there is a large amount of birds circling above the lake. If players look closer, they will see that the birds are carrying something in their beaks. It looks like they are carrying bread crumbs. Players can follow the birds and discover a hidden cave where an old wizard is hiding from his evil brother, who has been trying to kill him for years. The old wizard is an expert at making bread and has been feeding the birds to keep them from attacking him. He will offer the party some bread and ask them to kill his brother for him.
  8. D10=8:Logs arranged in a circle around a fire pit.
  9. D10=9:A group of humans are fishing in the lake. They are fishing for trout. They will offer to sell the players their catch for a low price if the players will help them catch more fish.
  10. D10=10:A water elemental appears and starts to attack the players, but before they can retaliate, a mysterious figure on a boat appears and helps them defeat the elemental. The figure turns out to be a powerful water mage who wants to recruit the players for a dangerous mission to stop a group of evil water nymphs from destroying the lake and its inhabitants.

d100 = 27

  1. D10=1:As twilight casts its last glow, 1 enchanted water nymph proposes a deal—but only if players save her from 2d6 greedy menacing sirens.
  2. D10=2:Small crabs scurry amidst the rocks at the water’s edge.
  3. D10=3:A lone fisherman on a small boat calls out to the players, asking if they have seen his missing daughter. He explains that she went swimming in the lake and never returned. The players can choose to help the fisherman find his daughter, but they might uncover a dark secret about the lake's inhabitants.
  4. D10=4:A large tree stands on the edge of the lake, its branches reaching out over the water. As the party gets closer, they realize that the tree is actually a treant who is mourning the loss of its companion who fell into the lake and never resurfaced. The treant may ask the party for help in retrieving its fallen friend.
  5. D10=5:A group of Pixies is seen having a party on the shore, complete with music, dancing, and plenty of food and drink. They invite the party to join in on the fun, but be warned – their parties can last for days on end.
  6. D10=6:A group of cultists is performing a ritual on the shores of the lake. The party must stop them before they unleash a powerful water demon.
  7. D10=7:A single red rose floats on the lake's surface.
  8. D10=8:A mysterious fog covers the entire lake, making it difficult for the players to navigate. Suddenly, ghostly pirate ships appear and start attacking them. The players must use all of their skills to defeat the pirates, and if successful, they discover a hidden treasure map in one of the sunken ships.
  9. D10=9:A family of rabbits scampers close by.
  10. D10=10:A group of 1d4 men and women are standing along the shoreline, arguing about something. The group is made up of outlaws who have escaped from prison. The group is eager to get away from Lake Sword and do not have time to deal with anyone else.

d100 = 28

  1. D10=1:A group of elves are swimming in the lake, enjoying the water and each other's company. They may invite the players to join them or challenge them to a friendly race across the lake.
  2. D10=2:A giant turtle is sunning itself on a rock in the middle of the lake. Upon closer inspection, it is actually a giant tortoise with a small home on its back. The players may be able to convince it to give them a ride across the lake if they are good at bargaining.
  3. D10=3:Frogs croak harmoniously from a nearby lily pad cluster.
  4. D10=4:You find remnants of an old pier, now a gathering place for birds.
  5. D10=5:Players hear a man singing: 'In Westfall, you will find, The finest food around! Westfall! Westfall! Westfall!' Then the song continues: 'But if you want to stay alive, You better not go there alone!'
  6. D10=6:A middle-aged man is painting a picture of a large castle on a nearby hill. He will not answer any questions.
  7. D10=7:On the lake's shore, the players discover a shrine dedicated to an ancient water deity. It is desecrated and smeared with blood. Local fishermen claim they have been cursed with terrible luck and horrific nightmares ever since. If the players cannot perform a purification ritual within 24 hours, a powerful water elemental will emerge from the lake, attacking both the village and the party ferociously.
  8. D10=8:The party finds a small village of gnomes living on tiny islands that float on the surface of the lake. The gnomes are a friendly bunch and will offer the party shelter and food in exchange for help in defending their village from a group of giant frogs who have been terrorizing them.
  9. D10=9:A group of men and women are sitting around a bonfire, telling stories about the nearby castle and village. There is talk of a dragon in the castle and a vampire in the village.
  10. D10=10:A spellbook is abandoned under a tree, pages being turned by the breeze.

d100 = 29

  1. D10=1:A giant water slide emerges from the lake, inviting the players to take a thrilling ride down into the depths. But beware, there may be dangerous creatures or obstacles along the way.
  2. D10=2:A lonely kenku (bird-like humanoid) has been living by the lake, seeking a way to break a curse placed on them by their former master. They ask the party for help, promising to teach them a special mimicry ability in return.
  3. D10=3:Players stumble upon remains of a magical ritual circle attracting 3d6 water mephits leading to a lake's dark depths, where a lover's ghost seeks vengeance.
  4. D10=4:A small flock of migrating birds rests by the lake.
  5. D10=5:Players come across 1d6 water mummies emerging from a rock-laden lakebed, guarding their pharaoh's submerged tomb adorned with long-lost arcane artifacts.
  6. D10=6:A giant turtle emerges from the water, its shell adorned with intricate patterns and jewels. It speaks to the players and asks for their help in retrieving a precious artifact that has been stolen from its underwater kingdom. Beware of the other aquatic creatures that may try to stop players from completing this task.
  7. D10=7:A makeshift raft floats, seemingly abandoned.
  8. D10=8:The water sparkles under the midday sun, mesmerizing you.
  9. D10=9:A group of 2d6+2 dwarves are swimming to the nearby island in search of food.
  10. D10=10:1d8 cloakers momentarily take the form of lily pads near the lake's center, concealing not only their movements but a nexus of powerful ley lines traced beneath the water.

d100 = 30

  1. D10=1:A woman is washing her clothes in the water. She is running out of soap and needs money for more soap. She says if the players help her, she will repay them with a kiss.
  2. D10=2:As players approach the lake, they see a group of half-naked individuals washing clothes and bathing in the water. They seem to be human, but upon closer inspection, they have gills on their necks and webbed fingers. Are they humanoids or some kind of aquatic race?
  3. D10=3:The players spot a group of goblins attempting to steal a treasure chest from a wealthy merchant's boat. Will the party intervene and save the merchant's goods, or take advantage of the situation and make a profit for themselves?
  4. D10=4:As the players approach the lake, they notice a human child struggling and about to drown. Upon rescuing him, they learn that the child is cursed, imparted with an ancient affliction that spreads to any who come into contact with him. The longer they hold the child, the more visible the black veins of the curse appear on their bodies, requiring immediate medical intervention or purification within 30 minutes to avoid permanent transformation into one of the lake's monstrous residents.
  5. D10=5:Horses grazed on a nearby pasture.
  6. D10=6:A local bard sits under a tree, strumming a lute.
  7. D10=7:A man is standing on top of a hill, looking out over the lake. He tells the party that he has been watching for hours and has seen nothing unusual happen in the lake. If the players press him for more information, he will tell them about the previous encounter that happened here. He is an ex-soldier who is looking for work as a bodyguard, and he has decided to make this lake his watch post for potential clients that might need his services.
  8. D10=8:The clinking of coins from a nearby merchant.
  9. D10=9:A group of druids are performing a ritual by the lake, trying to summon a water spirit to aid them in healing the land. If players interrupt the ritual, the spirit will be enraged and attack. But if they help the druids complete the ritual, they will be granted a boon from the spirit.
  10. D10=10:A man is walking along the edge of the water, looking for debris that has washed up on shore. He will stop and talk with the players for a few minutes if they approach him before continuing on his way again.

d100 = 31

  1. D10=1:A group of little ducklings are lost and crying for their mother. If the players help them find their way back to their mother, the grateful mother duck will bestow a magical blessing upon them.
  2. D10=2:A sudden gust of wind makes small waves on the surface.
  3. D10=3:A giant water elemental emerges from the lake, causing a massive storm that threatens to flood the surrounding area. The players must find a way to calm the elemental before it causes destruction.
  4. D10=4:A group of humans are arguing about what to do about a black dragon who has been attacking their town. The players can tell them to build a wall around their town; to hire mercenaries; or any other advice they give them. If the advice is bad, the humans may attack them after they leave; or if its good, the humans may give them whatever reward they feel is appropriate for their advice.
  5. D10=5:Firewood is stacked neatly by a house.
  6. D10=6:The players come across a small island in the middle of the lake with a single tree growing on it. As they explore, they find a hidden cave filled with treasure and the remains of an adventurer who never made it out.
  7. D10=7:The players hear something out in the water. They turn around and see 3d6+2 rowboats coming toward them in the water. They are coming from the direction of some land in the distance. The rowboats are filled with farmers from the future, and they are headed to the past.
  8. D10=8:A group of 6 men with fishing gear on can be seen lying on the shore of the lake. They look like they're very drunk. Anyone who listens carefully to what they're saying will be able to make out the word "hum-", followed by garbled sounds of a language that none of the group speaks. They're talking about the language of the beholder.
  9. D10=9:While walking along the shore, the party finds a strange, glowing orb floating in the water. If they touch it, they will be teleported to a nearby underwater city inhabited by merfolk. The merfolk mistake them for spies and the party must convince them otherwise.
  10. D10=10:A small islands sits in the middle of the lake, and atop it stands a crumbling tower with a flickering light at the top. The tower seems to have been abandoned, but strange noises can be heard emanating from within. As the party approaches, they will find out that it is actually a group of gnomes who have made the tower their home. They may offer to let the party stay the night, but their pranks and tricks may make for an interesting evening.

d100 = 32

  1. D10=1:You see a group of 2d6 women who are protesting the lack of attention they are receiving in comparison to the men of the town. They are demanding equal rights and treatment with the men.
  2. D10=2:The water's surface suddenly breaks as 2d4 water weirds emerge, showing aggressive territorial behavior toward the players’ boats.
  3. D10=3:A group of drunken men are walking on the road. They are trying to avoid the strange creature that they saw in the lake earlier that day. They won't tell the party what they saw, but they will describe the creature. The description matches the appearance of the gnome costume, so they are referring to the gnome they saw.
  4. D10=4:A giant kraken rises from the depths of the lake, attacking anything in its path. The players must figure out a way to defeat the monstrous sea creature before it destroys the nearby village.
  5. D10=5:A gentle rain begins to fall, creating tiny ripples on the water's surface.
  6. D10=6:A group of drunk revelers - a group of 6 men and 2 women - are being led by a bard. They are being led to a cave in the lake where the bard will tell them a story. They will not remember the story the next morning. It is a story about a group of adventurers who were captured by a wizard in a nearby castle. One of the adventurers is a half-orc.
  7. D10=7:You find a meticulously crafted arrow shaft sticking out of a tree.
  8. D10=8:The party sees a group of people around a campfire on the shore, cooking and roasting marshmallows. As they approach, they realize that the people are not human, but rather a group of friendly water genasi who have taken on human form to enjoy a nice evening on land. They invite the party to join them for some food and stories.
  9. D10=9:A group of wandering minstrels appear on the shores of the lake, singing and playing instruments. They offer to perform for the players and to teach them a new song that can have magical effects when played.
  10. D10=10:A mother teaches her child how to fish.

d100 = 33

  1. D10=1:A group of 3d4+3 orcs are fishing in canoes near the shore. They are using traps to catch fish then cooking them over a fire built on top of their canoe decks.
  2. D10=2:A local man named Grum has been acting oddly recently. He seems to have been bitten by something. His arm is swollen and infected. He will not talk about it, but insists that he has not been bitten by anything.
  3. D10=3:A couple is sitting next to a bonfire, holding hands and talking to each other. They are talking about how they met at the lake. They were swimming in the lake, and they were rescued by the other person.
  4. D10=4:Near the lake's north shore, the party finds 1d8 swan maidens gliding effortlessly on the water, transforming into their true forms when approached. They seek help in reclaiming stolen feathers that prevent their flight.
  5. D10=5:A group of children appears on a small raft in the middle of the lake. They claim to be lost and ask for the players' help in finding their way home. But things take a dark turn when it is revealed that the children are actually ghosts and the lake is their eternal resting place. The players must find a way to lay their spirits to rest and lift the curse that has trapped them in the lake.
  6. D10=6:Reflections in the water become distortions that climb out, forming 2d6 mirror images of the adventurers which challenge them with their own skills and tactics.
  7. D10=7:The distant call of "Ready, set, go!" from an unseen race.
  8. D10=8:The players see a small boat floating aimlessly in the lake. Upon inspection, they find a group of zombies on board, part of a failed experiment by a mad scientist.
  9. D10=9:The players hear screams in the distance. They find a group of 1d6 hobgoblins torturing a group of villagers. The hobgoblins will attack the players if they try to help the villagers.
  10. D10=10:A family of ducks settles in for the evening on the shore.

d100 = 34

  1. D10=1:As the party crosses a bridge over the lake, they hear loud growling coming from below. Looking down, they see a giant frog-like creature with sharp teeth and hungry eyes. The bridge is the only way across the lake, so the party must decide whether to try and fight the creature or find another way around.
  2. D10=2:A family of ducks swims past, quacking merrily.
  3. D10=3:A distant call of "Dinner time!" echoing from a nearby house.
  4. D10=4:A family enjoys a lakeside barbecue.
  5. D10=5:A benevolent sea dragon (
  6. D10=6:A group of young couples are walking by the shore of the lake, holding hands and laughing together as they pass by the players' campfire.
  7. D10=7:The waters turn crimson as 2d6+2 bloodthirsty Sahuagin emerge, seeking to claim the lake as their own dominion.
  8. D10=8:You find a perfectly smooth skipping stone, urging you to test its bounce.
  9. D10=9:The players encounter a group of smugglers using the lake to transport illegal goods. They can choose to help the smugglers and potentially receive a reward or turn them in to the authorities and gain favor with the local law enforcement.
  10. D10=10:A small island in the middle of the lake is home to a group of peaceful druids who have been trying to protect the lake from being polluted by a nearby mining operation. They ask the party to help them deal with the miners and their dangerous methods.

d100 = 35

  1. D10=1:A group of harpies have set up their nests on a small island in the lake. However, a group of angered pixies has decided to go to war with them, believing them to be polluting the beauty of the lake. The party must decide whether to side with the harpies or the pixies in the ensuing battle.
  2. D10=2:A makeshift raft floats, seemingly abandoned.
  3. D10=3:A group of fey creatures are having a grand party on a small island in the lake. They offer the players to join in on the festivities, with endless dancing and feasting. However, the party may quickly turn dangerous as the fey creatures are known to be unpredictable and enjoy playing pranks on unsuspecting travelers.
  4. D10=4:The players come across an abandoned boat floating in the middle of the lake. As they investigate, they find that it is actually a mimic, a creature that can take on the form of objects. It attacks the players, determined to add them to its collection of treasures.
  5. D10=5:Unknown to you, a group of 1d6+4 elves are hiding in the trees nearby. Dwarves and elves don't usually get along all too well in PCs, but some dwarves go out hunting here anyways, and sometimes they get ambushed. You could alternately have a bulette hiding, who will attack anyone in it's way (as long as one ally is down).
  6. D10=6:Tent serving an exotic smelling stew for 1d10 cp
  7. D10=7:Six gnomes with red beards and red hats are sitting around a campfire singing songs about gnomes and drinking wine and ale. They will invite players to join them in their drinking and singing if they do not mind a bit of blasphemy and bad jokes about various gods. The gnomes will continue drinking until they pass out or die from alcohol poisoning.
  8. D10=8:THUNDER! THUNDER! THUNDER! The players hear thunder coming from the sky, but there is not a cloud in the sky. A flicker of lightning and thunder can be seen in the distance. The lighting and thunder are coming from the direction of the distant land.
  9. D10=9:A man is walking along the edge of the water, looking for debris that has washed up on shore. He will stop and talk with the players for a few minutes if they approach him before continuing on his way again.
  10. D10=10:A few canoes are floating on it's surface. One is broken, floating helplessly towards the center of the great lake. There are (some number of) 1d4+2 goblins in the canoes fighting one another over who gets the broken boat. Maybe they'll fight the party if they approach and interrupt the fight.

d100 = 36

  1. D10=1:A family of otters is playing and tumbling in the water.
  2. D10=2:The party comes across a group of satyrs dancing and playing music on the shore of the lake. They may invite the party to join in on their festivities, but beware, as their wild celebrations may involve some mind-altering substances.
  3. D10=3:The call of a nearby owl breaks the stillness.
  4. D10=4:A large underwater creature surfaces near shore, causing a boat full of tourists to panic. The players must decide whether to save the frightened humans or confront the misunderstood monster.
  5. D10=5:A group of young women are sitting around the lake, talking about their day and their plans for the future.
  6. D10=6:A group of adventurers has set up camp on the shore of the lake, and they seem to be in trouble. They were attacked by a group of bandits and their leader, a fierce hag, has taken one of their party members hostage. The party can choose to help the adventurers rescue their friend and take down the hag, or they can turn a blind eye and continue on their journey.
  7. D10=7:Nada, an ancient dragon turtle, rises from the lake's depths, bearing 3d20 tiny dragon turtle hatchlings. Threatening its progeny might provoke its wrath; satisfying its curiosity about the surface world might yield a powerful ally.
  8. D10=8:A couple is sitting next to a bonfire, holding hands and talking to each other. They are talking about how they met at the lake. They were swimming in the lake, and they were rescued by the other person.
  9. D10=9:A group of fishermen will tell you that they caught a strange creature in their fishing net. The fishermen will ask if you want to buy it. Inside their net is a one-eyed green eel with six legs, two mouths, and a tail that has two fins on it and stingers on the sides of the tail. If you buy it, the fishermen will force it on you at an inflated price, telling you it's 'rare as hell' and 'worth every goddamn copper!'
  10. D10=10:A group of merfolk are rising to the surface, gasping for air. They explain that their underwater kingdom is under attack by an unknown force and they need the players' help. They offer to lead the players to their kingdom, but the journey is fraught with danger as they must navigate through whirlpools and fight off sea monsters.

d100 = 37

  1. D10=1:The flicker of candlelight through a window.
  2. D10=2:A local merchant offers to sell you exotic spices and herbs.
  3. D10=3:A group of gnomish inventors are testing out their latest creation - a submarine - in the lake. However, they accidentally release a group of krakens who have been trapped in the deep waters. The party must help the gnomes defeat the krakens before they cause any harm.
  4. D10=4:An impressive castle is reflected perfectly in the mirror-like water.
  5. D10=5:Players hear a man singing: 'In Westfall, you will find, The finest food around! Westfall! Westfall! Westfall!' Then the song continues: 'But if you want to stay alive, You better not go there alone!'
  6. D10=6:A dragonfly lands momentarily on your shoulder.
  7. D10=7:Reflections in the water become distortions that climb out, forming 2d6 mirror images of the adventurers which challenge them with their own skills and tactics.
  8. D10=8:A beautiful mermaid rises out of the water, her long hair cascading down her back. She beckons the players to come closer and offers them a glimpse of her treasure if they can answer her riddle.
  9. D10=9:Someone has set up a hammock between two lakeside trees.
  10. D10=10:A pack of blink dogs is attempting to cross the lake, but they can't seem to figure out how to do it. They ask the party for help and promise to lead them to a stash of valuable treasure hidden deep within the forest on the other side of the lake.

d100 = 38

  1. D10=1:A sleepy toad rests unnoticed on a lily pad.
  2. D10=2:The moonlight path on the water seems almost tangible.
  3. D10=3:Nixies are waiting by the shore of the lake for an unsuspecting victim to fall into their waiting arms.
  4. D10=4:The lake is actually a mischievous spirit who causes mischief to those who disturb it.
  5. D10=5:Two rowing boats race each other across the lake.
  6. D10=6:A silver coin lies partially buried in the mud.
  7. D10=7:Suddenly, a loud roar echoes around the lake. The party looks to the source and sees a dragon flying overhead. It seems to be chasing after something but doesn't pay any attention to the party. However, if they try to approach its lair on the other side of the lake, they will have to deal with the dragon.
  8. D10=8:A fish leaps playfully in front of your boat.
  9. D10=9:A glowing underwater crystal attracts 2d6 giant prawns, their shells imbued with residual magic that enhances their physical attacks against intrusion.
  10. D10=10:A group of 2d4+4 bandits are camped out at the edge of the lake, cooking dinner and cleaning their weapons and armor. They are looking for an easy mark to rob and kill.

d100 = 39

  1. D10=1:A group of aquatic half-human, half-fish creatures emerge from the lake, carrying with them an injured member of their clan. They seek the party's help in finding a rare herb that will heal their injured comrade. The herb can only be found at the bottom of the lake, guarded by a powerful sea creature.
  2. D10=2:The party sees a flock of giant birds flying over the lake and they appear to be heading towards a far-off mountain. If the party decides to follow them, they may find a hidden nesting ground full of valuable eggs and feathers. However, the birds are fiercely protective and won't hesitate to defend their territory.
  3. D10=3:A swan's nest full of eggs is tucked away in some reeds.
  4. D10=4:A small village of frog people live on lily pads in the lake. They are friendly and eager to trade with the players, but their village is being threatened by a giant turtle that keeps overturning their lily pads and causing chaos. They ask the players to help defeat the turtle and may reward them with rare frog-themed magical items.
  5. D10=5:A group of beautiful water nymphs appear out of the lake, singing and dancing. They invite the party to join in their festivities and promise a night of food, drink, and merriment. However, the party may soon realize that the water nymphs have an ulterior motive and they must find a way to escape their clutches.
  6. D10=6:A family enjoys a lakeside barbecue.
  7. D10=7:A group of drunk revelers - a group of 6 men and 2 women - are being led by a bard. They are being led to a cave in the lake where the bard will tell them a story. They will not remember the story the next morning. It is a story about a group of adventurers who were captured by a wizard in a nearby castle. One of the adventurers is a half-orc.
  8. D10=8:A small wooden pier stretches out into the lake.
  9. D10=9:A tiny crab scuttles away as you walk by.
  10. D10=10:A strange, glowing portal appears by the lake, and a group of curious goblins have gathered around it. If the party steps through the portal, they will find themselves in a strange, alien world inhabited by advanced technology and hostile creatures. They must find a way to return home before it's too late.

d100 = 40

  1. D10=1:The party sees a group of giant catfish swimming in the lake, each one the size of a horse. They seem to be guarding a sunken ship that is rumored to contain a valuable cargo. The party must fend off the catfish and navigate the dangers of the sunken ship to claim the treasure.
  2. D10=2:Logs arranged in a circle around a fire pit.
  3. D10=3:You discover an old, waterlogged book near the shore.
  4. D10=4:A beautiful siren lures the party towards the lake with her enchanting song. The party must resist her charms or suffer dire consequences.
  5. D10=5:As players approach the lake, they see a group of half-naked individuals washing clothes and bathing in the water. They seem to be human, but upon closer inspection, they have gills on their necks and webbed fingers. Are they humanoids or some kind of aquatic race?
  6. D10=6:A rowboat is tied to a dock, gently bobbing with the water's movements.
  7. D10=7:KOMINGA - A foul-looking Orc with a large scar covering his face is sitting by the water's edge fishing. When the players approach he will warn them to keep away from him. If they try to pull him from the pier, he will attack them. Kominga is a coward and will run away if his HP gets below half.
  8. D10=8:As the party sets up camp for the night on the edge of the lake, they hear a strange noise coming from the water. Upon investigation, they find a group of dinosaurs swimming and playing in the lake. The dinosaurs are friendly and may even offer the party a ride across the lake on their backs.
  9. D10=9:A rainbow trout leaps out of the water, showing off its colors.
  10. D10=10:A spellbook is abandoned under a tree, pages being turned by the breeze.

d100 = 41

  1. D10=1:A group of aquatic half-human, half-fish creatures emerge from the lake, carrying with them an injured member of their clan. They seek the party's help in finding a rare herb that will heal their injured comrade. The herb can only be found at the bottom of the lake, guarded by a powerful sea creature.
  2. D10=2:An old man recounts tales of the haunted lake.
  3. D10=3:A monster hunter hired by the nearby village approaches the players, asking if they have seen a giant serpent lurking in the lake. If the players choose to help hunt down the serpent, they may uncover a hidden treasure at the bottom of the lake. But they must also be careful not to anger the powerful creature.
  4. D10=4:Finally, reflective twilight reveals 3d6 ice mephits in dimly glowing tanzanite atolls—a magical anomaly holding them in curious equilibrium, like guardians of a nigh-frozen portal tethered neither to time nor heat.
  5. D10=5:A ship approaches and players see a silhouette of a lone elf on deck, pointing at them and shouting something unintelligible at the top of his lungs...
  6. D10=6:A group of fey creatures have set up a floating marketplace on the lake, selling rare and exotic goods from all over the world. However, the marketplace is only accessible through a magical portal that requires a specific password to enter. The password changes every day and the party must either figure it out or find another way to enter the marketplace.
  7. D10=7:You spot a group of druids performing a ritual on the lake's shore. They are trying to purify the water from a curse placed by an evil sorcerer.
  8. D10=8:A winged creature swoops down from the sky and snatches a party member, carrying them off towards a nearby island. The party must rescue their comrade before it's too late.
  9. D10=9:A couple dances to unheard music under a tree.
  10. D10=10:An abandoned fishing net tangled in reeds.

d100 = 42

  1. D10=1:A group of 2d4+4 bandits are camped out at the edge of the lake, cooking dinner and cleaning their weapons and armor. They are looking for an easy mark to rob and kill.
  2. D10=2:An old man recounts tales of the haunted lake.
  3. D10=3:During their journey, players find 1 stone chest guarded by 1d4 mud mephits who cast tricky illusions to protect the rare magical items within.
  4. D10=4:The party comes across a strange fog that seems to be coming from the lake, but it doesn't dissipate even when the wind blows. If they venture into the fog, they will encounter a powerful sea hag who has been controlling the fog to lure and drown travelers. The party must defeat her and break her hold on the fog.
  5. D10=5:A group of 1d4 nymphs are swimming in the lake and beckoning the party to join them. If the party agrees, the nymphs will lead them to a hidden grotto behind a waterfall, where they can rest and be healed by the magical waters. But the nymphs will also expect the party to entertain and amuse them.
  6. D10=6:The crisp snap of a twig breaking underfoot.
  7. D10=7:A group of bandits are hiding in the trees, hoping to ambush travelers who cross the lake.
  8. D10=8:As players approach the lake, they see a group of half-naked individuals washing clothes and bathing in the water. They seem to be human, but upon closer inspection, they have gills on their necks and webbed fingers. Are they humanoids or some kind of aquatic race?
  9. D10=9:A group of merfolk are sunbathing on the rocks near the shore. They will invite the players to join them for a swim, but be wary of their requests for a game of underwater tag.
  10. D10=10:An old couple sits peacefully in a rowboat, drifting on the water.

d100 = 43

  1. D10=1:A solitary fisherman is seen trying to catch the legendary “One-Eyed Pike” that is said to be large enough to feed a village for a week. He begs the party to help him catch it and will reward them handsomely if they succeed.
  2. D10=2:A man stumbles out of the woods and collapses near the party. He is covered in blood and has been attacked by a pack of wolves.
  3. D10=3:A group of 2d6 men and women are singing about the nearby islands and how beautiful they are. The song is not very good and the party is likely to ignore it.
  4. D10=4:There is a group of men who are working diligently in the forest. They are holding axes and swinging them through the air, as they seem to be clearing the area for new growth.
  5. D10=5:An artist’s easel stands abandoned, a half-finished painting on it.
  6. D10=6:As the party sets up camp for the night, they hear a loud, distinct laughter coming from the lake. When they investigate, they find a group of mischievous kuo-toa enjoying their nightly entertainment of pulling pranks on unsuspecting travelers. The kuo-toa are not hostile, but they can be convinced to join the party in their fun and help them pull pranks on future travelers.
  7. D10=7:A group of 1d4 dwarves are sitting around a campfire near the shore of the lake. They are talking about their latest mining expedition and the treasures they found and lost during the expedition.
  8. D10=8:A unicorn stands on the shore of the lake, its horn glowing with a soft, golden light. It seems to be in distress, and upon closer inspection, the party sees that its horn has been tainted by a dark magic. The party must find a way to cleanse the unicorn's horn and break the curse before it is too late.
  9. D10=9:The party sees a group of mermaids sunbathing on a rock in the middle of the lake. As the party gets closer, the mermaids quickly dive into the water, but one is left behind. She is injured and unable to swim. She begs the party for help, promising a reward if they can get her back to her underwater home.
  10. D10=10:The lake’s bottom erupts with an array of sunken treasures gleaming within reach—but 3d6 amphibious ogres promptly emerge to guard the spoils.

d100 = 44

  1. D10=1:The party comes across a group of satyrs dancing and playing music on the shore of the lake. They may invite the party to join in on their festivities, but beware, as their wild celebrations may involve some mind-altering substances.
  2. D10=2:Ripples in the water signal the presence of 2d6 giant electric eels, whose crafted maze of underwater tunnels leads to hidden clam beds pearl-lit in the dimness below.
  3. D10=3:A silvery dragonfly the size of a horse alights on the shore, and its landing is swiftly followed by 2d6 dangerous blink dogs phasing in and out, defending their magical territory.
  4. D10=4:The players notice that there is a group of about 20 men and women in the distance. The men and women are looking at different parts of the lake. The players notice that there are a lot of fish flopping around in the water, trying to get their attention. The players should be able to notice that the fish are not native to the lake. The men and women are fishermen, who are trying to find out why there are so many fish in the lake. The fish are actually a group of fish-people who were changed by a wizard and were dumped in the lake by mistake.
  5. D10=5:A group of drunkards are sitting on a log near the shore, singing drinking songs and laughing loudly.
  6. D10=6:Fishermen in a small boat are trying to catch their daily haul.
  7. D10=7:Children are building a sandcastle on the lakeshore.
  8. D10=8:The sound of dogs barking can be heard nearby... It's coming from a small dog kennel with 2d6+2 guard dogs inside...
  9. D10=9:You spot a cave on the edge of the lake, filled with glowing mushrooms and strange sounds. It could be a home for a group of friendly or hostile myconids.
  10. D10=10:A group of humans are fishing in the lake. They are fishing for trout. They are members of a local bandit clan. They will try to rob the players.

d100 = 45

  1. D10=1:For this encounter, the party will need to fight a black cloud and 2d6+4 fog crabs.
  2. D10=2:SALVADOR - A man is sitting on a bench at the lake. He is looking at the water, but is not fishing. He used to be an adventurer and has recently retired. He wishes to die in an epic battle and wishes to be talking with the dead heroes that he fought alongside during his lifetime.
  3. D10=3:You find an intricately crafted stone skipping across the water.
  4. D10=4:The soft chirping of crickets creates a calming atmosphere.
  5. D10=5:Two fishermen are talking about the recent murder in town. One of them says that he saw the murderer before he was captured. He says that he saw him talking to a strange man with red eyes. The other fisherman says that it must have been a demon that killed the nobleman. They agree to stay away from the water in case there are more demons in the area.
  6. D10=6:Chilling bellows resonate as 1d4+1 frost salamanders surface to confront any intruders, driven by the cold fires of their frigid imperative.
  7. D10=7:A fish leaps playfully in front of your boat.
  8. D10=8:The party comes across a strange fog that seems to be coming from the lake, but it doesn't dissipate even when the wind blows. If they venture into the fog, they will encounter a powerful sea hag who has been controlling the fog to lure and drown travelers. The party must defeat her and break her hold on the fog.
  9. D10=9:A mysterious bell tolls beneath the waves. As players investigate, they awaken 1d10+2 sea serpents slumbering in the deep recesses of the lake.
  10. D10=10:At dusk, 1d4+2 naiads float gently on the lake surface, singing bewitching songs that call adventurers closer. Their enchantment conceals an ambush by 1d6 giant eels lurking below.

d100 = 46

  1. D10=1:Milfoil wafts lazily in the current near the shore.
  2. D10=2:While exploring the lake's shore, the party finds a mysterious egg buried in the sand. As they pick it up, a group of lizardfolk appear, claiming that the egg belongs to their queen and they will stop at nothing to retrieve it. The egg may hold a powerful creature inside, or it could just be a regular egg and the lizardfolk were simply using it as a decoy to lure curious adventurers.
  3. D10=3:Curious 1d6 chimeric otyughs roam the lake’s shallows. Half-aquatic predators, half-garbage eaters, they guard ancient submerged ruins and become violently protective if provoked.
  4. D10=4:You find a perfectly smooth skipping stone, urging you to test its bounce.
  5. D10=5:A group of fishermen are seen trying their luck on the lake. They offer the players some freshly caught fish for a hot meal. However, if the players accept, they may anger a group of water spirits who have claimed the fish as their own.
  6. D10=6:A group of 1d6 farmers are transporting a wagon full of produce to the city. After a few miles, the wagon starts to make some strange noises. If the party checks it, they will find that a small creature (such as a raccoon or a squirrel) has somehow gotten into the wagon and is eating the food that is stored in it. If the party kills it, they will find a small necklace of gems worth 50CP. The farmer will tell the party that he caught the creature stealing from his wagon, and he will give them the 30SP in exchange for its life. He will be grateful for the players help and will offer to pay them for their help with a wagon, if they ever need one.
  7. D10=7:A group of 1d4+4 gnomes are casting a spell to turn their rowboat into a giant sword. They need the players' help.
  8. D10=8:You find a half-finished puzzle, left by someone long ago.
  9. D10=9:Dewdrops catch light and form a dazzling rainbow spiral, summoning 3d6 pixies who weave potent but unpredictable enchantments on anything crossing their color spectrum.
  10. D10=10:The party comes across a group of refugees who were forced to flee their homes due to a mysterious illness that plagues their village. They need the party's help in finding a cure.

d100 = 47

  1. D10=1:A pair of loons call out their haunting song.
  2. D10=2:While exploring the depths of the lake, the players come across a sunken ship filled with treasure. However, they must navigate through traps and obstacles to obtain the treasure.
  3. D10=3:A friendly wave from a passing lakeside resident.
  4. D10=4:A group of fishermen will tell you that they caught a strange creature in their fishing net. The fishermen will ask if you want to buy it. Inside their net is a one-eyed green eel with six legs, two mouths, and a tail that has two fins on it and stingers on the sides of the tail. If you buy it, the fishermen will force it on you at an inflated price, telling you it's 'rare as hell' and 'worth every goddamn copper!'
  5. D10=5:The players come across a peculiar creature who seems to be part duck and part cat. It leads them to a hidden cave filled with rare treasures and asks them to take one item as a gift for helping it find its lost hybrid children.
  6. D10=6:A group of women are talking about how they saw a large, black creature walking on the shore of the lake last night. They say that it was carrying something in its claws, but they're not sure what it was.
  7. D10=7:You see a rowboat floating in the middle of the lake, with no one in it. As you approach, you see that it's filled with empty bottles of ale. Suddenly, a drunken dwarf pops up from under the boat, demanding ale from the players. Will they give him some or not?
  8. D10=8:Players spot a floating log in the distance which, upon closer inspection, reveals itself to be 1d8 giant constrictor snakes, using the ruse as a hunting method.
  9. D10=9:A group of 2d4+2 bandits are hiding out on the shore, waiting for a merchant to pass by. They plan on robbing the merchant and taking his money.
  10. D10=10:A mint condition fishing rod has been left propped against a tree.

d100 = 48

  1. D10=1:A raccoon sneaks around, looking for food scraps left by visitors.
  2. D10=2:A mysterious fog rolls across the lake, obscuring visibility and causing confusion among the party. After a few moments, the fog clears and the party notices a small island in the distance, seemingly floating on the water. Upon investigation, they find that the island is not actually floating, but rather a cleverly disguised ship that has been abandoned by its crew. The party can choose to claim the ship as their own or continue their journey by foot.
  3. D10=3:There is a small cave in the side of the hill that leads down into the caverns below the lake. It has been sealed off for years, but it might be worth exploring if the players are willing to take the risk of going underground in a dangerous part of the world.
  4. D10=4:Tally-ho, rascals! The players see a group of warriors marching up to the shoreline. They carry torches in their hands, and they look like they are on a mission. If the players approach, they will ask the players politely to leave the area. The warriors are on their way to rescue a princess out at sea, who was kidnapped by a group of pirates.
  5. D10=5:A small boat is floating in the lake. There are no signs of anyone in it. It's covered with small green and blue feathers.
  6. D10=6:A spectral ship emerges from an early morning mist, its crew of 2d8 ghost pirates demanding to complete their unfinished voyage or be freed from eternal unrest.
  7. D10=7:The party sees a group of giant water bugs skittering across the surface of the lake. However, upon closer inspection, they realize that the bugs are actually tiny, humanoid creatures riding on the backs of the bugs. These bug riders are known to be mischievous and may try to steal items from the party.
  8. D10=8:A robin begins its morning song.
  9. D10=9:Floating lanterns are released on the lake during a local festival.
  10. D10=10:A group of fishermen comes seeking the party's help. They have angered a group of sea spirits by disturbing a sacred area of the lake, and now they are facing a deadly storm every time they try to fish. The party must find a way to appease the spirits before the fishermen's livelihood is ruined.

d100 = 49

  1. D10=1:A group of selkies are seen lounging on the rocks near the shore. They may ask the players to help them recover a stolen item from a nearby island, but they must be careful not to insult or anger them.
  2. D10=2:A caravan of 3d8 water-borne trolls finds solace on the lake, their semblance of peace brutally dispelled if challenged or cornered.
  3. D10=3:The party sees a flock of giant birds flying over the lake and they appear to be heading towards a far-off mountain. If the party decides to follow them, they may find a hidden nesting ground full of valuable eggs and feathers. However, the birds are fiercely protective and won't hesitate to defend their territory.
  4. D10=4:The tranquil surface surprisingly parts for 2d4 half-drowned zombies, drawn to warm, living spirits by their cursed existence beneath the lake.
  5. D10=5:Mist rolls off the surface in the early morning.
  6. D10=6:Strange lights are seen under the water, illuminating a hidden wizards' laboratory manned by 1 necrophidius serpent and guarded against intruders by magical wards.
  7. D10=7:The party sees a group of mermaids sunbathing on a rock in the middle of the lake. As the party gets closer, the mermaids quickly dive into the water, but one is left behind. She is injured and unable to swim. She begs the party for help, promising a reward if they can get her back to her underwater home.
  8. D10=8:A group of 2d4+2 town guards are patrolling the area around the lake. They stop anyone who looks suspicious and ask for their papers.
  9. D10=9:A magical whirlpool suddenly appears in the lake, pulling everything towards its center. Only the players' quick thinking and magical abilities can save them from being sucked into the depths of the whirlpool. But what secrets and treasures may lie at the bottom of the lake if they choose to explore?
  10. D10=10:An animal skull hangs from a branch, unsettlingly.

d100 = 50

  1. D10=1:The distant call of an elk is heard echoing across the water.
  2. D10=2:A group of 1d4 dwarves are sitting around a campfire near the shore of the lake. They are talking about their latest mining expedition and the treasures they found and lost during the expedition.
  3. D10=3:The sudden splash of a diving bird startles you.
  4. D10=4:You notice a peculiar rock formation resembling a serpent’s head.
  5. D10=5:A freelance fisher brings rumor of 1d6 giant lake leeches, oddities infamous for their mana-draining bites that litter the lakebed.
  6. D10=6:In the reeds, 1d8 candlenights confuse and malevolently charm adventurers into the lake’s spectral traps and illusory pathways.
  7. D10=7:Two fishermen are talking about the recent murder in town. One of them says that he saw the murderer before he was captured. He says that he saw him talking to a strange man with red eyes. The other fisherman says that it must have been a demon that killed the nobleman. They agree to stay away from the water in case there are more demons in the area.
  8. D10=8:A group of merfolk are sunbathing on the rocks near the shore. They will invite the players to join them for a swim, but be wary of their requests for a game of underwater tag.
  9. D10=9:You hear the gentle creak of a dock as it sways with the water.
  10. D10=10:You come across a group of vampires who reside on a large castle that floats in the middle of the lake. They invite the party to a feast and offer to make them immortal if they agree to become their minions. But beware, the vampires have evil intentions and will stop at nothing to turn the players into their obedient servants.

d100 = 51

  1. D10=1:A large floating island drifts towards the shore, inhabited by a community of eccentric wizards who have created a magical oasis in the middle of the lake. They invite the players to explore their weird and wondrous homes, but beware of their unpredictable magic.
  2. D10=2:A fisherman proudly shows off a big catch before releasing it back into the lake.
  3. D10=3:Players come upon a small island in the center of the lake, inhabited by 1d6 will-o'-wisps. These mischievous lights try to lure adventurers into traps but also guard a chest full of gold.
  4. D10=4:A robin begins its morning song.
  5. D10=5:An artist's canvas propped on an easel shows half-painted scenery.
  6. D10=6:A fisherman is walking along the shoreline with a pole in his hand and a few fish in a sack. When he sees the party, he will stop and ask them to tell his wife that he will be home soon with more fish. If the party asks him about the nearby castle, he will tell them that it belongs to the Lord of the Lake.
  7. D10=7:A group of young women are sitting around the lake, talking about their day and their plans for the future.
  8. D10=8:Whether by moonlight or magic, 1 kraken raises its immense body from the lake depths, threatening to engulf the entire area in its relentless pursuit of destruction.
  9. D10=9:Ominous clouds gather in the distance, suggesting an approaching storm.
  10. D10=10:Suddenly, a school of 2d6 bloodfin piranhas swarms near the shore where the party is collecting water, drawn by the scent of fresh meat and the promise of an easy meal.

d100 = 52

  1. D10=1:During a moonlit night, 3d6 will-o'-wisps dance upon the lake’s surface, luring the travelers towards the dark depths and deceptive currents.
  2. D10=2:A group of seven men and women are building rafts. They are looking for material for their raft. They are trying to get across the lake to the city.
  3. D10=3:A male elf is sitting along the shoreline, sobbing quietly to himself. He is holding a bottle of wine and is clearly upset about something. He will tell the party that he was in love with a female elf who was killed by a group of bandits while they were traveling through the area. He will ask the party to help find their remains so that he can give her a proper burial.
  4. D10=4:Freshly caught fish cooking on an open flame.
  5. D10=5:A group of 3d4 man-eating turtles are attacking the party.
  6. D10=6:The water sparkles under the midday sun, mesmerizing you.
  7. D10=7:A woman named Violet wants players to help her pick some flowers for her anniversary with her husband, who works for a local merchant named Henry who owns a general store nearby and is looking for new suppliers of cheap goods to sell at his store. She says Henry's prices are too low already, but she knows his suppliers keep him in business since he sells so much because nobody else will compete with him on price alone. Henry has been known to pay quite well for goods if players ever want to do any side quests or earn some extra money to buy better equipment while they're here in town. She says Henry has a big black beard and always smiles when she comes into his shop to sell her flowers.
  8. D10=8:The players come across a group of pixies frolicking in a meadow by the lake, but one of them is injured and needs help. If players heal the pixie, they will be granted access to a hidden grove filled with magical plants and creatures.
  9. D10=9:The waters turn crimson as 2d6+2 bloodthirsty Sahuagin emerge, seeking to claim the lake as their own dominion.
  10. D10=10:A fisherman’s bobber dips suddenly, and he begins to reel in.

d100 = 53

  1. D10=1:The party sees a group of large, 6-foot tall frogs, who will jump into the water as the party approach.
  2. D10=2:A group of fishermen are sitting around a campfire, drinking wine while they talk about how the fishing has been good lately. One of them has an old sea dog tattoo on his forearm.
  3. D10=3:A mirror reflection on water lures players into a submerged chaotic plane where 1d8 aquatic mimics guard strange and unpredictable treasures.
  4. D10=4:A group of 1d6 children are playing by the lake. They are pretending they are elves. They want you to join in their game and pretend to be elves too. If you refuse, they will pout and run away.
  5. D10=5:KABOOM! Something explodes on the beach. Players are startled. They don't know what just happened, but they begin to think that someone is going to attack them. Perhaps the creator of the random encounter rolled a five.
  6. D10=6:The water is so clear, you see a submerged old wagon.
  7. D10=7:A floating log catches your eye; it's actually a basking turtle.
  8. D10=8:Squirrels chattering in the trees.
  9. D10=9:Two young men are sitting in a boat. One of them is fishing. The other is drinking wine. The drinking man tells the fisherman about the time he was fishing with his father. A huge fish bit his line and pulled his father underneath the water. They never found him.
  10. D10=10:While swimming in the lake, the players discover a hidden grotto filled with glowing crystals. If they stay too long, they risk being trapped in this mesmerizing yet dangerous place.

d100 = 54

  1. D10=1:A group of drunken men are walking on the road. They are trying to avoid the strange creature that they saw in the lake earlier that day. They won't tell the party what they saw, but they will describe the creature. The description matches the appearance of the gnome costume, so they are referring to the gnome they saw.
  2. D10=2:A silvery dragonfly the size of a horse alights on the shore, and its landing is swiftly followed by 2d6 dangerous blink dogs phasing in and out, defending their magical territory.
  3. D10=3:A clump of reeds rustles suspiciously without wind.
  4. D10=4:You hear a loud splash and see a mermaid diving into the lake. She offers to take the players on a ride under the water, but they must hold their breath and be prepared for any dangers they may encounter along the way.
  5. D10=5:Two old men are sitting on a bench, talking about their day and their plans for the future.
  6. D10=6:The remnants of an old stone bridge jut out into the water.
  7. D10=7:An old barge slowly making its way across the lake.
  8. D10=8:A lone man is sitting by the lake, staring intensely into the water. If the party asks him what he's doing, he will tell them that he's searching for a treasure he lost in the lake. If they help him, they may uncover a magical ring that can control water.
  9. D10=9:A giant turtle is sunning itself on a rock in the middle of the lake. Upon closer inspection, it is actually a giant tortoise with a small home on its back. The players may be able to convince it to give them a ride across the lake if they are good at bargaining.
  10. D10=10:A group of children are playing with a small toy boat. When players approach, they will offer to sell it to them for one copper piece. It is a toy, but it looks like a small version of the ship that is anchored in the harbor.

d100 = 55

  1. D10=1:The party meets a friendly group of merfolk who offer to take them on a tour of the underwater kingdom and teach them about the mysteries of the lake.
  2. D10=2:A group of men and women are having a picnic by the lake. They are having a good time.
  3. D10=3:The setting sun paints the horizon in hues of red and gold, reflected perfectly in the lake.
  4. D10=4:A trail of ants marches diligently along the shore.
  5. D10=5:An earthquake strikes the island, sending a group of 3d4 skeletons into the lake. The skeletons have lost their heads and cannot see. The only way the adventurers can tell they are skeletons is by looking at their missing skulls. The skeletons can be killed.
  6. D10=6:A small island in the middle of the lake is home to a group of peaceful druids who have been trying to protect the lake from being polluted by a nearby mining operation. They ask the party to help them deal with the miners and their dangerous methods.
  7. D10=7:A cool breeze provides relief from the warm sun.
  8. D10=8:The paddling of a distant dragon boat.
  9. D10=9:You spot an eel weaving through the underwater plants.
  10. D10=10:A group of 1d8+2 goblins are camping by the lake, but they are not your typical goblins. They are peaceful and just looking for a place to rest. They will offer to share their food and stories with the players and may even become allies in future adventures.

d100 = 56

  1. D10=1:The party sees a group of large fish swimming in the lake. No other fish are swimming in the lake.
  2. D10=2:A group of children are playing near the shore of the lake. They are throwing stones into the water, trying to see how far they can make them skip.
  3. D10=3:A group of pixies are having a tea party on a lily pad in the middle of the lake. They may invite the players to join them or play pranks on them.
  4. D10=4:The water sparkles under the midday sun, mesmerizing you.
  5. D10=5:An osprey dives to catch a fish.
  6. D10=6:A stray dog happily bounds in the shallows.
  7. D10=7:The party comes across a small boat with a lone fisherman. He seems to be uninterested in fishing, simply staring into the water. As the party approaches, they realize that he is actually a powerful wizard who has been exiled and is seeking a way to regain his lost powers.
  8. D10=8:At midnight, the lake glows with a strange bioluminescence. A water elemental (roll 1d
  9. D10=9:A group of women are talking about how they saw a large, black creature flying over the lake last night. They say that it was carrying something in its claws, and it was carrying it to a cave near the edge of the lake.
  10. D10=10:A man is walking along the shore, looking for shipments that fell off of passing boats. He has a small cart, drawn by one horse. The man is also wearing a small knapsack on his back. He comes across something and stops. He bends over, picks up a leather purse and looks inside it. When he sees that it is empty, he throws it into the lake and continues his journey. He repeats this process about 20 feet further up the shore, where he will continue in the same fashion and so on for about another 50 feet.

d100 = 57

  1. D10=1:A group of farmers are using the lake as a water source for their crops. They are in the process of damming the lake to increase the water flow to their fields. They are opposed by a group of elves who want the water for their own village.
  2. D10=2:A group of 2d6+2 humans are fishing in a small boat. They are members of a nearby human tribe. They are fishing for food and are planning to trade their catch for metal weapons.
  3. D10=3:A swarm of mosquitos and other flying insects, accelerated by the presence of a storm front.
  4. D10=4:The air is filled with the sound of a beautiful song coming from a nearby hill. If the players approach the hill, they will see a well-dressed human male singing, playing an exquisite pianoforte. He invites players to take turns playing it after he finishes his song. If anyone does, at random intervals during their playing, their fingers end up hitting the wrong keys or notes unexpectedly, making their playing sound terrible even on their best tries; and causing that player to think they're terrible at playing it when in fact its just because they're being cursed by it.
  5. D10=5:You see fish jumping out of the water to catch insects.
  6. D10=6:The party sees a group of sirens sitting on the rocks, combing their long hair and singing a beautiful, hypnotic melody. They may try to lure the party into the water with promises of treasure and riches, but beware, for they are known to drown unsuspecting travelers.
  7. D10=7:A group of young women are sitting around the lake, talking about the handsome young men who live in the area.
  8. D10=8:A powerful sorcerer is floating above the lake on a cloud, practicing his spells. He offers to teach the players some of his magic in exchange for a rare ingredient found in the depths of the lake. The players must dive and retrieve the ingredient while avoiding the sorcerer's traps and illusions.
  9. D10=9:A thin rope bridge spans a narrow part of the lake.
  10. D10=10:A group of 4d6 elderly humans in rags appear, singing songs of lost love and reminding the players that they are not loved; they are only what they are and that they are no longer loved. They will try to get the party to love them; offering lavish gifts; but the players will only be able to see them for what they are - pathetic, poor, old, miserable human beings in rags, begging for love and attention from total strangers - and will begin to feel uncomfortable and disgusted until they get rid of them by giving them as much money as they can spare; or telling them to go away and leave them alone.

d100 = 58

  1. D10=1:A family of farmers are attacked by a flock of ravens. The ravens attack anyone wearing a cloak. The ravens are actually agents of a nearby black wizard who has been conducting experiments with ravens and cloaks.
  2. D10=2:A group of humans are fishing in the lake. They are fishing for trout. They will ask the players to assist them in fighting a group of kobolds who are trying to steal their catch.
  3. D10=3:The cries of night birds echo across the lake.
  4. D10=4:While walking along the lake’s shore, the players encounter a grieving spirit of a maiden who drowned herself in sorrow ages ago. The lake will undergo a bloody transformation unless the players retrieve and present her lost lover’s locket within the next 24 hours, buried deep within a beast-ridden underwater cavern.
  5. D10=5:The water in the lake is very cold, and a large iceberg is floating in the middle of the lake. It looks like a large, floating island with a small cave opening on top of it. An elemental creature is trapped inside that cave opening and will try to escape when players approach the island.
  6. D10=6:An ancient alchemical laboratory emerges from the lake after a recent storm, its wards now fading. Strange and volatile potions are leaking into the lake, causing mutations and aggressive behaviors among the local wildlife. The players have 3 hours to find and plug the leaks before the entire ecosystem becomes permanently corrupted, unleashing a horde of mutated beasts upon the surrounding lands.
  7. D10=7:The party spots a shipwreck half submerged in the lake. Upon closer inspection, they find it to be filled with treasure and cursed relics.
  8. D10=8:A lonely kenku (bird-like humanoid) has been living by the lake, seeking a way to break a curse placed on them by their former master. They ask the party for help, promising to teach them a special mimicry ability in return.
  9. D10=9:A group of harpies have set up their nests on a small island in the lake. However, a group of angered pixies has decided to go to war with them, believing them to be polluting the beauty of the lake. The party must decide whether to side with the harpies or the pixies in the ensuing battle.
  10. D10=10:Players stumble upon remains of a magical ritual circle attracting 3d6 water mephits leading to a lake's dark depths, where a lover's ghost seeks vengeance.

d100 = 59

  1. D10=1:A man is walking his dog on the shore of the lake. The dog starts to bark at something under the water. Suddenly, the man feels something grab his leg. He screams for help, but no one comes to his aid. He is dragged into the lake, never to be seen again.
  2. D10=2:A group of farmers are standing on the shoreline of the lake, cursing and shaking their fists at the skies. They are angry about being unable to fish. The fish in the lake were killed by aquatic elves!
  3. D10=3:While exploring the depths of the lake, the players come across a sunken ship filled with treasure. However, they must navigate through traps and obstacles to obtain the treasure.
  4. D10=4:A group of men and women approach the party and ask them if they have seen a group of thieves that are supposed to be traveling through the area.
  5. D10=5:A snake sheds its skin near the water’s edge.
  6. D10=6:A small boat with a gnome at the helm suddenly appears out of thin air in the middle of the lake. The gnome seems disoriented and confused, asking the party where he is and how he got there. It is up to the party to figure out how to get the gnome back to where he came from.
  7. D10=7:Players notice a small lizard on the shore. It looks like it is waving at them. It is actually a shape-shifter trying to communicate with them telepathically. If the players approach the lizard, the lizard will turn into a beautiful elven woman who will then tell them about the hoard of gold that lies at the bottom of the lake. She will say that she is a water nymph who was banished from her home by a dragon. She will then ask the players to help her kill the dragon and recover the hoard of gold.
  8. D10=8:A group of kobolds riding giant lizards approach the players and ask them to help them fight a group of humans who are trying to raid their village. The kobolds will give each player a silver piece if they agree to help them fight the humans
  9. D10=9:A group of children are playing on the shore. They are playing on a crudely made raft that is floating on the water. If the players approach, the children will flee in fear.
  10. D10=10:An assortment of colorful pebbles glisten beneath the clear water.

d100 = 60

  1. D10=1:A group of 1d8 sprites are playing a game by the lake, using small pebbles and acorns as pucks. They may invite the players to join in on the game, and the winner will receive a magical amulet that can summon a sprite for help once a day.
  2. D10=2:The party comes across a lone fisherman who seems to be having a bad day. He keeps losing his bait and can't seem to catch any fish. If the party helps him, he may reward them with a magical fishing rod.
  3. D10=3:A colorful kite flies high above the shoreline.
  4. D10=4:A group of 2d6 orcs are hiding out on the shore, waiting for a merchant to pass by. They plan on robbing the merchant and taking his horse.
  5. D10=5:A beautiful castle stands on the edge of the lake, surrounded by a magical barrier. The players must solve riddles and puzzles to gain access to the castle and uncover its secrets.
  6. D10=6:A school of fish moves in synchronized patterns.
  7. D10=7:A lone fisherwoman sings an ancient tune as she waits for a bite.
  8. D10=8:A storm suddenly rolls in, making the water choppy and hard to navigate. As the players struggle to steer their boat, they see a lightning bolt strike the water nearby, revealing the shadow of a massive sea monster lurking beneath the surface. Will players try to fight it or flee?
  9. D10=9:The tranquil surface surprisingly parts for 2d4 half-drowned zombies, drawn to warm, living spirits by their cursed existence beneath the lake.
  10. D10=10:A group of 2d6+2 humans are fishing in a small boat. They are members of a nearby human tribe. They are fishing for food and are planning to trade their catch for metal armor.

d100 = 61

  1. D10=1:A local fisherman is walking along the shoreline, looking for fish to catch. He will offer to sell players some fish if they want to buy some. He has 10 fish for sale at 1GP each.
  2. D10=2:You spot a pair of otter eyes peeking at you from the water.
  3. D10=3:A mischievous raccoon rummages through a picnic basket.
  4. D10=4:A local merchant offers to sell you exotic spices and herbs.
  5. D10=5:While walking along the shore, the party finds a strange, glowing orb floating in the water. If they touch it, they will be teleported to a nearby underwater city inhabited by merfolk. The merfolk mistake them for spies and the party must convince them otherwise.
  6. D10=6:A lone swan glides gracefully across the water.
  7. D10=7:A group of lizardfolk are sunbathing on the shore of the lake. They invite the players to join them for a feast of freshly caught fish and tell them tales of their ancient civilization.
  8. D10=8:You see a group of 3d4+3 men who are wearing robes and chanting strange words while walking around in circles and making strange motions with their hands. They are casting a spell to summon a powerful spirit that will protect the town from invaders and thieves.
  9. D10=9:A group of mermaids appear on the surface of the lake, singing enchanting songs that lull the players into a dazed state. If they fall under the mermaids' spell, they will be trapped underwater and must find a way to break free before they drown.
  10. D10=10:A mermaid is sitting near the bank of the lake, singing a beautiful song which lures victims to the lake. When enough victims reach the water, the mermaid then attacks and eats them.

d100 = 62

  1. D10=1:A lone ogre is sulking by the lake, looking forlorn and sad. If the players approach him, they will find out that he is simply misunderstood and has a love for poetry. He may offer to recite a poem for the players or even share some of his treasure with them.
  2. D10=2:Splatters of raindrops create gentle ripples.
  3. D10=3:A group of children is playing on the shore of the lake, but one of them goes missing. The players must help search for the child, who was taken by a water hag.
  4. D10=4:You come across a group of lizardfolk bathing in the lake. They are known for their excellent armor-making skills and may offer to trade some of their armor with the players.
  5. D10=5:The players hear something out in the water. They turn around and see 3d6+2 rowboats coming toward them in the water. They are coming from the direction of some land in the distance. The rowboats are filled with farmers from the future, and they are headed to the past.
  6. D10=6:2d8 gazers flutter lazily above crystal-clear portions of the lake, drawn to the shine like moths to flame. Examining the light reveals submerged caches of long-lost relics their ancient beholder master guarded jealously.
  7. D10=7:The players come across a group of friendly hags who live by the lake and are experts in brewing potions. They offer to trade potions for rare ingredients or quests completed for them.
  8. D10=8:A group of dwarves are searching the lake for a legendary golden fish that is said to grant wishes to whoever catches it. They have been searching for years but have not had any luck. They offer to pay the players to help them catch the fish, but little do they know, the fish is actually a powerful and cunning dragon in disguise.
  9. D10=9:At night, a beautiful moonlit maiden can be seen dancing on the surface of the lake. Legend says that she is actually a water nymph who has been trapped by a powerful curse and can only be freed by a kiss from a true love. The party may attempt to break the curse and free the nymph or try to capture her for their own gain.
  10. D10=10:The distant cries of gulls are heard over the water.

d100 = 63

  1. D10=1:On a nearby island, a group of cultists are performing a dark ritual to summon a powerful demon. The players must stop them before it's too late.
  2. D10=2:A young couple is sitting on the shore, kissing. If the players approach, they will quickly get up and run away.
  3. D10=3:The remnants of an old stone bridge jut out into the water.
  4. D10=4:A group of wandering minstrels appear on the shores of the lake, singing and playing instruments. They offer to perform for the players and to teach them a new song that can have magical effects when played.
  5. D10=5:You come across a small island on the lake that is inhabited by a group of peaceful druids. They have created a serene and harmonious community, living in harmony with nature. They offer the players food and water and may even provide them with blessings or magical help if they are respectful and kind.
  6. D10=6:A garland of flowers floats serenely on the surface.
  7. D10=7:A lone swan glides gracefully across the water.
  8. D10=8:A mysterious creature rises out of the water, its body made entirely of water and mist. It will communicate with the players telepathically and offer to grant them one wish if they can complete a task for it. However, the task may not be as simple as it seems.
  9. D10=9:A giant turtle swims to the surface with a small island on its back. On the island is a wizard's tower, inhabited by a powerful but eccentric wizard who is researching the effects of the lake's magical waters. He may offer the players a reward for helping him with his experiments.
  10. D10=10:A group of young adventurers from a nearby village have set up a makeshift diving platform on the edge of the lake. They challenge the party to a diving competition, with a prize of a magical stone rumored to grant its bearer temporary water-breathing abilities. The competition is intense, as the villagers are skilled divers who know the lake inside and out.

d100 = 64

  1. D10=1:Lush grass grows right up to the water's edge.
  2. D10=2:An old fisherman is sitting on the shore of the lake and he is obviously very sick. He has been ill for some time now, and although he is trying to get better, he is not able to. He is looking for help and is asking for any visitors who are willing to help him to find his missing son, who disappeared two days ago.
  3. D10=3:A man is fishing in a small boat. He will offer players fish if they help him catch some. He is a con man, and if the players give him any gold, he will rob them blind and leave them in a sinking boat in the middle of the lake.
  4. D10=4:Emerging from the water with a splash, a group of 2d4 sahuagin scouts scrutinizes intruders. They are far from their oceanic domain, possibly seeking something of great value beneath the lake's depths.
  5. D10=5:A group of 3d4+3 bandits are hiding out on the shore, waiting for a merchant to pass by. They plan on robbing the merchant and taking his horse and money.
  6. D10=6:A woodpecker’s rhythmic tapping echoes from a nearby tree.
  7. D10=7:A dock with a quaint rowboat invites to explore the lake.
  8. D10=8:The cries of night birds echo across the lake.
  9. D10=9:The party comes across a mysterious figure standing on the water's edge. As they get closer, they see that the figure is actually standing on a giant turtle shell. The figure introduces himself as the Turtle King and has a quest for the party to retrieve a magical item from the bottom of the lake. In return, he promises to grant them a favor in the future.
  10. D10=10:You find a half-buried treasure chest with nothing inside.

d100 = 65

  1. D10=1:A group of people practice yoga on a lakeside platform.
  2. D10=2:A group of young couples are walking by the shore of the lake, holding hands and laughing together as they pass by the players' campfire.
  3. D10=3:A group of young boys are crying over the body of their dead father, who has been murdered by a group of bandits. The players can choose to help the boys by attacking the bandits, or they can choose to ignore the boys and continue on their way.
  4. D10=4:Kids skipping stones alert the players to aggressive 1d8 kuo-toa fishmen who emerge from the lake’s coast with wild, fanatical eyes and tribal trinkets.
  5. D10=5:A family sits around a campfire telling stories.
  6. D10=6:A woman is washing her clothes in the water. She is running out of soap and needs money for more soap. She says if the players help her, she will repay them with a kiss.
  7. D10=7:The party comes across a group of naiads, who offer to guide them through a dangerous part of the lake in exchange for a rare herb they need for a ritual. During the journey, the party will face challenges such as strong currents and dangerous whirlpools, but the naiads will use their powers to help them.
  8. D10=8:A school of fish moves in synchronized patterns.
  9. D10=9:A golden swan softly calls with songs of hope. Answering it reveals 1d4+2 blackened wraiths bound to dark magic, seeking redemption or unaware foes.
  10. D10=10:As the party walks along the shore, they see a small, humanoid creature struggling to pull a large box out of the water. It is a trapped nixie who is trying to retrieve its treasure box that has been stolen by a group of mischievous sprites. The party can choose to help the nixie or try to retrieve the treasure for themselves.

d100 = 66

  1. D10=1:A child's rubber duck floats, forgotten, by the shore.
  2. D10=2:The peal of church bells from a nearby village.
  3. D10=3:You hear a faint sound of music coming from a nearby cave. Upon investigation, you find a group of mermaids sitting around a firepit, singing and playing instruments. They invite the players to join in their music and enjoy a feast of underwater delicacies. However, after a while, the players realize that the mermaids are actually luring them to their underwater lair to be sacrificed to their sea god.
  4. D10=4:At the water’s edge, 2d4 kelpies lurk, looking like harmless seaweed to ensnare the unwary into their grasp, pulling them into deep water.
  5. D10=5:A giant water slide emerges from the lake, inviting the players to take a thrilling ride down into the depths. But beware, there may be dangerous creatures or obstacles along the way.
  6. D10=6:A group of children are playing a game of tag at the edge of the water. They will run away if players approach them.
  7. D10=7:A group of 1d6 goblins are caught in a net on the shore. They were trying to catch some fish, but they ended up being the ones caught. They will try to bargain with the party, offering them information about a nearby bandit camp in exchange for their freedom.
  8. D10=8:A bird watcher with a telescope observes the local wildlife.
  9. D10=9:You find an intricately crafted stone skipping across the water.
  10. D10=10:The distinct hum of cicadas fills the air.

d100 = 67

  1. D10=1:The scent of flowering reeds fills your senses.
  2. D10=2:The party sees a group of fey creatures playing a game on the shore of the lake. If the party joins in, they must use their wits and skills to defeat the clever and mischievous fey. If they win, they will be granted a powerful blessing or a magical object.
  3. D10=3:The party sees a large, shimmering object submerged in the middle of the lake. Upon closer inspection, they realize it's a giant magical pearl. However, it is guarded by a group of 1d6 sahuagin who will do anything to protect it and may even try to recruit the party to help them fight their enemies.
  4. D10=4:A picnic basket set out under a shady tree.
  5. D10=5:A deer cautiously steps into the shallow water for a drink.
  6. D10=6:The players come across a peculiar creature who seems to be part duck and part cat. It leads them to a hidden cave filled with rare treasures and asks them to take one item as a gift for helping it find its lost hybrid children.
  7. D10=7:Players stumble upon remains of a magical ritual circle attracting 3d6 water mephits leading to a lake's dark depths, where a lover's ghost seeks vengeance.
  8. D10=8:The call of a nearby owl breaks the stillness.
  9. D10=9:A group of men and women are discussing how to catch fish without using a rod or a net. They say it's possible if you know how to do it, but they can't figure out how to do it no matter how hard they try.
  10. D10=10:A flock of swans float peacefully on the lake, but upon closer inspection, the players realize they are actually shape-shifting dragons basking in the sun. They could offer the party a deal or a challenge.

d100 = 68

  1. D10=1:A man is standing on top of a hill, looking out over the lake. He tells the party that he has been watching for hours and has seen nothing unusual happen in the lake. If the players press him for more information, he will tell them about the previous encounter that happened here. He is an ex-soldier who is looking for work as a bodyguard, and he has decided to make this lake his watch post for potential clients that might need his services.
  2. D10=2:A group of fishermen are sitting on the dock, talking about their day at work. They talk about the types of fish they caught that day, bad catches, and the best catches they ever had and laugh about them before heading off to go fishing again.
  3. D10=3:A group of 2d6+2 dwarves are fishing in a small boat. They are members of a nearby dwarven tribe. They are fishing for food and are planning to trade their catch for metal weapons and metal armor.
  4. D10=4:You see a man with a fishing pole, but he isn't fishing. He is using his fishing pole to try to catch a passing cloud.
  5. D10=5:Floating on a small boat in the middle of the lake is a bard, singing songs and playing his lute. He may be a traveling bard or a cursed soul doomed to spend eternity on the lake.
  6. D10=6:A group of farmers are using the lake as a water source for their crops. They are in the process of damming the lake to increase the water flow to their fields. They are opposed by a group of elves who want the water for their own village.
  7. D10=7:A group of fishermen are struggling to catch any fish from the lake. Upon investigation, the players discover that a water elemental has been causing the fish to disappear.
  8. D10=8:You find remnants of an old pier, now a gathering place for birds.
  9. D10=9:An exotic bird briefly lands nearby, its plumage stunning.
  10. D10=10:A group of fishermen are sitting along the shoreline, talking about their night's catch and how they plan on preparing it for dinner that night.

d100 = 69

  1. D10=1:A small waterfall feeds into the lake from a nearby stream.
  2. D10=2:A tiny crab scuttles away as you walk by.
  3. D10=3:A group of drunk dwarves are singing songs about their adventures in the mines. They look like they're having a good time and they're quite loud.
  4. D10=4:A lone horse trots by the shore, its rider enjoying the peaceful scene.
  5. D10=5:As the players approach the lake, they notice a human child struggling and about to drown. Upon rescuing him, they learn that the child is cursed, imparted with an ancient affliction that spreads to any who come into contact with him. The longer they hold the child, the more visible the black veins of the curse appear on their bodies, requiring immediate medical intervention or purification within 30 minutes to avoid permanent transformation into one of the lake's monstrous residents.
  6. D10=6:A group of 1d4+4 men are fishing off a small raft in the middle of the lake. They are having a contest to see who can catch the most fish. If players join in, they will give each player one fish per round they fish with them. The men are good friends and are always competing.
  7. D10=7:The moonlight path on the water seems almost tangible.
  8. D10=8:A group of gnomes are having a fishing competition on the lake. They invite the players to join and compete against them. The winner will receive a magical fishing rod that can catch any type of fish.
  9. D10=9:The distant cries of gulls are heard over the water.
  10. D10=10:The party comes across a strange fog that seems to be coming from the lake, but it doesn't dissipate even when the wind blows. If they venture into the fog, they will encounter a powerful sea hag who has been controlling the fog to lure and drown travelers. The party must defeat her and break her hold on the fog.

d100 = 70

  1. D10=1:A group of werewolves are seen drinking from the lake. If the players approach, the werewolves may ask them for help in finding a cure for their cursed condition. But can they trust the werewolves' intentions?
  2. D10=2:A group of pixies are flying above the lake, playing pranks on each other and anyone who comes near. One of them accidentally turns the players into frogs as a joke and they must find a way to reverse the spell before they become permanent frog people.
  3. D10=3:A herd of 1d4 unicorns come to the lake to drink and bathe. If the party is respectful and does not harm them, the unicorns may allow them to ride on their backs and take them to a nearby magical spring. But if the party is aggressive, the unicorns will use their powerful healing magic to defend themselves.
  4. D10=4:Milfoil wafts lazily in the current near the shore.
  5. D10=5:The party sees a group of sirens sitting on the rocks, combing their long hair and singing a beautiful, hypnotic melody. They may try to lure the party into the water with promises of treasure and riches, but beware, for they are known to drown unsuspecting travelers.
  6. D10=6:A powerful wizard appears by the lake, claiming to be on a quest to find a rare, magical herb that only grows in the lake's waters. However, they are actually a fraud and are using the herb to cast illusions on unsuspecting travelers for their own personal gain. The party must uncover their true intentions and stop them before they cause any harm.
  7. D10=7:Bright orange koi fish swim near the shore.
  8. D10=8:A hag offers to trade information with the players, but in exchange, she asks for a vial of their blood. The players must decide if the information is worth the cost.
  9. D10=9:A group of 2d6 giant eels are swimming in the lake, looking for prey to eat
  10. D10=10:The party sees a flock of giant birds flying over the lake and they appear to be heading towards a far-off mountain. If the party decides to follow them, they may find a hidden nesting ground full of valuable eggs and feathers. However, the birds are fiercely protective and won't hesitate to defend their territory.

d100 = 71

  1. D10=1:The party spots a shipwreck half submerged in the lake. Upon closer inspection, they find it to be filled with treasure and cursed relics.
  2. D10=2:A group of bards are performing an epic song about a powerful lake monster that resides in the depths. However, they may have some more sinister motives for sharing this tale with the players.
  3. D10=3:As the players are walking along the shoreline, they come across a giant whirlpool in the middle of the lake. In the center of the whirlpool is a large, floating island with a castle perched on top. Curiosity may lead the players to explore the castle, but they must beware of the powerful sorcerer who resides there and the deadly traps that he has set.
  4. D10=4:The sudden splash of a diving bird startles you.
  5. D10=5:A mysterious creature rises out of the water, its body made entirely of water and mist. It will communicate with the players telepathically and offer to grant them one wish if they can complete a task for it. However, the task may not be as simple as it seems.
  6. D10=6:As the party sets up camp on the shore of the lake, they are approached by a group of werewolves. The werewolves promise to leave the party alone if they can find and retrieve a rare herb that can cure their curse. But the herb is guarded by a powerful witch who may not give it up so easily.
  7. D10=7:The presence of an old mill adds historical charm.
  8. D10=8:You find a perfectly smooth skipping stone, urging you to test its bounce.
  9. D10=9:The players catch a glimpse of a majestic creature swimming in the depths of the lake. Upon closer inspection, they realize it is a magical underwater unicorn, but it is wounded and needs their help to remove a spear that is lodged in its side.
  10. D10=10:The players see a group of people walking on the surface of the lake. Upon closer inspection, they are actually water elementals disguised as humans.

d100 = 72

  1. D10=1:A friendly dispute between 2d6 grung bands erupts near the lake’s lily pads. Diplomacy, intimidation, or joining one side could ensure the party secures an amphibian alliance.
  2. D10=2:The distinct smell of fresh pine needles.
  3. D10=3:A group of hunters are sitting around a campfire. They will ask the players to help them track down their prey.
  4. D10=4:An elegant swan lands on the lake, transforming into a swanmay who is looking for a lost magical artifact. She seeks the players' assistance for a quest.
  5. D10=5:As the players are taking a rest by the lake, they hear the sound of beautiful singing. If they investigate, they will find a group of mermaids who have been enchanted by a siren to lure travelers to their lair. The players can choose to free the mermaids from the siren's enchantment or fight the siren.
  6. D10=6:Glimmering moonstones fall from the sky and embed themselves in the lakebed. 3d4 mermen guardians immediately rise to defend these precious treasures from surface-dwellers.
  7. D10=7:A group of elderly men are sitting around a campfire. They are telling stories of the past. One of them will mention the name 'Jonathan Hemlock'.
  8. D10=8:The rustle of corn stalks nearby.
  9. D10=9:A fisherman dozes in his boat, line lazily trailing in the water.
  10. D10=10:An eagle soars high above in search of prey.

d100 = 73

  1. D10=1:A silvery dragonfly the size of a horse alights on the shore, and its landing is swiftly followed by 2d6 dangerous blink dogs phasing in and out, defending their magical territory.
  2. D10=2:The tranquil scene is shattered as a sudden whirlpool forms, revealing a portal from which 2d8 hungry water weirds surge forth.
  3. D10=3:A dragonfly buzzes around, occasionally landing on reeds.
  4. D10=4:At dusk, 1d4+2 naiads float gently on the lake surface, singing bewitching songs that call adventurers closer. Their enchantment conceals an ambush by 1d6 giant eels lurking below.
  5. D10=5:The players come across a group of faeries frolicking on the shore of the lake. They are delighted to see the players and invite them to join in their revelry. However, the players soon realize that the faeries are actually trying to distract them while their leader, an evil faerie queen, steals items from their bags.
  6. D10=6:A group of goblins have set up a trap on the shoreline to catch unsuspecting travelers. However, the trap has backfired and caught a group of griffins instead. The goblins are too afraid to approach the griffins, and the party must choose to either help the trapped creatures or leave them to their fate.
  7. D10=7:Players see a mysterious figure standing at the edge of the lake, completely still and staring out into the water. Upon closer inspection, it turns out to be a beautifully crafted statue of a mermaid.
  8. D10=8:A beautiful water nymph emerges from the lake, asking for assistance in retrieving her stolen magical harp. The players must track down and confront the thief, who turns out to be a powerful sea witch.
  9. D10=9:An old fishing net is tangled in some reeds.
  10. D10=10:Thick reeds rustle, and 3d4 bullywugs leap out, croaking warnings and brandishing crude spears, ready to fend off intruders.

d100 = 74

  1. D10=1:A golden swan softly calls with songs of hope. Answering it reveals 1d4+2 blackened wraiths bound to dark magic, seeking redemption or unaware foes.
  2. D10=2:A child’s toy boat drifts near the shore.
  3. D10=3:A fisherman mutters to himself about the lack of fish.
  4. D10=4:A family of 1d8 lake trolls emerges from a hidden underwater cave, dragging nets filled with rare fish and aquatic plants. They see the party as intruders and potential food.
  5. D10=5:A local bard is sitting by a campfire, singing about an adventure in which he was almost killed by a troll but escaped due to his quick wits and magical lute.
  6. D10=6:A group of bandits have set up camp by the lake, using it as a hideout. They will try to rob and attack the players if they come too close to their territory.
  7. D10=7:A group of young boys are crying over the body of their dead father, who has been murdered by a group of bandits. The players can choose to help the boys by attacking the bandits, or they can choose to ignore the boys and continue on their way.
  8. D10=8:A dragonfly darts across the surface, skimming over the water.
  9. D10=9:An old boat left abandoned near the shore.
  10. D10=10:Picking up a few odd jobs from villagers in the area, 2d4 farmers are headed to a nearby town to sell their harvest. One of the farmers is selling a box on his wagon, wrapped in a mat and secured with rope. He refuses to tell any of the adventurers what is inside the box. If the party tries to open the box, the farmer will attack. Inside the box is 200GP in gems. If the party asks the farmer what is in the box, the farmer will tell them that it is a costume that he is going to wear for the upcoming harvest festival. He is secretly planning to rob someone by using the costume to trick them. This is why he won't tell the party what is in the box. The costume is a ribboned gnome, and it has a few charges left for its illusionary spell (it has been used in the past).

d100 = 75

  1. D10=1:A local fisherman is walking along the shoreline, looking for fish to catch. He will offer to sell players some fish if they want to buy some. He has 10 fish for sale at 1GP each.
  2. D10=2:A well-worn trail follows the edge of the lake.
  3. D10=3:A large school of 'red-finned' fish are swimming in the lake. These are actually red-finned sharks, and they will attack the party if provoked.
  4. D10=4:Facing the party is a rowing boat filled with six people, who are all on their way to an inn or tavern in a nearby village. The captain of the boat is a man in his early 50s. There is only one oar in the boat, which the captain will give one of the passengers to use. The passengers in the boat are 2d6 tourists. They are a mixture of Dwarves and Humans.
  5. D10=5:You hear a loud splash and see a mermaid diving into the lake. She offers to take the players on a ride under the water, but they must hold their breath and be prepared for any dangers they may encounter along the way.
  6. D10=6:A group of ice mephits are playing on the frozen surface of the lake. They are mischievous and may try to trick the players or challenge them to a game.
  7. D10=7:A powerful sorcerer is floating above the lake on a cloud, practicing his spells. He offers to teach the players some of his magic in exchange for a rare ingredient found in the depths of the lake. The players must dive and retrieve the ingredient while avoiding the sorcerer's traps and illusions.
  8. D10=8:A mischievous raccoon rummages through a picnic basket.
  9. D10=9:The clinking of coins from a nearby merchant.
  10. D10=10:You find an empty glass bottle with a message that’s too faded to read.

d100 = 76

  1. D10=1:A group of 2d6 men and women are singing about the nearby islands and how beautiful they are. The song is not very good and the party is likely to ignore it.
  2. D10=2:A fisherman named Merrick is fishing on the lake. He is a kind old man and will offer the players food if they ask. He has been fishing on the lake for 40 years and has never caught anything. If the players tell him they are looking for something in the lake, he will tell them to be careful. He has seen a lot of strange things in the lake over the years.
  3. D10=3:The party sees a group of 1d4 +4 giant eagles flying over the lake.
  4. D10=4:Water lilies bloom, adding vibrant colors to the scene.
  5. D10=5:A makeshift raft floats, seemingly abandoned.
  6. D10=6:Two children are skipping stones across the lake's surface.
  7. D10=7:The players come across an injured dragon, stranded on a small island in the middle of the lake. They must help the dragon heal and find its way home, while dealing with the danger of its fiery breath.
  8. D10=8:A group of 1d6 farmers are transporting a wagon full of produce to the city. After a few miles, the wagon starts to make some strange noises. If the party checks it, they will find that a small creature (such as a raccoon or a squirrel) has somehow gotten into the wagon and is eating the food that is stored in it. If the party kills it, they will find a small necklace of gems worth 50CP. The farmer will tell the party that he caught the creature stealing from his wagon, and he will give them the 30SP in exchange for its life. He will be grateful for the players help and will offer to pay them for their help with a wagon, if they ever need one.
  9. D10=9:The party sees a group of large fish swimming in the lake. No other fish are swimming in the lake.
  10. D10=10:A magical fountain appears on the shore of the lake, granting wishes to anyone who tosses a coin into it. However, for every wish granted, there is a consequence that affects the entire region.

d100 = 77

  1. D10=1:A man dressed in black is sitting by himself, just watching what goes on around him with a certain grin on his face... He will not talk to anyone, but if you talk to him he'll say he's waiting for his friends to show up... (Hint: he's an assassin sent to kill players by someone in town who thinks they're too powerful for their own good)...
  2. D10=2:Fish occasionally leap out of the water, catching insects.
  3. D10=3:A mysterious fog rolls in, making visibility difficult. Strange sounds and whispers can be heard within the fog, causing the party to question their sanity.
  4. D10=4:A mischievous raccoon rummages through a picnic basket.
  5. D10=5:The players hear a loud shrieking noise coming from the middle of the lake. As they get closer, they see a group of harpies flying overhead, their deadly claws and hypnotic voices ready to attack.
  6. D10=6:A group of men are fishing on the lake. They will ask players to leave if they see them, because they are trying to catch fish and they don't want them spooked. They will leave if players leave first.
  7. D10=7:The players spot a glimmering light in the water, and as they get closer, they realize it's a jar filled with glowing fireflies. If they take it, they will be plagued by strange dreams every night, and the fireflies will eventually lead them to a hidden underwater cave. What secrets lie within?
  8. D10=8:You discover a small grove of whispering willows near the shore.
  9. D10=9:A group of men are discussing the strange noises that have been coming from the lake at night. One of them says that he saw a large, black creature walking on the shore of the lake. He also says that he saw something flying over the lake, but he's not sure what it was.
  10. D10=10:As the party travels alongside the lake, they see a group of people crowding around a huge hole with a rope ladder leading down. If they investigate, they will find a goblin's secret hideout filled with stolen goods. The goblins will try to bribe the party to let them go, but if they refuse, a goblin warband will appear and attack.

d100 = 78

  1. D10=1:A group of mermaids asks for the players' help in retrieving a stolen artifact that was taken by a group of pirates. In exchange, they offer to help the players breathe underwater for a limited time.
  2. D10=2:Canoes are neatly stored on a pair of racks.
  3. D10=3:As the party walks along the shore, they see a group of dazed-looking villagers standing waist-deep in the water, seemingly oblivious to their surroundings. A water nymph has been charming them and using them as her personal servants. The party must break the charm and defeat the nymph to save the villagers.
  4. D10=4:You notice a peculiar rock formation resembling a serpent’s head.
  5. D10=5:A group of humans are fishing in the lake. They are fishing for trout. They are members of a local bandit clan. They will try to rob the players.
  6. D10=6:A mother teaches her child how to fish.
  7. D10=7:The party sees a large, glittering fish jumping out of the water. If they try to catch it, they will uncover a magical pond hidden underwater. The pond can heal any wounds or cure any ailments. But beware, the fish may lead the party into a dangerous and deep underwater cave system.
  8. D10=8:A family of rabbits scampers close by.
  9. D10=9:A group of people are fishing from the shore of the lake. One of them catches something big. They pull it onto shore and see it's a dead body. It's the body of a local nobleman who was murdered by his wife and thrown into the lake.
  10. D10=10:You find a small brass key in the sand.

d100 = 79

  1. D10=1:A swan's nest full of eggs is tucked away in some reeds.
  2. D10=2:A group of knights in shining armor ride through the lake on majestic hippocampi, searching for a legendary sword that is said to be hidden at the bottom of the lake. However, they are also being pursued by a group of sea hags who want the sword for themselves. The party can choose to help the knights or side with the sea hags.
  3. D10=3:A storm suddenly hits the lake, causing waves to crash against your boat. Amidst the chaos, you see a lone figure struggling to stay afloat in the water. It turns out to be an escaped prisoner who was being transported on a boat that capsized in the storm. The party must decide whether to rescue the prisoner or let them fend for themselves.
  4. D10=4:A floating log catches your eye; it's actually a basking turtle.
  5. D10=5:Fishermen in a small boat are trying to catch their daily haul.
  6. D10=6:A group of old men and women are sitting around a campfire. They are telling stories about the area. One of them will mention a strange creature that lives in the lake near their village. The creature is a large reptile that has large teeth and scales that are black as night. The creature doesn't like trespassers in its territory.
  7. D10=7:A group of fishermen are struggling to catch any fish from the lake. Upon investigation, the players discover that a water elemental has been causing the fish to disappear.
  8. D10=8:A group of teenagers are playing a game of catch by the shore.
  9. D10=9:A heron stands on one leg at the edge of the water.
  10. D10=10:A ghostly figure of a woman can be seen walking on the lake's surface at night. If approached, she will tell her tragic story of how she drowned in the lake many years ago, and then she will disappear into the water.

d100 = 80

  1. D10=1:Vibrant, fluttering flags mark a popular fishing spot.
  2. D10=2:A group of men are sitting along the shoreline, talking about how they need to catch more fish for their families. One of them says, 'I bet I can catch more fish than you!' Another one laughs and says, 'You're on!'
  3. D10=3:As the party rests by the lake, they notice a group of 1d4 beautiful mermaids lounging on some rocks. They are singing and combing their hair, but when they see the party, they quickly dive back into the water in fear and do not resurface.
  4. D10=4:A group of wild elves are having a picnic by the lake. They invite the players to join them and share their food and stories. However, as soon as the players sit down, they realize that the elves have lured them into a trap and they must fight for their lives against the skilled archers and trackers.
  5. D10=5:A group of 1d4+2 women are scrubbing the dirt and mud off their clothes. They are doing so because they fall into the lake when they were walking by the lake on their way to go shopping or visit a friend.
  6. D10=6:A group of 2d6 ogres are trying to capture two men with the same face. One of them has blue eyes, the other has red eyes.
  7. D10=7:As the party sets up camp near the lake for the night, they feel a presence watching them. When they investigate, they find a spirit of a drowned villager who appears to be trying to communicate with them. They will have to decipher the message and decide whether to help the spirit find peace or leave it be.
  8. D10=8:An old man recounts tales of the haunted lake.
  9. D10=9:A freelance fisher brings rumor of 1d6 giant lake leeches, oddities infamous for their mana-draining bites that litter the lakebed.
  10. D10=10:A lone ogre is sulking by the lake, looking forlorn and sad. If the players approach him, they will find out that he is simply misunderstood and has a love for poetry. He may offer to recite a poem for the players or even share some of his treasure with them.

d100 = 81

  1. D10=1:A man named Henry is standing on the shore of the lake. He is holding a torch and is calling out to any passing ships. He will ask passing ships to help rescue his wife and children, who are stranded on a small island in the middle of the lake. The island is actually an illusion cast by a group of fey who are luring ships to crash on their island so they can plunder them.
  2. D10=2:A rustic waterwheel turning steadily.
  3. D10=3:A woman named Violet wants players to help her pick some flowers for her anniversary with her husband, who works for a local merchant named Henry who owns a general store nearby and is looking for new suppliers of cheap goods to sell at his store. She says Henry's prices are too low already, but she knows his suppliers keep him in business since he sells so much because nobody else will compete with him on price alone. Henry has been known to pay quite well for goods if players ever want to do any side quests or earn some extra money to buy better equipment while they're here in town. She says Henry has a big black beard and always smiles when she comes into his shop to sell her flowers.
  4. D10=4:A group of children are playing by the lake. They will ask the players if they can join them in their adventures.
  5. D10=5:A group of werewolves are seen drinking from the lake. If the players approach, the werewolves may ask them for help in finding a cure for their cursed condition. But can they trust the werewolves' intentions?
  6. D10=6:A gentle brook flowing into the lake.
  7. D10=7:As the party walks along the shore, they see a group of dazed-looking villagers standing waist-deep in the water, seemingly oblivious to their surroundings. A water nymph has been charming them and using them as her personal servants. The party must break the charm and defeat the nymph to save the villagers.
  8. D10=8:A group of 2d6+2 humans are fishing in a small boat. They are members of a nearby human tribe. They are fishing for food and are planning to trade their catch for metal armor.
  9. D10=9:Two old men are sitting on a bench, talking about their day and their plans for the future.
  10. D10=10:The players see a giant water slide jutting out from the side of a hill, with a group of excited kids sliding down into the lake. If the players join in, they realize that the slide is enchanted and they are transported to a different dimension filled with dangerous water-based creatures. They must find their way back to the real world before they become trapped forever.

d100 = 82

  1. D10=1:The party hears a mournful sobbing coming from the lake. Upon investigation, they see a group of 1d4 water nymphs trying to rescue a young human woman from drowning. The party must defeat the water hags who have been using their magic to manipulate the woman and drag her into the depths. The nymphs will be grateful and may offer to guide the party to a nearby hidden cove filled with treasures.
  2. D10=2:A lone canoe drifts by, steered by a solitary paddler.
  3. D10=3:The hum of a sewing machine through an open window.
  4. D10=4:A group of 1d6+2 lizardfolk are performing a ritual by the lake, worshipping their god of water. They will not harm the players unless they interrupt the ritual, but they may offer to share their knowledge of the lake and its magical properties.
  5. D10=5:A group of hippogriffs is drinking from the lake. If the players approach them calmly, they may allow the party to ride them across the lake to get to the other side. However, any sudden movements or hostile actions may spook them and result in a dangerous ride.
  6. D10=6:The still waters suddenly ripple violently, parting to reveal a monstrous 1d6+1 hydra thrashing about, seeking to defend its aquatic lair.
  7. D10=7:A traveling circus has set up camp by the lake and is inviting travelers to see their show. However, the circus owner is actually a powerful hag who has been kidnapping villagers and turning them into animals for her performances. The party must stop her and free the trapped villagers.
  8. D10=8:A male elf is sitting along the shoreline, sobbing quietly to himself. He is holding a bottle of wine and is clearly upset about something. He will tell the party that he was in love with a female elf who was killed by a group of bandits while they were traveling through the area. He will ask the party to help find their remains so that he can give her a proper burial.
  9. D10=9:The faint outline of a rainbow arcs over the lake.
  10. D10=10:The party discovers a group of 1d4 selkies trying to hide from a nearby group of aggressive kuo-toa. The selkies will plead for the party's help and may offer them some valuable trinkets in exchange for their assistance.

d100 = 83

  1. D10=1:Someone left a sandcastle masterpiece on the shore.
  2. D10=2:A dragon has taken up residence on one of the small islands in the lake. It has been terrorizing nearby villages, and the locals have put out a call for brave adventurers to defeat the dragon and claim the treasure it has been hoarding.
  3. D10=3:The water in the lake is very cold, and a large iceberg is floating in the middle of the lake. It looks like a large, floating island.
  4. D10=4:A group of elven fishermen are trying to catch fish and they are in a boat with snagged nets.
  5. D10=5:A giant tentacle suddenly emerges from the lake and grabs hold of one of the party members. It belongs to a kraken who demands tribute before releasing their comrade. The tribute can be an item of value or a task they must complete.
  6. D10=6:Suddenly, the water in the lake begins to bubble and churn. A large tentacled monster emerges from the depths, attacking everything in its path. The monster is actually a disguised druid who was trying to scare off people from polluting the lake. If the party can defeat him, he will give them a powerful trident as a reward.
  7. D10=7:A group of humans are fishing in the lake. They are fishing for trout. They are members of a local bandit clan. They will try to rob the players.
  8. D10=8:Players notice that there is a large amount of birds circling above the lake. If players look closer, they will see that the birds are carrying something in their beaks. It looks like they are carrying bread crumbs. Players can follow the birds and discover a hidden cave where an old wizard is hiding from his evil brother, who has been trying to kill him for years. The old wizard is an expert at making bread and has been feeding the birds to keep them from attacking him. He will offer the party some bread and ask them to kill his brother for him.
  9. D10=9:The party comes across a group of fishermen who are struggling to pull out a giant fish they've caught from the lake. As they offer to help, they realize that the fish is not a fish at all, but a talking catfish who was polymorphed by a powerful wizard. The catfish offers to grant the party one wish in exchange for its freedom.
  10. D10=10:The players come across an injured dragon, stranded on a small island in the middle of the lake. They must help the dragon heal and find its way home, while dealing with the danger of its fiery breath.

d100 = 84

  1. D10=1:A group of giant snapping turtles have taken over a small island in the lake, making it difficult for anyone to pass through. The players must find a way to get past the turtles or defeat them.
  2. D10=2:The players find a strange, magical boat that has washed up on shore. It can transport them to any location in the lake, but they must solve a riddle to figure out how to control it.
  3. D10=3:A group of 2d4+4 bandits are camped out at the edge of the lake, cooking dinner and cleaning their weapons and armor. They are looking for an easy mark to rob and kill.
  4. D10=4:Deep drums roll ominously as 3d6+3 goblins paddle crude rafts towards the shore, shouting war cries and seeking to raid for supplies and captives.
  5. D10=5:A group of fishermen are sitting around a campfire, drinking wine while they talk about how the fishing has been good lately. One of them has an old sea dog tattoo on his forearm.
  6. D10=6:A group of 2d4+2 merchants are transporting goods to the next town. They are in a hurry because they want to get there before the prices increase. They are willing to pay a little extra to get there quickly.
  7. D10=7:A flock of geese honks loudly as they take flight.
  8. D10=8:A small party will be singing songs together with lutes, flutes, and harps. They are all female. The range from 18 to 25 years of age. They're Sirens. For 1d6 cp the party will let you join them and have a drink or two. If they like your songs or stories they'll pay you more. They'll also tell you any gossip they've heard. They've heard that the Lady of Lake Grumpus just died. A band of bandits have taken over her castle. The bandits don't seem to be causing any trouble at the moment.
  9. D10=9:A small bandit camp set up on the side of the road with 3d4 bandits inside, no one notices as long as players don't get too close or try to attack or steal from them, the bandits won't do anything unless attacked first, then attack back with their rusty swords and hand axes - then run away into the woods and hide again if need be
  10. D10=10:A man is sitting along the shoreline, fishing. He looks up and asks, 'You want to go fishing?'

d100 = 85

  1. D10=1:A group of young women are sitting around the lake, talking about their day and their plans for the future.
  2. D10=2:You spot a group of pirates robbing a merchant ship on the lake. The party can choose to intervene and stop the pirates or join in on the plundering. But be careful, the merchants may offer a handsome reward for their rescue, but the pirates may not take kindly to betrayal.
  3. D10=3:A group of werewolves are seen drinking from the lake. If the players approach, the werewolves may ask them for help in finding a cure for their cursed condition. But can they trust the werewolves' intentions?
  4. D10=4:A couple is sitting next to a bonfire, holding hands and talking to each other. They are talking about how they met at the lake. They were swimming in the lake, and they were rescued by the other person.
  5. D10=5:You see a group of 1d20+5 men who are wearing robes and chanting strange words while walking around in circles and making strange motions with their hands. They are casting a spell to summon a powerful spirit that will protect the town from invaders and thieves for one year and one day before vanishing into the astral plane.
  6. D10=6:The party sees a group of fey creatures playing a game on the shore of the lake. If the party joins in, they must use their wits and skills to defeat the clever and mischievous fey. If they win, they will be granted a powerful blessing or a magical object.
  7. D10=7:A young couple is having a romantic picnic by the lake when a group of giant frogs come and disrupt their moment. The couple begs the players for help in getting rid of the frogs.
  8. D10=8:Skeletal remains of a long-dead shipwreck are visible in the shallows.
  9. D10=9:A group of 1d4 dwarves are sitting around a campfire near the shore of the lake. They are talking about their latest mining expedition and the treasures they found and lost during the expedition.
  10. D10=10:A small boat with a gnome at the helm suddenly appears out of thin air in the middle of the lake. The gnome seems disoriented and confused, asking the party where he is and how he got there. It is up to the party to figure out how to get the gnome back to where he came from.

d100 = 86

  1. D10=1:An exotic bird briefly lands nearby, its plumage stunning.
  2. D10=2:A thin rope bridge spans a narrow part of the lake.
  3. D10=3:A rainbow trout leaps out of the water, showing off its colors.
  4. D10=4:A sleepy toad rests unnoticed on a lily pad.
  5. D10=5:An arc of stepping stones leads into the water.
  6. D10=6:You find the remains of an ancient bonfire, long since cold.
  7. D10=7:The party comes across a magical shrine dedicated to the goddess of the lake. Inside, they see a shimmering figure of a beautiful mermaid, and she offers them a powerful but dangerous quest to appease her.
  8. D10=8:Foul water rises and 2d4 fresh water sharks attack the party.
  9. D10=9:A school of small fish darts around near the shore.
  10. D10=10:Tiny fish nibble at your toes if you step into the water.

d100 = 87

  1. D10=1:A giant clam washes up on the shore of the lake, its mouth filled with glittering pearls and other valuable treasures. However, the clam is guarded by a group of fierce sea creatures who see it as their treasure and will not let the party take it without a fight.
  2. D10=2:A family of beavers busily repairing their dam.
  3. D10=3:You come across a group of lizardfolk bathing in the lake. They are known for their excellent armor-making skills and may offer to trade some of their armor with the players.
  4. D10=4:A group of men are discussing the strange noises that have been coming from the lake at night. One of them says that he saw a large, black creature swimming in the lake. He also says that he saw something flying over the lake, but he's not sure what it was.
  5. D10=5:The hum of a sewing machine through an open window.
  6. D10=6:A man is walking along the lakeside, singing a song about the beauty of the lake and the surrounding countryside. He is a traveling bard who will stop and perform for anyone who wants to hear his song.
  7. D10=7:A group of drunken dwarves are sitting on the shore, singing about their exploits.
  8. D10=8:The party is approached by a group of goblins who claim to be peaceful and just looking for a new home. However, they are actually spies for a nearby goblin king who wants to expand his kingdom and is sending them to gather information on potential threats. The party must decide whether to trust the goblins or turn them away and potentially face the wrath of the goblin king.
  9. D10=9:You hear the gentle creak of a dock as it sways with the water.
  10. D10=10:A powerful sorceress resides on a small island in the middle of the lake, surrounded by a magical barrier. She has been studying the lake for many years and has a vast knowledge of its secrets. However, she is also highly paranoid and will not let anyone onto her island without proving their worth. The party must complete a series of magical challenges to gain her trust and potentially gain valuable information or magical items from her.

d100 = 88

  1. D10=1:A beautiful underwater city suddenly rises to the surface of the lake, and its inhabitants, the merfolk, invite the players to explore their civilization. However, they soon discover that the merfolk are being controlled by a powerful mind flayer who uses them to lure unsuspecting adventurers into his lair to feed on their brains.
  2. D10=2:An elegant swan lands on the lake, transforming into a swanmay who is looking for a lost magical artifact. She seeks the players' assistance for a quest.
  3. D10=3:A group of humans row by in a boat. They are part of a group of mercenaries who are on their way to join the war between the elves and the dwarven kingdom.
  4. D10=4:The smell of roasted marshmallows drifts from a campfire.
  5. D10=5:Not all who navigate the lake do so in above-water realms: 1d8 shadows dim the moonlight along the bank, these dark reflections thrown from the spectral realm by an accidental rift elsewhere.
  6. D10=6:Evidence of an unknown civilization lies encrusted within a foul-smelling algae bloom teeming with 1d12 aldani, the lobsterfolk mystics foretelling future omens and ancient prophecies born of decayed lines and underwater brothers celebrating an ancestral rite, directly imploring new arrivals for assistance.
  7. D10=7:A woman is washing her clothes in the water. She is running out of soap and needs money for more soap. She says if the players help her, she will repay them with a kiss.
  8. D10=8:A group of men fishing in the lake will tell you that they caught a strange creature in their fishing net. The men will ask you to help them pull the creature out of their net. Inside the net is a small black goblin with a bloody mess where its nose should be. The goblin will ask you not to hurt it and will follow you around like a lost puppy for the rest of the day. If you feed it or give it alcohol, it will follow you for life. If you kill it, you will have a small horde of goblins hunting you down for the rest of your life.
  9. D10=9:The party meets an old hermit on the shore who claims to have a magical potion that can grant eternal youth. But first, they must prove their worth by completing a series of difficult tasks.
  10. D10=10:A group of friends laughing and playing cards.

d100 = 89

  1. D10=1:The occasional plop of falling leaves into the water.
  2. D10=2:The players see a beautiful mermaid lounging on a rock, singing a hauntingly beautiful song that seems to put them in a trance. She offers them a deal – if they help her retrieve a lost treasure from the bottom of the lake, she will grant them one wish each. But be careful, as she may have ulterior motives.
  3. D10=3:The setting sun paints the horizon in hues of red and gold, reflected perfectly in the lake.
  4. D10=4:The party comes across a mysterious figure standing on the water's edge. As they get closer, they see that the figure is actually standing on a giant turtle shell. The figure introduces himself as the Turtle King and has a quest for the party to retrieve a magical item from the bottom of the lake. In return, he promises to grant them a favor in the future.
  5. D10=5:An impressive castle is reflected perfectly in the mirror-like water.
  6. D10=6:Players hear a man singing: 'In Westfall, you will find, The finest food around! Westfall! Westfall! Westfall!' Then the song continues: 'But if you want to stay alive, You better not go there alone!'
  7. D10=7:A large, rust-covered metal cube is floating in the middle of the lake. As the players approach, they see a small hatch open and a gnome pops out, surprised to see them. He explains that he was testing his new invention, a submergible cube, but it seems to have malfunctioned. He asks the players for their help in fixing it.
  8. D10=8:A small flock of migrating birds rests by the lake.
  9. D10=9:The players stumble upon a small island in the middle of the lake, covered in mysterious ruins. As they explore the island, they find themselves transported to a time long ago, where they must help a group of ancient warriors defeat a powerful sorcerer in order to return to their own time.
  10. D10=10:A garland of flowers floats serenely on the surface.

d100 = 90

  1. D10=1:A small bandit camp set up on the side of the road with 3d4 bandits inside, no one notices as long as players don't get too close or try to attack or steal from them, the bandits won't do anything unless attacked first, then attack back with their rusty swords and hand axes - then run away into the woods and hide again if need be
  2. D10=2:Glacial shards surfacing from the lake reveal 1 frost salamander which demands the return to its frozen kingdom while freezing the area around.
  3. D10=3:A group of children are selling flowers near the lake. Their mother brought them here from another city hoping to sell them at a higher price than she could in her own city.
  4. D10=4:As you sail through the lake, you see a giant statue of a dragon perched on a small island. It is surrounded by offerings and sacrifices from villagers who believe it will protect them from a real dragon that resides in the lake. The party must decide whether to believe the villagers' superstitions or discover the truth about the statue and the dragon in the lake.
  5. D10=5:A massive whirlpool suddenly appears in the middle of the lake, pulling everything towards its center. As players struggle to escape its grasp, they see that at the bottom of the whirlpool lies a sunken ship, rumored to be filled with treasures beyond imagination. Will players risk their lives to retrieve the treasure or escape while they still can?
  6. D10=6:A group of bandits have set up camp by the lake, using it as a hideout. They will try to rob and attack the players if they come too close to their territory.
  7. D10=7:Elsewhere in the placid expanse, whirlpools spin to life from an unseen source riddled with 2d6 minor water weirds—their purpose: to safeguard mineral-rich aqueducts crucial for unseen magic rituals.
  8. D10=8:A group of mermaids asks for the players' help in retrieving a stolen artifact that was taken by a group of pirates. In exchange, they offer to help the players breathe underwater for a limited time.
  9. D10=9:A group of 25 gnomes are fishing from the shore. They are casting their lines into the water and hoping for a big catch.
  10. D10=10:The party hears someone singing a song about elves and dwarves. The song is not very good and the party is likely to ignore it.

d100 = 91

  1. D10=1:Foul water rises and 2d4 fresh water sharks attack the party.
  2. D10=2:A group of men are discussing the strange noises that have been coming from the lake at night. One of them says that he saw a large, black creature walking on the shore of the lake. He also says that he saw something flying over the lake, but he's not sure what it was.
  3. D10=3:An old mill quietly hums as its wheel turns in a stream.
  4. D10=4:A giant turtle is sunning itself on a rock in the middle of the lake. Upon closer inspection, it is actually a giant tortoise with a small home on its back. The players may be able to convince it to give them a ride across the lake if they are good at bargaining.
  5. D10=5:A giant water elemental appears on the edge of the lake, causing chaos and destruction in its wake. The party must find a way to defeat or appease the elemental before it causes any harm to the surrounding towns and villages.
  6. D10=6:A curious turtle approaches, then dives away.
  7. D10=7:A beautiful, shimmering portal appears on the surface of the lake, and as players approach it, they hear the sound of crashing waves and feel the salty air on their skin. Will they take the risk and enter the portal, or stay in the safety of their own world?
  8. D10=8:You see a man walking along the shore. He is wearing a black cloak and hat and has a black whistle around his neck. As he walks, he keeps looking behind him as if he is being followed. If players talk to him he will ask them to help him get rid of some 'vampires'. He will then hand one player a small box containing 1d4 vampire teeth as he runs away.
  9. D10=9:A group of drunk revelers - a group of 6 men and 2 women - are being led by a bard. They are being led to a cave in the lake where the bard will tell them a story. They will not remember the story the next morning. It is a story about a group of adventurers who were captured by a wizard in a nearby castle. One of the adventurers is a half-orc.
  10. D10=10:You see a single lily pad floating in the middle of the lake. As you approach, you see a tiny fairy sitting on it, crying. She tells you that she lost her magic wand and needs help finding it. If the party helps her, she will grant each member a wish.

d100 = 92

  1. D10=1:Along the marshy fringes of the lake, 3d10 bullywugs have erected a crude but strategically sound encampment. They are scouting for slaves and resources to expand their dominion.
  2. D10=2:A giant clam washes up on the shore of the lake, its mouth filled with glittering pearls and other valuable treasures. However, the clam is guarded by a group of fierce sea creatures who see it as their treasure and will not let the party take it without a fight.
  3. D10=3:The lake’s bottom erupts with an array of sunken treasures gleaming within reach—but 3d6 amphibious ogres promptly emerge to guard the spoils.
  4. D10=4:You come across a large statue of a dragon on the lake's shore. It may have a hidden treasure or a curse, depending on the players' actions.
  5. D10=5:You see a group of 2d6 women who are protesting the lack of attention they are receiving in comparison to the men of the town. They are demanding equal rights and treatment with the men.
  6. D10=6:The light from a lantern illuminates a cozy lakeside hut.
  7. D10=7:A sudden gust of wind makes small waves on the surface.
  8. D10=8:A group of 1d6 goblins are caught in a net on the shore. They were trying to catch some fish, but they ended up being the ones caught. They will try to bargain with the party, offering them information about a nearby bandit camp in exchange for their freedom.
  9. D10=9:An otter swims playfully, occasionally diving below.
  10. D10=10:You sense a strange energy in the water and notice ripples appearing in the lake. Suddenly, a giant sea monster emerges from the depths and begins attacking the shore. The party must find a way to defeat the beast before it destroys everything in its path.

d100 = 93

  1. D10=1:A group of pixies is having a tea party on the shore of the lake. They invite the party to join them, but if they accept, they must pass a series of riddles and challenges to prove their worth.
  2. D10=2:A young couple is having a romantic picnic by the lake when a group of giant frogs come and disrupt their moment. The couple begs the players for help in getting rid of the frogs.
  3. D10=3:Canoes are neatly stored on a pair of racks.
  4. D10=4:A group of children are playing on the shore of the lake. One of them falls into the water and starts to drown. One of their adults runs into the water to save them, but they are dragged under by something under the water and never seen again.
  5. D10=5:A tetherball hanging lazily from a lakeside pole.
  6. D10=6:The family dog joyfully rolls in the grass.
  7. D10=7:The players hear a loud shrieking noise coming from the middle of the lake. As they get closer, they see a group of harpies flying overhead, their deadly claws and hypnotic voices ready to attack.
  8. D10=8:A group of water nymphs are having a party by the lake. They invite the players to join them, but if they do, they may get caught up in the celebrations and have a hard time leaving.
  9. D10=9:A powerful mage resides in a tower that towers over the lake. He offers to trade magical items with the party in exchange for rare creatures found in the lake, such as mermaid scales or dragon eggs. But as the party collects the creatures, they begin to realize the mage's true, sinister intentions.
  10. D10=10:The party meets a friendly group of merfolk who offer to take them on a tour of the underwater kingdom and teach them about the mysteries of the lake.

d100 = 94

  1. D10=1:A floating mansion materializes atop the lake, home to a powerful archmage and 3d4 summoned monstrosities, who might offer tutelage—or unleashing torment.
  2. D10=2:A group of children are throwing stones at an old tree stump. If players approach them, they will run away and hide behind their mothers' skirts.
  3. D10=3:The peal of church bells from a nearby village.
  4. D10=4:The party stumbles upon a beautiful siren sitting upon a rock in the middle of the lake. She beckons them to her with her enchanting song and offers them a deal - she will grant them three wishes in exchange for a precious item, such as a magical amulet or their most prized possession. The wishes may have unintended consequences and the siren may turn on the party if they try to deceive her.
  5. D10=5:A group of 2d6+2 dwarves are fishing in a small boat. They are members of a nearby dwarven tribe. They are fishing for food and are planning to trade their catch for metal weapons and metal armor.
  6. D10=6:The sound of a flute can be heard coming from a nearby cave. If the players investigate, they will find a satyr playing the flute while lounging on a rock. He will offer them a drink and tell them stories of the lake and its mysterious creatures.
  7. D10=7:A lone fisherwoman sings an ancient tune as she waits for a bite.
  8. D10=8:Mist rolls off the surface in the early morning.
  9. D10=9:2d8 waterlogged birdfolk emerge from tropical fronds by the shore, offering to guide visitors to a temple of lost wisdom submerged under centuries of silt.
  10. D10=10:Yellow wildflowers decorate the bank of the lake.

d100 = 95

  1. D10=1:A group of elves are swimming in the lake, enjoying the water and each other's company. They may invite the players to join them or challenge them to a friendly race across the lake.
  2. D10=2:The players spot a glimmering light in the water, and as they get closer, they realize it's a jar filled with glowing fireflies. If they take it, they will be plagued by strange dreams every night, and the fireflies will eventually lead them to a hidden underwater cave. What secrets lie within?
  3. D10=3:A pack of wolves is seen drinking from the lake. If the players approach them, they will realize that the wolves have been cursed by a witch and offer to help them break the curse.
  4. D10=4:The sky's orange hue reflects brilliantly during sunset.
  5. D10=5:The party sees a group of ogres attempting to cross the lake on a makeshift raft. However, the raft is not large enough to hold all of them, and they are starting to fight over who gets to stay and who has to swim. The party can choose to help them find a solution or simply watch the chaos ensue.
  6. D10=6:A group of men are fishing on the lake. They will ask players to leave if they see them, because they are trying to catch fish and they don't want them spooked. They will leave if players leave first.
  7. D10=7:While exploring the lake, the players find an abandoned temple submerged underwater. Inside, they find a powerful artifact that can only be retrieved by solving a series of puzzles and riddles left by the ancient temple's guardians.
  8. D10=8:A fisherman struggles to reel in a particularly feisty fish.
  9. D10=9:A group of 3d6+3 men with modern armor and weapons are carrying a crate of military rations. They want to sell it to players for 1d6x10 gold coins.
  10. D10=10:A group gathers around, singing old folk songs.

d100 = 96

  1. D10=1:A group of elves are fishing in the lake. They keep watch for things that might attack them. They are trying to collect fish for an upcoming festival.
  2. D10=2:The party sees a group of mermaids sunbathing on a rock in the middle of the lake. As the party gets closer, the mermaids quickly dive into the water, but one is left behind. She is injured and unable to swim. She begs the party for help, promising a reward if they can get her back to her underwater home.
  3. D10=3:A family of six takes up a position to your north. They look like they're camping.
  4. D10=4:A group of elves are swimming in the lake, enjoying the water and each other's company. They may invite the players to join them or challenge them to a friendly race across the lake.
  5. D10=5:Near a secluded cove, the party encounters 2d4 nixies, capricious water spirits who offer to bless the group with good fortune if the party can entertain them with stories or performances.
  6. D10=6:A group of fishermen are going to fish at the lake. They are planning to use small boats to fish with.
  7. D10=7:A large floating island drifts towards the shore, inhabited by a community of eccentric wizards who have created a magical oasis in the middle of the lake. They invite the players to explore their weird and wondrous homes, but beware of their unpredictable magic.
  8. D10=8:You discover a hidden trail leading away from the lake.
  9. D10=9:A chilling fog rolls across the lake, obscuring vision beyond a few feet. Suddenly, spectral sailors from a sunken ghost ship appear, dragging heavy chains and moaning cryptic warnings. The spirits beg for help retrieving their captain's compass from the lakebed within 1 hour, or they will be doomed to haunt the lake for eternity, dragging living souls into the watery abyss if their plea is ignored.
  10. D10=10:A group of 2d6 giant eels are swimming in the lake, looking for prey to eat

d100 = 97

  1. D10=1:A group of 1d8+2 goblins are camping by the lake, but they are not your typical goblins. They are peaceful and just looking for a place to rest. They will offer to share their food and stories with the players and may even become allies in future adventures.
  2. D10=2:A honeybee buzzes lazily from flower to flower.
  3. D10=3:A group of druids are performing a ritual near the lake, trying to purify the water and protect the inhabitants. However, a group of corrupted druids who have been manipulated by a dark entity interrupt the ceremony and a battle ensues. The party must help the druids defeat the corrupted ones and restore balance to the lake.
  4. D10=4:A group of 3d6 water elementals rise from the placid lake, demanding tribute from those who wish to travel its waters. The elementals may accept valuable items, or a show of skill in combat or magic to let the party pass.
  5. D10=5:Thick reeds rustle, and 3d4 bullywugs leap out, croaking warnings and brandishing crude spears, ready to fend off intruders.
  6. D10=6:A large storm suddenly brews over the lake, causing waves to crash violently onto shore. As the players seek shelter, they notice a ship in the center of the storm, being controlled by a powerful sea sorcerer.
  7. D10=7:A group of children are playing on the shore of the lake. One of them falls into the water and starts to drown. One of their adults runs into the water to save them, but they are dragged under by something under the water and never seen again.
  8. D10=8:A quaint lakeside cabin with smoke wafting from the chimney.
  9. D10=9:A mermaid is sitting near the bank of the lake, singing a beautiful song which lures victims to the lake. When enough victims reach the water, the mermaid then attacks and eats them.
  10. D10=10:A man is sitting at the end of the dock with a fishing pole in the water. He will tell players that he is fishing for fish. He will then ask them not to tell anyone about it because he doesn't want anyone else to know about his special fishing spot. If players ask him about the fish he is fishing for, he will be confused and ask what they look like.

d100 = 98

  1. D10=1:A group of fishermen are sitting on the dock, talking about their day at work. They talk about how hard it is to make a living as a fisherman and how they're considering finding other work because of how bad it's gotten since so many people are becoming farmers instead of fishermen. They talk about how prices for fish are getting so low that it's hard for them to make a living despite how hard they work.
  2. D10=2:A small boat with a peculiar-looking creature at the helm approaches the party. It introduces itself as a kappa, a mischievous water spirit from Japanese folklore. The kappa challenges the party to a game of riddles and offers a valuable prize if they can outsmart it.
  3. D10=3:A group of water elementals rise from the lake, creating a violent storm. The players must work together to calm the elementals and stop the storm from destroying the nearby village.
  4. D10=4:As the players are taking a rest by the lake, they notice a group of fairies gathering around a flower on the lakeshore. If they approach, the fairies will offer them a chance to enter their world of magic and wonder for a short time, but they must leave before the sun sets or risk being trapped in the fairy realm forever.
  5. D10=5:You come across a makeshift fishing rod, stuck in the ground.
  6. D10=6:A fisherman proudly shows off a big catch before releasing it back into the lake.
  7. D10=7:A swirling mist covers part of the lake, obscuring a pair of 2d4 kelpies. These cunning creatures aim to lure the adventurers into the water with illusions and charm spells.
  8. D10=8:An old man sits on a bench, reminiscing about the past.
  9. D10=9:A lost traveler appears near the shore, claiming to have been cursed by a witch and turned into a frog. They plead for the party's help in breaking the curse and promise to lead them to a hidden treasure as a reward.
  10. D10=10:2d8 waterlogged birdfolk emerge from tropical fronds by the shore, offering to guide visitors to a temple of lost wisdom submerged under centuries of silt.

d100 = 99

  1. D10=1:Whether by moonlight or magic, 1 kraken raises its immense body from the lake depths, threatening to engulf the entire area in its relentless pursuit of destruction.
  2. D10=2:A small child named Samuel has been missing for 3 days, and is believed to have drowned in the lake. His family is searching for him now, but they fear that he is dead or has been taken by a monster.
  3. D10=3:The distant trail of smoke from a hidden campfire.
  4. D10=4:The silhouette of a distant castle is mirrored in the lake.
  5. D10=5:A group of 1d8+1 fishermen are fishing off a small raft in the middle of the lake. They are having a contest to see who can catch the most fish. If players join in, they will give each player one fish per round they fish with them. The fishermen are good friends and are always competing.
  6. D10=6:2d4 river trolls set up commerce near a busy lake dock seeking to sell cursed items while mischievously trying to lay traps for unwitting travelers.
  7. D10=7:A group of fishermen are sitting on the dock, talking about their day at work. They talk about the types of fish they caught that day, bad catches, and the best catches they ever had and laugh about them before heading off to go fishing again.
  8. D10=8:A group of dwarves is marching down the shoreline of the lake. They appear to be marching toward the players' campfire. They are clearly on a mission. If the players do not approach them, they will walk past the campfire, down the line a bit, and then they will stop. If the players approach them, they will ask the players politely to allow them to camp with them for the night.
  9. D10=9:Deep drums roll ominously as 3d6+3 goblins paddle crude rafts towards the shore, shouting war cries and seeking to raid for supplies and captives.
  10. D10=10:The dusk leaves a mirror reflection of the nearby forest in the lake.

d100 = 100

  1. D10=1:There is a group of men who are working diligently in the forest. They are holding axes and swinging them through the air, as they seem to be clearing the area for new growth.
  2. D10=2:An old man sits on the shore of the lake, fishing with a line that doesn't seem to be getting any bites. He will tell the party that he is trying to catch a legendary fish that is said to grant wishes to whoever catches it. He may offer to share the wish with the party if they help him catch the elusive fish.
  3. D10=3:A group of 1d6 women are making their way down the shore, headed south. They are planning to travel to a nearby town to sell their wares. They will talk to the players if they approach them, but they won't give them any information about what they saw in the lake.
  4. D10=4:A ship approaches and players see a silhouette of a lone elf on deck, pointing at them and shouting something unintelligible at the top of his lungs...
  5. D10=5:An animal skull hangs from a branch, unsettlingly.
  6. D10=6:Cats play at the edge, trying (and failing) to catch fish.
  7. D10=7:Two young men are walking the road, talking about their future plans for when they leave their small town and join the military, meanwhile one is carrying a large bag with him filled with stolen items...
  8. D10=8:The soft cooing of doves nesting nearby.
  9. D10=9:Players notice a small lizard on the shore. It looks like it is waving at them. It is actually a shape-shifter trying to communicate with them telepathically. If the players approach the lizard, the lizard will turn into a beautiful elf who will then ask them to help her kill a dragon that has been terrorizing her village.
  10. D10=10:A group of 2d6+2 halflings are fishing in a small boat. They are members of a nearby halfling tribe. They are fishing for food and are planning to trade their catch for metal weapons and metal armor.

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Other dice tiers for the lake: D1, D4, D6, D8.

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