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D4 Lake Random Encounters

D&D 5e · 400 scenarios · Roll d100 → roll D4

A complete D&D 5e random encounter table for lake scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  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 D4 to pick one of 4 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D4 Lake encounter table

d100 = 1

  1. D4=1:The rumble of a horse-drawn cart passing nearby.
  2. D4=2:A group of 2d4+2 thieves 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.
  3. D4=3:A school of fish moves in synchronized patterns.
  4. D4=4: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.

d100 = 2

  1. D4=1:A friendly wave from a passing lakeside resident.
  2. D4=2:The party comes across a group of friendly kappa (river spirits) who offer to teach them a powerful water-based spell in exchange for some offerings of food.
  3. D4=3:A strange mist rises from the lake, and as it dissipates, the party sees a ghostly ship sailing across the water. The ship is crewed by the ghosts of pirates who are forever cursed to sail the lake in search of their lost treasure.
  4. D4=4: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 = 3

  1. D4=1:A group of gelatinous cubes are floating in the lake, consuming everything in their path. The players must figure out a way to stop or escape the cubes before they are digested.
  2. D4=2:Lush grass grows right up to the water's edge.
  3. D4=3:A group of 1d12 farmers are sitting around drinking and gossiping. They will not answer any questions. If players ask, they will say they saw an elf in the area, but they are unsure if it was real or if they were drunk at the time.
  4. D4=4: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.

d100 = 4

  1. D4=1:Two men are arguing about whether a nearby hill is haunted or not.
  2. D4=2:Boats tethered onshore turn into churning whirlpools as 3d4 elementals from the Plane of Water breach into the material realm, driving back any land dwellers.
  3. D4=3:A group of fishermen are going to fish at the lake. They have a large boat with a fishnet and are planning on using large nets to catch fish.
  4. D4=4:A group of friendly hippogriffs are bathing in the lake and invite the players to ride on their backs for a scenic flight around the area.

d100 = 5

  1. D4=1: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.
  2. D4=2:The reflection of the moon mirrors perfectly in the still water.
  3. D4=3:As the party is resting by the shore, they see a beautiful rainbow reflected on the surface of the lake. However, upon closer inspection, they realize that the rainbow is made of different-colored fish. If they catch all seven fish, they will be granted a special boon by the lake's guardian.
  4. D4=4:Foul water rises and 2d4 fresh water sharks attack the party.

d100 = 6

  1. D4=1:Milfoil wafts lazily in the current near the shore.
  2. D4=2:A vigorous storm casts 1 sea dracolich onto the lake’s surface, its necrotic energies stirring the waters and summoning wraithlike forms from the deep.
  3. D4=3:An arc of stepping stones leads into the water.
  4. D4=4:A group of friendly sea creatures are being hunted and captured by a group of poachers. The players must intervene and save the innocent animals before they are sold off to wealthy buyers.

d100 = 7

  1. D4=1:You see a family collecting wild herbs near the lakeside.
  2. D4=2:1d4+2 fey nobles appear, riding seahorses across the lake’s surface. They offer assistance but require players to navigate the labyrinthine politics of their underlake court.
  3. D4=3: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.
  4. D4=4:A caravan of travelers is crossing the lake on rafts and boats. They offer to share their food and stories with the party, but they may not be all that they seem.

d100 = 8

  1. D4=1:A powerful storm suddenly hits the lake, causing large waves and strong winds. The players will need to quickly find shelter or risk capsizing.
  2. D4=2:A group of fishermen are fishing in the lake. They are trying to catch fish for their village, but the local priest is against it.
  3. D4=3: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.
  4. D4=4:While resting near the lake, the party is ambushed by a group of lizardfolk riding on giant crocodiles. However, if the party can defeat them and capture one of the crocodiles, they may be able to tame it and use it as a mount.

d100 = 9

  1. D4=1:A couple is sitting by the shoreline, holding hands while they talk about how much they love each other and how lucky they feel to have found each other.
  2. D4=2:An artist sits on the shore, painting the lake's beauty.
  3. D4=3:While fishing, the line snags a chest, only for 1d8 ravenous piranhas to emerge and attack, drawn to the commotion.
  4. D4=4: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.

d100 = 10

  1. D4=1:A group of kobolds with a pack of 1d4+2 wolves attack the party.
  2. D4=2:A gentle fog rolls in, enveloping the lake in a misty haze.
  3. D4=3:For this encounter, the party will need to fight a black cloud and 2d6+4 fog crabs.
  4. D4=4:A group of 2d10 children are playing on the beach. They are playing tag, and they will challenge the party to a game of tag. Their parents have a lot of great information about the area.

d100 = 11

  1. D4=1: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.
  2. D4=2:A group of fishermen discover a small boat with a half-starved dog. The dog leads them to a cave where they find a group of kobolds.
  3. D4=3:A group of children are building rafts and fishing in the lake. The rafts are made of wood, twine, and logs.
  4. D4=4:As the party is walking along the shore, they see a lone rowboat slowly drifting in the water. As they investigate, they realize that it is completely empty and seems to have been abandoned recently. Perhaps the previous occupant encountered something sinister in the lake.

d100 = 12

  1. D4=1: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.
  2. D4=2:A sunken library is exposed by a seismic shift, guarded by 2d4 maddened hydroloths zealously safeguarding eldritch secrets older than civilization.
  3. D4=3:Children are building a sandcastle on the lakeshore.
  4. D4=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.

d100 = 13

  1. D4=1:A group of men are fishing on the shore. One of the men is wearing an expensive cloak. The other men are wearing cheap cloaks. One of the men will approach you and ask you to keep an eye on his cloak while he goes into the water to fish. If you do, he will reward you with 10 silver pieces when he returns.
  2. D4=2:An old fisherman repairs his nets by the shore.
  3. D4=3:Bioluminescent algae glow at night, giving the water an eerie light.
  4. D4=4:A distant call of "Dinner time!" echoing from a nearby house.

d100 = 14

  1. D4=1:A group of people are fishing on the shore of the lake when one of them catches something big. They pull it onto shore and see that it's a dead body. It's the body of a local nobleman who was murdered by his wife and thrown into the lake
  2. D4=2:The distant trail of smoke from a hidden campfire.
  3. D4=3: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.
  4. D4=4: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.

d100 = 15

  1. D4=1: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.
  2. D4=2:While fishing, a family of 1d6+1 men and 1d6+1 women are attacked by a group of 1d6+1 goblins on shore. If the party approaches them, they will tell the party that they saw a strange creature in the water earlier that day
  3. D4=3:A rowboat drifts aimlessly, seemingly abandoned.
  4. D4=4:Mist rolls off the surface in the early morning.

d100 = 16

  1. D4=1:As the party approaches the lake, they stumble upon 2d4 merfolk engaged in a ceremonial dance. The merfolk are celebrating the upcoming full moon and invite the party to join. If accepted, the merfolk offer insights into the lake's mysteries.
  2. D4=2:During a storm, 3d6 giant frogs hop onto the shore, driven mad by the storm's magic. They attack anyone who gets too close, partially protecting a hidden underwater entrance.
  3. D4=3: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.
  4. D4=4: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.

d100 = 17

  1. D4=1:The tranquil surface surprisingly parts for 2d4 half-drowned zombies, drawn to warm, living spirits by their cursed existence beneath the lake.
  2. D4=2: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.
  3. D4=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. D4=4:A flock of geese honks loudly as they take flight.

d100 = 18

  1. D4=1:A group of fishermen 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 flying over the lake.
  2. D4=2:In the reeds, 1d8 candlenights confuse and malevolently charm adventurers into the lake’s spectral traps and illusory pathways.
  3. D4=3: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.
  4. D4=4:A deer cautiously steps into the shallow water for a drink.

d100 = 19

  1. D4=1:As players set up camp by the lake, they hear strange singing coming from the water. If they investigate, they find a group of sirens trying to lure them into the water with their enchanting voices.
  2. D4=2: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.
  3. D4=3:A small boat with a cursed treasure map is seen floating in the lake. If the party chooses to follow the map, they will have to navigate through treacherous waters and face deadly challenges to find the treasure.
  4. D4=4:A group of six tresslangers are fishing. They are the sons of a local fisherman, who owns the fishing rights on this lake. They are not happy about it, and complain loudly about the unfairness of it all.

d100 = 20

  1. D4=1: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.
  2. D4=2:A run-down tavern sits at the edge of the lake, run by a surly old man. The party can either try their luck at the rigged games or uncover the true purpose of the tavern.
  3. D4=3:A village has been built on the lake shore. A statue has been erected in the town square. The statue is of a man holding a torch. The inscription reads, 'The light of truth shall banish the darkness of ignorance.'
  4. D4=4:A group of 1d4+4 gnomes are casting a spell to turn their rowboat into a giant arrow. They need the players' help.

d100 = 21

  1. D4=1:A group of drunkards are sitting on a log near the shore, singing drinking songs and laughing loudly.
  2. D4=2:An ancient, spectral ship materializes on the lake's surface, crewed by 2d10 ghostly pirates. These spirits are cursed to sail the lake forever until they find their lost treasure hidden somewhere nearby.
  3. D4=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. D4=4:The scent of fresh bread wafts from a nearby lakeside village.

d100 = 22

  1. D4=1:A group of 1d6+1 sailors are stranded on a small island in the middle of the lake. They will beg for help and offer to pay the players for a ride back to shore. However, they may not be telling the whole truth and players may have to uncover their true intentions.
  2. D4=2:A gentle bobbing dock invites you to dangle your feet in the water.
  3. D4=3:A group of drunken dwarves are sitting on the shore, singing about their exploits.
  4. D4=4:A group of sirens sing a hauntingly beautiful song on the shore of the lake. Those who are entranced by their song may be lured into the lake and under their control.

d100 = 23

  1. D4=1:The foggy shoreline hides 1d8 dire otters who have recently claimed the area as their hunting ground; they challenge intruders, displaying surprising tactical intelligence and hoarding shiny treasures.
  2. D4=2:You come across a makeshift fishing rod, stuck in the ground.
  3. D4=3: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.
  4. D4=4:The sound of dogs barking can be heard nearby... It's coming from a small dog kennel with 2d6+2 guard dogs inside...

d100 = 24

  1. D4=1:A group of children are playing a game of tag at the edge of the water. They will challenge the players to a game of tag and run away if anyone approaches them.
  2. D4=2:A ship full of pirates is spotted on the lake, raiding and pillaging nearby villages. The players must decide whether to confront the pirates or avoid them and find a way to stop their plundering.
  3. D4=3:A small waterfall feeds into the lake from a nearby stream.
  4. D4=4:Beneath the lake’s surface is an imprisoned water elemental lord (1). It can offer immense knowledge or power but entreats the players for its freedom in return.

d100 = 25

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:Fishermen in a small boat are trying to catch their daily haul.

d100 = 26

  1. D4=1:dart through the lake under the moonlight. Catching one may bring temporary luck or reveal hidden map fragments.
  2. D4=2:A pair of kobolds have set up a fishing pole next to the lake, hoping to catch something to eat. One of them is sleeping.
  3. D4=3:A shipwreck with a wrecked ship and the remains of the crew (skeleton).
  4. D4=4:The distant sound of laughter echoes over the water.

d100 = 27

  1. D4=1:You find an intricately crafted stone skipping across the water.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A group of teenagers are playing a game of catch by the shore.

d100 = 28

  1. D4=1: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.
  2. D4=2:The players find a fisherwoman frantically searching for her missing daughter, who vanished into the lake's mist. They learn that within the next 2 hours, the girl will be sacrificed by cultists to a lake demon. Navigating through the cult’s illusion magic and rescuing the child must be done swiftly, or the demon will rise empowered by innocent blood.
  3. D4=3:An inviting hammock is tied between two lakeside trees.
  4. D4=4:The lake's surface freezes instantly amidst summer heat, initiating a chill-sent challenge by 1 frost giant making a claim upon the territory for a frozen dominion.

d100 = 29

  1. D4=1: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.
  2. D4=2:The players come across a giant turtle basking in the sun on a small island in the middle of the lake. As they approach, the turtle begins to speak, revealing that it is actually an ancient druid who has taken the form of a turtle. It asks for their help in healing the lake, which has become tainted by dark magic.
  3. D4=3:A group of young women are sitting around the lake, talking about their day and their plans for the future.
  4. D4=4:Below the depths, players see 1d3 freshwater serpents guarding an intricate series of underwater tunnels leading to an ancient treasure.

d100 = 30

  1. D4=1:A group of fisherwomen are gathering fish from the lake and putting them into baskets. They will not talk to players unless they buy some fish from them first. If players do not buy any fish from them, they will become angry and attack. If players attack first, they will fight back with their fishing poles as if they were quarterstaves.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:Two 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 red eyes.

d100 = 31

  1. D4=1:A group of bunnies are gamboling by the lake. They are innocent and pure. *cries*
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 32

  1. D4=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. D4=2:A group of friendly otters invites the party to join them in a game of water polo. The otters are surprisingly skilled and make for formidable opponents, but they also make excellent allies if the party can win their trust.
  3. D4=3:A child’s toy boat drifts near the shore.
  4. D4=4:A group of friendly hippogriffs are bathing in the lake and invite the players to ride on their backs for a scenic flight around the area.

d100 = 33

  1. D4=1: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.
  2. D4=2: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...
  3. D4=3:The lake produces musical echoes, summoning 1d4 lillendi (celestial musicians) who guard an ancient monolith in the water.
  4. D4=4:The players come across a giant turtle sunbathing on a log by the lake. The turtle is actually a wizard in disguise who was cursed by an evil sorcerer. He asks the players for help in breaking the curse, which they can do by retrieving a rare flower that only grows at the bottom of the lake. In return, the wizard will grant them a wish. The only catch is that the wish must be selfless and cannot be used for personal gain.

d100 = 34

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A tetherball hanging lazily from a lakeside pole.
  4. D4=4:3d4 giant water striders skate across the surface, sizing up the travelers and considering them either threats or potential prey.

d100 = 35

  1. D4=1:A group of dwarves have set up a makeshift brewery on the shore of the lake, and they are offering free samples to anyone who can bring them rare and exotic ingredients from around the world. Will players go on a quest for these items or just enjoy the free drinks?
  2. D4=2: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.
  3. D4=3:A raft made from logs floats idly.
  4. D4=4:The distant trail of smoke from a hidden campfire.

d100 = 36

  1. D4=1:A pair of kobolds have set up a fishing pole next to the lake, hoping to catch something to eat. One of them is sleeping.
  2. D4=2:The party sees a group of 1d4 +4 giant eagles flying over the lake.
  3. D4=3: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.
  4. D4=4:A group of fishermen are sitting on the dock, talking about their day at work. They talk about how much better their lives were when they were younger because life was easier when they were young, despite how hard they work now. They talk about how things were better when they were younger, despite how hard they work now, but they don't know why they seem to have less to show for it now than they did when they were younger.

d100 = 37

  1. D4=1:You hear the gentle creak of a dock as it sways with the water.
  2. D4=2:emerges from the depths, requesting aid in removing an ancient creature disturbing the lake's peace. It will reward helpful adventurers.
  3. D4=3:A freelance fisher brings rumor of 1d6 giant lake leeches, oddities infamous for their mana-draining bites that litter the lakebed.
  4. D4=4:A raft made from logs floats idly.

d100 = 38

  1. D4=1: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 high price if the players will help them catch more fish.
  2. D4=2:A family of 2d4 friendly otterfolk attempts to warn the players of an incoming danger, a hydra (
  3. D4=3: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.
  4. D4=4: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 = 39

  1. D4=1:A small snake slithers across your path into the water.
  2. D4=2: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.
  3. D4=3:A giant tentacle reaches out of the lake, holding a mysterious item. If players are brave enough to retrieve it, they may find a cursed object that can only be removed by completing a quest for an old sea witch.
  4. D4=4:A group of fishermen are sitting around the lake, talking about their day and the fish they caught.

d100 = 40

  1. D4=1: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.
  2. D4=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. D4=3:A group of 1d4 kelpie are lurking in the water, trying to lure unsuspecting travelers into the lake. They will take the form of a beautiful horse and offer to give the party a ride to the other side of the lake. But once the party is on their backs, the kelpies will try to drown them.
  4. D4=4: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.

d100 = 41

  1. D4=1:The silhouette of a distant castle is mirrored in the lake.
  2. D4=2: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.
  3. D4=3:A massive flock of 3d8 corrupted cormorants darkens the sky, their toxic droppings poisoning the water and threatening all who depend on the lake’s vitality.
  4. D4=4:A mysterious portal appears on the surface of the lake, leading to an underwater city inhabited by intelligent sea creatures. The players must navigate this new world and find a way to close the portal before it causes chaos in the realm.

d100 = 42

  1. D4=1:The rustling of leaves in the gentle breeze.
  2. D4=2:Firewood is stacked neatly near a lakeside campsite.
  3. D4=3: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.
  4. D4=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.

d100 = 43

  1. D4=1:A gentle breeze causes small ripples to dance across the water.
  2. D4=2:A child is busy building a fort from driftwood and stones.
  3. D4=3:A woman is sitting on the shore, staring out into the lake with tears in her eyes. As the party approaches, she reveals that she is waiting for her lover, a water elemental, to return to her. She asks the party to help her find a way to bring him back.
  4. D4=4:You see a family collecting wild herbs near the lakeside.

d100 = 44

  1. D4=1:The distant sound of a flute serenades the evening.
  2. D4=2: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.
  3. D4=3:The players come across a rogue pirate ship sailing on the lake. They must either avoid or confront the ship, and potentially gain a valuable ally or dangerous enemy.
  4. D4=4:The dusk leaves a mirror reflection of the nearby forest in the lake.

d100 = 45

  1. D4=1:A sunken library is exposed by a seismic shift, guarded by 2d4 maddened hydroloths zealously safeguarding eldritch secrets older than civilization.
  2. D4=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. D4=3: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.
  4. D4=4:A small cottage appears on the shore of the lake, with smoke spiraling from its chimney. When players enter, they find a hag cooking a meal and singing to herself. She offers them a deal - a magical item in exchange for a favor to be fulfilled at a later time.

d100 = 46

  1. D4=1:A flock of birds suddenly descends from the sky, dropping fish into the lake as an offering to a giant, tentacled monster lurking beneath the surface. The giant will offer a reward to the players if they bring it more fish, but at what cost?
  2. D4=2: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.
  3. D4=3:A group of children are playing a game of tag at the edge of the water. They will challenge the players to a game of tag and run away if anyone approaches them.
  4. D4=4: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.

d100 = 47

  1. D4=1:A garland of flowers floats serenely on the surface.
  2. D4=2: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.
  3. D4=3:The party notices a strange, green glow coming from the depths of the lake. As they get closer, they realize that it is coming from a group of will-o'-the-wisps, who are known for luring unsuspecting travelers into danger.
  4. D4=4: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.

d100 = 48

  1. D4=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. D4=2: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.
  3. D4=3:The lake produces musical echoes, summoning 1d4 lillendi (celestial musicians) who guard an ancient monolith in the water.
  4. D4=4: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?

d100 = 49

  1. D4=1: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?
  2. D4=2: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.
  3. D4=3:A single red rose floats on the lake's surface.
  4. D4=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.

d100 = 50

  1. D4=1:A young boy casts his line endlessly, hoping for a catch.
  2. D4=2:You spot a group of knights in shining armor, washing their horses in the lake. They are on a quest to defeat a powerful dragon and could use a brave party's assistance.
  3. D4=3: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.
  4. D4=4:A group of 2d6 jackalope are roaming along the shoreline. They are being hunted by a group of humans. The humans are associated with a tribe of kobolds who live in a nearby cave. The kobolds are in a feud with the jackalopes. If the adventurers help the jackalopes, the kobolds will attack the party next. The kobolds will not be able to fight the adventurers. The clan's shaman has cast some sort of spell that prevents them from fighting. It will take a day for the spell to wear off.

d100 = 51

  1. D4=1: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.
  2. D4=2:A fisherman proudly shows off a big catch before releasing it back into the lake.
  3. D4=3: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.
  4. D4=4: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.

d100 = 52

  1. D4=1: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?
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A water snake slithers gracefully, creating tiny waves as it moves.

d100 = 53

  1. D4=1:Nixies are waiting by the shore of the lake for an unsuspecting victim to fall into their waiting arms.
  2. D4=2:An old rope trail guide runs along the path.
  3. D4=3:Two children are skipping stones across the lake's surface.
  4. D4=4:A group of fisherwomen are gathering fish from the lake and putting them into baskets. They will not talk to players unless they buy some fish from them first.

d100 = 54

  1. D4=1:A swim coach instructs a group of young swimmers.
  2. D4=2:You discover a hidden trail leading away from the lake.
  3. D4=3:The distant cry of a wolf echoes over the water.
  4. D4=4:A small boat with a cursed treasure map is seen floating in the lake. If the party chooses to follow the map, they will have to navigate through treacherous waters and face deadly challenges to find the treasure.

d100 = 55

  1. D4=1:A makeshift raft floats, seemingly abandoned.
  2. D4=2:Two 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 two men are good friends and are always competing.
  3. D4=3: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.
  4. D4=4:Smooth stones line the shore, perfect for skipping.

d100 = 56

  1. D4=1:A boatman offers to take players across the lake, but midway through, a banshee’s wail paralyzes them with fear. With only 15 minutes before the boat is overtaken by a horde of the restless dead that rise from the lake’s depths whenever the banshee calls, they must dispel the banshee’s curse and safely navigate to the other side.
  2. D4=2:Two rowing boats race each other across the lake.
  3. D4=3: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.
  4. D4=4: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 = 57

  1. D4=1:Turquoise water hints at unknown depths.
  2. D4=2: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.
  3. D4=3:1d4+2 fey nobles appear, riding seahorses across the lake’s surface. They offer assistance but require players to navigate the labyrinthine politics of their underlake court.
  4. D4=4:The party sees a group of large, 6-foot tall frogs, who will jump into the water as the party approach.

d100 = 58

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A group of children are playing a game of tag at the edge of the water. They will challenge the players to a game of tag and run away if anyone approaches them.
  4. D4=4: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.

d100 = 59

  1. D4=1:A group of 2d6+3 traveling bards are on their way to the next town. They are on their way to a festival. They are practicing for it by singing and dancing. They will perform for anyone who gives them some food and a little cash.
  2. D4=2:You spot a large carp basking in the shallows.
  3. D4=3:You spot a group of goblins trying to steal a boat from a nearby dock. They are not very stealthy and can easily be stopped by the players.
  4. D4=4: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.

d100 = 60

  1. D4=1:An old friend rows by and stops to chat.
  2. D4=2:A group of merfolk has set up a market on the lake's shore. They are selling rare and exotic items, but have a strict no-haggling policy. If the party tries to negotiate, the merfolk will become offended and ask them to leave.
  3. D4=3:As the party is resting by the shore, they see a beautiful rainbow reflected on the surface of the lake. However, upon closer inspection, they realize that the rainbow is made of different-colored fish. If they catch all seven fish, they will be granted a special boon by the lake's guardian.
  4. D4=4: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.

d100 = 61

  1. D4=1:A group of fisherwomen are gathering fish from the lake and putting them into baskets. They will not talk to players unless they buy some fish from them first.
  2. D4=2:As the party travels, they come upon a clearing with a beautiful lake in its center. The area is peaceful and serene, but as soon as they step into the water, they are transported into a dream world created by a powerful fey creature. The party must navigate through the dream and make it out alive, or risk being trapped in the fey's world forever.
  3. D4=3:The baaing of sheep grazes nearby.
  4. D4=4:A group of townsfolk are throwing a party by the lakeside. They are celebrating something or other. If players approach, they will be invited to join in the celebration and can learn more about the village and the region through conversation and by joining in the festivities and games being played by the partygoers

d100 = 62

  1. D4=1:A group of 100 halflings, half-elves, humans, and dwarves are camped on the shore. The group is led by a half-orc. The group is waiting for a wizard to call up a water elemental.
  2. D4=2: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.
  3. D4=3:A gentle bobbing dock invites you to dangle your feet in the water.
  4. D4=4: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.

d100 = 63

  1. D4=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. D4=2:An otter swims playfully, occasionally diving below.
  3. D4=3:You accidentally walk into a spider web strung between two reeds.
  4. D4=4:By the shore, the party observes a flock of 2d10 pseudodragons frolicking and diving into the water. If approached carefully and respectfully, the pseudodragons might share a magical trinket found in the lake's depths.

d100 = 64

  1. D4=1: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.
  2. D4=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. D4=3: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.
  4. D4=4: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.

d100 = 65

  1. D4=1:The moonlight path on the water seems almost tangible.
  2. D4=2:A group of men are standing on shore, laughing about how easy it was to rob a merchant ship that sank not far from shore during a storm last night. They have just returned from robbing the ship and are counting their loot
  3. D4=3: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.
  4. D4=4:A small flock of migrating birds rests by the lake.

d100 = 66

  1. D4=1:A patch of mint grows near the water's edge, releasing a sharp scent.
  2. D4=2:The quiet plop of a turtle diving into the water.
  3. D4=3: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.
  4. D4=4:As players sail towards the center of the lake, they feel an intense heat emanating from the water. Suddenly, a massive dragon turtle breaks the surface, its fiery breath scorching everything in its path. Will players try to defeat it or flee to safety?

d100 = 67

  1. D4=1:A rustic waterwheel turning steadily.
  2. D4=2:A group of young women are sitting around the lake, talking about their day and their plans for the future.
  3. D4=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. D4=4:As players wade through shallow waters, shimmering bubbles indicate the approach of 1d6+1 aggressive merrows, stirred by territorial instincts.

d100 = 68

  1. D4=1:You sense that there is something lurking in the depths of the lake. As you peer into the water, you catch a glimpse of a large, serpentine creature swimming just below the surface. Its scales glisten in the sunlight, and its sharp teeth glint menacingly. Roll a wisdom check to see if you can resist the urge to jump in and investigate.
  2. D4=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. D4=3: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.
  4. D4=4:While fishing in the lake, the party encounters a selkie, a creature that can transform from a seal to a human. The selkie's pelt has been stolen by a group of greedy fishermen, and the selkie asks the party's help in retrieving it. If they help, the selkie will reward them with a magical pearl that can grant them temporary water breathing abilities.

d100 = 69

  1. D4=1: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.
  2. D4=2:You spot a group of knights in shining armor, washing their horses in the lake. They are on a quest to defeat a powerful dragon and could use a brave party's assistance.
  3. D4=3:A beautiful mermaid rises out of the water, singing a haunting melody. She will offer to tell the players the secrets of the lake if they can answer her riddle. If they succeed, she will tell them about a hidden underwater cave that holds a valuable treasure.
  4. D4=4: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.

d100 = 70

  1. D4=1:A group of fisherwomen are gathering fish from the lake and putting them into baskets. They will not talk to players unless they buy some fish from them first. If players do not buy any fish from them, they will become angry and attack.
  2. D4=2: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.
  3. D4=3:Vibrant, fluttering flags mark a popular fishing spot.
  4. D4=4: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.

d100 = 71

  1. D4=1: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.
  2. D4=2:A group of friendly otters invites the party to join them in a game of water polo. The otters are surprisingly skilled and make for formidable opponents, but they also make excellent allies if the party can win their trust.
  3. D4=3: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.
  4. D4=4:A man is walking along the shore when he sees something floating in the water. He goes over to investigate and sees that it's a dead body being washed up by the water. He goes to report it to the guards, but they tell him that they are aware of it and they don't have time to investigate it at the moment.

d100 = 72

  1. D4=1:The party encounters 3d10 aggressive giant crayfish defending a sunken enclave, their territory rich with valuable pearls and lost artifacts.
  2. D4=2:Milfoil wafts lazily in the current near the shore.
  3. D4=3:A bright moon reveals the silhouettes of 3d6 harpies perched on lakeside rocks. Their enchanting songs tempt the adventurers to join them on perilous crags above the water.
  4. D4=4: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 = 73

  1. D4=1:You notice a wooden carving of a fish, left on a rock.
  2. D4=2:A group of men and women approach the party and ask them if they have seen a group of bards that are supposed to be traveling through the area.
  3. D4=3: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.
  4. D4=4: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.

d100 = 74

  1. D4=1:A fluffy dandelion head floats down, setting gently on the water.
  2. D4=2:A group of satyrs are playing their instruments and dancing on the shores of the lake. They invite the players to join in and have a good time. But as the night goes on, the music and dancing become more frenzied and the players realize that they have stumbled upon a ritual to summon a powerful nature spirit. Do they help the satyrs or stop their summoning?
  3. D4=3:A powerful sorcerer has set up a tower on an island in the lake, and he will not let anyone near it. But if players can pass his tests and prove their worth, he will offer them a powerful magical item as a reward.
  4. D4=4:The sun begins to set, casting a golden glow over the water.

d100 = 75

  1. D4=1:A fisherman’s bobber dips suddenly, and he begins to reel in.
  2. D4=2:A group of men and women approach the party and ask them if they have seen a group of bards that are supposed to be traveling through the area.
  3. D4=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 you 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. D4=4:A group of goblins are having a wild party by the lake, causing a ruckus that disturbs the peace of nearby villagers. The party can either join in on the festivities or put an end to the goblins' mischief. But be warned, the goblins may have a few tricks up their sleeves to defend their party.

d100 = 76

  1. D4=1: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.
  2. D4=2:As the players set up camp by the lake, they are approached by a friendly water elemental who offers to teach them how to speak to and manipulate water.
  3. D4=3: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.
  4. D4=4:The players come across a group of gnomes who are attempting to create a water-powered machine to harness the energy of the lake. They may ask the players for assistance in their project, promising to share the rewards once it is completed.

d100 = 77

  1. D4=1:3d4 spectral anglers, tormented souls of drowned sailors, rise from the lake mist seeking to ensnare the living into their cursed existence by nightfall.
  2. D4=2:A beautiful mermaid rises out of the water, singing a haunting melody. She will offer to tell the players the secrets of the lake if they can answer her riddle. If they succeed, she will tell them about a hidden underwater cave that holds a valuable treasure.
  3. D4=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. D4=4:You notice a wooden carving of a fish, left on a rock.

d100 = 78

  1. D4=1:A swim coach instructs a group of young swimmers.
  2. D4=2:Bright orange koi fish swim near the shore.
  3. D4=3: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.
  4. D4=4:On a seemingly peaceful day, the players hear a loud rumbling coming from the depths of the lake. They soon realize it is a giant sea serpent who is disturbed by their presence and is determined to destroy everything in its path. The players must use all their skills to defeat the beast and protect the land.

d100 = 79

  1. D4=1:A mysterious bell tolls beneath the waves. As players investigate, they awaken 1d10+2 sea serpents slumbering in the deep recesses of the lake.
  2. D4=2: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.
  3. D4=3:An old rope trail guide runs along the path.
  4. D4=4:A lone swan glides gracefully across the water.

d100 = 80

  1. D4=1:2d8 waterlogged birdfolk emerge from tropical fronds by the shore, offering to guide visitors to a temple of lost wisdom submerged under centuries of silt.
  2. D4=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. D4=3:A school of fish moves in synchronized patterns.
  4. D4=4: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.

d100 = 81

  1. D4=1:As the party sets up camp for the night, they hear a hauntingly beautiful voice singing in the distance. If they follow the sound, they will come across a mysterious creature known as the Lake Maiden, who can grant wishes to those who prove themselves worthy. But be careful what you wish for, as there is always a price to pay.
  2. D4=2:Milfoil wafts lazily in the current near the shore.
  3. D4=3: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.
  4. D4=4:The presence of an old mill adds historical charm.

d100 = 82

  1. D4=1: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.
  2. D4=2:A group of lizardfolk emerge from the water, carrying large bags and dragging nets full of fish. They seem friendly and may offer some of their catch to the party if they help them pull in a particularly large and stubborn fish.
  3. D4=3:A cluster of reeds rustles as something unseen moves within it.
  4. D4=4:A local bard sits under a tree, strumming a lute.

d100 = 83

  1. D4=1:A pack of wolves is seen drinking from the lake. As the party approaches, they reveal themselves to be werewolves and attack.
  2. D4=2:You find an old, worn map pinned to a tree.
  3. D4=3:Two men are walking across the bridge. One man is an old man who is an expert on local history who is eager to talk to anyone who will listen to him, while the other man is an old man who is an expert on local folklore and he is eager to talk to anyone who will listen to him.
  4. D4=4:An old woman feeds ducks at the shore.

d100 = 84

  1. D4=1: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.
  2. D4=2:A pair of lovers are whispering sweet nothings by the shore.
  3. D4=3:The far-off sound of a blacksmith’s hammer reaches your ears.
  4. D4=4:A family of rabbits scampers close by.

d100 = 85

  1. D4=1:A group of mermaids swims up to the party's boat, begging for their help. Their underwater kingdom has been taken over by an evil sea creature and they need brave adventurers to help them defeat it and reclaim their home. As a reward, the mermaids offer beautiful colored pearls and a magical conch shell that can call upon them for aid in the future.
  2. D4=2:A group of 6 men sit around a campfire while they drink and talk. Nearby is a small boat. There are nets and nets of small fish next to them. If asked, they'll tell you that they've caught some fish, but that they aren't sure what to do with them, so they're going to trade them.
  3. D4=3:2d8 waterlogged birdfolk emerge from tropical fronds by the shore, offering to guide visitors to a temple of lost wisdom submerged under centuries of silt.
  4. D4=4:You find a discarded fishing line, tangled in the grass.

d100 = 86

  1. D4=1:A flock of geese honks loudly as they take flight.
  2. D4=2:Evening fog slowly rolls in from the lake.
  3. D4=3: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).
  4. D4=4: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.

d100 = 87

  1. D4=1:In the reeds, 1d8 candlenights confuse and malevolently charm adventurers into the lake’s spectral traps and illusory pathways.
  2. D4=2:A group of gelatinous cubes are floating in the lake, consuming everything in their path. The players must figure out a way to stop or escape the cubes before they are digested.
  3. D4=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. D4=4:A group of giants is seen trying to catch a rare water creature for their feast. If the party chooses to intervene, they may be able to convince the giants to share their food and join them in a feast of their own.

d100 = 88

  1. D4=1:A sunken shipwreck suddenly surfaces, an ominous sign foretelling the return of a drowned pirate lord who seeks vengeance. Players have 4 hours to uncover the pirate’s buried treasure on the lakebed, filled with items that can be used to reseal him, before he fully manifests and wages war on the living.
  2. D4=2: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.
  3. D4=3:Players notice an odd looking cloud in the sky that is shaped like an elven arrowhead. If players look closer, they will see that it is not a cloud at all, but rather a flock of birds 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.
  4. D4=4:The sound of barking comes from a distant lakeside village.

d100 = 89

  1. D4=1:The far-off sound of a blacksmith’s hammer reaches your ears.
  2. D4=2:The players see a river otter swimming in the lake, looking very injured and struggling to stay afloat. If they help the otter, they will be rewarded with valuable pearls that the otter has been collecting. But if they refuse to help, the otter will turn out to be a cursed creature and unleash its wrath upon the party.
  3. D4=3:An artist’s easel stands overlooking the lake.
  4. D4=4:You notice a small shrine dedicated to a water deity.

d100 = 90

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:On a seemingly peaceful day, the players hear a loud rumbling coming from the depths of the lake. They soon realize it is a giant sea serpent who is disturbed by their presence and is determined to destroy everything in its path. The players must use all their skills to defeat the beast and protect the land.
  4. D4=4:The scent of flowering reeds fills your senses.

d100 = 91

  1. D4=1:A group of 1d6+1 sailors are stranded on a small island in the middle of the lake. They will beg for help and offer to pay the players for a ride back to shore. However, they may not be telling the whole truth and players may have to uncover their true intentions.
  2. D4=2:On the lake's surface, the party spots a small boat with a lone figure rowing towards them. The figure turns out to be a gnome searching for a rare flower that only grows on the lake's island. If the party helps him find it, he will reward them with a map to a hidden treasure.
  3. D4=3:An ancient stone-bound guardian, resembling a massive turtle, emerges; 1d4 basilisks follow it, their gaze stone-turning anyone who disturbs their lake nest.
  4. D4=4:Bats swarm to a sleeping humanoid figure and consume it completely in ten minutes, leaving a pile of bones behind.

d100 = 92

  1. D4=1:The distinct smell of fresh pine needles.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 93

  1. D4=1:The distant sound of oars paddling as a rowboat approaches.
  2. D4=2: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.
  3. D4=3:A mysterious, glowing fish swims to the surface of the lake, begging for help. It turns out that it is actually a cursed mermaid who has been imprisoned in fish form by an evil sorcerer. The party must find a way to break the curse and help the mermaid return to her merfolk clan.
  4. D4=4:A man is standing next to the lake, looking at his reflection in the water. He is thinking about his past and regrets. He will mumble to himself and not notice anyone who approaches him. If players talk to him, he will tell them his story and ask for help in finding a way to right an old wrong. His name is Oswald the Fortunate and he is an exiled prince of a land far away.

d100 = 94

  1. D4=1:A mysterious fog covers the lake, making it almost impossible to see. In the distance, the faint sound of singing can be heard. If the players follow the singing, they will find a group of sirens trying to lure them into the water. They must resist the temptation or face the consequences.
  2. D4=2:A group of drunkards are sitting on a log near the shore, singing drinking songs and laughing loudly.
  3. D4=3:Below the depths, players see 1d3 freshwater serpents guarding an intricate series of underwater tunnels leading to an ancient treasure.
  4. D4=4:A small cottage appears on the shore of the lake, with smoke spiraling from its chimney. When players enter, they find a hag cooking a meal and singing to herself. She offers them a deal - a magical item in exchange for a favor to be fulfilled at a later time.

d100 = 95

  1. D4=1: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.
  2. D4=2:Bioluminescent algae glow at night, giving the water an eerie light.
  3. D4=3:A child is busy building a fort from driftwood and stones.
  4. D4=4:You sense that there is something lurking in the depths of the lake. As you peer into the water, you catch a glimpse of a large, serpentine creature swimming just below the surface. Its scales glisten in the sunlight, and its sharp teeth glint menacingly. Roll a wisdom check to see if you can resist the urge to jump in and investigate.

d100 = 96

  1. D4=1:A group of werewolves are having a heated argument on the shore of the lake. They are trying to decide whether to leave the cursed land or stay and continue battling their cursed fate. They might ask the players for advice and offer them rewards for their help.
  2. D4=2:A group of bunnies are gamboling by the lake. They are innocent and pure. *cries*
  3. D4=3: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.
  4. D4=4:A group of dryads are dancing and singing around the lake, their laughter echoing through the trees. If the players approach, they invite them to join in, but beware, the dryads are known for their trickery and the players may find themselves in a twisted game of hide and seek.

d100 = 97

  1. D4=1:You notice a wooden carving of a fish, left on a rock.
  2. D4=2:A group of aquatic elves are swimming in the lake, their graceful movements and beautiful singing voices mesmerizing to behold. They will offer to give players a ride on their backs, but only if they can answer a riddle or bring them a rare magical item.
  3. D4=3:A giant kraken attacks a nearby boat in the middle of the lake. The players must quickly devise a plan to defeat the beast and rescue the crew before they all become lunch for the kraken.
  4. D4=4: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?

d100 = 98

  1. D4=1:Freshly picked flowers adorn a lakeside gazebo.
  2. D4=2:A mysterious, beautiful woman appears by the lake and asks for the party's help in finding her lost necklace. It turns out that the necklace is cursed and has brought her bad luck. In return for the party's assistance, she offers to give them a powerful luck-based item.
  3. D4=3: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.
  4. D4=4: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 = 99

  1. D4=1:An old wooden sign warning of shallow waters.
  2. D4=2:Fireflies dance above the surface at twilight.
  3. D4=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. D4=4:A sorcerer is seen standing on the surface of the lake. He is actually using a magical spell to walk on water. He may offer to teach the players his spell for a price, or he may ask for their help in finding a lost artifact that has fallen to the bottom of the lake.

d100 = 100

  1. D4=1: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.
  2. D4=2:The lake's guardian, a mighty triton (1), appears and accuses the players of disturbing the natural balance. Diplomacy or combat may follow, depending on their response.
  3. D4=3:A sudden gust of wind makes small waves on the surface.
  4. D4=4:A canoe glides silently across the water.

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Other dice tiers for the lake: D1, D6, D8, D10.

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