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D10 River Random Encounters

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

A complete D&D 5e random encounter table for river 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 river, 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 River encounter table

d100 = 1

  1. D10=1:As the party approaches a bend in the river, they see a small family of halflings struggling to keep their boat upright. A group of giant frogs have capsized their boat and are now guarding their loot. The halflings may offer a reward for help, or the party can choose to take on the frogs for the treasure.
  2. D10=2:A cyclops is sitting on a nearby rock. He is drinking from a wineskin and singing a sad song about love. He will invite the players to join him for some wine and then try to seduce any female players in the party.
  3. D10=3:A group of 2d6+2 men talk quietly and nervously as they prepare to do some sort of nefarious deed. They are covering up something that happened at night.
  4. D10=4:An old man is sitting on a log. The old man is looking at something in his hand. The old man will tell players that he was once an adventurer like them. The old man was once a member of the party the players are in. He can only remember the last few years of his life and nothing before that. He doesn't remember his own name, but he keeps a journal with short notes and pictures of his life over the past few years.
  5. D10=5:A mysterious figure is sitting by the river, playing a beautiful melody on a flute. They may offer the party a hint or clue to their next quest, but only if they can guess the tune being played.
  6. D10=6:A small, wooden sign warns of slippery rocks ahead.
  7. D10=7:An abandoned fishing rod is stuck in the mud at the edge of the river.
  8. D10=8:A man and his son are sitting on the river bank. They are preparing for an adventure by sharpening their swords and armor with a grindstone. They are ready for an adventure and will join the party if asked. They are level 2 fighters named John and Jack.
  9. D10=9:The remains of an old millwheel, half-submerged in water.
  10. D10=10:A sentient boat offers the party passage across the river, but demands an unusual payment: a story it has never heard before.

d100 = 2

  1. D10=1:A group of travelers is stranded on a small island in the middle of the river. The party can choose to help them by constructing a makeshift raft or by using magic to transport them across the river. As a result, the travelers will share information about a nearby bandit hideout and a reward for their rescue.
  2. D10=2:The faint glow of lanterns on the opposite riverbank.
  3. D10=3:The river appears to have turned red. A DC 20 Nature check reveals that it's actually wine that was spilled in a nearby town.
  4. D10=4:A group of travelers are crossing the river on a rickety bridge, but one of the boards breaks and the travelers are left hanging onto the remaining pieces. The players must use their skills to safely get them to the other side, but the travelers are not what they seem.
  5. D10=5:A group of humanoid otters asks the party for assistance in retrieving a magical pearl from an underwater cave they are too afraid to enter.
  6. D10=6:The riverbank is lined with smooth stones, warmed by the sun’s rays.
  7. D10=7:You come across a small island in the middle of the river. On it, there is a beautiful garden filled with exotic flowers and plants. A DC 15 Arcana check reveals that this may be the work of a powerful druid or wizard, and they may have valuable knowledge or items hidden here.
  8. D10=8:A group of 2d10 mercenaries are on a job to escort a caravan through the area. They are looking for any work that will pay them the most gold. They will take the party's six to their next destination if they're paid enough.
  9. D10=9:A small whirlpool forming near a bend.
  10. D10=10:A giant constrictor snake is sunbathing on a large rock in the river. If the party gets too close, the snake may attack, mistaking them for prey.

d100 = 3

  1. D10=1:The sound of a woman laughing can be heard from the far side of the river.
  2. D10=2:A group of river gnomes are trying to build a dam to redirect the river, but their efforts keep getting washed away. They may ask the party for help or challenge them to a race to see who can build a dam faster.
  3. D10=3:A strange old woman is bathing in the river, seemingly unbothered by any outside observers. She may offer the players cryptic advice or warnings.
  4. D10=4:A painter capturing the river's scenery on an easel.
  5. D10=5:Taela watches a group of men working on the road. They are digging deep holes in the riverbank and using a heavy rope and heavy stones to keep it in place. They have been working on this project for almost a week. They have paid her no attention while they worked, but after she stands there for a few minutes, one of the men waves to her and asks her to come over and help them dig.
  6. D10=6:Strange ripples on the surface of the water.
  7. D10=7:A group of friendly river spirits appear on the banks and offer the party a feast if they can entertain them with a song, dance, or story.
  8. D10=8:A group of 1d4+4 men are walking down the river, looking for something. They will ask the players if they have seen anything suspicious.
  9. D10=9:The party comes across a group of fishermen who are having no luck. They suspect something in the river is scaring away all the fish. If the party can investigate and solve the problem, the fishermen will reward them with a share of their catch.
  10. D10=10:A group of friendly trolls appears on the riverbank, offering to guide the party to a hidden hot spring where they can rest and heal their wounds. However, the spring is guarded by a powerful fire elemental that the party must defeat before they can use it.

d100 = 4

  1. D10=1:You come across a bundle of old, abandoned fishing traps caught in the reeds.
  2. D10=2:A man who appears to be drunk is stumbling along the edge of the river. He is muttering to himself and is looking for something.
  3. D10=3:A young woman is frantically trying to catch her runaway pet ferret. If players help her, she rewards them with a map to a secret fairy village hidden by a waterfall.
  4. D10=4:A group of giant otters are playing in the river. If the party approaches them peacefully, they may offer to guide them to a hidden treasure on an island in the middle of the river.
  5. D10=5:Players see a man walking down the riverbank, muttering to himself. He appears to be looking for something he lost.
  6. D10=6:The players come across a group of fishermen, reeling in a huge, writhing creature from the depths of the river. Turns out, it's a giant electric eel that has been terrorizing the local villages. The fishermen offer to share their catch and any information they have about the eel's lair.
  7. D10=7:A giant beaver is building a dam across the river. The party may choose to help or hinder the beaver, but either way, they must face the consequences of their actions.
  8. D10=8:A wisp of smoke in the air, evidence of a distant campfire.
  9. D10=9:It is raining very hard. The party will see a woman who is weeping and she will say: 'My baby! My baby! Its drowning!' She will point to the river. Players can rescue the baby or not, for added complexity, there can be several babies drowning in different places in the river.
  10. D10=10:The players spot a giant serpent slithering through the river, its scales reflecting the sunlight. As it approaches, they notice human faces on the serpent's body, calling out for help to be freed from the curse placed on them.

d100 = 5

  1. D10=1:A group of 2d4 men are sitting on the bank of the river. They are fishing with fishing poles and bait. They will sell the fish for 3 cp each.
  2. D10=2:A group of men are betting on a dog fight.
  3. D10=3:A group of river nymphs is having a party on a floating island in the middle of the river. They invite the party to join in on the fun, but they must complete a series of challenges and riddles before they can partake in the festivities.
  4. D10=4:A snake slithering through the reeds.
  5. D10=5:The ground near the river is dotted with rabbit holes.
  6. D10=6:Two old men are sitting on a nearby rock. They are talking about how the world has changed since they were young. They will ask the players what has happened since they were young and then tell them their stories of when they were young and how much has changed since then.
  7. D10=7:The party approaches a group of children who are playing tag in an open field. As the players walk by, one of the children crashes into them and says sorry. If the party asks the child, they will learn that the child is from a nearby village and was told to run away from home because of a sickness spreading in the village. The child has no family and doesn't know where it's going, so it asks the party if it can travel with them. The players can choose to take in the child or not.
  8. D10=8:As the party sets up camp by the river, a group of friendly pixies appear and offer to help with chores or provide entertainment in exchange for food and drink. However, if the party mistreats them, they may wreak havoc on their campsite in revenge.
  9. D10=9: A group of men with axes are cutting down trees on either side of the river. The party can see that they are making a road that follows the river's edge.
  10. D10=10:A string of beads dangles from a tree branch over the water.

d100 = 6

  1. D10=1:Birds chirp in the trees along the river.
  2. D10=2:An old abandoned mill sits on the riverbank. Inside, the party may find a group of goblin squatters who have been using it as a hideout.
  3. D10=3:A crocodile is lying in the water and appears to be asleep. It is actually watching the party, and if players get too close or attack it, it will open its mouth and attack with its bite +6 to hit and deal 2d6 damage.
  4. D10=4:The players notice a young boy crying on the riverbank. When they approach him, he reveals that he lost his lucky charm in the river. If the party helps him find it, he will reward them with valuable information about a hidden treasure.
  5. D10=5:A group of men are standing on the deck of a ship. It appears that they are fishing. You see them catch an enormous fish and throw it back into the water.
  6. D10=6:A group of men are standing on the deck of a ship. It appears that they are trying to catch fish with nets, but they keep failing.
  7. D10=7: A group of children are running along the river's edge, playing tag or some other game.
  8. D10=8:Floating gardens made by a retired druid drift idly downstream. The druid claims to have seen the future and offers cryptic warnings.
  9. D10=9:A natural arch formed by intertwined tree roots creates a rustic bridge over the river.
  10. D10=10:An enchanted bridge appears before the party, leading to a mysterious castle on a nearby island. Inside, they find a powerful sorcerer who offers them a deal - help him retrieve an artifact from a dark wizard in exchange for a boon of their choice.

d100 = 7

  1. D10=1:A group of men are working to clear the debris from the road. They are not doing a good job.
  2. D10=2:Freshwater clams sitting on the riverbed.
  3. D10=3:The party encounters a group of druids who are trying to perform a ritual to heal the corrupted river caused by a nearby dark magic user. They need the party's protection while they complete the ritual, and in return, they will offer a blessing from the nature spirits.
  4. D10=4:An enchanted waterfall offers to teleport the party to their desired destination along the river, but only if they answer a series of riddles correctly.
  5. D10=5:You spot a family of ducks gliding in a near-perfect formation.
  6. D10=6:The river's surface appears to be a mirror, reflecting an alternate, darker version of the world. If players interact with it, they are pulled into a grim mirror-realm where they must face darker versions of themselves.
  7. D10=7:A mysterious hooded figure is fishing from the river's edge. When approached, they offer to sell the players a rare and valuable fish.
  8. D10=8:A man wearing an expensive-looking robe is sitting on a log beside the river. If players approach, he will point at the river and say something about 'the water'. If players try talking to him at all, he will run away screaming about 'the water is rising! There's too much water! It's rising up! Water!' He will flee until he is out of sight or until he is killed.
  9. D10=9:Players hear a group of people singing merrily as they row up the river.
  10. D10=10:A group of 2d6+2 men talk quietly and nervously as they prepare to do some sort of nefarious deed. They are covering up something that happened at night.

d100 = 8

  1. D10=1:A dense patch of cattails swaying in the breeze.
  2. D10=2:The distant sound of a flute being played.
  3. D10=3:The party sees a group of strange creatures bathing in the river. As they approach, they realize that they are actually Kuo-Toa, a mysterious underwater race. The Kuo-Toa may offer to trade or allow the party to stay in their underwater city for a night.
  4. D10=4:An old abandoned mill sits on the riverbank. Inside, the party may find a group of goblin squatters who have been using it as a hideout.
  5. D10=5:A group of fishermen have their fishing rods in the water. They are fishing. The fishermen are talking about how they haven't caught any fish. Suddenly, one of the fishermen catches a fish. The fisherman is excited. The fishermen will give players directions to the Old Mill if they promise to help them catch fish.
  6. D10=6:The river narrows significantly, forcing you to walk closer to its edge.
  7. D10=7:The party comes across a group of three dwarves, who are sitting on the ground, drinking and talking. They will ask the party if they would like to join them for a drink and a meal. The dwarves will tell the party that they have just been hired to build a wall to separate their village from the wilderness outside their village.
  8. D10=8:The distant cry of a hawk.
  9. D10=9:A group of soldiers are practicing their swordsmanship in a small clearing in the woods along the riverbank. They will stop practicing so they can talk with you if you engage them in conversation, but they will resume practicing if you wander too far from their training site or if you start asking too many questions about what they're doing there or where they're from or anything like that.
  10. D10=10:A group of 1d4+2 adventurers are fishing in the river, trying to catch dinner for their party. They have not had any luck so far and are getting hungry themselves. They will offer to share their food with players if they have any to spare.

d100 = 9

  1. D10=1:A mysterious fog covers the river, making it difficult to navigate. As the party struggles to see through the fog, they may hear strange whispers and see eerie shapes moving in the mist.
  2. D10=2:The players see a small figure standing on a log in the middle of the river, beckoning them over. Once they get closer, they see that it's actually a pixie. She may offer to lead the players to a hidden treasure in the nearby forest in exchange for their help in defeating a dark faerie who has been terrorizing her home.
  3. D10=3:A small wooden sculpture floats in the water.
  4. D10=4:While traveling by the river, the party stumbles upon a group of lizardfolk engaged in a ritual sacrifice. The party must choose whether to intervene or let the ritual proceed.
  5. D10=5:A group of mermaids emerge from the water and sing a hauntingly beautiful melody. If the party chooses to stay and listen, they may find themselves in a trance or be offered a magical item as a gift.
  6. D10=6:The players see a boat in the river, but no one is rowing it. It seems to be moving on its own.
  7. D10=7:A curious turtle sunbathing on a rock.
  8. D10=8:A single lily stands tall amidst a cluster of reeds.
  9. D10=9:A gnome named Mucklewiz will challenge you to a riddle contest. He is very proud of his riddles, and will become angry if he doesn't win. Be careful when you answer his riddles as he is very good at spotting any errors and will become even more enraged. If he wins, he will give you a prize. If he loses, he will give up and leave.
  10. D10=10:Players see a group of people sitting together, eating and drinking. If the party approaches them, they will offer the party food and drink, but at a very high price. If the party refuses, they will attack.

d100 = 10

  1. D10=1:Players come across a group of men who are having an argument about the quality of the bread in their village. One of them says that he has been having problems with foul-smelling creatures stealing his bread at night and leaving behind their own smelly bread in its place.
  2. D10=2:The river catches mysterious fish made entirely of magical ice; catching one grants visions of the past of whoever touches it.
  3. D10=3:A malevolent force causes the river to flow in reverse when approached. If the players decide to swim or sail against the current, they find themselves battling water demons drawn to their presence.
  4. D10=4:As the players are crossing a bridge over the river, they are ambushed by a group of thieves who have cut the ropes on one side. The players must quickly make a decision - fight the thieves or try to escape the collapsing bridge.
  5. D10=5:The murmur of voices from a distant village.
  6. D10=6:A group of flying creatures attacks the party's boat, and they must defend themselves against their poisonous stingers and sharp claws. As they fight, they may discover that the creatures are protecting their nests, where they can find valuable eggs and feathers.
  7. D10=7:The party spots a large barge floating down the river, manned by a group of pirates. They may choose to engage in a high-stakes game of dice with the pirates or fight them for their loot and treasure.
  8. D10=8:A catfish’s barbels can be seen poking out of the mud at the river bottom.
  9. D10=9:A school of fish swimming against the current.
  10. D10=10:Two elderly women are walking through the forest with a small donkey that is carrying firewood. The women are on their way to sell their firewood at a nearby market. The women are actually thieves who have stolen the firewood and have covered their tracks by making it look like they have been attacked by a monster.

d100 = 11

  1. D10=1:Children skip stones across the surface of the water.
  2. D10=2:A catfish’s barbels can be seen poking out of the mud at the river bottom.
  3. D10=3:As the party approaches a bend in the river, they see a large waterfall ahead. A sign on the bank reads "unauthorized diversion of water prohibited." If the party investigates, they may find a group of bandits who are using the waterfall to power their secret hideout.
  4. D10=4:A fisherman is struggling to reel in a giant fish from the river. The players may assist in catching the fish for a reward.
  5. D10=5:A wooden bridge creaks under your weight as you cross over the river.
  6. D10=6:A giant constrictor snake is sunbathing on a large rock in the river. If the party gets too close, the snake may attack, mistaking them for prey.
  7. D10=7:The party comes across a half-sunken ship in the middle of the river. As they explore, they find that it's been taken over by a group of pirate gnomes.
  8. D10=8:A group of bards is having a music competition on a boat in the middle of the river. They offer to let the players judge the competition and join in on the festivities. However, the bards are known for their competitive nature and may try to sabotage each other's performances.
  9. D10=9:A makeshift bridge of fallen logs and branches spans the narrow part of the river.
  10. D10=10:A fisherman trying his luck and waving a friendly hello.

d100 = 12

  1. D10=1:A group of 3d6+3 bandits are sitting on the bank of the river. They are drinking and celebrating their latest raid.
  2. D10=2:You see an old woman sitting beside the road. She is singing a song about a local area. She has been sitting there for weeks and is quite mad. She will attack anyone who approaches her.
  3. D10=3:A beautiful nymph is seen bathing in the river, and if the players try to approach her, she will lead them into a dangerous underwater cave where they will need to prove their worth to earn her favor.
  4. D10=4:As the party rests in a meadow by the river, they see a group of satyrs dancing and playing music in the distance. They may invite the party to join in their festivities, but beware of their mischievous pranks.
  5. D10=5:You see two giant toads fighting in the middle of the river. As you watch, one of the toads seems to be using a strange technique that looks suspiciously like a fighter's martial arts moves. Upon closer inspection, you realize that both toads are actually shape-shifted halflings who got into an argument and decided to settle it like this.
  6. D10=6:A mysterious woman approaches the party and offers to take them on a journey along the river in her enchanted boat. The journey leads them to a land of eternal beauty and peace, but if they stay too long, they risk being trapped forever in the illusion.
  7. D10=7:Players see a group of rangers sitting by the campfire, discussing the best way to catch something to eat.
  8. D10=8:A small fairy is floating on a lily pad in the river, crying her eyes out. She's lost her wand and can't do any magic without it. If the party helps her find it, she'll grant them a wish.
  9. D10=9:A group of 2d4+2 merchants from a nearby village are on their way to sell their goods at the market in a nearby city. They're hoping for a good price for their wares.
  10. D10=10:A group of men are trying to catch fish, but they're not having much luck. They will offer to trade their spare fish for something else if the players ask.

d100 = 13

  1. D10=1:The party encounters a mysterious cloaked figure that seems to be searching for something in the river. If they approach, they discover that the figure is an ancient wizard who has lost his magically enchanted staff in the river. If they help him find it, he will reward them with a powerful spell.
  2. D10=2:A small ferry transports villagers from one side to the other.
  3. D10=3:All around you, the river seems to be filled with floating lanterns, giving off a soft glow. As you get closer, you realize that they are the spirits of lost sailors, trapped in the physical world. They may ask for the party's help to find peace and move on to the afterlife.
  4. D10=4:A small fairy is floating on a lily pad in the river, crying her eyes out. She's lost her wand and can't do any magic without it. If the party helps her find it, she'll grant them a wish.
  5. D10=5:A group of dwarves are using a nearby waterfall to power their machinery and create wondrous inventions. They may ask for the players' assistance in gathering materials or testing out their inventions.
  6. D10=6:A fisherman’s hut with smoke drifting from the chimney.
  7. D10=7:A group of bandits are washing their stolen goods in the river. They may try to attack the players to protect their loot.
  8. D10=8:A broken barrel lodged against a rock.
  9. D10=9:A sudden downpour creating splashes on the river.
  10. D10=10:A group of 2d6 fishermen are fishing. They are fishing with spears. They are also drinking. A small fire is burning next to them. They are laughing and having a good time. Behind them is a small 1 story house made from wood and stone. It has a thatched roof and a small garden in front of it with vegetables growing in it.

d100 = 14

  1. D10=1:A group of travelers approach the players, asking if they have seen a missing person. They describe a person who fits one of the player's descriptions perfectly. However, if the players investigate, they find out that the missing person is actually a doppleganger who has been targeting travelers in the area.
  2. D10=2:The party sees a giant octopus dragging a sunken ship along the riverbed. The ship is filled with treasure, but they must first defeat the octopus to claim it.
  3. D10=3:A pile of smooth river stones has been artfully arranged into a small cairn.
  4. D10=4:On a peaceful stretch of the river, the players come across a group of friendly water nymphs who offer to guide them on their journey. But their true intentions may not be as benevolent as they seem.
  5. D10=5:The remains of an old stone wall lines part of the bank.
  6. D10=6:A lone wolf drinking from the river.
  7. D10=7:A group of giant otters is having a race down the river. They challenge the players to join in and offer a reward for the winner. However, the players may have to avoid obstacles such as logs and rocks along the way.
  8. D10=8:A group of dwarven miners have set up a temporary camp by the river, looking for valuable minerals. They are wary of outsiders, but may offer to trade their findings and knowledge of the underground for some supplies or gold.
  9. D10=9:A group of kobolds are crossing the river, carrying a large chest. They seem very protective of it and may attack the party if they get too close. The chest contains their "treasure", which turns out to be a collection of shiny rocks and a rusty sword.
  10. D10=10:Players hear singing coming from an abandoned house. Inside, they will find three old women sitting around a fire, singing and drinking wine. They will tell the players that they are witches and were cast out of the village because of it. If asked about magic, they will tell the players about two wizards - one who is good and one who is evil. The witches want to end the conflict between the two wizards by killing them both - but they need help from adventurers first.

d100 = 15

  1. D10=1:Minnows dart away as footsteps approach.
  2. D10=2:An old, half-collapsed bridge spans the river. If they choose to cross it, the bridge begins to crumble, testing their physical prowess and agility to avoid falling into the tumultuous currents below.
  3. D10=3:The water rushes over smooth, rounded stones, creating a gentle gurgling sound.
  4. D10=4:An old beggar woman is sitting on the road, begging for food. She is actually an assassin for hire who is waiting for someone to pass by and hire her services. She will speak in Thieves Cant to offer her services.
  5. D10=5: A group of men with tools are working to build something on the shoreline at the mouth of a small stream that flows into the river. The party can see that they are building something that will block the mouth of this stream and cause it to flood and turn this area into part of the river itself...
  6. D10=6:Players come across a family of three. The mother is sitting on a log, her back to the players. She is sobbing violently. The two children are sitting on the ground, looking very scared. Bandits have kidnapped the woman's husband, and she doesn't know what to do.
  7. D10=7:A group of halflings are singing and playing instruments.
  8. D10=8:A group of 2d6 priests are on their way to perform a religious ceremony in the woods. They will offer to protect the party if they are being attacked by any monsters or other creatures while in the woods.
  9. D10=9:There is a small house beside the road. The house looks abandoned, but there is smoke coming from the chimney. A group of children are living there and will beg players for food. If fed, they will tell the players about a nearby dungeon and give them a map to it that they have been making and drawing on for years.
  10. D10=10:You hear the sound of singing coming from the river, and if you investigate, you'll find a group of sirens trying to lure sailors to their doom. If the party can resist their charm, they may be able to barter with the sirens for a powerful spell or protection from their song.

d100 = 16

  1. D10=1:A beautiful mermaid rises out of the water and sings a hauntingly beautiful song, tempting the players to follow her into the depths of the river. If they do, they may find themselves in the lair of a sea hag or other dangerous water creature.
  2. D10=2:Water turns into healing vapor upon contact, healing wounds but attracting curious, aggressive river creatures seeking the source.
  3. D10=3:A group of friendly trolls appears on the riverbank, offering to guide the party to a hidden hot spring where they can rest and heal their wounds. However, the spring is guarded by a powerful fire elemental that the party must defeat before they can use it.
  4. D10=4:Erosion has exposed ancient stones along the bank.
  5. D10=5:A flock of giant, colorful birds fly overhead and drop beautiful feathers all around the party's boat. The feathers may possess magical properties or be valuable to the right buyer.
  6. D10=6:Birds singing in the trees near the water.
  7. D10=7:Players see a knight riding down the road toward them on a warhorse, but the knight's armor is in tatters. The knight will ask if the players have seen an evil necromancer traveling through the area.
  8. D10=8:Fog rolls in, partially obscuring the river.
  9. D10=9:Sunlight filtering through the trees and reflecting off the water.
  10. D10=10:The low-hanging branches of a willow tree create a curtain over the riverbank.

d100 = 17

  1. D10=1:The players hear a man singing to himself while he fishes in the water. He appears to be catching nothing.
  2. D10=2:A mystical fog covers the river, and the players must use their senses to navigate through it. However, they soon realize that the fog is actually a powerful illusion created by a mischievous water elemental.
  3. D10=3:The river is infested with thousands of water snakes that seem to be following a strange, hypnotic rhythm, forming intricate patterns.
  4. D10=4:A traveling circus is using the river to transport their animals to the next town. The party may help or hinder their progress, depending on their intentions.
  5. D10=5:A butterfly landing briefly on the water's edge.
  6. D10=6:The river sparkles in the sunlight, giving off a peaceful and serene vibe.
  7. D10=7:A giant constrictor snake is sunbathing on a large rock in the river. If the party gets too close, the snake may attack, mistaking them for prey.
  8. D10=8:A waterfall blocks the path of the river, and the party must choose how to proceed. They can either carefully navigate through the treacherous waters or take a detour through a nearby cave system, which may be home to other creatures.
  9. D10=9:The party sees a group of travelers on the other side of the river, trying to build a makeshift bridge using ropes and logs. They seem to be in a hurry and may be willing to share some information about the nearby town or potential dangers in the area.
  10. D10=10:The river’s flow is obstructed by a fallen tree, creating a natural dam.

d100 = 18

  1. D10=1:The river flows under a stone arch, creating a picturesque scene.
  2. D10=2:Freshwater clams sitting on the riverbed.
  3. D10=3:You hear the sounds of a battle between multiple creatures coming from the other side of the river. As you approach, you see two groups of giant spiders fighting each other over territory. They are so focused on their fight that they don't notice the players at first.
  4. D10=4:A group of 2d4+2 humans are sitting on the shore, barbequing something over an open fire.
  5. D10=5:A group of men approach the party and ask them if they have seen their lost brother, who has been missing for several days now. The men then describe how their brother has been possessed by an evil spirit and needs to be put down before it kills someone or destroys their village.
  6. D10=6:Birds singing in the trees near the water.
  7. D10=7:Coyotes howling in the distance.
  8. D10=8:The players come across a group of giant river crabs who are trying to steal a valuable diamond from a nearby temple. They are surprisingly friendly and offer to share the diamond if the players help them carry it.
  9. D10=9:A group of trolls have created a toll booth on the river, demanding payment in exchange for safe passage. The party can choose to pay the toll or try to find a way to sneak past the trolls unnoticed.
  10. D10=10:A group of bards is having a music competition on a boat in the middle of the river. They offer to let the players judge the competition and join in on the festivities. However, the bards are known for their competitive nature and may try to sabotage each other's performances.

d100 = 19

  1. D10=1:There is a small house beside the road. The house looks abandoned, but there is smoke coming from the chimney. A group of children are living there and will beg players for food. If fed, they will tell the players about a nearby dungeon and give them a map to it that they have been making and drawing on for years.
  2. D10=2:Two men are arguing on the side of the road. They are about to fight, but then they notice the players. The two men are brothers, and one of them wants to join the party. He does not have any skills or equipment.
  3. D10=3:The rustle of reeds as a critter moves unseen.
  4. D10=4:A family picnic at the river’s edge, with children laughing and playing.
  5. D10=5:A group of 2d6+2 men are fishing in the river. They are looking for food.
  6. D10=6:Two children are having a sword fight with sticks by the edge of the river. They will ask players for advice about their fight.
  7. D10=7:A group of pilgrims are performing a ritual at the river, praying for good luck. As they complete the ritual, a strange creature rises from the depths of the river, thanking the pilgrims for their offerings and offering them blessings in return.
  8. D10=8:A group of giant frogs are croaking loudly on the riverbank. They may be friendly, but their clumsy movements could cause problems for the players.
  9. D10=9:A boat full of gnomes floats down the river, each one wearing a comically oversized hat. They are on a quest to find the perfect spot to plant their magical beanstalks. They may trade some of their magical produce in exchange for help navigating the river.
  10. D10=10:A group of humans are fishing. They will trade with the party if they have weapons or armor.

d100 = 20

  1. D10=1:Birds chirp in the trees along the river.
  2. D10=2:A mysterious fog covers the river, making it difficult to navigate. As the party struggles to see through the fog, they may hear strange whispers and see eerie shapes moving in the mist.
  3. D10=3:A group of elves are fishing. They will trade with the party if they have fish or other food.
  4. D10=4:The party sees a group of giant toads hopping along the riverbank. If the party gets too close, the toads will attack with their long sticky tongues.
  5. D10=5:Two men argue over whether or not the rumors about this being the road to Danklor
  6. D10=6:A group of water elementals emerge from the river, causing a large wave that can capsize the party's boat. They may offer to help the party in exchange for performing a task for them.
  7. D10=7:Players come across a group of adventurers who have been turned into stone statues by a powerful Medusa. If the players can find and defeat the Medusa, the adventurers are freed and grateful companions for the rest of the journey.
  8. D10=8:An old abandoned mill sits on the riverbank. Inside, the party may find a group of goblin squatters who have been using it as a hideout.
  9. D10=9:The water is crystal clear, revealing the rocky bed below.
  10. D10=10:A group of 1d4+2 dwarves are gathering firewood to build a large campfire around which they can sit and talk about their adventures underground and their plans for their next expedition underground where they hope to find more treasure and gems, etc...

d100 = 21

  1. D10=1:The players spot a giant turtle floating in the river. They may offer a ride on its back or lead the players to an underwater city.
  2. D10=2:A lantern hangs from a branch above the water.
  3. D10=3:Players encounter a group of 2d4 humans walking along the shore. They are headed toward a nearby town. Players can join them and they will escort them safely to the town. Inside the town, players find 2d4 humans who will hire them to clear out a nearby kobold lair. The humans will pay the players 5 gp per human in their group. They are willing to pay up to 50 gp.
  4. D10=4:A skunk sniffing around the water's edge.
  5. D10=5:Children playing on the riverbank.
  6. D10=6:A group of wood elves is having a festival by the river. They invite the party to join in on the festivities, which include dancing, feasting, and storytelling.
  7. D10=7:A family of beavers is hard at work building a dam.
  8. D10=8:As the party makes their way along the river, they come across a large waterfall. At the bottom of the waterfall, they see a group of water elementals creating a magnificent display of waterfalls and rainbows. The elementals will let the party stay and enjoy the show, but they must leave before the sun sets or risk being swept away in the river's dangerous currents.
  9. D10=9:A school of fish swimming against the current.
  10. D10=10:Players come across two old men who are fighting each other with swords. The two old men will stop fighting each other and turn on the players, attacking them instead. The two old men will say something like, 'You're next loser!' then resume fighting each other again.

d100 = 22

  1. D10=1:A large swarm of butterflies flutters around a clearing by the river. As the players approach, the butterflies form into the shape of a beautiful woman. If the players interact with her, she will reveal herself as a fey creature and offer them guidance on their journey.
  2. D10=2:Players see a large bird flying overhead. They see something falling from its claws. This object is a small, deep-red chest. It is labeled, 'Mysterious chest - Open only if trapped inside a box.'
  3. D10=3:The players come across a group of fey creatures playing a game of tug-of-war with a giant snake. The players must choose which side to help and use all their strength to win the game and earn a favor from the fey.
  4. D10=4:The players encounter a collapsed bridge, and they must find a way to cross the river without it. Will they use magic, build a makeshift raft, or find another solution?
  5. D10=5:Players come across a group of farmers who are trying to herd their sheep across the river. The sheep are scared of the water and won't cross it. If the players help the farmers herd the sheep across, they will get a reward of three rolls of good wool cloth plus one roll of high quality wool cloth.
  6. D10=6:The river is wider and deeper here, with a slow, languid current.
  7. D10=7:A group of 1d8+8 guards are walking up the river, looking for something. They will ask the players if they have seen anything suspicious.
  8. D10=8:A pile of ancient coins lies gleaming in shallow water. If players retrieve them, they incur a curse from a vengeful river god.
  9. D10=9:A group of 2d6+2 men are on their way home. They are playing a musical instrument. They are happy and will tell stories about what they have seen on the road.
  10. D10=10:Players see a group of merchants sitting around a campfire in the center of a field, talking. Some of the merchants are arguing, but one of the merchants is supplying ale to all the other merchants, and they won't stop talking until she runs out. The merchants will become angry with the players if they interrupt or interrupt too often, but if the players can convince them that they're not there to interrupt the conversation, the merchants may tell them about the problem that they're trying to solve: how to get all of the merchants to agree on which side of the road they should walk on.

d100 = 23

  1. D10=1:The party spots a little girl floating down the river on a small raft. If they rescue her, she will reveal herself to be a powerful sorceress who was testing the party's bravery and will offer to teach them a powerful spell in return.
  2. D10=2:An old woman is sitting on the riverbank, singing to herself as she bakes bread over a small campfire.
  3. D10=3:Up ahead, there appears to be a large wall floating in the water that has become lodged in the river by debris. As players approach, two hobgoblins leap from the wall onto the nearest barge and attack those on board with their scimitars. If players do not intervene, then the hobgoblins will kill everyone on board before moving on to another barge.
  4. D10=4:A group of children are playing a game. They ask the party to join in. If they do, the game is actually a variation of hide-and-seek, played with small stakes and dice.
  5. D10=5:The distant sound of church bells.
  6. D10=6:The players come across a group of fishermen, reeling in a huge, writhing creature from the depths of the river. Turns out, it's a giant electric eel that has been terrorizing the local villages. The fishermen offer to share their catch and any information they have about the eel's lair.
  7. D10=7:A family of wildcats has made their home in an abandoned shack on the riverbank.
  8. D10=8:A floating piece of parchment with an illegible message.
  9. D10=9:A fierce storm suddenly appears, causing the river to become rough and difficult to navigate. The party must make strength checks to control their boat and avoid capsizing.
  10. D10=10:The party spots a magical portal opening in the center of the river. They have a split second to decide if they want to jump through or not. If they do, they'll find themselves in a different part of the world or even a different plane of existence.

d100 = 24

  1. D10=1:An aged, cracked helm caught in the underbrush.
  2. D10=2:There is a large caravan of 2d4+4 merchants heading north along the river. They are travelling in a caravan because of bandits in the area.
  3. D10=3:You spot an old iron kettle, half-buried in the river mud.
  4. D10=4:Ripples form as a fish breaks the surface.
  5. D10=5:The river harbor holds a sorcerer’s secret tower underwater. Each floor holds puzzles increasing in complexity, leading to a powerful relic at its heart.
  6. D10=6:A group of 2d10+2 humans are sitting on the shore, drinking and singing.
  7. D10=7:A group of druids are performing a ritual on the riverbank to appease a vengeful river spirit. However, the players arrive in the middle of the ritual and must decide whether to help the druids or stop the ritual altogether.
  8. D10=8:A group of pirates are using the river as a shortcut to their hidden lair. They may attempt to plunder the party's belongings or even recruit them to join their ranks.
  9. D10=9:The glint of a shiny object under the water.
  10. D10=10:A barge of entertainers invites the party to a performance on their boat. However, this may be a ruse for a group of thieves attempting to steal from the unsuspecting audience.

d100 = 25

  1. D10=1:A group of satyrs are playing music and dancing on the riverbank. They offer to teach the party a new dance or tell them a riddle, promising a reward if the party can solve it.
  2. D10=2:A man wearing a long cloak is walking up the road carrying an old leather satchel. He looks tired and hungry and is carrying a staff. He looks like he has been walking for miles without stopping or sleeping. He looks like he has been travelling for days without food or water... He approaches players and says 'Can you spare some food and water? I've been travelling for days on foot without food and water...'
  3. D10=3:An abandoned fishing rod stuck in the mud.
  4. D10=4:A herd of deer cautiously drinking from the river.
  5. D10=5:A rainbow forms in the mist of a nearby waterfall.
  6. D10=6:The party spots a little girl floating down the river on a small raft. If they rescue her, she will reveal herself to be a powerful sorceress who was testing the party's bravery and will offer to teach them a powerful spell in return.
  7. D10=7:A group of 2d6 goblins is swimming in the river, trying to catch a fish to eat.
  8. D10=8:A group of trolls are using the river to wash their loot and valuables. If players manage to steal something when they're not looking, the trolls will unknowingly attack each other in a frenzy.
  9. D10=9:The bark of a distant dog echoing through the trees.
  10. D10=10:A kingfisher dives into the water, emerging with a small fish in its beak.

d100 = 26

  1. D10=1:A group of river sprites mistakes the party for their ancient enemies and attacks using water-based magic.
  2. D10=2:A beautiful swan lands on the party's boat and transforms into a human maiden. She asks for their help in finding the witch who cursed her and turned her into a swan. If the party successfully helps her, she will reward them with a powerful magical item.
  3. D10=3:A group of 2d4 travelers are resting in the road. They are waving. When the party approaches, they say: 'Hello there!' One of the men will motion to a shimmering hoof mark in the road. The hoof mark is clearly a ghost horse's mark. He will ask the party to tell them the best story they've ever heard.
  4. D10=4:The sun glints off the water like a thousand diamonds.
  5. D10=5:A leather-bound book lying forgotten by the water.
  6. D10=6:A group of 2d6 traveling merchants are selling their wares. They have several wagons filled with their goods. They are offering a 20% discount to anyone who buys something from them today.
  7. D10=7:A group of 2d6+2 men are fishing in the river. They try to sell their fish to the party.
  8. D10=8:A large, ancient kraken is disturbed by the party's passing and rises from the river to attack. The party must navigate and fight while trying to avoid its powerful tentacles.
  9. D10=9:Two men are arguing over the price of a horse. One of them tries to convince the party to help him out by buying the horse.
  10. D10=10:The riverbank is eroded in places, exposing tree roots and small caves.

d100 = 27

  1. D10=1:As the party is traveling by the river, they see a giant beaver dam blocking the path. They must either find a way to break through or take a detour through the dangerous forest.
  2. D10=2:The distant echo of laughter.
  3. D10=3:Strange, glowing runes appear beneath the river's clear waters, leading to a submerged elven library accessible only through a series of intellect-challenging puzzles.
  4. D10=4:A group of 1d4+4 old women will yell at the players for disturbing their peace. They will then turn around and continue their walk down the river.
  5. D10=5:A strange, sulfuric stench rises from the river. If the players investigate, they find a hidden sulfur spring being used by cultists performing dark ceremonies.
  6. D10=6:A man is standing on the edge of the river. Next to him is a sign that reads 'If you throw money in the river and say a wish, then it will come true.' He is throwing money into the river, and muttering his wish as he does.
  7. D10=7:You see a single outstretched hand sticking out of the water. A DC 15 Perception check reveals that it's attached to a body at the bottom of the river. Upon closer inspection, the body has no head.
  8. D10=8:The party sees a group of men and women, who are armed and wearing leather armor with a bear skull on the chest, walking along the river's edge. If the party approaches the group, they will say that they are on patrol, and ask what the players are doing out here. If players mention the cultists or their leader, a bear shaman, the patrolmen will become angry and try to kill players.
  9. D10=9:The sun glints off the water like a thousand diamonds.
  10. D10=10:Players see the remains of a campfire. There's a giant footprint in the middle of the campsite. If players investigate, they will find a charred lump of meat with a human-looking leg still attached. A DC 15 INT will reveal that the meat is from a human.

d100 = 28

  1. D10=1:A small waterfall cascading into a pool.
  2. D10=2:A deer darting into the river to escape a predator.
  3. D10=3:The party encounters a group of river goblins who have set up a toll bridge over the river. They require a fee to cross, but the party may be able to negotiate a lower price or find a way to sneak past them.
  4. D10=4:A group of 2d6 goblins are fishing in the river. They are looking for something to eat. They will attack if the players get too close.
  5. D10=5:2d4 + 2 men are fishing for their dinner.
  6. D10=6:A group of talking ducks are floating along the river, having a lively debate about the best way to catch fish. They may ask for the party's opinion or ask them to help catch some fish for their dinner.
  7. D10=7:The sound of a distant drum beating.
  8. D10=8:A malevolent force causes the river to flow in reverse when approached. If the players decide to swim or sail against the current, they find themselves battling water demons drawn to their presence.
  9. D10=9:A small ferry transports villagers from one side to the other.
  10. D10=10:The sound of a nearby waterfall.

d100 = 29

  1. D10=1:As the players approach a bend in the river, they see a village under attack by a dragon. The villagers offer a reward for defeating the dragon, but the players must first figure out how to get past the dragon's hoard of treasure guarding the entrance to its lair.
  2. D10=2:A group of humans are fishing. They are looking for work. They will fight for the party for one adventure for two silver pieces per person per day.
  3. D10=3:The party sees a gargantuan fish swimming in the river. They soon realize it is a giant magical koi, capable of granting wishes to those who catch it. The party can try to catch the fish or let it be.
  4. D10=4:It is raining very hard. The party will see a woman who is weeping and she will say: 'My baby! My baby! Its drowning!' She will point to the river. Players can rescue the baby or not, for added complexity, there can be several babies drowning in different places in the river.
  5. D10=5:A small, sentient whirlpool challenges the party to a contest of "water tricks," playfully showing off its own watery juggling acts.
  6. D10=6:A large barge floats down the river towards the players, manned by a group of friendly dwarves. They offer to take the players on board for a free drink and some dwarven hospitality. However, they soon realize the dwarves are actually smugglers and they have been transporting illegal goods.
  7. D10=7:The riverbank gives way to a small meadow, filled with colorful wildflowers.
  8. D10=8:A young boy is sitting on the riverbank crying. His pet turtle has wandered off into the river and he is afraid it will be swept away. If the party helps him find the turtle, he gives them a magical trinket as a reward.
  9. D10=9:A group of mischievous river sprites start causing chaos on the party's boat, stealing their food and causing small accidents. The players must figure out a way to appease the sprites or deal with the consequences.
  10. D10=10:A cluster of wildflowers grows in an unlikely spot.

d100 = 30

  1. D10=1:Players come across a group of adventurers who have been turned into stone statues by a powerful Medusa. If the players can find and defeat the Medusa, the adventurers are freed and grateful companions for the rest of the journey.
  2. D10=2:The river's edge is lined with tall grasses, hiding small animals darting through them.
  3. D10=3:A family having a picnic near the riverbank.
  4. D10=4:The party sees a giant octopus dragging a sunken ship along the riverbed. The ship is filled with treasure, but they must first defeat the octopus to claim it.
  5. D10=5:A group of bandits are washing their stolen goods in the river. They may try to attack the players to protect their loot.
  6. D10=6:As the players are walking along the river, they hear a loud splash. When they investigate, they find a young man struggling in the water. He claims to have been attacked by a giant fish and begs for their help getting to shore.
  7. D10=7:A chain of small islands dot the river, with eerie, glowing symbols etched into the ground. If players explore the islands, they must break a summoning circle holding dark spirits at bay.
  8. D10=8:A fallen branch provides a perfect seat for fishing.
  9. D10=9:The sky reflects perfectly in the still water.
  10. D10=10:A flock of beautiful swans swim along the river, but as the players approach, they transform into evil hags and attack. The players must defeat them to break the curse they placed on the swans.

d100 = 31

  1. D10=1:A group of enraged squirrels appear and attack the party. They are hiding some treasure and will attack for it.
  2. D10=2:A bear is walking down the river. He is looking for food.
  3. D10=3:A group of talking ducks are floating along the river, having a lively debate about the best way to catch fish. They may ask for the party's opinion or ask them to help catch some fish for their dinner.
  4. D10=4:A pair of deer cautiously approach the river for a drink, ears twitching.
  5. D10=5:A swarm of giant mosquito-like creatures attacks the players while they are trying to cross the river. They must defeat the creatures and find a safe place to rest before they become too weak from the blood loss.
  6. D10=6:Cloaked individuals use the river’s mist to sacrifice animals, muttering incantations. If players intervene, they disrupt a summoning ritual but incur the wrath of powerful warlocks.
  7. D10=7:The corpse of a giant octopus is floating in the river, its tentacles tangled up in a fishing net. Nearby, a fisherman is frantically trying to free himself from the octopus' grasp. He begs the players for help and offers a reward if they can retrieve his boat and gear from the creature's grasp.
  8. D10=8:You hear the sound of singing coming from the river, and if you investigate, you'll find a group of sirens trying to lure sailors to their doom. If the party can resist their charm, they may be able to barter with the sirens for a powerful spell or protection from their song.
  9. D10=9:The smell of wet earth after a rainstorm.
  10. D10=10:The players see a group of 3d6+3 men fishing in the river. They are looking for food.

d100 = 32

  1. D10=1:The players come across a group of goblins trying to cross the river on a makeshift raft made of branches and leaves. They are constantly bickering and arguing about who will row and who will steer.
  2. D10=2:A mule deer drinking cautiously.
  3. D10=3:A group of 1d8+8 guards are walking up the river, looking for something. They will ask the players if they have seen anything suspicious.
  4. D10=4:A powerful but reclusive water wizard lives in a small hut on the riverbank. He may offer the party a place to rest or help them with a quest if they can prove their worth.
  5. D10=5:Wild berries growing in bushes along the riverbank.
  6. D10=6:A group of ducks swims lazily downstream.
  7. D10=7:A group of 2d4 men are sitting on the bank of the river. They are drinking ale and singing songs. If players try to leave without buying ale, they will tell players that they can't go until they have a drink with them. The ale costs 1 cp per cup.
  8. D10=8:A group of 1d4+2 thieves are hiding out along the riverbank. They are on the look out for anyone traveling this road. They will attack anyone who looks like they might have valuables.
  9. D10=9:Trails of fireflies blinking in the dusk.
  10. D10=10:A group of farmers are trying to herd their sheep across the river. They will offer to sell you one of their sheep for one silver piece, but they won't sell at any price if they don't like your look.

d100 = 33

  1. D10=1:A group of fey creatures are having a picnic on the riverbank. They invite the party to join them, but beware their mischievous pranks.
  2. D10=2:A mysterious object floats by the party's boat, emitting a strange energy. If they investigate, they'll find a magical artifact that can grant them a powerful ability, but at a cost.
  3. D10=3:A group of children are playing near a small stream. They tell players that they saw something swimming in the water earlier, but it has disappeared now. If players investigate, they will find a halfling thief who has been badly wounded by an arrow fired by one of their fathers earlier in the day.
  4. D10=4:You see a waterwheel attached to an old mill house, still turning in the river’s current.
  5. D10=5:The players come across a traveling bard who is serenading a group of giant frogs. However, the frogs seem to be attacking the bard with their long tongues. Can the players save him before it's too late?
  6. D10=6:A group of humanoid otters asks the party for assistance in retrieving a magical pearl from an underwater cave they are too afraid to enter.
  7. D10=7:While fishing in the river, the party reels in a mysterious, sealed bottle. Inside, they find a cryptic map leading to a hidden treasure.
  8. D10=8:Up ahead, there appears to be a large wall floating in the water that has become lodged in the river by debris. As players approach, two hobgoblins leap from the wall onto the nearest barge and attack those on board with their scimitars. If players do not intervene, then the hobgoblins will kill everyone on board before moving on to another barge.
  9. D10=9:The wind howls through a series of narrow canyons by the river, creating eerie sounds. Players who choose to investigate further might find a haunted cave full of lost souls who need help finding peace.
  10. D10=10:A group of dwarves are having a party on one of the barges, singing and dancing. If players approach, they will offer them wine and other gifts.

d100 = 34

  1. D10=1:A group of travelers is stranded on a small island in the middle of the river. The party can choose to help them by constructing a makeshift raft or by using magic to transport them across the river. As a result, the travelers will share information about a nearby bandit hideout and a reward for their rescue.
  2. D10=2:A hot spring is located along the riverbank, and a group of water sprites invite the party to join them for a relaxing soak. However, their hospitality may come with a price.
  3. D10=3:As the party is making their way along the river, they hear the sound of singing. Following the sound, they find a group of sirens trying to lure unsuspecting travelers into the water. The party must resist the temptation and defeat the sirens to continue on their journey.
  4. D10=4:Players see a sellsword walking along the river's edge. He is wearing a knight's coat of arms, but it is a fake. He is on his way to a nearby town to join the ranks of the local militia.
  5. D10=5:The players stumble upon a camp of gypsies next to the river. The gypsies offer to tell their fortunes in exchange for a small donation. But beware, their predictions may come true.
  6. D10=6:As the party travels down the river, they witness a battle between two rival ships. They can choose to intervene and help one of the ships or stay out of the conflict and continue their journey. However, their choice may have consequences later on in their adventure.
  7. D10=7:A band of traveling minstrels approaches the party, offering to tell their fortunes through music and song. Depending on the outcome of the reading, it may bring good fortune or misfortune to the party.
  8. D10=8:The players spot a beautiful, rare flower growing by the river. However, as they approach it, they realize it is guarded by a group of aggressive dryads who are fiercely protective of their home.
  9. D10=9:The party comes across a group of traveling merchants who are transporting rare and exotic animals on their raft. The animals may include griffins, displacer beasts, or even a fire-breathing dragon.
  10. D10=10:You see a small turtle basking on a rock in the middle of the river.

d100 = 35

  1. D10=1:A beautiful fairy queen is seen bathing in the river. She asks players to leave her alone or face the consequences.
  2. D10=2:The party hears a loud splash and sees a giant fish leaping out of the river. If they catch it, they'll find that it's actually a shape-shifted water dragon in disguise. It may offer them a reward or challenge them to a game of riddles.
  3. D10=3:A fallen tree acting as a natural bridge.
  4. D10=4:A fallen tree spans the river, creating a natural bridge.
  5. D10=5:Giant water lilies hold ancient texts on their pads. Reading them reveals forgotten incantations but also attracts river elementals protecting the knowledge.
  6. D10=6:The sound of a distant waterfall grows louder.
  7. D10=7:A flock of colorful birds are nesting near the river, their songs filling the air. Any attempt to disturb their nests will result in a fierce attack from the protective birds.
  8. D10=8:A group of giant otters are playing in the river. If the party approaches them peacefully, they may offer to guide them to a hidden treasure on an island in the middle of the river.
  9. D10=9:A giant water beast rises from the depths of the river and attacks the party's boat. The players must figure out a way to defeat or escape the beast before it takes them down with it.
  10. D10=10:A rickety footbridge sways gently over the narrower part of the river.

d100 = 36

  1. D10=1:A school of glittering minnows swims frantically just beneath the river's surface.
  2. D10=2:A group of seven soldiers are patrolling the shore, looking for signs of an approaching army. They appear to be nervous, and they keep looking out at the water as they walk.
  3. D10=3:A group of 2d6 men and women from a nearby village are hunting deer in the woods. They will invite the party to dinner and a place to sleep for the night in their village.
  4. D10=4:A group of children are playing near the river's edge, using sticks as swords and pretending to be knights. They may ask the players to be part of their adventure or challenge them to a duel.
  5. D10=5:A leather-bound book lying forgotten by the water.
  6. D10=6:A group of fishermen on the riverbank ask the party to help them retrieve a giant catfish that has swallowed their precious ring. If the party succeeds, the fishermen will reward them with an enchanted fishing rod.
  7. D10=7:A group of trolls are attempting to cross the river on a rickety bridge. They may demand a toll from the players or ask for help in fixing the bridge.
  8. D10=8:A suspiciously calm area of the river turns out to be an entrance to an underwater cavern filled with treasure and traps. The party must use their skills and wits to navigate through and claim the treasure.
  9. D10=9:A group of cultists are performing a dark ritual on the riverbank, using its magical energies for their own gain. The party can choose to intervene and stop the ritual or observe from a distance and potentially gain valuable information.
  10. D10=10:The party comes across a group of men dancing around a fire. They are dancing to the music they are making. The men are raucous and jubilant - they are in high spirits. If the party tries to get closer to the group, they will be asked to join in dancing with them. One of the dancers will ask for a hand dance with a member of the party. If a player agrees, the dancers will put an orange into his hand. If the player refuses or thinks about any other option, the dancers will pelt the player with oranges. The dancers will not stop pelting the player until they leave the area or until their oranges run out.

d100 = 37

  1. D10=1:A fallen tree creates a natural bridge.
  2. D10=2:A traveling bard named Tuk has passed through the area recently, and he has left behind a handwritten copy of his newest ballad, The Legend of the Two-Headed Hydra.
  3. D10=3:A beautiful maiden approaches the players, asking for help in retrieving her family's stolen heirloom from a group of bandits who have taken refuge on a nearby island. However, the maiden is actually a shape-shifting demon trying to deceive the players and lead them into a trap.
  4. D10=4:A quiet, secluded spot by the river is scattered with wildflowers.
  5. D10=5:An immense, battered shipwreck lies along the riverbank. Onboard, the party finds long-lost treasure, but the ship’s ghostly crew wants it back.
  6. D10=6:A group of children are playing on the side of the road. One of the children has a small dog with him. The other children will tease the boy with the dog until one of the players talks to them. The boy with the dog has an older brother who works in a nearby town, and he can help the players with information and equipment.
  7. D10=7:An amateur artist is sitting on a rock, sketching the river scenery.
  8. D10=8:The players see a group of young siren sisters sunbathing on a rock by the river. They may ask the players to retrieve a stolen magical item from a nearby underwater cave in exchange for enchanting one of their weapons or items.
  9. D10=9:River otters host boat races with leaves and twigs, challenging the party to partake. A victory could win them a unique water-resistant artifact.
  10. D10=10:A group of elderly women are washing laundry in the river. They will ask the players for help.

d100 = 38

  1. D10=1:An abandoned fishing hut near the riverbank.
  2. D10=2:A bird building a nest in a low-hanging branch.
  3. D10=3:A beautiful swan lands on the party's boat and transforms into a human maiden. She asks for their help in finding the witch who cursed her and turned her into a swan. If the party successfully helps her, she will reward them with a powerful magical item.
  4. D10=4:A group of men are moving a large box. The box is placed on a cart and is being moved to the town's castle.
  5. D10=5:A group of 2d4+2 women from a nearby village are on their way to sell their silk at the market in a nearby city. They're hoping for a good price for their harvest.
  6. D10=6:A pack of giant otters have built a dam on the river, causing it to flood and disrupt nearby villages. The party can choose to help the villagers by taking down the otters or try to reason with them and find an alternative solution.
  7. D10=7:The players come across a group of pixies having a tea party on a small island in the middle of the river. They invite the players to join them and tell them stories about nearby magical locations and hidden treasures.
  8. D10=8:A message in a bottle floats by the party's boat, containing a map to a hidden treasure on a nearby island. The island may be inhabited by a group of wild creatures or a rival group of treasure hunters.
  9. D10=9:An ancient, retired sailor offers to tell the party stories of his past adventures in exchange for supplies or gold. These stories may hold clues to a hidden treasure or legendary item.
  10. D10=10:A group of 1d4+2 thieves are hiding out along the riverbank. They are on the look out for anyone traveling this road. They will attack anyone who looks like they might have valuables.

d100 = 39

  1. D10=1:A group of children are playing a game of throwing rocks into the water. They are laughing and having fun while they play. If players approach, they will ask if players want to play with them. If players accept, they will have to play using only rocks that were thrown into the water by one of the children. The children's names are Arnold, Douglas, and Richard.
  2. D10=2:Players see a group of rangers sitting by the campfire, discussing the best way to catch something to eat.
  3. D10=3:A rough stone cairn marks a hidden ford.
  4. D10=4:The party sees a group of 2d6+2 orcs bathing in the river. They will attack if they feel threatened.
  5. D10=5:A group of lizardfolk are using the river as a hunting ground, catching fish and other creatures with their sharp claws and teeth. They may be open to trade or may see the players as competition for food.
  6. D10=6:Moonlight reflecting off the water surface at night.
  7. D10=7:The players stumble upon a secret underground entrance to a hidden temple dedicated to a water deity. Inside, they find a high priestess who is willing to offer them blessings and divine guidance in exchange for completing a task for her.
  8. D10=8:A group of men are moving a large box. The box is placed on a cart and is being moved to the town's castle.
  9. D10=9:A young woman is sitting on a rock by the river, her hair wet and tangled. She explains that she was swimming when a water elemental appeared and kidnapped her friend. She asks the players to help her rescue her friend and promises a reward.
  10. D10=10:The party is suddenly caught in a whirlpool, trapping them in the river's current. They must find a way to escape before they drown or are pulled under by the mysterious creatures lurking in the depths.

d100 = 40

  1. D10=1:As the players cross a bridge over the river, they notice a small group of nymphs playing in the water below. They beckon the players to join them in their playful games.
  2. D10=2:The river suddenly turns to a thick, bubbling foam. Upon closer inspection, the foam is actually made up of tiny, harmless fairies having a wild party. The party may join in on the fun or try to find a way to disperse the fairies.
  3. D10=3:You see an old woman sitting beside the road. She is singing a song about a local area. She has been sitting there for weeks and is quite mad. She will attack anyone who approaches her.
  4. D10=4:A distant hawk circles overhead.
  5. D10=5:Flotsam and jetsam collect in a slow-moving eddy.
  6. D10=6:While crossing the river on a boat, the party comes across a group of goblins trying to cross as well. The goblins are friendly and just trying to find a new home after being kicked out of their old one. If the party helps them find a new place to live, the goblins will be forever grateful and may even offer their services as allies in the future.
  7. D10=7:The track of a large animal in the mud.
  8. D10=8:A frog leaping from lily pad to lily pad.
  9. D10=9:Children skip stones across the surface of the water.
  10. D10=10:A group of villagers are trying to fish in the river but are not having any luck. They tell the party that the river seems to be cursed and no one has been able to catch any fish recently. If the party investigates, they will find that a nearby wizard has put a spell on the river to keep the fish away. The villagers will reward the party if they can convince the wizard to remove the spell.

d100 = 41

  1. D10=1:The river widens into a tranquil lake.
  2. D10=2:Along the riverbank, players may find a hidden garden filled with exotic and rare plants. However, they are being guarded by a group of mischievous sprite guardians.
  3. D10=3:The party stumbles upon a group of sirens who are luring unsuspecting travelers to their doom. The party must resist their enchanting voices and defeat the sirens to save themselves and other travelers.
  4. D10=4:A large, friendly hippopotamus is sunbathing on the riverbank. It seems to enjoy having its belly rubbed and may lead the players to a hidden treasure.
  5. D10=5:An abandoned boat is seen stuck on a sandbar. Inside, players can find a treasure map, but beware, the treasure may not be as valuable as it seems.
  6. D10=6:A small village on the riverbank is under attack by a giant snake. If the party saves the villagers, they will be hailed as heroes and may receive valuable rewards.
  7. D10=7:The players stumble upon a camp of gypsies next to the river. The gypsies offer to tell their fortunes in exchange for a small donation. But beware, their predictions may come true.
  8. D10=8:A group of men playing a game of chance by the side of the road. They're cheating, and they're not very good at it.
  9. D10=9:As the players camp on the riverbank, they wake up to find their supplies are missing. After searching, they discover a group of sneaky raccoons have stolen their food. Can the players retrieve their supplies and maybe even make a new ally?
  10. D10=10:The rocks near the water are slick with moss.

d100 = 42

  1. D10=1:An old rope swing hangs from a tree, perfect for splashing into the river.
  2. D10=2:A massive school of glowing fish swims past the party's boat, drawing the attention of a group of hunters. The players must decide if they will protect the fish or allow the hunters to catch them for a reward.
  3. D10=3:Two old farmers are having an argument about the quality of their crops. One of them says that he has been having problems with foul-smelling creatures stealing his crops at night and leaving behind their own smelly crops in their place.
  4. D10=4:You see a man fishing in the river. His name is Lionel. He has been fishing for days and hasn't caught anything. He will give you a clue if asked.
  5. D10=5:A message in a bottle floats by the party's boat, containing a map to a hidden treasure on a nearby island. The island may be inhabited by a group of wild creatures or a rival group of treasure hunters.
  6. D10=6:As the players camp on the riverbank, they wake up to find their supplies are missing. After searching, they discover a group of sneaky raccoons have stolen their food. Can the players retrieve their supplies and maybe even make a new ally?
  7. D10=7:A row of stepping stones crosses the river, covered in a slippery layer of moss.
  8. D10=8:Thunderous roars come from a cascading waterfall upriver. If the players explore the base of the waterfall, they find a hidden chamber full of trapped, raging spirits.
  9. D10=9:A group of children are playing by the river, and one of them has wandered too close to the edge and fallen in. They scream for help as they struggle to stay afloat.
  10. D10=10:Players see a group of people sitting together, eating and drinking. If the party approaches them, they will offer the party food and drink, but at a very high price. If the party refuses, they will attack.

d100 = 43

  1. D10=1:The river suddenly splits into several smaller, winding paths. If players choose one at random, each path tests a different aspect of their skills and character.
  2. D10=2:A group of friendly wolf-like creatures appear on the riverbank, asking for the party's help in defeating a group of orcs that have been terrorizing their pack. If the party helps, the creatures may reward them with their loyalty and assistance in future battles.
  3. D10=3:A raging storm causes the river to become treacherous. The party must make a series of Dexterity checks to navigate through the choppy waters.
  4. D10=4:A flock of ducks is paddling along the river's edge, quacking merrily.
  5. D10=5:A group of humans are fishing. They are out of food. They will trade with the party if they have food.
  6. D10=6:Strange fish with human-like eyes follow the players' movements in the water. If they attempt to catch one, it reveals a curse linked to the river.
  7. D10=7:A small boat is floating by, filled with tasty snacks and drinks. The players may be tempted to take some, but it may belong to a nearby hermit or magical creature.
  8. D10=8:A small whirlpool forming near a bend.
  9. D10=9:A wooden raft floating downstream.
  10. D10=10:The party hears a loud splash and sees a giant fish leaping out of the river. If they catch it, they'll find that it's actually a shape-shifted water dragon in disguise. It may offer them a reward or challenge them to a game of riddles.

d100 = 44

  1. D10=1:A lantern hangs from a branch above the water.
  2. D10=2:Hordes of diseased, river-dwelling creatures surge from the water. If players defeat them, they find clues that lead to a hidden cult spreading the disease.
  3. D10=3:A group of bandits is using the river as a means of escape after robbing a nearby town. The players must choose whether to confront them and return the stolen goods or let them escape.
  4. D10=4:You see a group of elves on the riverbank, practicing their archery skills. One of them challenges a member of the party to a friendly competition.
  5. D10=5:Giant water lilies hold ancient texts on their pads. Reading them reveals forgotten incantations but also attracts river elementals protecting the knowledge.
  6. D10=6:A pile of driftwood has collected at the bend.
  7. D10=7:A beautiful unicorn is drinking from the river, its pristine white coat shining in the sunlight. It may offer to heal the players' wounds or purify their water supplies with its magical powers.
  8. D10=8:There are the remains of a small village. The remnants of blackened ruins and twisted, burnt beams of wood litter the area. The ground is black with soot and ash. There is nothing left of the village except a wooden sign that reads, 'Welcome to Ashenvale'.
  9. D10=9:Brown bear paw prints heading towards the river.
  10. D10=10:A group of men are standing on the deck of a ship. It appears that they are fishing. You see them catch an enormous fish and throw it back into the water.

d100 = 45

  1. D10=1:A group of pirates are using the river as a shortcut to their hidden lair. They may attempt to plunder the party's belongings or even recruit them to join their ranks.
  2. D10=2:A group of 1d4+2 adventurers are fishing in the river, trying to catch dinner for their party. They have not had any luck so far and are getting hungry themselves. They will offer to share their food with players if they have any to spare.
  3. D10=3:The riverbank is eroded in places, exposing tree roots and small caves.
  4. D10=4:A group of 2d6+2 traveling merchants are selling their wares. They have several wagons filled with their goods.
  5. D10=5:As the party travels along the river, they come across a large wooden structure floating on the water. Inside, they find a group of traveling merchants who specialize in rare magical items. However, the merchants will only trade with the party if they can solve a riddle or complete a task for them.
  6. D10=6:An old man is sitting on a log. The old man is looking at something in his hand. The old man will tell players that he was once an adventurer like them. The old man was once a member of the party the players are in. He can only remember the last few years of his life and nothing before that. He doesn't remember his own name, but he keeps a journal with short notes and pictures of his life over the past few years.
  7. D10=7:A heron standing perfectly still, eyeing the water.
  8. D10=8:A group of nymphs are seen bathing and dancing in the river. They invite players to join in their festivities, but beware, they may become entranced by their beauty and never want to leave.
  9. D10=9:The party hears strange music coming from a house. When they knock on the door, the music stops. The party hears someone running away.
  10. D10=10:Players see a group of people sitting together, eating and drinking. If the party approaches them, they will offer the party food and drink, but at a very high price. If the party refuses, they will attack.

d100 = 46

  1. D10=1:A group of mischievous river sprites appears, taunting and playing pranks on the party. If the party can capture one of the sprites, they may be able to earn their favor and receive a magical token of their gratitude.
  2. D10=2:A group of peasants are chanting and dancing around a bonfire on the side of the road. If players approach them, they will stop dancing and run away from them, screaming that they are witches or warlocks and that they should not be approached...
  3. D10=3:A family of beavers is hard at work building a dam.
  4. D10=4:A wooden raft floating downstream.
  5. D10=5:A majestic swan gracefully swims down the river, but its feathers seem to be made of gold. Will the players try to capture the swan and claim its valuable feathers, or will they let it continue on its journey unharmed?
  6. D10=6:An ancient, retired sailor offers to tell the party stories of his past adventures in exchange for supplies or gold. These stories may hold clues to a hidden treasure or legendary item.
  7. D10=7:As the party sets up camp by the river, they notice a group of fireflies gathering around a nearby tree. They soon realize the fireflies are actually small pixies, and if they offer them a snack, the pixies will share their magical firefly dance with the party.
  8. D10=8:A fisherman named Faro is fishing on the river. He has a large fishing net with him. He will talk to players, but he is mostly interested in talking about the strange things he has seen lately.
  9. D10=9:A dense cluster of ominous trees arches over a segment of the river, creating a tunnel of shadows. If players pass through, they find themselves momentarily in another time or place, forced to understand its significance.
  10. D10=10:A small shrine to a river deity stands at the water’s edge, adorned with offerings.

d100 = 47

  1. D10=1:A group of dwarves are mining for gold in the river, causing it to become polluted and angry water elementals to appear. Players may have to help clean the river and appease the elementals.
  2. D10=2:A group of three men in silvery robes is sitting on the riverbank. They are talking about the strange happenings in their area. They are interested in talking to the players if they are interested in hearing about their faith.
  3. D10=3:A lone bard is sitting by the river, playing a beautiful melody. If the party listens to him, they may receive a temporary bonus to their Wisdom checks. If they ignore him, they may suffer a minor curse.
  4. D10=4:You see a man walking down the road. He is wearing a black robe with a hood that covers his face. As he passes by, you smell something like rotten eggs followed by a terrible smell like sulfur.
  5. D10=5:A group of four men are standing around a campfire, drinking wine and laughing loudly. They stop when they see the party walking by. They will ask them if they want to join in on their wine drinking and laughter.
  6. D10=6:You see a woman sitting on a log, staring out at the river. She doesn't appear to notice you as you approach her. If you talk to her, she will say that she has lost her child and she can't find him anywhere. She will ask you to help her find her child. She will give you directions to a nearby cave where she believes her child might be hiding. Inside the cave, you find a group of kobolds who have been terrorizing this poor woman.
  7. D10=7:A group of farmers are trying to herd their sheep across the river. They will offer to sell you one of their sheep for one silver piece, but they won't sell at any price if they don't like your look.
  8. D10=8: The party sees a group of men who are building a dam at the mouth of a small stream that flows into the river. They're not sure if they are doing it to stop something from going down stream, or if they're doing it to control something on this side of the river.
  9. D10=9:A group of nomads camped by the river offer to trade with the players. They have rare and exotic goods from their travels, but beware - some of the items may be cursed or have unexpected side effects.
  10. D10=10:A beautiful maiden approaches the players, asking for help in retrieving her family's stolen heirloom from a group of bandits who have taken refuge on a nearby island. However, the maiden is actually a shape-shifting demon trying to deceive the players and lead them into a trap.

d100 = 48

  1. D10=1:The players see a group of adventurers on the other side of the river, desperately trying to cross. They may offer to trade information or items with the players in exchange for help getting across.
  2. D10=2:A canoe is moored at the edge of the river, with paddles inside.
  3. D10=3:A mysterious figure is sitting by the river, playing a beautiful melody on a flute. They may offer the party a hint or clue to their next quest, but only if they can guess the tune being played.
  4. D10=4:A group of men are sitting around a campfire, telling scary stories. One of the men is actually a werewolf, and attacks when players least expect it!
  5. D10=5:A dark, seemingly bottomless pit within the river opens without warning. If players descend into it, they find a tunnel network leading to a forsaken underdark prison.
  6. D10=6:A wind chime dangles from a branch, tinkling softly.
  7. D10=7:The party comes across a group of miners who have set up camp along the river. They are searching for a rare mineral that can only be found in the river's sands. The miners may offer to trade some of the mineral for the party's assistance in protecting their camp from bandits.
  8. D10=8:The river winds through a small grove of fruit trees.
  9. D10=9:The river forms a slow-moving oxbow lake, ideal for a leisurely paddle.
  10. D10=10:The party sees a gargantuan fish swimming in the river. They soon realize it is a giant magical koi, capable of granting wishes to those who catch it. The party can try to catch the fish or let it be.

d100 = 49

  1. D10=1:Players encounter a group of 2d6+3 traveling merchants and will have to decide if they want to help them get across the river, or if they want to attack them.
  2. D10=2:A group of bandits are trying to rob a merchant. The merchant is actually an adventuring wizard, and he has hired the bandits to do this so he can study their tactics.
  3. D10=3:A group of satyrs are playing music and dancing on the riverbank. They offer to teach the party a new dance or tell them a riddle, promising a reward if the party can solve it.
  4. D10=4:An old man offers the players a ride on his enchanted riverboat, which can travel through space and time. They are given a choice of three different destinations from different eras in history.
  5. D10=5:Players hear a loud grumble coming from under the water. They see a large shadow moving under the surface of the water. It looks like something huge is moving under the surface of the water. If they investigate, they will discover that it's not a giant fish, but rather an enormous crocodile that is swimming under the surface of the water, trying to get closer to shore where it can attack anyone who happens to be walking along the riverbank.
  6. D10=6:A heron standing perfectly still, eyeing the water.
  7. D10=7:An old woman is sitting on the riverbank, singing to herself as she bakes bread over a small campfire.
  8. D10=8:You see a lone canoe with a person fishing in the middle of the river. The person seems to be having some trouble and could use some help.
  9. D10=9:A man is walking down the road, singing a song to himself as he goes. He looks happy and content with life.
  10. D10=10:A group of 2d6 men and women from a nearby village are searching for mushrooms in the woods. They will invite the party to join them for dinner and rest for the night in their village.

d100 = 50

  1. D10=1:A fish hawk diving into the river to catch a fish.
  2. D10=2:You see an old, discarded shoe partially submerged in the river’s edge.
  3. D10=3:The faint sound of a bell from a buoy.
  4. D10=4:A giant water elemental is causing a flood upriver and heading straight towards the party. The party must figure out how to stop it before it reaches a nearby village.
  5. D10=5:A group of friendly otters are playing in the river and offer to guide the party to a nearby hidden treasure. However, the otters may have their own agenda and the treasure may not be what the party expects.
  6. D10=6:Newly sprouted saplings lining the riverbank.
  7. D10=7:As you sail down the river, a group of men are standing on the deck of a ship. They are talking about the Cloister of St. Dick. They say that anyone who enters the cloister never comes out again.
  8. D10=8:The players see a group of dryads dancing and singing by the river, their graceful movements causing ripples in the water. If they join in the dance, the dryads will reward them with magical blessings.
  9. D10=9:You see two giant toads fighting in the middle of the river. As you watch, one of the toads seems to be using a strange technique that looks suspiciously like a fighter's martial arts moves. Upon closer inspection, you realize that both toads are actually shape-shifted halflings who got into an argument and decided to settle it like this.
  10. D10=10:The sounds of battle can be heard coming from the woods nearby.

d100 = 51

  1. D10=1:You come across a peculiar looking raft made of various barrels and logs, with a makeshift sail and a small flag that reads 'The Drunken Sailor'. On the raft, a group of pirates are drinking and singing, but they don't seem to be going anywhere. They will offer the players a ride if they can beat them at a game of cards.
  2. D10=2:A group of werewolves is hunting by the river. If the party is respectful and offers them some food, they may let them pass without trouble. If not, the party may become their next prey.
  3. D10=3:A group of 2d6 fishermen are fishing. They are fishing with nets. They are also drinking. A small fire is burning next to them. They are laughing and having a good time.
  4. D10=4:A small boat is floating by, filled with tasty snacks and drinks. The players may be tempted to take some, but it may belong to a nearby hermit or magical creature.
  5. D10=5:A group of trolls have created a toll booth on the river, demanding payment in exchange for safe passage. The party can choose to pay the toll or try to find a way to sneak past the trolls unnoticed.
  6. D10=6:A group of river gnomes are trying to build a dam to redirect the river, but their efforts keep getting washed away. They may ask the party for help or challenge them to a race to see who can build a dam faster.
  7. D10=7:You notice a beautiful, white swan swimming in the river. Upon closer inspection, you realize it is actually a polymorphed human who got stuck in their swan form. They are desperately asking for help to break the spell.
  8. D10=8:As the players approach a bend in the river, they see a giant waterfall in the distance. A DC 18 Perception or Nature check reveals that it used to be a magnificent dam, but now it lies in ruins. The players may have to navigate through the wreckage to continue their journey.
  9. D10=9:A group of friendly wolf-like creatures appear on the riverbank, asking for the party's help in defeating a group of orcs that have been terrorizing their pack. If the party helps, the creatures may reward them with their loyalty and assistance in future battles.
  10. D10=10:A crab scuttling sideways along the riverbank.

d100 = 52

  1. D10=1:The party stumbles upon a group of sirens who are luring unsuspecting travelers to their doom. The party must resist their enchanting voices and defeat the sirens to save themselves and other travelers.
  2. D10=2:The players come across a group of giant river crabs who are trying to steal a valuable diamond from a nearby temple. They are surprisingly friendly and offer to share the diamond if the players help them carry it.
  3. D10=3:Wildflowers grow along the banks, attracting colorful butterflies.
  4. D10=4:A dense fog rolling in from the river.
  5. D10=5:A bench made of logs sits at a quiet spot by the river, ideal for relaxing.
  6. D10=6:A small shrine or offering to a river deity.
  7. D10=7:Three drunken dwarves stumble along the shoreline, singing loudly and laughing boisterously. As they pass by, one of them steps on a stone that is slightly raised above the others. The stone crumbles under his weight and reveals an opening in the ground below it. The drunken dwarf falls into the hole and lands in a pit that has spiked floors and walls and no way out.
  8. D10=8:A ripple in the water suggests a larger fish swimming just below the surface.
  9. D10=9:Water turns into healing vapor upon contact, healing wounds but attracting curious, aggressive river creatures seeking the source.
  10. D10=10:A group of 2d6+2 men are on their way home. They are playing a musical instrument. They are happy and will tell stories about what they have seen on the road.

d100 = 53

  1. D10=1:A traveling bard has set up a small stage along the river, performing for anyone passing by. The bard may offer the party a discount on their performance if they can gather a large crowd.
  2. D10=2:Two men are standing at the side of the road, selling maps of the local area. The maps are actually very accurate and detailed maps of an area far away, and they are quite cheap.
  3. D10=3:A message in a bottle floats by the party's boat, containing a map to a hidden treasure on a nearby island. The island may be inhabited by a group of wild creatures or a rival group of treasure hunters.
  4. D10=4:The air is filled with the scent of river mud.
  5. D10=5:A small boat appears on the river with a single passenger, an elderly man with a long white beard. He claims to be a wizard seeking an apprentice and offers to teach the party some spells in exchange for their help on a quest.
  6. D10=6:A couple is having a romantic picnic by the river, enjoying each other's company and the beauty of the river and surrounding area. They will ask you questions about yourself and then ignore you for the rest of the date.
  7. D10=7:A group of 2d6 bandits are camping in the woods. They are drinking and celebrating their recent heists. They are drunk and will not notice the party at first.
  8. D10=8:The party sees a group of druids using a magical ritual to purify the polluted river. They may offer the party a reward for helping them or ask for their assistance in stopping the source of the pollution.
  9. D10=9:The players spot a beautiful, rare flower growing by the river. However, as they approach it, they realize it is guarded by a group of aggressive dryads who are fiercely protective of their home.
  10. D10=10:A group of merfolk are playing instruments and singing in the river. They are friendly and may offer the players a song or a trinket in exchange for a funny joke. If the players do not have a joke, the merfolk may play a prank on them instead.

d100 = 54

  1. D10=1:A fallen tree acting as a natural bridge.
  2. D10=2:A peculiar mist rolls off the river, making it difficult to see beyond a few feet. If players navigate it, they find themselves in an alternate dimension where they must fulfill a grim prophecy to return.
  3. D10=3:The corpse of a giant octopus is floating in the river, its tentacles tangled up in a fishing net. Nearby, a fisherman is frantically trying to free himself from the octopus' grasp. He begs the players for help and offers a reward if they can retrieve his boat and gear from the creature's grasp.
  4. D10=4: The party sees a group of men who are building a dam at the mouth of a small stream that flows into the river. They're not sure if they are doing it to stop something from going down stream, or if they're doing it to control something on this side of the river.
  5. D10=5:A group of ex-cons are trying to find their way back to the nearby city after escaping from their hard labor prison in the city, but they don't know how to get there. They beg the players to take them back to the city.
  6. D10=6:As the party is traveling by the river, they see a giant beaver dam blocking the path. They must either find a way to break through or take a detour through the dangerous forest.
  7. D10=7:The river’s flow is obstructed by a fallen tree, creating a natural dam.
  8. D10=8:A group of old men are sitting around a table playing a game of cards.
  9. D10=9:Players see a group of fishermen sitting around a fire. They are grilling fish and drinking. They are not surprised to see humans in the area, and are even friendly after they are offered food and drink. They are curious as to why humans would be so far from a human town, and why they are so far from a road.
  10. D10=10:A broken oar floats past.

d100 = 55

  1. D10=1:Water droplets glistening on leaves after a rain.
  2. D10=2:A mysterious object floats by the party's boat, emitting a strange energy. If they investigate, they'll find a magical artifact that can grant them a powerful ability, but at a cost.
  3. D10=3:Players see a large bird flying overhead. They see something falling from its claws. This object is a small, deep-red chest. It is labeled, 'Mysterious chest - Open only if trapped inside a box.'
  4. D10=4:An aged, cracked helm caught in the underbrush.
  5. D10=5:You come across a peculiar looking raft made of various barrels and logs, with a makeshift sail and a small flag that reads 'The Drunken Sailor'. On the raft, a group of pirates are drinking and singing, but they don't seem to be going anywhere. They will offer the players a ride if they can beat them at a game of cards.
  6. D10=6:A man named Alfred is sitting on the bank of the river, fishing. He has been sitting there for three days and has not caught anything. He is getting hungry and is beginning to lose hope. He will ask the players for food if they talk to him for more than one round.
  7. D10=7:A colossal moss-covered troll sleeping under the riverbed starts to wake, causing tremors and shifts in the water that require clever negotiation to survive.
  8. D10=8:Moonlight reflecting off the water surface at night.
  9. D10=9:The river is deeper here, creating a shady spot where larger fish might dwell.
  10. D10=10:A school of glittering minnows swims frantically just beneath the river's surface.

d100 = 56

  1. D10=1:A group of men approach the party and ask them if they have seen their lost sister, who has been missing for several days now. The men then describe how their sister has been possessed by an evil spirit and needs to be put down before it kills someone or destroys their village.
  2. D10=2:Players see an abandoned boat floating down the river. When they investigate, they find a journal inside detailing the tragic story of the boat's captain and his lost love. The journal also contains a map leading to a hidden treasure.
  3. D10=3:The river flows more rapidly here, indicating a possible rapid or waterfall ahead.
  4. D10=4:Players come across a small island, which has a dwarf sitting on top of a large barrel. The barrel is floating in the water, and has a rope tied to it. If players talk to him, he will tell them that his name is Chester, and he is a gold-miner. He will say that he was on his way to a gold mine, but his boat sank, and he washed up on the island. He will then ask the players for help in getting back to shore. If players help him, he will tell them that he has found an abandoned mine shaft, which has several gold nuggets inside it. If players want to search for the mine shaft, they must first tie him to their ship with a rope and then sail him back to shore.
  5. D10=5:The party sees a group of gnomes riding on a raft made of leaves and branches down the river. They seem to be having a good time until they realize they are heading towards a treacherous waterfall. The party must act quickly to save the gnomes from a disastrous fate.
  6. D10=6:An old, enchanted archway over the river grants those who pass under it one wish—but the wishes are twisted in unexpected ways.
  7. D10=7:The illusive glow of bioluminescent algae at night.
  8. D10=8:As the players approach a bend in the river, they see a village under attack by a dragon. The villagers offer a reward for defeating the dragon, but the players must first figure out how to get past the dragon's hoard of treasure guarding the entrance to its lair.
  9. D10=9:A boat full of gnomes floats down the river, each one wearing a comically oversized hat. They are on a quest to find the perfect spot to plant their magical beanstalks. They may trade some of their magical produce in exchange for help navigating the river.
  10. D10=10:A swarm of giant mosquito-like creatures attacks the players while they are trying to cross the river. They must defeat the creatures and find a safe place to rest before they become too weak from the blood loss.

d100 = 57

  1. D10=1:You come across a discarded fishing net, tangled in some reeds on the riverbank.
  2. D10=2:A man is walking down the road, singing a song to himself as he goes. He looks happy and content with life.
  3. D10=3:As the party travels along the river, they come across a large wooden structure floating on the water. Inside, they find a group of traveling merchants who specialize in rare magical items. However, the merchants will only trade with the party if they can solve a riddle or complete a task for them.
  4. D10=4:Players hear a loud grumble coming from under the water. They see a large shadow moving under the surface of the water. It looks like something huge is moving under the surface of the water. If they investigate, they will find that it's nothing more than a large fish swimming under the water.
  5. D10=5:The river opens up into a small lake. There is a small island in the center of the lake. A group of 3d6 giant eagles are feeding on the carcass of a deer that they have killed. They will attack any player characters that get too close to the island.
  6. D10=6:A bird building a nest in a low-hanging branch.
  7. D10=7:A powerful river drake makes its lair on a nearby island, jealously hoarding a stash of magical trinkets and attacking anyone who comes too close.
  8. D10=8:A family picnic at the river’s edge, with children laughing and playing.
  9. D10=9:A group of men playing a game of chance by the side of the road. They're cheating, and they're not very good at it.
  10. D10=10:A man is sitting on a bench, drinking wine out of a jug. He is very drunk and will start fights with anyone who approaches him.

d100 = 58

  1. D10=1:An enchanted harp can be heard playing a haunting tune by the river. Players may find the source of the music and discover a secret entrance to a hidden temple.
  2. D10=2:Erosion has exposed ancient stones along the bank.
  3. D10=3:Players hear something crashing through the underbrush off in the distance. They see a boar running towards them at top speed. If they try to run away, it will charge them. If they stand their ground and fight it, they can kill it and treat it like any other boar as food.
  4. D10=4:A couple of swans gracefully gliding on the water.
  5. D10=5:The water is surprisingly clear, revealing an unusual abundance of fish swimming in the depths.
  6. D10=6:A massive barge, pulled by a team of oxen, is struggling to navigate the narrow river path. If the party helps them by clearing debris or guiding them, they may be rewarded with valuable goods or a free ride on the barge.
  7. D10=7:A group of four men are standing around a campfire, drinking wine and laughing loudly. They stop when they see the party walking by. They will ask them if they want to join in on their wine drinking and laughter.
  8. D10=8:A majestic swan gracefully swims down the river, but its feathers seem to be made of gold. Will the players try to capture the swan and claim its valuable feathers, or will they let it continue on its journey unharmed?
  9. D10=9:The players see a lone figure sitting on a rock in the middle of the river, seemingly deep in thought. They may offer cryptic knowledge or ask for help finding a lost item.
  10. D10=10:A merchant ship loaded with wine from the Far East sails up to the ship. The captain offers to trade with the players. The captain's name is Captain Leech, and he has a leech on his shoulder. Captain Leech will trade a bottle of wine for a bottle of blood.

d100 = 59

  1. D10=1:A dense fog rolling in from the river.
  2. D10=2:A mysterious woman in a flowing white dress appears on the riverbank, singing a hauntingly beautiful song. If the party gets too close, they may find themselves under her spell and have to fight their way out.
  3. D10=3:As the party is crossing a bridge over the river, they spot a small boat floating down the river, seemingly unmanned. Upon closer inspection, they see a small gnome sitting in the boat, snoring loudly and completely unaware of his surroundings.
  4. D10=4:Players hear a loud grumble coming from under the water. They see a large shadow moving under the surface of the water. It looks like something huge is moving under the surface of the water. If they investigate, they will discover that it's not a giant fish, but rather an enormous crocodile that is swimming under the surface of the water, trying to get closer to shore where it can attack anyone who happens to be walking along the riverbank.
  5. D10=5:A group of river sprites mistakes the party for their ancient enemies and attacks using water-based magic.
  6. D10=6:A group of 1d4+4 old women are walking up the river, looking for something. They will ask the players if they have seen anything suspicious.
  7. D10=7:A group of 1d6+1 people are fishing in the river. They will not want to talk.
  8. D10=8:A group of 2d10+2 men are fishing while singing songs. Each of the men is wearing a beautiful silk shirt that glows with a radiant blue light. Everyone in the group is wearing the same kind of shirt.
  9. D10=9:A fallen branch provides a perfect seat for fishing.
  10. D10=10:Players hear singing coming from an abandoned house. Inside, they will find three old women sitting around a fire, singing and drinking wine. They will tell the players that they are witches and were cast out of the village because of it. If asked about magic, they will tell the players about two wizards - one who is good and one who is evil. The witches want to end the conflict between the two wizards by killing them both - but they need help from adventurers first.

d100 = 60

  1. D10=1:You spot a heron standing motionless in the shallow water, eyes sharp and focused.
  2. D10=2:A pack of dire wolves are drinking from the river, and the party must choose whether to avoid them or attempt to tame and befriend them.
  3. D10=3:A barge of entertainers invites the party to a performance on their boat. However, this may be a ruse for a group of thieves attempting to steal from the unsuspecting audience.
  4. D10=4:A group of mysterious cloaked figures are conducting a ritual on the riverbank. The party may choose to interrupt and possibly face consequences from the powerful beings they are summoning.
  5. D10=5:Players come across a family of three. The mother is sitting on a log, her back to the players. She is sobbing violently. The two children are sitting on the ground, looking very scared. Bandits have kidnapped the woman's husband, and she doesn't know what to do.
  6. D10=6:Players encounter a group of fishermen who are struggling to catch a giant fish that keeps eluding them. But as they get closer, they realize the fish is actually a powerful water spirit that has the ability to control the river's currents.
  7. D10=7:Up ahead, you can see a narrow river meandering through the forest. A group of 3d4 sailors are working to unload a small barge that has just docked. The captain will negotiate a price for players to help them unload the boat.
  8. D10=8:A group of friendly water sprites invites the party to a dance party on the riverbank. The sprites will enchant the water around them, creating a magical dance floor. However, the players must make a charisma check to join in on the fun.
  9. D10=9:An injured mermaid is washed up on the riverbank. She asks for the party's help in finding a rare herb that grows deep in the river to heal her wounds.
  10. D10=10:You see an old woman sitting by the side of the road. She is holding a basket full of fruit up to passersby, begging for money so she can feed herself and her family.

d100 = 61

  1. D10=1:In the middle of the river, players encounter a giant whirlpool that seems to be pulling everything in its path. Can they find a way to navigate through the whirlpool and continue down the river safely?
  2. D10=2:The sun setting over the river.
  3. D10=3:You come across a traveling merchant boat that appears to be on fire. If the players investigate, they find out that it's a magical illusion created by the merchant to lure in unsuspecting customers. The merchant may offer them a discount for being clever enough to figure it out.
  4. D10=4:A fishing net is caught in the currents of the river. The players may attempt to free the trapped creatures or take the valuable net for themselves.
  5. D10=5:Water turns into healing vapor upon contact, healing wounds but attracting curious, aggressive river creatures seeking the source.
  6. D10=6:A group of humans are fishing. They are looking for work. They will fight for the party for one adventure for two gold pieces per person per day.
  7. D10=7:A group of 2d6 priests are on their way to perform a religious ceremony in the woods. They will offer to protect the party if they are being attacked by any monsters or other creatures while in the woods.
  8. D10=8:A group of four men is walking down the riverbank. One of them is carrying a small chest. They are talking about how they are going to get paid by someone.
  9. D10=9:A barge is docked by the riverbank. Its crew offers to take the players to a nearby city for a small fee. Along the way, they are attacked by pirates and must defend the barge.
  10. D10=10:A young boy is sitting on the riverbank crying. His pet turtle has wandered off into the river and he is afraid it will be swept away. If the party helps him find the turtle, he gives them a magical trinket as a reward.

d100 = 62

  1. D10=1:A group of humans are fishing. They will trade with the party if they have alcohol.
  2. D10=2:A squirrel jumping from branch to branch above the river.
  3. D10=3:A group of 2d6 goblins are fishing in the river. They are looking for something to eat. They will attack if the players get too close.
  4. D10=4:A small family of raccoons washes their paws in the shallow water.
  5. D10=5:The river seems to pulse as if alive. If the party investigates, they realize it is a colossal sleeping creature, and disturbing the river might awaken it.
  6. D10=6:You hear the sweet sound of a lute being played from a nearby island. If the party investigates, they find a bard who has been stranded there for weeks. He offers to teach them a new song in exchange for rescuing him.
  7. D10=7:A group of nymphs are seen bathing and dancing in the river. They invite players to join in their festivities, but beware, they may become entranced by their beauty and never want to leave.
  8. D10=8:You see an artist painting a scenic landscape of the river.
  9. D10=9:Players see a waterfall in the distance. As they approach, they realize that a group of goblins have set up camp behind it. They are using the waterfall to hide their presence and ambush unsuspecting travelers.
  10. D10=10:As the party is making their way along the river, they hear the sound of singing. Following the sound, they find a group of sirens trying to lure unsuspecting travelers into the water. The party must resist the temptation and defeat the sirens to continue on their journey.

d100 = 63

  1. D10=1:A group of 2d6+2 men camp near a small campfire. They are singing songs.
  2. D10=2:As the party rests in a meadow by the river, they see a group of satyrs dancing and playing music in the distance. They may invite the party to join in their festivities, but beware of their mischievous pranks.
  3. D10=3:The party comes across a group of dwarves panning for gold in the river. They are convinced that there is a large deposit of gold underneath the riverbed, but they need help excavating it. If the party helps them, they will share some of the gold.
  4. D10=4:The party comes across a group of traveling merchants who are transporting rare and exotic animals on their raft. The animals may include griffins, displacer beasts, or even a fire-breathing dragon.
  5. D10=5:A group of children will be throwing stones into the river. They will be told to stop by an adult.
  6. D10=6:The players see a giant sea serpent slithering through the river, its scales glittering in the sun. It may offer the players a ride if they can solve a riddle or complete a task for it.
  7. D10=7:The water rushes over smooth, rounded stones, creating a gentle gurgling sound.
  8. D10=8:Two men are playing cards on the bank. They ask players if they want to play a game. They will play for 1d4 cp. If the players cannot pay, the men will force them to pay with their clothes and equipment.
  9. D10=9:A group of water nymphs are bathing in the river and entice the players to join them. If players accept, they must pass a series of skill checks to avoid drowning in the river's powerful currents.
  10. D10=10:You see an old woman sitting beside the road. She is singing a song about a local area. She has been sitting there for weeks and is quite mad. She will attack anyone who approaches her.

d100 = 64

  1. D10=1:A group of goblins are using the river as their own personal dumping ground, polluting the water and harming the local wildlife. The players may decide to stop them or report their activities to local authorities.
  2. D10=2:The party sees a giant octopus dragging a sunken ship along the riverbed. The ship is filled with treasure, but they must first defeat the octopus to claim it.
  3. D10=3:A group of children are playing by the river, but one of them accidentally falls in and is swept away by the current. The other children ask for help in rescuing their friend, but as the players jump in, they realize the children are actually mischievous imps who have been causing trouble in the area.
  4. D10=4:A single lantern floats down the river toward the party. If they pick it up, they inadvertently summon a malevolent wraith attracted to the light.
  5. D10=5:Birds' nests can be seen in the higher branches of the trees.
  6. D10=6:A new species of fish has been discovered in the river, and players can catch and study them to learn more about their unique abilities.
  7. D10=7:Players see a hammer in the water. It is frozen in ice. The hammer is magical.
  8. D10=8:An abandoned campsite with forgotten supplies.
  9. D10=9:Someone's forgotten shoe partly submerged.
  10. D10=10:The river branches off into a smaller tributary, winding through the trees.

d100 = 65

  1. D10=1:A group of people are walking down the riverbank, talking about how beautiful the river is. They are not looking where they're walking and keep stumbling into the water.
  2. D10=2:The players see a group of circus performers setting up camp along the river. They offer to trade some of their acts or exotic animals for supplies or information on nearby towns. They might even invite the players to join in on their show.
  3. D10=3:A group of 1d4+4 old women will yell at the players for disturbing their peace. They will then turn around and continue their walk down the river.
  4. D10=4:Someone has set up a makeshift campsite near the river, complete with a campfire.
  5. D10=5:A leather-bound book lying forgotten by the water.
  6. D10=6:A group of giant spiders is crossing the river on a web they've woven. The players must decide whether to fight them or try to sneak past without alerting them. If the players succeed, they may find a stash of valuable silk and rare spider venom on the other side of the river.
  7. D10=7:A pack of dire wolves are drinking from the river, their eyes locked onto the players. They may attack if they feel threatened or accept a peace offering of food in exchange for passage.
  8. D10=8:The party comes across a group of animated scarecrows floating down the river on logs. They are searching for their master, who has mysteriously disappeared. They may ask the party for help in finding their master and defeating the evil that has taken him.
  9. D10=9:You come across a peaceful river nymph bathing in the water. She invites the party to join her, but warning them that her sisters may not be as friendly.
  10. D10=10:The river suddenly splits into several smaller, winding paths. If players choose one at random, each path tests a different aspect of their skills and character.

d100 = 66

  1. D10=1:The sound of a distant waterfall grows louder.
  2. D10=2:A man is sitting on a bench, drinking wine out of a jug. He is very drunk and will start fights with anyone who approaches him.
  3. D10=3:The river is haunted by the ghost of a drowned lover who seeks a way to reunite with their lost beloved, inadvertently causing dangerous whirlpools.
  4. D10=4:The players stumble upon a secret underground entrance to a hidden temple dedicated to a water deity. Inside, they find a high priestess who is willing to offer them blessings and divine guidance in exchange for completing a task for her.
  5. D10=5:An old, half-collapsed bridge spans the river. If they choose to cross it, the bridge begins to crumble, testing their physical prowess and agility to avoid falling into the tumultuous currents below.
  6. D10=6:The river forms a slow-moving oxbow lake, ideal for a leisurely paddle.
  7. D10=7:The remnants of an ancient battlefield litter the riverbanks. If players sift through the wreckage, they find a cursed relic that binds one of them to the spirit of a long-dead warrior.
  8. D10=8:Cloaked individuals use the river’s mist to sacrifice animals, muttering incantations. If players intervene, they disrupt a summoning ritual but incur the wrath of powerful warlocks.
  9. D10=9:A pair of rival river gods argue incessantly, causing unpredictable and dangerous water conditions, hoping the party can mediate their eternal feud.
  10. D10=10:Long-forgotten ruins are half buried on the river’s shore.

d100 = 67

  1. D10=1:The party encounters a traveling merchant on a barge. He is known for selling rare and valuable items, but his prices are exorbitant.
  2. D10=2:Receding water reveals hidden sandbars.
  3. D10=3:A group of people are sitting around a campfire, telling scary stories about the Black Tower.
  4. D10=4:As the party approaches the riverbank, they find a solitary dark boatman waiting silently. If they choose to engage with the boatman, he offers them passage across the river in exchange for a dark secret from each adventurer.
  5. D10=5:The river’s water temporarily becomes solid as ice, creating a walkable path to a mysterious island in the middle.
  6. D10=6:You see a woman sitting on a log, staring out at the river. She doesn't appear to notice you as you approach her. If you talk to her, she will say that she has lost her child and she can't find him anywhere. She will ask you to help her find her child. She will give you directions to a nearby cave where she believes her child might be hiding. Inside the cave, you find a group of kobolds who have been terrorizing this poor woman.
  7. D10=7:Two men are arguing over the price of a horse. One of them tries to convince the party to help him out by buying the horse.
  8. D10=8:A group of travelers are crossing the river on a rickety bridge, but one of the boards breaks and the travelers are left hanging onto the remaining pieces. The players must use their skills to safely get them to the other side, but the travelers are not what they seem.
  9. D10=9:A dragonfly flits across the surface of the water, searching for prey.
  10. D10=10:A pack of dire wolves are drinking from the river, their eyes locked onto the players. They may attack if they feel threatened or accept a peace offering of food in exchange for passage.

d100 = 68

  1. D10=1:As the party sails down the river, they encounter a giant beaver building a dam. The beaver seems to be having trouble and may need the party's help in fixing the dam.
  2. D10=2:A swarm of jellyfish levitate over the river, electrifying the air around them and requiring creative navigation to avoid shocking encounters.
  3. D10=3:An old woman is crying by the riverbank. She tells the party that her pet cat has gone missing and she can't find it anywhere. If the party helps her look for the cat, they will find it stuck in a tree. The woman turns out to be a powerful sorceress who is grateful for the party's help and offers to reward them with a magical item.
  4. D10=4:The corpse of a large creature floats downstream, bumping against a rocky outcropping. If the players decide to investigate, they unleash a swarm of ravenous parasites that start attacking them.
  5. D10=5:A druid is seen fishing in the river, but instead of using a fishing rod, he uses his magic to lure fish to him. He may teach players his techniques if they ask politely.
  6. D10=6:The party comes across a group of gnomes rafting down the river on a makeshift raft made of barrels and planks. They are on a quest to find a legendary floating city rumored to be in the middle of the river. They may ask the party to join them on their journey.
  7. D10=7:The water rushes over smooth, rounded stones, creating a gentle gurgling sound.
  8. D10=8:Players see a group of farmers digging a ditch in a field across the road from them. The ditches are not straight. Some are off to the side, some are high, some are long, and some are short. The farmers will yell at the players if they approach them, but if the players try to talk to the farmers, they will say that they are trying to grow the best crop possible for their patrons. They will explain that one of the ditches has been completed, so the players can look at it if they like. If the players ask what happened to the farmers' patrons, the farmers will say that they're working on a much more important project, but they won't tell you what it is.
  9. D10=9:A hiker sketching the river's landscape.
  10. D10=10:A group of friendly trolls appears on the riverbank, offering to guide the party to a hidden hot spring where they can rest and heal their wounds. However, the spring is guarded by a powerful fire elemental that the party must defeat before they can use it.

d100 = 69

  1. D10=1:A couple quietly whispering sweet nothings near the water.
  2. D10=2:An alchemist is experimenting with potions on the riverbank. Some of the potions have unexpected and chaotic effects.
  3. D10=3:An enchanted waterfall offers to teleport the party to their desired destination along the river, but only if they answer a series of riddles correctly.
  4. D10=4:Bubbles rise in the water where fish feed.
  5. D10=5:The distant sound of church bells.
  6. D10=6:Players come across a group of men who are fishing. One of the men tells players that they have seen a dragon flying over the mountains to the north. The man says that the dragon has scales like steel and a long tail like a snake. The man says he has never seen a dragon so big before. The man says that the dragon flew over their heads and breathed fire onto their camp, burning their tents to cinders and leaving them with nothing but the clothes on their backs, which were luckily mostly made of leather and not flammable.
  7. D10=7:A beautiful fairy queen is seen bathing in the river. She asks players to leave her alone or face the consequences.
  8. D10=8:A frog leaping from lily pad to lily pad.
  9. D10=9:An alchemists' guild has a secret river station where they experiment with transmuting the river water into gold, with explosive results.
  10. D10=10:The players see a lone figure sitting on a rock in the middle of the river, seemingly deep in thought. They may offer cryptic knowledge or ask for help finding a lost item.

d100 = 70

  1. D10=1:Floating gardens made by a retired druid drift idly downstream. The druid claims to have seen the future and offers cryptic warnings.
  2. D10=2:A group of three men in silvery robes is sitting on the riverbank. They are talking about the strange happenings in their area. They are interested in talking to the players if they are interested in hearing about their faith.
  3. D10=3:The party approaches a group of children who are playing tag in an open field. As the players walk by, one of the children crashes into them and says sorry. If the party asks the child, they will learn that the child is from a nearby village and was told to run away from home because of a sickness spreading in the village. The child has no family and doesn't know where it's going, so it asks the party if it can travel with them. The players can choose to take in the child or not.
  4. D10=4:A worn path follows the riverbank.
  5. D10=5:You come across a makeshift dam built by children, blocking part of the river’s flow.
  6. D10=6:Three drunken dwarves stumble along the shoreline, singing loudly and laughing boisterously. As they pass by, one of them steps on a stone that is slightly raised above the others. The stone crumbles under his weight and reveals an opening in the ground below it. The drunken dwarf falls into the hole and lands in a pit that has spiked floors and walls and no way out.
  7. D10=7:A group of 2d6+2 women are sitting on the shore, beside a large basket, washing laundry.
  8. D10=8:You come across a traveling merchant boat that appears to be on fire. If the players investigate, they find out that it's a magical illusion created by the merchant to lure in unsuspecting customers. The merchant may offer them a discount for being clever enough to figure it out.
  9. D10=9:A group of merfolk are swimming in the river. They are singing merrily.
  10. D10=10:A mule deer drinking cautiously.

d100 = 71

  1. D10=1:The remains of an old stone wall lines part of the bank.
  2. D10=2:A small shrine to a river deity stands at the water’s edge, adorned with offerings.
  3. D10=3:A group of enraged squirrels appear and attack the party. They are hiding some treasure and will attack for it.
  4. D10=4:A flock of colorful tropical birds are flying over the river, dropping small trinkets and items as they pass by. The players may have to catch them before they disappear.
  5. D10=5:A group of children are playing along the river's edge. They are throwing rocks into the water and yelling out names of different types of fish and then laughing at each other when someone gets it wrong.
  6. D10=6:The echo of a distant horn.
  7. D10=7:An elderly couple strolls along the riverbank.
  8. D10=8:You come across a quiet spot where the river pools into a serene pond.
  9. D10=9:You see a small turtle basking on a rock in the middle of the river.
  10. D10=10:The river border has a dense growth of ferns and reeds swaying in the breeze.

d100 = 72

  1. D10=1:You hear distant singing coming from the river. As you get closer, you see a group of Naiads, beautiful water nymphs, swimming and dancing in the water. They may offer to guide the party safely through the treacherous rapids in exchange for a favor or a promise to return a favor in the future.
  2. D10=2:A group of 2d6 men and women from a nearby village are hunting deer in the woods. They will invite the party to dinner and a place to sleep for the night in their village.
  3. D10=3:A group of children are playing by the river, but one of them accidentally falls in and is swept away by the current. The other children ask for help in rescuing their friend, but as the players jump in, they realize the children are actually mischievous imps who have been causing trouble in the area.
  4. D10=4:A tree has fallen across the road. There is a small wooden box sitting on one of the branches. The box is closed and locked. There is a small key hole in the front of the box. If players try to open it, a swarm of bees will attack them.
  5. D10=5:Players discover a corpse in the river, which is floating face down. The players can turn over the corpse, which is actually a body armor suit that is enchanted to make it appear as a corpse. If the players turn the 'corpse' over, they will notice a mark on the inside of the 'corpose' which reads: 'Property of Sir Foul of Dunmoore and His Knights of the Black Hand.'
  6. D10=6:The riverbed reveals fragments of a shattered magical artifact. If the players try to piece them back together, a guardian spirit tests their resolve in a maddening labyrinth.
  7. D10=7:You see a woman standing at the edge of the river. She is praying to a fish that she has caught. She is thanking it for giving up its life for her sustenance. She offers it a proper burial in the river. She will not speak to you until you offer to help her with her fish.
  8. D10=8:The party sees a group of children playing by the river, but upon closer inspection, the children have strange markings on their skin and seem to be communicating with each other telepathically. If the party approaches, they will be revealed as a group of fey creatures in disguise. They will challenge the party to a game of riddles and if the party wins, they will receive a powerful magic item.
  9. D10=9:You come across a bundle of old, abandoned fishing traps caught in the reeds.
  10. D10=10:A canoe is moored at the edge of the river, with paddles inside.

d100 = 73

  1. D10=1:A group of children are playing by the river. They are throwing stones into the water. A stone hits a fish and the fish jumps out of the water. The children run away.
  2. D10=2:A large tree branch falls into the water, causing a huge splash.
  3. D10=3:The river is deeper here, creating a shady spot where larger fish might dwell.
  4. D10=4:Thunderous roars come from a cascading waterfall upriver. If the players explore the base of the waterfall, they find a hidden chamber full of trapped, raging spirits.
  5. D10=5:A lone hermit is meditating by the river, and players may have a chance to learn some new meditation techniques from them.
  6. D10=6:Worn, ancient stepping stones lead across the shallow part of the river.
  7. D10=7:Dried reeds and grass rustle softly in the breeze.
  8. D10=8:The smell of wet earth after a rainstorm.
  9. D10=9:A group of 4d6+5 soldiers are practicing their swordsmanship and archery in an open field near the riverbank. They do not appear to be concerned about the players at all.
  10. D10=10:The sun glints off the water like a thousand diamonds.

d100 = 74

  1. D10=1:The party spots a half-sunken ship in the middle of the river. Inside, they may find valuable treasure or a group of undead sailors guarding their loot.
  2. D10=2:The party comes across a group of fishermen who are being terrorized by a group of giant mutated fish. They can help the fishermen defeat the creatures and earn their gratitude, or they can negotiate a truce between the two parties.
  3. D10=3:A group of men are talking about the Old Mill. They say it's haunted by a ghost named 'Old Man' John who was killed by his son for his gold.
  4. D10=4:A group of friendly gnomes offer to sell the players a map leading to a hidden underground city accessible only through a secret entrance in the river's depths. In the city, the players can trade with gnomish inventors and engineers for unique equipment and items.
  5. D10=5:A man and his son are sitting on the river bank. They are preparing for an adventure by sharpening their swords and armor with a grindstone. They are ready for an adventure and will join the party if asked. They are level 2 fighters named John and Jack.
  6. D10=6:Turtles bask on a log jutting out of the river.
  7. D10=7:The players see a small figure standing on a log in the middle of the river, beckoning them over. Once they get closer, they see that it's actually a pixie. She may offer to lead the players to a hidden treasure in the nearby forest in exchange for their help in defeating a dark faerie who has been terrorizing her home.
  8. D10=8:The river’s edge is lined with shellfish beds.
  9. D10=9:A traveling circus is using the river to transport their animals to the next town. The party may help or hinder their progress, depending on their intentions.
  10. D10=10:A group of men in black robes are leading a group of children to the river. The children are crying and pleading to be allowed to go home. The men in black robes tell the children that they must learn to swim like fish if they wish to join the cult of the black fish god Tezcatl.

d100 = 75

  1. D10=1:Birds' nests can be seen in the higher branches of the trees.
  2. D10=2:A group of dwarves is searching for a legendary mineral at the bottom of the river. They offer to pay the players to help them find it, or they can try to find it on their own and keep the valuable mineral for themselves.
  3. D10=3:A group of undead creatures emerge from the river's depths, seeking revenge on the living for disturbing their resting place. The party must find a way to defeat them or appease them to continue on their journey.
  4. D10=4:Enormous, catfish-like creatures leap from the water and attack. If they are investigated, they have markings indicating they were once guardians transformed by cursed magic.
  5. D10=5:Players see a group of rangers sitting near the riverbank. They seem to be arguing about something. One of them is holding a fishing pole.
  6. D10=6:A small fairy is floating on a lily pad in the river, crying her eyes out. She's lost her wand and can't do any magic without it. If the party helps her find it, she'll grant them a wish.
  7. D10=7:A group of halflings are singing and playing instruments.
  8. D10=8:A pack of friendly river otters are playing in the water. They may offer to help the players cross the river in exchange for some tasty snacks.
  9. D10=9:A family having a picnic near the riverbank.
  10. D10=10:A group of water genasi are having a heated argument on the riverbank. One of them has stolen a precious family heirloom and the others are trying to get it back. The party can choose to help or ignore the situation.

d100 = 76

  1. D10=1:You spot an old mill wheel, partially submerged in the river.
  2. D10=2:A pair of swans glides elegantly along the river, heads held high.
  3. D10=3:A group of children are playing by the river. They are throwing stones into the water. A stone hits a fish and the fish jumps out of the water. The children run away.
  4. D10=4:A group of goblins are trying to cross the river on a makeshift raft. If the party helps them, they may reward them with stolen goods or information about a nearby goblin hideout.
  5. D10=5:Two men approach the party and ask if they have seen their friend. They say their friend is wearing a gray coat and was last seen walking along the river bank. If the players ask what they are doing along the river bank, they will say they are looking for gold.
  6. D10=6:The river is flanked by tall cliffs, their faces reflected in the water.
  7. D10=7:The remains of a grand shipwreck lie half-submerged, guarded by a skeletal captain who seeks a new crew for his eternal voyage.
  8. D10=8:A lone bard is sitting by the river, playing a beautiful melody. If the party listens to him, they may receive a temporary bonus to their Wisdom checks. If they ignore him, they may suffer a minor curse.
  9. D10=9:A giant constrictor snake is sunbathing on a large rock in the river. If the party gets too close, the snake may attack, mistaking them for prey.
  10. D10=10:A group of men are standing on the riverbank, talking about how they need to catch a big fish. They will look at the water and then look at each other, as if asking if anyone else notices anything about the water. They will then shake their heads and return to their discussion about catching a big fish.

d100 = 77

  1. D10=1:An old man offers to tell the players their fortunes using a deck of mysterious river stones. The accuracy of his predictions depends on a skill check.
  2. D10=2:The river narrows significantly, forcing you to walk closer to its edge.
  3. D10=3:Blackened stones line a section of the river, seemingly forming a deliberate path. If players follow, they find an ancient shrine where a dark ritual is taking place, requiring their interference.
  4. D10=4:The peaceful silence broken by a sudden splash.
  5. D10=5:Rotting boats filled with skeletal remains float down the river. If players decide to examine one, they are cursed to share the same fate within a set number of days unless the curse is lifted by powerful magic.
  6. D10=6:You see an artist painting a scenic landscape of the river.
  7. D10=7:A group of friendly water sprites invites the party to a dance party on the riverbank. The sprites will enchant the water around them, creating a magical dance floor. However, the players must make a charisma check to join in on the fun.
  8. D10=8:A courier that is riding a mule approaches the party and hands a letter to one of the party members. He asks them to deliver the letter to the city of Westport. The letter is inside of a small amethyst container. The letter starts with a greeting of 'Dear Lord Antony' and ends with the signature of 'By Your Royal Highness, The Queen'.
  9. D10=9:Wild mushrooms grow in the shade.
  10. D10=10:The party is approached by a couple who want them to deliver a message to their son. It reads: 'Please tell our son that we will be back by the full moon.'

d100 = 78

  1. D10=1:Players encounter a group of 2d6 dwarves marching along the shore. They are headed toward a nearby fort. Players can join them and they will escort them safely to the fort. Inside the fort, players find 2d6+2 dwarves who will hire them to clear out a nearby kobold lair. The dwarves will pay the players 5 gp per dwarf in their group. They are willing to pay up to 50 gp.
  2. D10=2:A beautiful rainbow trout visible in the clear water.
  3. D10=3:Dragonflies darting around over the water.
  4. D10=4:You spot an old iron kettle, half-buried in the river mud.
  5. D10=5:A group of halflings are singing and playing instruments.
  6. D10=6:Up ahead, you see a village on the side of the road called 'Castle Doon'. There is a small tavern and a blacksmith. The town is inhabited by 2d6 dwarves who are trying to recreate their lost kingdom by starting their own village.
  7. D10=7:Gnarled tree roots form natural arches over the river.
  8. D10=8:A thick mist rolls over the river, reducing visibility and adding an eerie atmosphere.
  9. D10=9:A group of halflings approaches the party and tells them that they are looking for a lost halfling child. The halflings are led by a halfling bard who is hoping to earn some money by finding the halfling child and returning her to her parents.
  10. D10=10:The party spots a little girl floating down the river on a small raft. If they rescue her, she will reveal herself to be a powerful sorceress who was testing the party's bravery and will offer to teach them a powerful spell in return.

d100 = 79

  1. D10=1:A group of merfolk are swimming and singing in the river, celebrating a marriage between two of their own. They may invite the players to join in the festivities and offer them a magical token as a gift.
  2. D10=2:Two men are standing on a bridge, discussing how they can improve their fishing skills. They will mention that they have heard that there is a dam nearby where people fish for salmon, but they have no idea where it is because they have never been there themselves.
  3. D10=3:Players see a large bird flying overhead. They see something falling from its claws. This object is a small, deep-red chest. It is labeled, 'Mysterious chest - Open only if trapped inside a box.'
  4. D10=4:The party spots a half-sunken ship in the middle of the river. Inside, they may find valuable treasure or a group of undead sailors guarding their loot.
  5. D10=5:The river suddenly turns to a thick, bubbling foam. Upon closer inspection, the foam is actually made up of tiny, harmless fairies having a wild party. The party may join in on the fun or try to find a way to disperse the fairies.
  6. D10=6:A man is sitting on a bench, crying. He is sitting next to a grave marker that reads: 'Here lies my only child. He was taken from me by an evil wizard.'
  7. D10=7:A beautiful fairy queen is seen bathing in the river. She asks players to leave her alone or face the consequences.
  8. D10=8:A beautiful waterfall appears along the river, inviting the party to explore behind the cascading water. Inside, they'll find a hidden cave where a group of treasure hunters have set up camp. The party may choose to compete, trade, or ally with the treasure hunters.
  9. D10=9:The remains of a grand shipwreck lie half-submerged, guarded by a skeletal captain who seeks a new crew for his eternal voyage.
  10. D10=10:You come across a makeshift dam built by children, blocking part of the river’s flow.

d100 = 80

  1. D10=1:A group of traveling merchants offer to sell the players some rare and exotic goods from faraway lands. However, they are secretly working for a notorious bandit group and plan to rob the players after the transaction.
  2. D10=2:A family of otters plays on the riverbank, darting in and out of the water.
  3. D10=3:As the party is traveling by the river, they see a giant beaver dam blocking the path. They must either find a way to break through or take a detour through the dangerous forest.
  4. D10=4:A pair of lovers is picnicking by the water.
  5. D10=5:A horse grazing near the river.
  6. D10=6:The party sees a group of men and women, who are armed and wearing leather armor with a bear skull on the chest, walking along the river's edge. If the party approaches the group, they will say that they are on patrol, and ask what the players are doing out here. If players mention the cultists or their leader, a bear shaman, the patrolmen will become angry and try to kill players.
  7. D10=7:Players see a hammer in the water. It is frozen in ice. The hammer is magical.
  8. D10=8:A mysterious figure in a hooded cloak approaches the players and offers to guide them through the river, claiming to have extensive knowledge of the area. However, they soon realize that the figure is actually a shape-shifting water elemental, and they must find a way to defeat it.
  9. D10=9:A group of 2d4+2 men from a nearby village are on their way to sell their wine at the market in a nearby city. They're hoping for a good price for their harvest.
  10. D10=10:A strange, sulfuric stench rises from the river. If the players investigate, they find a hidden sulfur spring being used by cultists performing dark ceremonies.

d100 = 81

  1. D10=1:Strange fish with human-like eyes follow the players' movements in the water. If they attempt to catch one, it reveals a curse linked to the river.
  2. D10=2:Approaching the party, you see a man staggering toward you. His face is bruised and bloody, and he is moaning to himself. He looks like he's been in a fight.
  3. D10=3:A dense fog rolling in from the river.
  4. D10=4:On a peaceful stretch of the river, the players come across a group of friendly water nymphs who offer to guide them on their journey. But their true intentions may not be as benevolent as they seem.
  5. D10=5:The players come across a group of goblins trying to fish with a makeshift net. However, their clumsy attempts have angered a nearby giant crab who is now attacking them. Can the players help the goblins and defeat the crab before it's too late?
  6. D10=6:A group of travelers are stranded on a small island in the middle of the river. They are shouting for help and seem to be in dire need of assistance.
  7. D10=7:Ripples form as a fish breaks the surface.
  8. D10=8:A family of farmers is having trouble with a pesky werewolf that is terrorizing them. The farmers are actually werewolves, and if the party gets too close to them, they will attack with their bare hands.
  9. D10=9:An abandoned fishing hut near the riverbank.
  10. D10=10:An immense, battered shipwreck lies along the riverbank. Onboard, the party finds long-lost treasure, but the ship’s ghostly crew wants it back.

d100 = 82

  1. D10=1:The party sees a group of travelers on the other side of the river, trying to build a makeshift bridge using ropes and logs. They seem to be in a hurry and may be willing to share some information about the nearby town or potential dangers in the area.
  2. D10=2:An old woman is sitting on a rock beside the road. She will tell you a story about a group of bandits who once tried to rob her.
  3. D10=3:Narrow wooden boats float the river quietly without owners. If the players decide to use them, they find themselves caught in an eerie, endless journey unless they solve a riddle inscribed on the boat's interior.
  4. D10=4:The players come across a group of pixies having a tea party on a small island in the middle of the river. They invite the players to join them and tell them stories about nearby magical locations and hidden treasures.
  5. D10=5:The faint sound of a bell from a buoy.
  6. D10=6:The party approaches a group of men and women, who are preparing their fishing poles. They will ask the players if they want to fish with them. The players can choose to fish or not fish. If they fish, they have a chance to catch a fish. If they don't fish, they can continue their journey down the river.
  7. D10=7:You see a lone canoe with a person fishing in the middle of the river. The person seems to be having some trouble and could use some help.
  8. D10=8:A barge is docked by the riverbank. Its crew offers to take the players to a nearby city for a small fee. Along the way, they are attacked by pirates and must defend the barge.
  9. D10=9:The river appears to have turned red. A DC 20 Nature check reveals that it's actually wine that was spilled in a nearby town.
  10. D10=10:A group of satyrs are playing music and dancing on the riverbank. They offer to teach the party a new dance or tell them a riddle, promising a reward if the party can solve it.

d100 = 83

  1. D10=1:A large swarm of butterflies flutters around a clearing by the river. As the players approach, the butterflies form into the shape of a beautiful woman. If the players interact with her, she will reveal herself as a fey creature and offer them guidance on their journey.
  2. D10=2:A small bridge spanning the width of the river.
  3. D10=3:A group of river sprites mistakes the party for their ancient enemies and attacks using water-based magic.
  4. D10=4:Two men are arguing over a woman they both love. They will attack each other if anyone else gets involved in the argument.
  5. D10=5:As the party sets up camp by the river, they notice a group of fireflies gathering around a nearby tree. They soon realize the fireflies are actually small pixies, and if they offer them a snack, the pixies will share their magical firefly dance with the party.
  6. D10=6:A group of fishermen are struggling to reel in a large, angry fish from the river. They ask the players for help and reveal that the fish is actually a cursed person who can only be freed by catching and releasing them three times.
  7. D10=7:A pile of ancient coins lies gleaming in shallow water. If players retrieve them, they incur a curse from a vengeful river god.
  8. D10=8:Empty cages hang from trees along the riverbank. If the players look inside, they are attacked by vindictive spirits of those who were imprisoned there.
  9. D10=9:The riverbanks are littered with the bones of giant creatures. If players decide to examine the bones, a necromantic force animates them, creating a giant skeletal monster.
  10. D10=10:As the party makes their way down the river, they come across a waterfall that leads into a hidden underground cavern. The cavern is home to a colony of Sahuagin, and the party must find a way to navigate and escape without getting caught or killed.

d100 = 84

  1. D10=1:Birds chirp in the trees along the river.
  2. D10=2:A group of frogs croaking loudly in chorus.
  3. D10=3:A group of bards are having a party on a large barge moored to the riverbank. They invite the players to join them, promising free food and drinks. However, the bards are really a group of thieves planning to rob the players when they are drunk.
  4. D10=4:A group of 4d6+5 soldiers are practicing their swordsmanship and archery in an open field near the riverbank. They do not appear to be concerned about the players at all.
  5. D10=5:A group of children is swimming in the river. They will ask the players to join them if they like.
  6. D10=6:A group of humans are fishing. They are out of food. They will trade with the party if they have food.
  7. D10=7:A group of farmers are trying to herd their sheep across the river without getting them wet because they are afraid they will catch cold if they get wet. They will pay 1 copper piece per sheep to anyone who will help them get their sheep across the river without getting them wet.
  8. D10=8:The echo of a distant horn.
  9. D10=9:A giant water elemental has emerged from the river, wreaking havoc on the surrounding area. The party must find a way to defeat or appease it before it causes more destruction.
  10. D10=10:The sound of distant laughter from unseen people.

d100 = 85

  1. D10=1:A group of 1d4+4 old women are walking up the river, looking for something. They will ask the players if they have seen anything suspicious.
  2. D10=2:Players encounter a group of 2d6+3 traveling merchants and will have to decide if they want to help them get across the river, or if they want to attack them.
  3. D10=3:A group of 1d4+2 thieves are hiding out along the riverbank. They are on the look out for anyone traveling this road. They will attack anyone who looks like they might have valuables.
  4. D10=4:A group of children are playing along the river's edge. They are throwing rocks into the water and yelling out names of different types of fish and then laughing at each other when someone gets it wrong.
  5. D10=5:A tiny cottage nestled by the river puffing a wisp of smoke.
  6. D10=6:Three men are walking down the street. They look very serious. One of the men is carrying a large wooden box.
  7. D10=7:A group of nomads camped by the river offer to trade with the players. They have rare and exotic goods from their travels, but beware - some of the items may be cursed or have unexpected side effects.
  8. D10=8:The river is wider and deeper here, with a slow, languid current.
  9. D10=9:A stone path leads to a rocky outcrop perfect for fishing or contemplation.
  10. D10=10:There is a boat sitting in a small bay between two large rocks. This boat is old and dilapidated. It looks as if it were once a great boat, but it has been slowly decaying and rusting away for many years. A name is carved above the front of the boat: 'The Mary'.

d100 = 86

  1. D10=1:A ghost ship appears on the river, its crew made up of the souls of sailors who were lost at sea. They offer to guide the party to a hidden treasure if they perform a ritual to release their spirits from the ship.
  2. D10=2:A group of otters play in the water.
  3. D10=3:A group of halflings approaches the party and tells them that they are looking for a lost halfling child. The halflings are led by a halfling bard who is hoping to earn some money by finding the halfling child and returning her to her parents.
  4. D10=4:Players encounter a group of 2d4 humans walking along the shore. They are headed toward a nearby town. Players can join them and they will escort them safely to the town. Inside the town, players find 2d4 humans who will hire them to clear out a nearby kobold lair. The humans will pay the players 5 gp per human in their group. They are willing to pay up to 50 gp.
  5. D10=5:A wooden sign warns of strong currents ahead.
  6. D10=6:The party comes across a group of men dancing around a fire. They are dancing to the music they are making. The men are raucous and jubilant - they are in high spirits. If the party tries to get closer to the group, they will be asked to join in dancing with them. One of the dancers will ask for a hand dance with a member of the party. If a player agrees, the dancers will put an orange into his hand. If the player refuses or thinks about any other option, the dancers will pelt the player with oranges. The dancers will not stop pelting the player until they leave the area or until their oranges run out.
  7. D10=7:A fox disappearing into the underbrush.
  8. D10=8:A group of humans are fishing. They are looking for work. They will fight for the party for one adventure for two gold pieces per person per day.
  9. D10=9:Floating purple haze emanating from flowers on the shore mesmerizes the party, baiting them into lethargy unless they find a way to resist its enchanting spell.
  10. D10=10:As the party makes their way along the river, they come across a large waterfall. At the bottom of the waterfall, they see a group of water elementals creating a magnificent display of waterfalls and rainbows. The elementals will let the party stay and enjoy the show, but they must leave before the sun sets or risk being swept away in the river's dangerous currents.

d100 = 87

  1. D10=1:A group of 2d6 men and women from a nearby village are searching for mushrooms in the woods. They will invite the party to join them for dinner and rest for the night in their village.
  2. D10=2:A powerful but reclusive water wizard lives in a small hut on the riverbank. He may offer the party a place to rest or help them with a quest if they can prove their worth.
  3. D10=3:A group of rowdy halflings are bickering and arguing on a raft, trying to decide which direction to go. They may ask the players for directions or offer to take them on a scenic tour of the river.
  4. D10=4:A small shrine to a river deity stands at the water’s edge, adorned with offerings.
  5. D10=5:The party comes across a group of bards performing by the river. They are very talented and will happily entertain the party for a small donation of 10 gold pieces. If the party becomes rude or rowdy, the bards will leave and the players will regret missing out on a great show.
  6. D10=6:The players notice a pair of eyes watching them from the water. If they investigate, they find a young water elemental trapped inside a magical bottle. The elemental begs for the players' help in breaking the enchantment and will offer them its services in combat if they succeed.
  7. D10=7:A flotilla of lily pads covers a calm section of the river, with frogs lounging on them.
  8. D10=8:The party encounters a group of friendly talking otters who are relaxing on a log in the middle of the river. They offer to guide the party to a nearby hidden hot spring in exchange for some food and good conversation.
  9. D10=9:A small, sentient whirlpool challenges the party to a contest of "water tricks," playfully showing off its own watery juggling acts.
  10. D10=10:A priest of a local god is walking along the riverbank, talking to himself about how evil creatures are assaulting good people by water.

d100 = 88

  1. D10=1:A large barge floats down the river towards the players, manned by a group of friendly dwarves. They offer to take the players on board for a free drink and some dwarven hospitality. However, they soon realize the dwarves are actually smugglers and they have been transporting illegal goods.
  2. D10=2: A group of men with tools are working to build something on the shoreline at the mouth of a small stream that flows into the river. The party can see that they are building something that will block the mouth of this stream and cause it to flood and turn this area into part of the river itself...
  3. D10=3:A powerful wizard stands on the edge of the river, casting spells into the water and causing it to bubble and churn. If the players get too close, they will fall under the wizard's hypnotic control and be forced to do their bidding.
  4. D10=4:The players come across a traveling merchant who is trying to sell a miraculous fruit that can cure any ailment. However, if they bite into the fruit, they will be transported to a hidden underwater city where they will need to complete a quest in order to return to the surface.
  5. D10=5:The river seems to pulse as if alive. If the party investigates, they realize it is a colossal sleeping creature, and disturbing the river might awaken it.
  6. D10=6:The party comes across a half-sunken ship in the middle of the river. As they explore, they find that it's been taken over by a group of pirate gnomes.
  7. D10=7:A group of children are playing by the river, making up stories about the local area.
  8. D10=8:A group of 2d6+2 women are sitting on the shore, beside a large basket, washing laundry.
  9. D10=9:The party sees a group of men and women, who are playing a game where they try to knock each other off of a log by throwing rocks at each other. If the players join in, they will be welcomed into the game, but they will be required to play by their rules, which are different than how most people play rock-paper-scissors. Someone might get stabbed.
  10. D10=10:A group of 2d4+2 humans are sitting on the shore, barbequing something over an open fire.

d100 = 89

  1. D10=1:The sight of a fishing bobber dancing in the water.
  2. D10=2:Players see a hammer in the water. It is frozen in ice. The hammer is magical.
  3. D10=3:An old man with a long white beard approaches the party. He tells them that he is a wizard and that he needs help. He needs help finding his lost wand. The old man's name is Old Man Oldman. He is actually a powerful sorcerer. He wants the party to help him find his lost wand.
  4. D10=4:A giant water elemental is causing a flood upriver and heading straight towards the party. The party must figure out how to stop it before it reaches a nearby village.
  5. D10=5:A group of water elementals are having a dispute over territory and are causing chaos on the river. The party can choose to intervene and potentially gain favor with one of the elementals, or they can choose to stay out of it and find an alternate route.
  6. D10=6:Wild garlic grows around a cluster of fallen rocks.
  7. D10=7:A rope swing hangs from a tree over the water.
  8. D10=8:A group of merfolk are having a heated argument on the riverbank. As the party approaches, they will be asked to settle the dispute. Depending on the outcome, the merfolk may reward or attack the party.
  9. D10=9:A row of stepping stones crosses the river, covered in a slippery layer of moss.
  10. D10=10:A group of satyrs are having a lively party on the riverbank. They may invite the players to join in the festivities or challenge them to a game of musical chairs.

d100 = 90

  1. D10=1:A group of druids are performing a ritual on the riverbank to appease a vengeful river spirit. However, the players arrive in the middle of the ritual and must decide whether to help the druids or stop the ritual altogether.
  2. D10=2:A solitary bird cries out, creating a serene and melancholic soundscape.
  3. D10=3:A group of gnomes are having a picnic by the river. They invite the party to join them and offer a delicious spread of food and drink. However, they also have some valuable information to share about a nearby dungeon known to hold great riches.
  4. D10=4:A large, ancient kraken is disturbed by the party's passing and rises from the river to attack. The party must navigate and fight while trying to avoid its powerful tentacles.
  5. D10=5:An abandoned rowboat partially submerged in mud.
  6. D10=6:A wooden sign warns of strong currents ahead.
  7. D10=7:The players come across a traveling merchant who is trying to sell a miraculous fruit that can cure any ailment. However, if they bite into the fruit, they will be transported to a hidden underwater city where they will need to complete a quest in order to return to the surface.
  8. D10=8:A powerful river drake makes its lair on a nearby island, jealously hoarding a stash of magical trinkets and attacking anyone who comes too close.
  9. D10=9:A pack of dire wolves are drinking from the river, and the party must choose whether to avoid them or attempt to tame and befriend them.
  10. D10=10:The party approaches a group of men and women, who are preparing their fishing poles. They will ask the players if they want to fish with them. The players can choose to fish or not fish. If they fish, they have a chance to catch a fish. If they don't fish, they can continue their journey down the river.

d100 = 91

  1. D10=1:A group of men approach the party and ask them if they have seen their lost dog, which is described as large and black with two yellow eyes. The men will then describe how their dog has been possessed by an evil spirit and needs to be put down before it kills someone or destroys their village.
  2. D10=2:A merchant ship loaded with wine from the Far East sails up to the ship. The captain offers to trade with the players. The captain's name is Captain Leech, and he has a leech on his shoulder. Captain Leech will trade a bottle of wine for a bottle of blood.
  3. D10=3:The distant sound of a flute being played.
  4. D10=4:A group of travelers is stranded on a small island in the middle of the river. The party can choose to help them by constructing a makeshift raft or by using magic to transport them across the river. As a result, the travelers will share information about a nearby bandit hideout and a reward for their rescue.
  5. D10=5:A flock of birds taking off from a nearby tree.
  6. D10=6:A group of trolls are attempting to cross the river on a rickety bridge. They may demand a toll from the players or ask for help in fixing the bridge.
  7. D10=7:Colorful pebbles lining the riverbed.
  8. D10=8:Hordes of diseased, river-dwelling creatures surge from the water. If players defeat them, they find clues that lead to a hidden cult spreading the disease.
  9. D10=9:An abandoned fishing rod is stuck in the mud at the edge of the river.
  10. D10=10:A richly colored kingfisher diving for fish.

d100 = 92

  1. D10=1:A frightened deer jumps into the river, desperate to escape a pack of hunting wolves. If players save the deer, they are rewarded with a magical deer charm that grants them the ability to speak with animals.
  2. D10=2:The players see some goblins fishing.
  3. D10=3:A group of flying creatures attacks the party's boat, and they must defend themselves against their poisonous stingers and sharp claws. As they fight, they may discover that the creatures are protecting their nests, where they can find valuable eggs and feathers.
  4. D10=4:A man is sitting on the bank of the river, fishing. He will tell the players that he is trying to catch a fish to feed his family.
  5. D10=5:A small campsite with a dying fire near the river.
  6. D10=6:An alchemist is experimenting with potions on the riverbank. Some of the potions have unexpected and chaotic effects.
  7. D10=7:A flock of songbirds flying low over the river.
  8. D10=8:A curious fox watches you from the opposite bank, its tail flicking.
  9. D10=9:The players see a group of halflings fishing in the river. They are fishing for trout. They will sell the players some trout, but they are very expensive.
  10. D10=10:The tracks of a bear leading to and from the river.

d100 = 93

  1. D10=1:The players come across an old abandoned mill on the riverbank. Inside, they find a group of ghosts who haunt the mill, blaming each other for their untimely deaths. They will possess the players and force them to reenact the tragic events.
  2. D10=2:The ground near the river is dotted with rabbit holes.
  3. D10=3:A raging storm causes the river to become treacherous. The party must make a series of Dexterity checks to navigate through the choppy waters.
  4. D10=4:Blackened stones line a section of the river, seemingly forming a deliberate path. If players follow, they find an ancient shrine where a dark ritual is taking place, requiring their interference.
  5. D10=5:The scent of pine trees mingling with the river's freshness.
  6. D10=6:A mechanical dragon flies overhead, its gears and pistons whirring loudly. It may drop a mysterious crate into the river that the party can open once they reach the shore.
  7. D10=7:The party encounters a group of river goblins who have set up a toll bridge over the river. They require a fee to cross, but the party may be able to negotiate a lower price or find a way to sneak past them.
  8. D10=8:The players stumble upon a camp of gypsies next to the river. The gypsies offer to tell their fortunes in exchange for a small donation. But beware, their predictions may come true.
  9. D10=9:An aged, cracked helm caught in the underbrush.
  10. D10=10:A couple of rabbits chasing each other by the riverside.

d100 = 94

  1. D10=1:The river twists and turns, creating small eddies and whirlpools.
  2. D10=2:Players come across a large tent in the middle of the road, which is surrounded by people screaming and shouting at each other. Inside, they will find a woman sitting on a throne made out of bones, with two large dogs chained to either side of her throne. She is wearing robes and has wild hair and an insane smile on her face. She is holding court and arguing with her subjects about whether or not she should eat them or not - since they insulted her cooking earlier that day.
  3. D10=3:A group of humans are fishing. They are out of food. They will trade with the party if they have food.
  4. D10=4:A beautiful fairy queen is seen bathing in the river. She asks players to leave her alone or face the consequences.
  5. D10=5:Water lilies bloom in a quieter part of the river.
  6. D10=6:Up ahead, there appears to be a large wall floating in the water that has become lodged in the river by debris. As players approach, two hobgoblins leap from the wall onto the nearest barge and attack those on board with their scimitars. If players do not intervene, then the hobgoblins will kill everyone on board before moving on to another barge.
  7. D10=7:A group of men are walking along the road. They are walking in formation and chanting to themselves. Their leader is a wizard who is trying to create a water breathing spell.
  8. D10=8:The players see a group of circus performers setting up camp along the river. They offer to trade some of their acts or exotic animals for supplies or information on nearby towns. They might even invite the players to join in on their show.
  9. D10=9:A gentle waterfall flows into a deep pool.
  10. D10=10:In the distance, the players spot a majestic, white stag drinking from the river. As they get closer, they realize it is actually a unicorn who has lost its horn. It asks for their help in finding it before sunset.

d100 = 95

  1. D10=1:The party comes across a group of men dancing around a fire. They are dancing to the music they are making. The men are raucous and jubilant - they are in high spirits. If the party tries to get closer to the group, they will be asked to join in dancing with them. One of the dancers will ask for a hand dance with a member of the party. If a player agrees, the dancers will put an orange into his hand. If the player refuses or thinks about any other option, the dancers will pelt the player with oranges. The dancers will not stop pelting the player until they leave the area or until their oranges run out.
  2. D10=2:A group of children are playing near a small stream. They tell players that they saw something swimming in the water earlier, but it has disappeared now. If players investigate, they will find a halfling thief who has been badly wounded by an arrow fired by one of the children's fathers earlier in the day.
  3. D10=3:A group of water genasi are having a heated argument on the riverbank. One of them has stolen a precious family heirloom and the others are trying to get it back. The party can choose to help or ignore the situation.
  4. D10=4:The river cuts through a bed of white sand, creating a picturesque scene.
  5. D10=5:A richly colored kingfisher diving for fish.
  6. D10=6:A group of travelers approach the players, asking if they have seen a missing person. They describe a person who fits one of the player's descriptions perfectly. However, if the players investigate, they find out that the missing person is actually a doppleganger who has been targeting travelers in the area.
  7. D10=7:A group of dwarves are mining for gold in the river, causing it to become polluted and angry water elementals to appear. Players may have to help clean the river and appease the elementals.
  8. D10=8:A group of river pirates have set up camp on the banks and are attacking passing boats. The party must navigate through their traps and defeat them to continue their journey.
  9. D10=9:Children playing on the riverbank.
  10. D10=10:The party discovers a group of rare and exotic plants growing along the river. However, they are being guarded by a powerful druid who will not allow anyone to take the plants without her permission. The players must decide whether to negotiate, steal, or fight for the plants.

d100 = 96

  1. D10=1:A group of children are playing by the river, and one of them has wandered too close to the edge and fallen in. They scream for help as they struggle to stay afloat.
  2. D10=2:A small ferry transports villagers from one side to the other.
  3. D10=3:A group of 2d6 gnomes are fishing in the river. They will challenge any party that comes near them.
  4. D10=4:A small group of children are playing by the road. They are making up stories about the local area. They will ask the players to join in the story they are creating.
  5. D10=5:A young woman is frantically trying to catch her runaway pet ferret. If players help her, she rewards them with a map to a secret fairy village hidden by a waterfall.
  6. D10=6:The echo of a distant horn.
  7. D10=7:A group of rogue fishermen are using illegal methods to catch fish in the river. They spot the players and offer to sell them some of their catch at a discounted price, but if the players refuse they will try to steal from them.
  8. D10=8:Players encounter a group of 2d4 humans walking along the shore. They are headed toward a nearby town. Players can join them and they will escort them safely to the town. Inside the town, players find 2d4 humans who will hire them to clear out a nearby kobold lair. The humans will pay the players 5 gp per human in their group. They are willing to pay up to 50 gp.
  9. D10=9:The sound of distant laughter from unseen people.
  10. D10=10:A group of lizardfolk is spotted on the riverbank, and they seem to be arguing with a group of gnomes. As the players approach, they learn that the gnomes have discovered a precious gem in the river, and now the lizardfolk want a share of the loot.

d100 = 97

  1. D10=1:A mysterious mist covers the river, making it difficult for the party to navigate. They must use their navigation skills and magic to find their way through the mist and avoid any dangers that may lurk within.
  2. D10=2:A group of four men is walking down the riverbank. One of them is carrying a small chest. They are talking about how they are going to get paid by someone.
  3. D10=3:Players see a man walking down the riverbank, muttering to himself. He appears to be looking for something he lost.
  4. D10=4:The party encounters a traveling merchant on a barge. He is known for selling rare and valuable items, but his prices are exorbitant.
  5. D10=5:Dragonflies buzz above the surface of the river.
  6. D10=6:A group of giant beavers are blocking the river with their dam, causing it to overflow and flood nearby villages. The party must either negotiate with the beavers or figure out a way to safely remove the dam.
  7. D10=7:A group of nomadic river gypsies appears, offering to read the party's fortunes in exchange for a small fee. The fortunes may give them clues or warnings about future encounters.
  8. D10=8:An old fisherman hums a tune as he casts his line.
  9. D10=9:A group of soldiers are practicing their swordsmanship in a small clearing in the woods along the riverbank. They will stop practicing so they can talk with you if you engage them in conversation, but they will resume practicing if you wander too far from their training site or if you start asking too many questions about what they're doing there or where they're from or anything like that.
  10. D10=10:You see two giant otters playing in the river, but beware, they can be quite territorial and may attack if you get too close.

d100 = 98

  1. D10=1:A group of trolls have created a toll booth on the river, demanding payment in exchange for safe passage. The party can choose to pay the toll or try to find a way to sneak past the trolls unnoticed.
  2. D10=2:A group of 1d4+2 humans are fishing in the river.
  3. D10=3:The players see some goblins fishing.
  4. D10=4:A pack of wolves is chasing a deer through the river. If the party intervenes, they can either choose to help the wolves or the deer. Regardless of their choice, they will earn either the favor or enmity of the local pack of wolves.
  5. D10=5:The party finds an abandoned boat floating in the river. Upon further investigation, they discover that it belonged to a group of pirates who were caught in a storm and ended up stranding themselves on a nearby island. The boat contains valuable treasures and information about the island.
  6. D10=6:A hunter creeping quietly with a bow.
  7. D10=7:The river widens into a tranquil lake.
  8. D10=8:A tree has fallen across the road. There is a small wooden box sitting on one of the branches. The box is closed and locked. There is a small key hole in the front of the box. If players try to open it, a swarm of bees will attack them.
  9. D10=9:A group of men are standing around a campfire, singing drinking songs. They will challenge the players to a drinking contest if they try to join them.
  10. D10=10:A mysterious woman in a flowing white dress appears on the riverbank, singing a hauntingly beautiful song. If the party gets too close, they may find themselves under her spell and have to fight their way out.

d100 = 99

  1. D10=1:A man is sitting on a bench, crying. He is sitting next to a grave marker that reads: 'Here lies my only child. He was taken from me by an evil wizard.'
  2. D10=2:A beaver dam hides an entire community of talking, skilled beavers who are master engineers and offer to build anything given the right resources.
  3. D10=3:Pebbles and shells glimmer under the clear water.
  4. D10=4:A group of talking ducks are floating along the river, having a lively debate about the best way to catch fish. They may ask for the party's opinion or ask them to help catch some fish for their dinner.
  5. D10=5:The party sees smoke rising from the nearby riverbank and goes to investigate. They find a group of farmers who are trying to clear their land from an infestation of deadly giant spiders. The farmers offer a reward in exchange for the extermination of the spiders.
  6. D10=6:A group of men are standing on the deck of a ship. It appears that they are fishing. You see them catch an enormous fish and throw it back into the water.
  7. D10=7:A group of women approach the party and ask them if they have any clothes to donate to the poor. They will then accept any clothes that are given to them and run away laughing. The women are actually con artists who will sell the clothes for a high price and donate nothing to the poor.
  8. D10=8:A young man is fishing on a small raft. He will tell the players about a strange creature that he saw in the water. The players can get information from him about a nearby castle.
  9. D10=9:A lone hermit is meditating by the river, and players may have a chance to learn some new meditation techniques from them.
  10. D10=10:Someone's forgotten shoe partly submerged.

d100 = 100

  1. D10=1:A boat full of gnomes floats down the river, each one wearing a comically oversized hat. They are on a quest to find the perfect spot to plant their magical beanstalks. They may trade some of their magical produce in exchange for help navigating the river.
  2. D10=2:A group of children will be throwing stones into the river. They will be told to stop by an adult.
  3. D10=3:Players come across a small island, which has a dwarf sitting on top of a large barrel. The barrel is floating in the water, and has a rope tied to it. If players talk to him, he will tell them that his name is Chester, and he is a gold-miner. He will say that he was on his way to a gold mine, but his boat sank, and he washed up on the island. He will then ask the players for help in getting back to shore. If players help him, he will tell them that he has found an abandoned mine shaft, which has several gold nuggets inside it. If players want to search for the mine shaft, they must first tie him to their ship with a rope and then sail him back to shore.
  4. D10=4:A group of men are arguing about the best way to fix a broken bridge. One of the men is a human from a nearby city. He is trying to convince the others to fix the bridge the way humans from his city do it.
  5. D10=5:A beautiful rainbow trout visible in the clear water.
  6. D10=6:Two men are standing on the riverbank, arguing about fishing. One of them is holding up a fishing pole and pointing at it, while the other man shakes his head and tells him it's not good enough to catch anything with it.
  7. D10=7:A small group of mermaids are singing a beautiful melody near the edge of the river. If the party listens long enough, they may discover that the song contains a hidden message or clue.
  8. D10=8:A mysterious totem pole stands on the bank.
  9. D10=9:A bird building a nest in a low-hanging branch.
  10. D10=10:A butterfly landing briefly on the water's edge.

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

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