A complete D&D 5e random encounter table for river scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a river, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 River encounter table
d100 = 1
D4=1:A flotilla of lily pads covers a calm section of the river, with frogs lounging on them.
D4=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.
D4=3:Fireflies twinkling at dusk.
D4=4: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.
d100 = 2
D4=1:A group of humans are fishing. They are looking for work. They will fight for the party for one adventure for two platinum pieces per person per day.
D4=2: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.
D4=3:An abandoned fishing hut near the riverbank.
D4=4:A man sits by a fire on the shore singing loudly. Players will hear him singing the same song all day.
d100 = 3
D4=1: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.
D4=2:A river troll is sitting on a rock in the middle of a shallow part of the river. He seems to be peacefully watching the water flow by, but if the party gets too close he may demand a toll for crossing the river.
D4=3:A hiker sketching the river's landscape.
D4=4: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.
d100 = 4
D4=1:A gale-force wind begins to howl down the river valley, pushing the players backward. If they fight through it, they uncover a hidden cavern harboring a weather-controlling artifact.
D4=2:Rabbits hop around in grassy clearing by the water.
D4=3:A small waterfall can be found along the river, and players may have a chance to discover a hidden cave behind it. Inside, they may find a treasure or a dangerous creature.
D4=4:A group of friendly mimics disguising themselves as rocks in the river playfully interact with the players. Will the players realize the true identity of their new rocky companions or fall for their clever disguise?
d100 = 5
D4=1: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.
D4=2:A skunk sniffing around the water's edge.
D4=3:A group of 1d4+2 bandits have been hiding out in the trees along the riverbank. They are expecting a caravan to come by and they are planning on robbing it.
D4=4:A group of river nymphs appear, seeking the party's help in finding a magical flower that will save their dying forest. The flower can only be found deep in the river's waters, guarded by dangerous creatures. If the party can retrieve the flower, the nymphs will reward them with a rare magical artifact.
d100 = 6
D4=1: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.
D4=2: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.
D4=3:The party sees a group of 2d6+2 goblins bathing in the river. They will attack if they feel threatened.
D4=4:Suddenly, the water becomes electrified by a rare, angry storm eel, forcing the party to find a way to appease or relocate it.
d100 = 7
D4=1:A couple of wood ducks swim near the river’s edge, diving for food.
D4=2:The tracks of a bear leading to and from the river.
D4=3:A group of 2d6 men are walking up the river, looking for something. They will ask the players if they have seen anything suspicious. If the players lie, they will say that they know that they are lying and ask again.
D4=4:The distant sound of laughter carries on the breeze.
d100 = 8
D4=1:A man is floating down the river. He is dead. His body is tied to a barrel that is floating next to him. If the players approach the body, they will hear the sound of liquid sloshing around inside the barrel. If players try to open it, the barrel will break. The liquid inside is acid and will cause 1d6+2 points of damage to any players who touch it.
D4=2:A fisherman is sitting on the riverbank, eyes focused intently on his fishing line.
D4=3:Two men are fishing from the bank of the river, but they're not having much luck. They will offer to trade their fish for something else if the players ask.
D4=4: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.' If not opened inside a larger box, it will explode, doing 10d6 damage to anyone within 50 feet. If it is opened inside a larger box, a Wondrous Item will fall out.
d100 = 9
D4=1: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.
D4=2: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.
D4=3:A man is sitting in the middle of the road, begging for food and money. If players give him something, he will tell them that his name is Simon and he is the brother of a local noble. If players do not give him something, he will curse them and walk away angry. Months later, he will be in better shape and will encounter the players again. His disposition will depend on how they treated him the first time they met him.
D4=4:Flotsam and jetsam collect in a slow-moving eddy.
d100 = 10
D4=1:Fish with luminous scales form ethereal formations, leading the party to an ancient, submerged ruin filled with ghostly whispers.
D4=2:A child catching tadpoles.
D4=3: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.
D4=4: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.
d100 = 11
D4=1: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.
D4=2:A small, sentient whirlpool challenges the party to a contest of "water tricks," playfully showing off its own watery juggling acts.
D4=3:A group of 2d6 goblins are hunting in the woods near the river. They will attack any party that comes near them.
D4=4: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.
d100 = 12
D4=1:Children chase each other with sticks near the water's edge.
D4=2:The distant sound of a flute being played.
D4=3:Children swim and splash in a wide, shallow part.
D4=4:Players come across two farmers arguing about whose turn it is to water the crops. Neither is winning the debate.
d100 = 13
D4=1:The carcass of a giant beast lies half-submerged in the river. If the players investigate, they awaken a swarm of dark fae creatures that had made it their home.
D4=2: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.
D4=3:Children chase each other with sticks near the water's edge.
D4=4:A cloaked figure offers the players a map to a hidden treasure beneath the river. If they accept, they must dive into the dark depths, only to face an ancient water elemental guarding the treasure.
d100 = 14
D4=1:A solitary bird cries out, creating a serene and melancholic soundscape.
D4=2:A sudden drought reveals a dried riverbed with hidden tunnels and old treasure maps, leading to a buried pirate's treasure trove.
D4=3:A bright flash of color reveals a kingfisher darting into the water.
D4=4:A rickety footbridge sways gently over the narrower part of the river.
d100 = 15
D4=1:A deranged hermit appears on the riverbank, warning of an impending doom. If they ignore or dismiss him, they soon find themselves hunted by creatures he once controlled.
D4=2:As you are traveling down the river, you see a group of water nymphs playing near the shore. If the party is respectful and kind, the nymphs may offer them a gift of magical healing water or a map to an underwater treasure.
D4=3: A group of men are sitting around a table, but they look like they're having a really good time. They're laughing and joking around, until a man who looks like he's in charge tells them to settle down and get back to work.
D4=4:A broken fishing net caught on some rocks.
d100 = 16
D4=1:Wild berries grow near the shore.
D4=2: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.
D4=3: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.
D4=4:You come across a small island in the middle of the river with a lone troll living on it. He seems quite friendly and offers to sell the party some of his homemade troll stew.
d100 = 17
D4=1:The party witnesses an epic battle between a group of sea creatures and a group of air elementals. The party must decide whether to intervene and pick a side, or simply observe the battle.
D4=2: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.
D4=3:A group of 2d6+2 men are playing a card game by the fire and drinking some cider. They will leave if they feel threatened.
D4=4: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.
d100 = 18
D4=1: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.
D4=2:A group of children will be throwing stones into the river. They will be told to stop by an adult.
D4=3:An ornate fishing pole lies abandoned on the river's bank.
D4=4: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.
d100 = 19
D4=1:Players see a man walking down the riverbank, muttering to himself. He appears to be looking for something he lost.
D4=2: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.
D4=3:A group of 1d4+2 bandits have been hiding out in the trees along the riverbank. They are expecting a caravan to come by and they are planning on robbing it.
D4=4: A man is walking along the water's edge. He is muttering to himself. He is looking for something. The party can hear him say: 'It was right here...I was sure I dropped it here.'
d100 = 20
D4=1: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.
D4=2: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.
D4=3:The party comes across a bridge that seems to have been destroyed. As they search for a way to cross, they encounter a mysterious creature that can only be reached through a riddle. If they can solve the riddle, the creature will help them cross the river safely.
D4=4:A squirrel dropping an acorn into the river by accident.
d100 = 21
D4=1: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.
D4=2: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.
D4=3:2d4 + 2 men are fishing for their dinner.
D4=4: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.
d100 = 22
D4=1:The sound of drums echoes from an island mid-river. If players investigate, they discover a tribe of lost spirits performing a ritual to bring back a dire entity.
D4=2:A colorful array of fish darting in and out of underwater plants.
D4=3:The players stumble upon a group of druids performing a ritual in the river. They are purifying the water and healing sick animals. The druids may ask for the players' assistance in gathering herbs or protecting the ritual from any potential interruptions.
D4=4:An elderly couple strolls along the riverbank.
d100 = 23
D4=1:Soft green moss carpets the ground near the water.
D4=2:A merchant's raft carries goods downstream.
D4=3:Someone has set up a makeshift campsite near the river, complete with a campfire.
D4=4:A group of soldiers are washing their armor and weapons in the river, getting ready for battle. They may ask players for assistance in sharpening their weapons.
d100 = 24
D4=1: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.
D4=2:An old woman is sitting on the riverbank, singing to herself as she bakes bread over a small campfire.
D4=3:The river narrows to a trickle, only to widen out again after a short distance.
D4=4: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.
d100 = 25
D4=1:Water slightly tinged with strange colors upstream.
D4=2:The river water begins to glow with an eerie, bioluminescent light. A school of fish with crystal scales swims upstream, seemingly unbothered by the party's presence.
D4=3: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?
D4=4:Up ahead, travel along the bank of the stream is obstructed by a great yellow-gray wall of fog. The mist is thick, and although the players can see no farther, they hear the sounds of battle and distant screams. A DM may decide to have this be a fog of war spell being cast by a wizard. The fog is 1,000 feet long and 500 feet wide. The party can pass through this fog with no difficulty, but any other creature or character will suffer from the fog spells effects.
d100 = 26
D4=1:An old woman is sitting on the riverbank, singing to herself as she bakes bread over a small campfire.
D4=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.
D4=3:A lone bard sits on the riverbank, strumming his lute and singing a mournful tune. He asks the players if they would like to hear a song and may offer to tell the players about any recent news or rumors he's heard in his travels.
D4=4:The remnants of a grand, submerged city loom in the depths. If players dive down to explore, they find the city haunted by a mad sorcerer-lord.
d100 = 27
D4=1: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.
D4=2:A man with a small dog approaches the party and asks for help finding his other dog, who has run off. He says that his dog was stolen from him by a halfling named 'Tosser' from a nearby village.
D4=3:A powerful witch approaches the players, seeking a rare flower that only grows on the riverbank. If players find the flower, the witch offers to remove a curse or create a potion for them.
D4=4: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.
d100 = 28
D4=1:Bubbles rise in the water where fish feed.
D4=2: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.
D4=3:The party spots a beautiful mermaid lounging on a rock in the river. She may offer them a deal in exchange for a valuable item.
D4=4: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.
d100 = 29
D4=1:The distant hoot of an owl can be heard as evening falls.
D4=2:A dragonfly resting on a reed.
D4=3:The party notices a large barge blocking the river, with a group of bandits on board. The bandits are demanding a toll for anyone who wants to pass. The party can either pay the toll, try to negotiate, or use force to get past.
D4=4:The players see a woman crying and pacing on the riverbank. She explains that she was supposed to meet her lover here, but he never showed up. She fears the worst and begs the players to help her find him.
d100 = 30
D4=1:The smell of wet earth after a rainstorm.
D4=2:The riverbank is lined with smooth stones, warmed by the sun’s rays.
D4=3: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.
D4=4: A group of children are running along the river's edge, playing tag or some other game.
d100 = 31
D4=1:A quiet, secluded spot by the river is scattered with wildflowers.
D4=2: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.
D4=3:The players see a group of griffins hunting for prey on the riverbank. They may try to catch and tame one of the griffins, or avoid them altogether as they are known for being territorial and aggressive.
D4=4:A fishing trawler rushes past, trying to avoid a storm. The captain shouts to the party, begging them to board his vessel. He will take them to the nearest port or to the closest island.
d100 = 32
D4=1:A makeshift bridge of fallen logs and branches spans the narrow part of the river.
D4=2:A pile of ancient coins lies gleaming in shallow water. If players retrieve them, they incur a curse from a vengeful river god.
D4=3:Birds' nests can be seen in the higher branches of the trees.
D4=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.
d100 = 33
D4=1:A group of ducks swimming down the river.
D4=2:A group of gnomes are having a boat race down the river, using their own handmade boats. They may challenge the players to a race or ask for help if they are in danger.
D4=3:The sound of rushing water grows louder, suggesting a nearby waterfall.
D4=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.
d100 = 34
D4=1: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.
D4=2:A man approaches the party and asks if they have seen his horse, which he says is brown with white spots and was last seen running along the river bank. He says he needs his horse to get home and that he's been walking all day looking for it. If the players ask what he was doing along the river bank, he will say he was looking for gold.
D4=3:A flock of giant birds is flying over the river, making loud screeching noises. If the party gets too close, the birds may swoop down to attack them.
D4=4:You come across a discarded fishing net, tangled in some reeds on the riverbank.
d100 = 35
D4=1:A man is walking along the edge of the river. He has been walking for a long time, and he is tired, hungry, and thirsty. He will eventually stop to rest and refresh himself with river water.
D4=2:Two men are fishing from the bank of the river, but they're not having much luck. They will offer to trade their fish for something else if the players ask.
D4=3:A colony of ants is busy near a tree root.
D4=4: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.
d100 = 36
D4=1:A merchant's raft carries goods downstream.
D4=2: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.
D4=3:You see a small turtle basking on a rock in the middle of the river.
D4=4: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.
d100 = 37
D4=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.
D4=2:A fisherman trying his luck and waving a friendly hello.
D4=3:A man is selling wood carvings of jungle animals made from wood he has found in the forest.
D4=4: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 = 38
D4=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.
D4=2:The riverbank is lined with smooth skipping stones.
D4=3:A traveling circus has set up camp next to the river. They offer the players a chance to perform in their show for a small fee.
D4=4:Players see a hammer in the water. It is frozen in ice. The hammer is magical.
d100 = 39
D4=1:The river flows through a narrow canyon.
D4=2:The water suddenly turns a bright purple, and a group of translucent naiads rise out of the river. They seem friendly but may have an ulterior motive.
D4=3: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.
D4=4:A row of stepping stones winds across a shallow part.
d100 = 40
D4=1:A group of children is playing near the river’s edge, skipping stones across the water.
D4=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.
D4=3:A log drifting the river has an arrow stuck in it. If players investigate, they will find a corpse with a bow and two arrows.
D4=4: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 = 41
D4=1:A series of stepping stones crossing the river.
D4=2:The party sees a strange ritual happening on a small island in the middle of the river. Cloaked figures are chanting and sacrificing animals to a mysterious deity.
D4=3:A merchant is floating down the river on a makeshift raft, selling various goods and trinkets. They seem to have everything the players could ever need.
D4=4: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?
d100 = 42
D4=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.
D4=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.
D4=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.
D4=4: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.
d100 = 43
D4=1:An unseasonable chill falls over the river, freezing the water's surface. If the party decides to walk on the ice, it begins to crack ominously, revealing a trapped creature or an underwater portal beneath.
D4=2:A raging storm causes the river to become treacherous. The party must make a series of Dexterity checks to navigate through the choppy waters.
D4=3:The reflection of a rainbow in the water.
D4=4: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.
d100 = 44
D4=1: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.
D4=2:The river's edge is lined with tall grasses, hiding small animals darting through them.
D4=3:Large boulders provide stepping stones across the river.
D4=4:The river's water turns an ominous red and the party hears cacophonous whispers emanating from beneath its surface. If they attempt to investigate, they summon a spirit of vengeance that demands they right a grievous wrong of the past.
d100 = 45
D4=1:You see a small rowboat drifting lazily down the river, unattended.
D4=2: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.
D4=3:A cloaked figure offers the players a map to a hidden treasure beneath the river. If they accept, they must dive into the dark depths, only to face an ancient water elemental guarding the treasure.
D4=4:A pack of wild wolves suddenly emerges from the river, chasing after a deer. The party may choose to intervene or let nature take its course. Either way, the wolves will be grateful and may offer their assistance and loyalty in future encounters.
d100 = 46
D4=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.
D4=2: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.
D4=3:Up ahead, the party sees a group of people fishing. If the party approaches these people, they will say that they are casting spells and attempting to catch a large fish. The party will be very surprised to see these people, who are actually a group of thieves and cutthroats attempting to catch and steal items from passing commercial vessels on the river.
D4=4:A cluster of frogs croaks from the reeds.
d100 = 47
D4=1:The river suddenly splits into two, and a large waterfall can be seen in the distance. The players must quickly decide which path to take before they go over the waterfall.
D4=2:A mysterious woman with a hood covering her face stands at the edge of the river, offering to read the party's fortunes for a small fee. Her predictions may come true, or they may turn out to be completely false.
D4=3:Water giving off a faint but pleasant smell.
D4=4:Moonlight revealing a pathway made by animal tracks.
d100 = 48
D4=1:Fishermen’s nets hang to dry on the shore.
D4=2:A school of glittering minnows swims frantically just beneath the river's surface.
D4=3:A wooden sign warns of strong currents ahead.
D4=4:A group of goblin thieves are using the river as a shortcut to escape from their latest heist. The party may choose to help the goblins or try to capture them and return the stolen goods to their rightful owners.
d100 = 49
D4=1:The leaves of water plants swaying in the current.
D4=2:Ancient carvings are partially visible on a stone in the river.
D4=3:A rustic wooden signpost points towards a nearby village upstream.
D4=4: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.
d100 = 50
D4=1: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...
D4=2:A powerful water witch believes the party is responsible for polluting the river and curses them, causing their boat to sink. The players must figure out how to lift the curse before they drown.
D4=3:A group of 2d4+2 farmers from a nearby village are on their way to sell their cattle at the market in a nearby city. They're hoping for a good price for their livestock.
D4=4:A series of stepping stones crossing the river.
d100 = 51
D4=1:A child catching tadpoles.
D4=2: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.
D4=3:You spot an angler’s wooden box, filled with hand-tied lures and hooks.
D4=4:A fisherman trying his luck and waving a friendly hello.
d100 = 52
D4=1: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.
D4=2:A boat race is taking place on the river. The competitors include a group of elves, a team of dwarves, a group of gnomes, and a team of humans. The party can choose to participate or bet on the outcome of the race.
D4=3:A group of 2d6 bandits are laying in wait along the riverbank, hoping to ambush passing caravans and supply wagons.
D4=4:A broken water wheel can be seen in the river, and nearby, a small village is without water and in need of repairs. The players can offer their assistance in exchange for a reward.
d100 = 53
D4=1:The tracks of a bear leading to and from the river.
D4=2:A goat stands at the water's edge, drinking.
D4=3:A man approaches the players and asks for help. He is looking for his missing dog. His dog is actually a werewolf in disguise, but he does not know this. If players help him find his dog, they will be attacked by a werewolf later that night.
D4=4:Water giving off a faint but pleasant smell.
d100 = 54
D4=1:A strange cloaked figure approaches the players and asks them to help retrieve a magical item that was lost in the river. If players agree, they must navigate the treacherous currents and defeat a giant water elemental.
D4=2:The party sees a group of people fishing in the river, but they are not catching anything. If the party approaches, they will discover that these people are actually a cult of druids. If the party gets too close, they will attack with quarterstaffs.
D4=3:Quicksand patches emerge, mimicking the river’s clear surface and presenting deadly traps along the shore.
D4=4:An old, weathered bridge crosses over the river, with a lone traveler leaning against the railing.
d100 = 55
D4=1:The party can see a merchant's wagon on the shore. It is filled with crates, each one with a different item on it. Merchants are selling the items from the other side of the river. If the players talk to one of the merchants, they will tell the players that if they buy anything from them, they can give the item over by throwing it across the river to the merchant.
D4=2:The river meanders through a valley, offering stunning views of the surrounding hills.
D4=3: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.
D4=4:The river flows more rapidly here, indicating a possible rapid or waterfall ahead.
d100 = 56
D4=1:As night falls, the party spots a mysterious glowing figure walking on the surface of the river. They may choose to follow it and discover a hidden underwater temple where a powerful water goddess resides. The goddess may offer them a powerful gift or task in exchange for their devotion.
D4=2:Someone's forgotten shoe partly submerged.
D4=3:A group of 2d6+2 traveling merchants are selling their wares. They have several wagons filled with their goods.
D4=4: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.
d100 = 57
D4=1:A pack of werewolves are hunting along the river, and the players must find a way to get past them without being noticed. If they are caught, they will be forced to participate in a deadly game of hide and seek.
D4=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.
D4=3:Wild garlic grows around a cluster of fallen rocks.
D4=4:As the players pass by a waterfall, they notice a group of naiads playing in the water. They offer to teach the players a secret water spell if they can swim through the waterfall without getting washed away by the strong current. If they succeed, the naiads may also offer them a rare magical pearl as a reward.
d100 = 58
D4=1:Players see a strange figure dressed in rags and covered in mud on the riverbank. As they approach, they realize it's a Druid who is communing with the river spirits and can offer insight and guidance on their quest.
D4=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.
D4=3:A group of people are sitting on the shore. They are the survivors from a bad storm from four days ago.
D4=4:Driftwood floats lazily downstream, collecting in a small whirlpool.
d100 = 59
D4=1:The river opens up into a small lake. There is a small island in the center of the lake. The island is home to a small family of 1d4+5 giant lizards that are currently sleeping.
D4=2:A cobbler plying his trade nearby.
D4=3: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.
D4=4:A group of men are having a meeting by the waters edge. They are discussing trade routes and how to improve them.
d100 = 60
D4=1:A small bridge spanning the width of the river.
D4=2:A heron stands still, watching for fish.
D4=3:The water becomes viscerally dark, and spectral figures rise from it, begging the party to recover relics from their haunted past.
D4=4: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.
d100 = 61
D4=1: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.
D4=2:A group of 2d6+2 traveling merchants are selling their wares. They have several wagons filled with their goods.
D4=3:A family picnic at the river’s edge, with children laughing and playing.
D4=4:The river is wider and deeper here, with a slow, languid current.
d100 = 62
D4=1:The river water bubbles furiously as giant piranhas leap out, dripping with water that seems to sizzle when it touches the shore.
D4=2:A large log floating in the river turns out to be a disguised mimic, waiting for unsuspecting prey. If the party falls for its trap, they must fight off the mimic and retrieve their stolen goods hidden inside.
D4=3: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.
D4=4: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.
d100 = 63
D4=1:A row of stepping stones winds across a shallow part.
D4=2:Suddenly, the river erupts in a violent whirlpool. The party must use all their strength and skill to steer their boat to safety. If they are successful, they will find a hidden cave behind the waterfall that leads to a secret underground temple.
D4=3:A distant hawk circles overhead.
D4=4:A group of men are having a meeting by the waters edge. They are discussing trade routes and how to improve them.
d100 = 64
D4=1: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.
D4=2:Players encounter a group of friendly water elementals who are suffering from a curse that has turned them into humanoid forms. They ask for the players' help in breaking the curse.
D4=3: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.
D4=4:A group of fey creatures are having a picnic on the riverbank. They invite the party to join them, but beware their mischievous pranks.
d100 = 65
D4=1:A group of 1d4+2 humans are fishing in the river.
D4=2: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.
D4=3:The water is crystal clear, revealing the rocky bed below.
D4=4:You see a man fishing in the river. His name is Lionel. He is a good fisherman and will give you a clue if asked.
d100 = 66
D4=1:The party comes across a group of giant snails slowly making their way across the river. They may choose to let them pass peacefully or try to harvest their slime, which has healing properties.
D4=2:The water suddenly turns a bright purple, and a group of translucent naiads rise out of the river. They seem friendly but may have an ulterior motive.
D4=3:Players come across a small town. The village is small and rundown, with one street running alongside the river. Several people are standing around, talking and drinking. If the players approach, they will see that the men are wearing an insignia on their clothes - a shield, with a sword running through it.
D4=4:The sound of rushing water grows louder, suggesting a nearby waterfall.
d100 = 67
D4=1:The party sees a pack of wild dogs attacking a lone traveler. If they intervene, they will gain the traveler's gratitude and possibly some information about the surrounding area.
D4=2:A group of humans are fishing. They will trade with the party if they have alcohol.
D4=3:A fisherman is walking down the riverbank, looking for a place to fish. He will ask the party if they have seen his cat. He will describe his cat as black and white, skinny, with a long tail. His cat is named Bob.
D4=4:A mysterious fog settles over the river, concealing the players from sight. They must navigate carefully and avoid traps set by a group of thieves hiding in the fog.
d100 = 68
D4=1:The river flows more rapidly here, indicating a possible rapid or waterfall ahead.
D4=2:A group of 2d6+2 men are fishing in the river. They try to sell their fish to the party.
D4=3: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.
D4=4:You see an artist painting a scenic landscape of the river.
d100 = 69
D4=1:As the party paddles down the river, they encounter a floating merchant's barge. The merchant offers a variety of goods for sale, including maps, potions, and weaponry. However, the prices may be steep.
D4=2:A group of men are having a meeting by the waters edge. They are discussing trade routes and how to improve them.
D4=3: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.
D4=4: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.
d100 = 70
D4=1:A merchant's ship has crashed along the riverbank, spilling its cargo of exotic goods. The party must fend off looters and decide whether to help the merchant recover their goods or keep them for themselves.
D4=2:A stray arrow embedded in a tree trunk.
D4=3:A group of 1d4+2 bandits have been hiding out in the trees along the riverbank. They are expecting a caravan to come by and they are planning on robbing it.
D4=4:The remains of an old millwheel, half-submerged in water.
d100 = 71
D4=1:A large tree branch falls into the water, causing a huge splash.
D4=2:Players come across a group of five men standing on top of a small hill overlooking the river. They are all armed with long swords and shields. They will attack if they feel threatened by the players.
D4=3:Worn, ancient stepping stones lead across the shallow part of the river.
D4=4: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.'
d100 = 72
D4=1: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.
D4=2:Ducks paddle through patches of lily pads.
D4=3:A series of stepping stones crossing the river.
D4=4: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 = 73
D4=1: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.
D4=2: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.
D4=3:A small, wooden sign warns of slippery rocks ahead.
D4=4: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.
d100 = 74
D4=1: A man is sitting along the shore, crying. He is holding something, but it's not clear what it is. He looks up, and sees the party, then he starts to run.
D4=2:A group of men and women is sitting on the riverbank, talking about the strange happenings in their area. They are talking about a frightening creature that is sighted in their area.
D4=3:A group of ducks swims lazily downstream.
D4=4:A bridge over the river is blocked by a group of trolls demanding a toll. If the party refuses, the trolls will attack. However, if the party can entertain them and make them laugh, they may let them pass for free.
d100 = 75
D4=1: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.
D4=2: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.
D4=3:The water is clear enough that you can see tiny water insects darting around.
D4=4:A small, rocky island in the middle of the river offers a perfect resting spot.
d100 = 76
D4=1:A wizard's tower suddenly appears on the riverbank, only accessible by a magical bridge that appears and disappears at random intervals. The players must time their crossing carefully to enter the tower and complete a quest for the wizard.
D4=2:A group of men are trying to gather some firewood, but they are all out. If they get some firewood they can build a great campfire. The men will pay the players 1 silver piece each if they can get them some firewood. The Firewood will be on the shoreline. There are 1d4 guards standing guard around the area of the firewood. The firewood is on sale for 1 cp a bundle. The men who gave the silver are testing to see if they can trust the players. If they can, they have a grand adventure for them.
D4=3: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.
D4=4:The party sees a group of 2d6+2 orcs bathing in the river. They will attack if they feel threatened.
d100 = 77
D4=1:Players see a hammer in the water. It is frozen in ice. The hammer is magical.
D4=2:A wooden raft floating downstream.
D4=3:A group of 2d6 farmers are getting ready to go out to their fields to begin planting seeds. They have mules and carts with them. They are also carrying scythes and hoes and spades. They are wearing ragged leather armor and carrying weapons.
D4=4:A thick mist rolls over the river, reducing visibility and adding an eerie atmosphere.
d100 = 78
D4=1:A group of friendly mimics disguising themselves as rocks in the river playfully interact with the players. Will the players realize the true identity of their new rocky companions or fall for their clever disguise?
D4=2:Upon witnessing a rainbow arching from the river's mist, a traveler is granted a fleeting ability to breathe underwater, revealing hidden underwater ruins.
D4=3: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.
D4=4:A group of river goblins offers the party a cross-river trade. They offer valuable items and information in exchange for some of the party's supplies or a member of the group. The players must decide whether to risk the trade or refuse it and potentially anger the goblins.
d100 = 79
D4=1:Birds singing in the trees near the water.
D4=2:A group of 2d6 men and women, all wearing hooded robes, are chanting and dancing around a bonfire in the middle of the road. As players approach, they will stop and look at them before continuing with their ritual.
D4=3: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.
D4=4:An island in the middle of the river with blooming flowers.
d100 = 80
D4=1:A group of 3d6+3 bandits are sitting on the bank of the river. They are drinking and celebrating their latest raid.
D4=2:A row of stepping stones winds across a shallow part.
D4=3: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.
D4=4:Players come across a group of five men standing on top of a small hill overlooking the river. They are all armed with long swords and shields. They will attack if they feel threatened by the players.
d100 = 81
D4=1:The sound of drums echoes from an island mid-river. If players investigate, they discover a tribe of lost spirits performing a ritual to bring back a dire entity.
D4=2:A group of elves are fishing. They will trade with the party if they have fish or other food.
D4=3:A healing spring can be found along the river, known for its restorative properties. However, the water is guarded by a powerful elemental who may demand a sacrifice before allowing anyone to drink from it.
D4=4:The scent of freshly cut wood.
d100 = 82
D4=1:Players come across a man selling potatoes from a cart. He will tell them that he was once an adventurer, but got tired of adventuring with nothing to show for it so he became a farmer instead - although sometimes he still wonders what happened to all the gold he was supposed to get from all his adventures...
D4=2:A natural arch formed by intertwined tree roots creates a rustic bridge over the river.
D4=3: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.
D4=4:A man is standing on a bridge, looking down at the water beneath him. He looks sad and lost in his thoughts. He does not notice you walking by.
d100 = 83
D4=1: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.
D4=2:A jackrabbit hopping along the riverbank.
D4=3:You see a small turtle basking on a rock in the middle of the river.
D4=4:A small bridge spanning the width of the river.
d100 = 84
D4=1:As the players sail through a thick fog, they suddenly hear the sound of an old woman's voice calling for help. They must navigate through the fog and find an old, abandoned cabin where a hag lives. She may offer a powerful magical object in return for the players' souls, or they can fight her for it.
D4=2: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.
D4=3:A man named Tom is fishing from a small raft in the middle of the river. He can be convinced to ferry people across the river for 1 copper piece per person, or a silver piece will convince him to take people across the river and then back again. He can also be convinced to take people across the river and then ferry them back again for 1 copper piece per person, but he will try to drown them mid-crossing.
D4=4:A small group of humans are standing around, talking about their recent trip to a nearby city.
d100 = 85
D4=1: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.
D4=2:The river is flanked by tall cliffs, their faces reflected in the water.
D4=3: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.
D4=4:Three men are walking down the street. They look very serious. One of the men is carrying a large wooden box.
d100 = 86
D4=1: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.
D4=2:A dense thicket of cattails grows along the riverbank, rustling with hidden wildlife.
D4=3:Two kobolds are walking down the road, looking for prey. They don't appear to notice you as they walk past you.
D4=4:The party comes across a boat race happening on the river. The prize is a valuable and rare magical item. If they choose to join in, they'll have to navigate through dangerous obstacles and outsmart their opponents.
d100 = 87
D4=1:A willow tree with branches trailing in the water.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 88
D4=1:The water is surprisingly clear, revealing an unusual abundance of fish swimming in the depths.
D4=2:A healing spring can be found along the river, known for its restorative properties. However, the water is guarded by a powerful elemental who may demand a sacrifice before allowing anyone to drink from it.
D4=3:A group of 2d6 farmers are getting ready to go out to their fields to begin planting seeds. They have mules and carts with them. They are also carrying scythes and hoes and spades. They are wearing ragged leather armor and carrying weapons.
D4=4:A group of river sprites mistakes the party for their ancient enemies and attacks using water-based magic.
d100 = 89
D4=1:A group of druids are performing a ritual by the river to heal the land and ward off a dark curse. They may ask the party to help them gather rare ingredients or fend off any intruders who may disrupt the ritual.
D4=2: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.
D4=3:The party sees a pack of wild dogs attacking a lone traveler. If they intervene, they will gain the traveler's gratitude and possibly some information about the surrounding area.
D4=4: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.
d100 = 90
D4=1:Rabbits hop around in grassy clearing by the water.
D4=2:Fireflies drifting along the riverbank at twilight.
D4=3:You hear a loud roar coming from the river. As you approach, you see a giant crocodile attacking a group of villagers who were drawing water from the river. The villagers are screaming and trying to fend off the crocodile with sticks.
D4=4:The river winds through a small grove of fruit trees.
d100 = 91
D4=1:An old wooden sign pointing downstream.
D4=2:A group of merfolk are swimming in the river. They are singing merrily.
D4=3:A group of children are playing hide-and-seek along the riverbank, and one of them has hidden himself in a barrel.
D4=4: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.
d100 = 92
D4=1:A group of old men are sitting around a table playing a game of cards.
D4=2:Players see a boat float down the stream. There are 10 skeletons aboard. If the players investigate, they will find that the skeletons have weapons stuck in their back. These weapons are not stuck deep into the skeletons; it's more like they are just resting on the skeletons. A DC 15 INT will reveal that these weapons, shields, and armor are enchanted and magical.
D4=3: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.
D4=4:A group of soldiers are washing their armor and weapons in the river, getting ready for battle. They may ask players for assistance in sharpening their weapons.
d100 = 93
D4=1: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.
D4=2:A lone bard sits on the riverbank, strumming his lute and singing a mournful tune. He asks the players if they would like to hear a song and may offer to tell the players about any recent news or rumors he's heard in his travels.
D4=3:An unseasonable chill falls over the river, freezing the water's surface. If the party decides to walk on the ice, it begins to crack ominously, revealing a trapped creature or an underwater portal beneath.
D4=4:As the party is resting by the river, they hear loud noises and splashing coming from the water. Investigating, they find a group of beavers building a dam. If the party helps them finish the dam, the beavers will give them a large supply of wood as a thank you gift.
d100 = 94
D4=1:A boat race is taking place on the river. The competitors include a group of elves, a team of dwarves, a group of gnomes, and a team of humans. The party can choose to participate or bet on the outcome of the race.
D4=2:The players are ambushed by a giant octopus while traveling on a boat down the river. They must find a way to defeat the creature while avoiding getting pulled into the water.
D4=3: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.
D4=4: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.
d100 = 95
D4=1: A man is walking along the water's edge. He is muttering to himself. He is looking for something. The party can hear him say: 'It was right here...I was sure I dropped it here.'
D4=2: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.
D4=3:A man is sitting in the middle of the road, begging for food and money. If players give him something, he will tell them that his name is Simon and he is the brother of a local noble. If players do not give him something, he will curse them and walk away angry. Months later, he will be in better shape and will encounter the players again. His disposition will depend on how they treated him the first time they met him.
D4=4: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 = 96
D4=1:The distant sound of music drifts from a boat slowly rowing down the river.
D4=2:Colorful pebbles lining the riverbed.
D4=3:The distant hoot of an owl can be heard as evening falls.
D4=4:A group of children is playing near the river’s edge, skipping stones across the water.
d100 = 97
D4=1: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.
D4=2: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.
D4=3:Deer come to the river’s edge to drink.
D4=4:A group of 2d6 goblins is swimming in the river, trying to catch a fish to eat.
d100 = 98
D4=1:A fox disappearing into the underbrush.
D4=2:The leaves of water plants swaying in the current.
D4=3:A series of rapids making loud rushing noises.
D4=4: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.
d100 = 99
D4=1:All around you, you see the remains of a recent battle. Orc corpses float in the river, alongside broken weapons and armor. A DC 15 Perception check reveals a valuable magical item among the debris.
D4=2: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.
D4=3:A row of stepping stones crosses the river, covered in a slippery layer of moss.
D4=4:The river is dotted with flat stones, perfect for skipping.
d100 = 100
D4=1: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.
D4=2:A hidden spring is guarded by an elemental guardian who demands tribute or completion of a task in exchange for a vial of its purifying waters.
D4=3:The party comes across a boat race happening on the river. The prize is a valuable and rare magical item. If they choose to join in, they'll have to navigate through dangerous obstacles and outsmart their opponents.
D4=4: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.
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