A complete D&D 5e random encounter table for river scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 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 D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 River encounter table
d100 = 1
D6=1: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.
D6=2:The riverbed here is sandy, providing a nice spot for a quick dip.
D6=3: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.
D6=4:The rocks near the water are slick with moss.
D6=5: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.
D6=6:Two men are standing on the side of the road, arguing with each other about something.
d100 = 2
D6=1: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.
D6=2:Wild berries grow near the shore.
D6=3: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.
D6=4:A painter capturing the river's scenery on an easel.
D6=5:A ship flying the flag of a nearby kingdom is approaching. On board are a group of mercenaries and their captain. The mercenaries begin to disembark upon reaching the shore and offer their services to those who will hire them.
D6=6:Up ahead, you see a village on the side of the road called 'Castle Don'. 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 and will charge any party members who look like adventurers for any goods or services!
d100 = 3
D6=1: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.
D6=2:The masonry of an ancient aqueduct crumbles into the river. If players attempt to repair or investigate, they inadvertently unearth a petrified guardian that reanimates.
D6=3:Up ahead, there is a large area where the river has been blocked off by debris. Some human male bandits are attempting to steal goods from a merchant's barge that has been blocked in by the debris.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 4
D6=1:A group of 1d4+2 adventurers are gathering firewood to prepare for their camp that night. They want to build a large campfire and eat around it with their companions.
D6=2:Fish jumping out of the water catching flies.
D6=3: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.
D6=4:A group of rowdy youngsters are tubing down the river on inflated inner tubes.
D6=5: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.
D6=6:A broken fishing net caught on some rocks.
d100 = 5
D6=1:Mysterious runes line the riverbank stones. If players interact or decipher them, they accidentally summon a group of cursed guardians bound to an ancient betrayal.
D6=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.
D6=3: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.
D6=4:A giant turtle surfaces from the depths of the river and offers the party a ride on its back. However, the turtle is heading towards dangerous waters and the party must navigate through treacherous obstacles and creatures to reach their destination.
D6=5:A group of 2d6 men and women from a nearby village are gathering mushrooms in the woods. They will invite the party to join them for dinner and rest for the night in their village.
D6=6: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 = 6
D6=1:A pair of rival river gods argue incessantly, causing unpredictable and dangerous water conditions, hoping the party can mediate their eternal feud.
D6=2:A small fishing village is celebrating their best harvest, a good year for game, and the birth of a child. A small celebration has been prepared for the party.
D6=3:A powerful wizard appears on the opposite bank of the river, offering to trade knowledge and secrets for a rare ingredient found only in the depths of the river. The ingredient is guarded by a powerful water elemental that the party must defeat to collect it.
D6=4: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.
D6=5:A frog leaping from lily pad to lily pad.
D6=6:Transparent wisps over the river sing melodies that control the tides, awaiting anyone brave enough to match their harmonic intervals to gain control over them.
d100 = 7
D6=1: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.
D6=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.
D6=3: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.
D6=4:The sight of a velociraptor tracks in the mud.
D6=5: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.
D6=6: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.
d100 = 8
D6=1: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.
D6=2:A swan sits on a nest built from reeds and grasses at the river’s edge.
D6=3:A natural arch formed by intertwined tree roots creates a rustic bridge over the river.
D6=4:A farmer plowing a nearby field.
D6=5: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.
D6=6: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.
d100 = 9
D6=1:Fish leap from the water, catching insects.
D6=2:A group of 5d10+10 halflings are selling fish at pirates prices, but they are very friendly. [The players must kill zombies to get the money to buy the fish.]
D6=3:A giant turtle surfaces from the depths of the river and offers the party a ride on its back. However, the turtle is heading towards dangerous waters and the party must navigate through treacherous obstacles and creatures to reach their destination.
D6=4:Fish bones and scales are scattered along the shore.
D6=5:The river is flanked by tall cliffs, their faces reflected in the water.
D6=6: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.
d100 = 10
D6=1: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.
D6=2: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.
D6=3:A farmer plowing a nearby field.
D6=4:A large tree has fallen in the river, creating a natural dam. A group of dryads, who call the tree their home, are frantically trying to move it as the water rises. If the players help them, the dryads will reward them with treasures hidden within the tree.
D6=5:A smooth, flat rock perfect for resting on juts from the river.
D6=6:A wild storm rages on the river, and the party must navigate their boat through the treacherous waters. They may encounter dangerous lightning strikes, powerful winds, and crashing waves. If they make it through, they will find a hidden cove with a shipwreck filled with valuable treasures.
d100 = 11
D6=1:Birds' nests can be seen in the higher branches of the trees.
D6=2:A group of 4d6+4 men are travelling along the river in a boat. They are trading along the river, and they'll be happy to trade with players.
D6=3:Wild garlic grows around a cluster of fallen rocks.
D6=4:Two old men, both wearing robes, walk hand in hand down the road toward the players. As they get closer, it can be seen that they both have long white beards... They are actually wizards who can cast few spells but they're both very old and very rich... Their names are Tim and Tom.
D6=5: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.
D6=6:The party comes across a group of three halflings, who are sitting on the ground, singing a song. They appear to be drunk.
d100 = 12
D6=1: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.
D6=2: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.
D6=3:A cursed section of the river freezes anyone who touches its water into ice statues that regain their form only when the river returns to its normal state.
D6=4: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.
D6=5: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.
D6=6:A group of 2d6+2 men camp near a small campfire. They are singing songs.
d100 = 13
D6=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.
D6=2:A beautiful rainbow trout visible in the clear water.
D6=3:A group of satyrs is playing a game of dice by the riverbank. They invite the players to join them and offer winnings of magical trinkets. However, the satyrs are known for cheating, and the players may have to use their skills to outwit them.
D6=4:A faint trail of smoke on the horizon.
D6=5:The river catches mysterious fish made entirely of magical ice; catching one grants visions of the past of whoever touches it.
D6=6:The water is surprisingly clear, revealing an unusual abundance of fish swimming in the depths.
d100 = 14
D6=1: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.
D6=2: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.
D6=3:The party sees three men sitting under a tree not far from the river's edge. They look like they have been there for hours and they look agitated. The three men are spies who have been sent to watch the cultists' activities.
D6=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?
D6=5: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.
D6=6:A cluster of wildflowers grows in an unlikely spot.
d100 = 15
D6=1:A group of bards performing on a boat offer the party a free concert along the river. If they stay and enjoy the performance, they may gain some inspiration for their future adventures.
D6=2:The water suddenly seems to be boiling and bubbling up ahead. As the party gets closer, they realize it's a group of water elementals playing a game. They may ask the party to join in or challenge them to a competition.
D6=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.
D6=4: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.
D6=5:The sound of laughter and cheers can be heard coming from a group of people bathing in the river. They welcome the players to join in the fun.
D6=6:The players come across a mysterious woman standing in the middle of the river, her eyes closed and her arms outstretched. As they watch, the water around her starts to glow and swirl, forming intricate patterns. If they disturb her, she will demand payment for her 'performance'.
d100 = 16
D6=1:A flock of birds taking off from a nearby tree.
D6=2:Coyotes howling in the distance.
D6=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.
D6=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.
D6=5:A swan sits on a nest built from reeds and grasses at the river’s edge.
D6=6:A cursed section of the river freezes anyone who touches its water into ice statues that regain their form only when the river returns to its normal state.
d100 = 17
D6=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.
D6=2:Gnarled tree roots form natural arches over the river.
D6=3: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.
D6=4: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.
D6=5:A pile of smooth river stones has been artfully arranged into a small cairn.
D6=6: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 = 18
D6=1: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.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:Two old men, both wearing robes, walk hand in hand down the road toward the players. As they get closer, it can be seen that they both have long white beards... They are actually wizards who can cast few spells but they're both very old and very rich... Their names are Tim and Tom.
D6=6:A dense fog rolling in from the river.
d100 = 19
D6=1:A natural arch formed by intertwined tree roots creates a rustic bridge over the river.
D6=2:A group of satyrs is playing a game of dice by the riverbank. They invite the players to join them and offer winnings of magical trinkets. However, the satyrs are known for cheating, and the players may have to use their skills to outwit them.
D6=3:The river widens and becomes shallow. It appears to be a natural sandbar, but it is actually an ancient dam.
D6=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.
D6=5:Players see a group of mermaids swimming in the river, but they quickly disappear when they hear the players approaching. If the players are able to capture one, the mermaid will offer a valuable reward in exchange for her freedom.
D6=6: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.
d100 = 20
D6=1: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.
D6=2:A small boat with a broken sail floats down the river, and inside, the players find a map leading to a hidden treasure on a nearby island. But as they set out on the journey, they will encounter dangerous obstacles and rival treasure hunters.
D6=3:The river is shallow here, with sandbars creating small islands.
D6=4:A toll bridge blocks your path and the toll collector is a troll. The party may choose to fight or negotiate their way across.
D6=5:A group of satyrs are having a wild and rowdy party by the river. They may invite players to join in, but beware, their wild behavior may lead to some unwanted trouble.
D6=6:An old leather pouch is caught on a snag in the river.
d100 = 21
D6=1:A rustic wooden signpost points towards a nearby village upstream.
D6=2:You come across a makeshift dam built by children, blocking part of the river’s flow.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 22
D6=1:A group of children is playing near the river’s edge, skipping stones across the water.
D6=2: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.
D6=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.
D6=4:Thick, black vines start to creep from the water's edge. If players follow their origin, they discover they are rooted in the heart of a dark druid’s lair.
D6=5:Along the riverbank, flowers of every hue bloom. Picking them grants temporary magical powers but also attracts predatory giant dragonflies.
D6=6:The low-hanging branches of a willow tree create a curtain over the riverbank.
d100 = 23
D6=1:You see two giant otters playing in the river, but beware, they can be quite territorial and may attack if you get too close.
D6=2: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.
D6=3:A group of friendly water nymphs are swimming in the river. They may offer to teach the players a special water-based spell or give them a magical item.
D6=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.
D6=5: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.
D6=6:A rare type of riverweed that can heal any ailment or injury grows along the river. However, the weed is heavily guarded by a group of territorial trolls who may attack the party for attempting to take it.
d100 = 24
D6=1: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.
D6=2: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.
D6=3:A waterfall blocks the players' path, and they must find a way to climb or swim up to get to the other side. However, they soon realize that the waterfall is actually the home of a powerful water nymph who is not happy about their intrusion.
D6=4:A group of river pirates is attacking a merchant's barge. The players must decide whether to help the merchants or join forces with the pirates, who promise a share of the loot and possible information on a legendary treasure hidden on a nearby island.
D6=5:An old rope ladder dangles into the water.
D6=6:You sense a strong magical aura emanating from a nearby cave. Upon investigation, the party discovers a coven of water nymphs performing a ritual to increase the river's strength. The nymphs may offer the party a reward for helping them or attack if they feel threatened.
d100 = 25
D6=1:A group of otters playing and sliding into the water.
D6=2:A ship flying the flag of a nearby kingdom is approaching. On board are a group of mercenaries and their captain. The mercenaries begin to disembark upon reaching the shore and offer their services to those who will hire them.
D6=3:A dragonfly resting on a reed.
D6=4: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.
D6=5: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.
D6=6: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 = 26
D6=1:A child's toy boat is caught in the reeds.
D6=2:A group of 1d4+2 halflings are sitting on the shore, drinking a dark blue liquid from a large, hollowed out pineapple.
D6=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.
D6=4:A cobbler plying his trade nearby.
D6=5:A cursed section of the river freezes anyone who touches its water into ice statues that regain their form only when the river returns to its normal state.
D6=6:Wild berries growing in bushes along the riverbank.
d100 = 27
D6=1:The remains of an old millwheel, half-submerged in water.
D6=2: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.
D6=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.
D6=4: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.
D6=5: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.
D6=6:Birds' nests can be seen in the higher branches of the trees.
d100 = 28
D6=1:The riverbed here is sandy, providing a nice spot for a quick dip.
D6=2: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.
D6=3:The party comes across a waterfall that leads into a hidden cave. Inside, they find a magical fountain that grants wishes. However, the wishes come at a great cost and have unintended consequences.
D6=4: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.
D6=5:A horse grazing near the river.
D6=6:A swarm of jellyfish levitate over the river, electrifying the air around them and requiring creative navigation to avoid shocking encounters.
d100 = 29
D6=1: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.
D6=2:A group of men are repairing a broken bridge. If players help them, the men will reward them with a small amount of money and food.
D6=3: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.
D6=4:The sky reflects perfectly in the still water.
D6=5:The illusive glow of bioluminescent algae at night.
D6=6: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.
d100 = 30
D6=1:The leaves of water plants swaying in the current.
D6=2:A log floating downstream.
D6=3:You see a large group of floating, glowing orbs in the river. As you approach, they suddenly disappear and reappear behind you. They seem to be trying to communicate, but the language they are using is foreign and difficult to understand.
D6=4: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.
D6=5:A beautiful fairy queen is seen bathing in the river. She asks players to leave her alone or face the consequences.
D6=6: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.
d100 = 31
D6=1:The river winds through a small grove of fruit trees.
D6=2: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.
D6=3:Moonlight reflecting off the water surface at night.
D6=4:The water becomes viscerally dark, and spectral figures rise from it, begging the party to recover relics from their haunted past.
D6=5: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.
D6=6:The remains of an old millwheel, half-submerged in water.
d100 = 32
D6=1:Dried reeds and grass rustle softly in the breeze.
D6=2:A group of harpies are nesting in a nearby cliff, causing chaos for anyone passing through. The players may have to negotiate or battle with them to continue on their journey.
D6=3:A fallen branch provides a perfect seat for fishing.
D6=4:A group of 1d4+2 traveling bards are singing songs about local legends and lore about the surrounding area and about local flora and fauna. They will only do this for anyone who gives them at least one bronze piece.
D6=5:The players hear a noise above them in the trees. It sounds like something large is moving through the branches. Suddenly, a giant snake drops out of the trees and attacks!
D6=6:A flock of birds lands on the water near the players, then all the birds dive into the water and swim away. Something must have spooked them!
d100 = 33
D6=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.
D6=2: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.
D6=3:As the party stops for a rest by the river, they spot an old woman washing clothes in the water. She tells them the story of a cursed artifact that lies at the bottom of the river and asks for their help in retrieving it.
D6=4: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.
D6=5: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.
D6=6: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 = 34
D6=1:A rare type of riverweed that can heal any ailment or injury grows along the river. However, the weed is heavily guarded by a group of territorial trolls who may attack the party for attempting to take it.
D6=2:The river suddenly begins flowing backwards, leading players to a mysterious underground temple dedicated to a forgotten deity. Inside, they may find ancient artifacts and treasures, but must also face dangerous traps and creatures.
D6=3: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.
D6=4:The party hears a man singing a song. It is a very bad poem, but it is important. It is a poem about a donkey named John. Any player who knows this poem can gain a +1 to their next Knowledge check or they can gain a +1 to their next Bluff check if they try to pass off this poem as their own.
D6=5:The riverbank is eroded in places, exposing tree roots and small caves.
D6=6:Water striders glide across the surface.
d100 = 35
D6=1:The river narrows drastically and water thrashes violently. If players attempt to navigate the savage waters, they encounter a whirlpool hiding a portal to somewhere forbidding.
D6=2:The party finds a small island in the river that is home to a tribe of peaceful druids. They may offer the players a temporary retreat and help in exchange for the party's assistance in protecting their land from outside threats.
D6=3:The riverbank is lined with smooth stones, warmed by the sun’s rays.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 36
D6=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.
D6=2: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.
D6=3:A floating twig being carried away by the current.
D6=4:As the players are resting by the river, they are approached by a group of satyrs who invite them to join their celebration in the nearby woods. The satyrs are actually using the celebrations as a cover to lure unsuspecting travelers into their traps.
D6=5:Fishermen cast their nets from a small wooden boat.
D6=6:The rocks near the water are slick with moss.
d100 = 37
D6=1:A gentle breeze ripples the water’s surface, creating a soothing pattern.
D6=2:A group of fishermen are arguing over who caught the biggest fish and are willing to pay the players to settle the dispute. However, the fish turns out to be much more than just a simple catch.
D6=3:An assortment of colorful feathers float along the surface.
D6=4: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.
D6=5:A group of men are talking about a strange creature that they saw in the woods. The creature had red skin and large fangs. The men are worried about the strange creature.
D6=6: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.
d100 = 38
D6=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?
D6=2:A group of rowdy sailors challenge the players to a boat race down the river. However, their captain seems to be cheating with some magic tricks. Can the players outsmart the sailors and win the race fair and square?
D6=3:A group of children is playing near the river’s edge, skipping stones across the water.
D6=4:A group of 2d6+2 men camp near a small campfire. They are singing songs.
D6=5:A kingfisher dives into the water, emerging with a small fish in its beak.
D6=6: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.
d100 = 39
D6=1:Players see a group of goblins trying to cross the river on a raft. If players offer to help them, they must transport the goblins and their loot across the river while avoiding dangerous river monsters.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:The riverbank is lined with smooth skipping stones.
D6=6:Wild mushrooms grow in the shade.
d100 = 40
D6=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.
D6=2:As you pass under a bridge, you see a group of dwarves fishing from the top. They may throw down some of their catch to the party as a friendly gesture.
D6=3:A mentally unstable man with a wild look in his eyes approaches the party and asks them if they have seen his pet chicken, which he believes has been stolen by orcs. The man will then run into the nearby woods looking for his pet chicken and never be seen again.
D6=4: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.
D6=5: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.
D6=6:The faint glow of lanterns on the opposite riverbank.
d100 = 41
D6=1: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.
D6=2: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.
D6=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.
D6=4:The players come across a group of kobolds who have set up a makeshift dam in the river to divert it into their underground lair. They will not take kindly to anyone messing with their dam and will fight to defend it.
D6=5:You come across a quiet spot where the river pools into a serene pond.
D6=6:A small waterwheel turns slowly.
d100 = 42
D6=1: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.
D6=2: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.
D6=3:A mysterious figure on a rowboat appears in the middle of the river, and upon closer inspection, the players realize it's a powerful wizard searching for a magical artifact that has been lost in the river for centuries. Will the players help the wizard find it or try to claim it for themselves?
D6=4:The soft chime of wind bells hanging in a nearby tree.
D6=5: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.
D6=6: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.
d100 = 43
D6=1:A half-sunken ship is spotted on the river's edge, and the players investigate to find a hidden treasure chest. But as they try to retrieve the treasure, they awaken the ghost of the ship's captain who will stop at nothing to keep his treasure safe.
D6=2:A horse grazing near the river.
D6=3:A rare type of riverweed that can heal any ailment or injury grows along the river. However, the weed is heavily guarded by a group of territorial trolls who may attack the party for attempting to take it.
D6=4:The distant echo of laughter.
D6=5:The party's boat gets stuck on a sandbar in the middle of the river, leaving them vulnerable to attacks from nearby creatures. The players must come up with a way to free the boat before it's too late.
D6=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.'
d100 = 44
D6=1: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.
D6=2: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.
D6=3:A pile of driftwood has collected at the bend.
D6=4: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.
D6=5:A lost and injured young dragon has wandered into the river, unable to fly due to a broken wing. The party must decide whether to help the dragon or take advantage of its vulnerability.
D6=6:Suddenly, the water becomes electrified by a rare, angry storm eel, forcing the party to find a way to appease or relocate it.
d100 = 45
D6=1:A stone path leads to a rocky outcrop perfect for fishing or contemplation.
D6=2:A small waterwheel turns slowly.
D6=3:A bride and groom posing for pictures by the river.
D6=4: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.
D6=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.
D6=6:A thick mist rolls over the river, reducing visibility and adding an eerie atmosphere.
d100 = 46
D6=1:Players come across an abandoned raft floating in mid-stream. If players look at the raft, they will see that there is something strange about it: it actually looks like it is made out of bones! If players investigate further, they will find that it is actually bone from a giant creature that was killed nearby by Sir Foul and his men.
D6=2: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.
D6=3:A mentally unstable man with a wild look in his eyes approaches the party and asks them if they have seen his pet chicken, which he believes has been stolen by orcs. The man will then run into the nearby woods looking for his pet chicken and never be seen again.
D6=4: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.
D6=5: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.
D6=6: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 = 47
D6=1:Pebbles and shells glimmer under the clear water.
D6=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.
D6=3:The river is infested with thousands of water snakes that seem to be following a strange, hypnotic rhythm, forming intricate patterns.
D6=4:A group of goblins are using the river to wash their filthy clothes. They may try to steal from the players, thinking they are easy targets.
D6=5:A group of frogs croaking loudly in chorus.
D6=6: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.
d100 = 48
D6=1: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.
D6=2:Players see a bench on the shore. There is a man with bushy, red hair sitting on the bench. Smog is coming from his ears. The man is talking to himself about something, motioning with his hands. He seems to be talking about magic and casting spells.
D6=3:The water becomes viscerally dark, and spectral figures rise from it, begging the party to recover relics from their haunted past.
D6=4:A small wooden sculpture floats in the water.
D6=5:A flock of beautiful swans land on the river, but their feathers are made of gold and silver. The players must resist the temptation to capture the swans and instead find a way to reverse the curse placed on them.
D6=6:A water nymph, heartbroken, creates a dangerous current that threatens to sweep the party away unless they can console her with stories of true love.
d100 = 49
D6=1:A solitary bird cries out, creating a serene and melancholic soundscape.
D6=2:The leaves of water plants swaying in the current.
D6=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.
D6=4:A group of wood elves are using magic to walk on the water's surface, practicing their archery skills by shooting fish in the river. They may offer the players a lesson in their techniques or challenge them to a friendly archery competition.
D6=5: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.
D6=6: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 = 50
D6=1:Moonlight revealing a pathway made by animal tracks.
D6=2: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.
D6=3:Fog rolls in, partially obscuring the river.
D6=4:A group of 2d6 orcs are fishing in the river. They will challenge any party that comes near them.
D6=5:A group of travelers on a raft call out to the party for help. Their raft has been ambushed by bandits and they are injured and stranded.
D6=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.
d100 = 51
D6=1:The river’s edge is lined with shellfish beds.
D6=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.
D6=3: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.
D6=4:A skunk sniffing around the water's edge.
D6=5:A group of humans are having a party on one of the barges, singing and dancing. If players approach, they will offer them wine and other gifts.
D6=6: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.
d100 = 52
D6=1: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.
D6=2:The soft chime of wind bells hanging in a nearby tree.
D6=3:A woman is standing on a small dock by the river, crying her eyes out. She tells the players that her husband and children were taken by a group of merfolk and she needs help rescuing them. However, she is actually a hag in disguise trying to lure the players into her trap.
D6=4: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.
D6=5: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.
D6=6:A powerful storm suddenly hits, making it dangerous to continue down the river. The players must find shelter or risk their boat getting destroyed.
d100 = 53
D6=1:Two kobolds are walking down the road, looking for prey. They don't appear to notice you as they walk past you.
D6=2: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.
D6=3:A group of 2d6+2 halflings are sitting on the shore, carving wood into small animal figures.
D6=4: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.
D6=5:A group of pilgrims is taking a ritual bath in the river. They invite the party to join them, but if the party agrees they may be unknowingly participating in a sacrifice to a dark deity.
D6=6:Fallen leaves swirl in the eddies.
d100 = 54
D6=1:The party comes across a group of knights on horseback, in the process of crossing the river. However, one of the horses has broken its leg and is in need of immediate attention. The party must act quickly to save the horse and may receive a reward from the grateful knights.
D6=2:You see a small crab scuttling sideways across the riverbank mud.
D6=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.
D6=4:A water nymph emerges from the river, asking the players for help in finding her lost pearl necklace. She cannot leave the river and believes it was taken by a group of river trolls. However, the necklace is actually with the nymph's jealous sister who has been causing trouble for her.
D6=5: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.
D6=6:The peaceful silence broken by a sudden splash.
d100 = 55
D6=1:A group of river sprites mistakes the party for their ancient enemies and attacks using water-based magic.
D6=2:A fisherman dozing off in his boat.
D6=3: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.
D6=4:A solitary bird cries out, creating a serene and melancholic soundscape.
D6=5:The river suddenly splits into two, and the party must choose which path to take. Each path leads to a different adventure and potential rewards.
D6=6:The river's edge is lined with enormous fossilized bones of creatures long forgotten, now home to enigmatic carvings hinting at a power struggle between ancient titans.
d100 = 56
D6=1:A curious fox watches you from the opposite bank, its tail flicking.
D6=2:A mysterious figure is spotted on the riverbank, beckoning for the party to come closer. When they do, they are transported to a dreamlike world where they must complete a task for the figure to return to reality.
D6=3:A man with a lute is sitting on a stone wall, singing softly to himself. He will ask you to listen to his song and if you are interested, he will tell you about the song he is writing. He will say that he is currently working on a song called 'The Man in Black.'
D6=4:A group of halflings are having a party on one of the barges, singing and dancing. If players approach, they will offer them wine and other gifts.
D6=5: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.
D6=6:A catfish’s barbels can be seen poking out of the mud at the river bottom.
d100 = 57
D6=1: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.
D6=2:A magical portal appears on the river, leading to a different plane of existence. Players may have a chance to explore this new world and complete a quest for the powerful being who opened the portal.
D6=3:The low-hanging branches of a willow tree create a curtain over the riverbank.
D6=4:A mysterious totem pole stands on the bank.
D6=5:The river is shallow here, with sandbars creating small islands.
D6=6:An ominous black cloud forms over the river and begins to rain mud, turning the water into a treacherous, thick sludge.
d100 = 58
D6=1: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.
D6=2:A broken fishing net caught on some rocks.
D6=3: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.
D6=4: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.
D6=5:A waterfall blocks the players' path, and they must find a way to climb or swim up to get to the other side. However, they soon realize that the waterfall is actually the home of a powerful water nymph who is not happy about their intrusion.
D6=6:An alchemist is experimenting with potions on the riverbank. Some of the potions have unexpected and chaotic effects.
d100 = 59
D6=1: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.
D6=2:Wildflowers growing abundantly near the water's edge.
D6=3:The party hears a small noise, like something falling into the water.
D6=4: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.
D6=5:A merchant is using a raft to transport his goods down the river. He offers to sell his wares to the players, including rare and exotic items from distant lands.
D6=6: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?
d100 = 60
D6=1: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.
D6=2: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.
D6=3: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.
D6=4:Bubbles rise in the water where fish feed.
D6=5:An old stone bridge with ivy creeping over it.
D6=6: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 = 61
D6=1:A group of farmers are trying to herd their sheep across the river without getting them wet because they're afraid they'll catch cold if they get wet. They will try to convince you that you're wasting your time trying to help them because their sheep are too stubborn to listen to reason, but if you stand your ground long enough one of the farmers will start yelling at his sheep and eventually one of them will give in and let itself get carried across the river without getting wet which will convince all of the other sheep to follow suit without getting wet which will convince all of the other farmers that you really were right all along about how stubborn their sheep really were which will make them apologize for doubting you in the first place and give you 1 silver piece each as a token of their appreciation for helping them solve their problem after all...
D6=2:The party sees a group of 2d6+2 orcs bathing in the river. They will attack if they feel threatened.
D6=3:A small band of goblins are hunting near the river and stumble across the party. They will attack without warning!
D6=4:An abandoned rowboat partially submerged in mud.
D6=5:The tracks of a bear leading to and from the river.
D6=6: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.
d100 = 62
D6=1:A man on the opposite bank of the river is fishing. He tells you that he has been sitting there all day and has not caught anything. He offers to let you join him, warning you that there are bandits in the area. If you join him, you will catch a very large fish and become rich.
D6=2:The water suddenly seems to be boiling and bubbling up ahead. As the party gets closer, they realize it's a group of water elementals playing a game. They may ask the party to join in or challenge them to a competition.
D6=3: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.
D6=4:As the party crosses a bridge, they hear a loud roar coming from underneath. A large water dragon emerges from the river, demanding that the party answer a riddle or face its wrath. If they answer correctly, the dragon will let them pass unharmed.
D6=5: 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.
D6=6: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 = 63
D6=1: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.
D6=2:The riverbank gives way to a small meadow, filled with colorful wildflowers.
D6=3:A sudden gust of wind scattering leaves.
D6=4:A group of humans are fishing. They will trade with the party if they have magic items.
D6=5: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.
D6=6: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.
d100 = 64
D6=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.
D6=2:A fisherman is struggling to reel in a giant fish from the river. The players may assist in catching the fish for a reward.
D6=3:A cursed section of the river freezes anyone who touches its water into ice statues that regain their form only when the river returns to its normal state.
D6=4:A ship flying the flag of a nearby kingdom is approaching. On board are a group of mercenaries and their captain. The mercenaries begin to disembark upon reaching the shore and offer their services to those who will hire them.
D6=5: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.
D6=6:A man named Morris is fishing from a small raft in the middle of the river, but he isn't having any luck catching fish because he keeps
d100 = 65
D6=1:A beautiful fairy queen is seen bathing in the river. She asks players to leave her alone or face the consequences.
D6=2:You see a small turtle basking on a rock in the middle of the river.
D6=3:The river meanders through a valley, offering stunning views of the surrounding hills.
D6=4:You see two giant otters playing in the river, but beware, they can be quite territorial and may attack if you get too close.
D6=5: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.
D6=6:The water forms gentle ripples as it flows past a submerged log.
d100 = 66
D6=1:The river forms a slow-moving oxbow lake, ideal for a leisurely paddle.
D6=2: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.
D6=3: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.
D6=4:A swarm of jellyfish levitate over the river, electrifying the air around them and requiring creative navigation to avoid shocking encounters.
D6=5:Birds singing in the trees near the water.
D6=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.
d100 = 67
D6=1:A group of satyrs is playing a game of dice by the riverbank. They invite the players to join them and offer winnings of magical trinkets. However, the satyrs are known for cheating, and the players may have to use their skills to outwit them.
D6=2: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.
D6=3:You see a large group of floating, glowing orbs in the river. As you approach, they suddenly disappear and reappear behind you. They seem to be trying to communicate, but the language they are using is foreign and difficult to understand.
D6=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.
D6=5:Three men are walking down the street. They look very serious. One of the men is carrying a large wooden box.
D6=6:A group of druids have set up a nature sanctuary by the river, protecting the creatures and plants in the area. They ask the players to help them defend it from a group of loggers who are destroying the forest in search of valuable resources.
d100 = 68
D6=1: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.
D6=2:A group of children is running along the riverbank, playing tag and laughing gleefully.
D6=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.
D6=4:The party comes across a stranded traveler who has lost their map. They are desperately trying to find their way home and may offer a reward for safe passage.
D6=5:Strange figures are seen fishing by the river under the moonlight. If the party approaches, they discover the fishermen are undead, ensnared by a cursed fishing rod that they must destroy to free the souls.
D6=6: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 = 69
D6=1:A flock of beautiful swans land on the river, but their feathers are made of gold and silver. The players must resist the temptation to capture the swans and instead find a way to reverse the curse placed on them.
D6=2:A rope swing hangs from a tree over the water.
D6=3:A string of beads dangles from a tree branch over the water.
D6=4:A group of 2d6 bandits are laying in wait along the riverbank, hoping to ambush passing caravans and supply wagons.
D6=5:The leaves of water plants swaying in the current.
D6=6:The smell of wet earth after a rainstorm.
d100 = 70
D6=1: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.
D6=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.
D6=3:The party comes across a waterfall that leads into a hidden cave. Inside, they find a magical fountain that grants wishes. However, the wishes come at a great cost and have unintended consequences.
D6=4:A group of 4d6+4 men are travelling along the river in a boat. They are trading along the river, and they'll be happy to trade with players.
D6=5: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.
D6=6: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.
d100 = 71
D6=1: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.
D6=2:You come across a discarded fishing net, tangled in some reeds on the riverbank.
D6=3:A pair of swans glides elegantly along the river, heads held high.
D6=4: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.
D6=5:A pair of rival river gods argue incessantly, causing unpredictable and dangerous water conditions, hoping the party can mediate their eternal feud.
D6=6: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 = 72
D6=1:An ethereal voice emanates from an old, half-sunken mill by the river. If players investigate, they find the mill is haunted by a widow seeking vengeance for her family’s mysterious death.
D6=2:A pile of driftwood has collected at the bend.
D6=3: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.
D6=4:A mermaid is sitting on a rock, combing her long hair. She asks for help with a knot in her hair and promises to grant a wish as payment.
D6=5:The banks are dotted with the remains of old campfires and hearths.
D6=6:The party notices a group of merfolk frolicking in the river, and they seem to be in distress. As they approach, they learn that a dark force has polluted their home and they need help to stop it. They offer the party a special potion that will allow them to breathe underwater in exchange for their help.
d100 = 73
D6=1: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.
D6=2:The laughter of unseen children playing a game.
D6=3:Two men are standing at the side of the road, selling apples.
D6=4:A couple of swans gracefully gliding on the water.
D6=5:The river's edge is lined with tall grasses, hiding small animals darting through them.
D6=6:A wind chime dangles from a branch, tinkling softly.
d100 = 74
D6=1: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.
D6=2: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.
D6=3:The rustle of leaves as a deer passes by.
D6=4:You see a glimmer of light at the bottom of the river. Upon closer inspection, you find a strange medallion that seems to glow with magical energy. The party must decide to keep it or give it to the local temple, which will reward them with a powerful divine blessing.
D6=5: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.
D6=6:A fallen tree creates a natural bridge.
d100 = 75
D6=1:Fish with luminous scales form ethereal formations, leading the party to an ancient, submerged ruin filled with ghostly whispers.
D6=2:A couple quietly whispering sweet nothings near the water.
D6=3:A narrow tributary hides a crystal cave where the river water sings when it flows, revealing prophecies when listened to closely.
D6=4:A group of otters playing and sliding into the water.
D6=5: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.
D6=6: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.
d100 = 76
D6=1: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.
D6=2:A giant frog wearing a top hat and monocle is sitting on a lily pad in the middle of the river. He offers to give the party a ride across in exchange for solving a riddle.
D6=3: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.
D6=4:The low-hanging branches of a willow tree create a curtain over the riverbank.
D6=5:A couple of swans gracefully gliding on the water.
D6=6:The players see a group of elves washing clothes in the river, but strangely, the water ripples and churns as they do so. Upon closer inspection, they realize the elves are actually performing a powerful ritual to commune with the river spirits.
d100 = 77
D6=1:The party comes across a group of goblins trying to cross the river on a makeshift raft. As they struggle, a group of gnomes come to their aid. The party must decide whether to help the gnomes or attack the goblins.
D6=2: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.
D6=3:A toll bridge blocks your path and the toll collector is a troll. The party may choose to fight or negotiate their way across.
D6=4: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.
D6=5: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.
D6=6:The current carries a fallen leaf downstream.
d100 = 78
D6=1:A group of humans are fishing. They are looking for work. They will fight for the party for one adventure for two diamonds per person per day.
D6=2:Soft green moss carpets the ground near the water.
D6=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.
D6=4:The river is wider and deeper here, with a slow, languid current.
D6=5: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.
D6=6:The sound of a woman laughing can be heard from the far side of the river.
d100 = 79
D6=1:The river branches off into a smaller tributary, winding through the trees.
D6=2: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.
D6=3:A fallen tree acting as a natural bridge.
D6=4:A swarm of jellyfish levitate over the river, electrifying the air around them and requiring creative navigation to avoid shocking encounters.
D6=5:The players hear a noise above them in the trees. It sounds like something large is moving through the branches. Suddenly, a giant snake drops out of the trees and attacks!
D6=6:A sudden tidal wave sweeps the party inland, carrying them to a hidden cave system filled with bioluminescent fungi and dangerous creatures lurking within.
d100 = 80
D6=1:A group of orc soldiers are using a raft to cross the river. They may be on a mission from their chieftain or simply traveling to another orc camp. The party must decide whether to fight, negotiate, or sneak past them.
D6=2:The party sees a group of 2d6+2 orcs bathing in the river. They will attack if they feel threatened.
D6=3:A group of old men are sitting around a table playing a game of cards.
D6=4:Dragonflies darting around over the water.
D6=5: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.
D6=6:The river narrows significantly, forcing you to walk closer to its edge.
d100 = 81
D6=1:Birds' nests can be seen in the higher branches of the trees.
D6=2:A group of humans are fishing. They are out of food. They will trade with the party if they have food.
D6=3: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.
D6=4: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.
D6=5:Players come across a group of four men standing on top of a small hill overlooking the river. They are all armed with short swords and shields. They will attack if they feel threatened by the players.
D6=6:The players find a sunken temple under the river's surface, guarded by a group of water elementals. Inside, they discover a powerful artifact, but can they retrieve it and escape the temple before the elementals attack?
d100 = 82
D6=1:A half-sunken ship is spotted on the river's edge, and the players investigate to find a hidden treasure chest. But as they try to retrieve the treasure, they awaken the ghost of the ship's captain who will stop at nothing to keep his treasure safe.
D6=2:Two children are having a sword fight with sticks by the edge of the river. They will ask players for advice about their fight.
D6=3: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.
D6=4:A group of elven royalty are lounging in the river, their translucent wings glimmering in the sunlight. They invite the players to join them for a refreshing swim and share stories of their magical homeland.
D6=5:Fallen leaves swirl in the eddies.
D6=6: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.
d100 = 83
D6=1:A family of hippos is lounging in the water, chewing on grasses and leaves that have been washed down from the jungle to the south.
D6=2: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.
D6=3:A group of 1d4+2 men are fishing and drinking around a campfire. They're catching nothing, and start to get quite hungry. If the players wish to help them, they will give them a meal.
D6=4: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.
D6=5:Small green frogs leap from rock to rock.
D6=6:A small group of humans are standing around, talking about their recent trip to a nearby city.
d100 = 84
D6=1: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.
D6=2:Trails of fireflies blinking in the dusk.
D6=3:The reflection of the moon shows a double, sinister face over the river. If players call out to it, they awaken an ancient moon-based demon imprisoned beneath the river.
D6=4:The party finds a bridge over the river, but it is guarded by a sentient, talking troll who demands that they answer three riddles before they can cross.
D6=5:A group of 2d4+4 soldiers are trying to get across the river to head to a nearby market to find a hot meal and a warm bed.
D6=6:A wooden raft floating downstream.
d100 = 85
D6=1:A procession of ants crossing a branch over the river.
D6=2:The water grows cooler where a spring feeds into the river.
D6=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.
D6=4:A group of humans are fishing. They will trade with the party if they have jewelry, gold, or other valuables.
D6=5: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.
D6=6: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.
d100 = 86
D6=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.
D6=2: The party sees a group of men who look like they are in charge of something. They're sitting around a table and drinking ale, but they don't look like they're having too much fun.
D6=3:You find an old, rusty lantern hanging from a tree by the river.
D6=4:The sound of distant laughter from unseen people.
D6=5:A flock of beautiful swans land on the river, but their feathers are made of gold and silver. The players must resist the temptation to capture the swans and instead find a way to reverse the curse placed on them.
D6=6:The river's edge is lined with tall grasses, hiding small animals darting through them.
d100 = 87
D6=1:The party finds a small island in the river that is home to a tribe of peaceful druids. They may offer the players a temporary retreat and help in exchange for the party's assistance in protecting their land from outside threats.
D6=2:A group of river folk offers to guide the party down the river for a fee. However, they may have their own agenda and lead the players into a dangerous situation.
D6=3:A lost sheep bleats from the opposite bank.
D6=4:A rope bridge crossing the river.
D6=5: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.
D6=6: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.
d100 = 88
D6=1:The riverbanks are lined with cattails.
D6=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.
D6=3:A bench made of logs sits at a quiet spot by the river, ideal for relaxing.
D6=4: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.
D6=5:A small wooden sign has been placed in the middle of the path. It says 'Welcome to Westcrown.' It has been placed there by the city watch to welcome people to the city.
D6=6:The rustle of reeds as a critter moves unseen.
d100 = 89
D6=1:Birds singing in the trees near the water.
D6=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.
D6=3:As players walk along the river, they encounter a group of merfolk playing a gambling game with shiny river stones. If players join in, they might win valuable items or lose something equally valuable.
D6=4:The river suddenly dries up, revealing ancient ruins beneath. If the players delve into these ruins, they awaken stone golems set to protect the ancient structures.
D6=5:Bubbles rise in the water where fish feed.
D6=6: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 = 90
D6=1:As the party crosses a bridge over the river, they see a group of kobolds fishing in the river. They seem friendly enough, but if the party tries to cross without paying a toll (either in coins or food), the kobolds will become hostile and attack.
D6=2:Coyotes howling in the distance.
D6=3:A group of fey creatures are having a picnic on the riverbank. They invite the party to join them, but beware their mischievous pranks.
D6=4:The party sees three men sitting under a tree not far from the river's edge. They look like they have been there for hours and they look agitated. The three men are spies who have been sent to watch the cultists' activities.
D6=5: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.
D6=6: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 = 91
D6=1: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.
D6=2:A gentle breeze ripples the water’s surface, creating a soothing pattern.
D6=3:As the players are crossing a small bridge over the river, a mischievous sprite appears and taunts them, daring them to jump into the river. If a player jumps, they will be transported to a secret location where there is a treasure chest.
D6=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.
D6=5: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.
D6=6:A pair of swans glides elegantly along the river, heads held high.
d100 = 92
D6=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.
D6=2:The river sparkles in the sunlight, giving off a peaceful and serene vibe.
D6=3:A large waterfall is in the distance, with a mysterious figure standing at the top. They may offer a challenge to anyone who dares to climb up to them.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 93
D6=1:Colorful pebbles lining the riverbed.
D6=2:A group of traveling minstrels are performing a ballad about a tragic love story involving a mermaid and a human. If players listen to the entire song, they are given a magical conch shell that can summon a helpful mermaid once per day.
D6=3:The river splits into dozens of smaller streams, each adorned with vibrant, yet toxic, flowers that emit hallucinatory spores.
D6=4:An abandoned ship lies half-submerged in a river bend. If they choose to board the ship, they realize it’s a ghost vessel, reliving its last doomed voyage.
D6=5:A group of mermaids are sunbathing on the riverbank. They offer to braid the party's hair and sing them a beautiful underwater song. However, if the party stays too long, they may become mesmerized and fall into a deep sleep.
D6=6:There is a large, flat topped island on the river. A group of 3d6+3 men are standing on the island and they appear to be looking for something. They are the crew of a ship that was destroyed in the river a few days ago.
d100 = 94
D6=1: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.
D6=2: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.
D6=3:You see a large group of floating, glowing orbs in the river. As you approach, they suddenly disappear and reappear behind you. They seem to be trying to communicate, but the language they are using is foreign and difficult to understand.
D6=4:The party comes across a stranded traveler who has lost their map. They are desperately trying to find their way home and may offer a reward for safe passage.
D6=5:A small, wooden sign warns of slippery rocks ahead.
D6=6: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.
d100 = 95
D6=1:A group of traveling bards is camped on the riverbank. They are performing a play about a high-level adventure they had where they encountered a beholder. The players can join the play as extras if they like.
D6=2:The party comes across a stranded traveler who has lost their map. They are desperately trying to find their way home and may offer a reward for safe passage.
D6=3: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.
D6=4:As the party navigates the river, they notice floating lanterns that light up one by one, forming a path. Following the lights leads them to an abandoned submerged temple.
D6=5: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.
D6=6:A group of men are betting on a dog fight.
d100 = 96
D6=1:Fog rolls in, partially obscuring the river.
D6=2: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.
D6=3:A makeshift bridge of fallen logs and branches spans the narrow part of the river.
D6=4: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.
D6=5:You spot a family of ducks gliding in a near-perfect formation.
D6=6: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.
d100 = 97
D6=1: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.
D6=2:The players encounter a group of mermaids who have lost their ability to sing. They explain that a group of sea creatures have stolen their voices and they need the players' help to retrieve them.
D6=3:A beautiful rainbow trout visible in the clear water.
D6=4:A group of people are sitting around a campfire, telling scary stories about the Black Tower.
D6=5:A group of 2d6+2 men are fishing in the river. They are looking for food.
D6=6:You come across a bundle of old, abandoned fishing traps caught in the reeds.
d100 = 98
D6=1:The river widens into a tranquil lake.
D6=2:A canoe is moored at the edge of the river, with paddles inside.
D6=3:While fishing in the river, the party reels in a mysterious, sealed bottle. Inside, they find a cryptic map leading to a hidden treasure.
D6=4: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.
D6=5:A group of 2d6 goblins is swimming in the river, trying to catch a fish to eat.
D6=6:A family of wildcats has made their home in an abandoned shack on the riverbank.
d100 = 99
D6=1:A beaver built a dam nearby.
D6=2:A band of friendly merfolk swims by the party's boat, offering to guide them to a hidden underwater treasure. However, the treasure is guarded by a powerful sea monster that the party will have to defeat first.
D6=3: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.
D6=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.
D6=5:The river is wider and deeper here, with a slow, languid current.
D6=6:A group of 2d4+2 humans are sitting on the shore, barbequing something over an open fire.
d100 = 100
D6=1: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.
D6=2:A fisherman cursing his luck after losing a catch.
D6=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.
D6=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.
D6=5:A child's toy boat is caught in the reeds.
D6=6:Fallen leaves swirl in the eddies.
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