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D8 River Random Encounters

D&D 5e · 800 scenarios · Roll d100 → roll D8

A complete D&D 5e random encounter table for river scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a river, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D8 to pick one of 8 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D8 River encounter table

d100 = 1

  1. D8=1:The party sees a group of druids using a magical ritual to purify the polluted river. They may offer the party a reward for helping them or ask for their assistance in stopping the source of the pollution.
  2. D8=2:A family of river otters is building a dam, unknowingly blocking a source of potent healing water the party could benefit from.
  3. D8=3:An old stone bridge with ivy creeping over it.
  4. D8=4: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.
  5. D8=5:A small boat is floating by, filled with tasty snacks and drinks. The players may be tempted to take some, but it may belong to a nearby hermit or magical creature.
  6. D8=6:The players find a small island in the middle of the river, with a lone tower standing tall. As they explore the island, they discover that the tower is actually a portal to another dimension.
  7. D8=7:The party sees a man, who is fishing on the shore. He tells players that he fished all day and he hasn't caught anything, but he's not leaving until he catches something, because he has to feed his family.
  8. D8=8:A school of glittering minnows swims frantically just beneath the river's surface.

d100 = 2

  1. D8=1:Fallen leaves swirl in the eddies.
  2. D8=2: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?
  3. D8=3:A row of stepping stones crosses the river, covered in a slippery layer of moss.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6:A group of river drakes are flying overhead and spot the party on the river. They may swoop down and attack, seeing the party as potential prey.
  7. D8=7:The players find a small island in the middle of the river, inhabited by a group of friendly merfolk. They invite the players to stay for a feast, but soon after, a group of hostile mermaids arrive, claiming the island as their territory. The players must choose sides and fight for their chosen group.
  8. D8=8: 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.

d100 = 3

  1. D8=1:A group of mysterious cloaked figures are conducting a ritual on the riverbank. The party may choose to interrupt and possibly face consequences from the powerful beings they are summoning.
  2. D8=2:The players see a giant sea serpent slithering through the river, its scales glittering in the sun. It may offer the players a ride if they can solve a riddle or complete a task for it.
  3. D8=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.
  4. D8=4:A group of men playing a game of chance by the side of the road. They're cheating, and they're not very good at it.
  5. D8=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.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A colony of ants is busy near a tree root.

d100 = 4

  1. D8=1:A giant water beast rises from the depths of the river and attacks the party's boat. The players must figure out a way to defeat or escape the beast before it takes them down with it.
  2. D8=2:A group of 1d4+2 thieves are hiding out along the riverbank. They are on the look out for anyone traveling this road. They will attack anyone who looks like they might have valuables.
  3. D8=3:The players see a large barge being pulled by a team of horses on the river. It is filled with exotic animals and may be a traveling zoo.
  4. D8=4:A group of mermaids are floating in the river, singing and playing instruments. They may offer to guide the players to a hidden underwater cave or challenge them to a game of riddles.
  5. D8=5:A stranded adventurer is trying to signal for help from an island in the middle of the river. As the party approaches, they notice that the island is actually a giant turtle. The adventurer may have valuable information about a nearby dungeon or may be in need of rescuing.
  6. D8=6:The river's edge is lined with tall grasses, hiding small animals darting through them.
  7. D8=7: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.
  8. D8=8:A fisherman is sitting on the riverbank, eyes focused intently on his fishing line.

d100 = 5

  1. D8=1:Players see a sellsword walking along the river's edge. He is wearing a knight's coat of arms, but it is a fake. He is on his way to a nearby town to join the ranks of the local militia.
  2. D8=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.
  3. D8=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.
  4. D8=4:A group of lizardfolk are feasting on the riverbank. As the party approaches, they offer a toast and invite them to join in the celebration. The lizardfolk may have information about the surrounding area or be willing to trade for rare plants or herbs.
  5. D8=5:A pile of ancient coins lies gleaming in shallow water. If players retrieve them, they incur a curse from a vengeful river god.
  6. D8=6:An empty wooden crate is snagged on some rocks in the middle of the river.
  7. D8=7: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.
  8. D8=8:A group of men are talking about a strange noise heard in the night. They are worried that there are strange creatures in the woods.

d100 = 6

  1. D8=1:In the middle of the river, players encounter a giant whirlpool that seems to be pulling everything in its path. Can they find a way to navigate through the whirlpool and continue down the river safely?
  2. D8=2:The river leads to an underground passage where bioluminescent creatures guide the way to a hidden, forgotten city.
  3. D8=3: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.
  4. D8=4:The party comes across a group of fisherman who are struggling to reel in a massive creature from the water. It turns out to be a young kraken who is trapped in a fishing net. The party must decide if they want to help the fishermen and possibly anger the kraken, or save the kraken and potentially face consequences from the fishermen.
  5. D8=5:The river runs red with harmlessly magical paint originating from a cave painting that shows visions of future conflicts.
  6. D8=6:A group of soldiers are practicing their swordsmanship in a small clearing in the woods along the riverbank. They will stop practicing so they can talk with you if you engage them in conversation, but they will resume practicing if you wander too far from their training site or if you start asking too many questions about what they're doing there or where they're from or anything like that.
  7. D8=7: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.
  8. D8=8:Strange ripples on the surface of the water.

d100 = 7

  1. D8=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.
  2. D8=2:The remnants of an ancient battlefield litter the riverbanks. If players sift through the wreckage, they find a cursed relic that binds one of them to the spirit of a long-dead warrior.
  3. D8=3:The party comes across a group of bards performing by the river. They are very talented and will happily entertain the party for a small donation of 10 gold pieces. If the party becomes rude or rowdy, the bards will leave and the players will regret missing out on a great show.
  4. D8=4:A fisherman cursing his luck after losing a catch.
  5. D8=5:A stray arrow embedded in a tree trunk.
  6. D8=6:A group of 2d4+2 men from a nearby village are on their way to sell their crops at the market in a nearby city. They're hoping for a good price for their harvest.
  7. D8=7:Players come across a strange sight: there seems to be an endless stream of wooden logs floating down the river. If players get close enough to look at one of the logs, they will see something strange: there is a tiny dwarf sitting on top of one of the logs. If players approach him, they will see that he is holding a tiny axe, and he seems to be cutting into one of the logs. If they approach him, he will say something like: 'Stay back! I am chopping this log! You must be spies sent by Sir Foul! I will not surrender! I am an innocent dwarf! I have done nothing wrong! I am trying to escape this accursed place!'
  8. D8=8: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.

d100 = 8

  1. D8=1: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.
  2. D8=2:The smell of wet earth after a rainstorm.
  3. D8=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.
  4. D8=4:The sound of a distant waterfall grows louder.
  5. D8=5:A traveling circus has set up camp next to the river. They offer the players a chance to perform in their show for a small fee.
  6. D8=6:A fallen tree creates a natural bridge.
  7. D8=7:Water giving off a faint but pleasant smell.
  8. D8=8:A narrow tributary hides a crystal cave where the river water sings when it flows, revealing prophecies when listened to closely.

d100 = 9

  1. D8=1:A group of 2d6+2 goblins are swimming in the river. They are looking for something to eat.
  2. D8=2:A group of men are standing around a campfire. They are discussing how to capture the creature they just saw. One of the men is trying to convince the others that it is not a monster at all but rather a very large animal.
  3. D8=3:A group of villagers are trying to fish in the river but are not having any luck. They tell the party that the river seems to be cursed and no one has been able to catch any fish recently. If the party investigates, they will find that a nearby wizard has put a spell on the river to keep the fish away. The villagers will reward the party if they can convince the wizard to remove the spell.
  4. D8=4:A cluster of wildflowers grows in an unlikely spot.
  5. D8=5:A log drifting the river has an arrow stuck in it. If players investigate, they will find a corpse with a bow and two arrows.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:Birds' nests can be seen in the higher branches of the trees.

d100 = 10

  1. D8=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.
  2. D8=2:The water is clear enough that you can see tiny water insects darting around.
  3. D8=3:Fish-like humanoids known as Kuo-Toa worship a monstrous river deity, demanding the party make an offering or face their wrath.
  4. D8=4:The remains of a grand shipwreck lie half-submerged, guarded by a skeletal captain who seeks a new crew for his eternal voyage.
  5. D8=5:A row of stepping stones winds across a shallow part.
  6. D8=6:Moonlight reflecting off the water surface at night.
  7. D8=7:A couple quietly whispering sweet nothings near the water.
  8. D8=8: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.

d100 = 11

  1. D8=1:A beaver built a dam nearby.
  2. D8=2:Receding water reveals hidden sandbars.
  3. D8=3: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.
  4. D8=4:The party encounters a group of friendly talking otters who are relaxing on a log in the middle of the river. They offer to guide the party to a nearby hidden hot spring in exchange for some food and good conversation.
  5. D8=5:The reflection of a rainbow in the water.
  6. D8=6:Flotsam and jetsam collect in a slow-moving eddy.
  7. D8=7:The sound of a distant drum beating.
  8. D8=8:A small group of men are fishing from the river. One of them asks if you wish to buy any fish. He will sell you a small fish for one silver piece. The men are bandits - they will attack if not defeated quickly.

d100 = 12

  1. D8=1:Fish with luminous scales form ethereal formations, leading the party to an ancient, submerged ruin filled with ghostly whispers.
  2. D8=2:While resting by the river, the party notices a beautiful elven woman bathing in the water. However, when they get closer, they realize she is actually a water nymph who has lured them in. The party must break free from her enchantment or risk drowning.
  3. D8=3:The scent of freshly cut wood.
  4. D8=4:Water droplets glistening on leaves after a rain.
  5. D8=5:A group of druids are performing a ritual by the river to heal the land and ward off a dark curse. They may ask the party to help them gather rare ingredients or fend off any intruders who may disrupt the ritual.
  6. D8=6:A wooden raft floats down the river, with a cloaked figure lying down on it. As the players get closer, they see that the figure is actually a wooden statue of a wizard. A sign near the statue reads "Wizards need vacations too".
  7. D8=7: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.
  8. D8=8: 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.

d100 = 13

  1. D8=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.
  2. D8=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.
  3. D8=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.
  4. D8=4:A group of 2d6+2 men are fishing in the river. They try to sell their fish to the party.
  5. D8=5:A group of river nymphs appear, seeking the party's help in finding a magical flower that will save their dying forest. The flower can only be found deep in the river's waters, guarded by dangerous creatures. If the party can retrieve the flower, the nymphs will reward them with a rare magical artifact.
  6. D8=6:A mysterious figure in a hooded cloak approaches the players and offers to guide them through the river, claiming to have extensive knowledge of the area. However, they soon realize that the figure is actually a shape-shifting water elemental, and they must find a way to defeat it.
  7. D8=7:An old, enchanted archway over the river grants those who pass under it one wish—but the wishes are twisted in unexpected ways.
  8. D8=8:Insects buzz around a decaying log.

d100 = 14

  1. D8=1:A group of fishermen are struggling to reel in a large, angry fish from the river. They ask the players for help and reveal that the fish is actually a cursed person who can only be freed by catching and releasing them three times.
  2. D8=2:The remnants of a grand, submerged city loom in the depths. If players dive down to explore, they find the city haunted by a mad sorcerer-lord.
  3. D8=3:As you are traveling down the river, you see a group of water nymphs playing near the shore. If the party is respectful and kind, the nymphs may offer them a gift of magical healing water or a map to an underwater treasure.
  4. D8=4:A small wooden dock extends into the river, with an empty boat tied to it.
  5. D8=5:A giant talking catfish emerges from the river, claiming to be a cursed prince. He offers a valuable reward to the party if they can break the curse and turn him back into a human.
  6. D8=6:A pair of raccoons foraging along the riverbank.
  7. D8=7:You spot a heron standing motionless in the shallow water, eyes sharp and focused.
  8. D8=8: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.

d100 = 15

  1. D8=1:A group of 2d6+2 men are on their way home. They are playing a musical instrument. They are happy and will tell stories about what they have seen on the road.
  2. D8=2:Thunderous roars come from a cascading waterfall upriver. If the players explore the base of the waterfall, they find a hidden chamber full of trapped, raging spirits.
  3. D8=3:A group of 2d6 priests are on their way to perform a religious ceremony in the woods. They will offer to protect the party if they are being attacked by any monsters or other creatures while in the woods.
  4. D8=4:An ornate fishing pole lies abandoned on the river's bank.
  5. D8=5:A man approaches the party and offers them a ride on his boat if they want to go across the river faster than walking across it will get them there. He says he'll do it for free if they tell him where they're from and where they're going.
  6. D8=6:The current carries a fallen leaf downstream.
  7. D8=7:A stranded adventurer is trying to signal for help from an island in the middle of the river. As the party approaches, they notice that the island is actually a giant turtle. The adventurer may have valuable information about a nearby dungeon or may be in need of rescuing.
  8. D8=8: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.

d100 = 16

  1. D8=1:A group of wealthy aristocrats are traveling in a carriage, escorted by a small village militia. They are escorting the wealthy aristocrats to the next village, to prevent them from being robbed or kidnapped.
  2. D8=2:A canoe is moored at the edge of the river, with paddles inside.
  3. D8=3: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.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6:The riverbed reveals fragments of a shattered magical artifact. If the players try to piece them back together, a guardian spirit tests their resolve in a maddening labyrinth.
  7. D8=7:A floating piece of parchment with an illegible message.
  8. D8=8:A group of people are sitting on the shore. They are the survivors from a bad storm from four days ago.

d100 = 17

  1. D8=1:The riverbed reveals fragments of a shattered magical artifact. If the players try to piece them back together, a guardian spirit tests their resolve in a maddening labyrinth.
  2. D8=2:The water is clear enough that you can see tiny water insects darting around.
  3. D8=3: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.
  4. D8=4:The party sees a group of men and women, who are armed and wearing leather armor with a bear skull on the chest, walking along the river's edge. If the party approaches the group, they will say that they are on patrol, and ask what the players are doing out here. If players mention the cultists or their leader, a bear shaman, the patrolmen will become angry and try to kill players.
  5. D8=5: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.
  6. D8=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.
  7. D8=7:The bark of a dog echoes from a nearby farmhouse.
  8. D8=8:Players see the remains of a campfire. There's a giant footprint in the middle of the campsite. If players investigate, they will find a charred lump of meat with a human-looking leg still attached. A DC 15 INT will reveal that the meat is from a human.

d100 = 18

  1. D8=1:Horses grazing on the riverbank.
  2. D8=2:Players come across a small town. The village is small and rundown, with one street running alongside the river. Several people are standing around, talking and drinking. If the players approach, they will see that the men are wearing an insignia on their clothes - a shield, with a sword running through it.
  3. D8=3:The faint glow of lanterns on the opposite riverbank.
  4. D8=4:The scent of freshly cut wood.
  5. D8=5:A boat appears out of nowhere and sails towards the players. It is manned by a group of pirates who offer to trade with the players. However, the pirates are actually cursed and will try to take the players' souls in exchange for riches.
  6. D8=6:Players encounter a group of fishermen who are struggling to catch a giant fish that keeps eluding them. But as they get closer, they realize the fish is actually a powerful water spirit that has the ability to control the river's currents.
  7. D8=7:A dragonfly resting on a reed.
  8. D8=8:An old wooden sign pointing downstream.

d100 = 19

  1. D8=1:The players see a lone figure sitting on a rock in the middle of the river, seemingly deep in thought. They may offer cryptic knowledge or ask for help finding a lost item.
  2. D8=2:A fish hawk diving into the river to catch a fish.
  3. D8=3: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.
  4. D8=4:Ancient carvings are partially visible on a stone in the river.
  5. D8=5: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.
  6. D8=6:An ancient, retired sailor offers to tell the party stories of his past adventures in exchange for supplies or gold. These stories may hold clues to a hidden treasure or legendary item.
  7. D8=7:A couple of wood ducks swim near the river’s edge, diving for food.
  8. D8=8:An old man is sitting on a log. The old man is looking at something in his hand. The old man will tell players that he was once an adventurer like them. The old man was once a member of the party the players are in. He can only remember the last few years of his life and nothing before that. He doesn't remember his own name, but he keeps a journal with short notes and pictures of his life over the past few years.

d100 = 20

  1. D8=1:The river is choked with water hyacinths and other aquatic plants.
  2. D8=2:You see an old woman sitting beside the road. She is singing a song about a local area. She has been sitting there for weeks and is quite mad. She will attack anyone who approaches her.
  3. D8=3:The river widens into a tranquil lake.
  4. D8=4:The leaves of water plants swaying in the current.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7:A group of sirens are using their beautiful songs to lure sailors to their doom. The players must resist the allure of the music and defeat the sirens to save any unsuspecting victims.
  8. D8=8:A group of men walk by and make fun of your party for not knowing how to fish properly.

d100 = 21

  1. D8=1:The river opens up into a small lake. There is a small island in the center of the lake. The island is home to a small family of 1d4+5 giant lizards that are currently sleeping.
  2. D8=2:A tiny cottage nestled by the river puffing a wisp of smoke.
  3. D8=3:A group of satyrs are playing music and dancing on the riverbank. They offer to teach the party a new dance or tell them a riddle, promising a reward if the party can solve it.
  4. D8=4: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.
  5. D8=5:A group of elves are walking through the forest on their way to the nearest town, to get supplies and trade with the humans that live there. They are carrying with them valuable items that they have made or found in their forest home.
  6. D8=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?
  7. D8=7:A willow tree's branches dipping into the water.
  8. D8=8:The river flows under a stone arch, creating a picturesque scene.

d100 = 22

  1. D8=1:A group of men are standing around a campfire. They are discussing how to capture the creature they just saw. One of the men is trying to convince the others that it is not a monster at all but rather a very large animal.
  2. D8=2:The riverbank is lined with smooth stones, warmed by the sun’s rays.
  3. D8=3:A traveling bard has set up a small stage along the river, performing for anyone passing by. The bard may offer the party a discount on their performance if they can gather a large crowd.
  4. D8=4:A hiker sketching the river's landscape.
  5. D8=5:An assortment of colorful feathers float along the surface.
  6. D8=6:A group of 2d6 men and women from a nearby village are searching for mushrooms in the woods. They will invite the party to join them for dinner and rest for the night in their village.
  7. D8=7:A group of 1d4+3 bards, 1d4+3 fighters, 1d4+3 wizards, and 2d4+4 clerics are trying to get across the river to head to a nearby market to find a hot meal and a warm bed.
  8. D8=8:You can see a large boat sailing along the river. The men on the boat are singing loudly. When they get closer, you can see that the boat is full of female prostitutes. The group of men are drunk and rowdy, so the boat will start to dock if players get too close to them.

d100 = 23

  1. D8=1:An elderly couple strolls along the riverbank.
  2. D8=2: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.
  3. D8=3:The party comes across a group of fishermen who are having no luck. They suspect something in the river is scaring away all the fish. If the party can investigate and solve the problem, the fishermen will reward them with a share of their catch.
  4. D8=4:Fishermen’s nets hang to dry on the shore.
  5. D8=5:An old woman is sitting on a rock beside the road. She will tell you a story about a group of bandits who once tried to rob her.
  6. D8=6:A group of men are standing around a campfire, singing drinking songs. They will challenge the players to a drinking contest if they try to join them.
  7. D8=7:A woman is getting water from the river. She will offer to refill any empty water containers the players have if they talk to her.
  8. D8=8:Players come across a strange sight: there seems to be an endless stream of wooden logs floating down the river. If players get close enough to look at one of the logs, they will see something strange: there is a tiny dwarf sitting on top of one of the logs. If players approach him, they will see that he is holding a tiny axe, and he seems to be cutting into one of the logs. If they approach him, he will say something like: 'Stay back! I am chopping this log! You must be spies sent by Sir Foul! I will not surrender! I am an innocent dwarf! I have done nothing wrong! I am trying to escape this accursed place!'

d100 = 24

  1. D8=1:The players find a small island in the middle of the river, inhabited by a group of friendly merfolk. They invite the players to stay for a feast, but soon after, a group of hostile mermaids arrive, claiming the island as their territory. The players must choose sides and fight for their chosen group.
  2. D8=2:The party witnesses an epic battle between a group of sea creatures and a group of air elementals. The party must decide whether to intervene and pick a side, or simply observe the battle.
  3. D8=3:A gale-force wind begins to howl down the river valley, pushing the players backward. If they fight through it, they uncover a hidden cavern harboring a weather-controlling artifact.
  4. D8=4:The distant hoot of an owl can be heard as evening falls.
  5. D8=5:Rotting boats filled with skeletal remains float down the river. If players decide to examine one, they are cursed to share the same fate within a set number of days unless the curse is lifted by powerful magic.
  6. D8=6:A broken oar half-buried in mud.
  7. D8=7:The silhouette of a castle or tower in the distance.
  8. D8=8:A group of ducks swims lazily downstream.

d100 = 25

  1. D8=1:A bird building a nest in a low-hanging branch.
  2. D8=2:A beaver built a dam nearby.
  3. D8=3:A lone wolf howling at the moon.
  4. D8=4:A group of men are betting on a dog fight.
  5. D8=5: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.
  6. D8=6:A bear is walking down the river. He is looking for food.
  7. D8=7:A fisherman reeling in a large fish.
  8. D8=8:The river widens and becomes shallow. It appears to be a natural sandbar, but it is actually an ancient dam.

d100 = 26

  1. D8=1: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.
  2. D8=2: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.
  3. D8=3:A gentle breeze ripples the water’s surface, creating a soothing pattern.
  4. D8=4:The river is infested with thousands of water snakes that seem to be following a strange, hypnotic rhythm, forming intricate patterns.
  5. D8=5:A group of lizardfolk is spotted on the riverbank, and they seem to be arguing with a group of gnomes. As the players approach, they learn that the gnomes have discovered a precious gem in the river, and now the lizardfolk want a share of the loot.
  6. D8=6:The sound of rushing water grows louder, suggesting a nearby waterfall.
  7. D8=7:A group of humans are fishing. They will trade with the party if they have weapons or armor.
  8. D8=8:A crab scuttling sideways along the riverbank.

d100 = 27

  1. D8=1: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.
  2. D8=2:Moonlight reflecting off the water surface at night.
  3. D8=3: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.
  4. D8=4:Players see a large bird flying overhead. They see something falling from its claws. This object is a small, deep-red chest. It is labeled, 'Mysterious chest - Open only if trapped inside a box.' If not opened inside a larger box, it will explode, doing 10d6 damage to anyone within 50 feet. If it is opened inside a larger box, a Wondrous Item will fall out.
  5. D8=5:The riverbanks are lined with cattails.
  6. D8=6:A group of men are talking about the Old Mill. They say it's haunted by a ghost named 'Old Man' John who was killed by his son for his gold.
  7. D8=7:A group of nomads camped by the river offer to trade with the players. They have rare and exotic goods from their travels, but beware - some of the items may be cursed or have unexpected side effects.
  8. D8=8:The scent of freshly cut wood.

d100 = 28

  1. D8=1:The party will come across a man that is laying face-down in the grass with a large lump forming on his head.
  2. D8=2:The sound of a distant drum beating.
  3. D8=3:A group of frogs croaking loudly in chorus.
  4. D8=4:A mysterious fog covers the river, making it difficult to navigate. As the party struggles to see through the fog, they may hear strange whispers and see eerie shapes moving in the mist.
  5. D8=5:An enchanted waterfall offers to teleport the party to their desired destination along the river, but only if they answer a series of riddles correctly.
  6. D8=6:A talking fish approaches the party, claiming to have important information for them. However, the fish may be lying or withholding information for its own gain.
  7. D8=7:A herd of deer cautiously drinking from the river.
  8. D8=8: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.

d100 = 29

  1. D8=1:A group of 2d4+2 humans are sitting on the shore, barbequing something over an open fire.
  2. D8=2:Suddenly, the river erupts in a violent whirlpool. The party must use all their strength and skill to steer their boat to safety. If they are successful, they will find a hidden cave behind the waterfall that leads to a secret underground temple.
  3. D8=3:An ancient, retired sailor offers to tell the party stories of his past adventures in exchange for supplies or gold. These stories may hold clues to a hidden treasure or legendary item.
  4. D8=4:The sound of distant thunder promises an approaching storm.
  5. D8=5:A group of children is swimming in the river. They will ask the players to join them if they like.
  6. D8=6: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.
  7. D8=7:A fisherman approaches the players and tells them of a legendary fish that grants wishes if caught. He gives them a special bait and asks them to help him catch it.
  8. D8=8:A wooden bridge creaks under your weight as you cross over the river.

d100 = 30

  1. D8=1:A chain of small islands dot the river, with eerie, glowing symbols etched into the ground. If players explore the islands, they must break a summoning circle holding dark spirits at bay.
  2. D8=2:You spot an old mill wheel, partially submerged in the river.
  3. D8=3:A wizard's tower suddenly appears on the riverbank, only accessible by a magical bridge that appears and disappears at random intervals. The players must time their crossing carefully to enter the tower and complete a quest for the wizard.
  4. D8=4:A group of merfolk are swimming in the river. They are singing merrily.
  5. D8=5:The river widens into a small lake-like area, teeming with fish and frogs.
  6. D8=6: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.
  7. D8=7:The players see a boat in the river, but no one is rowing it. It seems to be moving on its own.
  8. D8=8: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.

d100 = 31

  1. D8=1:An abandoned fishing rod stuck in the mud.
  2. D8=2:The rustle of leaves as a deer passes by.
  3. D8=3:An injured mermaid is washed up on the riverbank. She asks for the party's help in finding a rare herb that grows deep in the river to heal her wounds.
  4. D8=4:The distant tolling of a church bell.
  5. D8=5:A group of 2d6+2 men camp near a small campfire. They are singing songs.
  6. D8=6: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.
  7. D8=7:A group of children are playing near a small stream. They tell players that they saw something swimming in the water earlier, but it has disappeared now. If players investigate, they will find a halfling thief who has been badly wounded by an arrow fired by one of their fathers earlier in the day.
  8. D8=8:Players encounter a group of 2d4 humans walking along the shore. They are headed toward a nearby town. Players can join them and they will escort them safely to the town. Inside the town, players find 2d4 humans who will hire them to clear out a nearby kobold lair. The humans will pay the players 5 gp per human in their group. They are willing to pay up to 50 gp.

d100 = 32

  1. D8=1:A fallen branch provides a perfect seat for fishing.
  2. D8=2:A fisherman showing off his catch to anyone passing by.
  3. D8=3:A group of river trolls demands a toll from the party for crossing the river. The players can either pay the toll, try to negotiate, or engage in combat with the trolls. Depending on their choice, the trolls' reaction will be different, and they may become allies or enemies.
  4. D8=4: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.
  5. D8=5:A group of flying creatures attacks the party's boat, and they must defend themselves against their poisonous stingers and sharp claws. As they fight, they may discover that the creatures are protecting their nests, where they can find valuable eggs and feathers.
  6. D8=6:A colony of ants is busy near a tree root.
  7. D8=7: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.
  8. D8=8:The party sees a group of river nymphs dancing and playing in the water. If they join in on the fun, the nymphs may offer them a magical gift.

d100 = 33

  1. D8=1: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.
  2. D8=2:A group of fishermen on the riverbank ask the party to help them retrieve a giant catfish that has swallowed their precious ring. If the party succeeds, the fishermen will reward them with an enchanted fishing rod.
  3. D8=3:Players come across two old men who are fighting each other with swords. The two old men will stop fighting each other and turn on the players, attacking them instead. The two old men will say something like, 'You're next loser!' then resume fighting each other again.
  4. D8=4:A wizard is testing out a new magical submarine in the river. The players may be recruited as test subjects or hired as protection against any potential accidents.
  5. D8=5:A group of 2d6+2 men are fishing in the river. They try to sell their fish to the party.
  6. D8=6:A group of 1d4+2 humans are dragging fishing nets behind them.
  7. D8=7: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.
  8. D8=8:A group of river nymphs appear, seeking the party's help in finding a magical flower that will save their dying forest. The flower can only be found deep in the river's waters, guarded by dangerous creatures. If the party can retrieve the flower, the nymphs will reward them with a rare magical artifact.

d100 = 34

  1. D8=1: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.
  2. D8=2:A group of children are playing a game. They ask the party to join in. If they do, the game is actually a variation of hide-and-seek, played with small stakes and dice.
  3. D8=3:A large group of children are playing hide and seek. They will ask the players to join in with them. If they don't, they will go to hide somewhere else and shout out where they are. During the game, a band of 2d8 goblins will attack. If players keep all the children alive, the nearby village will reward them.
  4. D8=4:A group of 3d6+3 bandits are sitting on the bank of the river. They are drinking and celebrating their latest raid.
  5. D8=5:A group of ex-cons are trying to find their way back to the nearby city after escaping from their hard labor prison in the city, but they don't know how to get there. They beg the players to take them back to the city.
  6. D8=6:The river is dotted with flat stones, perfect for skipping.
  7. D8=7:You sense a strange aura coming from the river. As you approach, you see a group of merfolk playing in the water. They seem to be having a peaceful time, but they warn the party to be careful as there have been increased sightings of dangerous sea monsters in the river lately.
  8. D8=8:A group of men and women is sitting on the riverbank, talking about the strange happenings in their area. They are talking about a frightening creature that is sighted in their area.

d100 = 35

  1. D8=1:A flock of birds taking off from a nearby tree.
  2. D8=2:The rocks near the water are slick with moss.
  3. D8=3:Colorful pebbles lining the riverbed.
  4. D8=4:The party comes across a large waterfall and sees a group of adventurers trying to scale the treacherous rocks to reach a hidden cave behind the waterfall. They may offer the party a reward if they help them or ask for their assistance if they are struggling.
  5. D8=5: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.
  6. D8=6:The river forms a slow-moving oxbow lake, ideal for a leisurely paddle.
  7. D8=7:Pebbles and shells glimmer under the clear water.
  8. D8=8:Players see a group of rangers sitting near the riverbank. They seem to be arguing about something. One of them is holding a fishing pole.

d100 = 36

  1. D8=1:You come across a discarded fishing net, tangled in some reeds on the riverbank.
  2. D8=2:As the party sets up camp by the river, a group of friendly pixies appear and offer to help with chores or provide entertainment in exchange for food and drink. However, if the party mistreats them, they may wreak havoc on their campsite in revenge.
  3. D8=3:A group of humans are fishing. They are looking for work. They will fight for the party for one adventure for two platinum pieces per person per day.
  4. D8=4:A wooden sign warns of strong currents ahead.
  5. D8=5:Players see a boat float down the stream. There are 10 skeletons aboard. If the players investigate, they will find that the skeletons have weapons stuck in their back. These weapons are not stuck deep into the skeletons; it's more like they are just resting on the skeletons. A DC 15 INT will reveal that these weapons, shields, and armor are enchanted and magical.
  6. D8=6:Quicksand patches emerge, mimicking the river’s clear surface and presenting deadly traps along the shore.
  7. D8=7: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.
  8. D8=8:A young woman is frantically trying to catch her runaway pet ferret. If players help her, she rewards them with a map to a secret fairy village hidden by a waterfall.

d100 = 37

  1. D8=1:Rotting boats filled with skeletal remains float down the river. If players decide to examine one, they are cursed to share the same fate within a set number of days unless the curse is lifted by powerful magic.
  2. D8=2:A horse drinking near the river.
  3. D8=3:A group of humans are fishing. They will trade with the party if they have magic items.
  4. D8=4:The rustle of reeds as a critter moves unseen.
  5. D8=5: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.
  6. D8=6:A small wooden dock extends into the river, with an empty boat tied to it.
  7. D8=7:Fish bones and scales are scattered along the shore.
  8. D8=8:A pair of swans circles each other gracefully.

d100 = 38

  1. D8=1:A chain of small islands dot the river, with eerie, glowing symbols etched into the ground. If players explore the islands, they must break a summoning circle holding dark spirits at bay.
  2. D8=2:The river is dotted with flat stones, perfect for skipping.
  3. D8=3:A large log floating in the river turns out to be a disguised mimic, waiting for unsuspecting prey. If the party falls for its trap, they must fight off the mimic and retrieve their stolen goods hidden inside.
  4. D8=4:A group of men are pulling a wagon through the woods. They say that they were delivering supplies to a nearby fortress, but they were set upon by bandits. The men are actually bandits and they are stealing the supplies.
  5. D8=5:A man is walking down the road, singing a song to himself as he goes. He looks happy and content with life.
  6. D8=6:An injured mermaid is washed up on the riverbank. She asks for the party's help in finding a rare herb that grows deep in the river to heal her wounds.
  7. D8=7:You find an old, weathered sign warning of dangerous currents.
  8. D8=8:The party comes across a group of traveling merchants who are being attacked by bandits. The players must choose to help the merchants, fight the bandits, or stay out of the conflict.

d100 = 39

  1. D8=1:You notice a fish jumping out of the water to catch an insect.
  2. D8=2:A wisp of smoke in the air, evidence of a distant campfire.
  3. D8=3: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.
  4. D8=4:A small ferryboat is tied to a post, waiting to carry travelers across the river.
  5. D8=5:Turtles bask on a log jutting out of the river.
  6. D8=6:A rope bridge crossing the river.
  7. D8=7:An ancient, retired sailor offers to tell the party stories of his past adventures in exchange for supplies or gold. These stories may hold clues to a hidden treasure or legendary item.
  8. D8=8:The distant hum of a bee hive.

d100 = 40

  1. D8=1:A cobbler plying his trade nearby.
  2. D8=2:A child's toy boat is caught in the reeds.
  3. D8=3:A woman is getting water from the river. She will offer to refill any empty water containers the players have if they talk to her.
  4. D8=4:A group of humans are fishing. They are looking for work. They will fight for the party for one adventure for two gold pieces per person per day.
  5. D8=5:Dragonflies buzz above the surface of the river.
  6. D8=6:A floating piece of parchment with an illegible message.
  7. D8=7: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.
  8. D8=8:An enchanted harp can be heard playing a haunting tune by the river. Players may find the source of the music and discover a secret entrance to a hidden temple.

d100 = 41

  1. D8=1: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.
  2. D8=2: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.
  3. D8=3:A fisherman happily whistling a tune.
  4. D8=4: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.
  5. D8=5:A group of three men in silvery robes is sitting on the riverbank. They are talking about the strange happenings in their area. They are interested in talking to the players if they are interested in hearing about their faith.
  6. D8=6:The forever-changing riverbanks are dotted with statues that eerily resemble the players in their actions and attire. Upon closer look, one of the statues is holding an item seemingly from the future.
  7. D8=7:Spectral hands rise from an eerily still pool by the riverbanks, beckoning the party towards it. If players investigate, they are pulled into a spectral trial to free the souls trapped within.
  8. D8=8:A group of teenagers are practicing their magic spells by the river. If the party approaches, they may challenge them to a magic duel.

d100 = 42

  1. D8=1:A thick mist rolls over the river, reducing visibility and adding an eerie atmosphere.
  2. D8=2: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.
  3. D8=3:A wooden sign warns of strong currents ahead.
  4. D8=4:A group of men are talking about a strange noise heard in the night. They are worried that there are strange creatures in the woods.
  5. D8=5:A small ferryboat is tied to a post, waiting to carry travelers across the river.
  6. D8=6:The water emanates a faint glow, drawing players to an underground chamber. If they decide to follow, they find a crypt, raising undead guardians to protect its secrets.
  7. D8=7:As the players continue down the river, they come across a small village built on rafts. The villagers rely on the river as a source of food and transportation, but lately, a giant water creature has been terrorizing the village. Can the players help defeat the creature and save the village?
  8. D8=8:The party discovers a sunken ship filled with treasure at the bottom of the river. However, it is guarded by a powerful underwater creature and the players must defeat it to claim the treasure.

d100 = 43

  1. D8=1:A group of people are sitting on the shore. They are the survivors from a bad storm from four days ago.
  2. D8=2:The river’s water temporarily becomes solid as ice, creating a walkable path to a mysterious island in the middle.
  3. D8=3:A grieving mother appears on the riverbank, begging the party to help her find her lost child. She believes her child was taken by a group of sprites who live by the river and is willing to trade a powerful magical amulet in exchange for their safe return.
  4. D8=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.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7:The silhouette of a castle or tower in the distance.
  8. D8=8:A group of fishermen are struggling to reel in a large, angry fish from the river. They ask the players for help and reveal that the fish is actually a cursed person who can only be freed by catching and releasing them three times.

d100 = 44

  1. D8=1:A belt, embroidered with a family crest, lies abandoned.
  2. D8=2: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.
  3. D8=3:A sudden gust of wind disturbing the water surface.
  4. D8=4:A group of halflings are singing and playing instruments.
  5. D8=5:On the river bank you notice a group of 2d4+2 townspeople sitting around a campfire. When you get closer to them, you can see that they are tanning animal hides. They will ask players for help in beating the hides.
  6. D8=6:A pack of dire wolves are drinking from the river, their eyes locked onto the players. They may attack if they feel threatened or accept a peace offering of food in exchange for passage.
  7. D8=7:A broken oar half-buried in mud.
  8. D8=8:The laughter of unseen children playing a game.

d100 = 45

  1. D8=1:A majestic swan gracefully swims down the river, but its feathers seem to be made of gold. Will the players try to capture the swan and claim its valuable feathers, or will they let it continue on its journey unharmed?
  2. D8=2:A fisherman is sitting on the riverbank, eyes focused intently on his fishing line.
  3. D8=3:The party sees a group of pilgrims performing a religious ritual in the river. If the party joins in and helps with the ritual, they may be blessed with good luck for their journey.
  4. D8=4:The party is approached by a couple who want them to deliver a message to their son. It reads: 'Please tell our son that we will be back by the full moon.'
  5. D8=5:Players come across a sunken ship in the river. As they explore, they are attacked by a group of undead sailors seeking revenge for their ship's demise.
  6. D8=6:A group of humans are fishing. They will trade with the party if they have weapons or armor.
  7. D8=7:A group of fishermen are sitting on the docks. One of them has a large fish. They are talking about a large fish that was swimming around earlier. The fishermen will not reveal what happened to the fish.
  8. D8=8:You see an old woman sitting by the side of the road. She is holding a basket full of fruit up to passersby, begging for money so she can feed herself and her family.

d100 = 46

  1. D8=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.
  2. D8=2:A group of three children are playing near the river. They try to talk to the players and get them to spend time with them.
  3. D8=3:Water lilies and other aquatic plants filling a quiet, shallow spot.
  4. D8=4:A rustic wooden signpost points towards a nearby village upstream.
  5. D8=5:A man is walking down the road, singing a song to himself as he goes. He looks happy and content with life.
  6. D8=6:A group of old men are sitting around a table playing a game of cards.
  7. D8=7:The riverbank gives way to a small meadow, filled with colorful wildflowers.
  8. D8=8: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.

d100 = 47

  1. D8=1:The water becomes viscerally dark, and spectral figures rise from it, begging the party to recover relics from their haunted past.
  2. D8=2:Wild mushrooms grow in the shade.
  3. D8=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.
  4. D8=4:A group of 2d6+2 halflings are sitting on the shore, carving wood into small animal figures.
  5. D8=5:A family of wildcats has made their home in an abandoned shack on the riverbank.
  6. D8=6:The distant hoot of an owl can be heard as evening falls.
  7. D8=7: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.
  8. D8=8:You come across a quiet spot where the river pools into a serene pond.

d100 = 48

  1. D8=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.
  2. D8=2:A priest of a local god is walking along the riverbank, talking to himself about how evil creatures are assaulting good people by water.
  3. D8=3: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'.
  4. D8=4:A group of halflings approaches the party and tells them that they are looking for a lost halfling child. The halflings are led by a halfling bard who is hoping to earn some money by finding the halfling child and returning her to her parents.
  5. D8=5:A boat appears out of nowhere and sails towards the players. It is manned by a group of pirates who offer to trade with the players. However, the pirates are actually cursed and will try to take the players' souls in exchange for riches.
  6. D8=6:A group of children are playing along the river's edge. They are throwing rocks into the water and yelling out names of different types of fish and then laughing at each other when someone gets it wrong.
  7. D8=7: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.
  8. D8=8:A group of humans are fishing. They are out of food. They will trade with the party if they have food.

d100 = 49

  1. D8=1:A leather-bound book lying forgotten by the water.
  2. D8=2:A group of water elementals are having a dispute over territory and are causing chaos on the river. The party can choose to intervene and potentially gain favor with one of the elementals, or they can choose to stay out of it and find an alternate route.
  3. D8=3:The players see a lone figure sitting on a rock in the middle of the river, seemingly deep in thought. They may offer cryptic knowledge or ask for help finding a lost item.
  4. D8=4:Two old men are sitting on a nearby rock. They are talking about how the world has changed since they were young. They will ask the players what has happened since they were young and then tell them their stories of when they were young and how much has changed since then.
  5. D8=5:Upon witnessing a rainbow arching from the river's mist, a traveler is granted a fleeting ability to breathe underwater, revealing hidden underwater ruins.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8: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.

d100 = 50

  1. D8=1:A group of 2d6+3 merchants are trying to cross the river to sell their goods in a nearby market, but the river is too high. They need a way to get their goods to the market tomorrow or they will lose a lot of money. If the players offer to help, they will give the players 10-12 silver pieces and 3-5 gold pieces for each players help.
  2. D8=2:The party sees a group of giant toads hopping along the riverbank. If the party gets too close, the toads will attack with their long sticky tongues.
  3. D8=3:A large barge floats down the river towards the players, manned by a group of friendly dwarves. They offer to take the players on board for a free drink and some dwarven hospitality. However, they soon realize the dwarves are actually smugglers and they have been transporting illegal goods.
  4. D8=4:A group of bandits are trying to rob a merchant. The merchant is actually an adventuring wizard, and he has hired the bandits to do this so he can study their tactics.
  5. D8=5: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.
  6. D8=6:A group of men are sitting around a campfire, telling scary stories. One of the men is actually a werewolf, and attacks when players least expect it!
  7. D8=7: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.
  8. D8=8:A wounded young dragon is swimming in the river. It appears to have a broken wing and is struggling to stay afloat. The party may choose to help it or attack it, but either way, they may face consequences from its powerful parents.

d100 = 51

  1. D8=1:A pair of swans with cygnets.
  2. D8=2:You find a small leather pouch filled with shiny pebbles and tiny shells.
  3. D8=3:A trio of satyrs stumble upon the party and invite them to join in their drinking and revelry. However, if the party gets too drunk, they may wake up in a cave with a hangover and missing items.
  4. D8=4:A group of 2d6 goblins are fishing in the river. They are looking for something to eat. They will attack if the players get too close.
  5. D8=5:The river flows through a narrow canyon.
  6. D8=6:The low-hanging branches of a willow tree create a curtain over the riverbank.
  7. D8=7:A fox disappearing into the underbrush.
  8. D8=8:Sounds of a distant festival or celebration.

d100 = 52

  1. D8=1:Players see the remains of a campfire. There's a giant footprint in the middle of the campsite. If players investigate, they will find a charred lump of meat with a human-looking leg still attached. A DC 15 INT will reveal that the meat is from a human.
  2. D8=2:The players see a giant sea serpent slithering through the river, its scales glittering in the sun. It may offer the players a ride if they can solve a riddle or complete a task for it.
  3. D8=3:The party catches sight of a beautiful waterfall in the distance. As they get closer, they realize it is guarded by a powerful water elemental. The elemental may have a task for the players or simply attack them if they attempt to pass.
  4. D8=4:A group of pirates are using the river as a shortcut to their hidden lair. They may attempt to plunder the party's belongings or even recruit them to join their ranks.
  5. D8=5:The party discovers a group of rare and exotic plants growing along the river. However, they are being guarded by a powerful druid who will not allow anyone to take the plants without her permission. The players must decide whether to negotiate, steal, or fight for the plants.
  6. D8=6:A family of beavers is hard at work building a dam.
  7. D8=7:A stray arrow embedded in a tree trunk.
  8. D8=8: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.

d100 = 53

  1. D8=1:You come across a makeshift dam built by children, blocking part of the river’s flow.
  2. D8=2:A group of seven soldiers are patrolling the shore, looking for signs of an approaching army. They appear to be nervous, and they keep looking out at the water as they walk.
  3. D8=3:A powerful wizard stands on the edge of the river, casting spells into the water and causing it to bubble and churn. If the players get too close, they will fall under the wizard's hypnotic control and be forced to do their bidding.
  4. D8=4:Water striders glide across the surface.
  5. D8=5:The players come across a group of friendly talking otters who offer to guide them down the river. But be warned, they love to play pranks and can easily get the players into trouble.
  6. D8=6:A group of men are talking about the Old Mill. They say it's haunted by a ghost named 'Old Man' John who was killed by his son for his gold.
  7. D8=7:A small group of men are fishing from the river. One of them asks if you wish to buy any fish. He will sell you a small fish for one silver piece. The men are bandits - they will attack if not defeated quickly.
  8. D8=8:A group of fishermen on the riverbank ask the party to help them retrieve a giant catfish that has swallowed their precious ring. If the party succeeds, the fishermen will reward them with an enchanted fishing rod.

d100 = 54

  1. D8=1:Players stumble across a group of farmers who are trying to herd their sheep across the river. The sheep are scared of the water and won't cross it. If the players help the farmers herd the sheep across, they will get a reward of three rolls of good wool cloth plus one roll of high quality wool cloth.
  2. D8=2:An elderly couple strolls along the riverbank.
  3. D8=3:Two humans are standing near the riverbank, arguing about a fishing pole. The one holding the pole is trying to convince the other to give him a gold piece for it. The other human refuses to give him anything for the fishing pole.
  4. D8=4:The rustle of reeds as a critter moves unseen.
  5. D8=5:The party encounters a group of friendly talking otters who are relaxing on a log in the middle of the river. They offer to guide the party to a nearby hidden hot spring in exchange for some food and good conversation.
  6. D8=6:Players come across two old men who are fighting each other with swords. The two old men will stop fighting each other and turn on the players, attacking them instead. The two old men will say something like, 'You're next loser!' then resume fighting each other again.
  7. D8=7:The players see a giant sea serpent slithering through the river, its scales glittering in the sun. It may offer the players a ride if they can solve a riddle or complete a task for it.
  8. D8=8:A pair of unicorns are drinking from the river. They may offer to heal any wounded party members or even join the party on their journey for a short time.

d100 = 55

  1. D8=1:A beaver built a dam nearby.
  2. D8=2:A noisy flock of geese flying overhead.
  3. D8=3: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?
  4. D8=4:As the players are crossing a bridge over the river, they are ambushed by a group of thieves who have cut the ropes on one side. The players must quickly make a decision - fight the thieves or try to escape the collapsing bridge.
  5. D8=5:The riverbank is dotted with burrows of small animals.
  6. D8=6:The river branches off into a smaller tributary, winding through the trees.
  7. D8=7:A group of 2d6+2 men are fishing in the river. They try to sell their fish to the party.
  8. D8=8:You encounter a group of friendly werewolves bathing in the river. They offer to help the players in their quest or even share some of their shape-shifting ability, but they may also ask for help in curing their curse.

d100 = 56

  1. D8=1:You hear distant singing coming from the river. As you get closer, you see a group of Naiads, beautiful water nymphs, swimming and dancing in the water. They may offer to guide the party safely through the treacherous rapids in exchange for a favor or a promise to return a favor in the future.
  2. D8=2:The river's edge is lined with tall grasses, hiding small animals darting through them.
  3. D8=3: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.
  4. D8=4:A group of children are playing by the river. They are trying to catch fish. They see a fish jump out of the water, and they run away, screaming.
  5. D8=5: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.
  6. D8=6:Fish leap from the water, catching insects.
  7. D8=7: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.
  8. D8=8:A group of travelers are having trouble crossing the river due to a strong current. They ask the players for help and offer to pay them for their assistance. However, once they reach the other side, they reveal themselves to be bandits and attack the players.

d100 = 57

  1. D8=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.
  2. D8=2:The river flows into a series of small, bubbling rapids.
  3. D8=3:A group of river nymphs is having a party on a floating island in the middle of the river. They invite the party to join in on the fun, but they must complete a series of challenges and riddles before they can partake in the festivities.
  4. D8=4:A group of villagers are trying to fish in the river but are not having any luck. They tell the party that the river seems to be cursed and no one has been able to catch any fish recently. If the party investigates, they will find that a nearby wizard has put a spell on the river to keep the fish away. The villagers will reward the party if they can convince the wizard to remove the spell.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7:The river splits, forming a small island covered in dense foliage.
  8. D8=8:Suddenly, the water becomes electrified by a rare, angry storm eel, forcing the party to find a way to appease or relocate it.

d100 = 58

  1. D8=1:A colossal moss-covered troll sleeping under the riverbed starts to wake, causing tremors and shifts in the water that require clever negotiation to survive.
  2. D8=2:A heron standing perfectly still, eyeing the water.
  3. D8=3:A group of 2d6+2 men are swimming in the river. They are on their way home and are glad to see the party.
  4. D8=4:Players come across a man selling potatoes from a cart. He will tell them that he was once an adventurer, but got tired of adventuring with nothing to show for it so he became a farmer instead - although sometimes he still wonders what happened to all the gold he was supposed to get from all his adventures...
  5. D8=5:The party sees a group of satyrs having a picnic on the riverbank. They may invite the party to join in their feast and share some of their famous ale, leading to a wild party and potential consequences the next day.
  6. D8=6:Players meet an old man on the shore. He tells players that he is a wizard and that he is on a pilgrimage to a nearby temple. Players can escort him safely to the temple and he will give them a gift.
  7. D8=7:A group of goblins are using the river as their own personal dumping ground, polluting the water and harming the local wildlife. The players may decide to stop them or report their activities to local authorities.
  8. D8=8: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.

d100 = 59

  1. D8=1:A group of giant beavers are blocking the river with their dam, causing it to overflow and flood nearby villages. The party must either negotiate with the beavers or figure out a way to safely remove the dam.
  2. D8=2:A makeshift campsite along the riverbank.
  3. D8=3:A wizard is testing out a new magical submarine in the river. The players may be recruited as test subjects or hired as protection against any potential accidents.
  4. D8=4:You spot an old iron kettle, half-buried in the river mud.
  5. D8=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.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A silver fishhook glints, caught in a snag by the water's edge.

d100 = 60

  1. D8=1:A group of four men is walking down the riverbank. One of them is carrying a small chest. They are talking about how they are going to get paid by someone.
  2. D8=2:A family of river otters is building a dam, unknowingly blocking a source of potent healing water the party could benefit from.
  3. D8=3:A frightened deer jumps into the river, desperate to escape a pack of hunting wolves. If players save the deer, they are rewarded with a magical deer charm that grants them the ability to speak with animals.
  4. D8=4: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.
  5. D8=5:A group of elves are fishing. They will trade with the party if they have fish or other food.
  6. D8=6:A group of 1d4+2 humans are fishing in the river.
  7. D8=7:A flock of giant birds is flying over the river, making loud screeching noises. If the party gets too close, the birds may swoop down to attack them.
  8. D8=8:A solitary bird cries out, creating a serene and melancholic soundscape.

d100 = 61

  1. D8=1: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.
  2. D8=2:A fisherman dozing off in his boat.
  3. D8=3:Players come across a strange sight: there seems to be an endless stream of wooden logs floating down the river. If players get close enough to look at one of the logs, they will see something strange: there is a tiny dwarf sitting on top of one of the logs. If players approach him, they will see that he is holding a tiny axe, and he seems to be cutting into one of the logs. If they approach him, he will say something like: 'Stay back! I am chopping this log! You must be spies sent by Sir Foul! I will not surrender! I am an innocent dwarf! I have done nothing wrong! I am trying to escape this accursed place!'
  4. D8=4:A family of beavers is hard at work building a dam.
  5. D8=5:A bridge over the river is blocked by a group of trolls demanding a toll. If the party refuses, the trolls will attack. However, if the party can entertain them and make them laugh, they may let them pass for free.
  6. D8=6:It is raining very hard. The party will see a woman who is weeping and she will say: 'My baby! My baby! Its drowning!' She will point to the river. Players can rescue the baby or not, for added complexity, there can be several babies drowning in different places in the river.
  7. D8=7:The remains of a grand shipwreck lie half-submerged, guarded by a skeletal captain who seeks a new crew for his eternal voyage.
  8. D8=8:The party hears strange music coming from a house. When they knock on the door, the music stops. The party hears someone running away.

d100 = 62

  1. D8=1:The river border has a dense growth of ferns and reeds swaying in the breeze.
  2. D8=2:A beautiful waterfall appears along the river, inviting the party to explore behind the cascading water. Inside, they'll find a hidden cave where a group of treasure hunters have set up camp. The party may choose to compete, trade, or ally with the treasure hunters.
  3. D8=3:A group of enraged squirrels appear and attack the party. They are hiding some treasure and will attack for it.
  4. D8=4:There are the remains of a small village. The remnants of blackened ruins and twisted, burnt beams of wood litter the area. The ground is black with soot and ash. There is nothing left of the village except a wooden sign that reads, 'Welcome to Ashenvale'.
  5. D8=5:As the players approach a bend in the river, they see a giant waterfall in the distance. A DC 18 Perception or Nature check reveals that it used to be a magnificent dam, but now it lies in ruins. The players may have to navigate through the wreckage to continue their journey.
  6. D8=6:A traveling circus has set up camp next to the river. They offer the players a chance to perform in their show for a small fee.
  7. D8=7:Players come across two farmers arguing about whose turn it is to water the crops. Neither is winning the debate.
  8. D8=8:Birds' nests can be seen in the higher branches of the trees.

d100 = 63

  1. D8=1:A group of 2d6+2 men camp near a small campfire. They are singing songs.
  2. D8=2:A group of men are having a meeting by the waters edge. They are discussing trade routes and how to improve them.
  3. D8=3:Players come across a group of five bandits who are fishing in the river. They are all armed with short swords and daggers. They will attack if they feel threatened by the players.
  4. D8=4:The party sees a group of men and women, who are armed and wearing leather armor with a bear skull on the chest, walking along the river's edge. If the party approaches the group, they will say that they are on patrol, and ask what the players are doing out here. If players mention the cultists or their leader, a bear shaman, the patrolmen will become angry and try to kill players.
  5. D8=5:A procession of ants crossing a branch over the river.
  6. D8=6:You see two giant toads fighting in the middle of the river. As you watch, one of the toads seems to be using a strange technique that looks suspiciously like a fighter's martial arts moves. Upon closer inspection, you realize that both toads are actually shape-shifted halflings who got into an argument and decided to settle it like this.
  7. D8=7: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.
  8. D8=8:An alchemist is experimenting with potions on the riverbank. Some of the potions have unexpected and chaotic effects.

d100 = 64

  1. D8=1:A group of humans are fishing. They will trade with the party if they have magic items.
  2. D8=2:Two men are standing on a bridge, discussing how they can improve their fishing skills. They will mention that they have heard that there is a dam nearby where people fish for salmon, but they have no idea where it is because they have never been there themselves.
  3. D8=3:Wildflowers growing abundantly near the water's edge.
  4. D8=4:The river is shallow here, with sandbars creating small islands.
  5. D8=5:A floating piece of parchment with an illegible message.
  6. D8=6:The shadow of a gigantic beast’s fin is seen gliding beneath the water. If the players try to catch or lure the creature, it reveals itself to be an ancient guardian testing their worthiness.
  7. D8=7:A procession of ants crossing a branch over the river.
  8. D8=8:As the party is making their way along the river, they hear the sound of singing. Following the sound, they find a group of sirens trying to lure unsuspecting travelers into the water. The party must resist the temptation and defeat the sirens to continue on their journey.

d100 = 65

  1. D8=1:A broken barrel lodged against a rock.
  2. D8=2: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.
  3. D8=3:Players see a group of rangers sitting near the riverbank. They seem to be arguing about something. One of them is holding a fishing pole.
  4. D8=4:Someone has set up a makeshift campsite near the river, complete with a campfire.
  5. D8=5:The players come across a traveling bard who is serenading a group of giant frogs. However, the frogs seem to be attacking the bard with their long tongues. Can the players save him before it's too late?
  6. D8=6:A group of men are having a meeting by the waters edge. They are discussing trade routes and how to improve them.
  7. D8=7:The party sees a group of 2d6+2 goblins bathing in the river. They will attack if they feel threatened.
  8. D8=8:The party spots a beautiful mermaid lounging on a rock in the river. She may offer them a deal in exchange for a valuable item.

d100 = 66

  1. D8=1:Fireflies flash near the riverbank in the evening.
  2. D8=2:An old beggar woman is sitting on the road, begging for food. She is actually an assassin for hire who is waiting for someone to pass by and hire her services. She will speak in Thieves Cant to offer her services.
  3. D8=3:A group of river gnomes are trying to build a dam to redirect the river, but their efforts keep getting washed away. They may ask the party for help or challenge them to a race to see who can build a dam faster.
  4. D8=4:The sound of rushing water grows louder, suggesting a nearby waterfall.
  5. D8=5:A group of men approach the party and ask them if they have seen their lost dog, which is described as large and black with two yellow eyes. The men will then describe how their dog has been possessed by an evil spirit and needs to be put down before it kills someone or destroys their village.
  6. D8=6: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.
  7. D8=7:The sound of a woman laughing can be heard from the far side of the river.
  8. D8=8: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.

d100 = 67

  1. D8=1:The sight of a velociraptor tracks in the mud.
  2. D8=2:The sun glints off the water like a thousand diamonds.
  3. D8=3:A hunter creeping quietly with a bow.
  4. D8=4:A group of men in wizard robes are walking through the forest. If the party gets too close, they will attack with magic spells.
  5. D8=5:A wizard's tower suddenly appears on the riverbank, only accessible by a magical bridge that appears and disappears at random intervals. The players must time their crossing carefully to enter the tower and complete a quest for the wizard.
  6. D8=6:A group of bandits are washing their stolen goods in the river. They may try to attack the players to protect their loot.
  7. D8=7:A group of goblins are using the river as their own personal dumping ground, polluting the water and harming the local wildlife. The players may decide to stop them or report their activities to local authorities.
  8. D8=8: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.

d100 = 68

  1. D8=1:Water turns into healing vapor upon contact, healing wounds but attracting curious, aggressive river creatures seeking the source.
  2. D8=2:The rustle of reeds as a critter moves unseen.
  3. D8=3:A sudden gust of wind scattering leaves.
  4. D8=4:Players come across a family of three. The mother is sitting on a log, her back to the players. She is sobbing violently. The two children are sitting on the ground, looking very scared. Bandits have kidnapped the woman's husband, and she doesn't know what to do.
  5. D8=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.
  6. D8=6:A group of men are arguing about the best way to fix a broken bridge. One of the men is a human from a nearby city. He is trying to convince the others to fix the bridge the way humans from his city do it.
  7. D8=7:The river flows more rapidly here, indicating a possible rapid or waterfall ahead.
  8. D8=8:A group of soldiers are practicing their swordsmanship in a small clearing in the woods along the riverbank. They will stop practicing so they can talk with you if you engage them in conversation, but they will resume practicing if you wander too far from their training site or if you start asking too many questions about what they're doing there or where they're from or anything like that.

d100 = 69

  1. D8=1: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.
  2. D8=2:A small ferry transports villagers from one side to the other.
  3. D8=3:A farmer plowing a nearby field.
  4. D8=4:A group of talking fish, with human-like faces, are having a heated argument about the best way to catch a halfling. They may ask the party for their opinion and even enlist their help in catching the halfling.
  5. D8=5:A snake slithering through the reeds.
  6. D8=6: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.
  7. D8=7:Players see a group of rangers sitting near the riverbank. They seem to be arguing about something. One of them is holding a fishing pole.
  8. D8=8:An old beggar woman is sitting on the road, begging for food. She is actually an assassin for hire who is waiting for someone to pass by and hire her services. She will speak in Thieves Cant to offer her services.

d100 = 70

  1. D8=1:A broken oar half-buried in mud.
  2. D8=2:A cluster of small fish shelters in the shade of an overhanging rock.
  3. D8=3:The party sees a pack of wild dogs attacking a lone traveler. If they intervene, they will gain the traveler's gratitude and possibly some information about the surrounding area.
  4. D8=4:A group of rowdy youngsters are tubing down the river on inflated inner tubes.
  5. D8=5: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.
  6. D8=6:A worn hat floating downstream.
  7. D8=7:The party spots a mysterious island in the middle of the river. If they explore it, they'll find a hidden temple dedicated to a forgotten river deity. If they make an offering, they may receive a powerful blessing or curse.
  8. D8=8:An old leather pouch is caught on a snag in the river.

d100 = 71

  1. D8=1:A group of river drakes are flying overhead and spot the party on the river. They may swoop down and attack, seeing the party as potential prey.
  2. D8=2:A group of pirates are using the river as a shortcut to their hidden lair. They may attempt to plunder the party's belongings or even recruit them to join their ranks.
  3. D8=3:A small waterfall can be found along the river, and players may have a chance to discover a hidden cave behind it. Inside, they may find a treasure or a dangerous creature.
  4. D8=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.
  5. D8=5:A traveling bard has stopped by the river to perform for passing travelers. They may offer a song or a quest in exchange for a small fee.
  6. D8=6:A flock of ducks is paddling along the river's edge, quacking merrily.
  7. D8=7:A colossal moss-covered troll sleeping under the riverbed starts to wake, causing tremors and shifts in the water that require clever negotiation to survive.
  8. D8=8:The mist from a nearby waterfall creates small rainbows in the air.

d100 = 72

  1. D8=1:A sudden tidal wave sweeps the party inland, carrying them to a hidden cave system filled with bioluminescent fungi and dangerous creatures lurking within.
  2. D8=2:A half-submerged temple can be seen in the middle of the river. Inside, the party discovers ancient relics and artifacts, but they must also face traps and undead guardians.
  3. D8=3:The river is flanked by towering pines, their reflection visible in the water.
  4. D8=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.
  5. D8=5:An old wooden sign pointing downstream.
  6. D8=6:Players see a group of rangers sitting near the riverbank, going fishing.
  7. D8=7:A sudden downpour creating splashes on the river.
  8. D8=8:The players see a group of 3d6+3 men fishing in the river. They are looking for food.

d100 = 73

  1. D8=1:You spot a heron standing motionless in the shallow water, eyes sharp and focused.
  2. D8=2:A group of children will be throwing stones into the river. They will be told to stop by an adult.
  3. D8=3:The distant sound of a flute being played.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7:The distant echo of laughter.
  8. D8=8:Players come across a group of wanderers performing a ritual to bless the river and its inhabitants. If players help them, they are given an amulet that grants resistance to water-based attacks.

d100 = 74

  1. D8=1:A man wearing an orange robe walks along the riverbank, muttering to himself and throwing stones into the water. He is a wizard named Amazoon, and he is trying to summon an elemental water spirit to attack the city upstream from him. If players do not stop him, he will summon a water elemental which will destroy his home village and kill his wife and children.
  2. D8=2:A group of 1d4+3 bards, 1d4+3 fighters, 1d4+3 wizards, and 2d4+4 clerics are trying to get across the river to head to a nearby market to find a hot meal and a warm bed.
  3. D8=3:The party comes across a group of three dwarves, who are sitting on the ground, drinking and talking. They will ask the party if they would like to join them for a drink and a meal. The dwarves will tell the party that they have just been hired to build a wall to separate their village from the wilderness outside their village.
  4. D8=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.
  5. D8=5:The party is suddenly caught in a whirlpool, trapping them in the river's current. They must find a way to escape before they drown or are pulled under by the mysterious creatures lurking in the depths.
  6. D8=6:A group of undead fishermen drag their nets into the river. If the players attack them, they are briefly transported to a ghostly ship where they must defeat the undead captain to return to reality.
  7. D8=7:A waterwheel-powered village thrives along the riverbank. The villagers are afflicted with a curse, causing strange transformations, and beg for the party's aid.
  8. D8=8: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.

d100 = 75

  1. D8=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.
  2. D8=2:An old fisherman telling tales to an imaginary audience.
  3. D8=3:Rabbits hop around in grassy clearing by the water.
  4. D8=4:The party comes across a group of miners who have set up camp along the river. They are searching for a rare mineral that can only be found in the river's sands. The miners may offer to trade some of the mineral for the party's assistance in protecting their camp from bandits.
  5. D8=5:Players hear singing coming from a cave in a hillside nearby. Inside they will find an elderly couple sitting around a fire, singing and drinking wine together. They will invite the players to join them for dinner, as long as they don't mind eating rabbit stew with them first...
  6. D8=6:Up ahead, there appears to be a large wall floating in the water that has become lodged in the river by debris. As players approach, a hobgoblin commander steps out of the wall onto the nearest barge and attacks those on board with his scimitar andJavelin of Lightning' ability. He has 3d6 hobgoblins with him.
  7. D8=7:An old leather pouch is caught on a snag in the river.
  8. D8=8:The party hears the sound of singing from down river. Players see a group of women sitting in a rowboat near the shore. They are singing a song that mentions 'drowning the wicked'. If players get too close, the women will attack with spears. You are dealing with a group of huntresses who think you are heretics to be drowned.

d100 = 76

  1. D8=1: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.
  2. D8=2:A group of gnomes are having a picnic by the river. They invite the party to join them and offer a delicious spread of food and drink. However, they also have some valuable information to share about a nearby dungeon known to hold great riches.
  3. D8=3:A group of satyrs are having a lively party on the riverbank. They may invite the players to join in the festivities or challenge them to a game of musical chairs.
  4. D8=4:The party spots a beautiful mermaid lounging on a rock in the river. She may offer them a deal in exchange for a valuable item.
  5. D8=5: A group of children are running along the river's edge, playing tag or some other game.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A gentle breeze ripples the water’s surface, creating a soothing pattern.

d100 = 77

  1. D8=1:A small shrine or offering to a river deity.
  2. D8=2:The party stumbles upon a group of sirens who are luring unsuspecting travelers to their doom. The party must resist their enchanting voices and defeat the sirens to save themselves and other travelers.
  3. D8=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.
  4. D8=4:A lone bard sits on the riverbank, strumming his lute and singing a mournful tune. He asks the players if they would like to hear a song and may offer to tell the players about any recent news or rumors he's heard in his travels.
  5. D8=5:A patch of clover grows near the shore.
  6. D8=6:You come across a bundle of old, abandoned fishing traps caught in the reeds.
  7. D8=7:The river is infested with thousands of water snakes that seem to be following a strange, hypnotic rhythm, forming intricate patterns.
  8. D8=8:A group of 2d4+2 men from a nearby village are on their way to sell their crops at the market in a nearby city. They're hoping for a good price for their harvest.

d100 = 78

  1. D8=1:The river is dotted with flat stones, perfect for skipping.
  2. D8=2:A kingfisher dives into the water, emerging with a small fish in its beak.
  3. D8=3:The water becomes viscerally dark, and spectral figures rise from it, begging the party to recover relics from their haunted past.
  4. D8=4:A group of river drakes are flying overhead and spot the party on the river. They may swoop down and attack, seeing the party as potential prey.
  5. D8=5:The players come across a group of fey creatures playing a game of tug-of-war with a giant snake. The players must choose which side to help and use all their strength to win the game and earn a favor from the fey.
  6. D8=6:A log drifting the river has an arrow stuck in it. If players investigate, they will find a corpse with a bow and two arrows.
  7. D8=7:You come across a small, uninhabited island in the middle of the river. Upon investigation, the players find a group of skeletons guarding a chest filled with cursed gold. The players must decide whether to risk taking the cursed gold or leave it before the skeletons attack.
  8. D8=8:The players come across a traveling bard who is serenading a group of giant frogs. However, the frogs seem to be attacking the bard with their long tongues. Can the players save him before it's too late?

d100 = 79

  1. D8=1:A suspiciously calm area of the river turns out to be an entrance to an underwater cavern filled with treasure and traps. The party must use their skills and wits to navigate through and claim the treasure.
  2. D8=2:A group of dwarves are mining for gold in the river, causing it to become polluted and angry water elementals to appear. Players may have to help clean the river and appease the elementals.
  3. D8=3:A group of 2d6 men are walking up the river, looking for something. They will ask the players if they have seen anything suspicious. If the players lie, they will say that they know that they are lying and ask again.
  4. D8=4:Players come across a group of five bandits who are fishing in the river. They are all armed with short swords and daggers. They will attack if they feel threatened by the players.
  5. D8=5:An abandoned fishing hut near the riverbank.
  6. D8=6:The players stumble upon a secret underground entrance to a hidden temple dedicated to a water deity. Inside, they find a high priestess who is willing to offer them blessings and divine guidance in exchange for completing a task for her.
  7. D8=7: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.
  8. D8=8:A group of 2d6 giant eagles fly overhead.

d100 = 80

  1. D8=1: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.
  2. D8=2:A fisherman is sitting on the riverbank, eyes focused intently on his fishing line.
  3. D8=3:A local fisherman tells the party about a giant catfish that resides in the river and offers to take them on a fishing expedition. However, when they reach the designated spot, they find out that it is actually a giant crocodile that has been terrorizing the fishermen in the area.
  4. D8=4:While fishing in the river, the party reels in a mysterious, sealed bottle. Inside, they find a cryptic map leading to a hidden treasure.
  5. D8=5:A small group of men are fishing from the river. One of them asks if you wish to buy any fish. He will sell you a small fish for one silver piece. The men are bandits - they will attack if not defeated quickly.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:The water is clear enough that you can see tiny water insects darting around.

d100 = 81

  1. D8=1:A small waterfall cascading into a pool.
  2. D8=2:A group of men approach the party and ask them if they have seen their lost dog, which is described as large and black with two yellow eyes. The men will then describe how their dog has been possessed by an evil spirit and needs to be put down before it kills someone or destroys their village.
  3. D8=3: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.
  4. D8=4:A rickety footbridge sways gently over the narrower part of the river.
  5. D8=5:A lone wolf drinking from the river.
  6. D8=6: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.
  7. D8=7:Driftwood floats lazily downstream, collecting in a small whirlpool.
  8. D8=8:An old wooden sign pointing downstream.

d100 = 82

  1. D8=1:A group of gnomes are having a picnic by the river. They invite the party to join them and offer a delicious spread of food and drink. However, they also have some valuable information to share about a nearby dungeon known to hold great riches.
  2. D8=2:A group of river gnomes are trying to build a dam to redirect the river, but their efforts keep getting washed away. They may ask the party for help or challenge them to a race to see who can build a dam faster.
  3. D8=3:A merchant ship has run aground in the river. The ship has been looted, and the only things left on board are a small chest and a small dog. The chest has 1d6 gems and 1d6 silver coins in it. The puppers is hungry and afraid.
  4. D8=4:The party stumbles upon a group of sirens who are luring unsuspecting travelers to their doom. The party must resist their enchanting voices and defeat the sirens to save themselves and other travelers.
  5. D8=5:A man is sitting on the bank of the river, fishing. He will tell the players that he is trying to catch a fish to feed his family.
  6. D8=6:An ornate wooden boat drifts partway.
  7. D8=7:A group of men in wizard robes are walking through the forest. If the party gets too close, they will attack with magic spells.
  8. D8=8: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.

d100 = 83

  1. D8=1:A traveling circus is using the river to transport their animals to the next town. The party may help or hinder their progress, depending on their intentions.
  2. D8=2:A group of dwarves is searching for a legendary mineral at the bottom of the river. They offer to pay the players to help them find it, or they can try to find it on their own and keep the valuable mineral for themselves.
  3. D8=3:A mysterious mist covers the river, making it difficult for the party to navigate. They must use their navigation skills and magic to find their way through the mist and avoid any dangers that may lurk within.
  4. D8=4:A group of 2d6+2 men camp near a small campfire. They are singing songs.
  5. D8=5: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.
  6. D8=6:You come across a small, uninhabited island in the middle of the river. Upon investigation, the players find a group of skeletons guarding a chest filled with cursed gold. The players must decide whether to risk taking the cursed gold or leave it before the skeletons attack.
  7. D8=7:The remains of a grand shipwreck lie half-submerged, guarded by a skeletal captain who seeks a new crew for his eternal voyage.
  8. D8=8:A butterfly landing briefly on the water's edge.

d100 = 84

  1. D8=1:A small rowboat drifting lazily with no one in it.
  2. D8=2:A noisy crow swooping down to snatch a fish.
  3. D8=3:A deer carcass partially submerged.
  4. D8=4:A group of men are sitting around a campfire, telling scary stories. One of the men is actually a werewolf, and attacks when players least expect it!
  5. D8=5:An old fisherman telling tales to an imaginary audience.
  6. D8=6:Flotsam and jetsam collect in a slow-moving eddy.
  7. D8=7:A powerful river drake makes its lair on a nearby island, jealously hoarding a stash of magical trinkets and attacking anyone who comes too close.
  8. D8=8:A worn path follows the riverbank.

d100 = 85

  1. D8=1:A solitary bird cries out, creating a serene and melancholic soundscape.
  2. D8=2:A beautiful unicorn is drinking from the river, its pristine white coat shining in the sunlight. It may offer to heal the players' wounds or purify their water supplies with its magical powers.
  3. D8=3: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!
  4. D8=4:Two men are standing at the side of the road, selling maps of the local area. The maps are actually very accurate and detailed maps of an area far away, and they are quite cheap.
  5. D8=5:The party sees a group of men and women, who are armed and wearing leather armor with a bear skull on the chest, walking along the river's edge. If the party approaches the group, they will say that they are on patrol, and ask what the players are doing out here. If players mention the cultists or their leader, a bear shaman, the patrolmen will become angry and try to kill players.
  6. D8=6:The soft chime of wind bells hanging in a nearby tree.
  7. D8=7: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.
  8. D8=8: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 money if they talk to him for more than one round. He will then leave and spend the money at the local tavern on wine and women. He will return to the river bank the next day and repeat the process. Players will likely run into him more than once, but he won't remember the players.

d100 = 86

  1. D8=1:While traveling by the river, the party stumbles upon a group of lizardfolk engaged in a ritual sacrifice. The party must choose whether to intervene or let the ritual proceed.
  2. D8=2:Rotting boats filled with skeletal remains float down the river. If players decide to examine one, they are cursed to share the same fate within a set number of days unless the curse is lifted by powerful magic.
  3. D8=3: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.
  4. D8=4:A gentle breeze ripples the water’s surface.
  5. D8=5:A man with a small dog approaches the party and asks for help finding his dog, who has run off. He says that his dog was stolen from him by a group of men in a nearby village. He will give the party directions to their village if they go there and get his dog back.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A noisy crow swooping down to snatch a fish.

d100 = 87

  1. D8=1: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.
  2. D8=2:The distant sound of church bells.
  3. D8=3:A hidden spring is guarded by an elemental guardian who demands tribute or completion of a task in exchange for a vial of its purifying waters.
  4. D8=4:A sudden tidal wave sweeps the party inland, carrying them to a hidden cave system filled with bioluminescent fungi and dangerous creatures lurking within.
  5. D8=5:You see an artist painting a scenic landscape of the river.
  6. D8=6: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.
  7. D8=7:An ornate fishing pole lies abandoned on the river's bank.
  8. D8=8: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.

d100 = 88

  1. D8=1:Two men are standing on the riverbank, arguing about fishing. One of them is holding up a fishing pole and pointing at it, while the other man shakes his head and tells him it's not good enough to catch anything with it.
  2. D8=2:A single lantern floats down the river toward the party. If they pick it up, they inadvertently summon a malevolent wraith attracted to the light.
  3. D8=3:The banks of the river are dotted with wild berries and edible plants.
  4. D8=4:Two men are fishing from the bank of the river, but they're not having much luck. They will offer to trade their fish for something else if the players ask.
  5. D8=5:A group of trolls are attempting to cross the river on a rickety bridge. They may demand a toll from the players or ask for help in fixing the bridge.
  6. D8=6:A makeshift fishing trap made of reeds.
  7. D8=7:A group of 2d6 men and women, all wearing hooded robes, are chanting and dancing around a bonfire in the middle of the road. As players approach, they will stop and look at them before continuing with their ritual.
  8. D8=8: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.

d100 = 89

  1. D8=1: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.
  2. D8=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.
  3. D8=3:The party stumbles upon a group of sirens who are luring unsuspecting travelers to their doom. The party must resist their enchanting voices and defeat the sirens to save themselves and other travelers.
  4. D8=4:A group of water elementals emerge from the river, causing a large wave that can capsize the party's boat. They may offer to help the party in exchange for performing a task for them.
  5. D8=5: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.
  6. D8=6:Fireflies flash near the riverbank in the evening.
  7. D8=7:A stranded adventurer is trying to signal for help from an island in the middle of the river. As the party approaches, they notice that the island is actually a giant turtle. The adventurer may have valuable information about a nearby dungeon or may be in need of rescuing.
  8. D8=8: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.

d100 = 90

  1. D8=1:A hot spring is located along the riverbank, and a group of water sprites invite the party to join them for a relaxing soak. However, their hospitality may come with a price.
  2. D8=2:A group of wood elves is having a festival by the river. They invite the party to join in on the festivities, which include dancing, feasting, and storytelling.
  3. D8=3:Two humans are standing near the riverbank, arguing about a fishing pole. The one holding the pole is trying to convince the other to give him a gold piece for it. The other human refuses to give him anything for the fishing pole.
  4. D8=4:A farmer plowing a nearby field.
  5. D8=5:A group of four men are standing near the riverbank, arguing about a fishing pole. One is holding the pole and trying to convince the other three to give him something for it. The other men refuse to give him anything for the fishing pole.
  6. D8=6: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.
  7. D8=7:Players hear singing coming from an abandoned house. Inside, they will find three old women sitting around a fire, singing and drinking wine. They will tell the players that they are witches and were cast out of the village because of it. If asked about magic, they will tell the players about two wizards - one who is good and one who is evil. The witches want to end the conflict between the two wizards by killing them both - but they need help from adventurers first.
  8. D8=8: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 = 91

  1. D8=1:A group of villagers are trying to fish in the river but are not having any luck. They tell the party that the river seems to be cursed and no one has been able to catch any fish recently. If the party investigates, they will find that a nearby wizard has put a spell on the river to keep the fish away. The villagers will reward the party if they can convince the wizard to remove the spell.
  2. D8=2:The river winds through a small grove of fruit trees.
  3. D8=3:The river is infested with thousands of water snakes that seem to be following a strange, hypnotic rhythm, forming intricate patterns.
  4. D8=4: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.
  5. D8=5:A group of merfolk are playing instruments and singing in the river. They are friendly and may offer the players a song or a trinket in exchange for a funny joke. If the players do not have a joke, the merfolk may play a prank on them instead.
  6. D8=6: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 copper piece.
  7. D8=7:A fisherman is sitting on the riverbank, eyes focused intently on his fishing line.
  8. D8=8: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.

d100 = 92

  1. D8=1:Water lilies and other aquatic plants filling a quiet, shallow spot.
  2. D8=2:An old man is sitting on a log. The old man is looking at something in his hand. The old man will tell players that he was once an adventurer like them. The old man was once a member of the party the players are in. He can only remember the last few years of his life and nothing before that. He doesn't remember his own name, but he keeps a journal with short notes and pictures of his life over the past few years.
  3. D8=3:A stone path leads to a rocky outcrop perfect for fishing or contemplation.
  4. D8=4:A group of ducks swimming down the river.
  5. D8=5:Deer come to the river’s edge to drink.
  6. D8=6:A smooth, flat rock perfect for resting on juts from the river.
  7. D8=7:A group of men walk by and make fun of your party for not knowing how to fish properly.
  8. D8=8:A group of 2d6+3 merchants are trying to cross the river to sell their goods in a nearby market, but the river is too high. They need a way to get their goods to the market tomorrow or they will lose a lot of money. If the players offer to help, they will give the players 10-12 silver pieces and 3-5 gold pieces for each players help.

d100 = 93

  1. D8=1:The crackling of a distant campfire.
  2. D8=2:The river catches mysterious fish made entirely of magical ice; catching one grants visions of the past of whoever touches it.
  3. D8=3:Sunlight filtering through the trees and reflecting off the water.
  4. D8=4:The buzzing of bees around a clover patch near the river.
  5. D8=5:The river is haunted by the ghost of a drowned lover who seeks a way to reunite with their lost beloved, inadvertently causing dangerous whirlpools.
  6. D8=6:You come across a small island in the middle of the river. On it, there is a beautiful garden filled with exotic flowers and plants. A DC 15 Arcana check reveals that this may be the work of a powerful druid or wizard, and they may have valuable knowledge or items hidden here.
  7. D8=7:A strange old woman is bathing in the river, seemingly unbothered by any outside observers. She may offer the players cryptic advice or warnings.
  8. D8=8:An alchemist is experimenting with potions on the riverbank. Some of the potions have unexpected and chaotic effects.

d100 = 94

  1. D8=1:A group of wealthy aristocrats are traveling in a carriage, escorted by a small village militia. They are escorting the wealthy aristocrats to the next village, to prevent them from being robbed or kidnapped.
  2. D8=2: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 copper piece.
  3. D8=3:A group of halflings approaches the party and tells them that they are looking for a lost halfling child. The halflings are led by a halfling bard who is hoping to earn some money by finding the halfling child and returning her to her parents.
  4. D8=4:The river curves sharply, creating a hidden alcove shaded by overhanging trees.
  5. D8=5: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.
  6. D8=6:A group of giant otters playfully swim and dive in the river, but as the players approach, they realize they are actually carrying a valuable ring in their mouths. The otters are reluctant to give it up, but the players can earn their trust with a game of hide and seek.
  7. D8=7:Players see a strange figure dressed in rags and covered in mud on the riverbank. As they approach, they realize it's a Druid who is communing with the river spirits and can offer insight and guidance on their quest.
  8. D8=8:A group of 2d6 giant eagles fly overhead. They are carrying a group of bandits. The bandits are carrying a chest of treasure. The chest of treasure is locked and chained shut. The eagles will attack the party if they try to stop them.

d100 = 95

  1. D8=1:A couple quietly whispering sweet nothings near the water.
  2. D8=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.]
  3. D8=3:A rope hangs from a sturdy branch, perfect for swinging.
  4. D8=4:A group of 2d6+2 men are on their way home. They are playing a musical instrument. They are happy and will tell stories about what they have seen on the road.
  5. D8=5: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.
  6. D8=6:A beaver dam hides an entire community of talking, skilled beavers who are master engineers and offer to build anything given the right resources.
  7. D8=7:A group of nomadic river gypsies appears, offering to read the party's fortunes in exchange for a small fee. The fortunes may give them clues or warnings about future encounters.
  8. D8=8:The leaves of water plants swaying in the current.

d100 = 96

  1. D8=1:A group of 1d4+2 children are playing in the river.
  2. D8=2:A dense thicket of cattails grows along the riverbank, rustling with hidden wildlife.
  3. D8=3:The remnants of an ancient battlefield litter the riverbanks. If players sift through the wreckage, they find a cursed relic that binds one of them to the spirit of a long-dead warrior.
  4. D8=4:As the party sets up camp by the river, a group of friendly pixies appear and offer to help with chores or provide entertainment in exchange for food and drink. However, if the party mistreats them, they may wreak havoc on their campsite in revenge.
  5. D8=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!
  6. D8=6:A horse grazing near the river.
  7. D8=7: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.
  8. D8=8: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.

d100 = 97

  1. D8=1:The sounds of battle can be heard coming from the woods nearby.
  2. D8=2:The water is surprisingly clear, revealing an unusual abundance of fish swimming in the depths.
  3. D8=3:Players encounter a group of 2d4 halflings 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 halflings who will hire them to clear out a nearby kobold lair. The halflings will pay the players 5 gp per halfling in their group. They are willing to pay up to 50 gp.
  4. D8=4:A mysterious mist covers the river, making it difficult for the party to navigate. They must use their navigation skills and magic to find their way through the mist and avoid any dangers that may lurk within.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A large tree root blocks the river, causing the water to rise. Players may have to find a way to clear the root to prevent a flood.

d100 = 98

  1. D8=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.
  2. D8=2: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.
  3. D8=3:The river splits into a calm tributary and a faster flowing main branch.
  4. D8=4:As the party approaches a bend in the river, they see a group of creatures performing a ritual on the shores. The creatures may be friendly or hostile, depending on the players' actions.
  5. D8=5:A group of dwarves is searching for a legendary mineral at the bottom of the river. They offer to pay the players to help them find it, or they can try to find it on their own and keep the valuable mineral for themselves.
  6. D8=6:A powerful river drake makes its lair on a nearby island, jealously hoarding a stash of magical trinkets and attacking anyone who comes too close.
  7. D8=7: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.
  8. D8=8:A narrow tributary hides a crystal cave where the river water sings when it flows, revealing prophecies when listened to closely.

d100 = 99

  1. D8=1:A fisherman happily whistling a tune.
  2. D8=2:Pebbles and shells glimmer under the clear water.
  3. D8=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.
  4. D8=4:Players come across a group of farmers who are trying to herd their sheep across the river. The sheep are scared of the water and won't cross it. If the players help the farmers herd the sheep across, they will get a reward of three rolls of good wool cloth plus one roll of high quality wool cloth.
  5. D8=5:A mysterious totem pole stands on the bank.
  6. D8=6:A group of men are moving a large box. The box is placed on a cart and is being moved to the town's castle.
  7. D8=7: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.'
  8. D8=8:A colony of ants is busy near a tree root.

d100 = 100

  1. D8=1:A group of humans are fishing. They will trade with the party if they have alcohol.
  2. D8=2: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.
  3. D8=3: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.
  4. D8=4:An abandoned fishing hut near the riverbank.
  5. D8=5:A lone bard sits on the riverbank, strumming his lute and singing a mournful tune. He asks the players if they would like to hear a song and may offer to tell the players about any recent news or rumors he's heard in his travels.
  6. D8=6: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.
  7. D8=7:An alchemists' guild has a secret river station where they experiment with transmuting the river water into gold, with explosive results.
  8. D8=8:An old, weathered signpost with faded writing.

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Other dice tiers for the river: D1, D4, D6, D10.

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