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D10 Underwater Random Encounters

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

A complete D&D 5e random encounter table for underwater scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a underwater, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 Underwater encounter table

d100 = 1

  1. D10=1:The players stumble upon a giant sunken temple, guarded by a tribe of humanoid creatures made entirely out of coral. These creatures worship an ancient sea deity and may offer the players powerful blessings if they prove their worth.
  2. D10=2:The players come across a floating city made entirely out of bioluminescent jellyfish. However, the city is being controlled by an evil mind flayer who is using the jellyfish to amplify its psychic powers. The players must defeat the mind flayer and free the city from its control.
  3. D10=3:The party sees a group of merfolk fighting with a group of aquatic creatures. The merfolk are trying to rescue their captured friends, but the aquatic creatures won't let them pass.
  4. D10=4:A group of kuo-toa are worshipping a false deity and have built a dangerous underwater temple. The players must navigate through treacherous traps and puzzles to stop the kuo-toa's madness.
  5. D10=5:The ocean has been churned up by a sea serpent. A party of merfolk is being attacked by the sea serpent. The merfolk are desperate to get away!
  6. D10=6:A group of merfolk and their allies are invading a group of shark merfolk and their allies.
  7. D10=7:A group of sea elves are having a game of underwater tag and accidentally tag one of the players. The player must now participate in the game or face the consequences.
  8. D10=8:The players come across a group of singing sirens, luring nearby ships and sailors to their doom. If the players can resist the sirens' enchanting voices, they may be able to put an end to their deadly song.
  9. D10=9:You notice a few shells arranged in a deliberate pattern.
  10. D10=10:A group of strange-looking birds are seen flying through the water. The birds have strange tentacles instead of feet. If players attack the birds, they will flee and return with reinforcements in the form of 1d6+2 giant octopi that fight as if they were possessed by demons with tentacles for arms.

d100 = 2

  1. D10=1:Players are approached by a group of dolphins. They want the players to help them fight off a group of merfolk that are attacking their pod.
  2. D10=2:A group of strange-looking birds are seen flying through the water. The birds have strange tentacles instead of feet. If players attack the birds, they will flee and return with reinforcements in the form of 1d6+2 giant octopi that fight as if they were possessed by demons with tentacles for arms.
  3. D10=3:As the players swim deeper into a vast coral reef, they encounter a colony of 3d6 merfolk. The merfolk are embroiled in a territorial dispute with a rival group and seek the adventurers' aid in diplomacy or combat. In return for their help, the merfolk promise rare and precious underwater treasures.
  4. D10=4:A group of sirens try to lure the players in with their enchanting songs, hoping to trap them for their own sinister purposes.
  5. D10=5:An octopus quickly changes color to blend into its surroundings.
  6. D10=6:Venturing through a dark abyss, the party discovers an underwater temple dedicated to a long-forgotten deity. They must complete a series of trials based on the elements of water, hidden chambers, and puzzles. With only 25 minutes before the temple seals itself permanently, failure means being stuck in an underwater deathtrap.
  7. D10=7:The party see 2d6 thieves and 2d6 pirates fighting with each other. The pirates are trying to steal treasure that is in the hands of the thieves, but the thieves keep dodging. A Level 1 Thief is hidden in the bushes and is trying to steal treasure from the pirates who are fighting among themselves.
  8. D10=8:Small barnacles attach themselves to a player's armor.
  9. D10=9:A deep underwater trench leads to an ancient dragon turtle’s lair who rests upon a mountain of treasure. The dragon turtle regards the players suspiciously, guarding an incredible but nearly inaccessible wealth.
  10. D10=10:As the players explore a sunken city, they come across a door with a puzzle lock. They must use their knowledge and problem-solving skills to unlock the door and discover the secrets inside. But beware, for this city holds many dangerous traps and creatures.

d100 = 3

  1. D10=1:A jellyfish pulses gently in the water, its tentacles trailing behind.
  2. D10=2:The players swim through an eerie, sunken graveyard of ancient ships. Spirits of lost sailors wander these wrecks, some friendly and seeking closure, others hostile and driven mad by their eternal imprisonment beneath the waves.
  3. D10=3:At the heart of an eerie ship graveyard, the players encounter an ethereal mermaid who has been cursed to sing a siren's song. Her melodies have lured countless ships to their doom. They have 15 minutes to retrieve a magical seashell that can break her curse before she inadvertently dooms another ship, and the curse reinforces itself tenfold.
  4. D10=4:The group encounters a pod of dolphins that lead them to an enchanting underwater garden. At the center is a radiant flower that can enhance magical abilities. However, once the flower is touched, a force field begins to collapse, requiring them to find and deactivate five runic stones within 15 minutes, or the field will implode, destroying the garden and everything in it.
  5. D10=5:A group of merfolk are playing with a school of fish. They will attack if attacked.
  6. D10=6:A kraken slumbers beneath a tectonic cliff, causing sporadic earthquakes. Nearby coral tribes seek a way to seal the beast permanently. Players must gather rare ingredients and perform a ritual to ensure the kraken never awakens.
  7. D10=7:Some broken pieces of sea glass scatter in the sand.
  8. D10=8:Players stumble upon an intricate shell bed, arranged naturally.
  9. D10=9:A group of sentient jellyfish are attacking other sea creatures and stealing their memories. The players must find a way to stop them and retrieve the stolen memories.
  10. D10=10:On a dark and stormy night, the players see a ghost ship in the distance. If they investigate, they may discover that the ship is controlled by a vengeful ghost seeking revenge on those who betrayed it in life.

d100 = 4

  1. D10=1:The players come across a mysterious underwater cave filled with glowing crystals. However, these crystals are guarded by a group of sentient jellyfish who are not too happy about outsiders entering their territory.
  2. D10=2:You spot a group of sea horses clinging to a piece of coral.
  3. D10=3:The players are approached by a mermaid. She is going to try to seduce the players, but if they turn her down, she will attack them. She is a Level 3 Rogue with some spells.
  4. D10=4:Exploring a beautiful coral reef, the players encounter a young sea dragon that has accidentally ingested a poison. A nearby coral and seaweed forest holds the antidote, but it begins disintegrating rapidly as they approach. They have 20 minutes to retrieve and correctly mix the antidote or the sea dragon perishes, inciting the wrath of its much larger parent.
  5. D10=5:A cluster of sea urchins is found around a patch of kelp.
  6. D10=6:A group of mermaids are swimming nearby. They are curious about the players and will approach them to ask questions.
  7. D10=7:A large conch shell lies partially buried in the sand.
  8. D10=8:A giant turtle is floating by. It is not a threat.
  9. D10=9:A group of shrimp scurries among the seaweed.
  10. D10=10:A group of drunken sirens appears, causing chaos and destruction to nearby underwater villages. The players must find a way to sober up the sirens and put an end to their destructive behavior.

d100 = 5

  1. D10=1:A series of small, iridescent bubbles rise from a mysterious source.
  2. D10=2:The players encounter a group of underwater merchants selling a variety of rare and exotic goods. However, these merchants are known for their tricky and deceitful ways, and the players must be careful not to get ripped off.
  3. D10=3:An old, broken lighthouse submerged in the shallows hides the last of an underwater church’s clergy. The spectral clerics within can offer divine assistance, but only if the lighthouse is restored and its beacon relit.
  4. D10=4:The players come across a group of friendly merfolk who are trying to defend their village from a massive underwater volcano that is about to erupt. The players must help evacuate the villagers and stop the volcano from destroying the village.
  5. D10=5:A few bioluminescent fish light up the surrounding darkness.
  6. D10=6:A pod of 3d8 hippocampi swim past the players, fleeing from a gigantic sea cat that sees the players as a potential meal.
  7. D10=7:The players come across a group of dolphins playing around a magical orb. If they can successfully play with the dolphins and retrieve the orb, they may be able to unlock its powerful abilities.
  8. D10=8:The players come across a mermaid market, where they can buy and trade various items with the merfolk. However, some of the items may have magical properties or hidden curses that the players must be wary of.
  9. D10=9:A group of mind-controlled mermaids attack the players, under the command of a sorcerer who is using them to further his own dark agenda. Can the players break the mermaids' hold and defeat the sorcerer?
  10. D10=10:The sound of crashing waves draws your attention. You see a couple of sea horses battling it out in the water. One of them is injured and will probably die soon.

d100 = 6

  1. D10=1:The players encounter a group of deep-sea fishermen who have caught a massive creature in their net. They offer to share the catch if the players help them reel it in. But can they handle what lies within the net?
  2. D10=2:You hear a beautiful singing voice coming from a nearby coral reef. As you approach, you see a group of sirens attempting to lure ships into the reefs and onto the rocks. The players must use their wits and magic to navigate safely through the dangerous reefs and possibly find a way to stop the sirens.
  3. D10=3:A group of dolphins approach the party, seemingly wanting to play. But upon closer inspection, the dolphins are actually trying to warn the players of a dangerous creature lurking in the area.
  4. D10=4:A colossal group of bioluminescent squids forms patterns that create navigational maps. The players can follow these luminous trails to discover secrets, sunken relics, and hidden underwater settlements.
  5. D10=5:The players spot a group of mermaids swimming towards them, seemingly enchanted by the players' presence. But as they get closer, the players realize the mermaids are actually sirens trying to lure them into their deadly traps.
  6. D10=6:The players float above a bed of seagrass swaying gently with the currents.
  7. D10=7:You spot a line of bubbles rising from the sea floor.
  8. D10=8:A lone sea cucumber moves gently along the ocean floor.
  9. D10=9:A group of merfolk are swimming through the water. One of them has a large scar on their back. If the players talk to them, they will say that they were attacked by a group of hostile merfolk led by a sea dragon and a sea serpent.
  10. D10=10:A group of merfolk are playing with a school of sharks. They will attack if attacked.

d100 = 7

  1. D10=1:A large conch shell is partially visible in the sand.
  2. D10=2:The players come across a sunken temple dedicated to a forgotten sea deity. Inside, they find a powerful artifact, but it is guarded by a group of undead sea creatures.
  3. D10=3:The party sees 2d6 pirates running away from 2d6 divers who are shooting flaming arrows at them.
  4. D10=4:The players come across a group of friendly merfolk who are trying to defend their village from a massive underwater volcano that is about to erupt. The players must help evacuate the villagers and stop the volcano from destroying the village.
  5. D10=5:On the ocean floor, you see a giant of a man, about 3 times bigger than a human! He has a huge sword. The man is actually a giant. The giant is a pacifist and will not attack. He simply wants to be left alone.
  6. D10=6:A school of brightly colored fish swims past, darting and weaving in a mesmerizing display.
  7. D10=7:A woman is walking along the coast. She is looking for her lost husband. She will ask the players to help her find him or give her information on his whereabouts.
  8. D10=8:A group of aquatic humanoid creatures, known as merrow, has been terrorizing nearby coastal villages. The players are hired to stop the merrow and discover the reason behind their aggressive behavior.
  9. D10=9:A gentle undercurrent carries a piece of driftwood by.
  10. D10=10:The players hear singing. It is the Sirens sweet song. If the players investigate, they will find a cave. Inside the cave is a young woman with a harp. She is singing the song of the Sirens. If the players listen to her, they will be hypnotized into standing still and singing along with her.

d100 = 8

  1. D10=1:You see a strange statue made out of coral and shells. The statue looks like it is damaged. If a player tries to repair the statue, they will discover that the statue is actually a mimic. The mimic will then attack the players.
  2. D10=2:A group of merfolk with a sea dragon and a sea serpent to protect them (an attack on the sea creatures will prompt their attacks on the players)
  3. D10=3:When players approach a house made of coral, a group of crabs begin to attack them. They are under the control of a blue dragon that lives in the house.
  4. D10=4:A group of playful otterfolk beckon the players to join in their game of underwater tag. However, the otterfolk are secretly excellent swimmers and the players may have a difficult time catching them.
  5. D10=5:A group of playful sea lions swims by, barking and frolicking.
  6. D10=6:While searching for a lost civilization, the players come across a group of intelligent, humanoid dolphins who have built their own underwater society. The dolphins may provide valuable information and assistance to the players if they treat them with respect.
  7. D10=7:A group of sea elves are being hunted by a group of hunters who believe they possess magical properties. The players must choose whether to intervene and protect the sea elves or let the hunters have their way.
  8. D10=8:A group of merfolk, who live in a nearby underwater city, were attacked by a group of giant squid. Players are asked to go there and help.
  9. D10=9:A friendly sentient sea creature offers to guide the players through a treacherous underwater cave system in exchange for their help in rescuing its mate from a group of hostile merfolk.
  10. D10=10:An underwater panther attacks the party while they are resting.

d100 = 9

  1. D10=1:A group of mer-people are chanting and praying for their god to return.
  2. D10=2:The players find themselves in a undersea desert, an expanse of barren seafloor with roving marauders known as sand sharks. Avoiding or defeating these ruthless ambushers leads to finding a hidden oasis of life and treasure.
  3. D10=3:A curious octopus begins playing pranks on the players, stealing their belongings and ink spraying them.
  4. D10=4:2d6 aquamancers. They are chasing a shark and see the players.
  5. D10=5:A shipwreck infested with undead pirate skeletons.
  6. D10=6:A player brushes a patch of stinging sea anemones.
  7. D10=7:As the players are swimming, they come across a group of merfolk performing a beautiful and haunting song. As they listen, they realize the song is actually a spell that is luring them into the merfolk's lair. They must fight their way out or be enslaved by the merfolk.
  8. D10=8:Players hear a party of merfolk chanting something. On closer inspection, they are saying a prayer to a god. They are also giving a sacrifice to the god.
  9. D10=9:A large conch shell lies partially buried in the sand.
  10. D10=10:A group of starfish lays clustered on a rock, their arms interlocking.

d100 = 10

  1. D10=1:You come across an underwater spring, its water conspicuously warmer.
  2. D10=2:A sea serpent with brilliant, shimmering scales swims alongside the players' ship, seemingly curious about them.
  3. D10=3:A large conch shell is partially visible in the sand.
  4. D10=4:A lingering electric blue glow, possibly from a bioluminescent source.
  5. D10=5:A ship is sinking and people are jumping off it into the water and being rescued by another group of people in the water
  6. D10=6:A group of birds are attempting to steal a fish from a nearby school of fish. This is a persistent quest because if they don't succeed, their children will go hungry.
  7. D10=7:An old, rusted anchor lies partially buried in the sand.
  8. D10=8:Blue-ringed octopus shows its dazzling pattern before hiding.
  9. D10=9:The adventurers come across a hidden temple dedicated to a forgotten sea deity. Guardian statues within the temple come to life, and puzzles need solving to unlock powerful relics. However, the last room holds the spirit of the deity, testing the adventurers’ worthiness.
  10. D10=10:A shipwreck is seen in the distance. It appears to be badly damaged.

d100 = 11

  1. D10=1:A school of fish is swimming around in circles.
  2. D10=2:Players are approached by a large school of telepathic hive-mind fish. They want the players to help them fight off a large school of sharks that are attacking their pod.
  3. D10=3:The players notice a large sea serpent that has been dead for several months floating at the surface of the water. Inside the beast, they see a large chest with a lock on it. The chest is actually a mimic (an alien creature that takes shape of whatever is near it).
  4. D10=4:You come across a large sand dollar resting on the ocean floor.
  5. D10=5:A dolphin brings a note to the players and swims away. The note reads "The pearl is blue, my father is dead. The king of fish is dead."
  6. D10=6:A powerful underwater storm threatens to destroy a nearby village, and the players must work with the villagers to find a way to stop it. However, they must also deal with a group of opportunistic pirates who want to take advantage of the chaos.
  7. D10=7:You find ornate ruins, partially covered by aquatic plants.
  8. D10=8:A school of 2d6 giant squid fight a school of giant sharks.
  9. D10=9:A desolate underwater battlefield shows signs of a recent clash between a kraken and 4d4 marrow knights. Their weapons and remnants litter the area, but a guardian golem watches over the spoils, attacking anyone who tries to loot.
  10. D10=10:Players find themselves in the midst of 2d8 dueling water elementals, each claiming the sea’s sovereignty. Intervening can earn their respect—or their ire.

d100 = 12

  1. D10=1:The players find themselves in an underwater market where traders from various sea races barter rare goods. The players must navigate social intricacies to acquire valuable items without causing offense or conflict.
  2. D10=2:A group of merfolk who are being attacked by a kraken (they are about to die) (the kraken will attack the players if they get in it's way)
  3. D10=3:A group of friendly sea elves enlist the help of the players in locating a missing member of their tribe who has been captured by a tribe of hostile sahuagin. The players must infiltrate the sahuagin's lair and rescue the sea elf.
  4. D10=4:A party of merfolk children playing a game called "Finders Keepers," in which they throw random objects into the sea and race to find them. The players can join in the game or try to cheat and steal the items.
  5. D10=5:A group of fire crabs are attacking a group of merfolk. If the party tries to stop the crabs, they will attack them as well.
  6. D10=6:A series of glowing underwater caves is guarded by a merfolk alchemist who seeks rare ingredients from the surface. The players must decide whether to undertake this quest in exchange for potent alchemical items and benefits.
  7. D10=7:A starfish clings to a rock, its limbs slowly moving.
  8. D10=8:A group of merfolk are practicing their combat skills in a large room. They are practicing with wooden swords. The leader of the group is a female barbarian.
  9. D10=9:A ship with a broken mast is seen in the distance. It appears to be badly damaged.
  10. D10=10:Players see a group of 6 humans riding on the back of a giant sea turtle. They are carrying sacks of treasure. They will attack the players if they feel they're in danger. The name of their group is 'The Order of the Claw'. They are a vigilante group who hunt down criminals and bring them back to the port city. They split their reward with the city guard.

d100 = 13

  1. D10=1:The players stumble upon a shipwrecked sailor, who pleads for their help in retrieving his lost treasure. But as they dive deeper, they realize it is actually a trap set by a group of merfolk pirates.
  2. D10=2:A shipwreck lies in the depths of the ocean, calling out to the players to explore its mysterious depths. But what dangers and treasures lie within its ruins?
  3. D10=3:A giant statue of a sea goddess stands before the players, silently judging their every move. Will they pay homage or disrespect the powerful being?
  4. D10=4:The players come across a group of merfolk who are mourning the death of their king. The king's body is being taken through the ocean to be buried in a sacred location, and the players are asked to escort and protect the procession from any dangers.
  5. D10=5:A group of sea dwarves offer the players a ride on their submarine, but they must defend the submarine from an attack by a group of sea dragons.
  6. D10=6:Floating seaweed curls around a player's leg.
  7. D10=7:A piece of coral shaped like a hand catches your eye.
  8. D10=8:A group of merrow, under the control of a powerful sea hag, attack the players' ship and try to drag them down to the depths. Will the players fight back or flee?
  9. D10=9:A group of kuo-toa worshipping a giant ancient sea creature. The players can choose to either appease the kuo-toa or try to defeat the creature.
  10. D10=10:The waters churn violently as a kraken attacks a ship.

d100 = 14

  1. D10=1:Small fish dart in and out of an anemone without disturbing its tentacles.
  2. D10=2:A group of were-sharks appears, posing a threat to the players. But upon closer inspection, the were-sharks are actually trying to protect a group of shipwreck survivors who are stranded in the area. The players must find a way to communicate with the were-sharks and help the survivors escape.
  3. D10=3:A giant octopus attacks the players and if the players aren't careful, it will bite them, or swallow them whole. The octopus is a Level 7 Fighter.
  4. D10=4:The players come across a group of merfolk who are mourning the death of their king. The king's body is being taken through the ocean to be buried in a sacred location, and the players are asked to escort and protect the procession from any dangers.
  5. D10=5:Bioluminescent trail is left behind by a creature swimming away.
  6. D10=6:A merfolk king seeking help from the players to retrieve a lost artifact from an underwater ruin. However, the artifact turns out to be cursed and is actually controlling the king, who becomes hostile towards the players.
  7. D10=7:The players hear singing. It is the Sirens sweet song. If the players investigate, they will find a cave. Inside the cave is a young woman with a harp. She is singing the song of the Sirens. If the players listen to her, they will be hypnotized into standing still and singing along with her.
  8. D10=8:The players find themselves in the middle of a battle between two sea monsters - a giant kraken and a colossal leviathan. Will they choose a side or try to flee from the chaos?
  9. D10=9:A school of sardines swims by, creating a glittering mass of motion.
  10. D10=10:A group of Narwhals attacking a group of octopuses.

d100 = 15

  1. D10=1:The party sees merfolk and water-dwelling humanoids fighting with each other.
  2. D10=2:A dolphin swims up and seems curious about you before darting away.
  3. D10=3:A mysterious, lone mermaid offers cryptic advice regarding a prophecy but is swiftly pursued by 2d6 sahuagin who want to silence her invaluable knowledge forever.
  4. D10=4:The players find an old, rusted anchor partially buried in the sand.
  5. D10=5:You see a lionfish hovering near a piece of coral.
  6. D10=6:The players hear a noise in the water. It sounds like someone is swimming towards them. Suddenly, a giant octopus attacks!
  7. D10=7:A deep-sea diver is desperately swimming towards the surface, being chased by a giant anglerfish. Can the players save him?
  8. D10=8:While searching for a lost civilization, the players come across a group of intelligent, humanoid dolphins who have built their own underwater society. The dolphins may provide valuable information and assistance to the players if they treat them with respect.
  9. D10=9:The sound of a ship's horn is heard in the distance. It sounds like it's in trouble.
  10. D10=10:A mysterious anomaly creates a temporary underwater bubble of breathable air, inhabited by 3d6 air elementals. These beings mistake the players for intruders and defend their ephemeral domain fiercely.

d100 = 16

  1. D10=1:A school of 2d6 giant squid fight a school of giant sharks.
  2. D10=2:A large school of mermaids have followed the player to see what they are doing.
  3. D10=3:A lionfish watches you from a coral outcrop.
  4. D10=4:The players come across a shipwreck and inside, they find a group of air-breathing creatures who have been stranded in the underwater wreckage. The players must find a way to help the creatures escape or risk losing them to the depths forever.
  5. D10=5:A Legendary Water Elemental, a neutral giant water elemental. It has 300 hit points and a melee attack that deals 12d10 damage. It can throw water at enemies at random.
  6. D10=6:You see a single mermaid singing a hauntingly beautiful song, luring unsuspecting sailors to their doom. As the players approach, the mermaid may become hostile or join them on their journey.
  7. D10=7:The players discover a sunken temple that is guarded by a powerful water genie. If they can answer his riddles correctly, he will grant them a wish.
  8. D10=8:A trail of sand marks the slow path of a sea urchin.
  9. D10=9:A group of 4d6 giant octopi attack.
  10. D10=10:Small bubbles collect around an underwater hot spring.

d100 = 17

  1. D10=1:The players come across a floating city made entirely out of bioluminescent jellyfish. However, the city is being controlled by an evil mind flayer who is using the jellyfish to amplify its psychic powers. The players must defeat the mind flayer and free the city from its control.
  2. D10=2:As players swim through a coral reef, they suddenly find themselves surrounded by 3d6 brightly colored clownfish. The fish speak in unison, demanding the players solve their riddle before they can pass. Answering correctly allows free passage, while failing results in the fish summoning 2d4 electric eels.
  3. D10=3:A group of 4d6 giant crabs attack.
  4. D10=4:It's mating season for the merfolk and their singing and dancing lure the players into joining in. But as the festivities come to an end, the merfolk reveal their true intentions - to sacrifice the players to their sea god.
  5. D10=5:A small, sunken rowboat lies at the bottom, its wood rotted and covered in algae.
  6. D10=6:Two aquatic mutants are fighting over the remains of a dead fish. If players get too close, one or both of the mutants will attack them!
  7. D10=7:You spot a group of razorfish swimming vertically among the reeds.
  8. D10=8:A metallic clink as you uncover what seems to be an ancient coin.
  9. D10=9:A giant squid attacks! If it's killed, it will dissolve into an oil which can be used as an ink substitute or as a lubricant.
  10. D10=10:A group of 4d6 giant starfish attack.

d100 = 18

  1. D10=1:A group of hippocampi carrying a sea elf princess who was kidnapped by a sea hag. They will ask for the players' help in rescuing her.
  2. D10=2:Players see a large white sea serpent swimming through the water. Two merfolk are floating on its back. They attack the players. The sea serpent is a Level 2 monster.
  3. D10=3:A giant kraken has been terrorizing nearby ships and its next target is the players' vessel. The players must use all their skills and resources to defeat the massive creature before it destroys them.
  4. D10=4:The adventurers come across a hidden temple dedicated to a forgotten sea deity. Guardian statues within the temple come to life, and puzzles need solving to unlock powerful relics. However, the last room holds the spirit of the deity, testing the adventurers’ worthiness.
  5. D10=5:A pair of dolphins playfully swim alongside you for a while.
  6. D10=6:A crystal-charged undersea shrine rises from the depths, guarded by an enigmatic creature composed of swirling water and light: an undine druid. The shrine radiates power that could greatly benefit those who unlock its secrets, but engaging the druid proves tricky.
  7. D10=7:A merfolk attack party that is looking for blood (they will attack any intruders)
  8. D10=8:In the depths, the players encounter a bioluminescent forest that pulsates with magic. Hidden within this forest are sprites who need help defeating a dark water spirit corrupting their home.
  9. D10=9:A group of mermaids are crying out for help because they've been attacked by a giant squid and are being dragged under. The squid is a Level 4 Fighter.
  10. D10=10:You see a pufferfish inflate in a defensive posture.

d100 = 19

  1. D10=1:A kraken is thrashing wildly in the water, fighting off a group of sahuagin who are trying to steal its treasure. Who will the players side with?
  2. D10=2:A small rock crab hides under a loose stone.
  3. D10=3:You spot a cluster of mussels attached to an underwater rockface.
  4. D10=4:A sudden strong current sweeps the players into an underwater cave inhabited by 3d6 luminous jellyfish. The jellyfish provide light but are highly toxic if touched. They must navigate carefully to avoid being paralyzed.
  5. D10=5:A lone seashell swirls to the bottom as if intentionally dropped.
  6. D10=6:An underwater stone arch provides a frame for an array of vibrant fish.
  7. D10=7:A merfolk king summons the players to his underwater palace to participate in a grand tournament. The players must compete in various challenges and battles against other aquatic creatures for the ultimate prize – an audience with the merfolk king himself.
  8. D10=8:An underwater panther attacks the party while they are resting.
  9. D10=9:A giant turtle attacks the players. If the players attack the turtle, they will be attacked by 3d6 sharks. If the players complete a short rest, they will survive the first round with near 100% hp but will then be attacked by 4d4 small sharks and repeat this process until the players rest or die. The turtle is not aggressive.
  10. D10=10:A ship has been wrecked. A magical lamp is murmuring quietly to itself.

d100 = 20

  1. D10=1:A group of mer-warriors are swimming nearby. They are on their way to battle a nearby sea monster. They will attack if the players get too close to their territory.
  2. D10=2:The players come across a group of singing sirens, luring nearby ships and sailors to their doom. If the players can resist the sirens' enchanting voices, they may be able to put an end to their deadly song.
  3. D10=3:A friendly merfolk offers to give the players a tour of their underwater city, but things take a turn when they are ambushed by a group of sahuagin. Will the players trust the merfolk or fight alongside them?
  4. D10=4:A school of flying fish leaps in and out of the water above.
  5. D10=5:A series of small, iridescent bubbles rise from a mysterious source.
  6. D10=6:A sea turtle glides by gracefully, seemingly unconcerned by your presence.
  7. D10=7:A group of giant crabs block the players' path, demanding a toll to pass through their territory. But the crabs are actually shape-shifting mermaids looking to rob unwary travelers.
  8. D10=8:An eel slithers out from its hiding spot in a coral reef.
  9. D10=9:The players spot a group of mermaids swimming towards them, seemingly enchanted by the players' presence. But as they get closer, the players realize the mermaids are actually sirens trying to lure them into their deadly traps.
  10. D10=10:A group of manta rays swims by in a synchronized ballet.

d100 = 21

  1. D10=1:A peculiar aquatic anomaly shifts the temperature of the water to near-boiling, with 3d4 fire snakes thriving in this extreme environment. Undisturbed, they offer clues but attack if their turf is encroached.
  2. D10=2:A large rock underwater has a tiny crevice filled with bright red coral.
  3. D10=3:A haunting melody guides the players to an underwater clearing where a lone harp is playing itself. This enchanted harp is haunted by the ghost of a drowned bard who offers to teach the players new spells if they retrieve his lost sheet music guarded by a swarm of 3d6 vampiric fish.
  4. D10=4:A powerful sea witch has cursed a nearby fishing village, causing all the fish to disappear. The players must find the witch and break the curse before the villagers starve.
  5. D10=5:1d4 mermaids appear and swim towards the party and then back away. They approach again after 1d4 turns and repeat this pattern.
  6. D10=6:The players see 2d6 pirates fighting with 2d6 merfolk. The pirates are trying to get the merfolk's treasure.
  7. D10=7:A mermaid's song leads the players to a beautiful underwater garden, but a group of kuo-toa are trying to destroy it. Can the players stop them in time?
  8. D10=8:A group of merfolk have found a treasure chest and they don't want the players to take it from them.
  9. D10=9:A sea otter swims by, playfully chasing after a crab.
  10. D10=10:A ship is sinking! The ship is manned by pirates and has a chest on board worth 1d10x1000 gold pieces. The pirates will abandon ship, leaving the chest behind if threatened.

d100 = 22

  1. D10=1:A sunken treasure chest lies on the ocean floor, surrounded by a field of glowing bioluminescent creatures. The players must avoid the creatures and solve a riddle to open the chest.
  2. D10=2:The players come across a group of peaceful sea giants who are in need of help. Their water source has been contaminated by an unknown force, and they are slowly dying. The players must find the source of the contamination and put a stop to it before it's too late.
  3. D10=3:The party discovers a lost treasure chest that is locked with "Guarded by the Ancient Sahuagin King". If it's opened, the party will be attacked by a LOOP treasure guardian.
  4. D10=4:A group of aquatic creatures are playing in the water. They are throwing water at each other and having a grand old time. If the party gets too close to them, they will attack. These creatures are actually a cult of elemental nymphs who lure sailors to their deaths by distracting them with the fun and games.
  5. D10=5:3d6 giant eels attack.
  6. D10=6:Dense clusters of enchanted seaweed form a labyrinth known to locals as the Weeping Forest, haunted by the tragic spirits of 2d6 drowned sailors and their vengeful leader, a specter captain who endlessly searches for his lost love. Unraveling this mystery involves encountering 3d8 sea hags who use the labyrinth as their hunting ground and hold the key to unlocking the sailors’ cursed fate.
  7. D10=7:The players stumble upon an underwater city that seems to be abandoned. But upon further exploration, they realize it is home to a group of merfolk who have been cursed into a deep sleep. The players must find a way to break the curse and awaken the city.
  8. D10=8:The players find themselves in the middle of a whirlpool created by a water elemental. They must use their wits and skills to escape the powerful currents and reach the safety of solid ground.
  9. D10=9:3d4 skeletons attack the players. If players kill all of them, the skeleton re-spawns but only after a long rest at the end of combat.
  10. D10=10:While exploring a shipwreck, the players encounter a rare and enchanted necklace. However, the necklace is cursed and brings the wrath of a vengeful mermaid upon anyone who wears it.

d100 = 23

  1. D10=1:The players come across a massive underwater volcano that is on the verge of erupting. They must race against time to find a way to stop the eruption and save nearby underwater settlements from being destroyed.
  2. D10=2:Fish scales reflect a brief flash of light.
  3. D10=3:A moray eel lurks within a rock crevice, occasionally glancing out.
  4. D10=4:Dolphins are chasing a school of fish nearby.
  5. D10=5:A group of pirates are sailing towards a nearby port city. They will stop and ask the players for information about the area. It's a trap!
  6. D10=6:The players find themselves in the middle of a massive underwater battlefield between rival factions of merfolk. The players must choose a side or find a way to stop the conflict before it escalates.
  7. D10=7:A group of pirates are walking along the beach looking for loot or women to capture, whichever comes first. They are drunk and singing sea shanties about their adventures, lost treasures, bounties, etc.
  8. D10=8:A group of merfolk are cheering on a group of song bird mermaids who are practicing for an upcoming festival.
  9. D10=9:A group of sea dwarves offer the players a ride on their submarine, but they must defend the submarine from an attack by a group of sea dragons.
  10. D10=10:A school of tiny, glowing fish illuminates the water around you.

d100 = 24

  1. D10=1:A giant sea serpent with a magical glowing horn approaches the players and asks for their help in retrieving his stolen horn from a group of underwater thieves. However, the thieves may not be who they seem and the players must use caution and cunning to retrieve the horn and return it to its rightful owner.
  2. D10=2:The players stumble upon a mermaid who has been cursed and transformed into a monstrous sea creature. She pleads with the players to help break the curse and return her to her true form.
  3. D10=3:Dense clusters of enchanted seaweed form a labyrinth known to locals as the Weeping Forest, haunted by the tragic spirits of 2d6 drowned sailors and their vengeful leader, a specter captain who endlessly searches for his lost love. Unraveling this mystery involves encountering 3d8 sea hags who use the labyrinth as their hunting ground and hold the key to unlocking the sailors’ cursed fate.
  4. D10=4:The depth’s pressure increases, hinting at the entrance to an underwater city shielded by ancient magic. Players can find ways to penetrate the layers of magic to discover a civilization advanced yet forgotten by time.
  5. D10=5:A party of merfolk are celebrating the return of one of their own. They are throwing a party and trying to get him to drink more alcohol than he can handle.
  6. D10=6:A ship is sinking! The ship is manned by pirates and has a chest on board worth 1d10x1000 gold pieces. The pirates will abandon ship, leaving the chest behind if threatened.
  7. D10=7:A small battle between a group of merfolk and kuo-toa occurs in the water. Players can try to help or run for their lives.
  8. D10=8:Bioluminescent trail is left behind by a creature swimming away.
  9. D10=9:While searching for a powerful magical artifact, the players come across a group of water elementals guarding it. The elementals are fiercely loyal to their master and the players must convince them to relinquish the artifact through negotiations or battle.
  10. D10=10:A group of humans, 2d6+2 kobolds, and 2d6+2 merfolk are all fighting over a sunken treasure chest.

d100 = 25

  1. D10=1:Players come across an ancient leviathan skeleton covered in rare corals and sponges. However, 2d8 sea scorpions have made their home within the bones and will defend their territory aggressively.
  2. D10=2:Players are attacked by several groups of merfolk. They attack the players because they think they have items that they might have stolen from the merfolk before.
  3. D10=3:A group of dolphins playing a game of fetch with a sunken treasure chest. If the players join in, they may win some valuable loot, but they may also attract the attention of larger and more dangerous sea creatures.
  4. D10=4:You notice a shark in the distance, but it seems uninterested in you.
  5. D10=5:The adventurers stumble upon an underwater carnival operated by aquatic fey. The carnival is filled with wonders and dangerously addictive games that could trap players within it forever if they aren't careful.
  6. D10=6:A wrecked ship, the dead crew and their leader are now all undead and trying to kill everyone.
  7. D10=7:A group of aquatic elves that are fishing. They will give one fish to the players for helping them.
  8. D10=8:A small whirlpool forms nearby, briefly disrupting the calm.
  9. D10=9:The players are approached by a friendly sea witch who offers to give them powerful water-based spells in exchange for rare and magical sea creatures. But they must be careful, as the witch may try to double-cross them.
  10. D10=10:A friendly sea serpent offers to guide the players through treacherous underwater currents. However, the serpent has an ulterior motive and may lead the players into danger for its own entertainment.

d100 = 26

  1. D10=1:A cluster of barnacles cling to an old piece of driftwood.
  2. D10=2:A giant turtle carrying an entire ecosystem on its back is being attacked by a swarm of hungry sharks. The players must either help the turtle or try to appease the sharks.
  3. D10=3:A giant, ancient sea turtle comes to the surface to mate, creating a dangerous obstacle for the players. They must navigate carefully to avoid angering the turtle and its potential mate.
  4. D10=4:A giant squid is standing on the ocean floor with a shellfish on his head that is attempting to fight him off. If the party doesn't help, then the squid will attack the party.
  5. D10=5:The players are suddenly surrounded by a group of merfolk guards, who demand to know their business in their territory. Will the players be able to negotiate or will they have to fight their way out?
  6. D10=6:An underwater volcano erupts, causing the water to heat up and become hazardous to the players.
  7. D10=7:A strange blue light entices the players deeper into the abyss, where they find a pocket of air containing an ancient library preserved by magic. Guarding this sanctuary is 1d4 water weirds who test the players’ intelligence before providing access to the tomes.
  8. D10=8:A group of jellyfish float lazily by, their tentacles trailing behind them.
  9. D10=9:A swarm of 5d6 tiny jellyfish surrounds the players. These harmless creatures glow and light up ancient inscriptions on the ocean floor, pointing towards an invaluable hidden artifact.
  10. D10=10:The players are attacked by a group of 2d20 crabs. The crabs are Level 1 monsters.

d100 = 27

  1. D10=1:The players encounter a sunken shipwreck guarded by 2d4 sirens. The sirens sing an enchanting song that lures one of the players toward them unless they succeed on a Wisdom saving throw. The shipwreck contains valuable treasure, but it’s protected by several cunning traps.
  2. D10=2:A group of friendly sea creatures lead the players to a hidden underwater cave where a powerful magic item is said to be hidden. However, the cave is also home to a deadly sea creature that has been protecting the magic item for centuries.
  3. D10=3:The players come across a school of giant jellyfish, but something seems off about them. They are actually illusions created by a group of clever kelpies looking for unsuspecting prey.
  4. D10=4:Dark shadows sweep over the players as a massive shadow dragon swims above them, hunting for 2d6 giant sea serpents. The dragon pays them little mind, but the ensuing battle can quickly endanger their lives.
  5. D10=5:An eel slithers out from its hiding spot in a coral reef.
  6. D10=6:A black dragon’s lair lies hidden in an underwater cave system. This dragon collects shipwrecks and treasures from ill-fated sea journeys. Players must use stealth or brute force to either strike a deal or pillage the hoard.
  7. D10=7:The sound of a ship's horn is heard in the distance. It sounds like it's in trouble.
  8. D10=8:The players are drawn toward an underwater geyser emitting arcane mist. At its center, a magical portal opens to an alternate dimension or the elemental plane of water, presenting both danger and unimaginable opportunity.
  9. D10=9:The players come face to face with a kraken, a giant, powerful creature that could easily destroy them. But if they can find and appease its missing mate, the kraken may spare them and even offer them a reward.
  10. D10=10:A small, sunken rowboat is covered in marine life.

d100 = 28

  1. D10=1:A large group of dolphins swim by, completely ignoring the party.
  2. D10=2:A giant squid attacks! If it's killed, it will dissolve into an oil which can be used as an ink substitute or as a lubricant.
  3. D10=3:Camouflaged fish reveal themselves with sudden movement.
  4. D10=4:A school of merfolk children play a game of tag, but they keep swimming too close to the players and bumping into them.
  5. D10=5:Reeds sway as a light current passes through the area.
  6. D10=6:While exploring the ocean floor, the players come across a massive shipwreck. But before they can investigate, they are attacked by a group of undead sailors who still protect their sunken vessel. Can the players defeat the undead and discover the secrets hidden within the wreck?
  7. D10=7:A magical siren's song lures the players towards a beautiful underwater palace. But as they enter, they realize the palace is a prison for the siren's captives. Can they defeat the siren and free the prisoners, or will they fall under her spell?
  8. D10=8:You spot a small anemone fish darting among the tentacles of a sea anemone.
  9. D10=9:Yuristil the merfolk is practicing a spell to become a water elemental. He accidentally loses control of the spell and begins to fall unconscious. The players may save him by using a spell to awaken him or go for the kill shot with any non-magical weapon.
  10. D10=10:A giant, ancient sea turtle comes to the surface to mate, creating a dangerous obstacle for the players. They must navigate carefully to avoid angering the turtle and its potential mate.

d100 = 29

  1. D10=1:A group of mer-people are throwing things into the water hoping to summon their god.
  2. D10=2:You notice a ship sinking through the ocean floor. A lone sailor is waving his arms above the water, but he's not swimming.
  3. D10=3:The players swim into an area of hot water vents, where lava flows have formed an underwater labyrinth. Here, elemental salamanders forge weapons of unparalleled quality from submerged ores.
  4. D10=4:A group of friendly dolphins leads the players to an ancient underwater temple. Inside, they must face a series of trials and challenges set by the temple's guardians in order to claim a powerful artifact.
  5. D10=5:The players come across an underwater arena where aquatic creatures are forced to fight for the entertainment of a group of cruel merfolk. The players have the opportunity to free the creatures and gain their trust, or they can participate in the cruel games for a chance at treasure.
  6. D10=6:A school of colorful fish surrounds the players, seemingly entranced by their presence. But as the players try to leave, the fish start attacking them with surprisingly sharp teeth.
  7. D10=7:A sea witch offers to give the players gills so they can breathe underwater, but in return, they must retrieve a rare ingredient for one of her spells from a dangerous underwater cave.
  8. D10=8:A mermaid washes up on shore, badly injured. She needs the players' help in retrieving a special healing pearl from a sunken temple guarded by a kraken.
  9. D10=9:A moray eel slithers out of its hole to assess you.
  10. D10=10:A group of merfolk and their allies are invading a group of shark merfolk and their allies.

d100 = 30

  1. D10=1:A group of humans, 2d6+2 kobolds, and 2d6+2 merfolk are all fighting over a sunken treasure chest.
  2. D10=2:The players stumble onto a merfolk fight. The merfolk are arguing about who will be the new king. The players may help or go see if there is treasure in the oceanic cave.
  3. D10=3:A giant sea serpent appears and challenges one of the players to a game of riddles. If they win, they are granted a magical pearl. If they lose, the sea serpent demands a tribute of magical items or gold.
  4. D10=4:A sea witch appears and offers the players a trade - their souls in exchange for a powerful weapon or spell. The players must decide whether to accept the trade or risk facing the sea witch's wrath.
  5. D10=5:The party sees merfolk riding giant eels.
  6. D10=6:Players find a barrel washed up on shore. Inside is a small crab. It is still alive.
  7. D10=7:A group of shrimp scurries among the seaweed.
  8. D10=8:A group of sea elves is swimming through the water. One of them has a large scar on their back. If the players talk to them, they will say that they were attacked by a group of hostile merfolk led by a sea dragon and a sea serpent.
  9. D10=9:The players come across a sunken ship that is surrounded by bioluminescent creatures, giving it an eerie glow. Inside, they find treasure, but must also navigate through the dangers and traps set by the ship's former captain.
  10. D10=10:A friendly sentient sea creature offers to guide the players through a treacherous underwater cave system in exchange for their help in rescuing its mate from a group of hostile merfolk.

d100 = 31

  1. D10=1:Three merfolk are fishing. They need to get back to their underwater city before the tides turn. They will offer the players a ride if they promise to help them with a small task they need done.
  2. D10=2:You discover a hidden underwater cave, its entrance obscured by rocks and seaweed.
  3. D10=3:A valley of ruins holds the remnants of a lost civilization. Exploring it reveals powerful artifacts and deadly puzzles, many of which are guarded by sentient coral entities that view the adventurers as tomb raiders.
  4. D10=4:You spot a group of sea horses clinging to a piece of coral.
  5. D10=5:The players see a group of pirates conducting a raid on a colony of merfolk. They attack the colony and then kill all of the people after they have taken what they want.
  6. D10=6:Nixies in the water
  7. D10=7:You come across a sunken buoy, its chains covered in barnacles.
  8. D10=8:A kraken is attacking a nearby village, destroying their ships and homes. The players must come up with a plan to defeat the massive beast and save the village from ruin. But be careful, for krakens are known for their deadly intelligence and strategic thinking.
  9. D10=9:A merfolk attack party that is looking for blood (they will attack any intruders)
  10. D10=10:A sunken treasure chest lies on the ocean floor, surrounded by a field of glowing bioluminescent creatures. The players must avoid the creatures and solve a riddle to open the chest.

d100 = 32

  1. D10=1:While searching for a lost artifact, the players come across a tribe of kuo-toa, fish-like creatures who worship a powerful god. But as they are welcomed into the tribe, the players realize that the god they worship is actually a powerful demon. Can they escape before they become sacrifices?
  2. D10=2:A group of merfolk, who live in a nearby underwater city, were attacked by a group of giant squid. Players are asked to go there and help.
  3. D10=3:A group of sea elves are being hunted by a group of hunters who believe they possess magical properties. The players must choose whether to intervene and protect the sea elves or let the hunters have their way.
  4. D10=4:The players find themselves in the middle of a whirlpool created by a water elemental. They must use their wits and skills to escape the powerful currents and reach the safety of solid ground.
  5. D10=5:The players are caught in a fierce underwater storm and must navigate their way through to safety. Along the way, they may encounter other creatures trying to take shelter from the storm.
  6. D10=6:A school of tiny, glowing fish illuminates the water around you.
  7. D10=7:Players come across an underwater graveyard filled with the remains of ancient sea creatures. Suddenly, the skeletons of these creatures come to life and attack the players.
  8. D10=8:While searching for a lost civilization, the players come across a group of intelligent, humanoid dolphins who have built their own underwater society. The dolphins may provide valuable information and assistance to the players if they treat them with respect.
  9. D10=9:As players swim through a coral reef, they suddenly find themselves surrounded by 3d6 brightly colored clownfish. The fish speak in unison, demanding the players solve their riddle before they can pass. Answering correctly allows free passage, while failing results in the fish summoning 2d4 electric eels.
  10. D10=10:A water elemental has been causing chaos in the ocean, and the players are hired to stop it. However, they must first navigate through treacherous waters and underwater currents to reach the elemental's lair.

d100 = 33

  1. D10=1:A stingray glides past, its wings moving gracefully through the water.
  2. D10=2:A magical underwater rift transports the players to a whole new underwater world filled with strange creatures and dangers.
  3. D10=3:A group of mer-people are talking about how much they hate the sahuagin and how they want to kill them all.
  4. D10=4:You see a single mermaid, singing and combing her long hair while sitting on a rock. She looks like she is waiting for someone.
  5. D10=5:While exploring a coral reef, the players encounter a giant octopus who is guarding a sunken temple. However, the octopus is actually intelligent and wants the players to retrieve an ancient artifact from the temple to help it complete a magical ritual.
  6. D10=6:A purple-hued octopus, 1d10 sea scorpions, and a naga army have laid siege to an underwater palace. The naga army has attacked with a tidal wave, the octopus is somehow controlling the sea scorpions, and an army of merfolk has laid siege to the palace.
  7. D10=7:Newly-hatched sea turtles make their way to the open sea.
  8. D10=8:As players are swimming through a kelp forest, they encounter a group of mischievous mermaids who love to play pranks on unsuspecting adventurers. Can the players escape their clever tricks?
  9. D10=9:A shipwreck is discovered, with a deep-sea diver still inside. The diver claims to have found a valuable treasure, but is actually under a powerful curse. The players must break the curse and escape before the ship collapses.
  10. D10=10:A school of sardines parts around you, creating a shimmering curtain.

d100 = 34

  1. D10=1:You discover an abandoned merfolk village.
  2. D10=2:A group of merfolk are playing with a school of fish. They will attack if attacked.
  3. D10=3:A giant underwater dragon suddenly appears, swooping down on the players and attacking them. However, upon closer inspection, they realize that the "dragon" is actually a group of playful and mischievous merfolk riding giant sea turtles.
  4. D10=4:The party sees two mermaids. If they talk to the mermaids, they will tell them about an underwater city filled with traps and monsters. The mermaids are lying. Eventually, they'll burst into laughter at the silly land-beasts then swim away.
  5. D10=5:A shipwreck is seen in the distance. It appears to be intact. It is an old ship, but it still looks seaworthy.
  6. D10=6:A group of aquatic gnomes are being hunted by a group of hunters from the surface world. The players must choose whether to protect the gnomes or help the hunters.
  7. D10=7:Players see a group of 6 humans riding on the back of a giant sea turtle. They are carrying sacks of treasure. They will attack the players if they feel they're in danger. The name of their group is 'The Order of the Claw'. They are a vigilante group who hunt down criminals and bring them back to the port city. They split their reward with the city guard.
  8. D10=8:The players come across a mysterious underwater cave filled with glowing crystals. However, these crystals are guarded by a group of sentient jellyfish who are not too happy about outsiders entering their territory.
  9. D10=9:The party sees a giant squid attacking a school of whales. If the party has a bucket of water that isn't saltwater, then they can throw the water on the whale to revive it. The squid is trying to eat the whales and will chase the party away if they get too close.
  10. D10=10:The adventurers find an ancient shipwreck that mysteriously resembles one from a different historical period. Investigating reveals a portal to another time, where they must reconcile past events affecting the present sea life.

d100 = 35

  1. D10=1:A Legendary Water Elemental, a neutral giant water elemental. It has 300 hit points and a melee attack that deals 12d10 damage. It can throw water at enemies at random.
  2. D10=2:The players see an underwater tower that is actually a temple to a dead god that used to be worshiped by a wide variety of aquatic races.
  3. D10=3:Drift algae form tangled mats on the water’s surface.
  4. D10=4:While exploring a coral reef, the players come across a group of sea druids performing a ritual to protect the reef from an impending threat. The players may be asked to assist in the ritual, and if successful, the druids may become powerful allies.
  5. D10=5:Floating seaweed curls around a player's leg.
  6. D10=6:A massive storm brews, and players will need to find shelter from it quickly.
  7. D10=7:A group of mer-people are praying to their god for help against a group of sahuagin.
  8. D10=8:A ship is tied to a rock near the shore. There is a dead sailor tied to the ship. He is wearing a seashell helmet and has a spear sticking out of his back. The name of the ship is 'The Hungry Sea'.
  9. D10=9:A friendly tribe of merfolk invites the players to a celebration of their annual harvest. However, halfway through the feast, the tribe is attacked by a powerful sea monster that wants to steal their food. The players must work with the merfolk to defend their village and save the feast.
  10. D10=10:Coral polyps extend their tentacles to catch floating particles.

d100 = 36

  1. D10=1:A group of sharkmen attack the players' ship, trying to steal their supplies and treasure. But upon closer inspection, the sharkmen are actually cursed humans who seek the players' help in lifting their curse.
  2. D10=2:An exquisite coral formation resembles a mythical beast.
  3. D10=3:A giant crab guards the entrance to a hidden underwater temple. The crab is actually a cursed prince who offers to lift the curse if the players help him defeat the sea monster that cursed him.
  4. D10=4:A group of merfolk are seen in the water swimming from player to player offering to sell them magical items
  5. D10=5:A group of aquatic elves that have been shipwrecked for weeks and have run out of air.
  6. D10=6:The players see a group of mermaids weeping by a coral reef. As they get closer, they discover that their beloved queen has been captured by an evil sea creature. The mermaids plead with the players to help rescue their queen.
  7. D10=7:The players come across a sunken temple filled with ancient artifacts and guarded by intelligent, sentient kraken.
  8. D10=8:A ray of sunlight filters through the water, creating a beautiful underwater scene.
  9. D10=9:A mermaid is singing a beautiful song which will entrance those who hear it for 1d4 rounds.
  10. D10=10:While exploring a shipwreck, the players encounter a rare and enchanted necklace. However, the necklace is cursed and brings the wrath of a vengeful mermaid upon anyone who wears it.

d100 = 37

  1. D10=1:The party sees a sea turtle with a crown on its head. The turtle is swimming around in circles.
  2. D10=2:A group of mer-people are chanting and praying for their god to return.
  3. D10=3:The players come across a group of merfolk who are celebrating a wedding. However, the groom is actually a human who was cursed by a sea witch. The players must find a way to break the curse before it's too late.
  4. D10=4:A colossal group of bioluminescent squids forms patterns that create navigational maps. The players can follow these luminous trails to discover secrets, sunken relics, and hidden underwater settlements.
  5. D10=5:A cluster of barnacles encrust a submerged log.
  6. D10=6:A playful group of 2d4 selkies challenge the players to an underwater race through a challenging and dangerous coral maze. Winning the race might earn the players a selkie tear, known for its magical properties.
  7. D10=7:A group of sea elves are having a game of underwater tag and accidentally tag one of the players. The player must now participate in the game or face the consequences.
  8. D10=8:A group of pirates are walking along the beach looking for loot or women to capture, whichever comes first. They are drunk and singing sea shanties about their adventures, lost treasures, bounties, etc.
  9. D10=9:You see a single mermaid singing a hauntingly beautiful song, luring unsuspecting sailors to their doom. As the players approach, the mermaid may become hostile or join them on their journey.
  10. D10=10:A lionfish watches you from a coral outcrop.

d100 = 38

  1. D10=1:Players come across a sunken ship. They will see 2d6 kobolds fighting with 2d6 merfolk. The merfolk and kobolds are fighting over the ship's treasure. If the players help, the merfolk will attack them, too.
  2. D10=2:A group of friendly dolphins leads the players to an ancient underwater temple. Inside, they must face a series of trials and challenges set by the temple's guardians in order to claim a powerful artifact.
  3. D10=3:The players are approached by a pod of 3d6 dolphins who communicate telepathically. They request help freeing trapped members of their pod from an old shipwreck haunted by ghosts.
  4. D10=4:Upon entering a dark canyon, players are ambushed by a band of 2d6 sea slugs cursed into humanoid forms. These tragic figures seek someone worthy to break their curse.
  5. D10=5:A sea turtle swims lazily by, uninterested in the players.
  6. D10=6:A dolphin swims up and seems curious about you before darting away.
  7. D10=7:A group of merfolk are playing with a school of sharks. They will attack if attacked.
  8. D10=8:4 Aquatic Beasties
  9. D10=9:An old wreck in water with lots of treasure!
  10. D10=10:A kelp forest with strands stretching up towards the surface.

d100 = 39

  1. D10=1:The players come across a floating city made entirely out of bioluminescent jellyfish. However, the city is being controlled by an evil mind flayer who is using the jellyfish to amplify its psychic powers. The players must defeat the mind flayer and free the city from its control.
  2. D10=2:A group of merfolk are playing with a school of dolphins. They will not attack.
  3. D10=3:Two leviathans are fighting over a massive school of fish. This is a territorial dispute. It is possible that the party will be able to intervene peacefully. It is also possible that one of the leviathans will be killed and that the killer will start to attack the party in order to feast upon the dead leviathans' body.
  4. D10=4:A kraken attacking a group of merfolk (they are about to die) (a kraken will attack the players if they get in it's way)
  5. D10=5:An amphipod nestles into some seaweed.
  6. D10=6:You spot a small anemone fish darting among the tentacles of a sea anemone.
  7. D10=7:A giant clam holds a pearl the size of a small boulder. However, the clam is also home to a deadly, ancient sea serpent that will stop at nothing to protect its home and treasure.
  8. D10=8:A giant octopus attacks the players and if the players aren't careful, it will bite them, or swallow them whole. The octopus is a Level 7 Fighter.
  9. D10=9:A player brushes a patch of stinging sea anemones.
  10. D10=10:A mermaid queen asks for the players' help in retrieving a stolen magical artifact from a sea witch. The sea witch has placed traps and obstacles in her underwater lair to prevent anyone from getting to her.

d100 = 40

  1. D10=1:You find a rock formation that looks like an ancient statue.
  2. D10=2:A merfolk fisherman who caught a legendary talking fish. The fish offers the players valuable information in exchange for its freedom.
  3. D10=3:You spot an eel poking its head out from a crevice in the rocks.
  4. D10=4:A banded pipefish wraps around a piece of drifting kelp lovingly.
  5. D10=5:A whirlpool drags the players into a hidden enclosure where a wounded leviathan fights for its life. Assisting this mythical beast summons a guardian phoenix bound to its fate, igniting an epic battle against vying abyssal predators.
  6. D10=6:A group of merfolk notice the players traveling through the water and ask that they go with them to another city to trade their goods and get supplies.
  7. D10=7:You spot a line of bubbles rising from the sea floor.
  8. D10=8:As the players explore the ocean floor, they come across an ancient sunken temple. Inside, they discover a statue that emits powerful magic. But they must be careful, as the statue may be cursed and bring misfortune to all who touch it.
  9. D10=9:An old, waterlogged book lies half-buried in the sand.
  10. D10=10:An underwater maze created by a powerful sea wizard. The players must navigate through the maze to reach the wizard and complete a task in order to gain a powerful magical item.

d100 = 41

  1. D10=1:A gentle current carries players close to an underwater rock formation.
  2. D10=2:A giant statue of a sea goddess stands before the players, silently judging their every move. Will they pay homage or disrespect the powerful being?
  3. D10=3:The players come across a mysterious underwater portal, leading to a completely different realm. They must make a choice whether to enter or ignore it and continue on their current path.
  4. D10=4:The party sees humanoids and merfolk fighting with each other. [[SHOWPRINT]] [[SHOWPRINT]]
  5. D10=5:The players come across a sea wizard's tower that has been overrun by a group of aggressive merrow. The players must navigate through the tower and defeat the merrow to gain access to the powerful magical artifacts hidden inside.
  6. D10=6:Dolphins are chasing a school of fish nearby.
  7. D10=7:The players see a group of pirates conducting a raid on a colony of merfolk. They attack the colony and then kill all of the people after they have taken what they want.
  8. D10=8:You see a curious sea turtle investigating a piece of driftwood.
  9. D10=9:Players see a large white sea serpent swimming through the water. Two merfolk are floating on its back. They attack the players. The sea serpent is a Level 2 monster.
  10. D10=10:As you descend into the depths, a glowing city of coral draws your attention with its vibrant colors and melodic underwater music. The city is inhabited by a large community of 4d6 merfolk who engage in an elaborate festival celebrating their heritage. They erect statues of ancient deities made of pearl and gold, and the players are invited to participate. However, the festival is disrupted by a sudden attack of 3d10 sahuagin raiders seeking to loot the treasures. The players must decide to either help defend the city or seize the chaos for their own advantage.

d100 = 42

  1. D10=1:A group of sea trolls try to ambush the players underwater, but one of the trolls is wearing a magical amulet that controls the others. The players must figure out how to get the amulet and either use it to their advantage or destroy it.
  2. D10=2:A burst of bubbles from a hidden undersea vent.
  3. D10=3:A dead wizard floats by. He has been dead for years, and his body is covered in barnacles and seaweed. His robes are intact and look like they are made of silk. If players touch it, they will get splinters.
  4. D10=4:The players come across a shipwreck and as they explore, they discover that there are still survivors trapped inside. The players must find a way to rescue the survivors before the ship collapses and submerged with them inside.
  5. D10=5:A group of aquatic gnomes in a submarine, asking for help in retrieving their lost pet giant octopus. However, the players may discover that the gnomes have been experimenting on the octopus, giving it unnatural abilities.
  6. D10=6:The players notice that they have just passed a giant tomb with a giant statue on top. When they look back, they see that the statue has moved and is pointing to a certain location.
  7. D10=7:A group of friendly mermaids invites the players to their underwater party. But they soon realize that the mermaids are not as friendly as they seem - they are actually sirens trying to lure them to their deaths.
  8. D10=8:The players negotiate with a group of merfolk who want them to get rid of a group of pirates that are in their territory. These pirates are extorting the merfolk for money and also terrorizing their people.
  9. D10=9:A giant sea serpent suddenly attacks the players while they are on their journey. They must hold on for dear life on pieces of driftwood and try to make it to the nearest island before the sea serpent devours them.
  10. D10=10:You see two creatures approaching each other in the distance. As they get closer, you realize one is a mermaid and the other is a giant octopus. They seem to be in an argument over territory. The players must intervene and try to negotiate a resolution, or face the wrath of both creatures.

d100 = 43

  1. D10=1:A metallic clink as you uncover what seems to be an ancient coin.
  2. D10=2:Two-headed giant sea turtle with a shell made out of coral emerges from the sea and lumbers slowly towards the party leaving a trail of water behind it.
  3. D10=3:All around you, you see floating debris from a shipwreck. As you approach, you realize that the wreckage is being guarded by a school of aggressive and territorial merfolk who are not keen on sharing their loot. How will you navigate this encounter?
  4. D10=4:The party sees a pack of dire wolves surrounded by a swarm of giant bees. The bees have stung the wolves and have left them paralyzed!
  5. D10=5:A large shark approaches the players. It has a giant shell sticking out of its mouth.
  6. D10=6:A desolate underwater battlefield shows signs of a recent clash between a kraken and 4d4 marrow knights. Their weapons and remnants litter the area, but a guardian golem watches over the spoils, attacking anyone who tries to loot.
  7. D10=7:The players are asked to take a journey to a nearby island. It will not be an easy quest because there is an enemy wizard living on the island. The wizard is a Level 6 Wizard.
  8. D10=8:A broken spear lies half-buried in the sand.
  9. D10=9:You see a bright orange sea star clinging to a rock.
  10. D10=10:Some broken pieces of sea glass scatter in the sand.

d100 = 44

  1. D10=1:A giant octopus attacks the players and if the players aren't careful, it will bite them, or swallow them whole. The octopus is a Level 7 Fighter.
  2. D10=2:The players notice an underground cave in the bottom of the ocean floor. Inside the cave, they see a group of aquatic goblins who are asleep.
  3. D10=3:A colossal group of bioluminescent squids forms patterns that create navigational maps. The players can follow these luminous trails to discover secrets, sunken relics, and hidden underwater settlements.
  4. D10=4:A mysterious underwater cave leads to a grotto filled with glowing jellyfish. But as the players approach, they realize that the jellyfish are actually dangerous and will sting anyone who gets too close.
  5. D10=5:An abandoned underwater laboratory is filled with malfunctioning robots that attack anything that moves. The players must find a way to shut them down or escape from the lab.
  6. D10=6:Reeds sway as a light current passes through the area.
  7. D10=7:A giant octopus is washed up on the shore. It has already been dead for a few days.
  8. D10=8:The party comes across an old ship filled with skeletons and treasure. There is a large hole in the ship where they can see something swimming in the water below.
  9. D10=9:A wrecked ship, the dead crew and their leader are now all undead and trying to kill everyone.
  10. D10=10:Small reef fish hide in the crevices of a coral reef.

d100 = 45

  1. D10=1:The players are attacked by a group of 2d20 crabs. The crabs are Level 1 monsters.
  2. D10=2:A group of friendly merfolk invites the players to their underwater village for a feast. However, the feast soon turns into a test of strength and skill as the merfolk challenge the players to various underwater games.
  3. D10=3:The players see a large turtle swimming through the water. It is a Giant Sea Turtle and it is carrying a ship on its back.
  4. D10=4:A ship is sinking and people are jumping off it into the water and being rescued by a second ship
  5. D10=5:The players are approached by a group of pirates on small rowboats. They are looking for work and want to capture the party so they can turn them in for the bounty.
  6. D10=6:A colossal group of bioluminescent squids forms patterns that create navigational maps. The players can follow these luminous trails to discover secrets, sunken relics, and hidden underwater settlements.
  7. D10=7:You notice a few shells arranged in a deliberate pattern.
  8. D10=8:A group of merfolk are being held captive by a group of evil sea witches. The players must negotiate with the witches or defeat them in battle to free the merfolk.
  9. D10=9:You see a pufferfish inflate in a defensive posture.
  10. D10=10:All around you, schools of colorful fish swim, creating a beautiful and serene environment. But beware, lurking in the depths is a giant angler fish waiting for its unsuspecting prey.

d100 = 46

  1. D10=1:Players are attacked by several groups of merfolk. They attack the players because they think they have items that they might have stolen from the merfolk before.
  2. D10=2:The players encounter a group of merfolk mourning over a mermaid who was turned to stone by a mysterious creature. The players may have to hunt down the creature and retrieve a potion to turn the mermaid back to normal.
  3. D10=3:A group of friendly sea creatures lead the players to a hidden underwater cave where a powerful magic item is said to be hidden. However, the cave is also home to a deadly sea creature that has been protecting the magic item for centuries.
  4. D10=4:A school of aggressive electric eels.
  5. D10=5:You find a rock formation that looks like an ancient statue.
  6. D10=6:A group of merfolk are on a quest to discover the source of recent earthquakes in the area.
  7. D10=7:The party sees a small group of mermaids who are exploring the seafloor and looking for food.
  8. D10=8:Small fish dart in and out of an anemone without disturbing its tentacles.
  9. D10=9:Fanged worms wriggle amongst the corals.
  10. D10=10:The remnants of a minor seaquake, with disturbed sand settling back.

d100 = 47

  1. D10=1:A group of people from another realm have arrived. They seem disoriented and very suspicious.
  2. D10=2:A stingray buries itself partially in the sand.
  3. D10=3:A group of harpies have been luring sailors to their demise with their seductive songs. The players must either defeat the harpies or find a way to break their enchanting spell before they themselves succumb to it.
  4. D10=4:A handful of clams rest partially buried in the sand.
  5. D10=5:A lobster peeks out from beneath a rock before retreating.
  6. D10=6:An old wreck in water with lots of treasure!
  7. D10=7:You see a curious sea turtle investigating a piece of driftwood.
  8. D10=8:A group of friendly giant sea turtles who offer to act as mounts for the players. They are incredibly slow, but can provide a safe and unique mode of transportation.
  9. D10=9:The party sees two mermaids. If they talk to the mermaids, they will tell them about an underwater city filled with traps and monsters. The mermaids are lying. Eventually, they'll burst into laughter at the silly land-beasts then swim away.
  10. D10=10:The echoes of a distant whale song can be heard.

d100 = 48

  1. D10=1:The players come across a shipwreck and inside, they find a group of air-breathing creatures who have been stranded in the underwater wreckage. The players must find a way to help the creatures escape or risk losing them to the depths forever.
  2. D10=2:The players find a colony of merfolk who are sick and dying from a mysterious disease. They ask the players to retrieve a rare herb from the depths of the ocean to cure them. But the herb is guarded by a powerful sea dragon.
  3. D10=3:You come across a small underwater hot spring, its water surprisingly warm.
  4. D10=4:A sunken statue lies covered in algae and barnacles.
  5. D10=5:A group of monks of a monastery have fallen for a magical illusion and are about to kill each other.
  6. D10=6:A hermit crab exchanges its shell for a larger one.
  7. D10=7:A beautiful mermaid is crying on a rock, her siren song has lured sailors to their death and she is wracked with guilt. She begs the players to help her break the curse that keeps her bound to the rock. But is she truly as innocent as she seems?
  8. D10=8:Nixies in the water
  9. D10=9:A hermit crab is swapping shells.
  10. D10=10:Three crusty pirates are trying to steal rare treasure from the merfolk using magic to breathe underwater.

d100 = 49

  1. D10=1:You find a sealed message in a bottle.
  2. D10=2:You notice a ship sinking through the ocean floor. A lone sailor is waving his arms above the water, but he's not swimming.
  3. D10=3:Players come across a giant clam that can only be opened with a special song. Inside the clam is a mermaid who will grant one wish to the player who sang the song correctly.
  4. D10=4:A group of merfolk have found a treasure chest and they don't want the players to take it from them.
  5. D10=5:Three mermaid sisters with powerful heads
  6. D10=6:You find a message in a bottle lodged in the coral.
  7. D10=7:A colossal shadow passes over the players, and they find themselves in the territory of a mighty leviathan. This ancient sea creature appreciates offerings of knowledge and might ask the adventurers to recount tales of their surface-world escapades in exchange for safe passage or a boon.
  8. D10=8:A dead wizard floats by. He has been dead for years, and his body is covered in barnacles and seaweed. His robes are intact and look like they are made of silk. If players touch it, they will get splinters.
  9. D10=9:A peculiar aquatic anomaly shifts the temperature of the water to near-boiling, with 3d4 fire snakes thriving in this extreme environment. Undisturbed, they offer clues but attack if their turf is encroached.
  10. D10=10:Some broken pieces of sea glass scatter in the sand.

d100 = 50

  1. D10=1:A dolphin brings a note to the players and swims away. The note reads "The pearl is blue, my father is dead. The king of fish is dead."
  2. D10=2:An underwater methane vent bubbles continuously.
  3. D10=3:A big ball of glowing gold sits on a rock. The golden ball is actually a magical artifact called a Sunstone (If the players use it, they will be transported to a sunlit ocean, which is considered an underwater location).
  4. D10=4:A ship floats by, it's crew having been killed by a tribe of merfolk who now rule over the ship. They wield swords made from the bones of sea creatures and wear armor made from the scales of sea dragons. If players offer tribute, they will be allowed to board the ship.
  5. D10=5:A mermaid princess is being held captive by a group of sahuagin. The players must sneak into their lair and rescue her before she's sacrificed to their dark sea god.
  6. D10=6:You see two giant crabs in the distance, engaged in an epic underwater battle over a pearl. Upon closer inspection, the pearl is actually a magical item that could aid the players in their quest.
  7. D10=7:A sunken treasure chest lies on the ocean floor, surrounded by a field of glowing bioluminescent creatures. The players must avoid the creatures and solve a riddle to open the chest.
  8. D10=8:A school of needlefish swims by, shimmering like silver needles.
  9. D10=9:A stingray buries itself partially in the sand.
  10. D10=10:Three mermaid sisters with powerful heads

d100 = 51

  1. D10=1:A school of Dolphins are swimming through the water. If any players attempt to interact with the Dolphins, they will be given a message telling them the Dolphins are the guardians of the ocean and will kill anything who harms it.
  2. D10=2:A small colony of zebra mussels attaches to a rock.
  3. D10=3:The party sees merfolk and water-dwelling humanoids fighting with each other.
  4. D10=4:A ship has been sunk by a kraken that is swimming in the water. The kraken will attack if the players get too close to it or if they try to loot the wrecked ship.
  5. D10=5:A hermit crab is swapping shells.
  6. D10=6:The players are approached by a mermaid who desperately needs their help. Her merman love has been captured by a group of evil merfolk and she pleads with the players to rescue him.
  7. D10=7:A group of giant sharks are attacking a giant squid. The giant squid is hiding underwater. If the players approach, then one of the sharks will attack them.
  8. D10=8:As the players are exploring a sunken ship, they come across a chest filled with cursed treasure. Opening the chest awakens the soul of the ship's captain, who will stop at nothing to reclaim his treasure.
  9. D10=9:A school of giant eels swims by the party, but they don't attack.
  10. D10=10:The players encounter a group of curious dolphins who are willing to show them the way to a hidden underwater temple filled with treasure and magical artifacts. But first, the players must solve a riddle given by the leader of the dolphins.

d100 = 52

  1. D10=1:The players come across a floating city made entirely out of bioluminescent jellyfish. However, the city is being controlled by an evil mind flayer who is using the jellyfish to amplify its psychic powers. The players must defeat the mind flayer and free the city from its control.
  2. D10=2:The players are suddenly surrounded by a group of merfolk guards, who demand to know their business in their territory. Will the players be able to negotiate or will they have to fight their way out?
  3. D10=3:The players stumble upon an underwater laboratory belonging to a mad scientist. The scientist has been conducting experiments on sea creatures, creating dangerous hybrids. The players must stop the scientist before his creations cause havoc in the ocean.
  4. D10=4:A giant sea serpent is spotted, its scales glistening in the sunlight. As the players approach, they realize it is not aggressive but injured. They must decide whether to help the creature or leave it to its fate. But either option could have consequences.
  5. D10=5:A group of starfish lays clustered on a rock, their arms interlocking.
  6. D10=6:Eel Giant, large chaotic neutral Monster from the deep. It is a 15 foot water eel with a large mouth. It has 100 hit points and a bite attack that deals 7d10 damage. It can throw its tail at enemies. It can also swallow a large creature and deal damage to it every round.
  7. D10=7:A glass bottle reflects the sunrays from above.
  8. D10=8:The players stumble upon a deep sea cavern filled with glowing crystals and precious gems. But they soon realize that the cavern is home to a powerful water elemental who guards its treasure fiercely. Can they outsmart or defeat the elemental to claim the treasure?
  9. D10=9:A powerful storm underwater causes the players' visibility to reduce significantly, making it difficult to navigate and spot any potential dangers. They must find a way to navigate through the storm or risk being lost in the ocean.
  10. D10=10:Upon entering a dark canyon, players are ambushed by a band of 2d6 sea slugs cursed into humanoid forms. These tragic figures seek someone worthy to break their curse.

d100 = 53

  1. D10=1:An old, discarded fishing net is tangled among the coral.
  2. D10=2:A group of birds are attempting to steal a fish from a nearby school of fish. This is a persistent quest because if they don't succeed, their children will go hungry.
  3. D10=3:The players find themselves in an underwater market where traders from various sea races barter rare goods. The players must navigate social intricacies to acquire valuable items without causing offense or conflict.
  4. D10=4:A shipwreck is revealed to have been enchanted by a powerful wizard, turning it into an underwater fortress. The players must navigate through tricky puzzles and dangerous traps to get to the treasure inside.
  5. D10=5:A ship floats by, it's crew having been killed by a tribe of merfolk who now rule over the ship. They wield swords made from the bones of sea creatures and wear armor made from the scales of sea dragons. If players offer tribute, they will be allowed to board the ship.
  6. D10=6:The players encounter a group of reskinned humanoid sea creatures who are seeking help in repelling a group of evil deep-sea creatures that are threatening their village. The players must use clever tactics and powerful magic to defeat the deep-sea creatures.
  7. D10=7:A sea sponge clings to a rock, absorbing the surrounding water.
  8. D10=8:The players come across a mysterious underwater portal, leading to a completely different realm. They must make a choice whether to enter or ignore it and continue on their current path.
  9. D10=9:The players see 2d6 pirates fighting with 2d6 merfolk. The pirates are trying to get the merfolk's treasure.
  10. D10=10:A school of tiny, but ferocious, piranha-like fish swarm the players, nipping at their limbs and equipment. Will they be able to fend them off and escape?

d100 = 54

  1. D10=1:The players come across a sunken temple that is guarded by an ancient sea dragon. The dragon challenges them to a riddle contest- if they win, they gain access to the temple and its treasures. If they lose, they must face the dragon in battle.
  2. D10=2:A group of cursed sailors turned into sea wraiths haunts a buried pirate ship. They can be laid to rest only if their stolen treasure is returned to a hidden chest within 20 minutes. The party has to navigate through enough traps and undead guardians to locate the hidden chest before the ship crumbles to dust.
  3. D10=3:The players come across a group of dolphins playing around a magical orb. If they can successfully play with the dolphins and retrieve the orb, they may be able to unlock its powerful abilities.
  4. D10=4:A parrotfish chomps on some coral.
  5. D10=5:As the players swim deeper into a vast coral reef, they encounter a colony of 3d6 merfolk. The merfolk are embroiled in a territorial dispute with a rival group and seek the adventurers' aid in diplomacy or combat. In return for their help, the merfolk promise rare and precious underwater treasures.
  6. D10=6:The waters churn violently and a giant stingray flies out of the depths! This creature is a magical creature, and will attack any living thing it sees. It only has two attacks: a tail slap and a lightning bolt from it's eyes.
  7. D10=7:A large octopus attacks, but it looks different than any kind of octopus the players have ever seen before.
  8. D10=8:You find a sea cucumber nestling in the sand.
  9. D10=9:The players come across a mermaid who is searching for a lost trident that belongs to her king. She offers them a magical conch shell as a reward if they can retrieve it for her.
  10. D10=10:A room with a single table and chair. They party is given a note by a barrel. The note reads: "Welcome to my home, for now. Please make yourself at home and enjoy my hospitality."

d100 = 55

  1. D10=1:A group of pirates are sailing towards a nearby port city. They will stop and ask the players for information about the area. It's a trap!
  2. D10=2:Small reef fish hide in the crevices of a coral reef.
  3. D10=3:A large school of fish swim by, completely ignoring the party.
  4. D10=4:You discover a hidden pathway through a coral reef.
  5. D10=5:A ray of sunlight filters through the water, creating a beautiful underwater scene.
  6. D10=6:A group of 4d6 giant crabs attack.
  7. D10=7:A group of mer-people are praying to their god for help against a group of sahuagin.
  8. D10=8:Players attack a group of humans who have stolen something from the merfolk. Their leader, Sargon, has purple skin and two small horns on his forehead. He wields a Trident of the Deep that grants him +2 strength and +2 dexterity. He has an AC of 18. His main motivation for fighting the players is because he is trying to avenge his dead kobold minions. He is looking for the group of humans that killed his minions. The Trident of the Deep can kill the merfolk Shaman.
  9. D10=9:The players come across a massive underwater volcano that is on the verge of erupting. They must race against time to find a way to stop the eruption and save nearby underwater settlements from being destroyed.
  10. D10=10:The players inadvertently disturb a puff of cuttlefish ink.

d100 = 56

  1. D10=1:You come across a group of merfolk who are in a discussion about bringing a mermaid and a merman together for marriage.
  2. D10=2:Shark hunting party. They are trying to kill sea devils but will feast on the players instead.
  3. D10=3:A French angelfish watches from behind a coral pillar.
  4. D10=4:Dense clusters of enchanted seaweed form a labyrinth known to locals as the Weeping Forest, haunted by the tragic spirits of 2d6 drowned sailors and their vengeful leader, a specter captain who endlessly searches for his lost love. Unraveling this mystery involves encountering 3d8 sea hags who use the labyrinth as their hunting ground and hold the key to unlocking the sailors’ cursed fate.
  5. D10=5:Players are accosted by a group of octopi who want them to stop attacking their pod.
  6. D10=6:The players are invited to a grand underwater ball hosted by a wealthy merfolk family. However, it turns out the family is cursed and the party must find a way to break the curse before midnight.
  7. D10=7:Coral polyps extend their tentacles to catch floating particles.
  8. D10=8:A gentle undercurrent carries a piece of driftwood by.
  9. D10=9:An underwater volcano is about to erupt and the players must find a way to stop it before it destroys the surrounding area.
  10. D10=10:A group of merfolk are swimming through the water. One of them has a large scar on their back. If the players talk to them, they will say that they were attacked by a group of hostile merfolk led by a creature with fangs and claws.

d100 = 57

  1. D10=1:A sea dragon is swimming overhead. Its wings are covered in sharks' teeth. Its body is covered in large, sharp scales. A group of merfolk are riding on the back of the sea dragon. If players get too close, they will attack. The sea dragon is a Level 8 monster.
  2. D10=2:The players encounter a group of friendly merfolk who are seeking help in retrieving a valuable magical artifact that was stolen from their village by a powerful sea witch. The witch will not give up the artifact easily, and the players must come up with a clever plan to retrieve it.
  3. D10=3:A lost fishing hook is tangled in some kelp.
  4. D10=4:A giant underwater dragon suddenly appears, swooping down on the players and attacking them. However, upon closer inspection, they realize that the "dragon" is actually a group of playful and mischievous merfolk riding giant sea turtles.
  5. D10=5:A group of sea horses drift along, tails entwined with seaweed.
  6. D10=6:A group of mer-people are throwing things into the water hoping to summon their god.
  7. D10=7:The players see an abandoned ship floating in the water, the name on the side of the ship is the name of their kingdom
  8. D10=8:A giant hammerhead shark appears and starts attacking the players' ship. As they try to defend themselves, they notice that the shark is being controlled by a group of sahuagin (fish-like humanoids). The players must fight the sahuagin and release the shark from their control.
  9. D10=9:A merfolk scholar studying a rare species of glowing jellyfish. But when the players approach, they realize the jellyfish are highly venomous and the scholar is in danger.
  10. D10=10:A colossal shadow passes over the players, and they find themselves in the territory of a mighty leviathan. This ancient sea creature appreciates offerings of knowledge and might ask the adventurers to recount tales of their surface-world escapades in exchange for safe passage or a boon.

d100 = 58

  1. D10=1:An underwater stone arch provides a frame for an array of vibrant fish.
  2. D10=2:A group of friendly mermaids invites the players to their underwater party. But they soon realize that the mermaids are not as friendly as they seem - they are actually sirens trying to lure them to their deaths.
  3. D10=3:A lone sea cucumber moves gently along the ocean floor.
  4. D10=4:A friendly group of dolphins come across the players and start playing with them, but end up getting a bit too rough and accidentally cause some damage.
  5. D10=5:4d8 Aquatic Beasties
  6. D10=6:You see a single mermaid singing a hauntingly beautiful song, luring unsuspecting sailors to their doom. As the players approach, the mermaid may become hostile or join them on their journey.
  7. D10=7:A cursed treasure chest has been pulled from the depths of the ocean. The players must figure out how to open it without triggering the curse and then decide whether to keep the treasure for themselves or return it to its rightful owners, a group of vengeful merfolk.
  8. D10=8:A school of sharks is attacking a ship.
  9. D10=9:A large sea turtle glides peacefully through the water.
  10. D10=10:A friendly merfolk offers to give the players a tour of their underwater city, but things take a turn when they are ambushed by a group of sahuagin. Will the players trust the merfolk or fight alongside them?

d100 = 59

  1. D10=1:A giant octopus attacks the players and if the players aren't careful, it will bite them, or swallow them whole. The octopus is a Level 7 Fighter.
  2. D10=2:The party sees a giant eel attack a ship and then retreat into the sea.
  3. D10=3:A group of merfolk are cheering on a group of song bird mermaids who are practicing for an upcoming festival.
  4. D10=4:A giant turtle is floating by. It is not a threat.
  5. D10=5:You see a red-hued octopus, 1d10 sea scorpions, and 1d10 silver-hued crabs fighting over a treasure chest that has been sent by a spaceship from above.
  6. D10=6:A group of sirens has taken control of a lighthouse, causing ships to crash and sink. The players must find a way to defeat the sirens and bring back safety to the waters.
  7. D10=7:You find a fishing lure tangled in some seaweed.
  8. D10=8:Two mermaids swim by, laughing. They don't see the players. The mermaids are wearing gold jewelry and have red hair.
  9. D10=9:The players come across a mysterious underwater portal, leading to a completely different realm. They must make a choice whether to enter or ignore it and continue on their current path.
  10. D10=10:The sun's rays creating a shimmering dance through the water column.

d100 = 60

  1. D10=1:The party sees two mermaids. If they talk to the mermaids, they will tell them about an underwater city filled with traps and monsters. The mermaids are lying. Eventually, they'll burst into laughter at the silly land-beasts then swim away.
  2. D10=2:A group of orcs are swimming in a circle in a small pool of water near the beach. They are singing and drinking. Their leader has a large barrel of ale that he shares with his grunts whenever they circle around it.
  3. D10=3:An exploded cache of magical crystals has summoned 3d4 water weirds who force the players to solve a series of increasingly difficult puzzles to retrieve any of the loot safely.
  4. D10=4:A giant sea turtle with a small island on its back. The players can rest on the island but must be careful not to harm the turtle.
  5. D10=5:The players stumble upon a sunken temple guarded by a group of merrow (aquatic ogres). Inside the temple is a powerful artifact that can control the weather, but it is also guarded by a powerful sea serpent.
  6. D10=6:A titanic nautilus drifts into the players' path, seemingly docile, but it is covered in 4d8 parasitic starfish that attack anything coming near.
  7. D10=7:Players are accosted by a group of octopi who want them to stop attacking their pod.
  8. D10=8:You spot an eel poking its head out from a crevice in the rocks.
  9. D10=9:A discarded trident near a whirlpool catches fire magically as 3d4 magma mephits attempt to take control of the underwater artifact. Players must navigate through fiery obstacles to reclaim it.
  10. D10=10:The players come across an underwater farm maintained by tritons. The farm produces unique, magical sea plants used in powerful rituals. However, it’s threatened by pollution from an unknown source above water, and players might help trace and stop it.

d100 = 61

  1. D10=1:7d6 octopi attack.
  2. D10=2:A merfolk fisherman who caught a legendary talking fish. The fish offers the players valuable information in exchange for its freedom.
  3. D10=3:The players notice a group of merfolk that are stuck inside of a giant shell at the bottom of the sea. They appear to be in pain but nothing from their position can help them.
  4. D10=4:The players see a group of humans and a group of kobolds fighting with a group of merfolk. The merfolk are trying to stop the humans and kobolds from attacking their village underwater. If the players get involved in the fight, both sides will attack them.
  5. D10=5:A group of merfolk are swimming through the water. One of them has a large scar on their back. If the players talk to them, they will say that they were attacked by a group of hostile merfolk led by a sea giant.
  6. D10=6:The players come across a merman who is desperately trying to teach his octopus companion how to play chess. If the players decide to join in on the game, they may be able to win some valuable rewards.
  7. D10=7:A sunken city inhabited by water-breathing elves.
  8. D10=8:The players encounter a group of friendly sea elves, who invite them to their underwater city for a grand feast and celebration.
  9. D10=9:A ship carrying a powerful artifact has sunk and is guarded by a group of vengeful mermaids. The players must either defeat the mermaids or find a way to negotiate with them to retrieve the artifact.
  10. D10=10:A titanic nautilus drifts into the players' path, seemingly docile, but it is covered in 4d8 parasitic starfish that attack anything coming near.

d100 = 62

  1. D10=1:You find a rock formation that looks like an ancient statue.
  2. D10=2:A lionfish watches you from a coral outcrop.
  3. D10=3:A mysterious merfolk sorcerer asks the players to retrieve a magical item from a nearby shipwreck. However, the item is guarded by a powerful sea monster.
  4. D10=4:The players stumble upon a giant sunken temple, guarded by a tribe of humanoid creatures made entirely out of coral. These creatures worship an ancient sea deity and may offer the players powerful blessings if they prove their worth.
  5. D10=5:A group of sea dwarves are mining for valuable gems at the bottom of the ocean, but they're being attacked by a group of sahuagin. The players must help the sea dwarves and defeat the sahuagin to claim a share of the gems for themselves.
  6. D10=6:A piece of seaweed used as a home by various small invertebrates.
  7. D10=7:The party uncovers a cavern filled with sleeping water elementals encased in spheres. These spheres start crumbling once touched, and they have 10 minutes to either exit the cavern or re-seal the spheres before the elementals awaken and unleash their wrath.
  8. D10=8:The players are asked to take a journey to a nearby island. It will not be an easy quest because there is an enemy wizard living on the island. The wizard is a Level 6 Wizard.
  9. D10=9:A giant underwater dragon suddenly appears, swooping down on the players and attacking them. However, upon closer inspection, they realize that the "dragon" is actually a group of playful and mischievous merfolk riding giant sea turtles.
  10. D10=10:A group of dolphins approach the party, seemingly wanting to play. But upon closer inspection, the dolphins are actually trying to warn the players of a dangerous creature lurking in the area.

d100 = 63

  1. D10=1:You sense a strong magical presence in the water. As you approach, you see a beautiful mermaid swimming gracefully. But beware, she may have ulterior motives for luring you in.
  2. D10=2:As they swim deeper into the ocean, the players come across a group of merfolk children who are playing a dangerous game with a giant shark. Will the players intervene or leave the children to their own devices?
  3. D10=3:The players stumble upon a hidden underwater village of shapeshifting merfolk. They offer the players a magical potion that allows them to temporarily transform into underwater creatures.
  4. D10=4:The players discover an underwater graveyard filled with sunken ships and the spirits of sailors who have been cursed by a vengeful sea goddess. The players must find a way to lift the curse before the spirits drag them down into the depths of the ocean.
  5. D10=5:A group of merfolk are swimming through the water. The merfolk are female and they are very beautiful. The merfolk are trying to get a male to join their community. The merfolk will try to persuade or charm the players to join them in their community. They will try to get the players drunk on magic wine and then seduce them.
  6. D10=6:A group of friendly dolphins helps the players navigate through dangerous waters. But suddenly, the dolphins disappear and the players must figure out why and find a way to save their new friends.
  7. D10=7:A droplet of pure light seems to float in the water, pulling the players towards a crystalline palace inhabited by 3d8 sea sprites who act as stewards of a sacred underwater spring. Within the palace, a mirror-like pool of silvery water can heal any wound and remove curses. However, disturbing the tranquility attracts 2d6 sea serpents and the anger of the sea sprites. Establishing a rapport with the sprites can yield incredible boons and artifacts.
  8. D10=8:An old, waterlogged wooden chest lies open, empty of treasure.
  9. D10=9:You notice a few shells arranged in a deliberate pattern.
  10. D10=10:The players encounter a group of triton warriors who are on a mission to retrieve a powerful artifact from the depths of the ocean. They seek the players' help in their quest, promising a handsome reward.

d100 = 64

  1. D10=1:A group of friendly dolphins leads the players to a hidden underwater cave where a powerful sea god is trapped. The players must decide whether to free the god or leave it trapped, as freeing it could have unforeseen consequences.
  2. D10=2:Sand lingers in the water as a group of gobies move through.
  3. D10=3:A shipwreck is seen in the distance. It appears to be badly damaged.
  4. D10=4:As players swim through a coral reef, they suddenly find themselves surrounded by 3d6 brightly colored clownfish. The fish speak in unison, demanding the players solve their riddle before they can pass. Answering correctly allows free passage, while failing results in the fish summoning 2d4 electric eels.
  5. D10=5:A group of mind-controlled dolphins attack the players, leading them to an underwater cult that worships an ancient sea god.
  6. D10=6:A ship has been attacked by a giant squid and there are corpses scattered around the deck of the ship at the bottom of the sea.
  7. D10=7:A group of merfolk are playing with a giant porpoise.
  8. D10=8:A gigantic clam guards a pearl of immense magical power. Extracting the pearl is a perilous endeavor that requires careful navigation and overcoming the clam's natural defenses.
  9. D10=9:A roving group of merfolk pirates attack the players' ship, planning to take all of their supplies and possibly even their lives. The players must either defend their ship or try to negotiate with the merfolk.
  10. D10=10:A group of sea hags, hideous and powerful witches, have cursed a nearby village, turning the villagers into mindless sea creatures. The players must retrieve a rare and powerful ingredient to break the curse. But the ingredient is guarded by a fierce sea serpent.

d100 = 65

  1. D10=1:A bright orange sea slug inches slowly across a rock.
  2. D10=2:A group of intelligent octopi have set up a makeshift laboratory in an underwater cave. They have discovered a powerful magical artifact, but they are hesitant to use it. The players must convince them to hand it over or risk an intense battle with the octopi.
  3. D10=3:A weathered, waterlogged book half-buried in the sediment.
  4. D10=4:A ship is sinking and people are jumping off it into the water and being rescued by another group of people in the water
  5. D10=5:The sun's rays creating a shimmering dance through the water column.
  6. D10=6:A group of merfolk are swimming through the water. One of them has a large scar on their back. If the players talk to them, they will say that they were attacked by a group of hostile merfolk led by a creature with fangs and claws.
  7. D10=7:A group of mer-people are chanting and praying for their god to return.
  8. D10=8:In the depths, the players encounter a bioluminescent forest that pulsates with magic. Hidden within this forest are sprites who need help defeating a dark water spirit corrupting their home.
  9. D10=9:The players stumble upon a shipwrecked sailor, who pleads for their help in retrieving his lost treasure. But as they dive deeper, they realize it is actually a trap set by a group of merfolk pirates.
  10. D10=10:You come across a large patch of seagrass gently swaying with the current.

d100 = 66

  1. D10=1:An old, waterlogged wooden chest lies open, empty of treasure.
  2. D10=2:On a dark and stormy night, the players see a ghost ship in the distance. If they investigate, they may discover that the ship is controlled by a vengeful ghost seeking revenge on those who betrayed it in life.
  3. D10=3:The players discover a field of glittering pearls guarded by 3d6 angry water-weasels. These fiercely protective creatures attack anyone who tries to collect their pearls.
  4. D10=4:A manta ray soars gracefully overhead.
  5. D10=5:A ship carrying a powerful artifact has sunk and is guarded by a group of vengeful mermaids. The players must either defeat the mermaids or find a way to negotiate with them to retrieve the artifact.
  6. D10=6:A merfolk attack party that is looking for blood (they will attack any intruders)
  7. D10=7:The players discover a hidden underwater grotto filled with bioluminescent plants and strange, ethereal music. This place is the home of aquatic fey creatures called nixies, who are in the midst of a festival. They invite the adventurers to join but warn them never to touch the golden kelp for it brings doom.
  8. D10=8:The party sees a group of mermen talking about a wizard rivalry. They are talking about the wizard rivalry between Illuminus the White and Illuminus the Red. The mermen talk about how Illuminus the Red stole a powerful magic item from Illuminus the White, but the mermen don't know what it was or where Illuminus the Red is hiding now.
  9. D10=9:Players stumble upon a beautiful underwater garden with vibrant and rare plants. However, upon closer inspection, they realize the garden is guarded by a group of territorial merfolk.
  10. D10=10:As the players are exploring a sunken ship, they come across a chest filled with cursed treasure. Opening the chest awakens the soul of the ship's captain, who will stop at nothing to reclaim his treasure.

d100 = 67

  1. D10=1:1d6 sharks are eating something on the deck of the ship at the bottom of the sea. If player investigate by looking through a ship window, they will see a giant squid lying under a pool of blood.
  2. D10=2:A group of dolphins are trying to capture a group of merfolk! The merfolk are desperate to escape. If the party decides to help the merfolk, then they will fight against the dolphins. If they don't, then the merfolk will attack them!
  3. D10=3:A mermaid princess is being held captive by a group of sahuagin. The players must sneak into their lair and rescue her before she's sacrificed to their dark sea god.
  4. D10=4:A group of giant crabs block the players' path, demanding a toll to pass through their territory. But the crabs are actually shape-shifting mermaids looking to rob unwary travelers.
  5. D10=5:A school of tiny, but ferocious, piranha-like fish swarm the players, nipping at their limbs and equipment. Will they be able to fend them off and escape?
  6. D10=6:A mermaid with green hair swims by and looks at the party. She then swims away.
  7. D10=7:A vast undersea trench is patrolled by dragon turtles that protect the nesting grounds of a rare, mythical fish. The players must carefully watch their steps to avoid awakening these massive guardians while trying to catch one fish.
  8. D10=8:2d12 Aquatic Beasties
  9. D10=9:A current sweeps you along, carrying you past schools of fish.
  10. D10=10:A mysterious sunken temple holds secrets and powerful treasures, but it's guarded by an ancient underwater deity.

d100 = 68

  1. D10=1:A sunken pirate ship lies on the ocean floor, haunted by the ghosts of its crew. The spirits are bound by a curse that can only be lifted if their buried gold is returned to a descendant of their captain. The players must navigate traps and ghostly defenses to recover the treasure.
  2. D10=2:A mermaid princess is being held captive by a group of sahuagin. The players must sneak into their lair and rescue her before she's sacrificed to their dark sea god.
  3. D10=3:A group of sea elves invite the players to a feast in their underwater palace, but things take a dark turn when they discover the elves have been sacrificing innocent creatures to a sea dragon.
  4. D10=4:A bioluminescent garden teeming with 6d6 sentient algae emits melodious sounds drawing players in. However, the algae will entrap and feed on the weakest creature in their midst if not carefully navigated.
  5. D10=5:A mermaid approaches the party, offers to help them, then asks for help in return
  6. D10=6:The sound of crashing waves draws your attention. You see a couple of sea horses battling it out in the water. One of them is injured and will probably die soon.
  7. D10=7:Reeds sway as a light current passes through the area.
  8. D10=8:Two-headed giant sea turtle with a shell made out of coral emerges from the sea and lumbers slowly towards the party leaving a trail of water behind it.
  9. D10=9:An underwater waterfall from a freshwater source creates unique currents.
  10. D10=10:A giant squid attacks the party while they are in the middle of fishing.

d100 = 69

  1. D10=1:The players find themselves in the path of a giant, migrating pod of prehistoric sea creatures. To stay unnoticed or survive the ordeal, they must navigate carefully and use stealth or magic, avoiding becoming lunch for these enormous beasts.
  2. D10=2:A distant shadow of a large fish swims by, too far to identify.
  3. D10=3:A pod of curious dolphins begins following the players, communicating that they need help to rescue their pod leader trapped in an underwater cave. The adventurers must deal with the cave's dangerous currents and potential predators to free the dolphin.
  4. D10=4:The echoes of a distant whale song can be heard.
  5. D10=5:While exploring the depths of the ocean, the players find a group of merfolk who are desperately trying to save the life of their queen who has been poisoned by an unknown source. The players must help them gather ingredients for an antidote and find the culprit who poisoned the queen.
  6. D10=6:The players come across a giant clam with a pearl the size of a boulder inside. However, the clam is fiercely guarding its treasure and the players must find a way to open the clam without harming it.
  7. D10=7:A ship carrying a group of pirates has sunk to the bottom of the ocean, and the players must navigate through the wreckage and fight off any remaining pirates to claim the treasure hidden within. But they must also watch out for a group of hungry sharks circling the area.
  8. D10=8:The players find an abandoned undersea forge with a powerful magical furnace capable of crafting legendary items. Inscriptions hint at a special metal ingot hidden nearby. They have 30 minutes to find and smelt the ingot before the furnace's energy source depletes, rendering it useless for another century.
  9. D10=9:A giant clam holds a pearl the size of a small boulder. However, the clam is also home to a deadly, ancient sea serpent that will stop at nothing to protect its home and treasure.
  10. D10=10:The party sees a group of mermaids who are very depressed and they are swimming towards an area that they think that they will meet their dead friends. If the party comes between them and the area, then will attack them.

d100 = 70

  1. D10=1:A giant sea dragon attacks!
  2. D10=2:A small sea snail crawls along the ocean floor, leaving a trail.
  3. D10=3:A mermaid swims by. She has green hair and purple fins. She sees the players and swims away.
  4. D10=4:A giant shipwreck has been submerged. The ship is made of gold. On the deck, there is a chest filled with gold coins.
  5. D10=5:An octopus changes colors as it moves from rock to rock, camouflaging itself.
  6. D10=6:A giant sea turtle with a magical shell that can provide protection from powerful spells approaches the players. However, the turtle has been cursed and needs the players' help in breaking the curse.
  7. D10=7:The players come across an underwater temple dedicated to a sea goddess. Inside, they find a group of devoted worshippers who may offer assistance or quests to the players.
  8. D10=8:An abandoned ship is stuck on some rocks, and its crew has been transformed into merfolk. They ask the players to help them break the curse.
  9. D10=9:An exquisite coral formation resembles a mythical beast.
  10. D10=10:The gentle sound of clinking shells rises from the sea floor.

d100 = 71

  1. D10=1:Floating jelly leaves give the water a soft, dreamlike quality.
  2. D10=2:You find a piece of an old ship's wheel half-buried in the sand.
  3. D10=3:A mysterious island appears in the middle of the ocean, but it is not on any map and cannot be seen by anyone else. The players must figure out the island's secrets and the reason for its existence.
  4. D10=4:A giant clam snaps shut as you approach it, startling you.
  5. D10=5:A giant sea turtle with a magical shell that can provide protection from powerful spells approaches the players. However, the turtle has been cursed and needs the players' help in breaking the curse.
  6. D10=6:You find ornate ruins, partially covered by aquatic plants.
  7. D10=7:The players find a broken bottle with a rusty message inside, now unreadable.
  8. D10=8:While searching for a rare gem at the bottom of the ocean, the players are ambushed by a group of water genasi who are also after the gem. The players must fight their way out and claim the gem before it falls into the wrong hands.
  9. D10=9:The players come across a group of merchildren playing hide and seek. They ask the players to be the seekers and promise a reward if they find all of them.
  10. D10=10:A group of friendly mermaids invite the players to their underwater city for a feast and celebration. But as the night wears on, the players realize the mermaids have a sinister plan in mind.

d100 = 72

  1. D10=1:A large conch shell is partially visible in the sand.
  2. D10=2:A metallic clink as you uncover what seems to be an ancient coin.
  3. D10=3:A sudden earthquake dislodges a portion of an ancient underwater temple, revealing a hidden chamber. Inside, players find a slumbering kraken wrapped around a treasure chest. Any noise or disturbance risks waking the colossal creature.
  4. D10=4:A group of merfolk are discussing the beauty of the ocean and how they love to fish there. Players can join in the conversation or ask the merfolk if they know anything about the sea hag's whereabouts or about the Corsair's treasure.
  5. D10=5:The party sees a group of merfolk who are curing their wounded friends.
  6. D10=6:A starfish clings to a rock, slowly moving its arms.
  7. D10=7:Two leviathans are fighting over a massive school of fish. This is a territorial dispute. It is possible that the party will be able to intervene peacefully. It is also possible that one of the leviathans will be killed and that the killer will start to attack the party in order to feast upon the dead leviathans' body.
  8. D10=8:A giant octopus attacks the players and if the players aren't careful, it will bite them, or swallow them whole. The octopus is a Level 7 Fighter.
  9. D10=9:The players encounter a sea witch who offers them a deal - one wish in exchange for a dangerous mission. But they soon discover that the witch has her own agenda and cannot be trusted.
  10. D10=10:A mermaid is trapped in a net set by a group of hostile sailors. The players must rescue her before she suffocates.

d100 = 73

  1. D10=1:A group of merfolk are being held captive by a group of evil sea witches. The players must negotiate with the witches or defeat them in battle to free the merfolk.
  2. D10=2:The players are approached by a merfolk bard who begs for their help in retrieving her stolen treasure from a group of greedy merfolk pirates. But as they search for the treasure, they realize it is guarded by a deadly kraken.
  3. D10=3:A group of sentient jellyfish are attacking other sea creatures and stealing their memories. The players must find a way to stop them and retrieve the stolen memories.
  4. D10=4:The players come across a massive underwater volcano that is on the verge of erupting. They must race against time to find a way to stop the eruption and save nearby underwater settlements from being destroyed.
  5. D10=5:A large grouper eyes you suspiciously from its hiding place.
  6. D10=6:A powerful current pulls the players into an underwater whirlpool where they must battle 3d6 water trolls to survive. This deadly vortex is rumored to be magically linked to forgotten sea gods.
  7. D10=7:Coral polyps reach out eagerly, capturing bits of floating plankton.
  8. D10=8:The party sees a group of 3d6 Octopuses who are swimming to attack a group of divers who even have 1d6 fire arrows.
  9. D10=9:An underwater trench reveals jagged crevices and rocky formations.
  10. D10=10:A massive storm brews, and players will need to find shelter from it quickly.

d100 = 74

  1. D10=1:In the deepest part of the ocean, the players come across a powerful sea witch who has the ability to control the tides. She offers to make the players a deal - in exchange for a favor, she will grant them sea-faring abilities like breathing underwater. However, the players may have to fulfill the favor or face consequences in the future.
  2. D10=2:The players come across a giant clam, but it's actually a mimic waiting for unsuspecting prey.
  3. D10=3:A merfolk that can breathe on land
  4. D10=4:A magic pool that can transport adventurers to different underwater locations. However, the pool can also transport them to a different plane of existence, such as the Elemental Plane of Water.
  5. D10=5:A school of colorful fish quickly swims past.
  6. D10=6:A giant sea serpent with a magical glowing horn approaches the players and asks for their help in retrieving his stolen horn from a group of underwater thieves. However, the thieves may not be who they seem and the players must use caution and cunning to retrieve the horn and return it to its rightful owner.
  7. D10=7:A glass bottle reflects the sunrays from above.
  8. D10=8:The players hear a whale singing. It is a song of longing and heartbreak. If the players approach, the whale will sing louder, asking them to stay with her, but pushing them away.
  9. D10=9:The players are attacked by a school of dolphins. They are Level 1 monsters.
  10. D10=10:Players hear a party of merfolk chanting something. On closer inspection, they are saying a prayer to a god. They are also giving a sacrifice to the god.

d100 = 75

  1. D10=1:A pod of dolphins swim playfully around the players, seemingly harmless. But as they get closer, they realize the dolphins are actually shape-shifting merfolk who want to lure the players to their underwater lair.
  2. D10=2:A pod of dolphins approach the players, clearly trying to communicate something. What could they be trying to convey?
  3. D10=3:An old, discarded fishing net is tangled among the coral.
  4. D10=4:You spot an unusually large clam resting on the sea floor.
  5. D10=5:A migratory jellyfish swarm emits a magical resonance that disrupts spellcasting. The players need a way to either harmonize with the swarm or avoid it while exploring an area of interest beneath the cloud of glowing creatures.
  6. D10=6:2d6+2 merfolk are under attack by the players' ship.
  7. D10=7:A friendly dolphin offers to guide you through the underwater landscape.
  8. D10=8:An abandoned shipwreck with glowing runes on its side. Inside, the players find a map leading to a hidden treasure guarded by a powerful sea creature. The catch? The map is cursed and whoever touches it is cursed to always hear the sound of laughing dolphins.
  9. D10=9:A group of selkies inviting the players to their underwater dance party. But things turn sour when a group of evil merfolk show up to crash the party.
  10. D10=10:A group of Narwhals attacking a group of Yermies.

d100 = 76

  1. D10=1:You discover a hidden underwater cave, its entrance obscured by rocks and seaweed.
  2. D10=2:Finally, as the players are about to reach their destination, their ship is attacked by a powerful storm created by a vengeful sea goddess. They must come up with a plan to appease the goddess and sail safely to their destination. The adventures and encounters in the underwater world of D&D are endless and unpredictable. With Bruce Nesmith's unique writing style, players will be fully immersed in the excitement and danger of each encounter. So get ready to dive into an unforgettable journey full of magic, monsters, and mystery. The underwater world awaits, are you ready to explore it?
  3. D10=3:A merfolk king has been kidnapped by a group of drow who wish to use his magic to conquer the underwater world. The players must infiltrate the drow's underwater stronghold and rescue the king before it's too late. But be careful, for the drow are cunning and deadly.
  4. D10=4:Lobster claws peek out from beneath a rock.
  5. D10=5:A friendly giant sea turtle offers to give the players a ride across a long stretch of open ocean. But as they are riding, a group of Sahuagin attack the players and the turtle, trying to steal the turtle's shell for their own purposes.
  6. D10=6:A giant shipwreck has been submerged. The ship is made of gold. On the deck, there is a chest filled with gold coins.
  7. D10=7:A group of merfolk are returning to their city with almost no catch of fish for the day.
  8. D10=8:The players must navigate through a maze of seaweed and avoid the deadly sting of giant jellyfish.
  9. D10=9:The players come across a group of friendly merfolk who are trying to defend their village from a massive underwater volcano that is about to erupt. The players must help evacuate the villagers and stop the volcano from destroying the village.
  10. D10=10:You find an old coin among the sand and seaweed.

d100 = 77

  1. D10=1:The players are approached by a group of friendly merfolk who invite them to a merfolk festival. But as the night goes on, they realize that the festival is actually a ruse for a group of sahuagin to capture unsuspecting victims. Can they escape the underwater trap?
  2. D10=2:A group of clownfish dart among some sea anemones.
  3. D10=3:A merfolk king summons the players to his underwater palace to participate in a grand tournament. The players must compete in various challenges and battles against other aquatic creatures for the ultimate prize – an audience with the merfolk king himself.
  4. D10=4:A group of merfolk are swimming through the water. One of them has a large scar on their back. If the players talk to them, they will say that they were attacked by a group of hostile merfolk led by a sea giant.
  5. D10=5:The players see a sunken ship in the distance. As they approach, they are attacked by a group of undead sailors who are guarding the treasure inside.
  6. D10=6:A sunken pirate ship lies in the ocean floor, filled with treasure and guarded by undead pirates. Can the players navigate the danger and claim the loot?
  7. D10=7:A curious seal trails you for a while before losing interest.
  8. D10=8:The players stumble upon an ancient sunken city filled with treasure and artifacts. However, the city is also guarded by water elementals who will stop at nothing to protect it.
  9. D10=9:A group of mermaids are going to ambush the players. They will use their powers of charm.
  10. D10=10:The players are invited to a grand underwater ball hosted by a wealthy merfolk family. However, it turns out the family is cursed and the party must find a way to break the curse before midnight.

d100 = 78

  1. D10=1:A mermaid is tangled in a net and cries out for help. She is actually a Siren, trying to lure the players into her trap with her enchanting voice.
  2. D10=2:The party sees a group of sharks. Since sharks are afraid of man, they won't attack the player characters unless provoked.
  3. D10=3:The players are approached by a merman and a mermaid. They are going to try to seduce the players, but if they turn them down, they will attack them. They are a Level 5 Fighter and a Level 4 Wizard.
  4. D10=4:The party sees a mermaid with a harp playing while surrounded by a school of fish.
  5. D10=5:A group of mer-people are praying to their god for help against a group of sahuagin.
  6. D10=6:A ship is on fire.
  7. D10=7:Players see a giant shadow moving in the depths below them. As it gets closer, they realize it's a giant sea turtle carrying a small civilization on its back. The inhabitants of the civilization ask for the players' help to defeat a group of sharks that are attacking them.
  8. D10=8:A group of merfolk are holding a memorial service for one of their fallen comrades. They will invite players to participate in their memorial service. If players accept, they will be given a gift by the merfolk. This gift is a magical shield that grants the player +1 to AC.
  9. D10=9:A small group of jellyfish pulses rhythmically as it moves by.
  10. D10=10:A school of colorful fish quickly swims past.

d100 = 79

  1. D10=1:A group of grung, a frog-like race, have been experimenting with dark magic and have turned themselves into powerful abominations. The players must put an end to their experiments and defeat the grung before their twisted creations escape into the ocean and wreak havoc.
  2. D10=2:A group of merfolk attack from underwater. If attacked, they will retreat. The merfolk are actually scouts for a nearby colony of merfolk.
  3. D10=3:Turtles swim leisurely, unfazed by their surroundings.
  4. D10=4:The gentle sound of clinking shells rises from the sea floor.
  5. D10=5:A curious octopus begins playing pranks on the players, stealing their belongings and ink spraying them.
  6. D10=6:The players come across a large underwater cave filled with air bubbles. Inside, they find a group of gnomes who have built an underwater city. The gnomes are friendly and offer to trade goods and information with the players.
  7. D10=7:As you descend into the depths, a glowing city of coral draws your attention with its vibrant colors and melodic underwater music. The city is inhabited by a large community of 4d6 merfolk who engage in an elaborate festival celebrating their heritage. They erect statues of ancient deities made of pearl and gold, and the players are invited to participate. However, the festival is disrupted by a sudden attack of 3d10 sahuagin raiders seeking to loot the treasures. The players must decide to either help defend the city or seize the chaos for their own advantage.
  8. D10=8:A small crab peeks out from beneath a piece of driftwood.
  9. D10=9:Players encounter a mysterious underwater cave that leads to a hidden underwater city. The city is filled with ancient ruins and valuable treasures, but it is also guarded by powerful sea creatures.
  10. D10=10:You spot a line of bubbles rising from the sea floor.

d100 = 80

  1. D10=1:A powerful water elemental has been summoned and is wreaking havoc on the ocean's inhabitants. The players must find the source of the summoning and put an end to it before the elemental destroys everything in its path.
  2. D10=2:A woman is walking along the coast. She is looking for her lost husband. She will ask the players to help her find him or give her information on his whereabouts.
  3. D10=3:You come across an underwater rift with geothermal activity.
  4. D10=4:The players come across an underwater marketplace run by a group of friendly merfolk traders.
  5. D10=5:In the distance, the players see a group of powerful sea dragons engaged in a fierce battle. If the players intervene and help one side, they may gain the favor of that dragon and become allies for future encounters. But if they choose the wrong side, the other dragon may become a deadly enemy.
  6. D10=6:Various small fish dart in and out of a rusting anchor.
  7. D10=7:You find a large clam partially open, revealing a shiny pearl inside.
  8. D10=8:A group of manta rays swims by in a synchronized ballet.
  9. D10=9:The players are attacked by a school of dolphins. They are Level 1 monsters.
  10. D10=10:A party of merfolk are celebrating the return of one of their own. They are throwing a party and trying to get him to dance with more merfolk than he can handle.

d100 = 81

  1. D10=1:A group of merfolk are cheering on a group of song bird mermaids who are practicing for an upcoming festival.
  2. D10=2:A giant squid surfaces and grabs one of the players with its tentacles, pulling them deeper into the ocean. Can the other players save their comrade before it's too late?
  3. D10=3:You see a single mermaid, singing and combing her long hair while sitting on a rock. She looks like she is waiting for someone.
  4. D10=4:A sea serpent with brilliant, shimmering scales swims alongside the players' ship, seemingly curious about them.
  5. D10=5:The players find a broken bottle with a rusty message inside, now unreadable.
  6. D10=6:You encounter an unusually large gathering of sea cucumbers.
  7. D10=7:The party discovers a lost treasure chest that is locked with "Guarded by the Ancient Sahuagin King". If it's opened, the party will be attacked by a LOOP treasure guardian.
  8. D10=8:A group of dolphins approach the players and ask them to help them fight off a group of sharks who have been attacking their pod.
  9. D10=9:A small crab scurries across the ocean floor.
  10. D10=10:A small squid releases a jet of ink and darts away.

d100 = 82

  1. D10=1:You find an old coin among the sand and seaweed.
  2. D10=2:A giant crab guards the entrance to a hidden underwater temple. The crab is actually a cursed prince who offers to lift the curse if the players help him defeat the sea monster that cursed him.
  3. D10=3:A magical underwater rift transports the players to a whole new underwater world filled with strange creatures and dangers.
  4. D10=4:An enormous mollusk captures the players within its shell, commanding 4d6 coral warriors to defend it from within. Finding an escape without confronting the monster might necessitate creative problem-solving.
  5. D10=5:A giant sea serpent suddenly attacks the players while they are on their journey. They must hold on for dear life on pieces of driftwood and try to make it to the nearest island before the sea serpent devours them.
  6. D10=6:A group of mer-warriors are swimming nearby. They will attack if the players get too close to their territory.
  7. D10=7:A small, curious shark circles you before swimming away.
  8. D10=8:A shipwreck has become the lair of monstrous sea serpents. This wreck also holds a cursed artifact, which the players must retrieve without alerting the serpents, or alternatively, they might challenge and defeat these mighty guardians.
  9. D10=9:You find a partially buried ship's wheel.
  10. D10=10:Exploring a beautiful coral reef, the players encounter a young sea dragon that has accidentally ingested a poison. A nearby coral and seaweed forest holds the antidote, but it begins disintegrating rapidly as they approach. They have 20 minutes to retrieve and correctly mix the antidote or the sea dragon perishes, inciting the wrath of its much larger parent.

d100 = 83

  1. D10=1:The players wander into a territory marked by a gigantic squid with shifting color patterns on its body. It guards an ancient relic required for their quest. They have 10 minutes to either negotiate or fight the squid and retrieve the relic before its inky blast blinds and disables them permanently.
  2. D10=2:A Legendary Water Elemental, a neutral giant water elemental. It has 300 hit points and a melee attack that deals 12d10 damage. It can throw water at enemies at random.
  3. D10=3:A group of merfolk fishermen desperately trying to catch a dangerous and elusive kraken for a special ceremony. The players can either help them or try to catch the kraken for themselves.
  4. D10=4:The players come across a pod of dolphins who are being harassed by a group of aggressive giant squids. The dolphins ask the players for help in defeating the squids in exchange for a reward.
  5. D10=5:The players are approached by a friendly sea witch who offers to give them powerful water-based spells in exchange for rare and magical sea creatures. But they must be careful, as the witch may try to double-cross them.
  6. D10=6:A migratory jellyfish swarm emits a magical resonance that disrupts spellcasting. The players need a way to either harmonize with the swarm or avoid it while exploring an area of interest beneath the cloud of glowing creatures.
  7. D10=7:A small seaplane wreck is tangled in a coral reef.
  8. D10=8:A group of young fish hide among the branches of coral.
  9. D10=9:The players find a treasure chest floating in the water. It is locked. Inside, they find a small mirror and a small painting of a house. There is a note attached to the painting. It says: 'To my son. I will always love you.'
  10. D10=10:A lone triton is frantically swimming towards the players, begging for their help to stop a group of merrow that are terrorizing his village.

d100 = 84

  1. D10=1:A quick rain shower creates a rippling effect on the water's surface.
  2. D10=2:The players find themselves in a undersea desert, an expanse of barren seafloor with roving marauders known as sand sharks. Avoiding or defeating these ruthless ambushers leads to finding a hidden oasis of life and treasure.
  3. D10=3:A group of 4d6 Elven Scouts that are investigating the shipwreck. Their leader is level 2 and has a magic spellbook. They are also trying to keep the shipwreck undisturbed before they call in their higher ups.
  4. D10=4:As the party navigates a dark trench, they come across a mesmerizing crystalline structure that pulses in sync with their heartbeats. As they approach, they sense a growing danger. Continuing without a proper heart-calming elixir will cause a heart attack due to amplified heartbeat. They have 5 minutes to take a calming elixir before the structure's effects become lethal.
  5. D10=5:Amidst tall pinnacles of submerged ruins stands the Enclave of the Abzu, a consortium of 3d6 elder tritons who hold dominion over the knowledge of deep magic. The enclave’s most sacred chamber contains a grand pool from which ancient water spirits emerge to impart wisdom and power. The council is wary of outsiders and will only grant an audience to those who deliver a golden shell artifact believed to be held by a cunning sea hag with 2d4 sea spawn minions.
  6. D10=6:A mysterious underwater palace has surfaced and is causing chaos in the nearby sea kingdoms. The players must investigate and put an end to the palace's darkness before it destroys all life in the ocean.
  7. D10=7:A treasure chest emits pulses of magical energy on the ocean floor, but it is guarded by a massive guardian crab. The treasure within is enchanted and must be handled with care, or it could unleash a catastrophic tidal wave.
  8. D10=8:The players see a group of pirates fighting with a group of merfolk. The merfolk are trying to stop the pirates from attacking their village underwater. If the players get involved in the fight, both sides will attack them.
  9. D10=9:A shipwreck lies in the distance, partially buried by sand.
  10. D10=10:The players discover a hidden underwater cave filled with glowing crystals and treasure.

d100 = 85

  1. D10=1:A group of merfolk come up to the party. If the party attacks them, then the merfolk will fight back.
  2. D10=2:A group of sea elves invite the players to a feast in their underwater palace, but things take a dark turn when they discover the elves have been sacrificing innocent creatures to a sea dragon.
  3. D10=3:A ship floats by, it's crew having been killed by a tribe of merfolk who now rule over the ship. They wield swords made from the bones of sea creatures and wear armor made from the scales of sea dragons. If players meddle in their affairs, they will attack.
  4. D10=4:The adventurers come across a hidden temple dedicated to a forgotten sea deity. Guardian statues within the temple come to life, and puzzles need solving to unlock powerful relics. However, the last room holds the spirit of the deity, testing the adventurers’ worthiness.
  5. D10=5:You spy a small, hidden cave filled with sea life.
  6. D10=6:Coral polyps reach out eagerly, capturing bits of floating plankton.
  7. D10=7:The merfolk are trading in fish and other fish-related items. The traders are interested in bartering for slaves. During the bartering process, a party of pirates attack the merchants.
  8. D10=8:A friendly group of dolphins come across the players and start playing with them, but end up getting a bit too rough and accidentally cause some damage.
  9. D10=9:A small sea snail crawls along the ocean floor, leaving a trail.
  10. D10=10:The players find a treasure chest floating in the water. It is locked. Inside, they find a small mirror and a small painting of a house. There is a note attached to the painting. It says: 'To my son. I will always love you.'

d100 = 86

  1. D10=1:Various small fish dart in and out of a rusting anchor.
  2. D10=2:A giant crab guards the entrance to a hidden underwater temple. The crab is actually a cursed prince who offers to lift the curse if the players help him defeat the sea monster that cursed him.
  3. D10=3:A group of merfolk attack from underwater. If attacked, they will retreat. The merfolk are actually scouts for a nearby colony of merfolk.
  4. D10=4:A mysterious anomaly creates a temporary underwater bubble of breathable air, inhabited by 3d6 air elementals. These beings mistake the players for intruders and defend their ephemeral domain fiercely.
  5. D10=5:A distant whale song reverberates through the water.
  6. D10=6:A rogue artificer has transformed nearby sea life into mechanical soldiers, causing havoc. The adventurers must either confront the artificer, reprogram the soldiers, or find another way to stop their destructive march.
  7. D10=7:A group of sea hags confront the players, claiming that they have trespassed into their territory and must face punishment. But is there more to their story?
  8. D10=8:The players hear a whale singing. It is a song of longing and heartbreak. If the players approach, the whale will sing louder, asking them to stay with her, but pushing them away.
  9. D10=9:Players come across an underwater graveyard filled with the remains of ancient sea creatures. Suddenly, the skeletons of these creatures come to life and attack the players.
  10. D10=10:A kelp forest with strands stretching up towards the surface.

d100 = 87

  1. D10=1:A crab scuttles across the sea floor, carrying a bit of seaweed.
  2. D10=2:You see a group of strange-looking birds that have tentacles for legs. The birds are actually harpies that have been enchanted by a druid to look like strange birds. If the players attack the harpies, they will fight back.
  3. D10=3:The party sees humanoids and merfolk fighting with each other. [[SHOWPRINT]] [[SHOWPRINT]]
  4. D10=4:A group of merfolk and their allies are fighting a group of shark merfolk and their allies.
  5. D10=5:A mysterious sunken city is spotted in the distance. As the players explore, they realize it is home to a group of merfolk living under a powerful enchantment.
  6. D10=6:The players wander into a territory marked by a gigantic squid with shifting color patterns on its body. It guards an ancient relic required for their quest. They have 10 minutes to either negotiate or fight the squid and retrieve the relic before its inky blast blinds and disables them permanently.
  7. D10=7:A group of sahuagin farming seaweed and other sea crops. They may offer to trade or help the players in exchange for protection from a nearby sea monster.
  8. D10=8:A vast undersea trench is patrolled by dragon turtles that protect the nesting grounds of a rare, mythical fish. The players must carefully watch their steps to avoid awakening these massive guardians while trying to catch one fish.
  9. D10=9:The players meet a group of sea druids who are trying to bring balance to the sea by calming a raging storm. The druids seek the players' help in locating a powerful artifact that can help them in their mission.
  10. D10=10:A piece of coral shaped like a hand catches your eye.

d100 = 88

  1. D10=1:As the players explore a coral reef, they come across a group of fey creatures who are living among the corals. The players must navigate through the tricky and mischievous fey to retrieve a rare and valuable treasure hidden in the reef.
  2. D10=2:The party sees 2d6 merfolk who are coming towards the party. If the party tries to communicate with them, then the merfolk will give them 2d6 fire arrows, which can be used underwater (
  3. D10=3:A curious seal trails you for a while before losing interest.
  4. D10=4:A ship has been attacked by a giant squid and there are corpses scattered around the deck of the ship at the bottom of the sea.
  5. D10=5:A merfolk has lost their prized pearl necklace in a shipwreck and asks the players to retrieve it for them. Will they face the dangers of the wreck to help the merfolk?
  6. D10=6:A small whirlpool forms nearby, briefly disrupting the calm.
  7. D10=7:As the players are swimming, they come across a group of merfolk performing a beautiful and haunting song. As they listen, they realize the song is actually a spell that is luring them into the merfolk's lair. They must fight their way out or be enslaved by the merfolk.
  8. D10=8:The players come across an underwater orchard guarded by nereids. These fruit-bearing plants have healing properties, but the nereids demand a tribute for each fruit picked. Players must navigate this delicate negotiation to gain valuable healing resources.
  9. D10=9:The players spot a silver shoal of minnows moving as one.
  10. D10=10:A group of aquatic elves that have been shipwrecked for weeks and have run out of air.

d100 = 89

  1. D10=1:A stony coral reef displays vibrant colors and textures.
  2. D10=2:A large clam slowly opens its shell, revealing a pearl.
  3. D10=3:An old, discarded fishing net is tangled among the coral.
  4. D10=4:A group of Squids attacking a group of Narwhals.
  5. D10=5:A giant, ancient underwater creature appears, seemingly asleep. The players must carefully navigate around it, but closer inspection reveals that the creature is actually guarding a hidden underwater city filled with treasure and secrets. The players must decide whether to risk waking the creature and potentially gaining access to the city, or move on and avoid any potential dangers.
  6. D10=6:You notice a small underwater cave that seems uninhabited.
  7. D10=7:You observe a squid squirting ink to evade a potential threat.
  8. D10=8:Some broken pieces of sea glass scatter in the sand.
  9. D10=9:A shipwrecked sailor is stuck on a rock. He will attack the party if they approach.
  10. D10=10:An underwater volcano near the players begins to stir, attracting 2d8 fire newts and salamanders seeking warmth. They will defend their newest home fiercely and might use the molten lava to their advantage during a fight.

d100 = 90

  1. D10=1:You notice a shark in the distance, but it seems uninterested in you.
  2. D10=2:An underwater stone arch provides a frame for an array of vibrant fish.
  3. D10=3:A swirling tempest forms suddenly above, creating an underwater cyclone that reveals an entrance to an ancient, submerged sky temple. Inside, the players must solve puzzles that challenge their understanding of both air and water magic.
  4. D10=4:A group of strange-looking birds are seen flying through the water. The birds have strange tentacles instead of feet. If players attack the birds, they will flee and return with reinforcements in the form of 1d6+2 giant octopi that fight as if they were possessed by demons with tentacles for arms.
  5. D10=5:Sea turtles lay their eggs in a concealed underwater nest.
  6. D10=6:An enormous mollusk captures the players within its shell, commanding 4d6 coral warriors to defend it from within. Finding an escape without confronting the monster might necessitate creative problem-solving.
  7. D10=7:A giant squid attacks the party.
  8. D10=8:Galeb Duhr, a large white worm, is feasting on a group of seven humans. The worm is slow but can poison a character for 8 points of damage in a round.
  9. D10=9:The players come across a group of merchildren playing hide and seek. They ask the players to be the seekers and promise a reward if they find all of them.
  10. D10=10:The players spot a group of mermaids swimming towards them, seemingly enchanted by the players' presence. But as they get closer, the players realize the mermaids are actually sirens trying to lure them into their deadly traps.

d100 = 91

  1. D10=1:You swim through a cloud of tiny shrimp.
  2. D10=2:A beautiful mermaid is crying on a rock, her siren song has lured sailors to their death and she is wracked with guilt. She begs the players to help her break the curse that keeps her bound to the rock. But is she truly as innocent as she seems?
  3. D10=3:The party comes across a large coral reef with a large underwater city built on top of it.
  4. D10=4:The players are approached by a merfolk who claims to be a cursed prince. He offers them a reward if they can break the curse and return him to his human form. But is the prince really who he says he is, or is he tricking the players for his own sinister purposes?
  5. D10=5:A ship is sinking and people are jumping off it into the water and being rescued by another group of people in the water
  6. D10=6:A shipwrecked sailor is stuck on a rock. He will ask the party to kill him. He lost his family to an oni while they were at sea, and he cannot stand to live without them.
  7. D10=7:The players encounter a group of deep-sea fishermen who have caught a massive creature in their net. They offer to share the catch if the players help them reel it in. But can they handle what lies within the net?
  8. D10=8:Small polyps on corals retract as you get closer.
  9. D10=9:A group of manta rays swims by in a synchronized ballet.
  10. D10=10:W hen a group of merfolk come to help the players, they're really looking to steal something from the players. They are Level 5 Fighters.

d100 = 92

  1. D10=1:The players come across a shipwreck and must navigate through the debris to find any surviving crew members or treasure. But they must also be careful of any traps set by the ship's captain to protect their belongings.
  2. D10=2:A brittle star slowly crawls along the seabed.
  3. D10=3:A small, sunken rowboat lies at the bottom, its wood rotted and covered in algae.
  4. D10=4:A group of water elementals appear and start causing a whirlpool, threatening to pull the players deep into the dark depths of the ocean. The players must find a way to defeat the elementals or escape the whirlpool before it's too late.
  5. D10=5:A group of Narwhals attacking a group of Yermies.
  6. D10=6:A sea witch appears and offers the players a trade - their souls in exchange for a powerful weapon or spell. The players must decide whether to accept the trade or risk facing the sea witch's wrath.
  7. D10=7:You discover a hidden pathway through a coral reef.
  8. D10=8:You see a group of angelfish swimming around a coral reef.
  9. D10=9:A large, shimmering dome encases a magnificent city at the ocean floor, sustaining its own atmosphere. This city is threatened by an encroaching imbalance caused by a rift in magical ley lines, and players must either aid in sealing the rift or seek evacuation routes.
  10. D10=10:A group of hippocampi carrying a sea elf princess who was kidnapped by a sea hag. They will ask for the players' help in rescuing her.

d100 = 93

  1. D10=1:A lionfish watches you from a coral outcrop.
  2. D10=2:A ship is sinking! The ship is manned by pirates and has a chest on board worth 1d10x1000 gold pieces. The pirates will abandon ship, leaving the chest behind if threatened.
  3. D10=3:A group of mermaids are exploring the seafloor and looking for food.
  4. D10=4:A small crab scurries across the ocean floor.
  5. D10=5:You see a red-hued octopus, 1d10 sea scorpions, and 1d10 silver-hued crabs fighting over a treasure chest that has been sent by a spaceship from above.
  6. D10=6:You see a cluster of sea anemones gently swaying with the current.
  7. D10=7:The players come across the ruins of an ancient underwater civilization. As they explore, they are greeted by ghostly figures who seem to want to communicate. But can they be trusted?
  8. D10=8:The players come across a sunken pirate ship, and the ghost of the pirate captain challenges them to a game of riddles. If they win, they are rewarded with treasure, but if they lose, they must join the ghost crew for eternity.
  9. D10=9:The players see a giant squid with a humanoid head. The squid has a long beard. The squid is wearing a crown on its head. The squid is named King Squid and has 2 arms and each hand has 4 tentacles.
  10. D10=10:A group of merfolk are holding a wake for one of their fallen comrades. They will invite players to participate in the wake.

d100 = 94

  1. D10=1:A group of friendly dolphins lead the players to an underwater cave where they find a portal to a different realm.
  2. D10=2:A group of merfolk are on a quest to discover the source of recent earthquakes in the area.
  3. D10=3:A group of peaceful mermaids is under threat from a group of shark-human hybrids. The players must choose whether to fight on the mermaids' behalf or negotiate a peace treaty between the two sides.
  4. D10=4:Tiny, bioluminescent organisms light up the water around you in a dazzling display.
  5. D10=5:A ship floats by, it's crew having been killed by a tribe of merfolk who now rule over the ship. They wield swords made from the bones of sea creatures and wear armor made from the scales of sea dragons. If players offer tribute, they will be allowed to board the ship and sail with them for 1d6 days before being attacked and enslaved by the merfolk...
  6. D10=6:A friendly group of sea turtles offers to give the players a ride to their next destination on their backs. However, the journey may not be as peaceful as it seems, as the turtles must navigate through dangerous waters and avoid predators.
  7. D10=7:A group of aquatic elves are seen swimming through the water. If players attack the aquatic elves, they will fight back. The aquatic elves are on a quest to find a lost artifact.
  8. D10=8:A sea urchin slowly moves across the sand.
  9. D10=9:You find a worn, wooden plank with a faded pirate emblem.
  10. D10=10:You see a single giant clam on the ocean floor. As you get closer, you realize that it's actually a mimic and it's waiting for unsuspecting prey.

d100 = 95

  1. D10=1:A group of playful sea lions swims by, barking and frolicking.
  2. D10=2:Soft humming creates a tranquil underwater ambiance.
  3. D10=3:A giant kraken has been terrorizing nearby ships and its next target is the players' vessel. The players must use all their skills and resources to defeat the massive creature before it destroys them.
  4. D10=4:The players are approached by a group of friendly merfolk who invite them to a merfolk festival. But as the night goes on, they realize that the festival is actually a ruse for a group of sahuagin to capture unsuspecting victims. Can they escape the underwater trap?
  5. D10=5:You see a group of strange-looking birds that have tentacles for legs. The birds are actually harpies that have been enchanted by a druid to look like strange birds. If the players attack the harpies, they will fight back.
  6. D10=6:A magic pool that can transport adventurers to different underwater locations. However, the pool can also transport them to a different plane of existence, such as the Elemental Plane of Water.
  7. D10=7:You come across an underwater rift with geothermal activity.
  8. D10=8:A group of merfolk are being attacked by pirates. (Optional: Remove pirates if players deal with them.)
  9. D10=9:A giant crab guards the entrance to a hidden underwater temple. The crab is actually a cursed prince who offers to lift the curse if the players help him defeat the sea monster that cursed him.
  10. D10=10:A group of mind-controlled dolphins attack the players, leading them to an underwater cult that worships an ancient sea god.

d100 = 96

  1. D10=1:A group of merfolk are swimming through the water. The merfolk are female and they are very beautiful. The merfolk are trying to get a male to join their community. The merfolk will try to persuade or charm the players to join them in their community. They will try to get the players drunk on magic wine and then seduce them.
  2. D10=2:Seafoam drifts down from the surface, dissolving underwater.
  3. D10=3:While resting near a bed of seaweed, players are enveloped by 4d4 sea snakes. These serpents have been enchanted to guard a nearby underwater garden belonging to a powerful sea witch.
  4. D10=4:As they swim deeper into the ocean, the players come across a group of merfolk children who are playing a dangerous game with a giant shark. Will the players intervene or leave the children to their own devices?
  5. D10=5:A sudden strong current sweeps the players into an underwater cave inhabited by 3d6 luminous jellyfish. The jellyfish provide light but are highly toxic if touched. They must navigate carefully to avoid being paralyzed.
  6. D10=6:A giant anglerfish lures the players in with its bioluminescent light, but it's actually working with a group of sahuagin to ambush them.
  7. D10=7:A group of merfolk and their allies are capturing the players' ship.
  8. D10=8:The players come across a mysterious underwater cave where a powerful sea creature resides. The creature offers the players a chance to answer three riddles in exchange for a valuable item or information.
  9. D10=9:A ship carrying a powerful artifact has sunk and is guarded by a group of vengeful mermaids. The players must either defeat the mermaids or find a way to negotiate with them to retrieve the artifact.
  10. D10=10:A sand dollar lies on the seabed undisturbed.

d100 = 97

  1. D10=1:A giant squid attacks! If it's killed, it will dissolve into an oil which can be used as an ink substitute or as a lubricant.
  2. D10=2:A group of deep sea divers wearing cursed helmets cannot remove their gear and have turned into underwater zombies. The players must fend them off while also trying to find a way to break the curse.
  3. D10=3:A single sea cucumber filters the sediment.
  4. D10=4:The party sees a group of mermen playing a game of chance with gems. They will trade gems for information about their world or sell the party maps of their territory or information about their enemies. They will also trade information about where to find magical items, but it will be inaccurate or dangerous to follow.
  5. D10=5:A group of aquatic gnomes are being hunted by a group of hunters from the surface world. The players must choose whether to protect the gnomes or help the hunters.
  6. D10=6:The players come across a group of friendly merfolk who are trying to defend their village from a massive underwater volcano that is about to erupt. The players must help evacuate the villagers and stop the volcano from destroying the village.
  7. D10=7:The party sees a group of merfolk who are curing their wounded friends.
  8. D10=8:A group of merfolk, who have been fishing, are attacked by a group of kuo-toa. A battle ensues.
  9. D10=9:As you descend into the depths, a glowing city of coral draws your attention with its vibrant colors and melodic underwater music. The city is inhabited by a large community of 4d6 merfolk who engage in an elaborate festival celebrating their heritage. They erect statues of ancient deities made of pearl and gold, and the players are invited to participate. However, the festival is disrupted by a sudden attack of 3d10 sahuagin raiders seeking to loot the treasures. The players must decide to either help defend the city or seize the chaos for their own advantage.
  10. D10=10:A group of sharks attacking a group of Narwhals.

d100 = 98

  1. D10=1:The players are approached by a merman and a mermaid. They are going to try to seduce the players, but if they turn them down, they will attack them. They are a Level 5 Fighter and a Level 4 Wizard.
  2. D10=2:You see silvery fish flashing around a submerged log.
  3. D10=3:You see a bright orange sea star clinging to a rock.
  4. D10=4:Mangrove roots extend into the water, providing shelter for tiny fish.
  5. D10=5:The players encounter a sea witch who offers them a deal - one wish in exchange for a dangerous mission. But they soon discover that the witch has her own agenda and cannot be trusted.
  6. D10=6:A ship with a broken mast is seen in the distance. It appears to be badly damaged.
  7. D10=7:You see a curious sea turtle investigating a piece of driftwood.
  8. D10=8:Players are attacked by several groups of merfolk. They attack the players because they think they have items that they might have stolen from the merfolk before.
  9. D10=9:The players meet a group of sea druids who are trying to bring balance to the sea by calming a raging storm. The druids seek the players' help in locating a powerful artifact that can help them in their mission.
  10. D10=10:It's mating season for the merfolk and their singing and dancing lure the players into joining in. But as the festivities come to an end, the merfolk reveal their true intentions - to sacrifice the players to their sea god.

d100 = 99

  1. D10=1:The players are approached by a mermaid. She is going to try to seduce the players, but if they turn her down, she will attack them. She is a Level 3 Rogue with some spells.
  2. D10=2:The players negotiate with a group of merfolk who want them to get rid of a group of pirates that are in their territory. These pirates are extorting the merfolk for money and also terrorizing their people.
  3. D10=3:2d8 seaweed kuo-toa attempt to capture a shark.
  4. D10=4:A stranded mermaid asks the players to help her rescue her family who have been captured by a group of sea hags.
  5. D10=5:The players encounter a group of friendly merfolk who are seeking help in retrieving a valuable magical artifact that was stolen from their village by a powerful sea witch. The witch will not give up the artifact easily, and the players must come up with a clever plan to retrieve it.
  6. D10=6:Deep in the depths, the players encounter a giant, ancient sea monster who has the ability to speak. The players must navigate through its riddles and puzzles in order to gain its wisdom and possibly valuable information for their quest.
  7. D10=7:A giant sea serpent appears and swallows one of the players whole. Inside the beast's belly, the player discovers a group of trapped sailors who have been trying to escape. The players must work together to defeat the serpent and free the sailors.
  8. D10=8:A floating chest catches the players' attention. But as they try to claim the treasure inside, they are interrupted by a swarm of angry jellyfish who are fiercely protective of their home.
  9. D10=9:A kraken is thrashing wildly in the water, fighting off a group of sahuagin who are trying to steal its treasure. Who will the players side with?
  10. D10=10:A pod of dolphins swims by, playfully leaping and diving in the water.

d100 = 100

  1. D10=1:Players spot a shimmering school of 3d6 bioluminescent fish leading them toward a dark crevasse. Inside they find a clutch of merfolk eggs guarded by 2d8 vigilant mermen. The merfolk demand to know the players' intentions.
  2. D10=2:A group of merfolk are playing with a school of dolphins. They will not attack.
  3. D10=3:A school of sardines swims by, creating a glittering mass of motion.
  4. D10=4:A room with a single table and chair. They party is given a note by a barrel. The note reads: "Welcome to my home, for now. Please make yourself at home and enjoy my hospitality."
  5. D10=5:The players come across an underwater graveyard, where the spirits of fallen sailors and sea creatures roam. The players may need to put these spirits to rest in order to obtain crucial information or gain their favor.
  6. D10=6:You find a partially buried ship's wheel.
  7. D10=7:The players come across a large underwater cave filled with air bubbles. Inside, they find a group of gnomes who have built an underwater city. The gnomes are friendly and offer to trade goods and information with the players.
  8. D10=8:A group of sea elves is in a heated battle with a group of sahuagin over control of a ancient underwater temple. The players must navigate through the temple and choose a side to support or find a way to broker a peace treaty.
  9. D10=9:The players stumble upon an underwater laboratory belonging to a mad scientist. The scientist has been conducting experiments on sea creatures, creating dangerous hybrids. The players must stop the scientist before his creations cause havoc in the ocean.
  10. D10=10:A group of water elementals appear and start causing a whirlpool, threatening to pull the players deep into the dark depths of the ocean. The players must find a way to defeat the elementals or escape the whirlpool before it's too late.

Use this table with the rest of Doungim's D&D 5e toolkit

A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.

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

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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