A complete D&D 5e random encounter table for underwater scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 396 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a underwater, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Underwater encounter table
d100 = 1
D4=1:A slow-moving group of flounders blends into the sandy bottom.
D4=2: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.
D4=3: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.
D4=4:You find a fishing lure tangled in some seaweed.
d100 = 2
D4=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.
D4=2:A wizard's tower that has been transported underwater. The players must solve puzzles and fight off underwater guardians to reach the top, where they will find a powerful magical artifact.
D4=3:A sea turtle glides by gracefully, seemingly unconcerned by your presence.
D4=4:While exploring a labyrinthine reef, the players find a cursed chest that whispers promises of wealth. The chest is located at the heart of a maze filled with illusory walls and dangerous sea creatures. They have 25 minutes to locate the chest and remove the curse, or they risk becoming trapped forever.
d100 = 3
D4=1:A merfolk village under attack by an army of aquatic goblins riding on sharks. The players must help defend the village and its inhabitants.
D4=2: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.
D4=3:A handful of seahorses cling to some floating seaweed.
D4=4: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.
d100 = 4
D4=1: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.
D4=2:A giant crab steals an important item from one of the players and retreats to its underwater lair. Can the players retrieve it without getting pinched?
D4=3:A group of noble tritons are being terrorized by a powerful sea witch who is seeking revenge on them for banishing her from their city. The players must help the tritons defend their city and defeat the sea witch.
D4=4:Two knights are riding through the water upon dolphins. The knights appear to be on patrol duty.
d100 = 5
D4=1:The party sees a giant whale floating by. The party can convince the whale to take them to land.
D4=2:A group of merfolk and their allies are fighting a group of shark merfolk and their allies.
D4=3:The party sees a ship with a large crew on board. The ship has been attacked by a massive water-dwelling creature that the crew and passengers are fighting.
D4=4: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.
d100 = 6
D4=1:A giant underwater sentient jellyfish who offers the players a deal - he will grant them one wish, but in return, they must bring him rare and exotic creatures to add to his collection.
D4=2:A rogue wizard has been experimenting with underwater spells and accidentally creates a giant bubble of air in the middle of the ocean. The players must either help the wizard control the bubble or find a way to pop it before it causes chaos and destruction.
D4=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.
D4=4:Sponges of various shapes and colors dot the landscape.
d100 = 7
D4=1:Two knights are riding through the water upon dolphins. The knights appear to be on patrol duty.
D4=2:A council of sea giants meets to decide the fate of a turbulent underwater region. The adventurers are entreated to represent a lesser aquatic race whose survival depends on the council’s decision, potentially leading to high-stakes diplomacy.
D4=3: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.
D4=4:An underwater cave is home to a group of kuo-toa who are worshiping their god, Goddes of the sea. This is the first time they have performed the ceremony.
d100 = 8
D4=1:As the players are traveling through the ocean, they come across a group of dolphins who seem to be in distress. Upon closer inspection, they see that the dolphins are being attacked by a group of giant squids. Will the players intervene and risk the wrath of the giant squids, or let nature take its course?
D4=2:A group of intelligent water horses ask the players for help in retrieving a magical pearl that has been stolen from their herd.
D4=3:The players stumble upon a giant coral maze, where they must navigate through twisting paths and avoid dangerous traps to reach the treasure hidden in the center. However, they may encounter unexpected challenges and enemies within the maze.
D4=4: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.
d100 = 9
D4=1:A group of merfolk come up to the party. If the party attacks them, then the merfolk will fight back.
D4=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.
D4=3: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.
D4=4: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.
d100 = 10
D4=1: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.
D4=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.
D4=3:The players encounter a pod of narwhals, one of whom has a mysterious object embedded in its tusk. The players may have to help the narwhals retrieve the object or fight off other creatures who are after it.
D4=4: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.
d100 = 11
D4=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.
D4=2: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.
D4=3: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?
D4=4:The players come across a group of deep-sea divers who are searching for a legendary lost city filled with treasure. However, they must also deal with deadly creatures that inhabit the depths of the ocean.
d100 = 12
D4=1:A shipwreck infested with undead pirate skeletons.
D4=2:A group of mermaids in a large school are swimming toward an island. They are carrying food for their king.
D4=3:You come across a sunken rowboat.
D4=4:The players inadvertently disturb a puff of cuttlefish ink.
d100 = 13
D4=1:A school of giant eels swims by the party, but they don't attack.
D4=2:Players come across a massive clamshell containing an ancient, enchanted conch. Blow the conch, and it may summon helpful sea creatures; fail to disengage the magical ward protecting it within 10 minutes, and it will trigger a maelstrom, trapping and separating the players for an undetermined time.
D4=3:The players see underwater fungi growing on a dead tree.
D4=4:You come across a small patch of bioluminescent algae glowing softly.
d100 = 14
D4=1: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.
D4=2:A group of killer sharks are attracted to the blood in the water from a recent battle. Players must make a stealth check to avoid the sharks. If they fail, they are attacked.
D4=3:As the players are swimming, they see a humanoid figure being dragged down by a giant squid. The figure is actually a mermaid who has been cursed by a sea hag. The players must defeat the sea hag and lift the curse to save the mermaid.
D4=4:An octopus changes colors as it moves from rock to rock, camouflaging itself.
d100 = 15
D4=1:You come across a small patch of bioluminescent algae glowing softly.
D4=2:A wrecked ship, the dead crew and their leader are now all undead and trying to kill everyone.
D4=3:A lone seahorse drifts along, holding onto a piece of seaweed with its tail.
D4=4:A lone sea cucumber moves gently along the ocean floor.
d100 = 16
D4=1:You find an old coin among the sand and seaweed.
D4=2:You see a large, colorful parrotfish nibbling on the coral.
D4=3:A group of merfolk cannot get food from their village and they are starving.
D4=4:A burst of cold water hints at a nearby deep crevasse.
d100 = 17
D4=1:A crab scuttles across the ocean floor, carrying a shell on its back.
D4=2:A group of blind mermaids swim by, singing a song in a strange language. If players try to talk to them, they will attack. Blind mermaids have magic in their song, and will cast Charm on the closest target.
D4=3: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.
D4=4:You notice a cavernous opening in the side of an underwater cliff.
d100 = 18
D4=1: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.
D4=2:Players encounter a mischievous water faerie accompanied by 2d8 schools of piranha. The faerie demands a game of hide-and-seek within a time limit, warning that failure will result in the piranhas becoming aggressive.
D4=3:A nudibranch showcases its vibrant colors.
D4=4:An underwater thermal vent provides warmth in the area.
d100 = 19
D4=1:A group of clownfish dart among some sea anemones.
D4=2:An underwater vent releases warm water and steam bubbles.
D4=3:A group of mer-people are throwing things into the water hoping to summon their god.
D4=4: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.
d100 = 20
D4=1:The players find a map to an underwater dungeon, supposedly filled with ancient, lost treasures. But it's guarded by deadly traps and sea monsters.
D4=2:The players come across a beautiful underwater city, but upon closer inspection, they find it is inhabited by evil merfolk who will attack them on sight. The players must navigate through the city and find the source of the darkness corrupting the merfolk.
D4=3:The players stumble upon an underwater goblin village. The goblins are friendly and invite the players to their village, but all is not as it seems. The players must figure out the goblins' true intentions and make a decision on whether to help them or stop them.
D4=4: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.
d100 = 21
D4=1:A jellyfish brushes past you, its tentacles trailing behind it.
D4=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.
D4=3:A group of aquatic elves that have been shipwrecked for weeks and have run out of food.
D4=4: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.
d100 = 22
D4=1:Newly-hatched sea turtles make their way to the open sea.
D4=2: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.
D4=3:The party sees a group of merfolk in a discussion about death. They are trying to decide who is going to die first.
D4=4: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.
d100 = 23
D4=1:A group of mer-people are praying to their god for help against a group of sahuagin.
D4=2:Blue-ringed octopus shows its dazzling pattern before hiding.
D4=3:A giant shipwreck has been submerged. The ship is made of gold. On the deck, there is a chest filled with gold coins.
D4=4: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.
d100 = 24
D4=1: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.
D4=2:A group of merfolk practicing their hunting skills by chasing a school of fish. But when the players swim towards them, they mistakenly think the players are intruders and attack.
D4=3:The sound of a ship's horn is heard in the distance. It sounds like it's in trouble.
D4=4:A large coral reef shaped like a face is encountered. It has large, sunken eyes and is filled with a small school of fish, who seem to be looking out of its eyes.
d100 = 25
D4=1:A coral reef slowly moves towards the party looking like it is alive and trying to attack them. It is actually a massive colony of coral polyps acting as one multi-limbed creature.
D4=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.
D4=3:A giant seahorse being ridden by a merfolk knight in shining armor, with a lance and shield made out of coral. The knight challenges the players to a jousting match, offering prizes for the winner.
D4=4: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.
d100 = 26
D4=1:An underwater trench reveals jagged crevices and rocky formations.
D4=2: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.
D4=3: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?
D4=4:A school of fish is swimming around in circles.
d100 = 27
D4=1:A school of sharks are swimming away from a place of loud music. If the players swim to the sound, they will see a cave at the bottom of the sea. Inside the cave is a merfolk musician playing music that is so loud it will stun anything living within earshot if they do not make a saving throw.
D4=2:A distant shadow of a large fish swims by, too far to identify.
D4=3:A group of water genasi, tasked with protecting a hidden underwater city, must defend it from an attack by a group of greedy pirates looking for treasure. The players must choose which side to assist, knowing that their decisions will impact the fate of the city.
D4=4:A starfish clings to a large rock.
d100 = 28
D4=1:A group of merfolk are having a competition to see who can catch the most fish. They invite the players to join them and try their luck at fishing with only their bare hands.
D4=2: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.
D4=3:The party sees a fight between a group of wolves and a pack of centipedes. The party will decide to help one of the animal groups.
D4=4:A starfish clings to a rock, slowly moving its arms.
d100 = 29
D4=1:A school of barracudas swims by, eyeing you warily.
D4=2: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.
D4=3:You see a curious sea turtle investigating a piece of driftwood.
D4=4:You come across a large, sleeping fish resting in a rock crevice.
d100 = 30
D4=1:A group of level 1 Water Elementals that have come here to collect the souls of the dead that are trapped in the shipwreck.
D4=2:Nixies in the water
D4=3:A group of merfolk attack from underwater. If attacked, they will retreat. The merfolk are actually scouts for a nearby colony of merfolk.
D4=4: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.
d100 = 31
D4=1:A small crab peeks out from beneath a piece of driftwood.
D4=2:A mysterious sunken temple holds secrets and powerful treasures, but it's guarded by an ancient underwater deity.
D4=3:An underwater volcano is about to erupt and the players must find a way to stop it before it destroys the surrounding area.
D4=4: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.
d100 = 32
D4=1:A burst of cold water hints at a nearby deep crevasse.
D4=2:The players find themselves in an underwater maze, filled with traps and puzzles. They must solve the maze and reach the end within a certain time limit or be trapped forever.
D4=3:A current sweeps you along, carrying you past schools of fish.
D4=4:A large school of mermaids have followed the player to see what they are doing.
d100 = 33
D4=1:The players find a treasure chest with some gold pieces in it. It is a mimic.
D4=2:While exploring a shipwreck, the players are attacked by a giant octopus and its smaller, but equally dangerous, offspring. The players must defeat the octopus and its young to claim any treasure left on the ship.
D4=3:A giant underwater sentient jellyfish who offers the players a deal - he will grant them one wish, but in return, they must bring him rare and exotic creatures to add to his collection.
D4=4:A group of merfolk are celebrating because they found a shipwreck that is full of treasure.
d100 = 34
D4=1:A group of deep-sea divers offer the players a ride in their specialized shark-shaped submersible. However, things take a turn when they get ambushed by a giant octopus.
D4=2:The players float through a cloudy patch of stirred-up sediment.
D4=3:The players come across a sunken ship filled with cursed treasure. As they try to retrieve it, they are faced with hallucinations and illusions that try to lure them into danger.
D4=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!
d100 = 35
D4=1: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.
D4=2: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.
D4=3:The party sees 2d6 merfolk practicing their fighting skills.
D4=4:A pair of dolphins playfully swim alongside you for a while.
d100 = 36
D4=1:The players stumble upon an underwater graveyard filled with cursed souls. These spirits may offer to make a deal with the players, but at what cost?
D4=2: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.
D4=3:A group of friendly dolphins help the players navigate through a dangerous underwater maze.
D4=4:7d6 octopi attack.
d100 = 37
D4=1: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.
D4=2: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.
D4=3:A current sweeps you along, carrying you past schools of fish.
D4=4:A flock of seagulls carrying a large, mysterious object flies past the players. They have the option to follow them and see where they lead or continue on their original path.
d100 = 38
D4=1:A school of barracuda attacks the players. If players kill all barracuda, barracuda will spawn at random points but appear in front of or behind the players.
D4=2:You see several underwater structures that have long been abandoned by the native inhabitants. They have been taken over by the local naga tribes. These structures are scattered all over the place, but are invisible from above!
D4=3:A sea witch who has cursed the waters, causing all the creatures to become aggressive. The players must find and defeat the sea witch to break the curse.
D4=4:A massive underwater whirlpool uncovers a portal to an ancient, submerged city. The city is guarded by water genasi who believe the adventurers are invaders. The players must navigate the ruins and decipher ancient texts to uncover the city's secrets.
d100 = 39
D4=1:A giant seahorse being ridden by a merfolk knight in shining armor, with a lance and shield made out of coral. The knight challenges the players to a jousting match, offering prizes for the winner.
D4=2:A group of merfolk fight each other. Their leader is a Level 6 fighter.
D4=3:An eel slithers out from its hiding spot in a coral reef.
D4=4:A simple net, torn and abandoned, floats aimlessly.
d100 = 40
D4=1:A school of bioluminescent fish surrounds the party, forming intricate patterns that seem to convey meaning. Suddenly, the fish scatter as an eerie glow emanates from a nearby cave. Within, the players discover an ancient underwater library guarded by a spectral librarian who demands they solve a riddle to access the knowledge. They have 10 minutes to decipher the glowing runes before they lose the opportunity to glean invaluable information about the region.
D4=2: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.
D4=3:A drift of red algae marks a high-tide line.
D4=4:A giant anglerfish lures the players in with its bioluminescent light, but it's actually working with a group of sahuagin to ambush them.
d100 = 41
D4=1:A group of merfolk are sitting on a large rock by the side of the sea. They appear to be waiting for something.
D4=2: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.
D4=3: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.
D4=4:A giant anglerfish lures the players in with its bioluminescent light, but it's actually working with a group of sahuagin to ambush them.
d100 = 42
D4=1: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.
D4=2: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.
D4=3:The shadow of a far-off ship appears briefly above the players.
D4=4:A school of merfolk children play a game of tag, but they keep swimming too close to the players and bumping into them.
d100 = 43
D4=1:An old, barnacle-covered buoy lies on the seafloor.
D4=2:A group of level 1 Water Elementals that have come here to collect the souls of the dead that are trapped in the shipwreck.
D4=3:A ship is sinking and people are jumping off it into the water and being rescued by another group of people in the water
D4=4: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.
d100 = 44
D4=1: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.
D4=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.
D4=3:You find a piece of driftwood shaped like a strange creature.
D4=4:You spy a small, hidden cave filled with sea life.
d100 = 45
D4=1:A group of merfolk are being attacked by pirates. (Optional: Remove pirates if players deal with them.)
D4=2: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.
D4=3:The party discovers a community of underwater mushroom-like creatures known as Sporespawn. They hold valuable fungal spores, but interacting with them requires delicate manipulation. Sporespawn release toxic spores if they feel threatened. The players have 30 minutes to collect the spores they need without inciting panic.
D4=4:A friendly dolphin offers to guide you through the underwater landscape.
d100 = 46
D4=1:2d6 aquamancers. They are chasing a shark and see the players.
D4=2: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.
D4=3:The players spot a group of sahuagin, a dangerous and ruthless race of underwater creatures, attacking a village of merfolk. The players must decide whether to intervene and potentially face the wrath of the sahuagin, or sneakily find a way to save the merfolk.
D4=4:A giant squid attacks the players' ship, causing it to sink to the bottom of the ocean. The players must find a way to escape the wreckage before their oxygen runs out, and they risk being attacked by other sea creatures.
d100 = 47
D4=1:Driftwood is home to countless small marine organisms.
D4=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.
D4=3:A moray eel slithers out of its hole to assess you.
D4=4:A starfish clings to a large rock.
d100 = 48
D4=1: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.
D4=2:You encounter a dense forest of kelp, swaying with the currents.
D4=3:You discover a coral formation that looks like a face.
D4=4:A shoal of silver fish almost moves as one entity, flashing in the light.
d100 = 49
D4=1:A sea serpent with brilliant, shimmering scales swims alongside the players' ship, seemingly curious about them.
D4=2:You spot a line of bubbles rising from the sea floor.
D4=3:A mermaid is floating in the water and singing a song about love. It is not hostile.
D4=4: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.
d100 = 50
D4=1: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!
D4=2: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.
D4=3: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.
D4=4:The players stumble upon a cursed ship filled with ghosts of its former crew. The ghosts are trapped on the ship, unable to leave until their captain's lost treasure is found and returned. The players must navigate through the ship's traps and find the treasure to put the ghosts to rest.
d100 = 51
D4=1: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.
D4=2:The players see a group of merfolk fighting with a group of humans. The humans are trying to force the merfolk to stop attacking the humans' ships.
D4=3:A pipefish camouflages itself among some thin kelp.
D4=4:A mermaid appears and offers to help the party for a price.
d100 = 52
D4=1:A group of merfolk are playing with a school of fish. They will attack if attacked.
D4=2: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.
D4=3:A merchant ship with valuable goods on board. If the players sink it, they will end up missing important equipment.
D4=4:A group of mer-people are praying to their god for help against a group of sahuagin.
d100 = 53
D4=1:As the players approach an island, they see a group of merfolk swimming toward it. They will ask the players to help them capture a rare fish that they need for a special ceremony.
D4=2:The party sees a group of sharks. Since sharks are afraid of man, they won't attack the player characters unless provoked.
D4=3:Small sea slugs slime their way over rocks.
D4=4: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.
d100 = 54
D4=1: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.
D4=2: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.
D4=3:A giant anglerfish lures the players in with its bioluminescent light, but it's actually working with a group of sahuagin to ambush them.
D4=4: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?
d100 = 55
D4=1:A giant sea turtle carrying an entire ecosystem on its back emerges from the depths. The aquatic druids living on it seek the adventurers' help in restoring balance after a recent upheaval disrupted their delicate home.
D4=2:A series of small, iridescent bubbles rise from a mysterious source.
D4=3: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.
D4=4:A group of merfolk are swimming nearby. They are on their way to a nearby island to worship their sea god. If players help them with their worship, the merfolk will reward them with a magic potion and a magic sword.
d100 = 56
D4=1: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.
D4=2:A sudden riptide thrusts the players into the lair of 2d6 merrow. Ruthless and brutish, these creatures demand a high price for letting intruders leave their domain alive.
D4=3: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.
D4=4:Two Giant Octopus fight over a pile of treasure in the ocean floor.
d100 = 57
D4=1:A group of manta rays swims by in a synchronized ballet.
D4=2:A thunderous rumble shakes the seabed, revealing a colossal geyser that forms an ephemeral gateway into the Elemental Plane of Water. On the other side, 2d10 elementals patrol an immense coral citadel where the players can parlay with Marid royalty who offer extraordinary magical boons. However, navigating these uncharted waters involves confronting 3d6 mischievous mephits and avoiding the schemes of rival elemental houses.
D4=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.
D4=4:Sphinxes that have adapted to underwater life guard a submerged library. The players must answer their cryptic questions or face watery traps to gain access to ancient texts and unknown sea lore.
d100 = 58
D4=1:The players are approached by a group of military soldiers who need to clean out a sea monster lair in the ocean. They will pay the players 500 gold pieces to go in and get rid of the monsters.
D4=2:A group of mer-warriors are swimming nearby. They will attack if the players get too close to their territory.
D4=3:The players stumble upon a merfolk wedding, where two mermaids are fighting over the groom. Will the players intervene or stay out of it?
D4=4: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 = 59
D4=1:You find a worn, wooden plank with a faded pirate emblem.
D4=2: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.
D4=3:A group of merfolk are fighting with a group of sharks over a sunken treasure. The merfolk are trying to save their homes. If players interfere, the sharks will attack them, too.
D4=4: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?
d100 = 60
D4=1:7d6 dolphin appear and swim around the players. They ask them to use their magic to heal their friend, who was bitten by a shark.
D4=2:A lone seahorse drifts along, holding onto a piece of seaweed with its tail.
D4=3:A sea witch who has cursed the waters, causing all the creatures to become aggressive. The players must find and defeat the sea witch to break the curse.
D4=4: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.
d100 = 61
D4=1:You find a fishing lure tangled in some seaweed.
D4=2: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.
D4=3: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.
D4=4:A school of brightly colored fish swims past, darting and weaving in a mesmerizing display.
d100 = 62
D4=1:A tiny octopus hides within an empty shell.
D4=2:Tiny fish pick at the algae and moss on submerged stones.
D4=3:A group of merfolk are playing with a school of sharks. They will attack if attacked.
D4=4:A giant squid attacks the players' ship, causing it to sink to the bottom of the ocean. The players must find a way to escape the wreckage before their oxygen runs out, and they risk being attacked by other sea creatures.
d100 = 63
D4=1:A mysterious temple lies at the bottom of the sea. It is guarded by a group of intelligent undead creatures who have made it their home. The players must navigate through the temple and its deadly traps to uncover its secrets and possibly gain valuable treasures.
D4=2: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.
D4=3:A giant sea turtle carrying an entire ecosystem on its back emerges from the depths. The aquatic druids living on it seek the adventurers' help in restoring balance after a recent upheaval disrupted their delicate home.
D4=4:A slow-moving group of flounders blends into the sandy bottom.
d100 = 64
D4=1: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.
D4=2: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.
D4=3:As the players swim deeper into the depths, they come across a giant glowing jellyfish that illuminates the surroundings. However, the players soon realize that the jellyfish is actually a lure for a giant, dangerous beast lurking nearby.
D4=4:A group of playful sea lions swims by, barking and frolicking.
d100 = 65
D4=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.
D4=2:A piece of driftwood is covered in different types of algae.
D4=3:A mysterious underwater cave holds a portal to another dimension. The players must decide whether to enter the portal and face the unknown dangers or leave it be and continue on with their journey.
D4=4:The players find a broken bottle with a rusty message inside, now unreadable.
d100 = 66
D4=1:Nixies in the water
D4=2: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.
D4=3:4d8 Aquatic Beasties
D4=4:A group of merfolk and their allies are invading a group of shark merfolk and their allies.
d100 = 67
D4=1: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.
D4=2:Sea spiders skitter rapidly across the sandy bottom.
D4=3:The players come across a colony of sentient sea cucumbers who are being threatened by a group of hungry sea turtles. The players must find a way to protect the sea cucumbers without harming the turtles.
D4=4:They encounter a rogue marid trapped within a crystal by another powerful entity. Freeing the marid results in a bargain for wishes, while capturing them might yield a dangerous ally or foe.
d100 = 68
D4=1: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.
D4=2:A kelp forest with strands stretching up towards the surface.
D4=3: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.
D4=4: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 = 69
D4=1:A small school of fish swim by, completely ignoring the party.
D4=2: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.
D4=3: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.
D4=4:The players come across a group of underwater dwarves who have been mining for rare gems. But their mining has angered a nearby group of sea hags, who have cursed the dwarves and turned them into stone. The players must find a way to lift the curse and defeat the sea hags.
d100 = 70
D4=1: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.
D4=2:A horseshoe crab trudges slowly across the seabed.
D4=3:The players come across a sunken pirate ship that is still being manned by the undead crew. The players must find a way to stop the undead pirates and claim any treasure that may be onboard.
D4=4: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 = 71
D4=1:Players notice a piece of rope swaying gently with the current.
D4=2:Fish scales reflect a brief flash of light.
D4=3: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.
D4=4: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 = 72
D4=1:A race of advanced, technologically advanced underwater creatures asks the players for help to defeat a group of invading sea giants.
D4=2:The players come across a beautiful underwater city, but upon closer inspection, they find it is inhabited by evil merfolk who will attack them on sight. The players must navigate through the city and find the source of the darkness corrupting the merfolk.
D4=3:An underwater vent releases a stream of warm water and bubbles.
D4=4:A wizard's tower that has been transported underwater. The players must solve puzzles and fight off underwater guardians to reach the top, where they will find a powerful magical artifact.
d100 = 73
D4=1: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.
D4=2:A sea turtle glides by gracefully, seemingly unconcerned by your presence.
D4=3: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.
D4=4:Sea pebbles create colorful patterns on the ocean floor.
d100 = 74
D4=1:A lionfish watches you from a coral outcrop.
D4=2:A school of merfolk children play a game of tag, but they keep swimming too close to the players and bumping into them.
D4=3:Two merfolk are lounging in the water, throwing rocks at passing fish and laughing. They will not attack.
D4=4:A sonar ping echoes through the water, origin unknown.
d100 = 75
D4=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?
D4=2: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.
D4=3:A flock of seagulls carrying a large, mysterious object flies past the players. They have the option to follow them and see where they lead or continue on their original path.
D4=4: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.
d100 = 76
D4=1: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.
D4=2: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.
D4=3:Players see a giant blue octopus using its tentacles to manipulate and rearrange coral reefs. If approached, it will offer the players a prize for finding an underwater artifact.
D4=4:As the players swim through a kelp forest, they suddenly come across a giant octopus wearing a top hat, offering to host a tea party for them. However, the tea party may not be as innocent as it seems.
d100 = 77
D4=1:You notice a part of a broken trident stuck in some reef.
D4=2:An underwater air bubble filled with a strange gas that makes anyone who enters it float and levitate. The players must navigate through the bubble while avoiding obstacles and creatures that can also float.
D4=3:2d20+10 Crab-Men that are all above level 1. If the party encounters them, they will be above level 1.
D4=4:A mermaid appears and offers to help the party for a price.
d100 = 78
D4=1:The narrow trail of a crustacean is visible in the sand.
D4=2:An old diving helmet lies half-buried in the sand.
D4=3:A giant seahorse being ridden by a merfolk knight in shining armor, with a lance and shield made out of coral. The knight challenges the players to a jousting match, offering prizes for the winner.
D4=4: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.
d100 = 79
D4=1:A group of dolphins are in the water, jumping and splashing around. They seem to be having a party of their own.
D4=2: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.
D4=3:A broken spear lies half-buried in the sand.
D4=4: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.
d100 = 80
D4=1:You sense a magical presence coming from a nearby cave, upon exploration, the players find a group of friendly mermaids who have been cursed to live underwater. They ask for the players' help in breaking the curse.
D4=2:An underwater volcanic vent is guarded by a tribe of fire-worshipping sahuagin. These creatures believe the vent is sacred and will attack any trespassers. The adventurers may find clues to a powerful artifact buried within the mineral-rich lava deposits.
D4=3:The players float through a cloudy patch of stirred-up sediment.
D4=4:A group of merfolk are singing. They aren't doing it for practice, but rather because they are celebrating. They aren't doing it seriously, they just want to feel good.
d100 = 81
D4=1:A mysterious underwater shrine dedicated to a forgotten god holds secrets and treasures for the players to discover.
D4=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.
D4=3:A group of merfolk are arguing over the recent rise in squid attacks.
D4=4: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 = 82
D4=1:A group of sea elves performing an underwater ballet, accompanied by a pod of dolphins.
D4=2:4d8 Aquatic Beasties
D4=3:Fanged worms wriggle amongst the corals.
D4=4:A group of blind mermaids swim by, singing a song in a strange language. If players try to talk to them, they will attack. Blind mermaids are the protectors of the ocean, and all creatures within it. They will not allow anything to harm it.
d100 = 83
D4=1:A glass bottle reflects the sunrays from above.
D4=2:A broken spear lies half-buried in the sand.
D4=3:A group of giant squid has been terrorizing a nearby town and the players are hired to take care of the problem. However, the giant squid may not be the true antagonist as a group of pirates have been capturing and selling them to a black market. The players must navigate through treacherous waters and decide who their true enemy is.
D4=4: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.
d100 = 84
D4=1:Sunlight pierces the water, creating mesmerizing patterns on the ocean floor.
D4=2:A mermaid asks the players for help rescuing her friend who is trapped in a underwater cave. However, once they enter the cave, they realize it's a trap set by a group of malicious mermaids.
D4=3:You find a worn, wooden plank with a faded pirate emblem.
D4=4:A crab wave at players with one of its claws.
d100 = 85
D4=1:You spy a small, hidden cave filled with sea life.
D4=2:A handful of seahorses cling to some floating seaweed.
D4=3: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.
D4=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.
d100 = 86
D4=1:A floating piece of kelp snags a player's equipment.
D4=2:The party sees humanoids and merfolk fighting with each other. [[SHOWPRINT]] [[SHOWPRINT]]
D4=3:The players come across an underwater cave entrance.
D4=4:The players encounter a group of friendly giant manta rays who offer to give them a ride to their destination in exchange for their help in saving their feeding grounds from pollution.
d100 = 87
D4=1:A small, abandoned fishing net is caught on some coral.
D4=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.
D4=3:A leatherback sea turtle digs into the sand for food.
D4=4:A trail of sand marks the slow path of a sea urchin.
d100 = 88
D4=1:A group of pirates have captured a sea dragon and are using it to attack other ships. The players can choose to help the sea dragon escape or stop the pirates.
D4=2:A giant octopus, disguised as a coral reef, ambushes the players as they swim by.
D4=3:A group of young fish hide among the branches of coral.
D4=4: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 = 89
D4=1:You find a fishing lure tangled in some seaweed.
D4=2: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.
D4=3:The players encounter a merfolk bard who is searching for rare and unique items to add to their collection. The bard offers to trade valuable information or items in exchange for the players' help in finding these items.
D4=4:Players encounter a mischievous water faerie accompanied by 2d8 schools of piranha. The faerie demands a game of hide-and-seek within a time limit, warning that failure will result in the piranhas becoming aggressive.
d100 = 90
D4=1:You spot a line of bubbles rising from the sea floor.
D4=2:A group of mermaids are swimming towards a ship. If they detect the party, then they will try to prepare an ambush to attack the party when they arrive at the ship.
D4=3:An underwater trench reveals jagged crevices and rocky formations.
D4=4:A giant squid is attacking a nearby ship. The players must choose whether to help the crew or try to defeat the squid.
d100 = 91
D4=1:An underwater cave is home to a group of kuo-toa who are worshiping their god, Goddes of the sea. This is the first time they have performed the ceremony.
D4=2:Driftwood is home to countless small marine organisms.
D4=3:Patches of sea daisy filter light from above.
D4=4:You see silvery fish flashing around a submerged log.
d100 = 92
D4=1:The players see a group of merfolk fighting with a group of humans. The humans are trying to force the merfolk to stop attacking the humans' ships.
D4=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.
D4=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 offer tribute, they will be allowed to board the ship.
D4=4:A storm rages above the players, causing strong currents and making it difficult to swim. Lightning strikes the water, creating a dangerous electrified field.
d100 = 93
D4=1:3d6 giant eels attack.
D4=2:A mermaid swims by. She has green hair and purple fins. She sees the players and swims away.
D4=3:A school of colorful fish swims past, darting between the players.
D4=4:The players spot an underwater plant with bioluminescent leaves.
d100 = 94
D4=1:An underwater trench reveals jagged crevices and rocky formations.
D4=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.
D4=3: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.
D4=4: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.
d100 = 95
D4=1:A mermaid trapped in a fishing net, she will beg for the players to free her or else she will drown. But as they approach, they will be ambushed by a group of sahuagin.
D4=2:A group of 4d6 giant eels attack.
D4=3:A bunch of merfolk want to scare the players and they pretend they are zombies. They are actually Level 1 fighters.
D4=4:The party sees a shipwreck with a skeleton standing in the water
d100 = 96
D4=1:A group of aggressive giant sea snails start attacking the players. But upon closer inspection, the snails are being controlled by an evil wizard who is using them as their minions. The players must defeat the wizard and break the control over the snails.
D4=2: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.
D4=3:An ornate spiral shell catches your eye as you swim by.
D4=4:The players see a group of merfolk fighting with a group of humans. The humans are trying to force the merfolk to stop attacking the humans' ships.
d100 = 97
D4=1:The players stumble upon an ancient sunken library, its entrance flanked by statues of marids, water genies of immense power. Inside, 2d6 water elementals serve as librarians, preserving countless scrolls and books detailing the history of the ocean. Amongst these treasures are forbidden tomes, telling of an upcoming apocalypse that threatens both land and sea. However, retrieving such knowledge awakens 3d4 marid guardians who will test the worthiness of those who seek the library’s secrets through riddles, combat, and diplomacy.
D4=2:A starfish clings to a rock, slowly moving its arms.
D4=3:Sea pebbles create colorful patterns on the ocean floor.
D4=4:A variety of seaweed species create a blanket of colors.
d100 = 98
D4=1:Hidden within a sprawling kelp forest is an ancient druids’ enclave, a gathering spot for 3d6 sea druids who guard the balance of marine life and the health of oceanic ecosystems. The druids are troubled by an outbreak of corrupted sea creatures, including 2d8 monstrous aberrations, caused by a dark influence emanating from a deep-sea rift. Solving this mystery involves invoking potent nature rituals and battling the abominations threatening the sacred grove.
D4=2: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.
D4=3: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.
D4=4: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.
d100 = 99
D4=1:A group of aquatic elves that are protecting a chest filled with treasure.
D4=2:A group of merfolk are playing with a school of dolphins. They will not attack.
D4=3:Small fish dart in and out of an anemone without disturbing its tentacles.
D4=4: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.
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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, D6, D8, D10.
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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