A complete D&D 5e random encounter table for underwater scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a underwater, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Underwater encounter table
d100 = 1
D6=1:Reeds sway as a light current passes through the area.
D6=2:The players discover a hidden underwater cave filled with glowing crystals and treasure.
D6=3:The players notice a deep hole in the ocean floor. Inside they see an underwater volcano.
D6=4:Driftwood stumps are embedded deep in the seabed.
D6=5:A large conch shell lies partially buried in the sand.
D6=6: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.
d100 = 2
D6=1: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.
D6=2:1d4 magical sling stones with a note. The note reads "PREPARE TO BE GRILLED!!"
D6=3: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.
D6=4:Floating jelly leaves give the water a soft, dreamlike quality.
D6=5:A glass bottle reflects the sunrays from above.
D6=6:An underwater volcano is about to erupt and the players must find a way to stop it before it destroys the surrounding area.
d100 = 3
D6=1:A small underwater volcano bubbles gently.
D6=2:A group of merfolk come up to the party. If the party attacks them, then the merfolk will fight back.
D6=3:The players stumble upon a group of merfolk (2d
D6=4:A group of starfish lays clustered on a rock, their arms interlocking.
D6=5: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.
D6=6: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.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:7d6 dolphin appear and swim around the players. They ask them to use their magic to heal their friend, who was bitten by a shark.
d100 = 5
D6=1:A friendly dolphin offers to guide you through the underwater landscape.
D6=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.
D6=3:A group of merfolk refugees seeking help from the players. Their home has been destroyed by an underwater volcano and they need to find a new place to live. However, they may not be the only ones seeking shelter and the players may have to negotiate with other underwater races.
D6=4: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.
D6=5: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?
D6=6:1d6 sirens singing under water.
d100 = 6
D6=1: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.
D6=2:A large conch shell lies partially buried in the sand.
D6=3:A group of merfolk are practicing with wooden swords. The leader of the group is a male fighter. It is the player characters' first encounter with these merfolk; however, they will be able to recognize the fighting styles of these merfolk later. These fishers may hire the characters to help them catch a shark.
D6=4: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.
D6=5:A seabed covered in bones, a large shark-like creature gnaws on a body nearby
D6=6:Amidst the swirling tides of a vast whirlpool, the players encounter a nomadic tribe of 2d6 deep gnomes riding sea turtles. These gnomes are keepers of an ancient machine capable of controlling ocean currents and weather patterns. The device has malfunctioned, threatening to engulf the region in perpetual storms. Help the gnomes repair the machine while dodging the attacks of 2d8 sea drakes drawn to the powerful artifact.
d100 = 7
D6=1:A group of mermaids are playing a game of catch with a large shell. They look up and see the players. The mermaids swim away.
D6=2:A human with strange glowing green eyes is sitting in a chair made from the bones of sea creatures.
D6=3: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.
D6=4:A small sea anemone waves its tentacles in the current.
D6=5:The players spot a group of giant lobsters feasting on a sunken ship. If the players try to take some of the treasure, the lobsters will attack them fiercely, protecting what they see as their rightful loot.
D6=6:The players see underwater fungi growing on a dead tree.
d100 = 8
D6=1:A giant Whale, a neutral giant whale with an 18 foot long mouth that is 10 feet wide. It has 1000 hit points and an attack that deals 10d10 damage with a bite and a 10d10 damage with a head butt. The whale is used to ram things.
D6=2:Giant sentient eels guard a cavern of luminescent crystals, which have magical properties. These eels are wise and ancient but aggressive. Players must display courage or cunning to gather a few precious crystals.
D6=3:Small reef fish hide in the crevices of a coral reef.
D6=4:A crystal clear pool of water in the middle of the ocean sparkles in the sunlight. But as the players swim towards it, they discover it is a portal to an unknown underwater world. Will they take the risk and explore?
D6=5: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.
D6=6:Players notice a piece of rope swaying gently with the current.
d100 = 9
D6=1:A small collection of sea shells arranged in a curious pattern.
D6=2: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.
D6=3: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.
D6=4:The players come across a group of friendly sea sprites who offer to guide them to a hidden underwater cave filled with magical items. But the players must first complete a task for the sprites, such as recovering a stolen item or defeating a nearby sea monster.
D6=5:The players brush past stinging sea nettles and feel a slight tingle.
D6=6:A distant shadow of a large fish swims by, too far to identify.
d100 = 10
D6=1:A piece of coral shaped like a hand catches your eye.
D6=2:As the players swim through the depths, they suddenly encounter a group of giant manta rays. These gentle creatures may be friendly and curious, leading the players to a hidden underwater cave filled with treasure. But they must also beware of a giant sea serpent lurking in the cave, guarding the treasure.
D6=3:Submerged tree roots create a complex network.
D6=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.
D6=5:The players come across a group of underwater druids who are trying to protect a sacred coral reef from being destroyed by a group of merfolk who want to build a new city on top of it. The players must find a way to resolve the conflict without destroying the reef or the city.
D6=6:A group of merfolk are celebrating the birth of one of their children. They will invite players to participate in their celebration. If players accept, they will be given a gift by the merfolk. This gift is a magical trident that allows the player to breathe underwater for 1 hour.
d100 = 11
D6=1: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.
D6=2:A group of electric eels generate a faint, pulsing glow.
D6=3:Schools of 5d6 glowing plankton reveal an underwater cave entrance. Inside, a giant mimic disguised as a treasure chest awaits unwary adventurers, with 2d4 aquatic ghouls lurking nearby.
D6=4: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.
D6=5:Amidst the swirling tides of a vast whirlpool, the players encounter a nomadic tribe of 2d6 deep gnomes riding sea turtles. These gnomes are keepers of an ancient machine capable of controlling ocean currents and weather patterns. The device has malfunctioned, threatening to engulf the region in perpetual storms. Help the gnomes repair the machine while dodging the attacks of 2d8 sea drakes drawn to the powerful artifact.
D6=6: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 = 12
D6=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.
D6=2:You come across a small patch of bioluminescent algae glowing softly.
D6=3:A small crab digs a burrow in the sand.
D6=4:A group of mermaids are exploring the seafloor and looking for food.
D6=5:A group of merfolk are playing with a school of fish. They will attack if attacked.
D6=6: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.
d100 = 13
D6=1: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.
D6=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.
D6=3:In the distance, a giant seahorse approaches, seemingly friendly. But upon closer inspection, the players realize it has been enchanted and controlled by a powerful sea witch. Can they break the spell and save the creature?
D6=4:A large shark attacks.
D6=5: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.
D6=6: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.
d100 = 14
D6=1:A race between two rival merfolk families to reach a sunken city first and claim its treasure. The players can either choose to join one of the families or try to beat them both and claim the treasure for themselves.
D6=2: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.
D6=3:A group of dolphins are in the water, jumping and splashing around. They seem to be having a party of their own.
D6=4: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.
D6=5:The party sees a group of merfolk in a discussion about death. They are trying to decide who is going to die first.
D6=6:A giant sea bird with a 10-foot wingspan is seen flying just above the surface of the water, followed by a giant sea serpent outlined in the bird's shadow
d100 = 15
D6=1: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.
D6=2: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.
D6=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.
D6=4:A sea hag offers a trade - she will give the players a powerful magical item in exchange for a favor. The favor is to retrieve a special plant that only grows in the darkest depths of the ocean, guarded by a fearsome sea monster.
D6=5:The players discover a hidden underwater cave filled with glowing crystals and treasure.
D6=6:You spot a cluster of fish eggs attached to a piece of seaweed.
d100 = 16
D6=1: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.
D6=2:You spot a group of razorfish swimming vertically among the reeds.
D6=3:A cluster of barnacles encrust a submerged log.
D6=4:A group of aquatic elves are fishing for a particular kind of fish. They will give one fish to the players for helping them.
D6=5:A group of merfolk are trying to get rid of a disease that has infected their village. The disease has turned them into humans. The players have to help them.
D6=6: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.
d100 = 17
D6=1: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.
D6=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.
D6=3:You find an old ship's compass partially buried in the sand.
D6=4: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.
D6=5:A group of sea trolls have made their home in a sunken temple and are using it to summon a powerful sea god. The players must stop the ritual before it's too late.
D6=6:A group of Squids attacking a group of Narwhals.
d100 = 18
D6=1:A burst of bubbles from a hidden undersea vent.
D6=2: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.
D6=3:You notice a shark in the distance, but it seems uninterested in you.
D6=4:A gentle undercurrent carries a piece of driftwood by.
D6=5:A giant squid attacks the party while they are in the middle of fishing.
D6=6:Sea pebbles create colorful patterns on the ocean floor.
d100 = 19
D6=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.
D6=2: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.
D6=3:The party sees merfolk riding giant eels.
D6=4: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.
D6=5:A mermaid is singing a beautiful song which will entrance those who hear it for 1d4 rounds.
D6=6:A school of sardines swims by, creating a glittering mass of motion.
d100 = 20
D6=1:You observe a group of jellyfish drifting lazily by.
D6=2:In the distance, a giant seahorse approaches, seemingly friendly. But upon closer inspection, the players realize it has been enchanted and controlled by a powerful sea witch. Can they break the spell and save the creature?
D6=3:A distant whale song reverberates through the water.
D6=4:A sea serpent with brilliant, shimmering scales swims alongside the players' ship, seemingly curious about them.
D6=5:A giant sea turtle swims by. It has a saddle on its back.
D6=6:The players float above a bed of seagrass swaying gently with the currents.
d100 = 21
D6=1:The remnants of a minor seaquake, with disturbed sand settling back.
D6=2:The party happens upon a colossal sunken statue of a long-forgotten sea deity. Coral and barnacles cover its surface, but a shimmer catches the eye—an intricate gemstone embedded in the statue’s forehead. As they approach, the ground around the statue starts rumbling, and the gemstone begins to pulse ominously. They have 15 minutes to either remove the gem or retreat, as a massive stone guardian will awaken and attack.
D6=3:The players are approached by a group of soldiers who are searching for treasure. They have been able to determine the general location of a shipwreck and they have hired the party to go find it since they have no ships of their own.
D6=4:A group of mermaids are playing a game of catch with a large shell. They look up and see the players. The mermaids swim away.
D6=5: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.
D6=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.
d100 = 22
D6=1: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.
D6=2: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.
D6=3:The party sees a group of sharks. Since sharks are afraid of man, they won't attack the player characters unless provoked.
D6=4:A group of merfolk fight each other. Their leader is a Level 6 fighter.
D6=5: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.
D6=6:Soft humming creates a tranquil underwater ambiance.
d100 = 23
D6=1:A giant sea turtle swims by. It has a saddle on its back.
D6=2:You discover a coral formation that looks like a face.
D6=3:While exploring the ocean floor, the players find a seal trapped in a net. If they save the seal, it will lead them to a treasure hidden in a nearby sunken ship.
D6=4: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)
D6=5: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.
D6=6:Submerged tree roots create a complex network.
d100 = 24
D6=1:A group of merfolk cannot get food from their village and they are starving.
D6=2: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.
D6=3:Sea spiders skitter rapidly across the sandy bottom.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 25
D6=1: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.
D6=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 drink more alcohol than he can handle.
D6=3:A group of starfish lays clustered on a rock, their arms interlocking.
D6=4:A group of merfolk are being attacked by pirates. (Optional: Remove pirates if players deal with them.)
D6=5:A school of small, silvery fish swims by in perfect unison.
D6=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!
d100 = 26
D6=1:Merfolk with a sea dragon and a sea serpent to protect them (attack any intruders)
D6=2:A handful of clams rest partially buried in the sand.
D6=3:You see a barracuda lurking among the underwater rocks.
D6=4:You discover a coral formation that looks like a face.
D6=5:The echoes of a distant whale song can be heard.
D6=6:The players find themselves in the middle of a war between two merfolk kingdoms. They must choose a side or try to bring peace between the warring factions.
d100 = 27
D6=1: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.
D6=2: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.
D6=3: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.
D6=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.
D6=5:A simple net, torn and abandoned, floats aimlessly.
D6=6:Newly-hatched sea turtles make their way to the open sea.
d100 = 28
D6=1: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.
D6=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.
D6=3:A small skeleton is seen, standing up against a nearby coral reef. When the party approaches, it dissolves into limestone.
D6=4:A giant clam that has grown sentient and can speak. It offers to trade pearls for food or information. However, the players may discover that the clam has been trapping and eating merfolk who venture too close.
D6=5:A handful of clams rest partially buried in the sand.
D6=6:An ancient squid attacks the players. It is a Level 8 monster.
d100 = 29
D6=1:A small colony of zebra mussels attaches to a rock.
D6=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.
D6=3:Rocks are coated in slippery, green algae.
D6=4:Some broken pieces of sea glass scatter in the sand.
D6=5: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.
D6=6:The players float through a cloudy patch of stirred-up sediment.
d100 = 30
D6=1: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.
D6=2:You see a group of mermen playing a game of underwater football, using a pufferfish as a ball. They invite you to join in on the fun.
D6=3:A heavily guarded treasure chest that is in the middle of the ocean. If the party opens it, they will find a powerful magic item. If they open it, the guardians will attack. Only certain people can open it. \ \ \ \ \ \ \ \ \ \ \
D6=4:Fish of varying hues form a natural rainbow.
D6=5:The party sees 2d6 pirates and 2d6 divers fighting with each other. The pirates are trying to steal treasure from the divers and are winning!
D6=6:A school of fish swims by. They are followed by a giant whale swimming through the water with them.
d100 = 31
D6=1:You discover an old navigation chart encased in a glass tube.
D6=2:A shark attacks! Roll for initiative.
D6=3:A sunken obelisk hums with arcane energy, causing the nearby water to distort time itself. Players may meet versions of themselves or face temporal anomalies while trying to decipher the obelisk's secrets and harness its power.
D6=4:You spot a line of bubbles rising from the sea floor.
D6=5: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.
D6=6:A group of merfolk refugees seeking help from the players. Their home has been destroyed by an underwater volcano and they need to find a new place to live. However, they may not be the only ones seeking shelter and the players may have to negotiate with other underwater races.
d100 = 32
D6=1:Coral polyps extend their tentacles to catch floating particles.
D6=2:In the distance, a giant seahorse approaches, seemingly friendly. But upon closer inspection, the players realize it has been enchanted and controlled by a powerful sea witch. Can they break the spell and save the creature?
D6=3: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.
D6=4:Small reef fish hide in the crevices of a coral reef.
D6=5: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.
D6=6: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.
d100 = 33
D6=1:A banded pipefish wraps around a piece of drifting kelp lovingly.
D6=2:A group of mermaids are playing a game of catch with a large shell. They look up and see the players. The mermaids swim away.
D6=3: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.
D6=4:In the depths of the ocean, the players come across a secluded merfolk village. They are wary of outsiders and refuse to let the players enter. The players must earn the trust of the merfolk and uncover the reason for their isolation. Is there a dark secret hidden within the village?
D6=5:A slight tremor shakes the seabed but causes no damage.
D6=6:The water around the players suddenly becomes muddied and they feel something brushing against their legs. A massive swarm of bloodthirsty eels surround them, ready to attack.
d100 = 34
D6=1:You find a sealed message in a bottle.
D6=2:A group of merfolk are seen in the water swimming from player to player offering to sell them magical items
D6=3:A sea turtle glides by gracefully, seemingly unconcerned by your presence.
D6=4:The players discover a group of mermaids holding a concert, but their lead singer has lost her voice. The players must retrieve a special shell from a giant octopus that stole her voice.
D6=5:Three crusty pirates are trying to steal rare treasure from the merfolk using magic to breathe underwater.
D6=6:A group of friendly merfolk children playing a game of tag. But the game turns deadly when they accidentally awaken a sea monster. The players must save the children and defeat the monster.
d100 = 35
D6=1:A small battalion of merfolk warriors are swimming towards a large ship at the top of the ocean. The ship is not yet in sight, but the Merfolk are taking no chances by swimming for it.
D6=2:A sea turtle swims lazily by, uninterested in the players.
D6=3:You come across a large patch of seagrass gently swaying with the current.
D6=4:The players see a kraken. The kraken has tentacles in the water and tentacles on land.
D6=5:The players hear a noise in the water. It sounds like someone is swimming towards them. Suddenly, a giant octopus attacks!
D6=6: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 = 36
D6=1: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.
D6=2: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.
D6=3:Upon finding a precious gemstone imbedded in underwater cliffs, players mistakenly awaken an ancient guardian from legend: a massive whale long believed to be myth, which communicates through dreams.
D6=4:A single feather floats down slowly from the water surface.
D6=5: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.
D6=6: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.
d100 = 37
D6=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.
D6=2:You spot a group of razorfish swimming vertically among the reeds.
D6=3:A pod of 4d4 narwhals appears, led by a majestic and rare golden narwhal. This creature possesses great wisdom and magical abilities, aiding players if they prove worthy by passing its tests of bravery and heart.
D6=4: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.
D6=5: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).
D6=6:An eel peeks out from its hiding spot in a rock crevice.
d100 = 38
D6=1: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.
D6=2: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.
D6=3:The party sees 2d6 pirates and 2d6 divers fighting with each other. The pirates are trying to steal treasure from the divers and are winning!
D6=4:The players come across a sea giant playing with a giant beach ball made out of seaweed and fish. If they join in on the fun, the sea giant will reward them with a powerful trident.
D6=5:A giant turtle is floating by. It is not a threat.
D6=6:A school of fish swims by. They are followed by a giant whale swimming through the water with them.
d100 = 39
D6=1:A party of merfolk are celebrating the return of one of their own. They are throwing a party and trying to get him to eat more food than he can handle.
D6=2:A small wrecked dinghy has become home to various marine creatures.
D6=3: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.
D6=4:A drift of red algae marks a high-tide line.
D6=5:A whirlpool drags the adventurers down into an underwater labyrinth constructed by a hydromancer. The labyrinth is filled with riddles and traps leading to an ancient treasure.
D6=6: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.
d100 = 40
D6=1: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.
D6=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.
D6=3:The players come across a group of stranded sailors on a small island. The sailors offer to pay the players to lead them safely back to land, but they may have to face fierce sea monsters on the journey.
D6=4:A group of mermaids are singing a song about love.
D6=5: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.
D6=6:The players come across a giant clam, but it's actually a mimic waiting for unsuspecting prey.
d100 = 41
D6=1: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.
D6=2:A cursed ship sails through the water, its ghostly crew trying to recruit the players as new crew members.
D6=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.
D6=4:A huge flood of water comes rushing down a river, carrying with it a huge oarfish, a giant squid, a school of drifting fish, and a giant sea serpent.
D6=5:The players hear a loud roar from beneath them. They look down and see a giant squid attacking a giant shark! The shark is losing the fight!
D6=6:A series of pearls strung together floats past the players, leading them to a submerged grotto where a merfolk prince lies chained. His enchantment holds back a portal to another plane, and it’s weakening. They have 15 minutes to find the key hidden somewhere in the grotto and free him before the portal fully opens, unleashing an invasion of nightmarish sea creatures.
d100 = 42
D6=1:The players swim into an area where water transitions mysteriously to air bubbles, creating pockets of breathable air. These pockets are inhabited by creatures that can live both underwater and on land, and they guard invaluable knowledge about transitioning realms.
D6=2:A group of electric eels generate a faint, pulsing glow.
D6=3:You see a pufferfish inflate in a defensive posture.
D6=4:Tritons are wondering if they're going to be attacked. A group of them are having a meeting to discuss it.
D6=5:Coral polyps extend their tentacles to catch floating particles.
D6=6:Players encounter an ancient underwater ruin containing a portal guarded by an aquatic sphinx. The sphinx poses riddles and rewards correct answers with ancient knowledge or powerful artifacts.
d100 = 43
D6=1:Fish of varying hues form a natural rainbow.
D6=2: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.
D6=3: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.
D6=4:The players hear beautiful music. They see a man playing a harp. If they approach him, he will ask them to take him with them to worship his god on land.
D6=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.
D6=6:A race of advanced, technologically advanced underwater creatures asks the players for help to defeat a group of invading sea giants.
d100 = 44
D6=1: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.
D6=2:The players find a patch of underwater flowers gently swaying.
D6=3:You notice a ship sinking through the ocean floor. A lone sailor is waving his arms above the water, but he's not swimming.
D6=4:A piece of seaweed used as a home by various small invertebrates.
D6=5:A storm rages above the players, causing strong currents and making it difficult to swim. Lightning strikes the water, creating a dangerous electrified field.
D6=6:A sea turtle swims lazily by, uninterested in the players.
d100 = 45
D6=1: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.
D6=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.
D6=3:Players see a human wearing a seashell helmet. He is holding a spear and is swimming through the water. He is a pirate and will attack the players if he has to. His name is Captain Gorebeard. He was a sailor who was marooned.
D6=4: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.
D6=5: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.
D6=6:The players see a sea turtle swimming through the water. The sea turtle has a shell the shape of a castle.
D6=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?
D6=3:A curious seal trails you for a while before losing interest.
D6=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.
D6=5: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.
D6=6: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.
d100 = 47
D6=1:Deep in the ocean, the players find a sunken ship that is guarded by a group of enchanted skeletal pirates. The players must navigate through the ship and find the treasure while avoiding traps and battles with the skeletal pirates.
D6=2: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.
D6=3: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.
D6=4:A dolphin pod swims playfully above the players.
D6=5:A small squid releases a jet of ink and darts away.
D6=6:The party sees a lobster and a crab fighting. The crab is winning. The crab is Level 1, the lobster is Level 2, and it brings its friends with it.
d100 = 48
D6=1:The players see a large octopus swimming through the water. It is a Giant Ocean Octopus and it has eight tentacles and six eyes and it is carrying a ship on its back.
D6=2:A school of 2d6 giant squid fight a school of giant sharks.
D6=3:A seabed covered in bones, a large shark-like creature gnaws on a body nearby
D6=4:A sea hag offering to sell "magical" potions that turn out to be regular ocean water. The players may also discover that she has been kidnapping merfolk and using them as ingredients for her potions.
D6=5: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.
D6=6:You swim through a narrow underwater tunnel.
d100 = 49
D6=1:A group of merfolk refugees seeking help from the players. Their home has been destroyed by an underwater volcano and they need to find a new place to live. However, they may not be the only ones seeking shelter and the players may have to negotiate with other underwater races.
D6=2:A group of spiny lobsters scuttle across the sandy bottom.
D6=3: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.
D6=4:As the players swim deeper into the ocean, they encounter a cavern filled with bioluminescent creatures. The colors and patterns of these creatures form a puzzle that leads to a hidden treasure.
D6=5:A school of sharks is attacking a ship.
D6=6:You find a partially buried ship's wheel.
d100 = 50
D6=1:Large patches of kelp create underwater forests.
D6=2:A lionfish watches you from a coral outcrop.
D6=3:You spot a transparent comb jelly drifting past.
D6=4:An ethereal glow beckons the players towards an underwater garden of luminescent flowers, each petal a tiny aquatic creature. Tending this garden is a druidic nymph who is curator of the largest collection of underwater flora in existence. Delivering rare seeds or defending the garden from 3d6 marauding sahuagin priests seeking to desecrate the shrine could unlock invaluable herbal knowledge and rare water-based spells.
D6=5:A group of Narwhals attacking a group of Yermies.
D6=6: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 = 51
D6=1:The players see a man being attacked by a sea serpent.
D6=2: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.
D6=3:A group of merfolk are seen in the water swimming from player to player offering to sell them magical items
D6=4:A group of feuding merfolk kingdoms ask the players to help them retrieve an ancient artifact from the bottom of the ocean. But as they dive deeper, they realize there are other creatures guarding the artifact as well.
D6=5:A leatherback sea turtle digs into the sand for food.
D6=6: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 = 52
D6=1:A cluster of sea urchins is found around a patch of kelp.
D6=2:The players see a group of kobolds fighting with a group of humans. The humans are trying to force the kobolds to stop attacking their ships.
D6=3:Two knights are riding through the water upon dolphins. The knights appear to be on patrol duty.
D6=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.
D6=5:A group of merfolk are celebrating the birth of one of their children. They will invite players to participate in their celebration. If players accept, they will be given a gift by the merfolk. This gift is a magical trident that allows the player to breathe underwater for 1 hour.
D6=6: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.
d100 = 53
D6=1: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.
D6=2:An old, barnacle-covered buoy lies on the seafloor.
D6=3:The players are attacked by a school of dolphins. They are Level 1 monsters.
D6=4: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.
D6=5: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.
D6=6:The players are hired by a wealthy underwater kingdom to retrieve a powerful artifact from a sunken palace. However, the palace is guarded by powerful sea creatures and deadly traps. The players must use their skills to navigate through the palace and retrieve the artifact.
d100 = 54
D6=1:A school of fish swims by. They are followed by a giant whale swimming through the water with them.
D6=2:Soft humming creates a tranquil underwater ambiance.
D6=3:Tritons are wondering if they're going to be attacked. A group of them are having a meeting to discuss it.
D6=4:You come across a skeleton of a long-dead creature.
D6=5:In the depths of the ocean, the players come across a secluded merfolk village. They are wary of outsiders and refuse to let the players enter. The players must earn the trust of the merfolk and uncover the reason for their isolation. Is there a dark secret hidden within the village?
D6=6:The players see a kraken. The kraken has tentacles in the water and tentacles on land.
d100 = 55
D6=1:The players spot an underwater plant with bioluminescent leaves.
D6=2: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.
D6=3:A tiny octopus hides within an empty shell.
D6=4:A group of merfolk are gathering in a large group to perform a ceremony. If players walk into it, they will think it is a party.
D6=5: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.
D6=6:A group of manta rays swims by in a synchronized ballet.
d100 = 56
D6=1:The players see a group of kobolds fighting with a group of humans. The humans are trying to force the kobolds to stop attacking their ships.
D6=2: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.
D6=3:A pod of dolphins swims by, playfully leaping and diving in the water.
D6=4:A giant clam snaps shut as you approach it, startling you.
D6=5:A ship is sinking and people are jumping off it into the water
D6=6: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.
d100 = 57
D6=1:A gigantic sea serpent rises from the depths, creating a powerful whirlpool that threatens to swallow the players. They must find a way to escape before it's too late.
D6=2: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.
D6=3: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.
D6=4:The players spot a giant, ancient monument at the bottom of the ocean, covered in runes and mysterious symbols. As they approach, the monument begins to glow and a voice speaks to them, giving them a riddle to solve. If they can solve it, they will be rewarded with valuable items and knowledge.
D6=5:The players stumble upon a giant seahorse that has been guarding a treasure chest for centuries. The seahorse is friendly but will not allow anyone to take the treasure without solving its riddles and puzzles.
D6=6:Players hear a distant but continuous humming noise.
d100 = 58
D6=1:A sea serpent with brilliant, shimmering scales swims alongside the players' ship, seemingly curious about them.
D6=2:You see a group of mermen and mermaids riding on the backs of a school of flying fish.
D6=3:A group of aquatic elves that are protecting a chest filled with treasure.
D6=4:A group of merfolk and their allies are invading a group of shark merfolk and their allies.
D6=5:A talking swordfish has been searching for a worthy wielder to help him defeat a powerful sea monster that has been terrorizing the ocean. The players must convince the swordfish that they are the right ones for the job and work together to take down the monster.
D6=6:A group of 4d6 giant starfish attack.
d100 = 59
D6=1:A distant lightning strike briefly illuminates the water.
D6=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.
D6=3:A ship is sinking with a horrible captain on board.
D6=4:Camouflaged fish reveal themselves with sudden movement.
D6=5:An underwater stone arch provides a frame for an array of vibrant fish.
D6=6:An underwater volcano is about to erupt and the players must find a way to stop it before it destroys the surrounding area.
d100 = 60
D6=1:A group of merfolk cannot get food from their village and they are starving.
D6=2: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.
D6=3:A traveling caravan of underwater merchants selling exotic goods from different parts of the ocean.
D6=4: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.
D6=5:Nixies in the water
D6=6:A school of sardines swims in unison, creating a mesmerizing dance.
d100 = 61
D6=1:The players are invited to a lavish underwater party hosted by a wealthy merfolk family. However, the party turns out to be a trap set by their rivals who want to eliminate the players. The players must find a way to escape and possibly turn the tables on their enemies.
D6=2:A group of merfolk are gathering in a large group to perform a ceremony. If players walk into it, they will think it is a party.
D6=3: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.
D6=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.
D6=5: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.
D6=6:An old, waterlogged book lies half-buried in the sand.
d100 = 62
D6=1:A crab scuttles across the sea floor, carrying a bit of seaweed.
D6=2:Players notice a piece of rope swaying gently with the current.
D6=3:An array of sea pansies glows faintly on the seabed.
D6=4:A starfish clings to a rock, slowly moving its arms.
D6=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?
D6=6:The players discover a group of mermaids holding a concert, but their lead singer has lost her voice. The players must retrieve a special shell from a giant octopus that stole her voice.
d100 = 63
D6=1:You observe a squid squirting ink to evade a potential threat.
D6=2:1d6 Aquatic Beasties
D6=3:A magical barrier encloses a grand, submerged palace inhabited by sirens. Gaining entry requires outsmarting the barrier's protections, and navigating the perilous palace halls to reach the Siren Queen's treasure chamber.
D6=4:The players come across a sunken temple filled with ancient artifacts and guarded by intelligent, sentient kraken.
D6=5:A giant anglerfish lures the players in with its bioluminescent light, but it's actually working with a group of sahuagin to ambush them.
D6=6: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 = 64
D6=1:The party is approached by a group of merfolk. They are looking for their stolen child. They will offer a reward to anyone who can find their child and return him to them.
D6=2:A merrow wearing a necklace made of teeth from various sea creatures.
D6=3: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.
D6=4:A group of young fish hide among the branches of coral.
D6=5:A school of sardines swims in unison, creating a mesmerizing dance.
D6=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.
d100 = 65
D6=1:A bunch of merfolk want to scare the players and they pretend they are zombies. They are actually Level 1 fighters.
D6=2: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.
D6=3: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.
D6=4: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)
D6=5:An octopus quickly changes color to blend into its surroundings.
D6=6: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.
d100 = 66
D6=1:A group of merfolk and their allies are fighting a group of shark merfolk and their allies.
D6=2: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.
D6=3:A group of mer-people are praying to their god for help against a group of sahuagin.
D6=4:Deep within a kelp forest shimmering with emerald light, the players come across a conclave of 3d8 aquatic elves engaged in a council debate about an ongoing feud with a nearby clan of 2d6 sahuagin. Each faction's representative is vying for an ancient artifact known as the Ocean Talisman. The players can either broker peace between the two or ally with one side to secure the artifact. Any interference may incur invisible stalkers who protect the talisman.
D6=5:A large conch shell is partially visible in the sand.
D6=6: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.
d100 = 67
D6=1: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.
D6=2:You swim through a narrow underwater tunnel.
D6=3:A group of mer-people are throwing things into the water hoping to provoke a fight with a group of sahuagin.
D6=4:As the players swim deeper into the ocean, they encounter a cavern filled with bioluminescent creatures. The colors and patterns of these creatures form a puzzle that leads to a hidden treasure.
D6=5:3d8 Aquatic Beasties
D6=6:A group of kuo-toa are building a statue for their god and have captured a group of innocent sailors to sacrifice for the construction. Can the players save the sailors and stop the ritual?
d100 = 68
D6=1:The party sees humanoids and merfolk fighting with each other. [[SHOWPRINT]] [[SHOWPRINT]]
D6=2:Various small fish dart in and out of a rusting anchor.
D6=3:An underwater waterfall from a freshwater source creates unique currents.
D6=4:An old, waterlogged book lies half-buried in the sand.
D6=5:You see silvery fish flashing around a submerged log.
D6=6:You find an old, weathered piece of driftwood with strange symbols carved into it.
d100 = 69
D6=1: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.
D6=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.
D6=3:Driftwood stumps are embedded deep in the seabed.
D6=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.
D6=5: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.
D6=6:A group of sharks are eating a dead body. The sharks are 1d10+5 in number.
d100 = 70
D6=1:The players come upon a magical underwater garden filled with beautiful and rare aquatic plants. But the plants are fiercely guarded by a group of fierce sea hags who will do anything to protect their garden.
D6=2:Nixies in the water
D6=3:A group of rogue sahuagin have captured a powerful triton and are planning to sacrifice her to their dark gods. The players must rescue her before it's too late and defeat the sahuagin in order to gain the triton's trust and potentially acquire a powerful ally.
D6=4: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.
D6=5:A distant shadow of a large fish swims by, too far to identify.
D6=6:The players hear a loud roar from beneath them. They look down and see a giant squid attacking a giant shark! The shark is losing the fight!
d100 = 71
D6=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.
D6=2:An underwater battle between rival factions of merfolk is taking place. The players can choose to intervene and decide the outcome of the battle.
D6=3: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.
D6=4:An ancient squid attacks the players. It is a Level 8 monster.
D6=5:You see a lionfish hovering near a piece of coral.
D6=6:A pair of dolphins playfully swim alongside you for a while.
d100 = 72
D6=1:You see a single giant octopus swimming by, minding its own business. However, once the players get closer, they realize it is protecting a group of mermaids who are being attacked by a group of sahuagin. The players must choose to either help the mermaids or defeat the octopus to get to the sahuagin.
D6=2:A ship with a broken mast is seen in the distance. It appears to be badly damaged.
D6=3:A group of friendly merfolk children playing a game of tag. But the game turns deadly when they accidentally awaken a sea monster. The players must save the children and defeat the monster.
D6=4:A ship has been torn apart by a giant octopus that is floating in the water. One of the arms of the octopus has been injured and has a chance of attacking the players if they approach it.
D6=5:The players find an old, rusted anchor partially buried in the sand.
D6=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.
d100 = 73
D6=1:A talking swordfish, who offers to guide the players to a legendary underwater city in exchange for being freed from a cursed necklace that has been holding it in fish form. The swordfish may also hold valuable knowledge about the secrets of the underwater world.
D6=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.
D6=3:A ray of sunlight filters through the water, creating a beautiful underwater scene.
D6=4:A group of Narwhals attacking a group of octopuses.
D6=5:A crystal clear pool of water in the middle of the ocean sparkles in the sunlight. But as the players swim towards it, they discover it is a portal to an unknown underwater world. Will they take the risk and explore?
D6=6:A school of tiny, glowing fish illuminates the water around you.
d100 = 74
D6=1:The players come across a sea giant playing with a giant beach ball made out of seaweed and fish. If they join in on the fun, the sea giant will reward them with a powerful trident.
D6=2:Various small fish dart in and out of a rusting anchor.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A rogue sea witch has cursed a nearby underwater village, causing its inhabitants to fall into a deep sleep. The villagers' spirits wander in a dream realm, and the players must enter this realm to lift the curse and confront the witch.
d100 = 75
D6=1:Some broken, tangled fishing lines caught on coral are visible.
D6=2:A variety of seaweed species create a blanket of colors.
D6=3:The players encounter a reef made of living coral, which is home to a powerful druid who controls the creatures of the ocean. But as they approach the reef, they realize that the druid is not what they expected. Will they befriend or battle the druid and its natural guardians?
D6=4:The party meets a talking swordfish who is searching for their lost mate. They offer to lead the players to a hidden treasure in exchange for their help.
D6=5:In a sunken amphitheater, ghostly beings perform eternally. Investigation reveals they are cursed actors bound by a contract of dark magic, and breaking the curse could release powerful spirits of creativity or vengeance.
D6=6:An eel peeks out from its hiding spot in a rock crevice.
d100 = 76
D6=1: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?
D6=2:A stingray glides past, its wings moving gracefully through the water.
D6=3: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'.
D6=4:Players are approached by a group of merfolk. They ask the players to help rescue their city from an evil wizard. The merfolk will reward the players if they succeed.
D6=5: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.
D6=6:The party sees a lobster and a crab fighting. The crab is winning. The crab is Level 1, the lobster is Level 2, and it brings its friends with it.
d100 = 77
D6=1:You see a single giant octopus swimming by, minding its own business. However, once the players get closer, they realize it is protecting a group of mermaids who are being attacked by a group of sahuagin. The players must choose to either help the mermaids or defeat the octopus to get to the sahuagin.
D6=2: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.
D6=3: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.
D6=4:A scaly creature with two fins on its tail is attacking a ship.
D6=5: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.
D6=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.
d100 = 78
D6=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.
D6=2:A school of fish swims around you, their scales glinting in the light.
D6=3:The players brush past stinging sea nettles and feel a slight tingle.
D6=4:A merchant ship has washed ashore. It's full of trade goods and food. The only problem is that there are a few sea creatures in it.
D6=5:As the players are swimming, they encounter a group of friendly sea turtles who have been affected by a strange and unknown magical force. The players must find the source of the magic and remove it before it causes harm to the sea creatures and ecosystem.
D6=6:A bright orange sea slug inches slowly across a rock.
d100 = 79
D6=1:An old, rusted anchor lies partially buried in the sand.
D6=2:A group of merfolk are sitting on a large rock by the side of the sea. They appear to be waiting for something.
D6=3:A group of aquatic elves that have been shipwrecked for weeks and have run out of air.
D6=4:A group of Narwhals attacking a group of Yermies.
D6=5:Small sea slugs slime their way over rocks.
D6=6: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.
d100 = 80
D6=1:The players see a group of kobolds fighting with a group of humans. The humans are trying to force the kobolds to stop attacking their ships.
D6=2:A small, curious shark circles you before swimming away.
D6=3:The players come across an octopus stuck in a fishing net. It looks like it's been there for a few days.
D6=4:A group of sharks attacking a group of Squids.
D6=5:While exploring the ocean floor, the players find a seal trapped in a net. If they save the seal, it will lead them to a treasure hidden in a nearby sunken ship.
D6=6:The players encounter a peaceful tribe of aquatic elves, but they are being terrorized by a group of vicious sahuagin. Will the players help defend the tribe or let them handle it on their own?
d100 = 81
D6=1:2d12 Aquatic Beasties
D6=2: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.
D6=3:Merfolk with a sea dragon and a sea serpent to protect them (attack any intruders)
D6=4: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.
D6=5:A kraken attacks a nearby ship, threatening the lives of its passengers and crew. The players must either fight off the kraken or find a way to distract and deter it before it causes too much damage.
D6=6: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.
d100 = 82
D6=1:A jellyfish brushes past you, its tentacles trailing behind it.
D6=2:The players stumble upon a merfolk wedding, where two mermaids are fighting over the groom. Will the players intervene or stay out of it?
D6=3:A group of merfolk are seen swimming through the water. If the players talk to the merfolk, they will tell the players about a nearby underwater ruin that is filled with treasure.
D6=4:A simple net, torn and abandoned, floats aimlessly.
D6=5: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.
D6=6:3d4 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.
d100 = 83
D6=1:The players come across a ship that is sinking due to an attack from a giant sea serpent. They must either defeat the serpent or use clever tactics to escape the sinking ship.
D6=2:2d6+2 merfolk are under attack by the players' ship.
D6=3:You come across a small underwater hot spring, its water surprisingly warm.
D6=4:You come across a skeleton of a long-dead creature.
D6=5:An eel peeks out from its hiding spot in a rock crevice.
D6=6: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.
d100 = 84
D6=1:A glass bottle reflects the sunrays from above.
D6=2:You encounter an unusually large gathering of sea cucumbers.
D6=3: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.
D6=4:An algae bloom colors the water a light green, reducing clarity.
D6=5:A lingering electric blue glow, possibly from a bioluminescent source.
D6=6:A clump of anemones houses several inquisitive clownfish.
d100 = 85
D6=1:Floating jelly leaves give the water a soft, dreamlike quality.
D6=2: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.
D6=3:An underwater battle between rival factions of merfolk is taking place. The players can choose to intervene and decide the outcome of the battle.
D6=4:A small crab scurries across the ocean floor.
D6=5:A player brushes a patch of stinging sea anemones.
D6=6:The players come across a group of dolphins playing a game with a floating ball of light.
d100 = 86
D6=1: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.
D6=2:The players spot a sunken ship. The ship is actually a monster that looks like a ship. The monster attacks players with its 2d6 tentacles.
D6=3:Jellyfish dance gracefully in the water, but their touch is deadly to a living creature. The players must navigate through them without getting stung.
D6=4:A group of merfolk are cheering on a group of song bird mermaids who are practicing for an upcoming festival.
D6=5:A party of merfolk wearing face masks are on their way to a nearby port. They are merchants who are traveling the lands to sell their goods. They will offer the players anything for a good price.
D6=6: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.
d100 = 87
D6=1:A large shark attacks.
D6=2:You come across a lone kraken who has been banished by its kind for being too friendly towards humans. The kraken asks for the players' help in redeeming itself to its peers.
D6=3:In the distance, the players can see a beautiful underwater city. As they approach, they discover that it is actually a city of merfolk who have been cursed to live underwater forever. They beg the players to break the curse and restore their ability to live on land.
D6=4:The players float through a cloudy patch of stirred-up sediment.
D6=5:A sea turtle glides by gracefully, seemingly unconcerned by your presence.
D6=6: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!
d100 = 88
D6=1: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.
D6=2: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.
D6=3:A group of friendly dolphins help the players navigate through a dangerous underwater maze.
D6=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.
D6=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.
D6=6:A shoal of silver fish almost moves as one entity, flashing in the light.
d100 = 89
D6=1:A seal attacks the party.
D6=2:The players drift over a vast underwater graveyard of titanic coral spires adorned with skeletal remains. Here, 4d10 ravenous reef sharks have made their den, and the spectral echoes of ancient sea giants haunt these waters, seeking vengeance against the malevolent forces that brought them down. Amongst the bones lies a legendary trident, locked away by an eternal guardian, a solemn knight. To claim this artifact, players must perform a ritual that appeases the souls, vanquishing the sharks and possibly allying with the spirits of the sea giants.
D6=3: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.
D6=4: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.
D6=5:A nudibranch showcases its vibrant colors.
D6=6:The players encounter a group of friendly sea elves, who invite them to their underwater city for a grand feast and celebration.
d100 = 90
D6=1:The players hear beautiful music. They see a man playing a harp. If they approach him, he will ask them to take him with them to worship his god on land.
D6=2: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?
D6=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.
D6=4:1d6 Aquatic Beasties
D6=5:A pair of playful sea otters chase each other nearby.
D6=6:A ship is sinking! The ship is manned by pirates and has a treasure chest on board worth 1d10x100 gold pieces.
d100 = 91
D6=1:A player brushes a patch of stinging sea anemones.
D6=2: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.
D6=3:Several shrimp are cleaning a larger fish.
D6=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.
D6=5:A group of kuo-toa are building a statue for their god and have captured a group of innocent sailors to sacrifice for the construction. Can the players save the sailors and stop the ritual?
D6=6:1d4 magical sling stones with a note. The note reads "PREPARE TO BE GRILLED!!"
d100 = 92
D6=1:A group of mermen riding on sharks pass by. They appear to be on patrol.
D6=2:A pod of dolphins approach the players, clearly trying to communicate something. What could they be trying to convey?
D6=3:A glass bottle reflects the sunrays from above.
D6=4: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.
D6=5: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?
D6=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.
d100 = 93
D6=1: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'.
D6=2: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.
D6=3:The players see a giant octopus with a humanoid head. The octopus is wearing a crown on its head. The octopus has 2 arms and each hand has 4 fingers.
D6=4:You spot an octopus camouflaged among the rocks.
D6=5: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.
D6=6: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.
d100 = 94
D6=1: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.
D6=2:The players discover a field of mysterious, glowing clams that sing haunting melodies. These clams are actually sentient creatures ensnared by a sorcerer’s spell. Freeing them means breaking the spell but risking a confrontation with the sorcerer.
D6=3: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)
D6=4:The party sees a group of merfolk who are curing their wounded friends.
D6=5: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.
D6=6:You find an old ship's compass partially buried in the sand.
d100 = 95
D6=1: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.
D6=2:The players encounter a group of humanoids living in an underwater society. They are friendly and offer the players a place to rest, but they also have a dark secret that could put them in danger.
D6=3: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.
D6=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.
D6=5:A group of merfolk attack the party. If players kill them, they find six intelligent sharks circling their corpses. The sharks are wearing armor and weapons and are carrying small bags of gold. If players kill the sharks, they will respawn one hour later and attack again.
D6=6: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 = 96
D6=1: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.
D6=2: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.
D6=3:Players notice a piece of rope swaying gently with the current.
D6=4: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.
D6=5:A group of merfolk appear. They are led by an elder merman who is wearing a crown of coral and holding a coral scepter. He speaks in Draconic and tells the players that this area is sacred and they must leave at once!
D6=6:In the depths of the ocean, the players come across a secluded merfolk village. They are wary of outsiders and refuse to let the players enter. The players must earn the trust of the merfolk and uncover the reason for their isolation. Is there a dark secret hidden within the village?
d100 = 97
D6=1:A group of merfolk priests and priestesses perform a ritualistic dance around a statue of a sea serpent. Will the players interrupt the ritual or observe from a distance?
D6=2:You discover an abandoned merfolk village.
D6=3:The sun's rays creating a shimmering dance through the water column.
D6=4:A stony coral reef displays vibrant colors and textures.
D6=5: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.
D6=6:Players are accosted by a group of octopi who want them to stop attacking their pod.
d100 = 98
D6=1:A ship is sinking! The ship is manned by pirates and has a treasure chest on board worth 1d10x100 gold pieces.
D6=2: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.
D6=3:Fish eggs are attached to plant leaves, awaiting hatching.
D6=4:A small, curious shark circles you before swimming away.
D6=5:A group of merfolk are being attacked by pirates. (Optional: Remove pirates if players deal with them.)
D6=6: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.
d100 = 99
D6=1:A group of humans, 2d6+2 kobolds, and 2d6+2 merfolk are all fighting over a sunken treasure chest.
D6=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.
D6=3:You see a lionfish hovering near a piece of coral.
D6=4:Small barnacles attach themselves to a player's armor.
D6=5: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.
D6=6:The players spot a group of giant lobsters feasting on a sunken ship. If the players try to take some of the treasure, the lobsters will attack them fiercely, protecting what they see as their rightful loot.
d100 = 100
D6=1: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.
D6=2: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.
D6=3: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.
D6=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.
D6=5: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.
D6=6: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.
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Other dice tiers for the underwater: D1, D4, 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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