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D8 Underwater Random Encounters

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

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

How to roll this table

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

The D8 Underwater encounter table

d100 = 1

  1. D8=1:A group of merfolk are attacking 2d10 sharks. The players join the fight. On either side.
  2. D8=2:The players are approached by a merman and a mermaid. They are going to try to seduce the players, but if they turn them down, they will attack them. They are a Level 5 Fighter and a Level 4 Wizard.
  3. D8=3:A crab scuttles across the ocean floor, carrying a shell on its back.
  4. D8=4:A giant sea turtle attacks the party.
  5. D8=5:A shipwreck is revealed to have been enchanted by a powerful wizard, turning it into an underwater fortress. The players must navigate through tricky puzzles and dangerous traps to get to the treasure inside.
  6. D8=6:Players hear a party of merfolk chanting something. On closer inspection, they are saying a prayer to a god. They are also giving a sacrifice to the god.
  7. D8=7:The players are approached by a merfolk who claims to be a cursed prince. He offers them a reward if they can break the curse and return him to his human form. But is the prince really who he says he is, or is he tricking the players for his own sinister purposes?
  8. D8=8: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?

d100 = 2

  1. D8=1:A giant turtle attacks the players. If the players attack the turtle, they will be attacked by 3d6 sharks. If the players complete a short rest, they will survive the first round with near 100% hp but will then be attacked by 4d4 small sharks and repeat this process until the players rest or die. The turtle is not aggressive.
  2. D8=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.
  3. D8=3:A group of sea dwarves offer the players a ride on their submarine, but they must defend the submarine from an attack by a group of sea dragons.
  4. D8=4: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.
  5. D8=5:The narrow trail of a crustacean is visible in the sand.
  6. D8=6:A small whirlpool forms nearby, briefly disrupting the calm.
  7. D8=7:A handful of seahorses cling to some floating seaweed.
  8. D8=8:A human with strange glowing green eyes is sitting in a chair made from the bones of sea creatures.

d100 = 3

  1. D8=1:A spectral pirate ship captained by a cursed mariner appears. The mariner offers the adventurers a deal: recovery of his lost love's locket in exchange for powerful cursed items and a journey to a hidden treasure.
  2. D8=2:You spot a transparent comb jelly drifting past.
  3. D8=3:A group of mermaids are swimming nearby. They are curious about the players and will approach them to ask questions.
  4. D8=4:The players are approached by a merman and a mermaid. They are going to try to seduce the players, but if they turn them down, they will attack them. They are a Level 5 Fighter and a Level 4 Wizard.
  5. D8=5: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.
  6. D8=6:Players see a giant shadow moving in the depths below them. As it gets closer, they realize it's a giant sea turtle carrying a small civilization on its back. The inhabitants of the civilization ask for the players' help to defeat a group of sharks that are attacking them.
  7. D8=7:Players come across a shipwreck. There is treasure on the ship, but there are also a group of blue crabs protecting it.
  8. D8=8: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.

d100 = 4

  1. D8=1:A ship carrying a group of pirates has sunk to the bottom of the ocean, and the players must navigate through the wreckage and fight off any remaining pirates to claim the treasure hidden within. But they must also watch out for a group of hungry sharks circling the area.
  2. D8=2:The players stumble upon a hidden underwater village of shapeshifting merfolk. They offer the players a magical potion that allows them to temporarily transform into underwater creatures.
  3. D8=3:The players stumble upon an underwater goblin village. The goblins are friendly and invite the players to their village, but all is not as it seems. The players must figure out the goblins' true intentions and make a decision on whether to help them or stop them.
  4. D8=4:The players see a sunken ship with three masts. The upper part of the ship is still above water. The image of the ship is eerily accurate to what it looked like when it was still above water.
  5. D8=5:A group of giant crabs block the players' path, demanding a toll to pass through their territory. But the crabs are actually shape-shifting mermaids looking to rob unwary travelers.
  6. D8=6:A sea dragon is terrorizing a nearby fishing village and the players must find a way to stop it before it attacks again.
  7. D8=7:A piece of seaweed used as a home by various small invertebrates.
  8. D8=8:The party sees a shipwreck with a skeletal arm reaching up from the water. If they investigate, they will find the body of a wizard still clutching a spellbook.

d100 = 5

  1. D8=1: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.
  2. D8=2:You spot a bright red starfish clinging to a rock.
  3. D8=3:Small plankton clusters create a soft glow in the water.
  4. D8=4:An exploded cache of magical crystals has summoned 3d4 water weirds who force the players to solve a series of increasingly difficult puzzles to retrieve any of the loot safely.
  5. D8=5:A group of merfolk are arguing over the recent rise in seal and shark attacks. A group of Narwhals have been stealing their fish stocks.
  6. D8=6:The players come across a shipwreck and as they explore, they discover that there are still survivors trapped inside. The players must find a way to rescue the survivors before the ship collapses and submerged with them inside.
  7. D8=7: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.
  8. D8=8:A sea hag offers to sell the players a map to a hidden underwater temple full of treasure. However, the temple is also guarded by fearsome sea creatures.

d100 = 6

  1. D8=1:Seafoam drifts down from the surface, dissolving underwater.
  2. D8=2:Players come across a treasure chest underwater. It is actually a trap.
  3. D8=3:A school of sardines parts around you, creating a shimmering curtain.
  4. D8=4: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.
  5. D8=5: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.
  6. D8=6:A pod of dolphins swims by, playfully leaping and diving in the water.
  7. D8=7:The players discover a hidden underwater grotto filled with bioluminescent plants and strange, ethereal music. This place is the home of aquatic fey creatures called nixies, who are in the midst of a festival. They invite the adventurers to join but warn them never to touch the golden kelp for it brings doom.
  8. D8=8: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

  1. D8=1:The players are caught in a fierce underwater storm and must navigate their way through to safety. Along the way, they may encounter other creatures trying to take shelter from the storm.
  2. D8=2:You sense a strong magical presence in the water. As you approach, you see a beautiful mermaid swimming gracefully. But beware, she may have ulterior motives for luring you in.
  3. D8=3:The players are approached by a group of military soldiers who need to clean out a sea monster lair in the ocean. They will pay the players 500 gold pieces to go in and get rid of the monsters.
  4. D8=4: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.
  5. D8=5:The players stumble upon a merfolk wedding, where two mermaids are fighting over the groom. Will the players intervene or stay out of it?
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:A group of merfolk are cheering on a group of song bird mermaids who are practicing for an upcoming festival.

d100 = 8

  1. D8=1:A sea turtle swims lazily by, uninterested in the players.
  2. D8=2:A school of bioluminescent fish surrounds the party, forming intricate patterns that seem to convey meaning. Suddenly, the fish scatter as an eerie glow emanates from a nearby cave. Within, the players discover an ancient underwater library guarded by a spectral librarian who demands they solve a riddle to access the knowledge. They have 10 minutes to decipher the glowing runes before they lose the opportunity to glean invaluable information about the region.
  3. D8=3:While resting near a bed of seaweed, players are enveloped by 4d4 sea snakes. These serpents have been enchanted to guard a nearby underwater garden belonging to a powerful sea witch.
  4. D8=4:Three merfolk in their finned, fish like forms approach the party. They are carrying a large chest that is padlocked. If the party attacks, they will fight back with spears and tridents. If players approach, they will ask the players to escort them to the port city. They will pay the players 20 gold pieces.
  5. D8=5:A merfolk village under attack by an army of aquatic goblins riding on sharks. The players must help defend the village and its inhabitants.
  6. D8=6:Dolphins are chasing a school of fish nearby.
  7. D8=7:A strange blue light entices the players deeper into the abyss, where they find a pocket of air containing an ancient library preserved by magic. Guarding this sanctuary is 1d4 water weirds who test the players’ intelligence before providing access to the tomes.
  8. D8=8:A group of Narwhals attacking a group of octopuses.

d100 = 9

  1. D8=1:A group of mermaids are chatting quietly to each other about a beautiful pearl they found in a sunken wreck. They will not fight but will flee if threatened.
  2. D8=2:The players see a kraken. The kraken has tentacles in the water and tentacles on land.
  3. D8=3:A ship is sinking with a horrible captain on board.
  4. D8=4:Players swim into a thick fog of underwater ink left by 5d4 giant squids running from a monstrous sea hydra. Light and visibility are near zero, making navigation perilous.
  5. D8=5:A group of mermen are talking about a pirate rivalry. They are talking about the pirate rivalry between Captain Black Beard and Captain Red Beard. The mermen talk about how Captain Black Beard stole a powerful magic item from Captain Red Beard, but the mermen don't know what it was or where Captain Black Beard is hiding now.
  6. D8=6:The players come across an underwater temple that is protected by powerful magic. They must solve riddles and defeat guardians to gain entrance, and inside they find a powerful oracle who can answer one question for them.
  7. D8=7: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.
  8. D8=8:A mermaid is floating in the water and singing a song about love. It is not hostile.

d100 = 10

  1. D8=1:A group of mermaids are singing a song about love.
  2. D8=2:A giant whirlpool suddenly appears in the ocean, threatening to suck the players and their ship down into its depths. They must use all their skills to navigate out of the whirlpool or find a way to calm the angry sea goddess who created it.
  3. D8=3: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.
  4. D8=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.
  5. D8=5:The party see 2d6 thieves and 2d6 pirates fighting with each other. The pirates are trying to steal treasure that is in the hands of the thieves, but the thieves keep dodging. A Level 1 Thief is hidden in the bushes and is trying to steal treasure from the pirates who are fighting among themselves.
  6. D8=6:Tiny fish pick at the algae and moss on submerged stones.
  7. D8=7:A mermaid trapped in a fishing net, she will beg for the players to free her or else she will drown. But as they approach, they will be ambushed by a group of sahuagin.
  8. D8=8:A group of dolphins are in the water, jumping and splashing around. They seem to be having a party of their own.

d100 = 11

  1. D8=1:A large sea turtle glides peacefully through the water.
  2. D8=2:The players come across an underwater volcano that is about to erupt. They must race against time to find a way to stop the eruption and save the creatures living in the surrounding area.
  3. D8=3:A group of jellyfish float lazily by, their tentacles trailing behind them.
  4. D8=4:A group of eels in the water appear to be following the party.
  5. D8=5:You come across a sunken buoy, its chains covered in barnacles.
  6. D8=6:An ancient squid attacks the players. It is a Level 8 monster.
  7. D8=7:A mysterious underwater cave leads to a grotto filled with glowing jellyfish. But as the players approach, they realize that the jellyfish are actually dangerous and will sting anyone who gets too close.
  8. D8=8:A small crab scurries across the ocean floor.

d100 = 12

  1. D8=1:The players encounter a pod of narwhals, one of whom has a mysterious object embedded in its tusk. The players may have to help the narwhals retrieve the object or fight off other creatures who are after it.
  2. D8=2: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.
  3. D8=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!
  4. D8=4:A mermaid is floating in the water and singing a song about love. It is not hostile.
  5. D8=5:A school of tiny, but ferocious, piranha-like fish swarm the players, nipping at their limbs and equipment. Will they be able to fend them off and escape?
  6. D8=6:The players come across an underwater coral maze, filled with traps and puzzles. They must navigate through the maze and find the hidden treasure at the end.
  7. D8=7:You come across a small patch of bioluminescent algae glowing softly.
  8. D8=8:Driftwood is home to countless small marine organisms.

d100 = 13

  1. D8=1:Three merfolk in their finned, fish like forms approach the party. They are carrying a large chest that is padlocked. If the party attacks, they will fight back with spears and tridents. If players approach, they will ask the players to escort them to the port city. They will pay the players 20 gold pieces.
  2. D8=2:The players must navigate a maze of coral reefs without disturbing a sleeping Leviathan, a massive sea creature that can easily demolish their ship.
  3. D8=3: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.
  4. D8=4:The party sees a mermaid with a harp playing while surrounded by a school of fish.
  5. D8=5:A school of Dolphins are swimming through the water. If any players attempt to interact with the Dolphins, they will be given a message telling them the Dolphins are the guardians of the ocean and will kill anything who harms it.
  6. D8=6:Jellyfish float by gracefully, pulsing rhythmically.
  7. D8=7:The players come across a massive underwater graveyard filled with the bones of sea creatures from ages past. As they investigate, they discover that the bones are coming to life and they must defeat the powerful necromancer controlling them.
  8. D8=8:A giant squid is standing on the ocean floor with a shellfish on his head that is attempting to fight him off. If the party doesn't help, then the squid will attack the party.

d100 = 14

  1. D8=1:A current sweeps you along, carrying you past schools of fish.
  2. D8=2:A school of flying fish offers the players a ride across a perilous underwater trench. In exchange, they request aid in dethroning a monstrous predator fish that has been terrorizing the ocean's surface.
  3. D8=3:A friendly dolphin offers to guide you through the underwater landscape.
  4. D8=4:The group encounters a pod of dolphins that lead them to an enchanting underwater garden. At the center is a radiant flower that can enhance magical abilities. However, once the flower is touched, a force field begins to collapse, requiring them to find and deactivate five runic stones within 15 minutes, or the field will implode, destroying the garden and everything in it.
  5. D8=5:A stingray briefly surfaces then glides back to the depths.
  6. D8=6: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.
  7. D8=7:A wizard's tower that has been transported underwater. The players must solve puzzles and fight off underwater guardians to reach the top, where they will find a powerful magical artifact.
  8. D8=8:The party sees a giant whale floating by. The party can convince the whale to take them to land.

d100 = 15

  1. D8=1: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.
  2. D8=2:A group of Mermen fishing and singing sea shanties. They offer the players some freshly caught fish and join in on a song if they're friendly.
  3. D8=3:A group of deep-sea divers offer the players a ride in their specialized shark-shaped submersible. However, things take a turn when they get ambushed by a giant octopus.
  4. D8=4:Turtles swim leisurely, unfazed by their surroundings.
  5. D8=5: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.
  6. D8=6:A mysterious sunken city is spotted in the distance. As the players explore, they realize it is home to a group of merfolk living under a powerful enchantment.
  7. D8=7:A hermit crab is swapping shells.
  8. D8=8:A group of tritons are fighting against a group of merfolk! One of the tritons is a cleric and he is attacking the merfolk with fire and lightning bolts. If the party joins the battle, then they must help out either the party or the merfolk. They cannot take the side of both groups.

d100 = 16

  1. D8=1:A giant octopus makes an appearance, seemingly aggressive towards the players. But upon closer inspection, the octopus is actually trying to protect its eggs from poachers. The players must make a decision whether to help the octopus or take the eggs for themselves.
  2. D8=2:A kraken is attacking a nearby village, destroying their ships and homes. The players must come up with a plan to defeat the massive beast and save the village from ruin. But be careful, for krakens are known for their deadly intelligence and strategic thinking.
  3. D8=3:A group of merfolk are swimming nearby. They are on their way to battle a sea monster. If players help them with the battle, the merfolk will reward them with a magic trident and a magic potion.
  4. D8=4:The players see underwater fungi growing on a dead tree.
  5. D8=5:The party see 2d6 thieves and 2d6 pirates fighting with each other. The pirates are trying to steal treasure that is in the hands of the thieves, but the thieves keep dodging. A Level 1 Thief is hidden in the bushes and is trying to steal treasure from the pirates who are fighting among themselves.
  6. D8=6:A merrow wearing a necklace made of teeth from various sea creatures.
  7. D8=7:A giant sea turtle with a small island on its back. The players can rest on the island but must be careful not to harm the turtle.
  8. D8=8:Players find themselves enmeshed in a dispute between two oceanic giant clans: 3d6 storm giants and 3d6 cloud giants. Each side demands loyalty, and betrayal is met with swift and brutal consequences.

d100 = 17

  1. D8=1:A floating piece of kelp snags a player's equipment.
  2. D8=2:Gentle waves move submerged seagrass blades in a hypnotic rhythm.
  3. D8=3:The players come across a shipwreck that is being guarded by a giant octopus. The octopus has made its home inside the wreck and will attack anyone who tries to loot it.
  4. D8=4: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?
  5. D8=5:The players find an abandoned undersea forge with a powerful magical furnace capable of crafting legendary items. Inscriptions hint at a special metal ingot hidden nearby. They have 30 minutes to find and smelt the ingot before the furnace's energy source depletes, rendering it useless for another century.
  6. D8=6:Driftwood stumps are embedded deep in the seabed.
  7. D8=7:A group of tiny, almost translucent shrimp moves together.
  8. D8=8:2d6+2 merfolk are under attack by the players' ship.

d100 = 18

  1. D8=1:A ship has been wrecked. A magical lamp is murmuring quietly to itself.
  2. D8=2: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.
  3. D8=3:A giant sea turtle is stranded on a coral reef and the players must figure out a way to help it get back to the ocean before it dies.
  4. D8=4:A group of mermaids are singing a song about love.
  5. D8=5:A group of merfolk, who have been fishing, are attacked by a group of kuo-toa. A battle ensues.
  6. D8=6:A group of deep-sea merfolk, known for their dark and twisted ways, capture the players and force them to participate in a deadly game of survival. The players must find a way to escape and take down the merfolk before they become the next victims of their sadistic games.
  7. D8=7:A bright orange sea slug inches slowly across a rock.
  8. D8=8:The players come across a colony of sentient sea cucumbers who are being threatened by a group of hungry sea turtles. The players must find a way to protect the sea cucumbers without harming the turtles.

d100 = 19

  1. D8=1:A group of fishermen are fishing in the water. They will give the party some information about the area if they are asked about it.
  2. D8=2:A shipwreck is seen in the distance. It appears to be badly damaged.
  3. D8=3:A colossal crab has laid siege to a merfolk city. Adventurers must defeat the gigantic crustacean or convince it to leave, using ancient knowledge about these ancient sea creatures.
  4. D8=4:A giant, ancient underwater creature appears, seemingly asleep. The players must carefully navigate around it, but closer inspection reveals that the creature is actually guarding a hidden underwater city filled with treasure and secrets. The players must decide whether to risk waking the creature and potentially gaining access to the city, or move on and avoid any potential dangers.
  5. D8=5:The party sees two mermaids. If they talk to the mermaids, they will tell them about an underwater city filled with traps and monsters. The mermaids are lying. Eventually, they'll burst into laughter at the silly land-beasts then swim away.
  6. D8=6:An enchanted bubble city appears before the players, inviting them to explore its wonders. However, they soon realize that the city is populated by hostile automatons who see the players as trespassers.
  7. D8=7: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.
  8. D8=8:A maze of kelp beds hides an ancient gatekeeper, a giant starfish that has sworn to protect an underwater temple. To gain entry to the temple, players must solve riddles and or combat the starfish and its minions.

d100 = 20

  1. D8=1:W hen a group of merfolk come to help the players, they're really looking to steal something from the players. They are Level 5 Fighters.
  2. D8=2:The players stumble upon a hidden underwater village of shapeshifting merfolk. They offer the players a magical potion that allows them to temporarily transform into underwater creatures.
  3. D8=3:A friendly group of sea turtles offers to give the players a ride to their next destination on their backs. However, the journey may not be as peaceful as it seems, as the turtles must navigate through dangerous waters and avoid predators.
  4. D8=4:A ship is on fire.
  5. D8=5:You find a small pile of colorful seashells.
  6. D8=6:A group of small crabs scuttles across the sandy seabed.
  7. D8=7:A magical siren's song lures the players towards a beautiful underwater palace. But as they enter, they realize the palace is a prison for the siren's captives. Can they defeat the siren and free the prisoners, or will they fall under her spell?
  8. D8=8:The party sees merfolk and water-dwelling humanoids fighting with each other.

d100 = 21

  1. D8=1:The players are drawn toward an underwater geyser emitting arcane mist. At its center, a magical portal opens to an alternate dimension or the elemental plane of water, presenting both danger and unimaginable opportunity.
  2. D8=2:An underwater volcanic vent is guarded by a tribe of fire-worshipping sahuagin. These creatures believe the vent is sacred and will attack any trespassers. The adventurers may find clues to a powerful artifact buried within the mineral-rich lava deposits.
  3. D8=3:A group of whale sharks are floating near the players. They are curious about the party. They will not pose a threat unless the players try to attack them.
  4. D8=4:An old wreck in water with lots of treasure!
  5. D8=5: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.
  6. D8=6:They encounter a rogue marid trapped within a crystal by another powerful entity. Freeing the marid results in a bargain for wishes, while capturing them might yield a dangerous ally or foe.
  7. D8=7:The party discovers a community of underwater mushroom-like creatures known as Sporespawn. They hold valuable fungal spores, but interacting with them requires delicate manipulation. Sporespawn release toxic spores if they feel threatened. The players have 30 minutes to collect the spores they need without inciting panic.
  8. D8=8:A group of young fish hide among the branches of coral.

d100 = 22

  1. D8=1:The players stumble upon an underwater goblin village. The goblins are friendly and invite the players to their village, but all is not as it seems. The players must figure out the goblins' true intentions and make a decision on whether to help them or stop them.
  2. D8=2:The players must navigate through a maze of seaweed and avoid the deadly sting of giant jellyfish.
  3. D8=3:A starfish clings to a large rock.
  4. D8=4: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.
  5. D8=5:The players see a sea turtle swimming through the water. The sea turtle has a shell the shape of a castle.
  6. D8=6:The players find themselves in an underwater maze, filled with traps and puzzles. They must solve the maze and reach the end within a certain time limit or be trapped forever.
  7. D8=7:A group of merfolk are holding an auction to sell off one of their magical items. They will invite players to participate in their auction. If players accept, they will be able to bid on the item and try to get it for the lowest price.
  8. D8=8:A swarm of 5d6 tiny jellyfish surrounds the players. These harmless creatures glow and light up ancient inscriptions on the ocean floor, pointing towards an invaluable hidden artifact.

d100 = 23

  1. D8=1:An underwater waterfall from a freshwater source creates unique currents.
  2. D8=2:7d6 octopi attack.
  3. D8=3:As the players explore a sandy seabed, they disturb a nest of 2d8 giant crabs. These crabs are fiercely territorial and will defend their eggs to the death, or can be placated with a suitable offering of food.
  4. D8=4:The players come across an underwater volcano that is about to erupt. They must race against time to find a way to stop the eruption and save the creatures living in the surrounding area.
  5. D8=5:A small squid shoots backward, propelling itself away.
  6. D8=6:You come across a small patch of bioluminescent algae glowing softly.
  7. D8=7:A clown triggerfish meanders through a complex reef structure.
  8. D8=8:The players encounter a merfolk bard who is searching for rare and unique items to add to their collection. The bard offers to trade valuable information or items in exchange for the players' help in finding these items.

d100 = 24

  1. D8=1:A giant whirlpool suddenly appears in the ocean, threatening to suck the players and their ship down into its depths. They must use all their skills to navigate out of the whirlpool or find a way to calm the angry sea goddess who created it.
  2. D8=2: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.
  3. D8=3:A giant octopus entangles one of the players and drags them underwater. The other players must make a strength check to free their friend before the octopus drags them down to its lair.
  4. D8=4:Mangrove roots extend into the water, providing shelter for tiny fish.
  5. D8=5:A small underwater geyser releases a burst of warm water.
  6. D8=6:Two Giant Octopus fight over a pile of treasure in the ocean floor.
  7. D8=7:A school of bioluminescent fish surrounds the party, forming intricate patterns that seem to convey meaning. Suddenly, the fish scatter as an eerie glow emanates from a nearby cave. Within, the players discover an ancient underwater library guarded by a spectral librarian who demands they solve a riddle to access the knowledge. They have 10 minutes to decipher the glowing runes before they lose the opportunity to glean invaluable information about the region.
  8. D8=8:A shipwreck is discovered and a mermaid asks the players to retrieve a necklace from the captain's quarters. It turns out the necklace is cursed and the players must find a way to break the curse before something bad happens.

d100 = 25

  1. D8=1:You notice a ship’s figurehead protruding from the sand.
  2. D8=2:A starfish clings to a rock, its limbs slowly moving.
  3. D8=3:A floating piece of kelp snags a player's equipment.
  4. D8=4:A group of kuo-toa, fish-like creatures, have built a temple to worship a mysterious deity. The players must navigate through the temple and its traps to uncover the truth about this deity and put an end to the kuo-toa's dangerous beliefs.
  5. D8=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!
  6. D8=6:A shipwreck is discovered and a mermaid asks the players to retrieve a necklace from the captain's quarters. It turns out the necklace is cursed and the players must find a way to break the curse before something bad happens.
  7. D8=7:A large manta ray swims overhead, casting a shadow on the sea floor.
  8. D8=8:Driftwood stumps are embedded deep in the seabed.

d100 = 26

  1. D8=1:The players are approached by a merfolk who claims to be a cursed prince. He offers them a reward if they can break the curse and return him to his human form. But is the prince really who he says he is, or is he tricking the players for his own sinister purposes?
  2. D8=2:A group of merfolk are swimming through the water. One of them has a large scar on their back. If the players talk to them, they will say that they were attacked by a group of hostile merfolk led by a sea giant.
  3. D8=3:A large manta ray swims overhead, casting a shadow on the sea floor.
  4. D8=4:4d8 Aquatic Beasties
  5. D8=5:A mermaid asks the players for help rescuing her friend who is trapped in a underwater cave. However, once they enter the cave, they realize it's a trap set by a group of malicious mermaids.
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8: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.

d100 = 27

  1. D8=1:The players encounter a shimmering bubble leading into an air pocket hidden within a submerged cavern. Inside, they find a despondent water nymph whose tears can heal any ailment. However, her sorrow is causing the cavern to flood rapidly. They have 20 minutes to find a way to console her and stop the flooding before the cavern fills completely, drowning them in the process.
  2. D8=2:A large sea turtle glides peacefully through the water.
  3. D8=3:Drifting through an underwater forest of kelp, the party stumbles upon an ancient shipwreck tangled in the foliage. Strange, glowing seaweed has entwined with the ship’s remains, emanating an aura of both danger and curiosity. The seaweed begins to move, almost sentient, trapping the players. They must escape within 30 minutes before the hungry undersea flora engulfs them entirely.
  4. D8=4:The players are asked to take a journey to a nearby island. It will not be an easy quest because there is an enemy wizard living on the island. The wizard is a Level 6 Wizard.
  5. D8=5:A friendly sentient sea creature offers to guide the players through a treacherous underwater cave system in exchange for their help in rescuing its mate from a group of hostile merfolk.
  6. D8=6:A group of squids are attacking a group of merfolk and trying to eat them.
  7. D8=7:A group of merfolk and sea elves are engaged in a heated battle over territory. The players must choose a side and help turn the tide of the battle. Will they align with the peaceful sea elves or the fierce merfolk?
  8. D8=8:In the depths, the players encounter a bioluminescent forest that pulsates with magic. Hidden within this forest are sprites who need help defeating a dark water spirit corrupting their home.

d100 = 28

  1. D8=1: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.
  2. D8=2:Sand lingers in the water as a group of gobies move through.
  3. D8=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.
  4. D8=4:3d8 Aquatic Beasties
  5. D8=5:Sun rays penetrate shallow water, casting rainbow-like beams.
  6. D8=6:A group of aquatic elves that have been shipwrecked for weeks and have run out of food.
  7. D8=7:A curious octopus begins playing pranks on the players, stealing their belongings and ink spraying them.
  8. D8=8: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 = 29

  1. D8=1:A friendly group of dolphins come across the players and start playing with them, but end up getting a bit too rough and accidentally cause some damage.
  2. D8=2:The players notice an underground cave in the bottom of the ocean floor. Inside the cave, they see a group of aquatic goblins who are asleep.
  3. D8=3:The party comes across a large coral reef with a large underwater city built on top of it.
  4. D8=4:An underwater stone arch provides a frame for an array of vibrant fish.
  5. D8=5:The ocean is boiling! A gargantuan octopus is attacking the sea! It is using its tentacles to kill the merfolk and destroy their homes.
  6. D8=6:A forgotten shipwreck lies on the seabed, its broken hull home to a diverse ecosystem. As the players investigate, they’re greeted by 3d4 aquatic ghouls who guard the cursed treasure of the vessel. Among the wreck’s twisted timbers, ghostly echoes of a tragic love story between a human captain and a merfolk princess play out. To break the curse and lay their spirits to rest, players must piece together their tale and return the princess’s lost pearl necklace to her remains, all while fending off the ghouls and other sea creatures drawn to the site.
  7. D8=7: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.
  8. D8=8:A group of merfolk are returning to their city with a large catch of fish for the day.

d100 = 30

  1. D8=1:The waters churn and a giant sea turtle emerges! This creature is a magical creature, and will attack any living thing it sees. It only has three attacks: A bite, a tail slap, and a lightning bolt from its eyes.
  2. D8=2:A race between a group of dolphins and a group of sea turtles. The players can choose to bet on the winner and potentially win a prize.
  3. D8=3:Sun rays penetrate shallow water, casting rainbow-like beams.
  4. D8=4: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.
  5. D8=5: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'.
  6. D8=6:A school of aggressive barracudas attack the players, but they happen to have a weakness for music. The players must come up with a song to calm them down.
  7. D8=7:The players stumble upon a mysterious underwater cave where they find a group of water elementals performing a ritual. If they interrupt the ritual, they will be met with a fierce battle, but if they observe quietly, they may be granted a powerful water-based spell.
  8. D8=8: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.

d100 = 31

  1. D8=1:A seabed covered in bones, a large shark-like creature gnaws on a body nearby
  2. D8=2:2d6+2 merfolk are under attack by the players' ship.
  3. D8=3:A tube sponge stands tall, surrounded by various small fish.
  4. D8=4: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.
  5. D8=5:A group of merfolk are swimming nearby. They are on their way to trade with a tribe of humans on the nearby island. If players help them with the trade, the merfolk will reward them with a magic trident.
  6. D8=6:Venturing through a dark abyss, the party discovers an underwater temple dedicated to a long-forgotten deity. They must complete a series of trials based on the elements of water, hidden chambers, and puzzles. With only 25 minutes before the temple seals itself permanently, failure means being stuck in an underwater deathtrap.
  7. D8=7: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.
  8. D8=8:A group of humans, 2d6+2 kobolds, and 2d6+2 merfolk are all fighting over a sunken treasure chest.

d100 = 32

  1. D8=1:A small, sunken rowboat is covered in marine life.
  2. D8=2:Amidst tall pinnacles of submerged ruins stands the Enclave of the Abzu, a consortium of 3d6 elder tritons who hold dominion over the knowledge of deep magic. The enclave’s most sacred chamber contains a grand pool from which ancient water spirits emerge to impart wisdom and power. The council is wary of outsiders and will only grant an audience to those who deliver a golden shell artifact believed to be held by a cunning sea hag with 2d4 sea spawn minions.
  3. D8=3:A group of merfolk are fishing in a large net. If players ask them what they are doing, they will say that they are fishing for food.
  4. D8=4:1d4 mermaids appear and swim towards the party and then back away. They approach again after 1d4 turns and repeat this pattern.
  5. D8=5:A ship is sinking! The ship is manned by pirates and has a treasure chest on board worth 1d10x100 gold pieces.
  6. D8=6:A forgotten shipwreck lies on the seabed, its broken hull home to a diverse ecosystem. As the players investigate, they’re greeted by 3d4 aquatic ghouls who guard the cursed treasure of the vessel. Among the wreck’s twisted timbers, ghostly echoes of a tragic love story between a human captain and a merfolk princess play out. To break the curse and lay their spirits to rest, players must piece together their tale and return the princess’s lost pearl necklace to her remains, all while fending off the ghouls and other sea creatures drawn to the site.
  7. D8=7:A giant sea turtle passes by, carrying a small island on its back. The island is actually a dragon in disguise, waiting for the perfect moment to strike.
  8. D8=8:The players hear a noise in the water. It sounds like someone is swimming towards them. Suddenly, a giant octopus attacks!

d100 = 33

  1. D8=1:The players stumble upon a group of sea elves who are hunting a giant shark that has been terrorizing their village. They ask for the players' help in defeating the shark and offer a reward in return.
  2. D8=2: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.
  3. D8=3:A giant squid surfaces and grabs one of the players with its tentacles, pulling them deeper into the ocean. Can the other players save their comrade before it's too late?
  4. D8=4:Some broken pieces of sea glass scatter in the sand.
  5. D8=5:Merfolk with sea dragon and a sea serpent to protect them (a sea dragon is a high level caster with a special aquatic ability)
  6. D8=6:A single sea star clutches at a rock, blending seamlessly with the environment.
  7. D8=7:The players come across a group of sea elves who are on a mission to stop a group of evil warlocks from summoning a powerful sea demon. The players must team up with the sea elves and defeat the warlocks before it's too late.
  8. D8=8:A powerful water elemental has been summoned and is wreaking havoc on the ocean's inhabitants. The players must find the source of the summoning and put an end to it before the elemental destroys everything in its path.

d100 = 34

  1. D8=1:A large, slow-moving manatee grazes on underwater plants.
  2. D8=2:A group of playful otterfolk beckon the players to join in their game of underwater tag. However, the otterfolk are secretly excellent swimmers and the players may have a difficult time catching them.
  3. D8=3:The players spot a group of sahuagin, a dangerous and ruthless race of underwater creatures, attacking a village of merfolk. The players must decide whether to intervene and potentially face the wrath of the sahuagin, or sneakily find a way to save the merfolk.
  4. D8=4:2d12 sharks attack the players. If they have reached level 2, they will only encounter 1d6 sharks. If they have reached level 3, 1d6 sharks will spawn when combat starts. They will spawn at random points but appear in front of or behind the players.
  5. D8=5:A group of Mermen fishing and singing sea shanties. They offer the players some freshly caught fish and join in on a song if they're friendly.
  6. D8=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.
  7. D8=7:The players notice a deep hole in the ocean floor. Inside they see an underwater volcano.
  8. D8=8: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.

d100 = 35

  1. D8=1: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.
  2. D8=2:The players are approached by a merman. He is going to try to seduce the players, but if they turn him down, he will attack them. He is a Level 3 Barbarian with some spells.
  3. D8=3:A mysterious sunken city is spotted in the distance. As the players explore, they realize it is home to a group of merfolk living under a powerful enchantment.
  4. D8=4:A group of eels in the water appear to be following the party.
  5. D8=5:A migratory jellyfish swarm emits a magical resonance that disrupts spellcasting. The players need a way to either harmonize with the swarm or avoid it while exploring an area of interest beneath the cloud of glowing creatures.
  6. D8=6:A small underwater geyser releases a burst of warm water.
  7. D8=7: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.
  8. D8=8:A bunch of merfolk want to scare the players and they pretend they are zombies. They are actually Level 1 fighters.

d100 = 36

  1. D8=1:A group of rogue merfolk have been causing mischief by stealing valuable items from nearby ships. The players are hired to catch the thieves and retrieve the stolen goods.
  2. D8=2:The players encounter a group of friendly sea elves, who invite them to their underwater city for a grand feast and celebration.
  3. D8=3:The players find an old, rusted anchor partially buried in the sand.
  4. D8=4:A group of merfolk are trying to protect a colony of fish from a pack of sharks.
  5. D8=5:A group of monks of a monastery have fallen for a magical illusion and are about to kill each other.
  6. D8=6:A group of 4d6 giant starfish attack.
  7. D8=7:A shark attacks! Roll for initiative.
  8. D8=8:An enchanted bubble city appears before the players, inviting them to explore its wonders. However, they soon realize that the city is populated by hostile automatons who see the players as trespassers.

d100 = 37

  1. D8=1: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.
  2. D8=2: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.
  3. D8=3:A group of mermaids are swimming towards a ship. If they detect the party, then they will try to prepare an ambush to attack the party when they arrive at the ship.
  4. D8=4:You find a fishing lure tangled in some seaweed.
  5. D8=5: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.
  6. D8=6:A giant crab steals an important item from one of the players and retreats to its underwater lair. Can the players retrieve it without getting pinched?
  7. D8=7:A kraken is thrashing wildly in the water, fighting off a group of sahuagin who are trying to steal its treasure. Who will the players side with?
  8. D8=8:The players come across a merman who is desperately trying to teach his octopus companion how to play chess. If the players decide to join in on the game, they may be able to win some valuable rewards.

d100 = 38

  1. D8=1:A floating piece of kelp snags a player's equipment.
  2. D8=2:A clump of anemones houses several inquisitive clownfish.
  3. D8=3: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.
  4. D8=4:Sea spiders skitter rapidly across the sandy bottom.
  5. D8=5:The party sees merfolk riding giant eels.
  6. D8=6:The players hear a noise in the water. It sounds like someone is swimming towards them. Suddenly, a giant octopus attacks!
  7. D8=7:A mysterious anomaly creates a temporary underwater bubble of breathable air, inhabited by 3d6 air elementals. These beings mistake the players for intruders and defend their ephemeral domain fiercely.
  8. D8=8:The party sees a ship with a large crew on board. The ship has been attacked by a massive water-dwelling creature that the crew and passengers are fighting.

d100 = 39

  1. D8=1:A current sweeps you along, carrying you past schools of fish.
  2. D8=2:A school of flying fish leaps in and out of the water above.
  3. D8=3:A group of giant squid has been terrorizing a nearby town and the players are hired to take care of the problem. However, the giant squid may not be the true antagonist as a group of pirates have been capturing and selling them to a black market. The players must navigate through treacherous waters and decide who their true enemy is.
  4. D8=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.
  5. D8=5:The players meet a friendly giant sea turtle who offers to help them on their journey. But first, they must complete a series of tasks for the turtle to prove their worthiness.
  6. D8=6:Players find themselves enmeshed in a dispute between two oceanic giant clans: 3d6 storm giants and 3d6 cloud giants. Each side demands loyalty, and betrayal is met with swift and brutal consequences.
  7. D8=7:The party hears a hauntingly beautiful melody carried through the water, leading them to a submerged coral palace. Inside, a magical harp plays itself. They must decipher the correct song from a series of sheet music to reveal a hidden treasure. They have 20 minutes before the protective enchantment fills the room with water, locking the treasure away indefinitely.
  8. D8=8:A large, slow-moving manatee grazes on underwater plants.

d100 = 40

  1. D8=1: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.
  2. D8=2: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!
  3. D8=3:The players are approached by a merman. He is going to try to seduce the players, but if they turn him down, he will attack them. He is a Level 3 Barbarian with some spells.
  4. D8=4:The players come across a mermaid market, where they can buy and trade various items with the merfolk. However, some of the items may have magical properties or hidden curses that the players must be wary of.
  5. D8=5:A strange glowing object catches the players' attention, seemingly calling out to them. But as they approach, they realize it is an anglerfish, ready to lure them in with its mesmerizing light. These are just a few examples of the countless underwater encounters that can happen in a fantasy D&D campaign. With the vast and mysterious expanse of the ocean, there is no telling what creatures and challenges the players may encounter on their journey. But one thing is for certain - with Bruce Nesmith's writing style, these encounters will be full of excitement, humor, and unexpected twists. So dive in, adventurers, and let the underwater world of magic and danger await you!
  6. D8=6: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.
  7. D8=7:A group of sharks are eating a living body. The person is still alive but will die soon if not rescued.
  8. D8=8:A large sea turtle glides peacefully through the water.

d100 = 41

  1. D8=1:A distant whale song reverberates through the water.
  2. D8=2:A variety of seaweed species create a blanket of colors.
  3. D8=3:A group of mermaids are swimming towards a ship. If they detect the party, then they will try to prepare an ambush to attack the party when they arrive at the ship.
  4. D8=4:The players encounter a pod of narwhals, one of whom has a mysterious object embedded in its tusk. The players may have to help the narwhals retrieve the object or fight off other creatures who are after it.
  5. D8=5:A group of water elemental creatures emerge from a portal and start wreaking havoc on the underwater creatures. Players must either defeat the elementals or find a way to close the portal.
  6. D8=6:Players find themselves enmeshed in a dispute between two oceanic giant clans: 3d6 storm giants and 3d6 cloud giants. Each side demands loyalty, and betrayal is met with swift and brutal consequences.
  7. D8=7:A group of sea elves is swimming through the water. One of them has a large scar on their back. If the players talk to them, they will say that they were attacked by a group of hostile merfolk led by a sea dragon and a sea serpent.
  8. D8=8:Two mermaids swim by, laughing. They don't see the players. The mermaids are wearing gold jewelry and have red hair.

d100 = 42

  1. D8=1: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)
  2. D8=2:A group of friendly mermaids invite the players to their underwater city for a feast and celebration. But as the night wears on, the players realize the mermaids have a sinister plan in mind.
  3. D8=3:A group of sea elves is in a heated battle with a group of sahuagin over control of a ancient underwater temple. The players must navigate through the temple and choose a side to support or find a way to broker a peace treaty.
  4. D8=4:The players come across a group of merfolk who are mourning the death of their king. The king's body is being taken through the ocean to be buried in a sacred location, and the players are asked to escort and protect the procession from any dangers.
  5. D8=5:You notice a shark in the distance, but it seems uninterested in you.
  6. D8=6: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.
  7. D8=7:The players hear singing. It is the Sirens sweet song. If the players investigate, they will find a cave. Inside the cave is a young woman with a harp. She is singing the song of the Sirens. If the players listen to her, they will be hypnotized into standing still and singing along with her.
  8. D8=8:The players come across an underwater farm maintained by tritons. The farm produces unique, magical sea plants used in powerful rituals. However, it’s threatened by pollution from an unknown source above water, and players might help trace and stop it.

d100 = 43

  1. D8=1:A titanic nautilus drifts into the players' path, seemingly docile, but it is covered in 4d8 parasitic starfish that attack anything coming near.
  2. D8=2:You notice schools of fish hiding in an underwater kelp forest.
  3. D8=3:A sea otter swims by, playfully chasing after a crab.
  4. D8=4:A group of manta rays swims by in a synchronized ballet.
  5. D8=5:A small, sunken rowboat lies at the bottom, its wood rotted and covered in algae.
  6. D8=6: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.
  7. D8=7:A flock of seagulls carrying a large, mysterious object flies past the players. They have the option to follow them and see where they lead or continue on their original path.
  8. D8=8:A group of aggressive giant sea snails start attacking the players. But upon closer inspection, the snails are being controlled by an evil wizard who is using them as their minions. The players must defeat the wizard and break the control over the snails.

d100 = 44

  1. D8=1:You see a pufferfish inflate in a defensive posture.
  2. D8=2: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.
  3. D8=3: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.
  4. D8=4:The party sees 2d6 merfolk practicing their fighting skills.
  5. D8=5:The party sees a sea turtle with a crown on its head. The turtle is swimming around in circles.
  6. D8=6:A current pulls you slightly off course.
  7. D8=7: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.
  8. D8=8:A school of 2d6 giant squid fight a school of giant sharks.

d100 = 45

  1. D8=1:A moray eel eyes you warily from its hiding place.
  2. D8=2:A piece of seaweed used as a home by various small invertebrates.
  3. D8=3:Submerged tree roots create a complex network.
  4. D8=4: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.
  5. D8=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.
  6. D8=6:An unusual shell pattern stands out among the seaweed.
  7. D8=7:The players stumble upon a shipwrecked sailor, who pleads for their help in retrieving his lost treasure. But as they dive deeper, they realize it is actually a trap set by a group of merfolk pirates.
  8. D8=8: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.

d100 = 46

  1. D8=1:A broken spear lies half-buried in the sand.
  2. D8=2: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.
  3. D8=3:A group of merfolk attack from underwater. If attacked, they will retreat. The merfolk are actually scouts for a nearby colony of merfolk.
  4. D8=4:A group of merfolk are sitting on a large rock by the side of the sea. They appear to be waiting for something.
  5. D8=5:Players come across an underwater graveyard filled with the remains of ancient sea creatures. Suddenly, the skeletons of these creatures come to life and attack the players.
  6. D8=6:A school of small, silvery fish swims by in perfect unison.
  7. D8=7:A group of blind mermaids swim by, singing a song in a strange language. If players try to talk to them, they will attack. Blind mermaids have magic in their song, and will cast Charm on the closest target.
  8. D8=8:A manta ray buries itself partially under the sand.

d100 = 47

  1. D8=1: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)
  2. D8=2:A kraken is thrashing wildly in the water, fighting off a group of sahuagin who are trying to steal its treasure. Who will the players side with?
  3. D8=3:You see a lionfish hovering near a piece of coral.
  4. D8=4:A group of mer-people are talking about how much they hate the sahuagin and how they want to kill them all.
  5. D8=5: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.
  6. D8=6:An enchanted bubble city appears before the players, inviting them to explore its wonders. However, they soon realize that the city is populated by hostile automatons who see the players as trespassers.
  7. D8=7:A handful of clams rest partially buried in the sand.
  8. D8=8:The players encounter a group of sea elves who have been captured by a group of sahuagin. The players must infiltrate the sahuagin's lair and rescue the sea elves before they are sacrificed to their sea god.

d100 = 48

  1. D8=1:A giant clam snaps shut as you approach it, startling you.
  2. D8=2:A shipwreck lies in the depths of the ocean, calling out to the players to explore its mysterious depths. But what dangers and treasures lie within its ruins?
  3. D8=3:A small, sunken rowboat is covered in marine life.
  4. D8=4:You come across a small patch of bioluminescent algae glowing softly.
  5. D8=5:A gracile sea snake meanders through underwater vegetation.
  6. D8=6:The players swim into an area of hot water vents, where lava flows have formed an underwater labyrinth. Here, elemental salamanders forge weapons of unparalleled quality from submerged ores.
  7. D8=7: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.
  8. D8=8:You see a barracuda lurking among the underwater rocks.

d100 = 49

  1. D8=1:You come across an underwater spring, its water conspicuously warmer.
  2. D8=2: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.
  3. D8=3:While exploring the depths, players come across a city made entirely out of coral. The citizens, a group of friendly sea creatures, invite the players to join in their festivities and feast on a delicious meal.
  4. D8=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.
  5. D8=5:A group of mer-people are throwing things into the water hoping to provoke a fight with a group of sahuagin.
  6. D8=6:Soft humming creates a tranquil underwater ambiance.
  7. D8=7:A school of merfolk bards having an underwater concert, playing instruments made out of shells and coral. The players can either enjoy the music or be hired as security for the event, as there are rumors of a sea monster lurking nearby.
  8. D8=8:A parrotfish chomps on some coral.

d100 = 50

  1. D8=1:You notice a small underwater cave that seems uninhabited.
  2. D8=2:You notice schools of fish hiding in an underwater kelp forest.
  3. D8=3:A mysterious and reclusive sea dragon is rumored to live in the depths of the ocean. The players must find the dragon and earn its trust to learn the secrets of an ancient magical artifact. But the dragon is not easily convinced.
  4. D8=4:A giant clam snaps shut as you approach it, startling you.
  5. D8=5:A mysterious underwater pyramid looms in the distance, calling out to the players with an unknown power. Will they risk exploring its depths to discover its secrets?
  6. D8=6:A group of merfolk are holding a party to celebrate the engagement of one of their members. They will invite players to participate in their party. If players accept, they will be given a gift by the merfolk. This gift is a magical set of plate armor that grants the player +1 to AC.
  7. D8=7:The players encounter a group of curious dolphins who are willing to show them the way to a hidden underwater temple filled with treasure and magical artifacts. But first, the players must solve a riddle given by the leader of the dolphins.
  8. D8=8:While searching for a powerful magical artifact, the players come across a group of water elementals guarding it. The elementals are fiercely loyal to their master and the players must convince them to relinquish the artifact through negotiations or battle.

d100 = 51

  1. D8=1:A group of 4d6 giant lobsters attack.
  2. D8=2:A lobster peeks out from beneath a rock before retreating.
  3. D8=3:A magical siren's song lures the players towards a beautiful underwater palace. But as they enter, they realize the palace is a prison for the siren's captives. Can they defeat the siren and free the prisoners, or will they fall under her spell?
  4. D8=4:A sea urchin sits motionless on a rock, its spines bristling.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7:A ship is sinking with a horrible captain on board.
  8. D8=8: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.

d100 = 52

  1. D8=1:A curious sight unfolds as the players observe 2d8 sea sponges performing what appears to be a ritual dance around a glowing underwater mushroom. Investigating further reveals an intelligent but reclusive coral druid who needs help repelling invaders from his garden.
  2. D8=2:A giant statue of a sea goddess stands before the players, silently judging their every move. Will they pay homage or disrespect the powerful being?
  3. D8=3:Players come across a shipwreck. There is treasure on the ship, but there are also a group of blue crabs protecting it.
  4. D8=4:Underwater ruins are discovered, with ancient markings and symbols that hint at a lost civilization. But as the players explore, they realize that the ruins are not as abandoned as they thought. The undead inhabitants of the lost city rise up to defend their territory.
  5. D8=5:You find a message in a bottle lodged in the coral.
  6. D8=6:A giant squid appears, seemingly friendly and offering to let the players ride on its back. However, as they ride deeper into the ocean, the players realize the squid is leading them into a dangerous and deadly territory.
  7. D8=7:You see a bright orange sea star clinging to a rock.
  8. D8=8:A merfolk king has been kidnapped by a group of drow who wish to use his magic to conquer the underwater world. The players must infiltrate the drow's underwater stronghold and rescue the king before it's too late. But be careful, for the drow are cunning and deadly.

d100 = 53

  1. D8=1:You find a clamshell that, when opened, contains a small pearl.
  2. D8=2:The players find an abandoned undersea forge with a powerful magical furnace capable of crafting legendary items. Inscriptions hint at a special metal ingot hidden nearby. They have 30 minutes to find and smelt the ingot before the furnace's energy source depletes, rendering it useless for another century.
  3. D8=3:A room with a single table and chair. They party is given a note by a barrel. The note reads: "Welcome to my home, for now. Please make yourself at home and enjoy my hospitality."
  4. D8=4:The party hears a hauntingly beautiful melody carried through the water, leading them to a submerged coral palace. Inside, a magical harp plays itself. They must decipher the correct song from a series of sheet music to reveal a hidden treasure. They have 20 minutes before the protective enchantment fills the room with water, locking the treasure away indefinitely.
  5. D8=5:A cursed treasure chest has been pulled from the depths of the ocean. The players must figure out how to open it without triggering the curse and then decide whether to keep the treasure for themselves or return it to its rightful owners, a group of vengeful merfolk.
  6. D8=6:A small treasure chest lies open, its contents long gone.
  7. D8=7: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.
  8. D8=8:A drift of red algae marks a high-tide line.

d100 = 54

  1. D8=1:The players find themselves in the middle of a battle between two sea monsters - a giant kraken and a colossal leviathan. Will they choose a side or try to flee from the chaos?
  2. D8=2:A school of fish is swimming around in circles.
  3. D8=3: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.
  4. D8=4:The players stumble upon a merfolk wedding, where two mermaids are fighting over the groom. Will the players intervene or stay out of it?
  5. D8=5:A group of merfolk are swimming nearby. They are on their way to battle a sea monster. If players help them with the battle, the merfolk will reward them with a magic trident and a magic potion.
  6. D8=6: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.
  7. D8=7:The sound of a ship's horn is heard in the distance. It sounds like it's in trouble.
  8. D8=8:A group of sea hags have been causing disturbances in the nearby human settlements, using their powerful magic to control the minds of the villagers. The players must navigate through the murky waters to find and defeat the hags before they cause more harm.

d100 = 55

  1. D8=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.
  2. D8=2:The players come across a group of dolphins playing around a magical orb. If they can successfully play with the dolphins and retrieve the orb, they may be able to unlock its powerful abilities.
  3. D8=3:A school of Dolphins are swimming through the water. If any players attempt to interact with the Dolphins, they will be given a message telling them the Dolphins are the guardians of the ocean and will kill anything who harms it.
  4. D8=4:A lone triton is frantically swimming towards the players, begging for their help to stop a group of merrow that are terrorizing his village.
  5. D8=5:Anemone fish dart in and out of their host.
  6. D8=6:The players see an underwater tower that is actually a temple to a dead god that used to be worshiped by a wide variety of aquatic races.
  7. D8=7: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.
  8. D8=8:You see a group of strange-looking birds that have tentacles for legs. The birds are actually harpies that have been enchanted by a druid to look like strange birds. If the players attack the harpies, they will fight back.

d100 = 56

  1. D8=1: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.
  2. D8=2:A school of fish swim by. They appear to be going somewhere.
  3. D8=3:A group of mermen are swimming through the water. They are not hostile.
  4. D8=4:The players encounter a group of friendly merfolk who are seeking help in retrieving a valuable magical artifact that was stolen from their village by a powerful sea witch. The witch will not give up the artifact easily, and the players must come up with a clever plan to retrieve it.
  5. D8=5:Beneath a massive archway encrusted with barnacles lies the lair of a monstrous giant squid, whose territory overlaps a fragile agreement between 2d4 giant sea horses and 2d8 merrow that seek dominance. The players’ actions could either stabilize or topple this unstable balance of power. However, the lair itself is a maze of treacherous tunnels populated by lurking deep scions and hidden treasures.
  6. D8=6:A giant underwater volcano suddenly erupts, threatening the players and any nearby underwater inhabitants. The players must find a way to stop the eruption or escape the area before it's too late.
  7. D8=7:You spot a group of sea horses clinging to a piece of coral.
  8. D8=8:A small rock crab hides under a loose stone.

d100 = 57

  1. D8=1: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.
  2. D8=2:A small school of fish swim by, completely ignoring the party.
  3. D8=3:An old, broken lighthouse submerged in the shallows hides the last of an underwater church’s clergy. The spectral clerics within can offer divine assistance, but only if the lighthouse is restored and its beacon relit.
  4. D8=4:A current sweeps you along, carrying you past schools of fish.
  5. D8=5:A merfolk king seeking help from the players to retrieve a lost artifact from an underwater ruin. However, the artifact turns out to be cursed and is actually controlling the king, who becomes hostile towards the players.
  6. D8=6:A massive storm brews, and players will need to find shelter from it quickly.
  7. D8=7: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.
  8. D8=8:An underwater volcanic vent is guarded by a tribe of fire-worshipping sahuagin. These creatures believe the vent is sacred and will attack any trespassers. The adventurers may find clues to a powerful artifact buried within the mineral-rich lava deposits.

d100 = 58

  1. D8=1:An underwater volcano is about to erupt and the players must find a way to stop it before it destroys the surrounding area.
  2. D8=2:A friendly merfolk offers to give the players a tour of their underwater city, but things take a turn when they are ambushed by a group of sahuagin. Will the players trust the merfolk or fight alongside them?
  3. D8=3:A group of mermen are talking about a pirate rivalry. They are talking about the pirate rivalry between Captain Black Beard and Captain Red Beard. The mermen talk about how Captain Black Beard stole a powerful magic item from Captain Red Beard, but the mermen don't know what it was or where Captain Black Beard is hiding now.
  4. D8=4:Floating seaweed curls around a player's leg.
  5. D8=5:You notice a shark in the distance, but it seems uninterested in you.
  6. D8=6:A sea otter swims by, playfully chasing after a crab.
  7. D8=7:A small, abandoned fishing net is caught on some coral.
  8. D8=8:A mermaid trapped in a fishing net, she will beg for the players to free her or else she will drown. But as they approach, they will be ambushed by a group of sahuagin.

d100 = 59

  1. D8=1:You see a cluster of sea anemones gently swaying with the current.
  2. D8=2:A giant sea dragon attacks!
  3. D8=3:Merfolk with a sea dragon and a sea serpent to protect them (attack any intruders)
  4. D8=4:A bunch of merfolk want to scare the players and they pretend they are zombies. They are actually Level 1 fighters.
  5. D8=5: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.
  6. D8=6:The players come across a merfolk village, but something seems off. Upon closer inspection, they realize the village is inhabited by undead merfolk who will stop at nothing to drag the players down into the depths of the ocean.
  7. D8=7:Floating seaweed curls around a player's leg.
  8. D8=8:As the players explore the ocean floor, they come across an ancient sunken temple. Inside, they discover a statue that emits powerful magic. But they must be careful, as the statue may be cursed and bring misfortune to all who touch it.

d100 = 60

  1. D8=1:You sense a strong magical presence in the water. As you approach, you see a beautiful mermaid swimming gracefully. But beware, she may have ulterior motives for luring you in.
  2. D8=2:The players come across a massive underwater graveyard filled with the bones of sea creatures from ages past. As they investigate, they discover that the bones are coming to life and they must defeat the powerful necromancer controlling them.
  3. D8=3:A bioluminescent sea pen lights up as you pass.
  4. D8=4:A sea witch offers to give the players gills so they can breathe underwater, but in return, they must retrieve a rare ingredient for one of her spells from a dangerous underwater cave.
  5. D8=5:The players come across a group of sentient underwater creatures who offer to exchange knowledge or items they have found in the depths. But the exchange must be done without speaking, as these creatures do not understand language.
  6. D8=6:The players see 2d6 pirates fighting with 2d6 merfolk. The pirates are trying to get the merfolk's treasure.
  7. D8=7: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.
  8. D8=8:A giant clam holds a pearl the size of a small boulder. However, the clam is also home to a deadly, ancient sea serpent that will stop at nothing to protect its home and treasure.

d100 = 61

  1. D8=1:A small battle between a group of merfolk and kuo-toa occurs in the water. Players can try to help or run for their lives.
  2. D8=2: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).
  3. D8=3: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!
  4. D8=4: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.
  5. D8=5:A merchant ship with valuable goods on board. If the players sink it, they will end up missing important equipment.
  6. D8=6:A nudibranch showcases its vibrant colors.
  7. D8=7:Driftwood is home to countless small marine organisms.
  8. D8=8:On a dark and stormy night, the players see a ghost ship in the distance. If they investigate, they may discover that the ship is controlled by a vengeful ghost seeking revenge on those who betrayed it in life.

d100 = 62

  1. D8=1:A group of sea elves is in a heated battle with a group of sahuagin over control of a ancient underwater temple. The players must navigate through the temple and choose a side to support or find a way to broker a peace treaty.
  2. D8=2:You find an old, tattered pirate flag caught on a piece of coral.
  3. D8=3:A traveling caravan of underwater merchants selling exotic goods from different parts of the ocean.
  4. D8=4:The players come across a shipwreck and inside, they find a group of air-breathing creatures who have been stranded in the underwater wreckage. The players must find a way to help the creatures escape or risk losing them to the depths forever.
  5. D8=5:While exploring a shipwreck, the players encounter a rare and enchanted necklace. However, the necklace is cursed and brings the wrath of a vengeful mermaid upon anyone who wears it.
  6. D8=6:A group of aquatic elves are defending their home. It's surrounded by a magical fog that keeps people from entering their territory.
  7. D8=7:A school of fish swim by. They appear to be going somewhere.
  8. D8=8:A group of merfolk that have been the captives of shipwrecked aquatic elves for weeks.

d100 = 63

  1. D8=1:A shark attacks! Roll for initiative.
  2. D8=2:A group of mermen are swimming through the water. They are not hostile.
  3. D8=3:The party sees two giant eels fighting each other over a sunken ship.
  4. D8=4: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.
  5. D8=5:A rare non-violent Water Elemental that is curious why the players are in its domain.
  6. D8=6:Some broken, tangled fishing lines caught on coral are visible.
  7. D8=7:A burst of bubbles from a hidden undersea vent.
  8. D8=8:A large school of fish swim by, completely ignoring the party.

d100 = 64

  1. D8=1: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.
  2. D8=2: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.
  3. D8=3:The players come across an underwater temple that is protected by powerful magic. They must solve riddles and defeat guardians to gain entrance, and inside they find a powerful oracle who can answer one question for them.
  4. D8=4:A group of aquatic elves that are protecting a chest filled with treasure.
  5. D8=5:A small, sunken rowboat is covered in marine life.
  6. D8=6:The players come across a beautiful underwater city, but upon closer inspection, they find it is inhabited by evil merfolk who will attack them on sight. The players must navigate through the city and find the source of the darkness corrupting the merfolk.
  7. D8=7: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.
  8. D8=8:A mysterious temple lies at the bottom of the sea. It is guarded by a group of intelligent undead creatures who have made it their home. The players must navigate through the temple and its deadly traps to uncover its secrets and possibly gain valuable treasures.

d100 = 65

  1. D8=1: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.
  2. D8=2:A group of 4d6 Elven Scouts that are investigating the shipwreck. Their leader is level 2 and has a magic spellbook. They are also trying to keep the shipwreck undisturbed before they call in their higher ups.
  3. D8=3:A sea turtle glides by gracefully, seemingly unconcerned by your presence.
  4. D8=4:The narrow trail of a crustacean is visible in the sand.
  5. D8=5:Glimmering bioluminescent jellyfish, 2d10 in number, form a living barrier around a gigantic sea anemone, home to an exiled triton princess and her loyal 2d4 hippocampi bodyguards. The princess offers sanctuary and magical items to those who can prove their allegiance to her cause in reclaiming her throne. However, the area is a hunting ground for a massive kraken that emerges to wreak havoc periodically, challenging both the players and the princess’s resolve.
  6. D8=6:While exploring a coral reef, the players come across a group of sea druids performing a ritual to protect the reef from an impending threat. The players may be asked to assist in the ritual, and if successful, the druids may become powerful allies.
  7. D8=7:A school of fish forms a protective circle around a cluster of eggs.
  8. D8=8:A beautiful and mysterious underwater city is discovered. It is inhabited by a peaceful race of creatures who invite the players to a feast and tell them the story of their sunken city.

d100 = 66

  1. D8=1:You find a patch of exceptionally beautiful coral, teeming with marine life.
  2. D8=2:A large school of fish swim by, completely ignoring the party.
  3. D8=3:A curious sight unfolds as the players observe 2d8 sea sponges performing what appears to be a ritual dance around a glowing underwater mushroom. Investigating further reveals an intelligent but reclusive coral druid who needs help repelling invaders from his garden.
  4. D8=4:A group of water elementals appear and start causing a whirlpool, threatening to pull the players deep into the dark depths of the ocean. The players must find a way to defeat the elementals or escape the whirlpool before it's too late.
  5. D8=5: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.
  6. D8=6:A cluster of mussels clings tightly to submerged rocks.
  7. D8=7:A group of merfolk with a kraken to protect them (they will attack any intruders)
  8. D8=8:Driftwood stumps are embedded deep in the seabed.

d100 = 67

  1. D8=1:A giant crab guards the entrance to a hidden underwater temple. The crab is actually a cursed prince who offers to lift the curse if the players help him defeat the sea monster that cursed him.
  2. D8=2:The players notice a very realistic looking fantasy statue in the terrain. It is an illusion placed over an ancient aquatic creature.
  3. D8=3:A group of whale sharks are floating near the players. They are curious about the party. They will not pose a threat unless the players try to attack them.
  4. D8=4:A school of bioluminescent fish surrounds the party, forming intricate patterns that seem to convey meaning. Suddenly, the fish scatter as an eerie glow emanates from a nearby cave. Within, the players discover an ancient underwater library guarded by a spectral librarian who demands they solve a riddle to access the knowledge. They have 10 minutes to decipher the glowing runes before they lose the opportunity to glean invaluable information about the region.
  5. D8=5:A large coral reef shaped like a face is encountered. It has large, sunken eyes and is filled with a small school of fish, who seem to be looking out of its eyes.
  6. D8=6:You notice an eel hiding amongst the rocks, its eyes glint in the dim light.
  7. D8=7:A large rock underwater has a tiny crevice filled with bright red coral.
  8. D8=8:The party sees a crazy looking creature, who is building an invisible door in the middle of an underwater cave. If the players communicate with the crazy looking creature, they will discover that the crazy looking creature is a magic user and is trying to build an invisible door to a pirate cave. If the characters go with the magic user to the pirate cave, then the magic user will create an invisibility spell, which will make it even harder to get the treasure (see the rowboat instructions).

d100 = 68

  1. D8=1:Players stumble upon a sunken ship that is guarded by undead sailors. The sailors were once pirates who raided ships in the ocean, and their ship sank during a fierce storm. They will attack any living creature that gets too close.
  2. D8=2:A ship has been wrecked. A magical lamp is murmuring quietly to itself.
  3. D8=3:A group of playful otterfolk beckon the players to join in their game of underwater tag. However, the otterfolk are secretly excellent swimmers and the players may have a difficult time catching them.
  4. D8=4:A giant turtle is floating by. It is not a threat.
  5. D8=5: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.
  6. D8=6: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.
  7. D8=7:A giant octopus attacks the party! The octopus has tentacles with four eyes each.
  8. D8=8:The players are approached by a group of friendly merfolk who invite them to a merfolk festival. But as the night goes on, they realize that the festival is actually a ruse for a group of sahuagin to capture unsuspecting victims. Can they escape the underwater trap?

d100 = 69

  1. D8=1:A deep-sea diver is desperately swimming towards the surface, being chased by a giant anglerfish. Can the players save him?
  2. D8=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.
  3. D8=3:A spiral shell catches your eye as it glints in the sunlight.
  4. D8=4:A school of fish swims past. They are followed by a giant shark swimming through the water with them.
  5. D8=5:You spot an eel poking its head out from a crevice in the rocks.
  6. D8=6:The players notice an underground cave in the bottom of the ocean floor. Inside the cave, they see a group of aquatic goblins who are asleep.
  7. D8=7:A group of Squids attacking a group of Narwhals.
  8. D8=8:Glimmering bioluminescent jellyfish, 2d10 in number, form a living barrier around a gigantic sea anemone, home to an exiled triton princess and her loyal 2d4 hippocampi bodyguards. The princess offers sanctuary and magical items to those who can prove their allegiance to her cause in reclaiming her throne. However, the area is a hunting ground for a massive kraken that emerges to wreak havoc periodically, challenging both the players and the princess’s resolve.

d100 = 70

  1. D8=1:A giant turtle attacks the players. If the players attack the turtle, they will be attacked by 3d6 sharks. If the players complete a short rest, they will survive the first round with near 100% hp but will then be attacked by 4d4 small sharks and repeat this process until the players rest or die. The turtle is not aggressive.
  2. D8=2:Two knights are riding through the water upon dolphins. The knights appear to be on patrol duty.
  3. D8=3:A group of giant squid has been terrorizing a nearby town and the players are hired to take care of the problem. However, the giant squid may not be the true antagonist as a group of pirates have been capturing and selling them to a black market. The players must navigate through treacherous waters and decide who their true enemy is.
  4. D8=4:A group of sharks can overhear the merfolk talking about a nearby island. They think the island looks like it has treasure.
  5. D8=5:A giant sea turtle with a magical shell that can provide protection from powerful spells approaches the players. However, the turtle has been cursed and needs the players' help in breaking the curse.
  6. D8=6:A group of 4d6 giant starfish attack.
  7. D8=7:You find ornate ruins, partially covered by aquatic plants.
  8. D8=8:The players find themselves in an underwater market where traders from various sea races barter rare goods. The players must navigate social intricacies to acquire valuable items without causing offense or conflict.

d100 = 71

  1. D8=1:While exploring the depths of the ocean, the players find a group of merfolk who are desperately trying to save the life of their queen who has been poisoned by an unknown source. The players must help them gather ingredients for an antidote and find the culprit who poisoned the queen.
  2. D8=2:A curious sight unfolds as the players observe 2d8 sea sponges performing what appears to be a ritual dance around a glowing underwater mushroom. Investigating further reveals an intelligent but reclusive coral druid who needs help repelling invaders from his garden.
  3. D8=3:A merfolk attacks. He is an assassin and will use stealth to backstab.
  4. D8=4:You see a single mermaid, singing and combing her long hair while sitting on a rock. She looks like she is waiting for someone.
  5. D8=5: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.
  6. D8=6:The players stumble upon an ancient sunken city filled with treasure and artifacts. However, the city is also guarded by water elementals who will stop at nothing to protect it.
  7. D8=7:A large grouper eyes you suspiciously from its hiding place.
  8. D8=8: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.

d100 = 72

  1. D8=1:The players stumble upon an underwater rave party, complete with colorful lights, dancing merfolk, and a DJ octopus. Will they join in the fun or keep to their quest?
  2. D8=2: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.
  3. D8=3:A hermit crab is swapping shells.
  4. D8=4:4 Aquatic Beasties
  5. D8=5:A ship sitting in the water with no one on board
  6. D8=6:A ship is sinking and people are jumping off it into the water
  7. D8=7:A group of merfolk are on a quest to discover the source of recent earthquakes in the area.
  8. D8=8:The players notice a group of merfolk that are stuck inside of a giant shell at the bottom of the sea. They appear to be in pain but nothing from their position can help them.

d100 = 73

  1. D8=1:The party sees a mermaid with a harp playing while surrounded by a school of fish.
  2. D8=2:A group of merfolk are seen in the water swimming from player to player offering to sell them magical items
  3. D8=3:A ship is sinking and people are jumping off it into the water but they are being killed by the creatures below the water surface
  4. D8=4:On a quiet stretch of coral reef, the players encounter a group of brightly colored seahorses with magical abilities. They must complete a quest for the seahorses in exchange for their aid in a future battle.
  5. D8=5: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.
  6. D8=6:The players are invited to a grand ball hosted by a powerful sea witch. But as the night goes on, they start to realize that the witch has some dark, sinister plans for them and they must find a way to escape before it's too late.
  7. D8=7:You see a barracuda lurking among the underwater rocks.
  8. D8=8:A small crab peeks out from beneath a piece of driftwood.

d100 = 74

  1. D8=1: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.
  2. D8=2:A group of deep-sea divers offer the players a ride in their specialized shark-shaped submersible. However, things take a turn when they get ambushed by a giant octopus.
  3. D8=3:The players must navigate through a maze of seaweed and avoid the deadly sting of giant jellyfish.
  4. D8=4:A school of fish swims around you, their scales glinting in the light.
  5. D8=5:An underwater battle between rival factions of merfolk is taking place. The players can choose to intervene and decide the outcome of the battle.
  6. D8=6:The players are approached by a merfolk who claims to be a cursed prince. He offers them a reward if they can break the curse and return him to his human form. But is the prince really who he says he is, or is he tricking the players for his own sinister purposes?
  7. D8=7: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.
  8. D8=8:A single feather floats down slowly from the water surface.

d100 = 75

  1. D8=1:1d4 mermaids appear and swim towards the party and then back away. They approach again after 1d4 turns and repeat this pattern.
  2. D8=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.
  3. D8=3:A bright orange sea slug inches slowly across a rock.
  4. D8=4:The party sees merfolk and water-dwelling humanoids fighting with each other.
  5. D8=5:A discarded trident near a whirlpool catches fire magically as 3d4 magma mephits attempt to take control of the underwater artifact. Players must navigate through fiery obstacles to reclaim it.
  6. D8=6:Large patches of kelp create underwater forests.
  7. D8=7:The players find a sunken temple dedicated to an underwater deity. As they explore, they accidentally unleash a powerful water elemental that was being held captive within the temple's walls.
  8. D8=8:1d4 magical sling stones with a note. The note reads "PREPARE TO BE GRILLED!!"

d100 = 76

  1. D8=1:A cluster of feather stars wave in the gentle current.
  2. D8=2:A stony coral reef displays vibrant colors and textures.
  3. D8=3:A friendly sentient sea creature offers to guide the players through a treacherous underwater cave system in exchange for their help in rescuing its mate from a group of hostile merfolk.
  4. D8=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?
  5. D8=5:While searching for a lost civilization, the players come across a group of intelligent, humanoid dolphins who have built their own underwater society. The dolphins may provide valuable information and assistance to the players if they treat them with respect.
  6. D8=6:The players come across a shipwreck and as they explore, they discover that there are still survivors trapped inside. The players must find a way to rescue the survivors before the ship collapses and submerged with them inside.
  7. D8=7:Small plankton clusters create a soft glow in the water.
  8. D8=8:A manta ray glides gracefully above the seabed.

d100 = 77

  1. D8=1:Patches of sea daisy filter light from above.
  2. D8=2:Players are approached by a large school of telepathic hive-mind fish. They want the players to help them fight off a large school of sharks that are attacking their pod.
  3. D8=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.
  4. D8=4:Fish of varying hues form a natural rainbow.
  5. D8=5:The players wander into a territory marked by a gigantic squid with shifting color patterns on its body. It guards an ancient relic required for their quest. They have 10 minutes to either negotiate or fight the squid and retrieve the relic before its inky blast blinds and disables them permanently.
  6. D8=6:Your path is momentarily blocked as a school of amberjacks moves by.
  7. D8=7:In the depths, the players encounter a bioluminescent forest that pulsates with magic. Hidden within this forest are sprites who need help defeating a dark water spirit corrupting their home.
  8. D8=8:Seafoam drifts down from the surface, dissolving underwater.

d100 = 78

  1. D8=1:The players discover a sunken temple that is guarded by a powerful water genie. If they can answer his riddles correctly, he will grant them a wish.
  2. D8=2:A lone seahorse drifts along, holding onto a piece of seaweed with its tail.
  3. D8=3:A lone sea cucumber moves gently along the ocean floor.
  4. D8=4:A party of merfolk children playing a game called "Finders Keepers," in which they throw random objects into the sea and race to find them. The players can join in the game or try to cheat and steal the items.
  5. D8=5:A group of 4d6 giant lobsters attack.
  6. D8=6:As the players explore the ocean floor, they come across a large, ancient amphorae. Inside, they find a map that leads to a hidden treasure, guarded by a powerful sea dragon. The players must decide if the risk is worth the reward.
  7. D8=7: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.
  8. D8=8:A school of barracudas swims by, eyeing you warily.

d100 = 79

  1. D8=1:Nestled within an underwater volcano, a dragon turtle of immense size slumbers over a hoard glittering with gemstones and enchanted items. However, the cave entrance is guarded by 2d8 magma mephits that repulse intruders. The turtle itself is revered as a deity by a tribe of 3d6 merfolk sorcerers who seek aid in awakening the beast to protect their homeland from an encroaching swarm of aboleths.
  2. D8=2:The players are caught in a fierce underwater storm and must navigate their way through to safety. Along the way, they may encounter other creatures trying to take shelter from the storm.
  3. D8=3: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.
  4. D8=4:The players encounter an explorer's submarine that has run out of power and oxygen. They must help recharge it using magic or mechanical skills, allowing the explorers to share their recent discoveries.
  5. D8=5:A friendly group of sea turtles offers to give the players a ride to their next destination on their backs. However, the journey may not be as peaceful as it seems, as the turtles must navigate through dangerous waters and avoid predators.
  6. D8=6: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?
  7. D8=7:A group of merpeople are watching the players from underwater. They are intrigued by the unusual forms of humans.
  8. D8=8:The party sees a group of mermen playing a game of chance with gems. They will trade gems for information about their world or sell the party maps of their territory or information about their enemies. They will also trade information about where to find magical items, but it will be inaccurate or dangerous to follow.

d100 = 80

  1. D8=1:You see a cluster of sea anemones gently swaying with the current.
  2. D8=2:A small group of lobsters dig into the sandy sea floor, perhaps looking for food.
  3. D8=3:A giant whirlpool suddenly appears in the ocean, threatening to suck the players and their ship down into its depths. They must use all their skills to navigate out of the whirlpool or find a way to calm the angry sea goddess who created it.
  4. D8=4:The players come across an underwater graveyard, where the spirits of fallen sailors and sea creatures roam. The players may need to put these spirits to rest in order to obtain crucial information or gain their favor.
  5. D8=5:Players come across a giant clam that can only be opened with a special song. Inside the clam is a mermaid who will grant one wish to the player who sang the song correctly.
  6. D8=6:The players come across a group of friendly hippocampi who offer to take them on a magical underwater ride. But as they swim, the players notice a large whirlpool forming around them, and they must quickly escape before they get sucked in.
  7. D8=7: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.
  8. D8=8:A group of merfolk are cheering on a group of song bird mermaids who are practicing for an upcoming festival.

d100 = 81

  1. D8=1:2d12 sharks attack the players. If they have reached level 2, they will only encounter 1d6 sharks. If they have reached level 3, 1d6 sharks will spawn when combat starts. They will spawn at random points but appear in front of or behind the players.
  2. D8=2:The players are approached by a mermaid. She is going to try to seduce the players, but if they turn her down, she will attack them. She is a Level 3 Rogue with some spells.
  3. D8=3:Various small fish dart in and out of a rusting anchor.
  4. D8=4:A piece of seaweed used as a home by various small invertebrates.
  5. D8=5:The players are approached by a merfolk who claims to be a cursed prince. He offers them a reward if they can break the curse and return him to his human form. But is the prince really who he says he is, or is he tricking the players for his own sinister purposes?
  6. D8=6: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.
  7. D8=7: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.
  8. D8=8:The players encounter a group of triton warriors who are on a mission to retrieve a powerful artifact from the depths of the ocean. They seek the players' help in their quest, promising a handsome reward.

d100 = 82

  1. D8=1:A rogue artificer has transformed nearby sea life into mechanical soldiers, causing havoc. The adventurers must either confront the artificer, reprogram the soldiers, or find another way to stop their destructive march.
  2. D8=2:A vortex of water leads to a hidden realm populated by water elementals who are in the midst of civil conflict. The adventurers must choose sides or find a way to broker peace to survive this politically charged domain.
  3. D8=3:A group of dolphins are in the water, jumping and splashing around. They seem to be having a party of their own.
  4. D8=4:A group of pirates have captured a sea dragon and are using it to attack other ships. The players can choose to help the sea dragon escape or stop the pirates.
  5. D8=5:The players stumble upon a mysterious underwater cave where they find a group of water elementals performing a ritual. If they interrupt the ritual, they will be met with a fierce battle, but if they observe quietly, they may be granted a powerful water-based spell.
  6. D8=6:A giant turtle attacks the players. If the players attack the turtle, they will be attacked by 3d6 sharks. If the players complete a short rest, they will survive the first round with near 100% hp but will then be attacked by 4d4 small sharks and repeat this process until the players rest or die. The turtle is not aggressive.
  7. D8=7:Driftwood is home to countless small marine organisms.
  8. D8=8:A group of sahuagin farming seaweed and other sea crops. They may offer to trade or help the players in exchange for protection from a nearby sea monster.

d100 = 83

  1. D8=1:An abandoned underwater laboratory is filled with malfunctioning robots that attack anything that moves. The players must find a way to shut them down or escape from the lab.
  2. D8=2:A cursed ship full of ghostly pirate skeletons attacks the players, looking for new members to join their crew.
  3. D8=3: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.
  4. D8=4:The players hear a noise in the water. It sounds like someone is swimming towards them. Suddenly, a giant octopus attacks!
  5. D8=5:Fanged worms wriggle amongst the corals.
  6. D8=6: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)
  7. D8=7:You notice a shark in the distance, but it seems uninterested in you.
  8. D8=8:A room with a single table and chair. They party is given a note by a barrel. The note reads: "Welcome to my home, for now. Please make yourself at home and enjoy my hospitality."

d100 = 84

  1. D8=1:A pod of 3d8 hippocampi swim past the players, fleeing from a gigantic sea cat that sees the players as a potential meal.
  2. D8=2: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.
  3. D8=3:A fishing village submerged by a violent tsunami lies desolate except for spectral echoes of its past inhabitants. Players can interact with these spirits to learn of a buried treasure or resolve deep-seated grievances left behind.
  4. D8=4:Exploring a beautiful coral reef, the players encounter a young sea dragon that has accidentally ingested a poison. A nearby coral and seaweed forest holds the antidote, but it begins disintegrating rapidly as they approach. They have 20 minutes to retrieve and correctly mix the antidote or the sea dragon perishes, inciting the wrath of its much larger parent.
  5. D8=5:Three merfolk are fishing. They need to get back to their underwater city before the tides turn. They will offer the players a ride if they promise to help them with a small task they need done.
  6. D8=6:A purple-hued octopus, 1d10 sea scorpions, and a naga army have laid siege to an underwater palace. The naga army has attacked with a tidal wave, the octopus is somehow controlling the sea scorpions, and an army of merfolk has laid siege to the palace.
  7. D8=7: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.
  8. D8=8:A group of mermaids are swimming around. They are singing a beautiful song.

d100 = 85

  1. D8=1:An underwater cave system leads to a hidden grotto filled with forbidden magical artifacts. But it's guarded by an army of merfolk priests who will stop at nothing to protect their sacred treasures.
  2. D8=2:W hen a group of merfolk come to help the players, they're really looking to steal something from the players. They are Level 5 Fighters.
  3. D8=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.
  4. D8=4:A group of sentient jellyfish are attacking other sea creatures and stealing their memories. The players must find a way to stop them and retrieve the stolen memories.
  5. D8=5:A school of barracuda attacks the players. If players kill all barracuda, barracuda will spawn at random points but appear in front of or behind the players.
  6. D8=6:As the players approach an island, they see a group of merfolk swimming toward it. They will ask the players to help them capture a rare fish that they need for a special ceremony.
  7. D8=7:An algae bloom colors the water a light green, reducing clarity.
  8. D8=8:While exploring a coral reef, the players come across a group of sea druids performing a ritual to protect the reef from an impending threat. The players may be asked to assist in the ritual, and if successful, the druids may become powerful allies.

d100 = 86

  1. D8=1:A group of mermaids are going to ambush the players. They will use their powers of charm.
  2. D8=2:Beneath a massive archway encrusted with barnacles lies the lair of a monstrous giant squid, whose territory overlaps a fragile agreement between 2d4 giant sea horses and 2d8 merrow that seek dominance. The players’ actions could either stabilize or topple this unstable balance of power. However, the lair itself is a maze of treacherous tunnels populated by lurking deep scions and hidden treasures.
  3. D8=3:The players find a treasure chest with some gold pieces in it. It is a mimic.
  4. D8=4:A group of merfolk are holding a wake for one of their fallen comrades. They will invite players to participate in the wake.
  5. D8=5:While exploring a deep underwater trench, the players are attacked by a ferocious giant eel. However, they may discover that the eel is actually protecting a rare and valuable pearl at the bottom of the trench.
  6. D8=6:An underwater casino run by a group of sharks lures the players in with the promise of great riches and magical items. However, the sharks may have some hidden tricks up their sleeves and the players must use their wits to win and escape with their lives.
  7. D8=7:A merfolk has lost their prized pearl necklace in a shipwreck and asks the players to retrieve it for them. Will they face the dangers of the wreck to help the merfolk?
  8. D8=8:Players are accosted by a group of octopi who want them to stop attacking their pod.

d100 = 87

  1. D8=1:All around you, schools of colorful fish swim, creating a beautiful and serene environment. But beware, lurking in the depths is a giant angler fish waiting for its unsuspecting prey.
  2. D8=2: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.
  3. D8=3:The players are caught in a fierce underwater storm and must navigate their way through to safety. Along the way, they may encounter other creatures trying to take shelter from the storm.
  4. D8=4:A beds of scallops snaps closed at your approach.
  5. D8=5:A group of merfolk are holding an auction to sell off one of their magical items. They will invite players to participate in their auction. If players accept, they will be able to bid on the item and try to get it for the lowest price.
  6. D8=6:A school of colorful fish quickly swims past.
  7. D8=7:A mermaid princess is being held captive by a group of sahuagin. The players must sneak into their lair and rescue her before she's sacrificed to their dark sea god.
  8. D8=8:A sea hag offers to sell the players a map to a hidden underwater temple full of treasure. However, the temple is also guarded by fearsome sea creatures.

d100 = 88

  1. D8=1: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.
  2. D8=2:A tiny octopus hides within an empty shell.
  3. D8=3:A group of tritons are fighting against a group of merfolk! One of the tritons is a cleric and he is attacking the merfolk with fire and lightning bolts. If the party joins the battle, then they must help out either the party or the merfolk. They cannot take the side of both groups.
  4. D8=4:The players swim through an eerie, sunken graveyard of ancient ships. Spirits of lost sailors wander these wrecks, some friendly and seeking closure, others hostile and driven mad by their eternal imprisonment beneath the waves.
  5. D8=5:A school of fish forms a protective circle around a cluster of eggs.
  6. D8=6:A group of grung, a frog-like race, have been experimenting with dark magic and have turned themselves into powerful abominations. The players must put an end to their experiments and defeat the grung before their twisted creations escape into the ocean and wreak havoc.
  7. D8=7:You observe a sea slug moving slowly across the sand.
  8. D8=8:A hermit crab is swapping shells.

d100 = 89

  1. D8=1:An underwater volcano erupts, causing the water to heat up and become hazardous to the players.
  2. D8=2:You sense a strong magical presence in the water. As you approach, you see a beautiful mermaid swimming gracefully. But beware, she may have ulterior motives for luring you in.
  3. D8=3:Jellyfish float by gracefully, pulsing rhythmically.
  4. D8=4:A group of merfolk are on a quest to find their missing kin.
  5. D8=5:The players stumble upon a magical underwater city where the laws of physics do not apply. Gravity is reversed, and they must find a way to navigate and solve puzzles in this topsy-turvy world.
  6. D8=6: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.
  7. D8=7:The players are approached by a merman. He is going to try to seduce the players, but if they turn him down, he will attack them. He is a Level 3 Barbarian with some spells.
  8. D8=8:The players see a kraken. The kraken has tentacles in the water and tentacles on land.

d100 = 90

  1. D8=1: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.
  2. D8=2:A school of sharks are swimming away from a place of loud music. If the players swim to the sound, they will see a cave at the bottom of the sea. Inside the cave is a merfolk musician playing music that is so loud it will stun anything living within earshot if they do not make a saving throw.
  3. D8=3:A group of sea horses drift along, tails entwined with seaweed.
  4. D8=4:A group of Narwhals attacking a group of Yermies.
  5. D8=5:A spectral pirate ship captained by a cursed mariner appears. The mariner offers the adventurers a deal: recovery of his lost love's locket in exchange for powerful cursed items and a journey to a hidden treasure.
  6. D8=6:Finally, as the players are about to reach their destination, their ship is attacked by a powerful storm created by a vengeful sea goddess. They must come up with a plan to appease the goddess and sail safely to their destination. The adventures and encounters in the underwater world of D&D are endless and unpredictable. With Bruce Nesmith's unique writing style, players will be fully immersed in the excitement and danger of each encounter. So get ready to dive into an unforgettable journey full of magic, monsters, and mystery. The underwater world awaits, are you ready to explore it?
  7. D8=7:You discover a coral formation that looks like a face.
  8. D8=8:A starfish clings to a rock, slowly moving its arms.

d100 = 91

  1. D8=1:A slight tremor shakes the seabed but causes no damage.
  2. D8=2:A group of mer-people are chanting and praying for their god to return.
  3. D8=3:A mermaid swims by. She has green hair and purple fins. She sees the players and swims away.
  4. D8=4:A group of merfolk are holding a memorial service for one of their fallen comrades. They will invite players to participate in their memorial service. If players accept, they will be given a gift by the merfolk. This gift is a magical shield that grants the player +1 to AC.
  5. D8=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).
  6. D8=6:The players notice a large sea serpent that has been dead for several months floating at the surface of the water. Inside the beast, they see a large chest with a lock on it. The chest is actually a mimic (an alien creature that takes shape of whatever is near it).
  7. D8=7: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.
  8. D8=8:Three mermaid sisters with powerful heads

d100 = 92

  1. D8=1:An underwater volcanic vent is guarded by a tribe of fire-worshipping sahuagin. These creatures believe the vent is sacred and will attack any trespassers. The adventurers may find clues to a powerful artifact buried within the mineral-rich lava deposits.
  2. D8=2:Two knights are riding through the water upon dolphins. The knights appear to be on patrol duty.
  3. D8=3:A race of advanced, technologically advanced underwater creatures asks the players for help to defeat a group of invading sea giants.
  4. D8=4:The players find a broken bottle with a rusty message inside, now unreadable.
  5. D8=5: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.
  6. D8=6:Several shrimp are cleaning a larger fish.
  7. D8=7:The players are drawn toward an underwater geyser emitting arcane mist. At its center, a magical portal opens to an alternate dimension or the elemental plane of water, presenting both danger and unimaginable opportunity.
  8. D8=8:2d8 seaweed kuo-toa attempt to capture a shark.

d100 = 93

  1. D8=1:A mysterious underwater cave holds a portal to another dimension. The players must decide whether to enter the portal and face the unknown dangers or leave it be and continue on with their journey.
  2. D8=2:A group of 4d6 giant eels attack.
  3. D8=3:A deep-sea diver is desperately swimming towards the surface, being chased by a giant anglerfish. Can the players save him?
  4. D8=4: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.
  5. D8=5:The players must navigate through a maze of seaweed and avoid the deadly sting of giant jellyfish.
  6. D8=6:An eel peeks out from its hiding spot in a rock crevice.
  7. D8=7: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.
  8. D8=8:You discover a coral formation that looks like a face.

d100 = 94

  1. D8=1:The players float above a bed of seagrass swaying gently with the currents.
  2. D8=2:Bioluminescent trail is left behind by a creature swimming away.
  3. D8=3:On a quiet stretch of coral reef, the players encounter a group of brightly colored seahorses with magical abilities. They must complete a quest for the seahorses in exchange for their aid in a future battle.
  4. D8=4:A deep-sea diver is desperately swimming towards the surface, being chased by a giant anglerfish. Can the players save him?
  5. D8=5:A group of aquatic elves that have been shipwrecked for weeks and have run out of medicinal supplies.
  6. D8=6:A kraken slumbers beneath a tectonic cliff, causing sporadic earthquakes. Nearby coral tribes seek a way to seal the beast permanently. Players must gather rare ingredients and perform a ritual to ensure the kraken never awakens.
  7. D8=7:A stingray glides past, its wings moving gracefully through the water.
  8. D8=8: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.

d100 = 95

  1. D8=1:A small colony of zebra mussels attaches to a rock.
  2. D8=2:A crab scuttles across the sea floor, carrying a bit of seaweed.
  3. D8=3:A sea urchin sits motionless on a rock, its spines bristling.
  4. D8=4:The players come across a beautiful underwater city, but upon closer inspection, they find it is inhabited by evil merfolk who will attack them on sight. The players must navigate through the city and find the source of the darkness corrupting the merfolk.
  5. D8=5:A group of sea elves performing an underwater ballet, accompanied by a pod of dolphins.
  6. D8=6: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.
  7. D8=7:The players see a magic mirror that is encased in a clear box. When they look into the mirror, they see the reflection of their face, but the reflection seems to be talking to the person. The reflection is asking the person to behave in a certain way and will guide them to another location in the city.
  8. D8=8: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 = 96

  1. D8=1:A race of advanced, technologically advanced underwater creatures asks the players for help to defeat a group of invading sea giants.
  2. D8=2:A group of aquatic elves are seen swimming through the water. If players attack the aquatic elves, they will fight back. The aquatic elves are on a quest to find a lost artifact.
  3. D8=3:A school of sharks has been feeding on the carcasses of dead Narwhals.
  4. D8=4:A group of tiny, almost translucent shrimp moves together.
  5. D8=5:A massive whirlpool suddenly forms, threatening to pull the adventurers into a pocket dimension ruled by a malevolent water elemental prince. The players must either negotiate with the prince or find a way to escape his watery domain.
  6. D8=6:Three merfolk are fishing. They need to get back to their underwater city before the tides turn. They will offer the players a ride if they promise to help them with a small task they need done.
  7. D8=7:The players discover an underwater graveyard filled with sunken ships and the spirits of sailors who have been cursed by a vengeful sea goddess. The players must find a way to lift the curse before the spirits drag them down into the depths of the ocean.
  8. D8=8: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.

d100 = 97

  1. D8=1:A ship has been wrecked. A magical lamp is murmuring quietly to itself.
  2. D8=2:Players come across a shipwreck. There is treasure on the ship, but there are also a group of blue crabs protecting it.
  3. D8=3: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.
  4. D8=4:As the party navigates a dark trench, they come across a mesmerizing crystalline structure that pulses in sync with their heartbeats. As they approach, they sense a growing danger. Continuing without a proper heart-calming elixir will cause a heart attack due to amplified heartbeat. They have 5 minutes to take a calming elixir before the structure's effects become lethal.
  5. D8=5:A great white shark attacks! It can smell blood from miles away, and the players are bleeding from their battle with the giant squid.
  6. D8=6:A sea sponge clings to a rock, absorbing the surrounding water.
  7. D8=7:An algae bloom colors the water a light green, reducing clarity.
  8. D8=8:A group of intelligent octopi have set up a makeshift laboratory in an underwater cave. They have discovered a powerful magical artifact, but they are hesitant to use it. The players must convince them to hand it over or risk an intense battle with the octopi.

d100 = 98

  1. D8=1:You come across an underwater rift with geothermal activity.
  2. D8=2: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.
  3. D8=3:Tiny copepods swarm in a plankton bloom.
  4. D8=4:Sphinxes that have adapted to underwater life guard a submerged library. The players must answer their cryptic questions or face watery traps to gain access to ancient texts and unknown sea lore.
  5. D8=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.
  6. D8=6:A group of mermaids are crying out for help because they've been attacked by a giant squid and are being dragged under. The squid is a Level 4 Fighter.
  7. D8=7:3d8 Aquatic Beasties
  8. D8=8:A group of Mermen fishing and singing sea shanties. They offer the players some freshly caught fish and join in on a song if they're friendly.

d100 = 99

  1. D8=1:A group of merfolk are swimming through the water. The merfolk are female and they are very beautiful. The merfolk are trying to get a male to join their community. The merfolk will try to persuade or charm the players to join them in their community. They will try to get the players drunk on magic wine and then seduce them.
  2. D8=2:An underwater cave is home to a group of kuo-toa who are worshiping their god, Goddes of the sea. This is the first time they have performed the ceremony.
  3. D8=3:A group of aquatic creatures are playing in the water. They are throwing water at each other and having a grand old time. If the party gets too close to them, they will attack.
  4. D8=4:A friendly sentient sea creature offers to guide the players through a treacherous underwater cave system in exchange for their help in rescuing its mate from a group of hostile merfolk.
  5. D8=5: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.
  6. D8=6:A group of playful otterfolk beckon the players to join in their game of underwater tag. However, the otterfolk are secretly excellent swimmers and the players may have a difficult time catching them.
  7. D8=7:You see silvery fish flashing around a submerged log.
  8. D8=8:A group of mer-people are throwing things into the water hoping to summon their god.

d100 = 100

  1. D8=1:A floating piece of kelp snags a player's equipment.
  2. D8=2: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.
  3. D8=3:A group of aquatic elves that have been shipwrecked for weeks and have run out of medicinal supplies.
  4. D8=4:A group of deep-sea merfolk, known for their dark and twisted ways, capture the players and force them to participate in a deadly game of survival. The players must find a way to escape and take down the merfolk before they become the next victims of their sadistic games.
  5. D8=5:A few bioluminescent fish light up the surrounding darkness.
  6. D8=6:A bright orange sea slug inches slowly across a rock.
  7. D8=7:A lingering electric blue glow, possibly from a bioluminescent source.
  8. D8=8:A group of mer-people are talking about how much they hate the sahuagin and how they want to kill them all.

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

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

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