D1 Random Lake Encounters
- A group of water elementals have been causing havoc for local fishermen by causing their boats to capsize and stealing their catch. The party must find the source of the elementals and appease them before the fishermen retaliate with violence.
- Evidence of an unknown civilization lies encrusted within a foul-smelling algae bloom teeming with 1d12 aldani, the lobsterfolk mystics foretelling future omens and ancient prophecies born of decayed lines and underwater brothers celebrating an ancestral rite, directly imploring new arrivals for assistance.
- An isolated log cabin stands hidden among the trees.
- Strange, geometric patterns are etched into the sandy shore.
- Curious 1d6 chimeric otyughs roam the lake’s shallows. Half-aquatic predators, half-garbage eaters, they guard ancient submerged ruins and become violently protective if provoked.
- A powerful mage resides in a tower that towers over the lake. He offers to trade magical items with the party in exchange for rare creatures found in the lake, such as mermaid scales or dragon eggs. But as the party collects the creatures, they begin to realize the mage's true, sinister intentions.
- As the party travels alongside the lake, they see a group of people crowding around a huge hole with a rope ladder leading down. If they investigate, they will find a goblin's secret hideout filled with stolen goods. The goblins will try to bribe the party to let them go, but if they refuse, a goblin warband will appear and attack.
- A fisherman named Garret is fishing. He is sick of fishing and wants to give it up. When players approach, he will offer them his fishing pole, his tackle, and his boat if they will just fish for him while he goes to the tavern.
- A family of ducks swims past, quacking merrily.
- Bats swarm to a sleeping humanoid figure and consume it completely in ten minutes, leaving a pile of bones behind.
Generated by GPT-3 and lightly edited by a human.
About Random Lake Encounters AI
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