A complete D&D 5e random encounter table for airship - aerial - air scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a airship - aerial - air, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Airship - Aerial - Air encounter table
d100 = 1
D10=1:The ship flies into a thick, grey cloud, briefly enveloping it in mist.
D10=2:The airship passes through a large thunderstorm. Lightning is striking all around the ship, and the players must find a way to survive it.
D10=3:A flock of flying carpets fly by, causing chaos and nearly crashing into the airship.
D10=4:A gentle breeze causes some of the rigging to sway.
D10=5:A roguish pirate ship flies above you and tries to drop barrels of explosive material onto your ship. Your crew must act fast to defend the ship.
D10=6:The sound of flapping wings draws attention to a nearby flock of geese.
D10=7:The ship encounters a small pocket of turbulence, causing a slight jolt.
D10=8:The players discover a small floating village, whose inhabitants have all vanished, leaving behind only echoes of laughter and traces of unfinished work.
D10=9:A string of tragic flying carnival ships pass in a broken line, haunted spirits of performers juggling their eternal act after the collapse of their fantastical circuit.
D10=10:A thick, static-filled cloud reveals 1d10 iron golems suspended and manipulated by floating orbs. Each golem chimes with soft, musical notes as they drift.
d100 = 2
D10=1:Passing over an immense waterfall falling through the sky, there are 2d10 sprites riding water elementals as transports.
D10=2:Players stumble upon a mysterious dirigible piloted by an army of animated clockwork parrots that squawk pirate lingo incessantly. They possess cryptic maps, but convincing them to share involves a puzzle involving gears and riddles.
D10=3:The adventurers come across a floating botanical garden. Its caretaker, a druid, seeks their help to contain a dangerous plant species threatening to overgrow the garden.
D10=4:Transparent, jellyfish-like sky leviathans drift close to the ship. They emit pulses of harmless—but mesmerizing—light, attempting to lead the ship toward a hidden lair of sky krakens.
D10=5:You see a colossal statue carved into a mountain face far below.
D10=6:Narrow escape! A giant eagle swoops down and attempts to grab one of the passengers! If the eagle hits a passenger, the passenger takes 2d6 damage and is knocked off the airship.
D10=7:A golden eagle flies alongside the vessel, guiding it towards a safe passage through treacherous airs and then soaring away with a parting call.
D10=8:A spectral fisherman seated on a floating pier requests assistance with his "net of strayed constellations". Each catch embodies an unsolved shepherd’s pie mystery and vanishes upon touch.
D10=9:A bright light suddenly appears on the horizon and moves towards the ship at 100' per round. The light is actually a ball of fire that is magically moving towards the ship. If the players don't do anything, it will hit the deck, targeting a random object, causing 1d20 points of damage to it.
D10=10:A caravan of sky dwarves approaches with their dirigibles, seeking protection from marauding cloud krakens chasing them. They offer exquisite airship modifications and dwarven ale as payment.
d100 = 3
D10=1:A group of 20 bandits ambush the ship! The bandits attack the ship! The bandits attack the players! The bandits attack the ship! The bandits attack the players! The bandits attack the ship!
D10=2:A flock of ravens are flying around a large statue, they are watching a cultist worshiping the statue. The cultist summons a demon. ((Summoned demon(s) appear))
D10=3:You spot a large flock of sheep flying high in the sky. They are being led by a shepherd who is riding a giant hawk.
D10=4:A group of 1d4+4 soldiers on horses race by the airship. They are chasing a group of 1d4+4 thieves on horses.
D10=5:Caught in a magical wind current, the airship drifts towards a sky castle inhabited by an immortal couple who celebrates their perpetual anniversary. They invite the players to their joyous feast. By engaging, the players receive blessings that enhance their vitality and longevity. By not engaging, they leave with a delicious, magical confection that provides healing.
D10=6:A lighthouse stands resiliently against the cliff, its beam piercing the encroaching night.
D10=7:The players come across a massive flying fortress, home to a group of powerful wizards who are preparing for a ritual to summon a demonic entity. The players must infiltrate the fortress and stop the ritual before it's too late.
D10=8:The airship drifts near a large and ancient tree whose roots dangle into the sky like a curtain. As they pass through its roots, gentle breezes carry secret songs sung by small, hidden faeries living in its canopy.
D10=9:A rogue cloud bunk filled with explosive gas starts chasing the ship. Upon closer inspection, it seems to be controlled by a mischievous air elemental.
D10=10:A group of cultists on a floating ziggurat summons an air leviathan during a dark ritual. Navigating the cyclone it creates becomes a deadly, chaotic race against time.
d100 = 4
D10=1:Other-worldly thunderbirds ride a storm front, crackling with energy. The birds communicate telepathically and can impart secrets of weather manipulation if a suitable offering is made.
D10=2:A large airship is flying high overhead of you. This airship is made out of dark grey metal that looks like it was wrapped around a light grey balloon. You see a group of people standing on the deck, they are dressed in black outfits with white trim and they are firing crossbows at you. The group is attacking something on the ground.
D10=3:A group of giant eagles are attacking a group of griffons that is carrying a pack of merchants with their goods and money.
D10=4:As the airship drifts through the clouds, it suddenly encounters a flock of 4d6 giant crows. At first, they just seem to be birds, but upon closer inspection, they carry sparkling gemstones in their talons. The corvids aggressively defend their treasures.
D10=5:The crew spots what appears to be ancient ruins partially buried in sands below.
D10=6:An airship graveyard appears on the horizon, full of old and abandoned airships. However, it's being guarded by a group of ghostly pilots who challenge the players in a race through the maze of ships.
D10=7:A group of common ravens fly over your ship, they are carrying messages to other airships that your ship is carrying enemies that need to be captured or killed.
D10=8:A beautiful woman named Margot is on the airship, trying to get to the other side of the ocean. She is a witch who wants to cast a spell there.
D10=9:A powerful wizard appears on the deck, demanding that the players hand over a mystical artifact they unknowingly possess. The wizard will stop at nothing to get it back.
D10=10:Amid swirling winds, the players’ airship is entangled in the dreamlike strands of an enormous sky spider's web. The spider, an ancient spinner of fate, offers glimpses into possible futures at a steep price.
d100 = 5
D10=1:High above the world, the airship is suddenly surrounded by 2d6 Swarm of Ravens, each bird carrying a faint aura of necromantic energy, hinting at some dark wizard's spell gone awry.
D10=2:A small, wispy cloud floats by at arm's reach.
D10=3:A celestial gypsy caravan, held aloft by astral llama balloons, invites the players to partake in an otherworldly bazaar. The trick to purchasing here? Each trade exacts a deeply personal memory.
D10=4:The fluttering of countless moths around the ship's lanterns becomes apparent.
D10=5:On a still night, the players find a silent, floating garden tended by a solitary dryad of the air. She offers rejuvenation and powerful air-based spells in exchange for restoring her lost grove.
D10=6:A large airship is flying high overhead of you. This airship is made out of dark grey metal that looks like it was wrapped around a light grey balloon. You see a group of people standing on the deck, they are dressed in black outfits with white trim and they are firing crossbows at you. The group is attacking something on the ground.
D10=7:A pack of wolves is chasing a deer across the sky. The deer is trying to escape the wolves, and the players must protect the deer from being eaten.
D10=8:A large crashed airship has been burning for some time and is mostly consumed. The airship landing gear is partially tied off as well as the rails and walkways, but the second and third decks are still visible.
D10=9:A group of 4d4+4 humans riding giant eagles attack! The humans want the horse to be returned to their kingdom. They will take them to their kingdom and release them after they are compensated for their loss. They will not attack the players unless provoked.
D10=10:A group of pirates are sitting in a row boat, rowing towards the ship. If a player asks them what they are doing, the pirates will answer, 'Preparing to board!'
d100 = 6
D10=1:An airship lies in pieces on the ground. It is obviously a wreck, but its crew was not as lucky. A huge zombie with a long neck and its head held high.
D10=2:You come across an airship that has a large wheel on its tail. There are 3 large skeletons wearing armor and piloting the ship.
D10=3:A group of 4d8 half-elves are flying over a mountainous region, they are on their way to help an elven village under attack by an army of orcs and hobgoblins.
D10=4:A group of 1d6+4 lizards are flying on giant eagles
D10=5:The party is suddenly surrounded by a horde of flying Demons. The Demons attack, seeking to consume the souls of all on board.
D10=6:A panicked aviator launches an emergency beacon requesting evacuation from a wretchedly malfunctioning vessel. His moving plea recounts a doomed love affair ending in sabotage.
D10=7:A band of airship marauders known as the Sky Cutters led by an enigmatic half-djinn captain demands a sky toll. Their merciless tactics push the players into a high-stakes dogfight amidst the clouds.
D10=8:A drow wizard and his drow wizard apprentice are floating in their small airship. Looking down they see a group of men shooting arrows at them and laughing. One of the arrows hits the apprentice who goes flying off the ship. The drow wizard who sees a group of men shooting at him tucks his cloak over his head and flies up into the clouds. ((Once in the clouds, he shoots lightning at them))
D10=9:A pair of celestial butterflies, their wings like stained glass, flutter by. Their dance in the air is calming and mesmerizing.
D10=10:At dawn’s first light, a flock of multicolored birds flits past, their feathers iridescent in the early morning sun. Their peaceful chirping brings a sense of calm to all aboard the airship.
d100 = 7
D10=1:Lush, dense forests roll beneath the ship, their colors splendid in the sunlight.
D10=2:A large, brown, wooden ship sails through the air at an incredible speed. This ship has no sails to slow its progress and it is also causing a tornado to form in the air behind it.
D10=3:Descending through clouds, the players see a shattered airship on the ground below, its captain's tragic love story carved into the wooden hull, telling of heartache and a doomed mission.
D10=4:16 of the drow (6th level elf with the stats of a standard, mid-level elf in the Monster Manual).
D10=5:A floating, eerie illumination familiar only by instinct reveals unwelcome truths: maintenance spirits somewhat devious, misaligning your ship’s aural energy with unsettling synchronicity.
D10=6:A group of elves, riding flying horses, arrives on a large ship and attacks the party. The elves are warriors and mages and they will fly towards the party's ship and attack it.
D10=7:An haughty aarakocra prince challenges one of the adventurers to an aerial race through an obstacle course of floating rocks and deadly updrafts, with high stakes for both parties.
D10=8:The crew spots a far-off waterfall, cascading from a mountainside.
D10=9:A band of airship marauders known as the Sky Cutters led by an enigmatic half-djinn captain demands a sky toll. Their merciless tactics push the players into a high-stakes dogfight amidst the clouds.
D10=10:A marauding crew of undead pirates, sailing a dismal, spectral vessel, emerges from the clouds. The undead captain demands the airship’s surrender, and the players must fend off the ghostly boarding party or face dire consequences.
d100 = 8
D10=1:An old man is flying the ship. He is looking for something, his lost grandson. He will ask the party if they have seen him, and will offer to reward the party for any help.
D10=2:The airship crosses above a large, shimmering waterfall.
D10=3:The ship encounters a rare, floating lake where water oscillates between liquid and vapor. In its center, an ancient mariner claims to know the secret routes through the skies but demands a duet performance in exchange for the knowledge.
D10=4:All around you, great trees of some unnatural sort extend far into the sky, almost as tall as the ship. Amid these treetops is a large clearing, on the opposite side of which, a Goliath and a Half-Orc are following you with a brace of dire-hawks.
D10=5:A low-flying pair of hippogriffs playfully chase each other beneath the ship.
D10=6:Tiny bubbles float by, origins unknown but harmless.
D10=7:They intersect the path of a morose airship captain turned to stone by a powerful curse. His eyes still plead for aid as the wind pushes his petrified form tirelessly onward.
D10=8:A man-at-arms on your airship has been injured by a giant bird and needs to be healed permanently by magic.
D10=9:As the players approach the fluffy clouds, they become denser and conceals a giant flying creature, a Roc, that swoops down on them.
D10=10:Lightning strike - A bolt of lightning strikes nearby. A bolt of lightning strikes the airship above. This will give players something to do during the encounter if they are not engaged in combat at the time.
d100 = 9
D10=1:The ship encounters a rare, floating lake where water oscillates between liquid and vapor. In its center, an ancient mariner claims to know the secret routes through the skies but demands a duet performance in exchange for the knowledge.
D10=2:The airship encounters a pleasant summer breeze with twinkling lights, which reveals itself to be 3d8 pixies. Strangely, these pixies seem anxious and whisper about an impending "Great Sky Serpent."
D10=3:A swarm of flying monkeys suddenly surrounds the players' airship, causing chaos and attempting to steal any shiny objects they can find.
D10=4:The players spot a massive airship, resembling a floating fortress, with cannons and defenses ready to engage any threats.
D10=5:Within a sky-maze of wheeling air currents, players come across the Sky Maze Keeper, a gynosphinx who maintains its intricate paths. She demands answers to her riddles or navigation of her deadly mazes, with the reward of forbidden knowledge and boundless treasure at the maze's heart.
D10=6:The ship drifts through a flock of floating jellyfish, luminescent and filled with rare gasses sought by alchemists. However, harvesting them can be dangerous.
D10=7:Drifting through the skies, the adventurers encounter a massive flock of birds mourning their perished brethren, victims of aerial predators. The birds swarm the airship, seeking solace or vengeance.
D10=8:A series of interconnected floating spheres reveal an outpost inhabited by 3d6 sentient airships, each with an artificial intelligence once designed to explore the stars.
D10=9:A giant invisible vortex is sucking in everything in the air around you. You can't see it but you can feel the effect of the vortex pulling you down.
D10=10:The players' airship becomes entangled in a web spun by colossal sky-spiders. The only way to escape is to negotiate with the eldritch spider queen, who has developed a taste for sea shanties.
d100 = 10
D10=1:A serene aerial meadow has 2d4 nymph-like creatures made of pure light, singing and weaving tapestries that shimmer parallel to their beings.
D10=2:A group of hobgoblins are flying in their large airship. They are looking for a group of thieves who have escaped from their city. The thieves have stolen their treasure.
D10=3:The players accidentally fly through a portal that transports them to the Elemental Plane of Air. They must navigate through the treacherous winds and creatures to find a way back home.
D10=4:You see a herd of sky bison grazing on a floating island below.
D10=5:The crew sees a distant merchant caravan traveling across a plain.
D10=6:A colorful parrot, clearly lost, perches on the ship's railing.
D10=7:The players encounter a flying city that is controlled by a powerful mage and his army of mechanical flying creatures. The mage offers to transport the players to their next destination, but they must first solve a series of riddles and challenges.
D10=8:The players see rows of sharks swimming through the clouds, following an invisible current.
D10=9:A forest fire in the distance creates a surreal, almost hypnotic play of flames and smoke.
D10=10:A group of thieves on the back of an airship, who are looking for treasure. The airship is flying towards an island with treasure on it, but something bad lives at the island, and the players have to escort the thieves home.
d100 = 11
D10=1:A group of 3d4 common ravens are flying towards you. They look hungry and angry.
D10=2:A shimmering bridge made of pure moonlight appears, leading to a celestial conclave where astral beings debate cosmic balance. The players are invited to witness or partake in decisions that could alter the fabric of reality.
D10=3:You see a group of elves riding on a giant eagle, soaring through the sky. The eagle is carrying several large sacks of treasure, and they are flying toward a nearby elven kingdom.
D10=4:A forsaken admiral, stuck guarding the floating fortress of their lost homeland, seeks help. Their ghostly minions tell a tragic tale of betrayal and loss, each echoing hollow memories.
D10=5:A giant floating jellyfish bumps into the airship, causing a shockwave that shakes the players and damages the ship. The jellyfish then releases a group of smaller jellies that latch onto the ship and must be fought off.
D10=6:Past unusual floating islands, a lone spectral knight pays eternal tribute to a crumbled monument dedicated to lost comrades, warriors in vain who rose to face an aerial dragon yet were devoured surrounded by false hope of victory.
D10=7:The players wake up to find that their airship has been turned into a giant mimic by a group of mischievous pixies. They must find a way to escape from the creature's belly and reverse the curse.
D10=8:A small, flying laboratory appears above an island. More than 10 scientists and interns are using the advanced equipment. All of them are wearing goggles, several of them are pouring something out of a jug into a glass beaker. They are all wearing white coats, they are all wearing safety helmets, and they are all hot, tired and thirsty. The island is covered in trees and hills. The lab has giant, white, aluminum wings and it has a chimney. It is flying with the chimney facing up towards the sun. A small, wooden boat is floating in the water beneath it. A small, black triangle is painted on the side of the lab.
D10=9:A group of goblin air pirates attack the players' ship, looking to loot and plunder. They are led by Captain Blackbeak, a notorious and ruthless pirate known for his love of shiny objects.
D10=10:A group of giant eagles attack the party because they think one of them trespassed on their territory and disturbed their mate.
d100 = 12
D10=1:The airship sails beneath a tranquil moonbow, its colors gently shimmering across the night sky. The serene beauty of the celestial phenomenon inspires a deep feeling of peace in all who witness it.
D10=2:The distant sound of a song drifting on the wind leads the adventurers to an aerial family of sirens mourning their dead, who were shot down by paranoid airship crews long ago.
D10=3:Far above, players encounter a crystal-encrusted sky citadel ruled by a phoenix queen. She tests their worthiness to wield a portion of her fiery essence, leading to a dramatic aerial duel against her flame guardians.
D10=4:A distressed messenger pigeon lands on the deck clutching a scroll. The note is a desperate plea for help from a nearby village being attacked by sky pirates. Sadly, the plea is days old, and the village may already be lost.
D10=5:An unstoppable zephyr propels the airship into a realm inhabited by philosophical air elementals. These beings debate endlessly about the nature of existence and share powerful air magics only if swayed by sound philosophical arguments.
D10=6:Moonlight provides an eerie glow, making the ship's shadows dance.
D10=7:A mysterious cloud fortress drifts into view, its structure bearing ancient runes. Inside resides the last of the cloud giants, who needs the players' help to fend off an invasion by a faction of rebellious sky dwarves.
D10=8:Someone spies a glint of metal far below, possibly a shipwrecked airship.
D10=9:A group of 4d6+12 lizardfolk are attacking an airship. They are trying to capture the airship and make it their own.
D10=10:As the airship navigates through a peaceful cloud labyrinth, the walls emit a delicate, calming glow. The journey through this gentle maze offers a meditative experience to the crew.
d100 = 13
D10=1:The adventurers come across a floating botanical garden. Its caretaker, a druid, seeks their help to contain a dangerous plant species threatening to overgrow the garden.
D10=2:A turtle-shaped floating island reveals a peaceful small shrine guarded by willow wisps. An old, devoted guardian had prayed there endlessly for his lost warrior family who perished in an airship engagement gone awry.
D10=3:A group of air elementals form into a giant, swirling vortex that engulfs your ship. Inside, the players must navigate through the chaotic winds to escape.
D10=4:On convoluted windstreams, they encounter an air priestess doling out benedictions hushed by unresolved guilt for an unprompted cataclysm that decimated her broad flock.
D10=5:In a somber, silent stretch of sky, the airship encounters the Fleet of the Lost, an ethereal ghost ship captained by the sorrowful spirit of Captain Mirabelle. Players must unravel her tragic story and the curse binding her crew to the sky. Aiding her might release her spirit, rewarding them with spectral treasures and knowledge of hidden airborne realms.
D10=6:A flock of giant, winged sheep land on the deck of the ship. They seem to be carrying a group of gnome shepherds who are looking for a new pasture for their sheep to graze on.
D10=7:Hitting an aerial reef, players discover a flock of sky-rats whose leader is a ravenous, witty king demanding a tasty tribute for safe passage.
D10=8:A winged lion, chained to a floating boulder, roars mournfully into the sky. Imprisoned for a crime it did not commit, its sentences are renewed until its stories are heard.
D10=9:Passing through a serene cloudbank, the airship disturbs what seems like a colony of 3d6 air elementals. These entities, however, are not of natural origin; they seem to act in a coordinated defense formation.
D10=10:The adventurers come across an airstream masked in magical fog. The onboard passengers are long-deceased royalty who died carrying out a change to save their kingdom, a mission they failed.
d100 = 14
D10=1:The crew hears a distant, mournful wail on the wind.
D10=2:A dragon is flying over them, heading toward another ship to attack.
D10=3:A group of cloud giants offer to trade goods or services with the party.
D10=4:A sad song fills the air as you encounter a banshee, whose once love-soaring heart tragically bargained with time for a chance to sail back to her cursed lover, imprisoned now to lament across the void’s cold.
D10=5:Near a floating crystalline formation, 2d8 humanoid creatures shaped from living air expressed themselves through haunting harmonics.
D10=6:The ship is suddenly engulfed in a thick fog, making navigation impossible. As they try to figure out a way out, they hear the haunting melody of a Siren, who is attempting to lure them to their doom on the rocks below.
D10=7:Misty mountain ranges appear and disappear, giving an almost dreamscape quality.
D10=8:An airship has crashed on the ground, and 1d6 of the crew members are trapped in the cargo hold. They won't be able to survive much longer because the airship is out of food and supplies.
D10=9:The air temperature drops suddenly as you enter a cloud that smells faintly of peppermint. Within resides a floating turret manned by an ice wizard who’s very chilly about you crossing into his "minty dominion".
D10=10:A sudden downdraft brings the ship within reach of an aerial fortress inhabited by air giants. They are wary but potentially valuable allies against a common aerial threat.
d100 = 15
D10=1:A large flock of black birds circle above you. You see tattoos on the wings of one of the birds. You notice that they are flying in the same direction as you, and moving in the same pattern. You see that they keep flying in a straight line and then turning in a perfect circle and drifting back along the path they were originally following. They don't appear to be doing anything other than what seems like pointless circling of your vessel. The birds gradually get closer and closer until you can see that each bird has a cage strapped to its feet, and what appears to be a person in each cage, gripping the bars with white knuckles and a look of fear on their face. The birds seem to be blindfolded, and their mouths and hands are gagged with leather straps.
D10=2:The airship sails into a flock of flying fish that leap gracefully in the air.
D10=3:A group of 2d6+2 wizards are flying in a large flying mechanical device. They are looking for a place to set up an arcane library, if the party approaches they will attack.
D10=4:The sky darkens and an ominous airship, The Abyssal Gatekeeper, emerges, captained by the lich sorcerer Vexnar. He holds a pocket realm of eternal night and challenges players to contests of spellcasting and intellect, risking parts of their soul for forbidden knowledge or a lifetime of servitude upon his ship.
D10=5:A group of wizards on their way to the local wizard's guild in a nearby city pass by, in mid-air. They have a beautiful flying carpet to transport them through the air. They are a group of old friends, and they are on their way to visit an old friend who has recently been appointed to the wizards' guild.
D10=6:A group of solar giants fly towards you and dwarf you with their massive size. They are easily 50 feet tall and as big as a house.
D10=7:The airship is flying over the mountains when it is struck by lightning. The ship is badly damaged. The players are able to rescue the captain and his first mate, but the rest of the crew, who are all dead, will have to be buried at sea.
D10=8:In the middle of a dense jungle, the party is ambushed by a group of fierce-looking lizardfolk riding giant snakes. The lizardfolk are trying to take control of the airship and will attack if they are not left alone.
D10=9:Bandits - A group of bandits on flying horses attack players' airship if they see it or if they are attacked first by the players' party. The bandits are riding flying horses and will attack with lances, swords and bows if they see a chance to win the fight.
D10=10:The players encounter a sky-golem playing a morose melody on a flute carved from storm-clouds. Solving the melody's emotional puzzle unlocks weather-control abilities.
d100 = 16
D10=1:A group of aerial human mercenaries are flying on the back of giant griffons. They are on their way to defend a castle against an army of orcs and hobgoblins.
D10=2:A distant volcano puffs out a cloud of smoke.
D10=3:A large cloud of smoke covers the ground, a dragon is hidden in the smoke. The dragon attacks. ((Attack dragon(s) that appear))
D10=4:You see a group of humans rowing a small ship down a river. They are rowing toward the nearby city, and they are carrying barrels filled with ale. They are transporting the ale to the city in exchange for money from the local taverns and inns.
D10=5:Strong, fresh winds propel the airship steadily forward.
D10=6:A golden, winged serpent offers the party a riddle with a promise of immense treasure. Should they fail to answer correctly, the serpent morphs into a terrifying creature and attacks.
D10=7:A flock of giant birds suddenly attacks the players' airship, causing chaos as they try to defend themselves and their ship.
D10=8:Suddenly, a giant airship appears in the sky. It is a powerful warship, and it is filled with powerful warriors. The warriors are armed to the teeth and are ready for battle.
D10=9:A group of the most beautiful elves you have ever seen fly in formation along side your ship. They offer to show you the secret location of a treasure horde.
D10=10:The adventurers find a gnomish air factory dangling precariously on the edge of a cloud. Its inventor committed monstrous wrongs to learn flight, now haunted by the victims' echoes.
d100 = 17
D10=1:Flowing water streams float in mid-air, falling gracefully from one floating rock to another. The sound of cascading water brings a sense of peace and rejuvenation.
D10=2:You are approached by a group of Kobolds riding giant wasps. They are flying towards a nearby mountain, searching for the rumored dragon's lair.
D10=3:The players discover an ancient sky ziggurat, its steps carved into the floating clouds. Guarding it are spectral guardians who challenge the players to ascend, promising enlightenment or doom.
D10=4:A flock of giant eagles approaches the airship, led by a wise and ancient eagle who asks for the players' help in finding a new nesting ground after theirs was destroyed by a group of aggressive dragons.
D10=5:An old man is flying the ship. He is looking for something, his lost grandson. He will ask the party if they have seen him, and will offer to reward the party for any help.
D10=6:A battalion of War Balloons, each crewed by a regiment of sky dwarves led by Commander Thrain Thunderhead, intercepts the airship. They claim the skies for their sky citadel and demand surrender. These sky dwarves possess incredible aerial maneuverability and bombarding capabilities, proving formidable opponents unless persuaded otherwise through cunning negotiation or valuable trade.
D10=7:A powerful djinn appears on the airship, claiming to have been summoned by one of the players. However, it's really a trap set by a group of rogue elementalists who want to steal the djinn's power for themselves.
D10=8:You notice a distant flying fortress, silhouetted against the sky.
D10=9:A group of Trolls are sailing a small raft across a lake. It appears they are going to a nearby island.
D10=10:A dead dragon is floating in the air. Its wings are spread wide open. It is a very large dragon, maybe even the largest one you have ever seen. It died a long time ago, but it has not decomposed. It looks like its scales are made of golden plates attached with precious metals.
D10=2:A celestial event occurs: a double moonrise. The ship feels a gravitational pull toward a hidden moon mountain within the atmosphere.
D10=3:Floating lanterns fill the sky, each carrying a soft, twinkling light. As they pass by, the travelers can't help but feel that their dreams and wishes are being gently carried into the heavens.
D10=4:You overhear the airship captain talking about something interesting - a big treasure somewhere north.
D10=5:There is a small cloud in the middle of the sky that looks like an island. It is really an island in the sky, with a small city on it, that is really a cloud city, floating in the air, with a small army on it. The cloud city is actually an airship! The cloud city is called the Cloud Palace.
D10=6:The airship glides above farmland patchwork, glowing under the morning sun.
D10=7:A group of cultists are sacrificing a sheep to their god.
D10=8:A strange creature attacks the players. It is made of stone and it can fly and has other powers common to earth elementals.
D10=9:A group of arrows fly off a pirate airship and land on your airship . Then flames appear around your airship . As you watch, the arrows turn into fireballs, and the fireballs hit your airship and start a fire on it.
D10=10:The gateway to another dimension has been opened and an army teleports in. The army has weird weapons (such as guns and clubs) which seem impossible to damage.
d100 = 19
D10=1:The crew spots a distant dragon soaring gracefully. However, upon approaching, they realize it's not just any dragon but an ancient Gold Dragon, who challenges their worthiness to navigate its skies.
D10=2:A fleet of airships sails by, all flying the flag of a peaceful trading alliance. The captains exchange pleasantries and tales of the skies.
D10=3:A swirling mist parts to reveal the luminous wreckage of an air ferry. Among the scattered belongings, you find a diary documenting a young woman’s hopeful journey to find her true love, a promise unfinished due to a tragic accident.
D10=4:Distant tolling bells attract the airship to a floating monastery, inhabited by monks dedicated to the study of arcane winds. The abbot requests the retrieval of a lost tome in exchange for wind-mastery lessons.
D10=5:An haughty aarakocra prince challenges one of the adventurers to an aerial race through an obstacle course of floating rocks and deadly updrafts, with high stakes for both parties.
D10=6:A group of pteradactyls are flying close to the airship. The creatures are trying to pick off unwary crew members who are working on their chores. Some crew members notice the creatures coming close to the ship and yell, 'Pteradactyls! Pteradactyls!' The pteradactyls attack and begin pecking at the airship. Some crew members look up and prepare to defend the airship.
D10=7:The adventurers find an abandoned airship commandeered by festive spirits. These spirits are chaotic, reliving a final celebration before a disaster struck. They dare not speak of the tragedy, leaving clues in passed-over mementos.
D10=8:A large metallic dragon flies out of nowhere and attacks the airship. It hisses and screams while it attacks the airship with its claws and teeth. It screams, "Mine! Mine! Mine!" as it attacks the ship. Then it dives into the ocean and is never seen again.
D10=9:The keening wail of a mountain wind echoes through the air, creating an eerie soundscape.
D10=10:A group of shark-like creatures with swords, pikes, and staffs attack you. They look like gnomes riding sharks with tridents attached to their sides.
d100 = 20
D10=1:Players see a flock of giant birds heading towards the ship. They are a mix of griffins, roc, and hippogriffs. The flock is huge, and it looks as though they are headed straight for the airship. The players will have to figure out a way to divert the flock or they might end up crashing into the airship.
D10=2:A small group of winged humanoid creatures, called Aarakocra, fly by your ship. They seem to be in a hurry and don’t pay attention to you.
D10=3:Wizardry - A wizard is flying overhead in a flying chair made of bones and magic cloths. He has a magical staff and he flies overhead, looking for a place to land and cast his magic spell.
D10=4:The crew spots an ancient artifact drifting through the skies, radiating magical energy. On retrieval, they realize it’s part of a larger puzzle.
D10=5:A gentle updraft lifts the airship slightly.
D10=6:As the players approach the fluffy clouds, they become denser and conceals a giant flying creature, a Roc, that swoops down on them.
D10=7:The lost lifeboat of a royal luxury airship floats aimlessly. The last survivor retells the tale of power struggles, secrets held, and lives lost during the journey.
D10=8:A group of 3d4 common ravens fly over your ship, pecking holes in the wood.
D10=9:Spotted in the distance, 2d8 colossal eagles seem peaceful, until their radiant glowing markings spell out prophetic warnings across the sky.
D10=10:You unexpectedly encounter a flock of "devious dirigible ducks" that quack in riddles designed to scramble your navigation coordinates until you solve their skybound conundrums.
d100 = 21
D10=1:A female half-elf is flying her ship along with her rag-tag crew. The party members have a chance to join the ship.
D10=2:The party notice a small cloud of dust over in the distance, they realise that something is coming towards them and it is also flying towards them, it is a large bird but it is quite far away and they can't make out what it is yet.
D10=3:An airship captain offers to sell information about the local area for a high price.
D10=4:A mysterious signal is picked up on the ship's instruments. Following it leads to a floating research station abandoned by aerial archaeologists.
D10=5:A disquieting orchestra of ghost musicians riding cumulonimbus clouds demands utter silence. They start playing "haunting symphonies" whose crescendos disturb your ship's instruments' frequencies.
D10=6:An encounter with a peaceful sky druid who tends to a floating grove of ancient, magical trees. They share stories and offer herbal remedies to the travelers.
D10=7:At dusk, the players encounter a sky faerie who is desperately seeking her mortal lover lost in a storm. She pleads with the players to help her. If they assist in her quest, they find her lover, rescuing him and reuniting the couple. In gratitude, the faerie grants the party a powerful charm that protects against misfortune. Ignoring the plea causes the faerie to vanish with a sorrowful cry, leaving behind only a faint, residual blessing of temporary clarity in navigation.
D10=8:A flock of dragons is flying through the clouds. They appear to be searching for something, and the players must find out what it is before the dragons find it.
D10=9:A massive storm approaches, but in the eye of the storm flies a serene griffon nest. The griffons appear docile, and one seems willing to communicate if approached with respect.
D10=10:Drifting through the skies, the adventurers encounter a massive flock of birds mourning their perished brethren, victims of aerial predators. The birds swarm the airship, seeking solace or vengeance.
d100 = 22
D10=1:The ship finds itself followed by a cloud that constantly mimics its shape and movements. Tampering with the cloud causes strange resonances in reality.
D10=2:Past unusual floating islands, a lone spectral knight pays eternal tribute to a crumbled monument dedicated to lost comrades, warriors in vain who rose to face an aerial dragon yet were devoured surrounded by false hope of victory.
D10=3:A massive storm cloud appears in the sky, but it is not a natural occurrence. It is actually a creation of a powerful storm giant who is seeking revenge on the players for destroying their temple on the surface.
D10=4:Mid-flight, a fiery comet streaks perilously close, revealing that it is, in fact, a living star dragon seeking an ancient artifact said to be aboard the airship.
D10=5:A tragic poetic soul falls from floating ruins, clinging to memories of unrequited love. His ghostly recitations cast a sorrowful pall, attracting other grieving spirits to this spectrally charged zone.
D10=6:The airship sails into a region filled with thick, rolling fog.
D10=7:The crew enjoys a shared meal on the deck.
D10=8:Two enormous airships are locked in battle in the sky. The players must help one of the ships win the battle, or face certain destruction.
D10=9:A group of 1d6 elves in blue robes and flying on an eagle will spearhead an aerial battle against a group of 1d6+2 gnomes on a winged horse.
D10=10:You notice a school's worth of clouds resembling various animals.
d100 = 23
D10=1:A group of orcs is seen flying on wyverns high in the sky. They seem to be scouting the area and the party must make sure they don't spot the airship.
D10=2:A shooting star is spotted during a clear, starlit night.
D10=3:A ship has just been attacked by a group of 4d6+12 kobolds. The kobolds were trying to steal the ship and escape with it. The players will have to help get the ship in working order again.
D10=4:An ancient temple has been converted into a giant aviary. A group of rocs are perched on the roof of the temple, watching for any intruders.
D10=5:Warm, calm air makes for a peaceful journey with minimal turbulence.
D10=6:Time starts behaving erratically as the airship enters a region distorted by a celestial anomaly. Crew age rapidly or regress to their younger selves, and navigation becomes increasingly disorienting as the airship slips through temporal vortices.
D10=7:A merchant from a faraway land is flying the airship to a nearby town to sell her goods at the market. She is carrying a basket of fruits, spices, and other exotic goods with her.
D10=8:A distant volcano, dormant and snow-capped, comes into sight.
D10=9:Beneath the bow of their ship, tattered sails and torn parchments rush by. They are memoirs of a poetic airship fleet, their lofty ambitions cut short by a crushing, unintended betrayal.
D10=10:Cooling shadows spread across the deck as the airship flows under a large cloud mass.
d100 = 24
D10=1:The players spot a group of airship pirates on the horizon, heading straight for them. These pirates are known for their incredibly fast and maneuverable ships, making them a challenging opponent for the players.
D10=2:A sudden inversion in the sky's gravity pulls the airship into a realm of inverted physics, where gravity-defying beasts and structures exist. Navigating through this topsy-turvy world requires wit and creativity.
D10=3:The army of a nation that you have largely been ignoring for years, but happen to be flying over, attacks your airship (and airships). They are extremely powerful and already on their way to conquering the land.
D10=4:Bizarre, swirling wind patterns cause the ship to gently rock.
D10=5:A celestial dragon with iridescent scales lounges on an airborne boulder, playing a haunting melody on a bone flute. It offers cryptic advice about forthcoming perils in exchange for a rare celestial ingredient.
D10=6:A group of people in brightly colored clothes are flying on brightly colored balloons behind the airship. They wave at the players and yell, 'Good luck!' before continuing on their way.
D10=7:A merchant vessel passes by, dropping off a chest on to the deck of the airship. The players find a small amount of treasure inside of it (1d20 gold pieces).
D10=8:A squad of celestial knights on sky horses encircles your ship, demanding an honor duel. Their leader’s armor emits unsettling melodies capable of sowing discord among your crewmates.
D10=9:The ship's navigation gets thrown off by an enormous, floating magnet. It has drawn in many strange metallic objects, including the remnants of old airships.
D10=10:Jovian airship pirates attack the ship, led by a half-ogre with a patch over one eye. They will demand gold, gems, and all other valuables. If players don't comply, they will be killed. If players do comply, they will be escorted to the capital and imprisoned.
d100 = 25
D10=1:An enigmatic harpy and her siren court ride the prevailing winds, tempting weary sailors with promises of dreams and nightmares. Their currency involves trading slumber for surreal vision gems.
D10=2:Tiny bubbles float by, origins unknown but harmless.
D10=3:A beautiful sunset paints the sky in vibrant shades of red and gold.
D10=4:A rogue wizard appears on an airship, trying to steal valuable items from the players. He uses his magical abilities to create illusions and cause distractions while his minions sneak aboard the players' ship.
D10=5:The airship encounters a flock of migratory sky whales, whose songs have powerful magical effects. One whale, injured, lands on the airship's deck, seeking aid while its pod protects it aggressively.
D10=6:The players encounter a hidden academy where fledgling elementalists practice sky weaving. One rogue student has summoned a tempest spirit that now threatens the entire academy, requiring intervention.
D10=7:The sky turns a deep, sorrowful blue as you cross paths with a group of ethereal, wailing sky spirits. They are bound to the location where a fleet of airships mysteriously vanished, now doomed to eternally search for their lost crews.
D10=8:The airship maneuvers gently through a sky forest of floating trees, their branches adorned with serene luminescent flowers. The leaves rustle softly in the light breezes, creating a peaceful soundscape.
D10=9:The airship is engulfed by an eerie, swirling maelstrom, compressing reality itself. Within, the players find a passage to a pocket dimension filled with twisted aerial labyrinths and a vengeful air elemental seeking freedom.
D10=10:Mourning an unspeakable loss, an elemental air spirit enraged with grief storms through the sky, tearing through anything in its path. Alleviating the spirit's sadness may calm its wrath.
d100 = 26
D10=1:The players encounter a flying city that is controlled by a powerful mage and his army of mechanical flying creatures. The mage offers to transport the players to their next destination, but they must first solve a series of riddles and challenges.
D10=2:A flock of giant eagles approaches the airship, led by a wise and ancient eagle who asks for the players' help in finding a new nesting ground after theirs was destroyed by a group of aggressive dragons.
D10=3:The airship encounters a bizarre floating carnival held in the sky by magical means. The carnival's attractions are sinister and treacherous; players must navigate cunning traps and resist offers of too-good-to-be-true prizes.
D10=4:You see a swarm of bees attacking a pair of humans who are trying to eat
D10=5:A misadventure in a dense cloudbank reveals an eccentric goblin inventor hanging mid-air in a hot air balloon made entirely out of patchwork quilts. He offers to trade his homemade gadgets for exotic spices.
D10=6:The airship is flying over the mountains when it is struck by lightning. The ship is badly damaged. The players are able to rescue the captain and his first mate, but the rest of the crew, who are all dead, will have to be buried at sea.
D10=7:A blonde-haired giant woman with very large breasts, wearing a leather corset and leather clothing, with long blonde hair and a bandana wrapped around her head, flying on a large black raven, attacks the party with a longsword and magic spells.
D10=8:A convocation of skybound wizards apprentices at an arcane sky institute needs help against their wayward creation—a sentient storm threatening their floating school. Success means gaining favor from powerful mentors.
D10=9:A large, silver ship approaches the players' ship. On the deck of the ship are 1d20+10 silver golems who are looking for a fight.
D10=10:A rogue archmage known as the “Sky Weaver” uses aerial illusions, conjuring entire phantom fleets of airships to confound and trap the party in a bewildering aerial puzzle.
d100 = 27
D10=1:You find an eldritch gatekeeper on a floating alabaster pedestal who claims your next passage requires reciting the “Ballad of Unwritten Air-Tragedies” within earshot of the gate’s ethereal attendant.
D10=2:A distant mountain ridge forms a dark jagged outline against the early morning sky.
D10=3:Rival Airship - A rival airship with a rival wizard on it is attacking the party's airship. This will be a difficult battle with the rival wizard and his crew of 2d8+2 mid-level fighters and a few mid-level wizards.
D10=4:The ship crosses over a small, tranquil village.
D10=5:Fields far below form a patchwork quilt of varying greens and browns.
D10=6:A small, harmless gust of wind rattles through the ship's sails and riggings.
D10=7:A group of peaceful aarakocra appear, offering to trade rare herbs and potions with the players in exchange for their assistance in stopping a group of evil druids who are poisoning the nearby forest.
D10=8:Air Pirates: This group of pirates flies in to attack the party. They are a large group of pirates who fly in on large eagles to attack the party.
D10=9:You see a group of sky sailors working on maintenance up in the rigging.
D10=10:A silvery dragon descends upon the airship, claiming one of the party members harbors a relic stolen from its treasure hoard. To prove their innocence—or guilt—the party must navigate the dragon's riddles and tests.
d100 = 28
D10=1:An unusual aircraft resembling a giant floating teapot buzzes your ship, its crew of anthropomorphic tea bags inviting you to a high-stakes poker game where losers must give up memories of their favorite beverages.
D10=2:A group of 1d6+4 lizards are flying on giant eagles
D10=3:A savage, hairy hand reaches out of the bottom of the airship. It is trying to grab onto something, but it has missed. The hand pulls back, then reaches out again. It continues to miss and tries again, but the hand never reaches anything because it is part of the airship's bottom frame.
D10=4:Assassins: A group of assassins fly in to attack the party. They are a large group of assassins who fly in on large eagles to attack the party.
D10=5:A friendly djinni appears in a swirl of mist, offering to share stories of the sky realms most mortals never see.
D10=6:The players' airship flies into a pocket dimension, where they encounter a group of clockwork automatons that are running amok and causing chaos. They must find the source of the malfunction and fix it before the pocket dimension collapses.
D10=7:Zephyr Ship - A flying ship with a crew of 10 and a captain. The crew are all elves and are wearing leather armor. The captain is wearing a suit of full plate mail and is armed with a long spear. The ship has an alt-level of a sailing ship on it. The captain is looking for a ship to sail on, and offers to take the players if they help him. He needs an item from the Old City (where the players will go) to help him sail.
D10=8:Huge flower petals drift gracefully on the breeze, their sweet fragrance filling the air. These petals are from a celestial garden said to bring eternal peace to those who find it.
D10=9:Rival Wizard - The party's airship is attacked by a rival wizard in his own flying vessel armed with a powerful magic wand. This will be a difficult battle with the rival wizard and his crew of 6d6+6 mid-level fighters and 3 mid-level wizards.
D10=10:A dark cyst of clouds forms and grows as it moves towards the party. It looks like it may rain.
d100 = 29
D10=1:A rogue pirate is hiding in a small cave, he's holding a merchant hostage. The pirate will attack when the party gets close to him. ((Pirates in a cave))
D10=2:A flock of colorful parrots flies past, chattering noisily.
D10=3:A gentle breeze brings the scent of blooming flowers from a forest below.
D10=4:A woman in a long, flowing night gown floats by, looking for her husband.
D10=5:The airship passes above a network of winding rivers.
D10=6:A giant, flying, elephant-like creature flys by your boat. It's carrying a giant trapdoor spider under its belly! The spider is trying to climb up onto the creature to steal some food.
D10=7:A giant eagle attacks with a giant raven and a giant hawk.
D10=8:You hear a loud thundering sound from high above. It's a giant Roc carrying a large golden egg. It passes the airship, flying in a straight line towards its nest.
D10=9:You feel a presence in the sky, and when you look up you can see a powerful angel flying in the sky. The angel will talk to anyone who speaks to it.
D10=10:A group of 4d4 common ravens are flying over your ship, looking for dead bodies to feed on.
d100 = 30
D10=1:The party comes across a flying castle, complete with turrets, towers, and banners flapping in the wind. As they get closer, they see that the castle is being attacked by a large group of dragons. The players must help defend the castle or it will get destroyed.
D10=2:A man on a flying broom appears on the walkway and says, 'Greetings, fellow travellers! I am Lord Dimstar, the Great Mage of the East.' He has a long gray beard and a pointy hat. 'I am a great wizard and I will grant one of you a wish! Pick a number between one and ten.' The man on his broom flies away before anyone can answer.
D10=3:A turtle-shaped floating island reveals a peaceful small shrine guarded by willow wisps. An old, devoted guardian had prayed there endlessly for his lost warrior family who perished in an airship engagement gone awry.
D10=4:A group of winged dragons fly in formation above your ship, their colorful scales and powerful wings a beautiful sight to behold.
D10=5:An arcane barrier flares around a hidden wizard’s tower in the clouds, guarded by 3d6 Clockwork Avian Sentinels programmed to deter any approach.
D10=6:The players notice a huge black cloud on the horizon, it seems to be moving slowly toward them. They steer around it and continue on their way. It flies straight over them and passes out of sight. The adventurers are not harmed or disturbed in any way.
D10=7:As the players fly over a mountain range, they see a group of mountain dwarves riding on the backs of griffins. They are being chased by a group of dragon riders and ask for the players' help in fending them off.
D10=8:A ship on the horizon starts to burn. Then you see another ship floating in the air, a bit above the burning ship. Many people are taking to the parachute and seem to be evacuating the burning ship. The ship seems to be sinking, and there are living people in the water and on the burning ship.
D10=9:A powerful wizard appears on the deck, demanding that the players hand over a mystical artifact they unknowingly possess. The wizard will stop at nothing to get it back.
D10=10:A group of elves fly overhead and yell out 'Hi' before flying away again, if pursued they will fly off and continue to taunt the players for miles as they fly over the forest.
d100 = 31
D10=1:A vortex swallows the airship, transporting the crew to an inverted world where gravity works backward. Necessity demands swift adaptation to bizarre aerial navigation.
D10=2:The airship is suddenly attacked by a swarm of giant bees. The players must find a way to defeat the bees before they overwhelm the ship.
D10=3:The players come across an airship that's been taken over by a group of mind flayers who are using it to spread their influence and control. The players must stop them before it's too late.
D10=4:A flock of common eagles have gathered together to prey on a wounded elk.
D10=5:The party finds an abandoned airship in the sky, filled with loot and valuable items. But the airship is haunted by the ghosts of the original crew and they will attack if anyone tries to take the loot.
D10=6:A small flying ship comes your way, with a woman flying on it dressed in red robes, carrying a staff. She's throwing magic stones at you. She appears to be a mage or cleric of air elemental command.
D10=7:A group of 3d6+8 winged cat people. They fly around and make fun of the players for a couple of turns, then fly off for no reason, or maybe because one of the players offers them a gold piece or a shiny trinket.
D10=8:A large airship is flying high overhead of you. This airship is made out of dark grey metal that looks like it was wrapped around a light grey balloon. You see a group of people standing on the deck, they are dressed in black outfits with white trim and they are firing crossbows at you. The group is attacking something on the ground.
D10=9:A group of scouts are flying in a small wooden ship. They are scouting out the area ahead of the party's journey. They will warn the party about any dangers they see ahead.
D10=10:Mourning an unspeakable loss, an elemental air spirit enraged with grief storms through the sky, tearing through anything in its path. Alleviating the spirit's sadness may calm its wrath.
d100 = 32
D10=1:The players are suddenly attacked by a cloud of mosquitoes. It takes all of their effort to stay on the ship and fend off the cloud of mosquitoes. Eventually, the cloud of mosquitoes leaves them. They have 400 mosquito bites.
D10=2:Another airship is flying in on an interception course.
D10=3:A group of 4d6+12 lizardfolk are attacking an airship. They are trying to capture the airship and make it their own.
D10=4:The airship crosses a wide river, snaking its way through the land.
D10=5:A playful gust of wind carries with it 1d8 small air mephits, who seem to desperately want to communicate some form of urgent news but speak only in an ancient dialect.
D10=6:An airship flies by with a large banner attached to it. The banner is a powerful merchant's guild. The guild has no ships but they hire out the use of their ships to merchants and traders. They allow merchants to fly the banner of their guild if they are from that guild and are flying the ships provided by the guild. They also make sure that their ships have the correct guild colours. Thieves are not allowed to fly the banner of a guild unless they're hired by the guild for some reason. The guild will usually hire out their ships to merchants who are carrying valuable items that the guild wants to reach their destination safely (otherwise they will not allow them to fly the guild banner). The merchant who is carrying the valuable item must pay a small sum of money to the guild for flying their colours (the less valuable the item being carried, the less is charged). The merchant who is flying under the guild banner will find that they are made very welcome in all port cities and town where guild ships are allowed. If a merchant is caught selling guild items without paying to use them then they will be chased down by the guild, they will be stripped of any guild items they have and they will be thrown off the nearest cliff, no matter where they are in the world. The guild doesn't like their name to be used in a fraudulent manner. If a guild ship is stolen then it will be tracked down and stolen merchants are exiled and their license revoked (if they ever have one again).
D10=7:Signal fires in the distance guide the airship towards what seems to be a friendly outpost. However, it's revealed to be a bandit ambush, and the players must defend their vessel from sky pirates swinging aboard on grappling hooks.
D10=8:The crew finds themselves among floating lily pads on a silent, sky-bound pond, where giant, peaceful sky-frogs croak a soothing melody, creating a lullaby-like atmosphere.
D10=9:A critter scurries across the deck, likely having stowed away during a previous landfall.
D10=10:An ancient air fortress looms ominously, a relic from a forgotten empire. Its guardian constructs play out desperate battles, caught in a cycle of futile defense.
d100 = 33
D10=1:A group of 2d6+2 wizards are flying in a large flying mechanical device. They are looking for a place to set up an arcane library, if the party approaches they will attack.
D10=2:Visibility drops to near zero as an enchanted snowstorm engulfs the airship. The cold is bone-chilling, and players must succeed on survival and navigation checks to prevent the ship from drifting off course and crashing into unseen obstacles.
D10=3:The ship encounters calm, velvety air, making for a smooth sail.
D10=4:An enigmatic skyland shaped like a colossal book reveals floating libraries filled with talking tomes that dispense random bits of wisdom—some useful, others utterly perplexing.
D10=5:A gargantuan sky-whale breaches the clouds, gullible enough to believe the players might sing its dreams of the deep aerial realms. Failure to impress might earn a whalessom frown and a turbulent dive.
D10=6:The sun dips below the horizon, painting the sky in twilight hues.
D10=7:The sky darkens as a massive swarm of locusts pass far above.
D10=8:An emerald-green drake swoops alongside the airship, curious but non-aggressive. Its scales gleam like shattered glass in the sunlight as it matches their speed for a while before banking away.
D10=9:A powerful djinn appears on the airship, claiming to have been summoned by one of the players. However, it's really a trap set by a group of rogue elementalists who want to steal the djinn's power for themselves.
D10=10:A floating aviary containing magical beyond-matched memories bound to a realm—lost emblems inscribing chronicles of dynastic emissaries emprisoned against the eddies of fate unkind.
d100 = 34
D10=1:Foreboding fog engulfs the ship, revealing an aerial necropolis governed by ancient flagbearers who demand only earnest oaths preserved in runestones.
D10=2:A race of intellectual phoenixes encircle the airship, drawn to those who demonstrate great wit. Impressed, they offer a single fiery feather granting a powerful, one-time rebirth.
D10=3:You spot a treasure chest floating in the sea below.
D10=4:A rift appears in the sky, and a group of beholders fly through it, attacking the players' airship. However, the beholders are being controlled by a powerful lich who is trying to recruit the players as pawns in their quest for ultimate power.
D10=5:A majestic aerie housing a family of elven eagles comes into view. The noble creatures are guardians of ancient windstones, and their presence fills the air with a sense of history and reverence.
D10=6:As the players are flying through a storm, they come across a mysterious portal in the clouds. The portal opens and sucks the ship inside, transporting them to a completely different plane of existence.
D10=7:Another airship is flying in on an interception course.
D10=8:A mystical hummingbird of legend appears, adorned in spectacular colors. It briefly interacts with the airship, bestowing good fortune with a single touch.
D10=9:A colossal Roc flies by, holding in its talons a ruined airship. The bodies of the previous crew dangle lifelessly. Searching the wreckage reveals a child's doll and a captain's log with desperate, unfinished entries.
D10=10:An enigmatic harpy and her siren court ride the prevailing winds, tempting weary sailors with promises of dreams and nightmares. Their currency involves trading slumber for surreal vision gems.
d100 = 35
D10=1:A whispering breeze carries distant voices of unknown origin.
D10=2:The Banshee of the Cloud Peaks shrieks across the sky, her lament echoing with lost love. She bestows a boon to those who can temporarily silence her haunted heart with music.
D10=3:Amidst an expanse of winged ruins, a beacon calls out with an abandoned child who had set sail after her vanished parents, now a specter eternally calling out for the mother who promised she’d return.
D10=4:A group of 4d6+12 goblins are on an airship. They are trying to capture the airship and make it their own.
D10=5:A crumbling airship, sprays of its once-proud colors fluttering in tatters, drifts by silently. Inside, you find a lone pilot who had been searching for his kidnapped daughter, only to run out of supplies and hope mid-journey.
D10=6:The crew spots a distant beacon, signaling a nearby port.
D10=7:You can make out a large airship in the distance. It looks like it is carrying a large cargo, and it is heading towards a nearby city.
D10=8:A group of winged dragons fly in formation above your ship, their colorful scales and powerful wings a beautiful sight to behold.
D10=9:Unexpected turbulence reveals an invisible, sentient cloud bank, known as the Shrouded Sentinel. Made tangible through ancient magics, it claims dominion over the skies and insists that the players must engage it in an ancient, sky-chess duel of wits and strategy. Successful players may gain the Sentinel’s favor and leverage its knowledge to guide through treacherous skies.
D10=10:The players come across a floating castle, home to a powerful wizard and their army of animated objects. The wizard offers to share their knowledge in exchange for the players' assistance in retrieving a powerful magical artifact from a rival wizard's castle.
d100 = 36
D10=1:The sky lights up with a soft glow from distant, unseen fires on the horizon.
D10=2:A group of winged demons, mounted on giant vultures, swoop down on your ship and demand souls or tribute.
D10=3:The airship slides gently through a stretch of silvery moonlit clouds.
D10=4:A hermit sage riding a small floating orb of rock approaches the airship. They offer blessings of safe travel and share their meditation techniques.
D10=5:Cultists: A group of cultists fly in to attack the party. They are a large group of cultists who worship an evil god of death.
D10=6:A flock of wildebeest is flying around up there. They are spooked because they think a hunting pack of lions is on the way to attack them.
D10=7:During a calm night, the airship accidentally flies into a territory patrolled by 3d6 Giant Wasps intent on defending their aerial hive hanging from a floating mountain.
D10=8:An enormous white bird is flying alongside your airship. It has a long beak and a set of wings that span hundreds of feet, and it appears to be searching for something.
D10=9:Flocks of birds are flying in the air around your airships, appearing to be communicating with one another.
D10=10:A large gust of wind blows through the deck causing all loose items to fly off into the air and hit the airship's side. Have fun with this one, create lots of fun flying items - a bucket, a chair, you can even create items such as stools, tables, chests, pots and pans.
d100 = 37
D10=1:A spectral fisherman seated on a floating pier requests assistance with his "net of strayed constellations". Each catch embodies an unsolved shepherd’s pie mystery and vanishes upon touch.
D10=2:Two men are arguing about the merits of sailing versus flying. They're about to come to blows when one of them notices that the party is watching them.
D10=3:A flotilla of gracefully gliding sky whales appears, each the size of small islands. They sing an ancient lament that causes the players’ airship to resonate, revealing hidden compartments and long-lost messages.
D10=4:A group of 5d6 men are flying in a hot air balloon in a heat wave. They figured out how to make themselves fly very high by putting a hot air balloon inside a bunch of clothes. The clothes are hanging on a rope attached to the balloon, and it's good for keeping their body temperature down when the sun is shining bright.
D10=5:The party hears strange, alien music coming from a cloud about 1-2 miles away. On the cloud is a brass float with some strange looking creatures dancing around a giant golden idol. The creatures are kender and they are celebrating their king's birthday.
D10=6:Encountering an enormous sky-reef, filled with transparent floating corals and multi-hued aerial fish, the crew is entranced by the serene, slow-moving beauty of this airborne ecosystem.
D10=7:Fields far below form a patchwork quilt of varying greens and browns.
D10=8:Distinctive wind patterns create swirling eddies around the ship's hull.
D10=9:A large flock of Rocs swoops out of the clouds. The rocs are fierce hunters and will attack the party if they get too close.
D10=10:You are about to catch up to an airship that looks like it's flying into an old castle. A big black dragon is flying in front of the castle and he is protecting it.
d100 = 38
D10=1:You hear a loud explosion and see a nearby airship is on fire, you must decide to risk saving the passengers or securing any valuable loot.
D10=2:A powerful storm rages overhead as the party flies through the sky. Lightning strikes, creating a whirlpool of air and debris that threatens to pull the airship into the vortex.
D10=3:A vortex opens in the sky as the ship passes through a gap in the clouds, releasing 2d8 Air Swarmers—tiny insect-like Elementals that are both numerous and incredibly harmful.
D10=4:A chimera with wings pursues the players' airship, looking for a meal. The players must defend themselves and their ship from its deadly attacks.
D10=5:A flock of wildebeest is flying around up there. They are spooked because they think a hunting pack of lions is on the way to attack them.
D10=6:An illusory anvil in the sky manifests ethereal armaments of once-great airship engineers, melancholically forging their art to eternity without knowledge of use.
D10=7:Floating in a serene patch of sky, an ancient library ship tethered to a small drift of land offers ancient scrolls and quiet contemplation. The serene silence is punctuated only by the soft flutter of pages and the occasional wise murmur from ethereal librarians.
D10=8:While cruising at high altitude, the players spot a young couple in distress aboard a smaller, damaged airship. The airship is spiraling out of control, and the young lovers are holding onto each other tightly. If the players choose to rescue the couple, they will learn that the two are from rival clans, and they have run away together. Grateful for their assistance, the couple will reward the players with valuable information about a hidden treasure and may offer lifelong friendship. Ignoring the couple, however, causes them to crash into a nearby mountain, leaving the players with a sense of loss and the distant sound of a mournful song carried by the wind.
D10=9:A small bird flies into your hair: it's a brownie!
D10=10:The ship emerges from a cloudbank to an expansive view of rolling hills.
d100 = 39
D10=1:A group of 3d4 common ravens fly over your ship, pecking holes in the wood.
D10=2:Passing through a tranquil veil of twilight, the airship crew sees celestial fish swimming among the stars. These cosmic creatures illuminate the evening with their phosphorescent glow, giving the sky an ethereal beauty.
D10=3:A group of winged horses approaches the ship, each one with a unique magical ability. The players can choose to try and tame one of them or simply admire their beauty and power.
D10=4:Suddenly, a group of minotaurs appear in the sky. They are on the back of giant eagles and they are looking for a fight.
D10=5:A small patch of rainbow-colored sky arises from the rain shower and sun.
D10=6:A crumbling airship, sprays of its once-proud colors fluttering in tatters, drifts by silently. Inside, you find a lone pilot who had been searching for his kidnapped daughter, only to run out of supplies and hope mid-journey.
D10=7:A group of common pigeons fly towards you, getting ready to attack.
D10=8:A lightning bolt hits the deck of the ship, turning a section of the deck black. Anyone on that portion of the deck takes 1d4 lightning damage.
D10=9:The crew discovers an airborne labyrinth made of floating stone platforms. Completing it reveals a treasure guarded by a stone golem.
D10=10:The airship encounters a strange floating island. Upon investigation, the island appears to be inhabited by 2d8 small, mischievous Air Mephits who delight in playing pranks and causing minor malfunctions.
d100 = 40
D10=1:A female half-elf is flying her ship along with her rag-tag crew. The party members have a chance to join the ship.
D10=2:A group of humans are transporting a large wooden box down a road. Inside the wooden box is an enormous dragon egg that they are transporting toward a nearby village where they can sell it for food and supplies for themselves.
D10=3:The players come across an airship that's been taken over by a group of mind flayers who are using it to spread their influence and control. The players must stop them before it's too late.
D10=4:Passing through a serene cloudbank, the airship disturbs what seems like a colony of 3d6 air elementals. These entities, however, are not of natural origin; they seem to act in a coordinated defense formation.
D10=5:Assassins: A group of assassins fly in to attack the party. They are a large group of assassins who fly in on large eagles to attack the party.
D10=6:A group of 4d4 common ravens fly off from your ship, they are on their way to tell the local forces that you have arrived.
D10=7:A black, unmanned ship floats slowly, as if on an invisible river of air, towards a small settlement. As you get closer, you can see that on the deck of the ship there is a large pool of blood. The ship has a large glass dome on top of the deck. The dome is placed directly above the spot where you sit at the table. This section of the glass dome is open and you can see into it from your seat at the table. The top of the glass dome is open to allow you to see into the inside of the ship.
D10=8:A golden griffon, wearing an old-timey aviator cap and goggles, challenges your airship to a race. You quickly realize he's traveling backward through time, and each minute in his presence regresses you a year.
D10=9:A powerful djinn appears in the sky and starts spouting powerful enchantments to anyone who speaks to it.
D10=10:The players' airship becomes entangled in a web spun by colossal sky-spiders. The only way to escape is to negotiate with the eldritch spider queen, who has developed a taste for sea shanties.
d100 = 41
D10=1:In a distant corner of the sky, the players come across a gigantic floating whale, adorned with an intricate network of glowing runes. On its back is a small village of sky-dwelling beings who ride the whale as their home. They welcome the players warmly and invite them to join in on a ceremony honoring two villagers about to be married. If the players engage with the event, they learn a powerful unity spell that can temporarily link their strengths. Continuing their journey without participating, the players receive a small gift of whale oil that can enhance the durability of their airship.
D10=2:Approaching a rainbow in the distance, the airship instead flies through an archway guarded by 2d4 aarakocra who demand a toll in ancient coins.
D10=3:A flock of seagulls follows the ship for a while, squawking loudly.
D10=4:Lush green hills roll beneath the ship, appearing and disappearing in the mist.
D10=5:The crew sees a distant merchant caravan traveling across a plain.
D10=6:A savage, hairy hand reaches out of the bottom of the airship. It is trying to grab onto something, but it has missed. The hand pulls back, then reaches out again. It continues to miss and tries again, but the hand never reaches anything because it is part of the airship's bottom frame.
D10=7:The airship passes over a field where farmers are hard at work.
D10=8:A dirigible of clockwork musicians playing celestial symphonies propels alongside, challenging the crew to a "Battle of Bands." Winning the contest grants an airship-enhancing musical artefact.
D10=9:You come across a testy crow thinking it's an owl, as it sits picking at the feathers of its wing.
D10=10:A sudden downdraft shoves the ship downward into a hidden valley in the clouds. The valley hosts a small human village that has adapted to life above the clouds, complete with floating gardens and livestock pens.
d100 = 42
D10=1:A distant cry of an unknown animal echoes through the sky.
D10=2:A large mechanical shark-like monster is swimming through the sky.
D10=3:The airship is suddenly pelted by hail and then a hail of arrows.
D10=4:The players spot a group of cloud giants competing in a series of challenges for the title of "King of the Clouds." The players can join in on the competition or simply watch from a safe distance.
D10=5:The airship is startled by a sudden hailstorm, the hailstones embedded with fragments of rare gemstones. The phenomenon is not natural and is linked to local legend.
D10=6:A flotilla of gracefully gliding sky whales appears, each the size of small islands. They sing an ancient lament that causes the players’ airship to resonate, revealing hidden compartments and long-lost messages.
D10=7:The crew spots a walled city, fortified and bustling with life far below.
D10=8:The players approach an uncharted aerial battlefield littered with spectral weaponry. Experiencing the hearts of these weapons reveals a tragic tapestry of unheeded valor and endless duty.
D10=9:A half-elf warlock (5th level elf with the stats of a standard, mid-level elf in the Monster Manual).
D10=10:The ship cascades through a curtain of aurora lights, revealing a pocket realm ruled by articulate Ice Phoenixes guarding planetary secrets and receptive to dance competitions.
d100 = 43
D10=1:A group of large rats are running around the deck of the airship. They are hungry and looking for food.
D10=2:A giant bat, as large as an eagle, attacks the party.
D10=3:Encountering a large, floating crystal sphere that emanates soothing energies, the crew can take a rest and feel recharged by its peaceful and harmonious aura.
D10=4:The party is attacked by a group of invisible stalker. They must make Perception checks to spot the creatures and find a way to fight them.
D10=5:A group of 4d8 dwarf warriors are flying over a mountain range, they are on their way to help a dwarven kingdom under attack by an army of orcs and hobgoblins.
D10=6:You come across an airship that has a large wheel on its tail. There are 3 large skeletons wearing armor and piloting the ship.
D10=7:A group of nomadic halflings are flying in their large balloon. They will ask the party to escort them to their village, which is 15 miles away.
D10=8:A group of 2d6+8 human bladesmen (5th level human fighters with the stats of a standard, mid-level human fighter in the Monster Manual).
D10=9:A forest fire in the distance creates a surreal, almost hypnotic play of flames and smoke.
D10=10:A sudden inversion in the sky's gravity pulls the airship into a realm of inverted physics, where gravity-defying beasts and structures exist. Navigating through this topsy-turvy world requires wit and creativity.
d100 = 44
D10=1:An airship constructed of bones and bound by ghostly auras appears, commanded by Ebonas the Soulbinder. His ghastly crew demands they either offer a soul as tribute or face the wrath of his fleet. Those daring enough might find alternatives through lost souls requiring aid or hidden relics with soulful resonance.
D10=2:An enchanted carousel, trapped in mid-air, spins eternally. It was once a joyful attraction for a skyborne festival, now a sad reminder of the sudden disaster that claimed its patrons.
D10=3:You encounter a runaway air-crop duster, drizzling patches of sky with animate pollen reminiscent of phantom laughter. Pollen causes temporary ship materials to mimic peculiar personalities.
D10=4:Iridescent dragonflies glisten in the sunlight as they dart around the deck.
D10=5:Sunbeams sparkle off the ship's glass windows and polished metals.
D10=6:An airship is zipping around below you, firing on you with a bow and arrow.
D10=7:The airship sails beneath a tranquil moonbow, its colors gently shimmering across the night sky. The serene beauty of the celestial phenomenon inspires a deep feeling of peace in all who witness it.
D10=8:The party sees a campfire far below them on the ground.
D10=9:Amidst the play of light through cloud formations, the players happen upon the Enigmatic Navigators, celestial beings who offer intricate sky-maps leading to legendary hidden aerial treasures. In return, they demand part of the player's very essence, decisions in combat, or ethical dilemmas opposed to their goals.
D10=10:The crew spots a lone shipwreck marooned on a reef.
d100 = 45
D10=1:The first light of dawn breaks over the horizon.
D10=2:Strong, fresh winds propel the airship steadily forward.
D10=3:The players discover a floating market suspended between two cloud banks. Here, exotic traders, including wyvern riders, sky gnomes, and a lone storm giant merchant, offer rare goods and secrets for those brave enough to barter.
D10=4:As the ship sails through a quiet sky, the stillness is shattered by 3d6 Wyverns on a hunt. The creatures seem starved and desperate, and they view the airship as a prime target.
D10=5:A sky-manatee, luminescent in storm-strewn azure, concerns itself with your crew’s thoughts, propelling unsolicited insights onto projective surfaces dispersing ambient tensions.
D10=6:The players encounter a group of harpies who try to lure them off their airship with their enchanting songs.
D10=7:The players' airship passes through a storm cloud, only to discover it filled with ghostly airmen from a lost armada. The spectral crew mourns their eternal journey and begs the players to deliver messages to their long-gone families.
D10=8:A group of 4d6+12 orcs are on an airship. They are on their way to a nearby orcish kingdom. They are on a diplomatic mission.
D10=9:A group of flying humanoids approach the ship, each one with a pair of large wings and a fierce demeanor. They challenge the players to a race through a treacherous canyon, with a valuable prize awaiting the winner.
D10=10:An albatross flies alongside the airship for a while.
d100 = 46
D10=1:An old man flying in a small wooden ship approaches you and tells you of a treasure he is hiding on a nearby island. Beware, it may be a trick, or he may just be a crazy old man. The island is very close by. It takes a few minutes to reach it, so you might want to stop there before continuing your journey. It looks like it has a good landing place for your ship.
D10=2:The sound of flapping wings draws attention to a nearby flock of geese.
D10=3:A group of winged unicorns fly by your ship, their horned heads held high and their magical auras protecting them from harm.
D10=4:Upon entering a serene cloud valley, the players meet a lonely harpist who lost his beloved partner to a tragic accident. He plays a hauntingly beautiful tune that tugs at the heartstrings of all who listen. If the players choose to comfort him and help him find closure, he teaches them a magical lullaby that can soothe any creature. Continuing on without helping leaves them with an echo of the music, feeling both fleetingly uplifted and deeply nostalgic.
D10=5:The players discover a floating market suspended between two cloud banks. Here, exotic traders, including wyvern riders, sky gnomes, and a lone storm giant merchant, offer rare goods and secrets for those brave enough to barter.
D10=6:The crew witnesses a massive whale breaching and crashing back into the ocean far below.
D10=7:Bizarre naturally formed rock pillars jut out of an uncharted canyon below.
D10=8:A group of 2d6+2 wizards are flying in a large flying mechanical device. They are looking for a place to set up an arcane library, if the party approaches they will attack.
D10=9:You hear the distant cry of a hawk.
D10=10:I spy a group of 4 gnomes on a flying ship. They are flying near the ground and casting Lightning Bolts at oncoming enemies.
d100 = 47
D10=1:Encounter Aerogylph Guardians risen from forgotten skydomes, creatures demanding players reclaim lost heirlooms from abyssal marauders. Succeeding restores forgotten domains and artifacts, while refusing draws the wrath of enchanted aerogylph warriors.
D10=2:A mysterious cloud bank hides a swarm of 3d6 Quasits, who magically disguise themselves as friendly sprites to infiltrate and sabotage the airship from within.
D10=3:An air elemental is flying down toward their ship, perhaps coming to assist their airship in battle. It might even offer to join the players as a pet!
D10=4:A magical object floats by the airship and starts to orb in a circle around the players' ship. The magical object then begins to orb in a circle around the ship, causing everyone to move at half speed. It goes around seven times and then explodes. All characters take 1d12 damage from the explosion. The explosion creates a cloud of smoke and debris, causing a -2 penalty to all attacks.
D10=5:While above a deep chasm, the players come upon a sky garden tended by an ancient earth elemental who waits for his beloved air elemental to return. He asks the players to find her. If they succeed and reunite the couple, they earn the earth elemental’s deepest gratitude and a gift of a rare, powerful crystal. Declining the quest allows them to take some lesser enchanted flora, but without the profound connection.
D10=6:A small man with an umbrella steps into a cloud that provides cover from arrows and the like.
D10=7:A group of giant eagles swoop down and land on the deck, carrying with them a message from an important ally or NPC. The message is urgent and could potentially change the course of the players' quest.
D10=8:Drifting through a calm night, 3d8 wisps of strange translucent material covalesce into air wraiths. They harbor fragments of memory from sailors lost at sea.
D10=9:Twilight’s violet and indigo waves color the sky, transitioning day into night.
D10=10:Reflections from a mirror-like lake below briefly dazzle the players.
d100 = 48
D10=1:Passage through an enchanted storm cloud reveals a crystalline palace weathered by time. Illusory spirits of its royal family wander the halls, pleading the players to reverse the spell that froze them in timeless sorrow.
D10=2:Caught in a massive roar of wind, the airship is buffered by 3d10 luminous wind sprites focused on maintaining a colossal updraft. They communicate unresolved tasks through rhythmic echoes.
D10=3:You feel a presence in the sky, and when you look up you can see a powerful angel flying in the sky. The angel will talk to anyone who speaks to it.
D10=4:Enchanted fogs reveal immortalized snapshots of nocturnal festivities celebrated by fallen sailors who once optimistically ventured upon a star-map guided by misleading portents, tarnished by everlasting regrets owing to misdirection.
D10=5:Eight giant firebirds fly alongside your ship in formation, apparently singing a song. It is so beautiful that you forget to fight.
D10=6:The cries of an anguished angel, abandoned by her kin during celestial battles, draw the adventurers. Her heartbreak manifests as torrential winds, casting havoc if left unresolved.
D10=7:The players come across a giant airship that is carrying a mysterious cargo. It has no crew and is flying on autopilot. It's up to the players to figure out what is inside the ship and what it is doing.
D10=8:An illusory anvil in the sky manifests ethereal armaments of once-great airship engineers, melancholically forging their art to eternity without knowledge of use.
D10=9:The airship stumbles upon a floating cottage inhabited by an elderly wizard specializing in air and weather magic. He offers tea and shares tales of tranquil skies.
D10=10:An ominous, crimson haze blots out the sun, and the airship's instruments go haywire. The haze seems to sap the players' strength and stamina, requiring survival checks to withstand its weakening effects until it passes.
d100 = 49
D10=1:The party is suddenly thrown off balance as they fly past a floating island. As they investigate, they come across a tribe of merfolk living on the island. The merfolk are willing to trade with the party, but they are also quite happy to fight if they're provoked.
D10=2:Shrouded in dense fog, an abandoned, haunted airship casts an ominous shadow over the sky. The spirits of its crew, bound by an ancient curse, seek their final rest and call upon the party to lift their torment.
D10=3:The party spots a marooned ship frozen in time, trapped in a self-contained temporal anomaly. Rescuing the ship’s occupants could alter their own timeline.
D10=4:You see a griffen, but you don't see his rider nor the griffen's home.
D10=5:The players come across an airship that's been taken over by a group of mind flayers who are using it to spread their influence and control. The players must stop them before it's too late.
D10=6:Navigating through the sky near a cyclone nexus, the players encounter a storm-touched phoenix reborn from the eye of the tempest. It challenges them to pass through the cyclone’s heart to gain its guidance.
D10=7:The players encounter an enigmatic sky-skating bard enchanted with a cloud of 2d4 Mirage Mephits, offering cryptic foretelling riddles while their partner attempts to swindle the party.
D10=8:Foreboding fog engulfs the ship, revealing an aerial necropolis governed by ancient flagbearers who demand only earnest oaths preserved in runestones.
D10=9:A traveling circus of cloud-born performers invites the players to their aerial show. Oddities and curiosities abound, but they must also contend with a sinister ringmaster seeking new “talents” for his collection.
D10=10:The sky lights up with a soft glow from distant, unseen fires on the horizon.
d100 = 50
D10=1:A group of wizards on their way to the local wizard's guild in a nearby city pass by, in mid-air. They have a beautiful flying carpet to transport them through the air. They are a group of old friends, and they are on their way to visit an old friend who has recently been appointed to the wizards' guild.
D10=2:A group of giant flying fish surround the ship. They seem friendly at first but suddenly attack, revealing themselves to be a school of aggressive sea creatures that have evolved to fly in the air.
D10=3:A swarm of malevolent, mind-controlling aerial jellyfish envelops the airship. Crew members who fail their saving throws become hostile puppets, attacking their own comrades.
D10=4:A crew member spies a floating island far off in the distance.
D10=5:A tranquil updraft carries 1d6 pegasi. However, these noble creatures bear markings indicating they recently escaped capture by a nefarious sky raider.
D10=6:A group of evil-looking elves on an airship. They soon attempt to convince you to join them in their quest to rule the city where the party is currently located.
D10=7:A burst of cold wind reminds the crew of coming winter seasons.
D10=8:A distant rainbow arcs across the horizon after a brief rain.
D10=9:You see a flock of harpies flying in the distance, giving the ship a wide berth.
D10=10:A giant golden dragon appears, flying next to the players' ship and asking for their help in retrieving a powerful artifact from a group of evil wizards. In exchange, the dragon promises to reward the players handsomely.
d100 = 51
D10=1:High amidst the clouds, the players encounter a celestial dragon, its scales shimmering like starlight. The dragon offers a cryptic prophecy and challenges the party to prove their worth in a series of aerial duels.
D10=2:Players encounter a lone albatross dragging behind it an impossibly-long banner bearing cryptic prophecies. The bird can be bribed with shiny objects to linger and decode parts of the future.
D10=3:Your airship stops at an inn for supplies and brings along an ambassador for your party. The innkeeper rewards your party with free passage on your ship for allowing it to stay there for the night.
D10=4:The players see a massive, floating fortress in the distance, protected by a powerful magic barrier. As they try to approach, they are confronted by powerful air elemental guardians who demand to know their purpose for being there and will not let them pass until they have proven themselves worthy.
D10=5:The adventurers find an abandoned airship commandeered by festive spirits. These spirits are chaotic, reliving a final celebration before a disaster struck. They dare not speak of the tragedy, leaving clues in passed-over mementos.
D10=6:A band of airship marauders known as the Sky Cutters led by an enigmatic half-djinn captain demands a sky toll. Their merciless tactics push the players into a high-stakes dogfight amidst the clouds.
D10=7:The airship glides across above an ancient, flooded temple beneath a crystal-clear water.
D10=8:You see a group of 10d8 + 100 ravens trying to sate a mighty hunger by consuming a deer that they have just killed. They are squabbling amongst themselves over who will get the larger parts of the deer.
D10=9:A plummeting phoenix passes by the airship, only to resurrect in flames and repeat its endless cycle. It conveys to the players its sorrow for
never finding peace and consistently reliving the deaths of dear ones who never resurrect.
D10=10:An unnatural cold front encompasses the ship, unveiling a floating iceberg fortress home to a frost giant king who seeks allies against an invading fire elemental force.
d100 = 52
D10=1:As the players fly through a storm, they come across a mysterious tower floating in the clouds. Inside, they must navigate through traps and puzzles to reach the top and find a powerful artifact guarded by an ancient guardian.
D10=2:A group of friendly Aasimar fly by your ship, offering their healing powers and protection against any threats.
D10=3:A group of cultists on a floating ziggurat summons an air leviathan during a dark ritual. Navigating the cyclone it creates becomes a deadly, chaotic race against time.
D10=4:The ship drifts past a floating island occupied by a tribe of 3d6 winged kobolds who seem to be building an altar. Occasionally, the altar emits a faint, ominous hum.
D10=5:A panicked aviator launches an emergency beacon requesting evacuation from a wretchedly malfunctioning vessel. His moving plea recounts a doomed love affair ending in sabotage.
D10=6:You can see a group of humans riding on flying horses. They are on a quest to retrieve a powerful magical artifact.
D10=7:You see a huge storm ahead, but it's not a storm it's an army of flying creatures!
D10=8:The ship finds itself in the domain of a nightmarish sphinx, who demands answers to her riddles. Failing the riddles leads to the ship being flung into a bottomless storm.
D10=9:The stars seem unnaturally bright, creating a celestial spectacle.
D10=10:A mysterious figure appears on the deck of the airship, claiming to be a powerful sorcerer and offering to join the party on their journey.
d100 = 53
D10=1:The ship sails over a large oasis in the middle of a desert.
D10=2:A merchant vessel passes by, dropping off a chest on to the deck of the airship. The players find a small amount of treasure inside of it (1d20 gold pieces). The chest is an illusion that disappears once players try to touch it.
D10=3:A group of 1d20 elves on horses attack the party as they fly over a forest. The elf leader is a ranger and he is leading a group of people back to their home after they were rescued from an ogre's lair.
D10=4:Eerie mist covers the ground, the ship is sailing through it. A mist giant is enjoying the fog. They attack the ship. ((Attack giant(s) that appear))
D10=5:An island filled with statues of ancient celestial beings drifts into view. Each statue radiates a calming aura that instills visitors with peace and respect.
D10=6:A ship has just been attacked by a group of 4d6+12 kobolds. The kobolds were trying to steal the ship and escape with it. The players will have to help get the ship in working order again.
D10=7:A shimmering rainbow appears in the sky. Following it leads to an aerial marketplace populated by various sky fey and other creatures, trading exotic items only found at such high altitudes.
D10=8:A storm cloud with a cloud smiley face on it is low in the sky. It's sending rainbows back to the party.
D10=9:A group of human archers are riding on flying horses, carrying bows
D10=10:While navigating treacherous sky currents, you discover an ancient navigational beacon overshadowed with tragic graffiti and blood-stained marks, remnants of those who perished believing they had finally found guidance.
d100 = 54
D10=1:A giant eagle swoops down and tries to grab someone off of the ship. If players ask what happened, they will be told that a giant eagle just tried to grab someone off of the ship.
D10=2:A sheet of rain can be seen falling far off in the distance.
D10=3:A pack of wolves is chasing a deer across the sky. The deer is trying to escape the wolves, and the players must protect the deer from being eaten.
D10=4:An ancient temple has been converted into a giant aviary. A group of rocs are perched on the roof of the temple, watching for any intruders.
D10=5:Players encounter the Cloud Library, an ancient floating repository guarded by living scrolls and animated quills. To access hidden knowledge, they must navigate its changing labyrinths and pass its intellectual trials.
D10=6:A dragon, disguised as a cloud, attacks the airship and demands tribute from the players. If they refuse, the dragon reveals its true form and attacks with full force.
D10=7:The players see a huge storm ahead, but just before they pass through it, they see a huge dragon flying through it!
D10=8:The ship is marked by a Shadar-Kai Hunter with the assistance of 2d4 Shadow Hawks, determined to capture the players for an unknown master.
D10=9:A floating castle appears out of nowhere. It is in bad shape and it looks like it is about to fall apart.
D10=10:As the airship drifts through the clouds, it suddenly encounters a flock of 4d6 giant crows. At first, they just seem to be birds, but upon closer inspection, they carry sparkling gemstones in their talons. The corvids aggressively defend their treasures.
d100 = 55
D10=1:The crew finds a small stowaway goblin who has been hiding in the cargo hold. The goblin claims to have vital information about an aerial treasure map.
D10=2:Lightning strike - A bolt of lightning strikes nearby. A bolt of lightning strikes the airship above. This will give players something to do during the encounter if they are not engaged in combat at the time.
D10=3:The airship encounters 3d6 brass dragons, revealing themselves to be guardians of an ancient, invisible palace in the sky. They convey long-standing wisdom through telepathy.
D10=4:A man wearing armor that barely fits him, carrying a small shield, and holding a spear, is flying on a large bird-like creature. They fly above a passing airship and the man shouts "You shall never escape me!"
D10=5:Flying through a mountain pass, the party is attacked by a group of giants riding giant eagles. The giants have powerful magical weapons and are determined to take whatever they can from the party.
D10=6:A gentle breeze brings the scent of pine trees from a forest below.
D10=7:You hear a loud rumbling noise from above, and when you look up you can see a large red dragon flying in the sky. It is carrying a large treasure chest in its claws.
D10=8:An enormous white bird is flying alongside your airship. It has a long beak and a set of wings that span hundreds of feet, and it appears to be searching for something.
D10=9:You hear the distant sound of thunder, though the storm is far off.
D10=10:A ship has just been attacked by a group of 4d6+12 kobolds. The kobolds were trying to steal the ship and escape with it. The players will have to help get the ship in working order again.
d100 = 56
D10=1:A group of 3d6 elves are flying on the back of an injured griffon. The griffon is injured and it is bleeding out its wounds.
D10=2:The airship is drawn toward a monumental floating black obelisk exuding an aura of dread. The object's gravitational pull grows stronger as the players near, challenging their ability to reverse course.
D10=3:Navigating past an aurora, you find an enchanted ice sculpture of once-vibrant air travelers, preserved in a moment of friendship and celebration lost due to an accidental spell trapped forever within the icy confines.
D10=4:A distant mountain ridge forms a dark jagged outline against the early morning sky.
D10=5:At dusk, the players encounter a sky faerie who is desperately seeking her mortal lover lost in a storm. She pleads with the players to help her. If they assist in her quest, they find her lover, rescuing him and reuniting the couple. In gratitude, the faerie grants the party a powerful charm that protects against misfortune. Ignoring the plea causes the faerie to vanish with a sorrowful cry, leaving behind only a faint, residual blessing of temporary clarity in navigation.
D10=6:A thick bank of eerily glowing fog rolls across the airship's path. Visibility plummets, and the crew hears disembodied whispers brushing against their minds. Navigation checks are required to avoid getting lost or steering into unseen dangers.
D10=7:A mysterious figure appears on the deck of the airship, claiming to be a powerful sorcerer and offering to join the party on their journey.
D10=8:Navigating through a still storm, the crew discovers a hidden realm within the eye of the storm filled with floating, luminous butterflies and sparkling ambers suspended in mid-air.
D10=9:High above the clouds, a clandestine group of aerial monks known as the Skyward Order challenges the party to a series of acrobatic duels, testing their martial and aerial tactics.
D10=10:A large crashed airship has been burning for some time and is mostly consumed. The airship landing gear is partially tied off as well as the rails and walkways, but the second and third decks are still visible.
d100 = 57
D10=1:They trace the arc of a colossal comet, revealing it to be a living prison for an exiled celestial prophet. Her garb and gaze tell tragic prophecies deafened by ages past.
D10=2:I spy a man flying on a flying ship and he is wearing an amulet of Air Elemental Command. He throws magic darts at oncoming enemies.
D10=3:Tiny elementals manifest as playful air-sprites who collect rare flower petals for their ethereal monarch—trading petals with them affects local weather patterns.
D10=4:The airship discovers a glimmering curtain in the sky that, upon touching, reveals itself to be a thin veil separating realms. Crossing it could be perilous.
D10=5:The players discover a giant balloon tethered aimlessly, its basket holding the mementos of explorers who vanished searching for a lost city — their dreams deferred among the stars.
D10=6:A group of halflings with magic wings on their backs, who are trying to get back to their island homeland. There is a fleet of airships behind them to keep them from running away, and they need help to get off the island and back out to sea.
D10=7:Narrow escape! A giant eagle swoops down and attempts to grab one of the passengers! If the eagle hits a passenger, the passenger takes 2d6 damage and is knocked off the airship.
D10=8:The players come across a group of winged kobolds who have been exiled from their underground society. They ask for the players' help in reclaiming their home and defeating the oppressive dragon overlord who banished them.
D10=9:You see a huge storm ahead, but it's not a storm it's an army of flying creatures!
D10=10:The crew spots a walled city, fortified and bustling with life far below.
d100 = 58
D10=1:You hear the distant cry of a hawk.
D10=2:The players fly over a mountain range and come across a giant floating city. It is built on a giant platform that is held up by a number of large balloons. It is an amazing sight and the players can see a large castle in the middle of the city.
D10=3:A group of 20 elves are on an airship. They are on their way to a nearby elven kingdom. They are on a diplomatic mission.
D10=4:An island of unusual charm hosts the fragrance of illusions laced with petals of yearning, marking the place where a romantic air captain met serenades lost through the heartbreaking betrayal of an almost-united affection.
D10=5:A group of men in pith helmets are floating by in chairs from the deck of a ship below. The men cheer and wave at the airship.
D10=6:A brief, intense beam of sunlight breaks through the clouds, resembling a heavenly spotlight.
D10=7:A swarm of bees appears on the deck of the ship and attacks the passengers. Characters must make a DC 20 Saving Throw or fall unconscious.
D10=8:A group of giant flying fish surround the ship. They seem friendly at first but suddenly attack, revealing themselves to be a school of aggressive sea creatures that have evolved to fly in the air.
D10=9:A bodiless voice begins narrating your ship’s journey, providing an uncanny commentary on your thoughts. It offers prophetic tidbits in exchange for completing an eerily personal trivia quiz.
D10=10:A group of flying halflings are performing aerial acrobatics, they invite the party to join in on the fun.
d100 = 59
D10=1:As you glide through a pastel dawn, ghostly images of dancers in lavish attire float in the air, a ballroom party from a lost air giant balloon now cursed to dance forever, interrupted mid-waltz by an untimely lightning strike.
D10=2:The players are challenged by the Keeper of the Celestial Archive, a giant, wise owl guarding a repository of all sky-bound lore. They must prove their worth with knowledge, bravery, and insight to access this sacred treasury.
D10=3:A flock of giant ravens approach the airship, one of them has a strange stone tied to its leg. Upon closer inspection, it turns out to be a message from a mysterious figure.
D10=4:An isolated thunderhead roars, sparking with electricity far away.
D10=5:A group of goblins flying in a giant eagle are flying in a giant eagle. The group of goblins will attack the party because they think one of them is trying to steal their food.
D10=6:Windchimes on the ship's deck tinkle harmonically in the breeze.
D10=7:A ghostly windmill suspended by nothing but air pushes cases of ‘time-distilled winds’. The windmill’s spectral miller insists on a barter in which you must part with your ship’s most cherished metal part.
D10=8:You hear a mysterious, haunting melody carried on the wind.
D10=9:During a calm night, the airship accidentally flies into a territory patrolled by 3d6 Giant Wasps intent on defending their aerial hive hanging from a floating mountain.
D10=10:The airship enters a territory controlled by malicious cloud giants who demand a toll for safe passage. The giants demand tribute or threaten to unleash devastating boulder barrages.
d100 = 60
D10=1:A group of friendly Aasimar fly by your ship, offering their healing powers and protection against any threats.
D10=2:The airship is attacked by harpies!
D10=3:The airship passes by a floating patch of pollen, creating a golden haze.
D10=4:In the midst of a dense cloudbank, the ship collides with a ghostly armada. The spirits of fallen sailors now roam the skies, and to pass safely, the party must perform ancient rituals to appease them.
D10=5:The airship encounters a bizarre floating carnival held in the sky by magical means. The carnival's attractions are sinister and treacherous; players must navigate cunning traps and resist offers of too-good-to-be-true prizes.
D10=6:The players stumble upon a cloud bank only to realize it’s an obscuring field created by 2d6 invisible, stalking Invisible Stalkers.
D10=7:The players discover an ancient sky ziggurat, its steps carved into the floating clouds. Guarding it are spectral guardians who challenge the players to ascend, promising enlightenment or doom.
D10=8:You can make out a large airship in the distance. It looks like it is carrying a large cargo, and it is heading towards a nearby city.
D10=9:The airship crosses paths with a majestic dragonnado—a tornado filled with swirling dragonlings. Navigating through this phenomenon requires skill and bravery, as the dragons attempt to force the ship into the storm's core.
D10=10:Enshrouded in a peculiar twilight, an island drifts by showcasing an abandoned sanctuary where air monks once worshipped. An inscription reveals they left on a pilgrimage that ended in a deadly air storm, their prayers unanswered.
d100 = 61
D10=1:The ship encounters a floating cathedral dedicated to an ancient deity of the winds. The doctrine’s zealots challenge the adventurers to prove their divinity through sky trials.
D10=2:The players come across a group of airship races, each boasting about their superior ship and piloting skills. The races are high-stakes, with valuable prizes and bragging rights on the line.
D10=3:The party comes across a large airship filled with goblins, orcs, and hobgoblins. They are traveling to a nearby town and the party must either fight them or sneak past them.
D10=4:The airship is caught in the crossfire of a swarm of 3d4 giant dragonflies and their eternal prey, 3d8 luminous, wispy moths.
D10=5:The fragrance of distant wildflowers wafts across the deck.
D10=6:A group of harpies is spotted flying in the sky. They will swoop down and attack if anyone gets too close.
D10=7:You sense a strong magical presence on the ship, but it's coming from a seemingly ordinary-looking halfling. Turns out, they are a powerful sorcerer who is using their illusion abilities to appear as a halfling. They are actually on the run from a rival sorcerer and ask for the players' help in escaping.
D10=8:A group of 3d6 gnolls are riding on the back of a giant eagle.
D10=9:The crew discovers an airborne labyrinth made of floating stone platforms. Completing it reveals a treasure guarded by a stone golem.
D10=10:A lone airship appears in the distance, flying on its own without any crew visible. As the players approach, they realize that the ship is cursed and haunted by vengeful spirits.
d100 = 62
D10=1:A floating circus appears, populated by flying acrobats and illusionists. The ringmaster, an enigmatic sorcerer, invites the players to perform in exchange for magical items.
D10=2:Encounter Aerogylph Guardians risen from forgotten skydomes, creatures demanding players reclaim lost heirlooms from abyssal marauders. Succeeding restores forgotten domains and artifacts, while refusing draws the wrath of enchanted aerogylph warriors.
D10=3:A caravan of sky dwarves approaches with their dirigibles, seeking protection from marauding cloud krakens chasing them. They offer exquisite airship modifications and dwarven ale as payment.
D10=4:A merchant vessel passes by, dropping off a chest on to the deck of the airship. Players find a small amount of treasure inside of it (1d20 gold pieces). The chest is an illusion that disappears once players try to touch it. The treasure is actually a magic item that shapeshifts into whatever type of treasure or currency needed by the players when they try to touch it or remove it from the chest whether they realize it's an illusion or not.
D10=5:A critter scurries across the deck, likely having stowed away during a previous landfall.
D10=6:A group of flying rocs appear and swoop down to attack the airship. They are being controlled by a powerful wizard who is testing their strength and agility against the ship's defenses.
D10=7:Among scattered storm clouds, you encounter the ruin of a research vessel. Detailed logs reveal they were on the brink of discovering a potion for eternal life but were struck down through sabotage by a rival faction.
D10=8:A mighty stone gargoyle is crouched on the hull of the airship. He looks very angry.
D10=9:The airship floats through a soft, rose-colored cloud that smells sweetly of honeysuckle and lavender, leaving everyone aboard feeling refreshed and tranquil.
D10=10:The setting sun casts long shadows across the deck.
d100 = 63
D10=1:Foul weather causes the airship to crash into the sea! The ship crash lands into the sea, in the middle of the ocean. You are stuck on the ship, in a storm. It is a two-mile swim to shore.
D10=2:Across the sky, a racing airship loses control and beloved mementos drop from its decks—letters, pictures, and torn cloth bearing sigils of a once-proud family that now splinters.
D10=3:A sudden inversion in the sky's gravity pulls the airship into a realm of inverted physics, where gravity-defying beasts and structures exist. Navigating through this topsy-turvy world requires wit and creativity.
D10=4:Two airships with wizards flying them fly overhead and cast Lightning Bolt at the players. The players have to dodge out of the way.
D10=5:The adventurers discover a floating circus filled with exotic aerial performers and beasts. However, the performers are held captive by a nefarious ringmaster who possesses powerful, whimsical magic.
D10=6:A really old flying ship seen at a distance. It looks ancient and beat up. Its sails are all torn and missing, but it is still flying. It smells of death as it flies over your ship.
D10=7:The crew hears distant church bells ringing from a town far below.
D10=8:The party is attacked by a group of manticores. The creatures are flying in a formation and will attack the party if they get too close.
D10=9:The atmosphere grows heavy, dragging the airship closer to an unnatural sandstorm swirling with angry, glowing spirits of ancient djinn. These spirits manipulate air currents to buffet and disorient the players' vessel.
D10=10:A group of friendly cloud giants offer to help the players by providing them with a safe haven in the clouds. However, the giants are being constantly harassed by a group of fire giants who want to steal their magical cloud castle. The players must defend the cloud giants and their home.
d100 = 64
D10=1:A lone airship appears in the distance, flying on its own without any crew visible. As the players approach, they realize that the ship is cursed and haunted by vengeful spirits.
D10=2:A group of griffon riders demand tribute from the players' airship. If they refuse, a mid-air battle ensues as the griffon riders attempt to take what they want by force.
D10=3:A massive eagle swoops down and grabs a crew member, demanding a ransom for their safe return.
D10=4:A dragonfly the size of a small ship approaches carrying gnomish sky-traders. They speak solely in trade lingo and offer unique gadgets, demanding an unusual fee: poetic trade agreements.
D10=5:A group of pirates with a flying broomstick-like broomstick with a broom-like end are flying in a broomstick-like broomstick with a broom-like end. The group of pirates with a flying broomstick-like broomstick with a broom-like end will attack the party because they think one of them is trying to steal their treasure.
D10=6:A squad of celestial knights on sky horses encircles your ship, demanding an honor duel. Their leader’s armor emits unsettling melodies capable of sowing discord among your crewmates.
D10=7:A group of 3d6 men with swords appear on the ship. They look like Roman soldiers. If anyone asks them what they are doing, they answer that they are protecting the ship against pirates, but they are really just there for the free food and booze.
D10=8:The airship glides into an area where the clouds form a council of elemental beings who celebrate the union of a water spirit and a fire sprite at the edge of a rainbow. They invite the players to witness the magical event. If the players join, they receive elemental boons and the chance to have one burning question answered by the council. Skipping the event results in just a fragment of a rainbow shard, an enigmatic trinket with minor magical qualities.
D10=9:The adventurers find a cloud spa operated by air elementals. Here, they can relax and are treated to soothing massages and rejuvenating mists.
D10=10:A passing cloud looks like a giant pillow floating lazily in the sky.
d100 = 65
D10=1:A group of five elven rangers are out hunting in the area. They are dressed in elven leather armor and wear green cloaks. They are not looking for trouble but will protect this territory from any intruders with deadly force. They are in fact neutral but with a lawful good bent. They are happy to talk to the players if they don't appear hostile to them. If attacked, they will return fire with bows and arrows, then draw swords and fight to the death.
D10=2:A pack of wolves is chasing a deer across the sky. The deer is trying to escape the wolves, and the players must protect the deer from being eaten.
D10=3:A gentle mist envelops the ship, reducing visibility.
D10=4:The players encounter a swarm of 3d6 Giant Bats, driven into the skies by some unknown terror lurking in the earth below.
D10=5:Reflections of the setting sun on a lake below create mesmerizing patterns.
D10=6:As dawn breaks, a colossal roc takes the airship into its talons, mistaking it for prey. The players must play a perilous game of cat and mouse amidst the cloud tops to escape its deadly grasp.
D10=7:The players see a sky pirate ship manned by kenku, a bird-like humanoid race known for their mimicry and thievery skills.
D10=8:A colossal skyship graveyard lies up ahead, filled with the wreckage of countless other vessels. This is purported to be the territory of a dreaded airship-eating monstrosity, and the players must navigate carefully to avoid its attention.
D10=9:Mid-flight, a fiery comet streaks perilously close, revealing that it is, in fact, a living star dragon seeking an ancient artifact said to be aboard the airship.
D10=10:A merchant from a faraway land is flying the airship to a nearby town to sell her goods at the market. She is carrying a basket of fruits, spices, and other exotic goods with her.
d100 = 66
D10=1:The ship emerges from a cloudbank to an expansive view of rolling hills.
D10=2:A cursed flying ship appears and begins to chase the players' airship, attempting to overtake and crash into it. The only way to break the curse is to find and destroy the source of its power.
D10=3:The chorus of night insects and frogs drifts up from the undergrowth as night falls.
D10=4:Players encounter a lone albatross dragging behind it an impossibly-long banner bearing cryptic prophecies. The bird can be bribed with shiny objects to linger and decode parts of the future.
D10=5:The players' airship flies through a cloud of magical pollen, causing them to suddenly switch bodies with each other. They must work together to switch back before it becomes permanent.
D10=6:A group of common ravens are flying over your ship, they are carrying messages to other airships.
D10=7:A group of friendly sylphs offers to guide the airship through a particularly scenic route filled with mesmerizing cloud formations and serene sky views.
D10=8:Encounter a flock of luminous winged beasts in the midst of an aerial migration. Amongst them is a young, wounded creature separated from its family, calling out pitifully for a reunification that may never happen.
D10=9:Raging storm sends ships crashing through the air and into each other.
D10=10:The ship flies through a field of floating islands, each one with a unique ecosystem and inhabitants. The players can choose to explore each island or continue on their journey.
d100 = 67
D10=1:You see a horde of bats flying in circles around a cauldron, seemingly very happy about something.
D10=2:You see a group of humans riding giant eagles in the sky. They are flying on a mission to find a powerful magical artifact.
D10=3:A slurry of air-wrapping bubbles contain 2d6 merfolk-like avian hybrids. They seem both brilliant and dangerous as they play at eternal, high-stakes games.
D10=4:A ship carrying a cage with a large beast inside is floating in the air. If players interact with the ship it will say 'I'm tired!' in a language that no one understands. Inside the cage is a large dragon, who will breathe a cloud of smoke at players if they don't let it sleep.
D10=5:A gazebo falls from the sky and lands on an airship at random. A drunk mage shows up ten minutes later, demanding reparations for the damage to his gazebo.
D10=6:A brilliantly colored dragonfly the size of an eagle hovers near the airship, its wings casting a delicate, prismatic light. It seems to radiate a feeling of peace.
D10=7:The airship discovers a glimmering curtain in the sky that, upon touching, reveals itself to be a thin veil separating realms. Crossing it could be perilous.
D10=8:A rotund villager eagerly tells you that his kid was playing tag with some kids, when his son was accidentally sucked into one of the vents on the airship. He begs you to help him out, as he has no way to get up there.
D10=9:Suddenly, the ship is enveloped in a dense, yellow gas that causes everyone on board to fall asleep. They wake up to find that they have been captured by a tribe of mysterious cloud giants who have been using the gas to capture airships for their nefarious purposes.
D10=10:A low flying airship with a large flying creature (wight or giant bat) at its fore carrying a large banner that flaps in the air. As you watch, a second creature that rode on the first one flies off and attaches a large letter to the back of the airship . The spell is broken and the second creature flies toward you.
d100 = 68
D10=1:Nearing a mountain range, the airship is caught in a swirling wind pool with 2d4 invisible stalkers. Although unseen, their presence is betrayed by the displacement of air and shadows dancing oddly in the sky.
D10=2:The sky ripples around you as a gaggle of ghostly cabaret dancers float by, offering serenades that coincide suspiciously with minor electrical failures in your ship's systems.
D10=3:The airship comes across an artifact of unknown origin, a giant floating crystal emitting a gentle, pulsating glow. It hums a melody that evokes a sense of ancient mystery and tranquility.
D10=4:A string of tragic flying carnival ships pass in a broken line, haunted spirits of performers juggling their eternal act after the collapse of their fantastical circuit.
D10=5:A group of giant eagles are flying in the sky looking for food.
D10=6:Amid starry twilight appears the Celestial Caravan, manned by a diverse cadre of spellcasters from the Ethereal Plane. The leader, Orbseer Talamir, offers terms intertwining fate and destiny in exchange for astrology-infused artifacts. Displeasing the orbseer might lead to chaotic bursts of paradoxical magic engulfing the ship.
D10=7:Enchanted fogs reveal immortalized snapshots of nocturnal festivities celebrated by fallen sailors who once optimistically ventured upon a star-map guided by misleading portents, tarnished by everlasting regrets owing to misdirection.
D10=8:A group of shark-like creatures with swords, pikes, and staffs attack you. They look like gnomes riding sharks with tridents attached to their sides.
D10=9:An ancient, enchanted harp flows through the airship, playing haunting melodies that summon skies long past. An air bard appears, revealing that they are the spirit of the harp seeking a final audience.
D10=10:The airwaves channel tunes from an abandoned sky radio station once spreading joy. Diaries found name the broadcaster who broadcast timeless melancholy tunes posthumously.
d100 = 69
D10=1:A floating library with winged books brushes past. The head librarian, a bespectacled owl, scolds you for making too much wind-noise and hands over a hefty tome of aviation regulations.
D10=2:A lone seagull stubbornly follows the ship for miles, as if hoping for scraps.
D10=3:A group of 4d8 human warriors are flying over a mountain range, they are on their way to help a human kingdom under attack by an army of orcs and hobgoblins.
D10=4:The adventurers discover a floating circus filled with exotic aerial performers and beasts. However, the performers are held captive by a nefarious ringmaster who possesses powerful, whimsical magic.
D10=5:In the air ahead, you see several large and strange creatures hovering in the air. As you approach, you see that they are actually reptilian creatures the size of horses with large, leathery wings. They are flying in a small group and they will not attack the airship unless the ship attacks them first.
D10=6:In the middle of a murky swamp, the party comes across a group of lizardfolk riding giant snapping turtles. The lizardfolk are trying to take control of the airship and will attack if they are not left alone.
D10=7:A group of goblin air pirates attack the players' ship, looking to loot and plunder. They are led by Captain Blackbeak, a notorious and ruthless pirate known for his love of shiny objects.
D10=8:A flock of celestial birds called Phoenix-doves bursts into flames upon nearing the ship, each leaving behind an egg of pure energy. Balancing this energy could grant the ship flight enhancements or destructive consequences.
D10=9:A group of the most beautiful elves you have ever seen fly in formation along side your ship. They offer to show you the secret location of a treasure horde.
D10=10:A flock of dragons is flying through the clouds. They appear to be searching for something, and the players must find out what it is before the dragons find it.
d100 = 70
D10=1:A storm of razor-sharp, ice-cold crystal shards strikes the airship, threatening to shred the sails and cause severe injuries to anyone caught outside. Crew must scramble to secure the ship and take cover, testing their ability to react quickly under pressure.
D10=2:The adventurers come across a burning airship plummeting from the sky. Survivors are screaming for help, and some are leaping overboard with makeshift parachutes. The players may attempt to rescue as many as they can or search for valuables amid the wreckage.
D10=3:A tragic poetic soul falls from floating ruins, clinging to memories of unrequited love. His ghostly recitations cast a sorrowful pall, attracting other grieving spirits to this spectrally charged zone.
D10=4:A giant bat, as large as an eagle, attacks the party.
D10=5:The party is suddenly thrown off balance as they fly past a giant floating city. As they investigate, they come across a powerful force of guards who patrol the city and are willing to challenge any intruder.
D10=6:A slurry of air-wrapping bubbles contain 2d6 merfolk-like avian hybrids. They seem both brilliant and dangerous as they play at eternal, high-stakes games.
D10=7:A flotilla made of re-animated airborne barrels drifts close, dispensing enigmatic “soup stones” inscribed with cryptic air-merchant codes explaining forbidden destinations.
D10=8:You notice a sentient, poltergeist-controlled propeller making grand claims of having once been "a huge dirigible's heart." It offers dubious advice on storm-escaping tactics in exchange for engine oil.
D10=9:A pirate named Redbeard is attacking ships, he will challenge the party to a battle of wits and swords.
D10=10:As the players navigate through a canyon in the clouds, they spot a group of airship riders attempting a dangerous and illegal stunt. The players may intervene or join in on the adrenaline-fueled adventure.
d100 = 71
D10=1:An unstoppable zephyr propels the airship into a realm inhabited by philosophical air elementals. These beings debate endlessly about the nature of existence and share powerful air magics only if swayed by sound philosophical arguments.
D10=2:A strange and powerful magical storm appears in the sky and begins to create lightning strikes around the airship. The party must find a way to survive the lightning strikes and make it to safety.
D10=3:The airship sails above a rolling bank of fog below.
D10=4:A single hawk circles the airship, examining it curiously.
D10=5:A magical rainbow bridge appears in the sky, spanning from cloud to cloud. As the players' ship approaches, they see a mysterious figure standing at the end, beckoning them towards it.
D10=6:It's raining fish.
D10=7:The players encounter a pair of hippogriffs who offer to guide them to a hidden island where a powerful mage resides. But the journey is fraught with danger and the mage may not be as welcoming as they think.
D10=8:Players come across a mysterious sky-market, hosting diverse aerial denizens and peddlers offering ethereal goods. Trading requires unique sky-stamps collected from various aerial exploits.
D10=9:A small, flying laboratory appears above an island. More than 10 scientists and interns are using the advanced equipment. All of them are wearing goggles, several of them are pouring something out of a jug into a glass beaker. They are all wearing white coats, they are all wearing safety helmets, and they are all hot, tired and thirsty. The island is covered in trees and hills. The lab has giant, white, aluminum wings and it has a chimney. It is flying with the chimney facing up towards the sun. A small, wooden boat is floating in the water beneath it. A small, black triangle is painted on the side of the lab.
D10=10:You fly inadvertently into a thunderstorm, only to hear the clouds complain about "unregistered air traffic" in a booming voice. They issue clouds of bureaucratic paperwork for you to fill out mid-flight.
d100 = 72
D10=1:You spot a flock of birds flying in formation nearby.
D10=2:A group of shark-like creatures with swords, pikes, and staffs attack you. They look like gnomes riding sharks with tridents attached to their sides.
D10=3:A flock of sentient clouds approaches the ship, each one taking on a different form and personality as they communicate with the players. They offer guidance and wisdom to the players on their journey.
D10=4:The airship sails above an expansive kingdom's borders.
D10=5:The players notice a large fortification on top of a small rocky outcrop, on the other side of a large canyon. They fly slowly as they pass by it. They see soldiers standing on each of the four walls surrounding the fort. They do not see any sandbags or other defenses. They notice four big holes in the ground where they are standing, like they have been dug out by some larger creature. The players get the impression that someone once lived there.
D10=6:A small drake lands on the ship, carrying a rolled-up document in its claws. The document turns out to be a royal charter, falsely implicating the crew in an elaborate sky heist.
D10=7:Flying at night, you come across flickering lanterns hanging from invisible threads. Each one holds the final thoughts and dreams of a crew lost at sea, their ship swallowed by thick, otherworldly fog never to return.
D10=8:A man is standing on the deck of the airship. He has heard about the treasure that is being carried on the airship and wants to steal it for himself.
D10=9:The party is flying over a dark, wooded area when they see a strange glow. As they get closer, they see that it's a group of 3d10+5 pixies having a mid-day picnic in a clearing in the woods.
D10=10:On a floating market island, the players find a child selling the remnants of her once-proud family’s heirlooms. Her eyes show a courage that belies her young years, and her stories describe the fall of her family.
d100 = 73
D10=1:A group of robed figures approach the players' ship, asking for their assistance in freeing a group of captured unicorns from a nearby floating castle. However, things may not be as they seem and the players must use their judgement to decide if they can trust these mysterious figures.
D10=2:As they navigate a dense cloudbank, the players' airship is enveloped in a magical fog that reveals hidden messages of love carved into the mist. These messages are from people who communicated with loved ones separated by great distances. If the players decide to help deliver these messages of love and longing, they unlock a bond with the elements, gaining better control of the weather. Avoiding the fog leads to a shortcut, but they miss the chance to earn the elemental alliance.
D10=3:The fragrance of baking bread wafts up from a village far below.
D10=4:A lone cloud drifts lazily by.
D10=5:Sculpted clouds condense to form living portraits that replay the final moments of craftspeople working on an ambitious dirigible city project cut short by sabotage, now forever reliving their greatest failure.
D10=6:A squad of spectral librarians chases airborne scrolls that gather comet dust. They require assistance for their chronicle, trading rare spells or knowledge-seams as incentives.
D10=7:The ship catches a drift of heady blossom-scented air as it passes over an orchard.
D10=8:As you journey above the clouds, you encounter a lone balloon bobbing in the sky, carrying the lifeless body of an elderly explorer clutching a faded journal detailing his dreams of discovering a new, wondrous land, only to be lost due to a broken compass.
D10=9:The airship passes over a beautiful valley with a river winding through it.
D10=10:Caught in a sudden rainstorm, the party is ambushed by 3d4+4 Sword Spiders as they fly over a dark, lush forest. The Sword Spiders are being driven mad by the rain and are attacking indiscriminately.
d100 = 74
D10=1:A gentle wind brings the scent of saltwater from a distant sea.
D10=2:I see two men flying on a flying ship and one of the men is a mage. He casts Lightning Bolt at oncoming enemies.
D10=3:The crew spots a distant pirate ship flying a black flag.
D10=4:A group of goblin sky pirates attack the airship, attempting to steal its cargo. However, they are being led by a clever goblin who offers to call off the attack if the players can best them in a game of wits.
D10=5:A colossal skyship graveyard lies up ahead, filled with the wreckage of countless other vessels. This is purported to be the territory of a dreaded airship-eating monstrosity, and the players must navigate carefully to avoid its attention.
D10=6:A group of flying humanoids approach the ship, each one with a pair of large wings and a fierce demeanor. They challenge the players to a race through a treacherous canyon, with a valuable prize awaiting the winner.
D10=7:A cloud in the shape of a smug-looking cat floats by. Winking, it changes shape insidiously, morphing into increasingly more intricate fears as your crew tries to adjust the ship’s trajectory.
D10=8:Distant tolling bells attract the airship to a floating monastery, inhabited by monks dedicated to the study of arcane winds. The abbot requests the retrieval of a lost tome in exchange for wind-mastery lessons.
D10=9:An arcane tempest compels the ship into an ethereal region where airships of forgotten epochs are trapped, forming a society of lost souls desperate for deliverance.
D10=10:Imprisoned Wizards - The party encounters an airship with an imprisoned wizard being held by 4d4+4 mid-level fighters and 1 mid-level wizard.
d100 = 75
D10=1:An airship is falling from the sky, slowly spinning as it descends.
D10=2:During a rainy flight, the players discover a rain sprite heartbroken over the separation from her wind spirit partner. The sprite begs the players to help bring back her love. If the players accept and succeed, they are rewarded with a gem that controls rain and wind. If they choose not to help, they receive a vial of pure, enchanted rainwater that provides a one-time benefit.
D10=3:Signal fires in the distance guide the airship towards what seems to be a friendly outpost. However, it's revealed to be a bandit ambush, and the players must defend their vessel from sky pirates swinging aboard on grappling hooks.
D10=4:The airship crosses over an active mine, with workers toiling away.
D10=5:Strange lights in the sky - this is actually a large flying saucer heading for Earth. This saucer is filled with alien creatures and a wizard who controls them.
D10=6:A black, ominous fog rolls over your airship, revealing shimmering figures dancing within it. They urgently mime the need for a good tailor but vanish whenever someone tries to communicate.
D10=7:A majestic griffon patrols the skies near a floating library filled with ancient texts and tomes. Friendly librarians greet the heroes and share their knowledge.
D10=8:The buzz of bees is momentarily heard tracing flowers perhaps hidden in clouds below.
D10=9:The airship is attacked by a giant kraken. The players must find a way to defeat the kraken before it drags the ship to the depths of the ocean.
D10=10:The airship slides gently through a stretch of silvery moonlit clouds.
d100 = 76
D10=1:You look up in the sky and you can see a flock of giant eagles flying in the sky. The eagles are carrying a large chest in their talons. The chest is filled with magical items.
D10=2:You get tangled in a skein of fairy lights that knit themselves into various unhelpful charts and ship blueprints. The lights hum an ancient sea shanty about “red sky at morning, jump ship without warning”.
D10=3:A flock of giant bats fly by the airship, causing damage with their sharp claws and teeth. But the bats are actually being controlled by a powerful vampire orchestrating an ambush on the players.
D10=4:Drifting high above, the ship meets a spectral caravan of ghostly traders. These merchants offer ethereal goods and ancient secrets at the price of lifeforce or memories.
D10=5:The airship encounters a gargantuan dandelion-like spore drifting lazily on the wind. Soft and safe for exploration, the players can climb onto it and explore its delicate tendrils while it drifts softly along its path.
D10=6:A group of giant eagles are flying in the sky looking for food.
D10=7:The travelers encounter a peaceful oasis on a floating island. Exotic birds sing songs that ease the soul, and a gentle river encircles the area, creating a perfect place for respite.
D10=8:A mysterious signal is picked up on the ship's instruments. Following it leads to a floating research station abandoned by aerial archaeologists.
D10=9:A celestial being descends from the heavens, mistaken the ship as a prophesied vessel, and bestows it with divine quests and boons. Fulfillment of these quests is shrouded in cryptic prophecies.
D10=10:As the airship drifts through the clouds, it suddenly encounters a flock of 4d6 giant crows. At first, they just seem to be birds, but upon closer inspection, they carry sparkling gemstones in their talons. The corvids aggressively defend their treasures.
d100 = 77
D10=1:A giant eagle swoops down and tries to grab someone off of the ship. If players ask what happened, they will be told that a giant eagle just tried to grab someone off of the ship.
D10=2:A small herd of floating goats drifts past, each carrying saddlebags filled with herbs and potions. The herder is nowhere to be seen.
D10=3:A sentient, shape-shifting cloud being postulates philosophical queries with immense ethereal wisdom. Solving its longstanding puzzles bestows metaphysical clarity and aerial navigation insights.
D10=4:A cluster of enchanted broomsticks, previously owned by sky-witches, zips around your ship, attempting to “oust the unqualified” from airspace they’ve declared their rightful domain.
D10=5:A spectral bard haunts the skies, bound to his ghostly airship. He proposes a musical duel with the party’s bard or spellcaster, the victor gaining knowledge from lost ballads that could turn the tide of future battles.
D10=6:Demonic tempests manifest suddenly, pelting the airship with fiery hailstones and volcanic ash. The infernal weather saps the ship's integrity and the crew’s morale, requiring constant repairs and morale boosts.
D10=7:A group of 2d4+4 human swordsmen are flying in an airship and firing at the party as they pass by. They are 3rd level warriors with the stats of a standard, mid-level human warrior in the Monster Manual.
D10=8:A strange creature attacks the players. It is made of metal and it can fly and has other powers common to metal elementals.
D10=9:A group of elves, riding flying horses, arrives on a large ship and attacks the party. The elves are warriors and mages and they will fly towards the party's ship and attack it.
D10=10:Beneath a canopy of twilight clouds, the ship sails into a marine-like zone populated by spectral fish whose soothing glows resemble twilight stars swimming through the dusk air.
d100 = 78
D10=1:Two airships with wizards flying them fly overhead and cast Lightning Bolt at the players. The players have to dodge out of the way.
D10=2:The twilight sky creates a serene, undulating canvas of soft colors.
D10=3:You hear a loud thundering sound from high above. It's a giant Roc carrying a large golden egg. It passes the airship, flying in a straight line towards its nest.
D10=4:High above the clouds, the airship flies under the silhouette of a majestic phoenix. The sight of its radiant plumage and the warm, comforting light it gives off is a welcome sight for the crew.
D10=5:An airship, made of ice and powered by powerful elemental magic, approaches your ship. Its crew, led by a frost giant, offer to trade rare frozen goods.
D10=6:You see a horde of common pigeons flying over the treetops of a forest. They are led by a more common variety of hippogriff.
D10=7:The airship glides above a peaceful monastery.
D10=8:A thick fog reveals a flotilla of sky sailors devoted to preserving the memories of their fallen comrades whose airships lay buried beneath treacherous lands. The sailors ask for help in retrieving personal relics.
D10=9:The airship sails above a rolling bank of fog below.
D10=10:A storm cloud strikes the ship with green lightning. The electrical discharge seems to animate all metallic objects on deck, making them behave erratically.
d100 = 79
D10=1:You notice islands floating gently in the sky, covered in verdant greenery.
D10=2:A group of 4d4 common ravens fly off from your ship, they are on their way to tell the local forces that you have arrived.
D10=3:A group of 2d6 halfling rangers are walking down the airship walkway. They have a sad look on their faces, as if they are searching for something or someone. One of the halflings says to the others, 'I'm sure he's not on this ship.' The halflings continue walking down the walkway.
D10=4:An enormous balloon is floating in the sky. It seems to be carrying something, and the players must figure out what it is.
D10=5:Windchimes on the ship's deck tinkle harmonically in the breeze.
D10=6:A group of wizards on their way to the local wizard's guild in a nearby city pass by, in mid-air. They have a beautiful flying carpet to transport them through the air. They are a group of old friends, and they are on their way to visit an old friend who has recently been appointed to the wizards' guild.
D10=7:The crew sees distant standing stones forming a mysterious circle on a hilltop.
D10=8:A tranquil arboretum on a floating island, filled with exotic and rare plant species that wave gently in the wind, invites a peaceful visit.
D10=9:A wave of dead fish washes up to the ship, it covers a quarter of the ship's deck. Anyone surprised by this wave of dead fish must roll a die to see if they are knocked off the ship (1d4 falling damage, possibly more if there is an ocean below them).
D10=10:The Mayor comes running up to you and informs you that his daughter has been kidnapped by a strange flying creature. It looks like a giant bird, but it has no wings! There is a bounty on the creature's head and the Mayor says that he will give you the reward if you can kill the creature.
d100 = 80
D10=1:A group of powerful wizards appears, using their magic to create a unique and surreal battle arena in the sky. The players are invited to engage in combat, with the wizards promising valuable rewards for the winner.
D10=2:A gigantic, sentient feather floats majestically through the sky, willing to grant a single wish to anyone who can solve its intricate feather-pattern puzzles.
D10=3:An ancient temple floats amongst the clouds, emanating an aura of love and serenity. The temple is maintained by celestial guardians who guide souls to peace. Here, a pair of soulmates reincarnate every century and renew their vows. If the players decide to witness and participate in the ceremony, they are blessed with divine protection and wisdom. If they choose to continue, they leave with a lesser blessing of guidance.
D10=4:A spectral kraken’s ghostly tentacle briefly tangles your mast, imparting vengeful relic energy commercially known in specious circles as “brew of forgotten depths”. Its taste eludes memories.
D10=5:Lying in the snow is an ice dragon. It has been slain by a party of adventurers with a female dwarven cleric who is still standing guard over the dragon's corpse. The cleric is an ex-cleric and can be convinced to join the party if they can offer her a way to atone for her sins by slaying monsters, converting new players into clerics, and helping other players with their conversion problems.
D10=6:A floating circus appears, populated by flying acrobats and illusionists. The ringmaster, an enigmatic sorcerer, invites the players to perform in exchange for magical items.
D10=7:A group of air genasi appear in the sky, trying to make contact with the players. They are searching for their long-lost ancestral homeland which is said to be floating in the clouds.
D10=8:Among scattered parchments on a floating library remains a true story of a tragic romance, pages telling of two star-crossed lovers from different empires who perished in a doomed mid-air escape attempt.
D10=9:A small man with an umbrella steps into a cloud that provides cover from arrows and the like.
D10=10:The players encounter a drifting, ghostly airship. It is crewed by ethereal beings who seek help to lift a curse binding their souls to the sky.
d100 = 81
D10=1:A group of flying humanoids approach the ship, each one with a pair of large wings and a fierce demeanor. They challenge the players to a race through a treacherous canyon, with a valuable prize awaiting the winner.
D10=2:I see a man flying on a flying ship and he is wearing a cloak and a ring of Air Elemental Command. The man is an Air Elemental Summoner.
D10=3:The airship is attacked by a giant kraken. The players must find a way to defeat the kraken before it drags the ship to the depths of the ocean.
D10=4:Smooth sailing abruptly turns chaotic when 2d8 furbearing griffons descend, seemingly intent on studying or plundering the ship's alchemical supplies.
D10=5:A swarm of flying snakes attacks the players' airship, their venom causing the ship's metal to corrode and weaken.
D10=6:You notice islands floating gently in the sky, covered in verdant greenery.
D10=7:The airship sails into a flock of flying fish that leap gracefully in the air.
D10=8:The airship passes through a cloud bank that parts to reveal a breathtaking floating archipelago, where avian creatures in vibrant plumages chatter and flit about. The crew can take a short break to watch the antics of a trio of griffon hatchlings learning to fly.
D10=9:The players spot a giant eagle carrying a chest in its talons, flying towards a floating island in the clouds. As they approach the island, they see that it is the home of a wealthy and eccentric collector who hires the players to retrieve an item from the eagle's nest.
D10=10:A group of 3d6+8 winged cat people. They fly around and make fun of the players for a couple of turns, then fly off for no reason, or maybe because one of the players offers them a gold piece or a shiny trinket.
d100 = 82
D10=1:An oracle on a levitating island calls out to the ship, promising to reveal the fates of each crew member if they dare to climb the island's steep floating cliffs.
D10=2:A floating amphitheater filled with celestial beings appears. They perform an otherworldly play that brings serenity and insight to all who witness it.
D10=3:Strange, enticing fragrance of rare flowers wafting up from a hidden grove.
D10=4:A band of sky nomads aboard their aerial caravans seeks protection as they cross a territory controlled by a tyrannical storm giant lord. In exchange, they offer unique alchemical potions derived from the clouds.
D10=5:The players spot a group of skydivers falling from a nearby cloud. They seem to be part of a daring and dangerous sport that may catch the attention of some of the more adventurous players.
D10=6:A large ship passes over head; the party suspects it is a flying pirate ship but cannot prove it.
D10=7:The airship's shadow travels across the landscape below.
D10=8:A remote monastery stands atop a lonely cliff, its bell tolling softly.
D10=9:The adventurers encounter a lone, grieving figure on a floating platform, surrounded by wilted flowers and neglected memorials. They are mourning the loss of their entire family in a tragic airship accident and offer a quest to recover personal items from the wreckage.
D10=10:A group of hobgoblins are flying in their large airship. They are looking for a group of thieves who have escaped from their city. The thieves have stolen their treasure.
d100 = 83
D10=1:The ship sails through a strangely warm jet stream and is intercepted by 3d6 Firebirds who mistake the airship for a rival in search of their nest.
D10=2:The airship passes through a dense cloudbank, the world whitened out.
D10=3:A succubus comes floating through the ship and teleports behind a player. She begins to seduce him with sweet words and caresses all over his body, but if he gives into her she will try and suck out his life-force and bind him to her, possibly killing him.
D10=4:A dragon is flying over them, heading toward another ship to attack.
D10=5:The airship finds itself surrounded by dancing auroras, their colors shifting gently in the sky, creating a breathtaking and serene spectacle.
D10=6:The airship glides above, in complete silence, only for 3d10 ghostly pirates bound eternally to wanton vessels, appearing from the mists of forgotten times.
D10=7:A group of 2d4+4 human swordsmen are flying in an airship and firing at the party as they pass by. They are 3rd level warriors with the stats of a standard, mid-level human warrior in the Monster Manual.
D10=8:The air temperature drops suddenly as you enter a cloud that smells faintly of peppermint. Within resides a floating turret manned by an ice wizard who’s very chilly about you crossing into his "minty dominion".
D10=9:A flock of common ravens are flying over your ship and they are carrying messages that your ship needs to be stopped and searched.
D10=10:A group of 5d6 men are flying in a hot air balloon in a hot day. They figured out how to make themselves fly very high by putting a hot air balloon inside a bunch of clothes. The clothes are hanging on a rope attached to the balloon, and it's good for keeping their body temperature down when the sun is shining bright.
d100 = 84
D10=1:A shadow falls across the ship as a large red dragon swoops down to attack!
D10=2:An enchanted sky-reef hosts sky sharks and floating jellyfish alongside a lost civilization of sky-faring tritons. Led by Captain Marek Coralheart, they claim to be exiles from oceanic realms. They may offer trade of rare underwater-to-air mutual goods but are guarded and perilous if provoked.
D10=3:On the edge of a red aurora stands the airborne fortress of Lord Vothrak, a necromancer who commands an army of spectral wyverns. He demands the party surrender their souls or face eternal servitude. His fortress is steeped in dark magic, but layers of subterfuge and hidden leverage may allow the players to negotiate or overthrow this aerial occult threat.
D10=4:The players stumble upon an airship graveyard, filled with the remnants of old airships and the creatures that have made it their home. They must carefully navigate through the wreckage to avoid being ambushed.
D10=5:Find cursed harmonized jewels singing cyclic etudes of enchanted musicians bounded to lost eras strung improperly without a chance to resolve their melodious ledger.
D10=6:A flying city is flying over head. It is filled with filthy, diseased gnomes.
D10=7:A lone airship appears in the distance, flying on its own without any crew visible. As the players approach, they realize that the ship is cursed and haunted by vengeful spirits.
D10=8:The players come across a massive flying fortress, home to a group of powerful wizards who are preparing for a ritual to summon a demonic entity. The players must infiltrate the fortress and stop the ritual before it's too late.
D10=9:An oracle on a levitating island calls out to the ship, promising to reveal the fates of each crew member if they dare to climb the island's steep floating cliffs.
D10=10:An ancient airship wreck drifts their way, and it’s encrusted with strange crystalline growths that emit arcane energy.
d100 = 85
D10=1:A half-elf warlock (5th level elf with the stats of a standard, mid-level elf in the Monster Manual).
D10=2:A group of 3d6 men with spears appear on the ship. They look like Roman soldiers. If anyone asks them what they are doing, they answer that they are protecting the ship against pirates.
D10=3:An unusual school of air-fish swims past, glowing differently based on coded signals. Decoding their pattern reveals a navigational trick; misinterpreting it results in lost time and phantom-maze encounters.
D10=4:Three airships (each with a crew of 20-30 goblins) appear and are obviously hostile.
D10=5:A celestial snake of pure energy coils gracefully through the air. It leaves a trail of stardust that shimmers and fades, creating a brief but beautiful display.
D10=6:The airwaves channel tunes from an abandoned sky radio station once spreading joy. Diaries found name the broadcaster who broadcast timeless melancholy tunes posthumously.
D10=7:A loosely-knit archipelago of floating islands appears, connected by natural bridges of iridescent vines. Each island hosts a different idyllic biome, from serene meadows to calming waterfalls.
D10=8:A group of 1d6+4 lizards are flying on giant eagles
D10=9:Driftwood spirits coalesce into a massive, sentient nightmare ship that attacks, attempting to reclaim lost treasures and haunting memories from its piratical past.
D10=10:You see a herd of sky bison grazing on a floating island below.
d100 = 86
D10=1:Overconfident Pirates - A pirate ship approaches the party's ship and demands all of their treasure and valuables. The pirates are overconfident and only have two mid-level fighters and one mid-level rogue among them.
D10=2:Amid starry twilight appears the Celestial Caravan, manned by a diverse cadre of spellcasters from the Ethereal Plane. The leader, Orbseer Talamir, offers terms intertwining fate and destiny in exchange for astrology-infused artifacts. Displeasing the orbseer might lead to chaotic bursts of paradoxical magic engulfing the ship.
D10=3:The players encounter a swarm of 3d6 Giant Bats, driven into the skies by some unknown terror lurking in the earth below.
D10=4:A floating chandelier suspended by enchanted candelabras intercepts your path, demanding to know why it wasn't invited to your "navigational banquet".
D10=5:The airship sails above a vast desert, with dunes stretching as far as the eye can see.
D10=6:A flock of brightly colored birds parts in front of the ship, but one bird lands on the deck. It begins to speak, claiming to be a polymorphed wizard in need of assistance to return to his original form.
D10=7:A group of zombies is slowly walking through a swamp. They are unintelligent and not looking for a fight.
D10=8:Winged celestial beings once guarding treasures now mournfully roam, victims of a devastating theft. Their desolation leaves everyone they encounter feeling hollow and listless too.
D10=9:Two enormous airships are locked in battle in the sky. The players must help one of the ships win the battle, or face certain destruction.
D10=10:Airship shadows glide over vast fields of colorful wildflowers.
d100 = 87
D10=1:The players come across a flying circus, complete with tightrope walkers, acrobats, and clowns. They invite the players to join their show for the day, but things take a dangerous turn when the ringmaster's tiger escapes and starts wreaking havoc on the airship.
D10=2:The ship is marked by a Shadar-Kai Hunter with the assistance of 2d4 Shadow Hawks, determined to capture the players for an unknown master.
D10=3:A gust of hot air from active geysers makes the ship lurch briefly.
D10=4:A sudden burst of magical energy causes a wild magic surge, turning the party members into different creatures for a brief period of time.
D10=5:The airship gets caught briefly in a spiraling wind current, sending it spinning. The center of this air vortex reveals a portal to another dimension.
D10=6:An airship is coming towards the airship the party is on. The ship looks very friendly and is flying very fast. The captain of the other ship will politely ask the captain of the ship with the party if they are going in this direction or if they would care to be escorted by the other airship.
D10=7:A flock of giant, winged sheep land on the deck of the ship. They seem to be carrying a group of gnome shepherds who are looking for a new pasture for their sheep to graze on.
D10=8:A floating castle appears in the sky, and its inhabitants demand that the party pays tribute for passing through their territory.
D10=9:A strong gust of wind causes the ship to lurch slightly.
D10=10:Players come across a mysterious sky-market, hosting diverse aerial denizens and peddlers offering ethereal goods. Trading requires unique sky-stamps collected from various aerial exploits.
d100 = 88
D10=1:A magnificent sky-whale soars above them but morphs into an illusory image of sorrow. An ancient tale reveals the whale carries the souls of lost sailors until they reach their final rest in the sky.
D10=2:The airship comes across an artifact of unknown origin, a giant floating crystal emitting a gentle, pulsating glow. It hums a melody that evokes a sense of ancient mystery and tranquility.
D10=3:The airship encounters a strange floating island. Upon investigation, the island appears to be inhabited by 2d8 small, mischievous Air Mephits who delight in playing pranks and causing minor malfunctions.
D10=4:A swarm of flying snakes attacks the players' airship, their venom causing the ship's metal to corrode and weaken.
D10=5:Aurora Borealis illuminates the night sky with shifting, iridescent colors.
D10=6:A group of winged devils approach the ship, offering a deal to the players in exchange for a powerful artifact they have been searching for. The consequences of accepting the deal could have far-reaching effects.
D10=7:The airship floats through a soft, rose-colored cloud that smells sweetly of honeysuckle and lavender, leaving everyone aboard feeling refreshed and tranquil.
D10=8:Find cursed harmonized jewels singing cyclic etudes of enchanted musicians bounded to lost eras strung improperly without a chance to resolve their melodious ledger.
D10=9:A group of healers on a cloud travelling across the land pretending to be gods, to heal people for free. They were attacked by demons, and were driven into hiding by them. They can't get past the demons without some help from the players.
D10=10:A group of valkyries are flying above your airship. They are looking for brave warriors to take with them on a great quest.
d100 = 89
D10=1:The players find themselves in an aerial arena within a great cloud city, challenged by the reigning champions—a group of dragonborn riders astride lightning wyrms. Victory brings fame and unique airship upgrades.
D10=2:A cloud giant and a few small cloud folk are flying around. They are waving down at the players and asking if they want some cheese cake! This is a private joke between the cloud giant and his followers.
D10=3:A winged creature lands on the ship and starts attacking. It is a griffon. The griffon is owned by a group of rangers who have been flying around the world for years, after escaping from their home nation which has fallen to the forces of evil. The griffon's name is Alfred. Alfred has the ability to speak common. Alfred has knowledge of the rangers' adventures and knows where they have been and where they are headed. Alfred also has knowledge of the party's adventures. Alfred can be persuaded to help or attack depending on the party's Charisma and Charisma of Alfred. The party and the rangers might want to team up to fight a giant and his giant eagle, who are flying around the world, trying to catch Alfred and the rangers. The giant is a cleric of Gorm, and his eagle's name is Gary. The giant and his eagle have been chasing Alfred and the rangers for several years.
D10=4:Descending through clouds, the players see a shattered airship on the ground below, its captain's tragic love story carved into the wooden hull, telling of heartache and a doomed mission.
D10=5:The players come across a massive flying fortress, home to a group of powerful wizards who are preparing for a ritual to summon a demonic entity. The players must infiltrate the fortress and stop the ritual before it's too late.
D10=6:The airship passes by a floating market, bustling with activity.
D10=7:The sun rises, bathing the sky in golden light.
D10=8:You notice a school's worth of clouds resembling various animals.
D10=9:The ship sails over rocky hills striated with veins of precious metals.
D10=10:The players come across a floating island with a small town on it. As they approach, they see that the entire town is populated by friendly talking dragons. The dragons invite the players to partake in a feast and celebration.
d100 = 90
D10=1:KEEP AWAY! A group of winged draconians are flying around, trying to keep the party's airship away from their city. They will attack if they must!
D10=2:The sound of distant, faint singing seems to come from nowhere in particular.
D10=3:The players encounter a rogue windmill floating on a small chunk of enchanted earth. Upon closer inspection, it's inhabited by 1d4 Gargoyles, fiercely protective of their strange home.
D10=4:A hoard of angry rats takes up residence in the bilge. Characters must make a DC 20 Saving Throw to notice them. If they don't notice them, they take 1d8 damage when they step on them. If they do notice them, they take 1d6 damage.
D10=5:A group of valkyries are flying above your airship. They are looking for brave warriors to take with them on a great quest.
D10=6:You see the shimmering scales of a sea serpent far below in the ocean.
D10=7:A group of sky pirates attempt to board the players' airship and steal their valuables. The players must fend them off and defend their ship.
D10=8:A group of young halflings are flying the airship to a festival to compete in a contest. They are carrying their lutes and mandolins with them. They are very jaunty and cheerful.
D10=9:A gigantic airship is slowly sailing by, carrying a large cargo of precious metals and stones.
D10=10:A group of aerial human mercenaries are riding on the back of giant griffons. They are on their way to help a town under attack by an army of orcs and hobgoblins.
d100 = 91
D10=1:A distant mountain range comes into view, capped with snow.
D10=2:The players see a massive, floating fortress in the distance, protected by a powerful magic barrier. As they try to approach, they are confronted by powerful air elemental guardians who demand to know their purpose for being there and will not let them pass until they have proven themselves worthy.
D10=3:A mysterious radio signal is intercepted from an airship's last broadcast. It tells a harrowing tale of sabotage and betrayal, ending abruptly as the signal dies. Finding the wreckage might reveal more dreadful truths.
D10=4:The airship glides smoothly above a vast canyon.
D10=5:A race of intellectual phoenixes encircle the airship, drawn to those who demonstrate great wit. Impressed, they offer a single fiery feather granting a powerful, one-time rebirth.
D10=6:In lofty celestial caverns rests the bitter wisdom-inscribed candles left by sorrowful mid-sky cartographers; entrants perished hoping to depict nuanced star charts proving holograms to a lost-forgotten auroral journey.
D10=7:In the middle of a dense jungle, the party is ambushed by a group of fierce-looking lizardfolk riding giant snakes. The lizardfolk are trying to take control of the airship and will attack if they are not left alone.
D10=8:A blue dragon is diving from high in the sky, the players see a blue streak as it swoops down to strike a group of goblins. It picks them up and flies back over the choth canyons and drops them onto a group of kobolds below.
D10=9:As the airship flies over a shimmering aurora, guardian spirits of the northern lights mistake the ship as a harbinger of doom, requiring diplomacy to avoid their wrath.
D10=10:Time starts behaving erratically as the airship enters a region distorted by a celestial anomaly. Crew age rapidly or regress to their younger selves, and navigation becomes increasingly disorienting as the airship slips through temporal vortices.
d100 = 92
D10=1:The sky reveals a double rainbow after a light rain.
D10=2:You see a flock of 5d6+5 woodpeckers flying in a nearby canyon.
D10=3:An ancient, spectral knight on a floating charger challenges your entire crew to air-jousting. Each loss results in mysteriously vanishing crew member shadows.
D10=4:A large, silver ship approaches the players' ship. On the deck of the ship are 1d20+10 silver golems who are looking for a fight.
D10=5:A sudden, gentle snowfall begins, each flake sparkling like tiny stars. The serene white landscape they create is otherworldly and calming.
D10=6:The first light of dawn breaks over the horizon.
D10=7:The airship crosses a wide river, snaking its way through the land.
D10=8:A pair of trolls are flying through the air using huge wings attached to their backs. They are 12' in height, with 6' long arms that have 8-inch fingers. Their heads have short horns jutting from the sides. Their bellies and chest area are green and has patches of brown hair growing on it. Their arms are more green than brown (because of their forest exterior). They wear loincloths that are stitched together from wolf pelts.
D10=9:Vicious, flying wolves come at the airship. It's a distraction by a local tribe to attack the ship while the players are busy.
D10=10:A crew member plays a lute, filling the air with music.
d100 = 93
D10=1:A group of storm giants are gathering around a floating castle. The storm giants are in the midst of a great battle and are attempting to take control of the castle from a group of rogue wizards.
D10=2:Discover a stranded dirigible cloaked in thick, waxen air, within which the players uncover an unachievable map to endless aerial riches but its crew lost in trustless greed.
D10=3:A man is standing on the deck of the airship. He is looking out to land below and appears to be waiting for something. He is a merchant who has traveled through this area before, but he has never seen the creatures that have been attacking the airship.
D10=4:A ribbon of cascading aurora lights ties itself around the airship, leading it on a perilous chase through the heavens. Controlling the ship to follow the lights without crashing challenges the crew's piloting skills.
D10=5:A group of humans are transporting a large wooden box down a road. Inside the wooden box is an enormous dragon egg that they are transporting toward a nearby village where they can sell it for food and supplies for themselves.
D10=6:A storm of razor-sharp, ice-cold crystal shards strikes the airship, threatening to shred the sails and cause severe injuries to anyone caught outside. Crew must scramble to secure the ship and take cover, testing their ability to react quickly under pressure.
D10=7:A group of zombies is slowly walking through a swamp. They are unintelligent and not looking for a fight.
D10=8:The players stumble upon a floating refugee camp, where families hiding from a great war below live in makeshift tents. Their eyes carry the weight of loss and hopelessness, and their voices echo with haunting stories of the life they left behind.
D10=9:A group of 2d6+2 elves are walking through a forest when they spot a flock of 2d6+2 giant eagles flying overhead. The eagles are flying towards the elves and they are hunting for food!
D10=10:Reflections from a mirror-like lake below briefly dazzle the players.
d100 = 94
D10=1:A group of hobgoblins are flying in their large airship. They are looking for a group of thieves who have escaped from their city. The thieves have stolen their treasure.
D10=2:Aerial knights led by Lord Sylvair of the Azure Skies approach on wyvern steeds. Seeking relics from lost sky-forges, they either seek an alliance or target players' airship, leading to grand jousts. Acceptance may yield favor and wyvern allies, whereas refusal erupts in fierce sky-bound clashes.
D10=3:The party encounters a large red dragon flying through the sky. It will attack if provoked.
D10=4:A Wanna-Be Wizard is sitting on a floating chair. He is sitting next to another chair with a giant stuffed brown bear sitting on it. The chair is hovering over an invisible flying carpet. The Wanna-Be Wizard's chair is being held aloft by a magic rope that's attached to the bear's chair. The Wanna-Be Wizard threw himself off of a mountain and managed to hang himself. He used a rare spell scroll to cast a 'fly' spell on himself, but he failed to roll the spell correctly so he slipped off the scroll and fell onto the flying carpet.
D10=5:An angry group of gnomes, riding flying horses, attack the party's airship.
D10=6:A giggling, normally-invisible fairy encampment materializes, pranking you with spells that cause your ship’s panels to whisper odd but irresistible recipes like "Deconstructed Sky Pie".
D10=7:Glints of sunlight sparkle off the dew of a distant field at dawn.
D10=8:Mourning an unspeakable loss, an elemental air spirit enraged with grief storms through the sky, tearing through anything in its path. Alleviating the spirit's sadness may calm its wrath.
D10=9:The players discover a floating market suspended between two cloud banks. Here, exotic traders, including wyvern riders, sky gnomes, and a lone storm giant merchant, offer rare goods and secrets for those brave enough to barter.
D10=10:A group of 2d6+10 bugbears riding tamed griffons fly overhead. They let loose a few sling stones at the ship.
d100 = 95
D10=1:A floating greenhouse comes into view, tended by an aged druid who has cultivated rare plants. She offers medicinal herbs if the crew helps her with a growing problem.
D10=2:A group of pirates with flying carpet are flying in a flying carpet. The group of pirates with flying carpet will attack the party because they think one of them is trying to steal their treasure.
D10=3:A storm of tiny flying creatures is moving in your direction. As they get closer you can see that they are pixies, and they are laughing and singing.
D10=4:The ship encounters calm, velvety air, making for a smooth sail.
D10=5:The players encounter a group of harpies who try to lure them off their airship with their enchanting songs.
D10=6:Purplish storm clouds ooze together to reveal the Broodmother, a mighty skydragon, leading a horde of juvenile dragons. She demands the players' airship serve as a tribute to her growing brood. Diplomatic players may sway her with tokens of far-flung places or ancient dragon secrets, while combat may ensue for those who resist.
D10=7:A group of griffon riders demand tribute from the players' airship. If they refuse, a mid-air battle ensues as the griffon riders attempt to take what they want by force.
D10=8:A succubus comes floating through the ship and teleports behind a player. She begins to seduce him with sweet words and caresses all over his body, but if he gives into her she will try and suck out his life-force and bind him to her, possibly killing him.
D10=9:The airship glides above a tranquil sea when it is approached by 3d6 harpies. Instead of an attack, they sing a melancholic song about a long-lost aerial city, offering pottery shards as proof.
D10=10:A vast, shadowy quartet of aerial islands occasionally gliding into alignment symbolizes the convergence of four clans long divided by heart-wrenching conflicts.
d100 = 96
D10=1:A bunch of orc airships are attacking a small island. The orc airships are aiming their cannons at a small cluster of buildings on the island. The orcs' cannonballs are hitting a well-defended group of fighters on the ground. The group is firing flaming arrows up at the airships.
D10=2:A massive, ancient dragon crosses paths with the airship. The dragon demands tribute or faces annihilation. Negotiation, stealth, or combat can resolve this perilous encounter.
D10=3:A group of 2d6+5 wizards are transporting a powerful magic item in their zeppelin to another wizard that has hired them to transport the item to him, the players must prevent them from getting the item to the other wizard by attacking the zeppelin or fighting the wizards. It's a powerful wand that will make their boss very powerful and dangerous.
D10=4:The party's airship is suddenly caught in a violent storm. Amid the deafening thunder, lightning strikes reveal a group of sky pirates riding giant eagles, attempting to board the ship! The battle takes place both on the deck and in the air.
D10=5:The airship flies past a series of natural rock arches jutting into the sky.
D10=6:The thing that was flying at you is actually a large bird shaped cloud!
D10=7:Distant bonfires twinkle in anticipation of a festival or perhaps a solemn meeting.
D10=8:You see a line of soldiers marching along a road far below.
D10=9:You see a group of 2d6+7 griffens trying to pick up a rock dragon that they just killed, and then eating it, as they don't want anyone else to eat it from them.
D10=10:A fierce storm appears out of nowhere, causing turbulence and damaging the airship. The party must work together to keep the ship from crashing.
d100 = 97
D10=1:A golden-winged heron swoops by, its presence inspiring thoughts of tranquility and balance. As it flies away, it leaves behind a single, golden feather.
D10=2:Above sunlit clouds, 3d8 angels collaborate on unknown divine tasks. Their gentle auras distort temporarily in curious, non-threatening glances towards the airship.
D10=3:A massive Thunderstorm Elemental, drawn to the lightning rods of the airship, begins a relentless assault. The elemental's fury is matched only by the storm surrounding it.
D10=4:A group of 5d6 men flying in a hot air balloon in a cold snap. They figured out how to make it colder inside the balloon by putting a hot air balloon inside a bunch of clothes. The clothes are hanging on a rope attached to the balloon, and it's good for keeping their body temperature down when the sun is shining bright.
D10=5:A solitary lighthouse once beamed for lost sky sailors. Its last keeper, overtaken by grief after watching many perish, haunts it, using phantasms to act out sorrowful rescue missions.
D10=6:The airship glides above a majestic palace surrounded by lush gardens.
D10=7:Airship shadows glide over vast fields of colorful wildflowers.
D10=8:Glints of sunlight sparkle off the dew of a distant field at dawn.
D10=9:A celestial gypsy caravan, held aloft by astral llama balloons, invites the players to partake in an otherworldly bazaar. The trick to purchasing here? Each trade exacts a deeply personal memory.
D10=10:An unforeseen downdraft causes the ship to descend quickly and then level off.
d100 = 98
D10=1:The sky ahead darkens with ominous, rotating clouds of a cyclone. Maneuvering the airship through the powerful winds requires a series of difficult skill checks to avoid being torn apart.
D10=2:A group of flying rocs appear and swoop down to attack the airship. They are being controlled by a powerful wizard who is testing their strength and agility against the ship's defenses.
D10=3:A dragon attacks the airship to honor your airship's name. It will fight for 8 rounds and then fly away.
D10=4:A group of pirates with flying carpet are flying in a flying carpet. The group of pirates with flying carpet will attack the party because they think one of them is trying to steal their treasure.
D10=5:A group of dragon riders is flying alongside your airship. They challenge the players to a race, and the stakes are high. The players must beat the dragon riders to the finish line or face certain death.
D10=6:Thousands of bats are flying around your airship.
D10=7:A small airship, piloted by intelligent gorillas, flies towards your ship to offer trade and alliances.
D10=8:A narrow escape leads the airship between two warring factions of 3d8 hobgoblins riding small dragons. The dragons are celestial and bear glowing runes of ancient origin.
D10=9:A wizard in a glass tower who is fighting against his evil brother who has trapped him and is trying to steal his magic items. The players need to escort the wizard in the glass tower to safety, or they can aid the brother in trapping his brother.
D10=10:Exploring a mysterious fog bank, the airship collides with the remains of a once-proud fleet destroyed in a forgotten war. Ghostly sailors relive their moments of despair, seeking redemption or delivering eerie warnings.
d100 = 99
D10=1:A floating amphitheater filled with celestial beings appears. They perform an otherworldly play that brings serenity and insight to all who witness it.
D10=2:A wizard is flying his magical broom with his apprentice. The broom is magical and has all kinds of interesting powers and abilities.
D10=3:A majestic aerie housing a family of elven eagles comes into view. The noble creatures are guardians of ancient windstones, and their presence fills the air with a sense of history and reverence.
D10=4:A gnomish inventor, strapped to an experimental rocket glider, crashes into the airship. He brings news of a looming aerial invasion and needs immediate assistance to prevent it.
D10=5:A huge octopi attacks the ship. The octopus has a very short life expectancy in the open air, so it just goes into a frenzy, striking out at everything.
D10=6:A rogue cloud bunk filled with explosive gas starts chasing the ship. Upon closer inspection, it seems to be controlled by a mischievous air elemental.
D10=7:A winged creature attacks the ship, it looks like a dragon but it is much smaller and it has a large amount of sharp teeth, it is still dangerous despite its size.
D10=8:A lost child is found wandering the deck of the airborne vessel, clutching a torn stuffed animal. The child cannot speak and appears to have been on the airship for some time, raising questions about who they are and how they got there.
D10=9:A court of dancing will-o'-the-wisps leads the crew to a floating vale where willpower can manifest into tangible reality. The catch? Surpassing each wisp’s mischievous trial.
D10=10:The players come across a floating marketplace filled with all kinds of unique and rare goods. The catch? All of the vendors are smooth-talking devils trying to strike bargains with the players' souls.
d100 = 100
D10=1:Floating among gemstone clouds, an imposing air colossus stands solemn: preserving the remnants of majestic aerial races decimated by an unresolved curse allowing eternal life steeped tragically with dismantled fellowship.
D10=2:The crew sees faint silhouettes of ghostly ships sailing in the clouds.
D10=3:You notice a distant flying fortress, silhouetted against the sky.
D10=4:Beneath the bow of their ship, tattered sails and torn parchments rush by. They are memoirs of a poetic airship fleet, their lofty ambitions cut short by a crushing, unintended betrayal.
D10=5:The crew witnesses a massive whale breaching and crashing back into the ocean far below.
D10=6:A flock of ravens are flying around a large statue, they are watching a cultist worshiping the statue. The cultist summons a demon. ((Summoned demon(s) appear))
D10=7:A glimmering mirage revealing itself as a massive, flying celestial whale is surrounded by 2d4 flying sharks, posing less of a threat than a visual display.
D10=8:At the borders of a maelstrom, 2d6 sea serpents are seen writhing and wrestling the air, with remnants of barnacles and mysterious relics clinging to their scales.
D10=9:The crew spots a giant turtle swimming in the sea below.
D10=10:Hovering at a high altitude, the ship finds a group of 2d4 manticores flying in a lazy formation. Their eyes glow an eerie blue, and the air around them crackles with energy, suggesting they might be under a magical influence.
Use this table with the rest of Doungim's D&D 5e toolkit
A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.
Other dice tiers for the airship - aerial - air: D1, D4, D6, D8.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
Share
Scan to open Airship - Aerial - Air encounters (d10) on your phoneScannable QR code encoding the URL https://www.doungim.com/dnd/encounters/airship-aerial-air/d10. Point a phone camera at this code to open the Airship - Aerial - Air encounters (d10) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.