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D4 Airship - Aerial - Air Random Encounters

D&D 5e · 400 scenarios · Roll d100 → roll D4

A complete D&D 5e random encounter table for airship - aerial - air scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a airship - aerial - air, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D4 to pick one of 4 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D4 Airship - Aerial - Air encounter table

d100 = 1

  1. D4=1:The players find their airship in the sights of the Windrage, an airship crewed by disgruntled djinni pirates under Captain Zafir. Zafir flips traditional combat with mind games and illusions, challenging intellect and perception. Successful negotiation garners enchanted winds, while defeat introduces the wrath of whirlwind assaults.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 2

  1. D4=1:A young nobleman parachutes onto the adventurers' ship from his burning yacht. Clutching his lifeless pet, he tells the tearful story of how his family perished due to a mechanical failure.
  2. D4=2: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.
  3. D4=3:The players see a group of harpies flying towards them, their hypnotic songs luring in potential prey.
  4. D4=4:The crew finds a series of floating rocks with ancient runes etched on them. It’s a puzzle or a trap designed by ancient sky mages.

d100 = 3

  1. D4=1:As the players approach the fluffy clouds, they become denser and conceals a giant flying creature, a Roc, that swoops down on them.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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 4d4+4 mid-level fighters and 1 mid-level wizard.

d100 = 4

  1. D4=1:A malfunction in the airship's navigation system causes it to go off course and enter a dangerous airspace filled with dangerous creatures.
  2. D4=2:A formation of griffon riders approaches the ship, demanding to inspect it for contraband. However, their leader—a noble griffon knight—holds a grudge against one of the characters, leading to a tense standoff.
  3. D4=3: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.
  4. D4=4:A solitary monk floating on a small, enchanted cloud passes by, offering cryptic and wise advice for a small donation.

d100 = 5

  1. D4=1:All around you, you see swirling clouds and fierce winds. Suddenly, a massive, sky elemental appears, threatening to tear the ship apart with its gusts and lightning strikes.
  2. D4=2:The sun sets, casting a beautiful array of colors across the sky.
  3. D4=3:A group of 4d4 common ravens fly into your ship, they are hiding out from the local law enforcement.
  4. D4=4:A mage-friend from a bygone era, riding a mnemonic zeppelin, exchanges knowledge of lost spells for fragments of forgotten memories stored in crystal flasks.

d100 = 6

  1. D4=1:A group of aerial dwarves are flying on the back of giant griffons attacking an airship.
  2. D4=2:A phantom ship made entirely of shimmering starlight appears beside you, helmed by the ghost of a captain who had flown too close to the sun in a desperate bid to save his home from invaders, now forever cursed to wander the skies.
  3. D4=3:You hear a loud buzzing noise, and when you look up you can see a swarm of giant bees. The bees will attack anyone who comes too close to their hive.
  4. D4=4:Gale-force winds sweep the ship, necessitating an alteration in course.

d100 = 7

  1. D4=1:The airship drifts above a city in ruins. The city is filled with monsters and strange creatures, and the players must find a way to get through it safely.
  2. D4=2:A group of 2d6 elven children are flying after a butterfly. They are wearing fancy clothes. They will get mad if anyone tries to take the butterfly away from them.
  3. D4=3:An ancient airship wreck drifts their way, and it’s encrusted with strange crystalline growths that emit arcane energy.
  4. D4=4: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.

d100 = 8

  1. D4=1:Clouds form pyramids and castles, igniting imaginations.
  2. D4=2:A wizard named Zeke is fleeing from an angry mob, he will pay the party in gold for saving him from the angry mob.
  3. D4=3:A massive beehive has formed beneath the airship, and a swarm of giant bees mistake the players for intruders. The queen bee, unusually articulate, politely demands the return of her "borrowed" pollen, which doesn't actually exist.
  4. D4=4: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.

d100 = 9

  1. D4=1:The crew hears a distant, mournful wail on the wind.
  2. D4=2:A group of friendly Aasimar fly by your ship, offering their healing powers and protection against any threats.
  3. D4=3:You find a shimmering portal leading to a pocket dimension, home to the spirits of a realm forever separated from the material plane due to a failed magical experiment, their kings and scholars ever yearning for salvation.
  4. D4=4: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.

d100 = 10

  1. D4=1:A hollow, metallic thud accompanies 1d8 giant modular constructs powered by harnessed air elementals. They roam construct faintly, repairing unknown celestial machinery.
  2. D4=2: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.
  3. D4=3:Underconfident Pirates - A pirate ship approaches the party's ship and demands all of their treasure and valuables. The pirates are underconfident and only have one very young looking pirate with one very young looking baby dragon among them.
  4. D4=4:You see a horde of common pigeons flying over the treetops of a forest. They are led by a more common variety of hippogriff.

d100 = 11

  1. D4=1: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.
  2. D4=2:Flying over an arctic landscape, the party is attacked by a group of frost giants riding polar bears. The frost giants are determined to take whatever they can from the party.
  3. D4=3: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.
  4. D4=4:A sudden flash of lightning illuminates the night sky.

d100 = 12

  1. D4=1:The players find themselves enveloped by a pack of playful sprite-dragons no larger than hummingbirds. Their synchronized maneuvers around the ship and gentle melodies evoke a sense of calm and wonder.
  2. D4=2:The ship crosses above an ancient ruin engulfed by thick jungle.
  3. D4=3: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.
  4. D4=4:The players come across a group of strange floating islands in the sky. Each island is filled with creatures and plants that don't seem of this world. Can the players explore the islands and find out what secrets they hold?

d100 = 13

  1. D4=1:A cloud giant fortress appears above them, its inhabitants drunk and belligerent, led by a particularly cantankerous giant who demands a toll for passing through their domain.
  2. D4=2:A flock of cloud-mice, small air-borne rodents with tiny parachutes of fur, invades the ship, scavenging for food and causing minor annoyances.
  3. D4=3:A swarm of giant bees attack the airship, looking for a new hive to call home.
  4. D4=4: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.

d100 = 14

  1. D4=1:You are approached by a group of creatures riding giant birds. They are looking for a powerful magical artifact.
  2. D4=2: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.
  3. D4=3:The cloud-shrouded lair of a storm dragon appears on the horizon, laden with treasures but protected by thunderous defenses and drakes. The dragon offers a pact for aiding in reclaiming her stolen egg from sky giants.
  4. D4=4:The crew spots a cluster of shipwrecks dotting a reef below.

d100 = 15

  1. D4=1:You can see a group of wizards flying in a circle in the sky. It appears they are casting some kind of spell.
  2. D4=2:A group of giant eagles attack the party because they think one of them trespassed on their territory and disturbed their mate.
  3. D4=3:A mysterious island appears out of nowhere in the sky, with a ruin on top that seems to radiate powerful magic.
  4. D4=4: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.

d100 = 16

  1. D4=1:A weather balloon with scientific instruments floats past harmlessly.
  2. D4=2: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.
  3. D4=3:The players come across an airship advertising a "magical air show" in the sky. As they watch the show, they realize that it's actually a group of powerful spellcasters battling each other in a spectacular display of magic.
  4. D4=4:Strange, enticing fragrance of rare flowers wafting up from a hidden grove.

d100 = 17

  1. D4=1:An ancient, spectral knight on a floating charger challenges your entire crew to air-jousting. Each loss results in mysteriously vanishing crew member shadows.
  2. D4=2: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.
  3. D4=3:A turbulent rift in the sky opens into a hellish plane, releasing winged demonic creatures that swarm the airship. The rift destabilizes the airship’s magical altimeter and the crew must regain control before they plummet.
  4. D4=4:A beautiful sunset paints the sky in vibrant shades of red and gold.

d100 = 18

  1. D4=1: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."
  2. D4=2:As the players fly through a storm, lightning strikes their airship, causing damage and temporarily disabling it. They must quickly repair the ship before it crashes into the ground or into another airship.
  3. D4=3: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.
  4. D4=4:A group of orcs ride through the sky on giant eagles, they are flying over the players and they wave at the players and yell 'Hi' before riding away again.

d100 = 19

  1. D4=1: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.
  2. D4=2:The players spot a small island floating in the sky, inhabited by cloud giants and protected by a powerful force field.
  3. D4=3:A gray ooze is sliding along the snow, it can be avoided or fought if the players get too close. It will attack unwary travelers, its touch can paralyze, it can be killed by fire or acid.
  4. D4=4: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.

d100 = 20

  1. D4=1:As the players navigate the skyways, a mystical air-merchant named Zyoras appears on his enchanted market-barge, The Zephyr Bazaar. He offers rare and magical items in exchange for unique treasures. Some items might be cursed or hold hidden secrets, and diplomatic malfunctions can lead to chaotic airborne confrontations.
  2. D4=2:The airship sails above a dense jungle, where exotic birds screech.
  3. D4=3:I see two men flying on a flying ship and one of the men is a mage. He casts Lightning Bolt at oncoming enemies.
  4. D4=4:The fragrance of distant wildflowers wafts across the deck.

d100 = 21

  1. D4=1:The players encounter a swarm of 3d6 Giant Bats, driven into the skies by some unknown terror lurking in the earth below.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:The players come across a floating island inhabited by peaceful giants who offer to let them rest and replenish their supplies. But the giants are hiding a dark secret and may turn on the players when they least expect it.

d100 = 22

  1. D4=1:A majestic, but accursed, flying citadel drawing near begins casting long, dark shadows across the land below. The citadel’s wraith-like guardians task players with passing a grueling series of tests to avert a powerful curse.
  2. D4=2: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.
  3. D4=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.
  4. D4=4:An aarakocra chieftain and his warriors, riding giant eagles, request aid in reclaiming sacred sky totems stolen by dark-winged harpies. This quest leads to an aerial siege against the harpies' cliffside stronghold.

d100 = 23

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A legendary sky behemoth, with an entire ecosystem on its back, crosses the airship's path. Landing on it offers a chance for exploration but poses immense danger.
  4. D4=4:During a routine patrol, the adventurers come upon an ensorcelled airship, its crew frozen in time. The tragic magic demands an equivalent life force to release them.

d100 = 24

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:Languid cloud currents form spiral patterns in the sky.
  4. D4=4: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.

d100 = 25

  1. D4=1:A sing-song cacophony echoes through the air as a coven of sky witches appear. They offer wondrous gifts for dark prices, and refusal or deceit incurs their wrath manifesting in conjured tornadoes.
  2. D4=2:A group of dwarves are flying around in hot air balloons. They are going to a nearby city to trade their goods.
  3. D4=3:Hovering on a particularly robust cloud, you discover a monstrous-sized seagull demanding a toll of shiny objects for safe passage or it'll send its flock to "decorate" your ship's deck.
  4. D4=4:A small airship, piloted by intelligent gorillas, flies towards your ship to offer trade and alliances.

d100 = 26

  1. D4=1:A group of 4d4+4 dwarves riding giant eagles attack! The dwarves 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.
  2. D4=2:The crew spots a parade of ships docked at a distant floating port.
  3. D4=3:The adventurers find a cloud spa operated by air elementals. Here, they can relax and are treated to soothing massages and rejuvenating mists.
  4. D4=4:You spot a wizard casting a spell from a tower far below.

d100 = 27

  1. D4=1:Amidst skyward ruins, the party encounters a statue that weeps crystalline tears. This is the spirit of a powerful sorceress who failed to protect her aerial kingdom from a great disaster.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:The players spot a group of winged elves, known as the Skydancers, performing a breathtaking aerial dance in the sky.

d100 = 28

  1. D4=1:A flock of enormous, ravenous sky serpents descends upon the airship, coiling their long bodies around the masts and trying to tear the hull apart. The serpents' weight threatens to pull the ship from the sky if they aren't defeated quickly.
  2. D4=2:You notice a distant flying fortress, silhouetted against the sky.
  3. D4=3:Aurora Borealis illuminates the night sky with shifting, iridescent colors.
  4. D4=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.

d100 = 29

  1. D4=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.
  2. D4=2:An ancient stone circle can be seen on the ground below, raising questions and curiosity.
  3. D4=3:A wizard named Kalar is hunting for his pet owl, he will give the party magic items if they help him find the owl.
  4. D4=4: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.

d100 = 30

  1. D4=1: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”.
  2. D4=2:A shimmering heat mirage distorts the view of the horizon.
  3. D4=3: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.
  4. D4=4:A green dragon attacks you, breathing a blast of fire from its mouth at your airship.

d100 = 31

  1. D4=1:A small airship, piloted by intelligent gorillas, flies towards your ship to offer trade and alliances.
  2. D4=2: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.
  3. D4=3:A gentle wind brings the scent of saltwater from a distant sea.
  4. D4=4: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.

d100 = 32

  1. D4=1: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.
  2. D4=2:The airship is approaching a storm cloud. Inside it you can make out the silhouette of a large magical creature. It's an ancient storm giant, and it is extremely powerful.
  3. D4=3:A group of flying imps start to play pranks on the party, causing mayhem and confusion.
  4. D4=4: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.

d100 = 33

  1. D4=1:Bizarre, swirling wind patterns cause the ship to gently rock.
  2. D4=2:A air column suddenly turns fiery and within its depths, a Fire Elemental and 2d4 Magma Mephits emerge, seemingly out of place but deadly nonetheless.
  3. D4=3:The airship sails into a flock of flying fish that leap gracefully in the air.
  4. D4=4:A group of gnomes fly a large metal ship towards the airship to attack it. The gnomes are riding flying horses, they are wearing goggles, they are firing crossbows at the party, and they will charge into melee if they get a chance to attack.

d100 = 34

  1. D4=1:A rainbow arcs perfectly just ahead of the airship, formed from the mist created by an unseen waterfall cascading down one of the floating islands.
  2. D4=2:The airship sails close to a mountain peak, snow glistening in the sun.
  3. D4=3:An Orphaned Roc hatchling circles the adventurers' airship, seeking nourishment after its nest and guardians were destroyed. Its pain leads to aggressive threats unless compassionately handled.
  4. D4=4:The airship flies over a large festival and a town gathering below.

d100 = 35

  1. D4=1:A young wyvern, mourning its lost siblings who were poached by sky hunters, steals aboard the airship. The wounded creature seeks help, but its angry mother soon follows.
  2. D4=2:A majestic, but accursed, flying citadel drawing near begins casting long, dark shadows across the land below. The citadel’s wraith-like guardians task players with passing a grueling series of tests to avert a powerful curse.
  3. D4=3:In an area constantly filled with colorful sky flowers, you find a solitary tombstone of an airship botanist whose desire to obtain the perfect bloom cost both her crew and herself, bound in eternal regret.
  4. D4=4:The airship is caught in a sudden aerial geyser that propels them higher than anticipated. At the apex, they discover an ancient observatory manned by a mad astrologer.

d100 = 36

  1. D4=1:You see a group of sky sailors working on maintenance up in the rigging.
  2. D4=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.
  3. D4=3:You spot a treasure chest floating in the sea below.
  4. D4=4:The airship encounters a massive sun dog, a dazzling yet malevolent atmospheric phenomenon manipulating fiery mirages and illusions to obscure the true threats within.

d100 = 37

  1. D4=1:You see a swarm of bees attacking a pair of humans who are trying to eat
  2. D4=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.
  3. D4=3:They encounter a small crewless airship perpetually circling an island. Commercial logs reveal it was sent on a mission to find a mythical elixir to save a dying queen who passed long before it arrived.
  4. D4=4:As the players are enjoying a peaceful flight, a group of giant bees and wasps attack the ship. They are being controlled by a druid who is trying to protect the nearby forest from deforestation caused by the airship's travels.

d100 = 38

  1. D4=1:A tiny ship carrying a small cage with a small animal inside is floating in the air. If players interact with the ship it will say 'Help me! Help me!' in a language that no one understands. Inside the cage is a baby harpy, who will ram its beak into the bars of the cage and caw miserably if players don't help it.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A wizard casts a spell and suddenly the airship starts to shrink in size, making it more vulnerable to attacks.

d100 = 39

  1. D4=1:A serene cloud temple appears in the distance, built on a floating rock. Monks of the sky wave warmly, inviting the travelers to enjoy tea and meditate in their peaceful sanctuary.
  2. D4=2:A gentle rain starts to fall, pattering lightly on the deck.
  3. D4=3:Passing by a floating, shattered windmill drifts an ageless wind warden chained to its husk, exhausting tireless cycles of sentiment for auld breezes now corrupted into gales.
  4. D4=4:A gentle wind brings the scent of saltwater from a distant sea.

d100 = 40

  1. D4=1:The fluttering of countless moths around the ship's lanterns becomes apparent.
  2. D4=2: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.
  3. D4=3:You spot a small group of wyverns flying far below.
  4. D4=4: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.

d100 = 41

  1. D4=1:As the players approach the fluffy clouds, they become denser and conceals a giant flying creature, a Roc, that swoops down on them.
  2. D4=2:A flock of common eagles have gathered together to prey on a wounded elk.
  3. D4=3:A band of friendly storm giants wave from their cloud castle, inviting the adventurers to join a feast celebrating the beauty and power of the skies.
  4. D4=4:The sky reveals a double rainbow after a light rain.

d100 = 42

  1. D4=1:The airship passes over a vast forest, the canopy a sea of green.
  2. D4=2: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.
  3. D4=3:A lone seagull stubbornly follows the ship for miles, as if hoping for scraps.
  4. D4=4:Pass by a series of floating rock islands, guided by sky-nymphs who offer aerial challenges and puzzles for mystical rewards. Ardent players may find alliances and treasures hidden in nature's vaults, whereas failure might result in being swept through cyclonic elemental forces.

d100 = 43

  1. D4=1:A giant red dragon attacks!
  2. D4=2:Floating islands drift by, dotted with peculiar flora and fauna, including a griffon with an identity crisis that believes it’s a canary. It sings confusingly beautiful melodies and might be convinced to join the crew.
  3. D4=3:An ancient wizard and his apprentice are spellcasting on a balcony with magic orbs floating and flashing around them. The apprentice accidentally pulls a teleport orb out of the air and it teleports him and his master straight into the punch bowl at the cocktail party. Everyone takes a long look and then goes back to their conversations. ((They are in the punch bowl))
  4. D4=4:Deep within weeping sky roots, you discover a plush doll's whisperings recounting the vows an airship honeymooning couple perished fulfilling an optimistic elope, now forever stars-crossed bound.

d100 = 44

  1. D4=1:The airship is attacked by a giant eagle! The ship is attacked by a giant eagle! It is a giant eagle and it attacks! The eagle attacks the ship! The eagle attacks the players! The players are attacked by an eagle! The eagle attacks the players! The players are attacked by an eagle! The players are attacked by a giant eagle! The players are attacked by a giant eagle! The players are attacked by a giant eagle! The players are attacked by a giant eagle! The players are attacked by a giant eagle!
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:The airship flies over a large festival and a town gathering below.

d100 = 45

  1. D4=1:You hear the unmistakable sound of a dragon roaring in the distance.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:An Air Elemental sits on top of a small pebble, watching you. He can only be found if someone is looking for him.

d100 = 46

  1. D4=1:In a valley of floating boulders, you find a town morphed into rubble, remnants of a civilization devastated by a catastrophic dragon attack, their last hope for deliverance an airship rescue that never arrived in time.
  2. D4=2:Sky mariners riding thunder dolphins besiege the ship, believing it to be cursed. To lift this imagined curse, they demand a dangerous quest involving the heart of a sky kraken.
  3. D4=3:Two old men, named Gus and Harry, are watching the airship from a distance. They are alchemists who are watching the airship for fun.
  4. D4=4: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.

d100 = 47

  1. D4=1:As a spectacular quintessence flash interrupts the skies, floating islands of crystal reveal themselves. These islands are home to a hidden elven enclave, led by Archmage Selwynn. They demand an exchange of magical knowledge and precious sky-crystals in return for entry, but breaches in etiquette or demands for pilfering treasures may provoke an arcane air raid.
  2. D4=2:A procession of winged celestial clerics appears, performing a sacred sky ritual to heal a rift between planes. They require guardians as dark-winged fiends seek to disrupt the sanctity of their ceremony.
  3. D4=3: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.
  4. D4=4:A woman in a long, flowing night gown floats by, looking for her husband.

d100 = 48

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:Clouds form pyramids and castles, igniting imaginations.
  4. D4=4:I spy a man flying on a flying ship and he is wearing an amulet of Air Elemental Command. He casts Gust of Wind at oncoming enemies.

d100 = 49

  1. D4=1:Past spectral floating nets sided by looping currents draws a young fishfolk sailor's ghost, who fled their underwater home seeking adventure only to fall victim to aerial piracy, haunted dreams left in echoes of his net mends.
  2. D4=2: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.
  3. D4=3:Two old women in armor piloting a small ship. One is red with a flaming sword and the other is blue with an icy sword. They are impossible to see from the ground until they come close to the ship. They are actually a pair of witches who are trying to get their spells to work together. They speak backwards, and they communicate with each other by playing music, weaving spells together to create a new spell. The blue ship is the one with the frosty sword, which is the icy one. The red ship has the fiery sword.
  4. D4=4: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.

d100 = 50

  1. D4=1:During a routine patrol, the adventurers come upon an ensorcelled airship, its crew frozen in time. The tragic magic demands an equivalent life force to release them.
  2. D4=2:A mighty stone gargoyle is crouched on the hull of the airship. He looks very angry.
  3. D4=3:The party sees a cloud with a castle on it. As they approach it, a giant magical rope comes out from the castle, grabs the ship and pulls it in.
  4. D4=4:A party of adventurers stands on the deck of their ship, waiting for the wind to pick up so they can continue their journey while at the same time saying farewell to the captain of their airship.

d100 = 51

  1. D4=1:A rival airship crew made entirely of grumpy, sentient storm-clouds challenges you to a race, strictly on their terms. Any deviations invoke small squalls inside your cabins as punishment.
  2. D4=2:Two old women in armor piloting a small ship. One is red with a flaming sword and the other is blue with an icy sword. They are impossible to see from the ground until they come close to the ship. They are actually a pair of witches who are trying to get their spells to work together. They speak backwards, and they communicate with each other by playing music, weaving spells together to create a new spell. The blue ship is the one with the frosty sword, which is the icy one. The red ship has the fiery sword.
  3. D4=3: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.
  4. D4=4:A time anomaly traps the airship in a loop of a horrific aerial battle. The adventurers witness the fall and death of each crew member repeatedly, unable to intervene unless they find a way to reverse the anomaly.

d100 = 52

  1. D4=1:A wizard wearing a long black robe flies overhead on a giant raven, he flies around in circles over the players for a few minutes before flying away again without saying or doing anything else.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:An eagle soars majestically alongside the ship for a short while.

d100 = 53

  1. D4=1:A spectral airship appears alongside the players’, crewed by the ghostly dead of a long-forgotten battle. These ghosts seek to complete their final duty and may either guide or mislead the adventurers depending on their perceived honor.
  2. D4=2: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.
  3. D4=3:A whimsical orchestra of floating string instruments converges, forming oddly familiar notes that manipulate your crew’s perception of atmospheric stability, therein lying enigmas in each tune.
  4. D4=4:A group of 1d100 kobolds are attacking an airship in the distance. The kobolds are riding on giant lizards (banded lizards or giant lizards)

d100 = 54

  1. D4=1:A group of 4d8 elf warriors are flying over a mountain range, they are on their way to help a elven kingdom under attack by an army of orcs and hobgoblins.
  2. D4=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.
  3. D4=3:Phantom peddlers on brooms whiz by, hawking “genuine stardust” and “cloud cotton candy”. One evil eye-amulet-bearing vendor strongly pushes for a sale, exuding disconcerting familiarity with your darkest nightmares.
  4. D4=4:A group of bandits flies a large ship that is similar to the party's ship. They are flying and they will fly up to attack the party. If they don't know that the party has a ship, they will fly ahead and try to attack the ship while they are on their next turn.

d100 = 55

  1. D4=1:A distant cry of an unknown animal echoes through the sky.
  2. D4=2:A solitary sky knight astride a majestic griffon issues a challenge. He defends the honor of a cursed sky temple and seeks to test the players, offering ancient relics and sky warrior techniques upon defeat.
  3. D4=3:A distant caravan's campfires flicker far below in the evening dark.
  4. D4=4:The sky darkens as a colossal roc, mistaking the airship for a potential mate, aggressively circles the vessel. Strategies must be devised to safely dissuade the bird without provoking its wrath.

d100 = 56

  1. D4=1:The airwaves channel tunes from an abandoned sky radio station once spreading joy. Diaries found name the broadcaster who broadcast timeless melancholy tunes posthumously.
  2. D4=2:Warm air thermals cause the ship to rise gently, almost buoyantly.
  3. D4=3:Players spot a cloud shaped amusingly like a dragon, generating speculative conversation.
  4. D4=4:The airship briefly skims the top of a dense cloud, creating a whiteout effect.

d100 = 57

  1. D4=1: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.
  2. D4=2:A large dragonfly suddenly flies into view and is followed by another, then a dozen more.
  3. D4=3:A group of 4d4+4 dwarves riding giant eagles attack! The dwarves 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.
  4. D4=4:A group of large rats are running around the deck of the airship. They are hungry and looking for food.

d100 = 58

  1. D4=1:An ancient wizard and his apprentice are spellcasting on a balcony with magic orbs floating and flashing around them. The apprentice accidentally pulls a teleport orb out of the air and it teleports him and his master straight into the punch bowl at the cocktail party. Everyone takes a long look and then goes back to their conversations. ((They are in the punch bowl))
  2. D4=2:A tranquil square where cloudwalkers gather for peaceful discourse reveals itself. Here, wisdom is shared freely among those who appreciate the serenity of the skies.
  3. D4=3:There is a large bird flying in the sky, it is actually one large bird made out of multiple birds, it flies by flapping its wings together, making it seem like it's one giant bird that flies around. It is called the Phoenix and is worth 0 gp, but has a value of 1,000 gp if it actually does become one bird again and takes flight one more time!
  4. D4=4:High in the stratosphere, players discover a bound storm titan who offers the secret to controlling the winds if freed. However, a legion of acid rain sylphs guard his prison, requiring wit and skill to defeat.

d100 = 59

  1. D4=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!
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:The players see an airship flying below them, with a giant eagle circling above it. The eagle keeps swooping down and harassing the people aboard the ship. The eagle attacks anyone who tries to shoot at it, or attack it.

d100 = 60

  1. D4=1:A group of wizards are flying on a magic device that looks like a wheel, the wheel is covered in writing and spinning slowly in the air.
  2. D4=2:The airship's shadow travels across the landscape below.
  3. D4=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.
  4. D4=4:A large flock of birds is flying around a large island, the island has a small village on it, the birds are attacking the village, a group of giant eagles are attacking it too, the party can help defeat them all.

d100 = 61

  1. D4=1: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.
  2. D4=2:A sky galleon sails past, its crew waving amicably. The captain offers to share navigational tips and supplies, enhancing the traveling experience for both parties.
  3. D4=3:The airship passes by a floating market, bustling with activity.
  4. D4=4:You cross paths with a procession of spectral air-elves on sky-thrones reading non-existent scrolls. They announce a decree of "aerial aesthetic infringement", compelling you to redecorate your airship.

d100 = 62

  1. D4=1:An enchanted rookery filled with harmonized flying-coach chaperons reveals heart-struck moments of aviator-organizer monks exiled without mutual cause.
  2. D4=2:Navigational beacons shine from towers below, guiding the ship through a tricky passage.
  3. D4=3:The fragrance of distant wildflowers wafts across the deck.
  4. D4=4: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.

d100 = 63

  1. D4=1:A shadowed figure appears on a distant cloud, wielding a staff that controls wind currents. It challenges the captain to a duel of air magic.
  2. D4=2:Players encounter a whimsically-cryptic festival held by an elusive race of air-nymphs celebrating an obscure celestial alignment. Joining debunking their mysterious traditions garners rare star-dust.
  3. D4=3: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.
  4. D4=4: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 = 64

  1. D4=1:A group of flying halflings are performing aerial acrobatics, they invite the party to join in on the fun.
  2. D4=2:An enchanted rookery filled with harmonized flying-coach chaperons reveals heart-struck moments of aviator-organizer monks exiled without mutual cause.
  3. D4=3:The airship flies above a forest fire burning far below.
  4. D4=4:During a routine patrol, the adventurers come upon an ensorcelled airship, its crew frozen in time. The tragic magic demands an equivalent life force to release them.

d100 = 65

  1. D4=1:As the airship sails through fluffy clouds, a peaceful celestial shepherd tends to his flock of cloud sheep. Their fluffy forms and gentle baaing bring an idyllic charm to the journey.
  2. D4=2:You encounter a majestic, golden eagle carrying a message tied to its leg. The note is a heartfelt plea for help from a stranded airship, dated many years ago, highlighting the time it’s taken for the plea to reach any addressees.
  3. D4=3:Passing through a glowing aurora, a spectral child dressed in rags pleads for her lost dolly. Her airship had been struck by marauders, leaving her the sole witness in throes of eternal despair.
  4. D4=4: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.

d100 = 66

  1. D4=1:A flock of giant eagles is flying in formation. They appear to be searching for something, and the players must figure out what it is.
  2. D4=2: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.
  3. D4=3:You see a flock of harpies flying in the distance, giving the ship a wide berth.
  4. D4=4:The players spot dead bodies hanging on an abandoned ship in the distance.

d100 = 67

  1. D4=1:Ascending with storm-chiselled sky-riffs, you encounter memorial fables wafting amongst ethereal psalms of lone-marauders: fallen amidst valor-driven veils shrouded lamentations in heroic despair.
  2. D4=2:An army of mechanical soldiers is flying in formation. They appear to be searching for something, and the players must figure out what it is.
  3. D4=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.
  4. D4=4:The ship finds itself followed by a cloud that constantly mimics its shape and movements. Tampering with the cloud causes strange resonances in reality.

d100 = 68

  1. D4=1: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!'
  2. D4=2:An eerie, celestial eclipse blankets the sky in darkness, empowering shadow creatures that now hunt the ship from the darkness above and below.
  3. D4=3: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.
  4. D4=4:Phantom peddlers on brooms whiz by, hawking “genuine stardust” and “cloud cotton candy”. One evil eye-amulet-bearing vendor strongly pushes for a sale, exuding disconcerting familiarity with your darkest nightmares.

d100 = 69

  1. D4=1:The airship sails into a flock of flying fish that leap gracefully in the air.
  2. D4=2:A group of angels is singing in a harmonious chorus in the sky. They appear to be singing about something important, and the players must find out what it is.
  3. D4=3:Your airship stumbles upon a small flock of ghostly birds, who sing hauntingly beautiful melodies of lost loves and shipwrecks, drawing your thoughts to the unfulfilled promises and yearnings of your own past.
  4. D4=4:The Void Sultana, Alariel, emerges out of reality-distorted sky patches, her airship pulling others into complementary dimensional realms. She proposes shared expansion of forbidden lore but failure to adhere to her complex protocols plunges players into time-rifts, battling void specters to reclaim one's existence.

d100 = 70

  1. D4=1: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.
  2. D4=2: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 4d4+4 mid-level fighters and 1 mid-level wizard.
  3. D4=3:A group of elven rangers are hunting a wyvern flying in the sky.
  4. D4=4: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.

d100 = 71

  1. D4=1:An army of mechanical soldiers is flying in formation. They appear to be searching for something, and the players must figure out what it is.
  2. D4=2:Swirling clouds of toxic spores emitted from a massive airborne fungus drift toward the airship. The spores induce powerful hallucinations and cause debilitating illness in those who fail their Constitution saves.
  3. D4=3:The party is attacked by a group of kobolds flying in a hot air balloon. They are looking for loot and will attack the party if they get too close.
  4. D4=4:The party's airship crosses paths with a floating fortress, where a single warlord remains; he stubbornly guards the rotted banners of an empire long fallen to the ground wars below.

d100 = 72

  1. D4=1:Four small, floating ships approach the players' ship. Each ship has 1d4+4 skeletons on it armed with swords and shields.
  2. D4=2:You notice a group of 6d6 people flying towards you on a flying carpet. You see that a group of 4d6 acrobats are standing on it in the middle of the air. They are performing a tightrope walking act. It is quite a sight to see.
  3. D4=3:The fluttering of countless moths around the ship's lanterns becomes apparent.
  4. D4=4: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 = 73

  1. D4=1:The airship sails above a rolling bank of fog below.
  2. D4=2:A gigantic airship is slowly sailing by, carrying a large cargo of precious metals and stones.
  3. D4=3:The ship crosses over a large volcanic landscape with molten lava.
  4. D4=4: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.

d100 = 74

  1. D4=1:A cluster of serene wind-sprites engage in a ritualistic dance around the ship, leaving behind trails of sparkling mist. Their harmonious movement and the soft glow of their bodies bring a peaceful ambience to the airship deck.
  2. D4=2:A group of invisible stalkers start to sabotage the airship's equipment, causing chaos and confusion.
  3. D4=3:16 of the drow (6th level elf with the stats of a standard, mid-level elf in the Monster Manual).
  4. D4=4:A spiraling air column creates a stunning vortex as the ship passes through.

d100 = 75

  1. D4=1:A friendly djinni appears in a swirl of mist, offering to share stories of the sky realms most mortals never see.
  2. D4=2: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.
  3. D4=3:Raging storm sends ships crashing through the air and into each other.
  4. D4=4:People are flying past on their own personal cloud wings!

d100 = 76

  1. D4=1: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.
  2. D4=2:A small patch of rainbow-colored sky arises from the rain shower and sun.
  3. D4=3:Someone spies a glint of metal far below, possibly a shipwrecked airship.
  4. D4=4:Unusual light patterns reflect in swirling water bodies below, possibly giving away submerged ruins.

d100 = 77

  1. D4=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.
  2. D4=2: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.
  3. D4=3:You can see a large flock of bats flying in a zig zag pattern above you. It appears they are following a creature that is invisible to the naked eye.
  4. D4=4:You see a line of soldiers marching along a road far below.

d100 = 78

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A lone seagull stubbornly follows the ship for miles, as if hoping for scraps.
  4. D4=4: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 = 79

  1. D4=1:An airship of scavengers armed with alchemical weapons attempts to board the party’s vessel, seeking rare components for their floating scrapyard empire.
  2. D4=2:Cozy village lights blink like fireflies in the growing dusk, illuminating homes and streets.
  3. D4=3: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.
  4. D4=4: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.

d100 = 80

  1. D4=1:Two airships are flying in the distance, matching each other's speed.
  2. D4=2:Eerie light flashes in the distance. The players see a small village and the villagers are dancing around a bonfire. The players see a group of villagers who are all dancing near a bonfire. In the flickering light, they see a strange yellow glow in the villagers' eyes. The villagers get angry and attack the players if they try to talk to them or if they try to enter their home. They're cultists and they don't want to be disturbed.
  3. D4=3:The airship crosses above a large, shimmering waterfall.
  4. D4=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.

d100 = 81

  1. D4=1:A green dragon attacks you, breathing a blast of fire from its mouth at your airship.
  2. D4=2: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.
  3. D4=3:A magical portal opens up and starts to suck in the airship, transporting it to a different dimension.
  4. D4=4:You see a large flock of birds flying high in the sky. They're flying in a graceful and organized pattern, almost as if they are following something.

d100 = 82

  1. D4=1: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.
  2. D4=2:A group of bandits flies a large ship that is similar to the party's ship. They are flying and they will fly up to attack the party. If they don't know that the party has a ship, they will fly ahead and try to attack the ship while they are on their next turn.
  3. D4=3: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.
  4. D4=4:A winged dragon, mourning the loss of its mate, intercepts the airship mid-flight. The dragon's grief has tipped it into madness, and the players must somehow calm or outmaneuver it without harming it.

d100 = 83

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:The players spot a cursed airship that is constantly under attack by undead creatures. The crew of the ship begs for help, promising a valuable reward if the players can lift the curse and defeat the undead.
  4. D4=4: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 = 84

  1. D4=1:On the horizon, a colossal, floating mirror reflects alternate versions of the players' airship, offering glimpses into parallel sky-adventures. Making eye contact with their doppelgängers leads to mysterious consequences.
  2. D4=2:Amongst bioluminescent fireflies, you find a diary tethered to a drifting balloon. Inscribed within are the adventures of a young intrepid explorer who sought out the world’s mysteries, ultimately succumbing to the peril of his final sky voyage.
  3. D4=3:A colorful rainbow arcs across the sky after a brief drizzle.
  4. D4=4: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!

d100 = 85

  1. D4=1: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.
  2. D4=2:A giant flying creature with a ram's head and body of an eel attacks from below, it slams into the deck sending a blast of water into the air. If the party are wearing shoes they will be soaked due to the water, if they are barefoot then they will take 1d6 points of damage.
  3. D4=3:The party is suddenly confronted by a powerful djinn. The djinn challenges the party to a game of magical combat, and the winner will be granted a wish.
  4. D4=4:Yawning chasm with bottom not visible - players can see another side to the chasm - it is bottomless pit.

d100 = 86

  1. D4=1:You can see a large flock of bats flying in a zig zag pattern above you. It appears they are following a creature that is invisible to the naked eye.
  2. D4=2:The airship crosses above a large, shimmering waterfall.
  3. D4=3:Amidst skyward ruins, the party encounters a statue that weeps crystalline tears. This is the spirit of a powerful sorceress who failed to protect her aerial kingdom from a great disaster.
  4. D4=4: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.

d100 = 87

  1. D4=1:The airship sails into a dark cloud that is actually a massive, stationary swarm of sentient, bloodthirsty bats. The swarm threatens to drain the crew and extinguish their light sources, plunging them into darkness.
  2. D4=2: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.
  3. D4=3:You feel the temperature drop as the ship travels northward.
  4. D4=4: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.

d100 = 88

  1. D4=1:Strange, enticing fragrance of rare flowers wafting up from a hidden grove.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:Drifting through the misty morning sky, your crew finds a floating driftwood raft with a single child aboard, clutching the torn remains of a teddy bear and murmuring incoherently about a family lost to a storm.

d100 = 89

  1. D4=1:A mysterious gust of wind propels an enchanted, talking umbrella towards you. It insists you’re walking into a ‘weather conspiracy’ and offers to trade places with your primary helm for better forecasts.
  2. D4=2:A lone manta ray-like creature, large enough to carry people on its back, approaches and seems eager to communicate. It may warn of impending danger.
  3. D4=3:You feel a presence in the sky, and when you look up you can see a ghostly figure flying in the sky. It is a powerful ghostly spirit, and it will talk to anyone who dare speak to it.
  4. D4=4:Drifting through a silent, moonlit sky, the adventurers spot a family of griffons mourning the loss of their nest to sky raiders. The once-proud parents circle distraughtly, watching their stolen eggs taken far away.

d100 = 90

  1. D4=1:There is a large bird flying in the sky, it is actually one large bird made out of multiple birds, it flies by flapping its wings together, making it seem like it's one giant bird that flies around. It is called the Phoenix and is worth 0 gp, but has a value of 1,000 gp if it actually does become one bird again and takes flight one more time!
  2. D4=2: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.
  3. D4=3:Darting amid the clouds, 3d8 drakes with scales that shimmer like broken glass seem curious. Upon closer inspection, their scales are filled with tiny mirrors housing trapped souls.
  4. D4=4: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.

d100 = 91

  1. D4=1:While drifting over a peaceful, glittering sky river, they encounter luminescent water nymphs who guide the ship with ethereal light as they dance gracefully on the watery surface.
  2. D4=2:A swarm of flying snakes attacks the players' airship, their venom causing the ship's metal to corrode and weaken.
  3. D4=3: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.
  4. D4=4: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.

d100 = 92

  1. D4=1:A group of rangers arrives on a large ship flying over the party's airship and attacks the party. The rangers are riding flying horses and they will fire arrows and shoot crossbows at the party. They are all riding flying horses.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4: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.

d100 = 93

  1. D4=1:Charismatic storm riders, bedecked in armor of cloud and lightning, issue a gallant challenge to a joust in the clouds with the victor earning the allegiance of the asked-for-strains.
  2. D4=2:The moon rises, casting silver light across the landscape.
  3. D4=3:A friendly djinni appears in a swirl of mist, offering to share stories of the sky realms most mortals never see.
  4. D4=4: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.

d100 = 94

  1. D4=1:You see a flock of common pigeons flying over an old castle.
  2. D4=2:A group of air elementals attack you. The air elemental that is piloting it is a friendly elven member of your party. She explains that she is flying it as part of a rescue mission.
  3. D4=3: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.
  4. D4=4: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 = 95

  1. D4=1:Pausing at a cloud outpost, the party finds journals of airward soldiers forced to abandon their posts and families. Their last entries weep with regret and longing for home.
  2. D4=2: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.
  3. D4=3:The airship crosses above a field of tall grasses swaying in the wind.
  4. D4=4: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.

d100 = 96

  1. D4=1: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.
  2. D4=2:The crew sees distant standing stones forming a mysterious circle on a hilltop.
  3. D4=3:The ship is attacked by a flock of giant eagles who are trained to attack on sight!
  4. D4=4: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 = 97

  1. D4=1:A large airship, adorned with golden dragons and wielding powerful cannons, flies by and demands tribute from your ship.
  2. D4=2:Encountering a colossal thunderhead shaped like a fortress, the players are attacked by elemental storm soldiers defending their realm from perceived intruders. The swirling storm elementals demand respect and cunning tactics to defeat.
  3. D4=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.
  4. D4=4: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.

d100 = 98

  1. D4=1:A message appears to be attached to a small, enchanted paper airplane that hits the deck. It contains a map leading to a fabled sky temple floating amongst the clouds.
  2. D4=2: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.
  3. D4=3:Approaching a rainbow in the distance, the airship instead flies through an archway guarded by 2d4 aarakocra who demand a toll in ancient coins.
  4. D4=4:A mysterious harp sound fills the air. Following the melody reveals an airborne garden maintained by an ancient elf who tends to musical plants.

d100 = 99

  1. D4=1: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.
  2. D4=2:The airship finds itself in the middle of what appears to be a sky pirate battle, with 2d6 aerial bulettes attacking a rival airship. Each bulette wears mechanical harnesses outfitted with cannons.
  3. D4=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.
  4. D4=4:Lava dragons attack the ship, their red scales look like lava, but they are much more dangerous than their appearance suggests.

d100 = 100

  1. D4=1:A ghostly airship floats by the party with a crew of ghostly pirates. They will attack if the party comes too close.
  2. D4=2:A critter scurries across the deck, likely having stowed away during a previous landfall.
  3. D4=3: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.
  4. D4=4:The crew hears distant church bells ringing from a town far below.

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Other dice tiers for the airship - aerial - air: D1, D6, D8, D10.

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