A complete D&D 5e random encounter table for airship - aerial - air scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a airship - aerial - air, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Airship - Aerial - Air encounter table
d100 = 1
D6=1:An enormous balloon is floating in the sky. It seems to be carrying something, and the players must figure out what it is.
D6=2:A graceful flock of sky-swans with shimmering feathers provides an aerial ballet, gliding in perfect unison alongside the airship. The soothing sight is accompanied by their gentle, melodic calls.
D6=3:The players encounter a placid cloud temple with floating gardens and ethereal monks. The monks invite the crew to meditate and find inner peace within the tranquil surroundings.
D6=4:The players come across a floating palace in the clouds. It's huge and luxurious looking. As they get closer, they see that the palace is inhabited by a powerful arch-mage who is looking for powerful adventurers to join her cause.
D6=5:Smooth sailing abruptly turns chaotic when 2d8 furbearing griffons descend, seemingly intent on studying or plundering the ship's alchemical supplies.
D6=6:A celestial event occurs: a double moonrise. The ship feels a gravitational pull toward a hidden moon mountain within the atmosphere.
d100 = 2
D6=1:A green dragon attacks you, breathing a blast of fire from its mouth at your airship.
D6=2:Glints of sunlight sparkle off the dew of a distant field at dawn.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A cadre of heavily armored griffon riders demands the airship’s crew prove their worth in a series of challenging trials or face destruction. The trials test combat, diplomacy, and sheer courage.
d100 = 3
D6=1:The crew spies a lone ship navigating a river far below.
D6=2:The airship flies over a serene, moonlit forest.
D6=3:Puffy, cumulonimbus clouds drift lazily apart, offering a serene view.
D6=4:Strong, fresh winds propel the airship steadily forward.
D6=5:You spot a flock of birds flying in formation nearby.
D6=6: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.
d100 = 4
D6=1: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.
D6=2:A floating castle appears in the sky, and its inhabitants demand that the party pays tribute for passing through their territory.
D6=3: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.
D6=4:The players see a magnificent floating city, made of gold and jewels, inhabited by the wealthy and powerful elite. They must navigate through the strict rules and etiquette in order to be welcomed into this upper-class society.
D6=5:The crew can hear the distant roar of waterfalls cascading down immense cliffs.
D6=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.
d100 = 5
D6=1:You can see a group of wizards flying in a circle in the sky. It appears they are casting some kind of spell.
D6=2: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.
D6=3: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.
D6=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))
D6=5:As the airship traverses a dazzling cloudscape, a Cosmic Deva, Astriel, intervenes with decrees from celestial paths. She commands the party to prove their virtue through trial missions against skyfiend banes. Rewards include divine boons or celestial relics, whereas failure sees astral imprisonment.
D6=6:A wizard named Zeke is fleeing from an angry mob, he will pay the party in gold for saving him from the angry mob.
d100 = 6
D6=1:The crew enjoys a shared meal on the deck.
D6=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.
D6=3:A group of winged demons, mounted on giant vultures, swoop down on your ship and demand souls or tribute.
D6=4:An illusionist sky-merchant in a semi-phased-out-of-reality airship tries to sell the players “weightless” goods that may or may not exist. One sale pitch involves a weightless, invisible dragon egg.
D6=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.
D6=6:Out of a gossamer-thin fog drifts the Glimmer Phoenix, a majestic bird of blinding light. Its creature keeper, Lumina, tasks the players with collecting fragments of rare dawnstones to empower the phoenix. Failure to complete this divine task might invoke the wrath of a vengeful dawn spirit.
d100 = 7
D6=1: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.
D6=2:A flock of common ravens are flying over your ship and they are carrying messages that your ship needs to be stopped and searched.
D6=3:Spiraling giant moths with wing patterns resembling known celestial maps surround the ship, silently transmitting navigational secrets. Translating their patterns requires perception and insight.
D6=4:All around you, you hear a loud buzzing noise. When you look around the sky you can see a swarm of Clockwork Wasps, buzzing and swarming around your airship.
D6=5:While sailing through the clouds, the players see a group of cloud giants racing on their own airships. They challenge the players to a friendly race, with the winner receiving a valuable magical item.
D6=6:The vision-like shimmer of heat waves distorts the distant landscape.
d100 = 8
D6=1:Drifting through a serene jetstream, the airship passes over an airy sea of clouds that roll like gentle waves. Dotting the cloud-ocean are floating watermelon-like air-fruits that the crew can harvest for a refreshing treat.
D6=2:A group of 3d4+15 golden eagles is attempting to nab a goat up in the mountains. You see 4d4+8 golden eagles sitting on their eggs in a nearby cave on their nest.
D6=3:During the night, 3d4 shadowy figures fly alongside the airship. They resemble spectral wyverns, and their silent presence chills the crew to the bone.
D6=4: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.
D6=5: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.
D6=6:The players find a floating oasis guarded by peaceful, meditative air monks. An ancient air elemental residing here offers to cleanse their souls from past burdens if they partake in its rites.
d100 = 9
D6=1:A small, wispy cloud floats by at arm's reach.
D6=2:A crew member spies a floating island far off in the distance.
D6=3: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.
D6=4:Twisting in a celestial cyclone, the players find the remains of a star navigator’s ship. The ghostly chart within tells of its failed quest to map the heavens, a task fated to never be completed.
D6=5:A sudden burst of fireworks in the distance signals a celebration. On reaching the source, the crew finds a high-flying gnome festival suspended on dirigibles.
D6=6:An albatross with feathers of silver and gold perches atop the airship, silently watching and exuding an aura of tranquility.
d100 = 10
D6=1: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.
D6=2:A strong gust of wind causes the ship to lurch slightly.
D6=3:A group of 2d6+5 wizards are flying on their magic carpet trying to find the location of an ancient library that has books with powerful spells.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 11
D6=1:The players come across a large airship that is carrying a group of prisoners. The prisoners are chained up and the ship is guarded by a group of dwarves. It is up to the players to free the prisoners and find out what they are being held for.
D6=2:A powerful djinn appears, offering three aerial challenges. Success brings incredible rewards, but failure invites the djinn's wrath. The tests are designed to push the players' command of air and magic to their limits.
D6=3: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.
D6=4:An aerial battle between two dragons erupts in front of the players' airship. They must navigate their way through the chaotic scene while avoiding getting caught in the crossfire.
D6=5: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.
D6=6: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.
d100 = 12
D6=1: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.
D6=2:You see a flock of harpies flying in the distance, giving the ship a wide berth.
D6=3: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.
D6=4: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.
D6=5:Suddenly, a massive, tentacled Kraken emerges from the depths, attempting to wrap its tentacles around the ship and drag it beneath the waves. The players must work together to defeat it before it's too late.
D6=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.
d100 = 13
D6=1:A tranquil sky fjord, its waters sparkling like diamonds, provides a perfect spot for contemplation and quiet reflection.
D6=2:A flotilla made of re-animated airborne barrels drifts close, dispensing enigmatic “soup stones” inscribed with cryptic air-merchant codes explaining forbidden destinations.
D6=3: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.
D6=4:An ancient dragon is soaring through the clouds. It passes the airship, but then circles back and lands on the deck. It looks at the players with its piercing eyes.
D6=5:On high within cascading fogs, an audial form relays rhyming odysseys of imprisoned angelic essences inscribed upon glyph-etched pendants worn by aerial overseers chained beyond twilight hope’s ethereal shadows.
D6=6:A dragon attacks the airship. It is slightly injured and attacks to steal food. 1d6 dragonlings fly alongside the dragon and they may be gathered as pets or used as dragon mounts.
d100 = 14
D6=1:The air holds a slight tang of ozone from distant thunderstorm activity.
D6=2:The players encounter a group of harpies who try to lure them off their airship with their enchanting songs.
D6=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.
D6=4:A low-flying dragon gives the airship a curious glance before flying away.
D6=5:A group of floating lanterns, guided by wisps, approaches your ship. They offer to grant the players a wish in exchange for a favor.
D6=6:Players come across a group of sprites, fairies, and imps that are causing trouble by blasting magical energy at passing ships. The group is happy to challenge adventurers in a game of magical tag.
d100 = 15
D6=1:A group of 2d6+2 men wearing white long coats and black hats are hovering around a compass on the main deck, they each hold a sword in one hand and have a book in the other hand. The sword man pointing to the compass says, "We're having problems causing severe turbulence to cause ripples in space and time as we both are considered equivalent mathematically and, therefore, must be opposite halves of an object in open space with no reference point for direction. I'm just about to give up and use a white elephant skull when, whoosh! A giant air sphere emerges from nowhere and crashes down on us."
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:At sunset’s elegy, you stumble upon floating eldritch-run libraries of spectral scroll guardians' ghostly tales recanting magisterial ruins vanished through jealous fate, forgotten in synchronized cycles trapping knowledge.
D6=6:The airship glides across above an ancient, flooded temple beneath a crystal-clear water.
d100 = 16
D6=1:The sound of leathery wings flapping is heard overhead, and a great black dragon swoops down, breathing a ball of fire.
D6=2:A peculiar breeze smells faintly of flowers and fresh greenery.
D6=3:I spy a flying creature flying past. It's a giant creature riding on a giant eagle. The rider is a wizard who casts Fireball at the players.
D6=4:Passing through wispy clouds, the deck gets momentarily damp with dew.
D6=5:A group of 4d8 halfling rangers are flying over a mountainous region, they are on their way to help a halfling village under attack by an army of orcs and hobgoblins.
D6=6:A group of 4d4 common ravens fly into your ship, they are hiding out from the local law enforcement.
d100 = 17
D6=1:Birds fly in a perfect "V" formation as they head to warmer climates.
D6=2:A group of 2d6 masked men in black robes with red swords rush by. They are fleeing from 2d6 masked men in red robes with black swords and black flags with a red skull on it.
D6=3:You see a group of common pigeons flying over a city eating garbage.
D6=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.
D6=5:Cruising at high altitude, the airship drifts alongside a shimmering energy stream, like a river made of light. The ethereal flow has a calming effect on everyone onboard, soothing their nerves.
D6=6: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.
d100 = 18
D6=1:Reflections of the setting sun on a lake below create mesmerizing patterns.
D6=2:A swarm of giant bees attack the airship, looking for a new hive to call home.
D6=3:The sky darkens as heavy storm clouds gather.
D6=4:The players stumble upon a group of sky pirates who have captured a merchant airship. The players have the option to help the merchants and gain their trust, or join forces with the pirates and plunder the ship.
D6=5:High above, massive air-bales hanging from transparent threads hold community festivals conducted by floating jelly merchant vendors, trading skyfruit for exotic ground produce.
D6=6: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 = 19
D6=1:A giant eagle has been hunting in the area and has recently captured a merchant who is tied up and gagged sitting behind its nest. The merchant can be rescued and then he will reward the players with treasure recovered from the eagle's nest.
D6=2:Distant airships can be seen, their paths intersecting in an elegant aerial ballet.
D6=3: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.
D6=4: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.
D6=5:A number of large eagles fly overhead, squawking as they go. If anyone looks up at them, they see that they are really giant eagles with riders on them.
D6=6:Suddenly, a massive, tentacled Kraken emerges from the depths, attempting to wrap its tentacles around the ship and drag it beneath the waves. The players must work together to defeat it before it's too late.
d100 = 20
D6=1:The airship glides through a sky park filled with airborne, floral meadows and serene ponds levitating in mid-air. The flora exudes a sense of calmness, and the crew can wander through paths of floating flowers.
D6=2:The airship passes over a vast, empty tundra stretching to the horizon.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:A swarm of flying snakes descends upon your ship, their venomous bites causing chaos amongst the crew.
d100 = 21
D6=1: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.
D6=2:A powerful djinn appears, offering three aerial challenges. Success brings incredible rewards, but failure invites the djinn's wrath. The tests are designed to push the players' command of air and magic to their limits.
D6=3:A thin trail of smoke rises in the distance—curiosity piques the crew.
D6=4:Players may spot a blimp overloaded with cargo, slogging its way through the sky.
D6=5: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.
D6=6:A massive, ancient tree floats effortlessly on an island of rock. Its branches extend outwards into the clouds, resembling a giant umbrella providing shade to any who would rest beneath it.
d100 = 22
D6=1:An island populated with friendly air genasi is discovered, its people engaging in a festival of wind. The celebrations include enchanting music played on wind chimes and drifting lanterns.
D6=2:A group of 1d6+4 lizards are flying on giant eagles
D6=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.
D6=4:An angry group of gnomes, riding flying horses, attack the party's airship.
D6=5:The players’ airship strays into the path of an ancient celestial migration of radiant hypogriffs, each connected to the world's ley lines. The hypogriffs present an omen of great change, seeking interpreters.
D6=6:An airship flies over head, but it's not one that the party has encountered before. A wizard on board is casting fireball at an army of orcs below, but not hitting any of them.
d100 = 23
D6=1:A strange creature attacks the players. It is a monster made of water and it can fly and has other powers common to water elementals.
D6=2:A sky kraken, old and solitary, breaching the clouds to share its melancholic song—a lament for its lost mate, forever gone beneath the clouds.
D6=3:The players' ship is approached by a small ship carrying a small cage with a small animal inside. If players interact with the ship it will say 'I'm hungry!' in a language that they understand. Inside the cage is a small dragon, who will breathe a cloud of smoke
D6=4: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.
D6=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.
D6=6:A merchant has a large amount of goods on his ship and will pay the party in gold for every good brought off of his ship.
d100 = 24
D6=1:Floating jellyfish with bioluminescent tentacles drift by, exuding a calming pheromone. They are led by a strangely wise octopus with aspirations of ruling the aerial seas.
D6=2:An airborne altar dedicated to a forgotten deity attracts mournful pilgrims who beg for safe sky travels but face doom when the deity's demands go unmet.
D6=3: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.
D6=4:There is a swarm of centipedes hiding under an airship. They were attracted by the smell of decaying bodies and are feeding on them.
D6=5:A large flying dragon circles the scene, sniffing at the ship and looking for a way on board.
D6=6: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.
d100 = 25
D6=1:A flock of 2d6+2 giant eagles is flying overhead and they see a group of 2d6+2 elves walking through a forest. They will fly down and attack the elves because they look delicious!
D6=2:As they fly through a storm, the airship is surrounded by 2d4 Lightning Mephits who revel in the chaos of the storm and seek to herald more destruction.
D6=3:A hollow, metallic thud accompanies 1d8 giant modular constructs powered by harnessed air elementals. They roam construct faintly, repairing unknown celestial machinery.
D6=4:A mysterious storm clouds the horizon, but as the players approach, they find that it is a shimmering, magical manifestation of the dreams of a sleeping dragon. Deep within the storm, a dragon dreams of reuniting with its lost mate. If the players choose to navigate the storm and help the dragon meet its mate by finding a missing gem, they are rewarded with valuable knowledge on ancient dragon lore and a protective charm for their airship. Opting to bypass the storm reveals a path that allows quicker travel, but denies them the deeper insight and connection.
D6=5:A minor repair is needed on one of the sails.
D6=6:A massive celestialogical map unfurls in the sky, drawn by an unseen hand. The map depicts your journey’s “true potential course” but teases details, insisting you solve astrological riddles.
d100 = 26
D6=1:A floating monastery consumed by fire slowly drifts by. Monks attempt to escape using frail gliders, but they are woefully unprepared for the perilous skies. The adventurers can aid in their evacuation.
D6=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.
D6=3:Find fractal prisms holding fleeting visions of a once-great skyfleet. Their frozen frames convey undelivered promises, maritime hearts unwillingly sundered in conflict.
D6=4:The stars seem unnaturally bright, creating a celestial spectacle.
D6=5:Passing an ancient wreck suspended midair, the crew is haunted by 3d6 shipwraiths—a semblance of those who once manned the now lingering celestial remains.
D6=6:You stumble upon a warped, airborne circus featuring half-ethereal performers juggling their own disembodied limbs. They insist you're the next act and start tossing non-etheric axes your way.
d100 = 27
D6=1:A small army of orcs is marching through the jungle below, heading west. They're carrying axes and spears and wearing leather armor.
D6=2:A silver dragon and a red dragon are dueling each other in the sky.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 28
D6=1:The crew spots a cluster of shipwrecks dotting a reef below.
D6=2:A mysterious group of cloaked figures, known as the Cloudwalkers, approach your ship on magical flying carpets. They offer to trade rare and valuable goods.
D6=3: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.
D6=4:Find cursed harmonized jewels singing cyclic etudes of enchanted musicians bounded to lost eras strung improperly without a chance to resolve their melodious ledger.
D6=5:You see an unusually large number of vultures circling above an unusually large number of dead bodies - a battle between aerial vehicles has just occurred and the victor is feeding on the losers.
D6=6:I spy a group of 4 men on a flying ship. They are flying the ship into battle. They are bardic warriors.
d100 = 29
D6=1:Drifting among twilight-hued auroras, 2d4 starlight dragons dance in peaceful celebration. Their scales hum with the light's natural harmony, but they warn of dark energies.
D6=2:An eerie glimmer catches your eye: a silver whistle that, when blown, summons the sorrowful spirit of a young cabin boy who perished in a sudden aerial clash, leaving behind unfinished melodies meant for his mother.
D6=3:The vivid glow of a yet un-extinguished distress flare catches your attention, wherein you find the lone survivor of an airship wreck who recounts the tragic fall of their comrades in an ambush, the tale ending with the flicker of life leaving their eyes.
D6=4:The refreshing scent of rain-soaked earth fills the air from below.
D6=5: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.
D6=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.
d100 = 30
D6=1: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.
D6=2:The airship briefly skims the top of a dense cloud, creating a whiteout effect.
D6=3:A flock of common eagles have gathered together to prey on a wounded elk.
D6=4:A ship filled with pirates, the captain is a female named Red. She is looking for a new crew and will offer the party a job if they are interested in the work.
D6=5: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.
D6=6: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.
d100 = 31
D6=1:A mysterious storm clouds the horizon, but as the players approach, they find that it is a shimmering, magical manifestation of the dreams of a sleeping dragon. Deep within the storm, a dragon dreams of reuniting with its lost mate. If the players choose to navigate the storm and help the dragon meet its mate by finding a missing gem, they are rewarded with valuable knowledge on ancient dragon lore and a protective charm for their airship. Opting to bypass the storm reveals a path that allows quicker travel, but denies them the deeper insight and connection.
D6=2:A group of common pigeons fly towards you, getting ready to attack.
D6=3:A chimera with wings pursues the players' airship, looking for a meal. The players must defend themselves and their ship from its deadly attacks.
D6=4: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.
D6=5:A player sees an image of a raven flying in front of the sun. The raven flies up and away into the sky, and the sunlight reveals that it is actually an arrow fired from an elf with a bow, who is flying on a giant eagle.
D6=6: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.
d100 = 32
D6=1:Above a storm, the airship encounters 2d8 storm sorcerers practicing aerial spells. The array of magical displays divert from their practice to possibly hostile warnings as the airship approaches.
D6=2:A dense cloud bank reveals the shattered remains of an ancient floating city. Ghostly apparitions wander its crumbling streets, replaying the final moments of the catastrophe that sent their home plummeting from the skies.
D6=3:In a pocket of unbelievably still air, they find an airship’s figurehead with an anguished face. Bordering the airspace, inscriptions tell of its effort to brave pirate raids to protect its passengers.
D6=4:A group of bards are singing songs about the local legends and lore of the area.
D6=5:An ancient tree grows in the middle of the town. It has never been cut and the town's people gather at the tree's base to find wisdom and advice. The tree is actually a treant who pulls people into the tree so it can eat them.
D6=6:A mysterious cloud city appears, floating in the sky. The players can choose to explore it and discover its secrets or continue on their journey.
d100 = 33
D6=1: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.
D6=2:A gentle rain starts to fall, pattering lightly on the deck.
D6=3:A gigantic airship is slowly sailing by, carrying a large cargo of precious metals and stones.
D6=4: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.
D6=5:A silver dragon and a red dragon are dueling each other in the sky.
D6=6:The party sees a campfire far below them on the ground.
d100 = 34
D6=1:The party is flying through a flock of giant bats and must take evasive maneuvers to avoid being attacked.
D6=2:A group of winged minotaurs, armed with powerful bows and axes, approach your ship to engage in combat.
D6=3: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.
D6=4:Brief wisps of fog drift past the ship's bow as it skims a cloud bank.
D6=5: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.
D6=6: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 = 35
D6=1:An isolated cloud formation morphs into a playground for the wind's children. Air elementals playfully part the mists, revealing hidden vistas and a sense of magic in the air.
D6=2: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.
D6=3:As the airship traverses a dazzling cloudscape, a Cosmic Deva, Astriel, intervenes with decrees from celestial paths. She commands the party to prove their virtue through trial missions against skyfiend banes. Rewards include divine boons or celestial relics, whereas failure sees astral imprisonment.
D6=4:A flock of cloud-mice, small air-borne rodents with tiny parachutes of fur, invades the ship, scavenging for food and causing minor annoyances.
D6=5: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!"
D6=6:Discover a gryphon's nest with eggs eternally unhatched. The forlorn parent moves ceaselessly in loud suffering, pondering the loss of future battles and victories.
d100 = 36
D6=1:The refreshing scent of rain-soaked earth fills the air from below.
D6=2:A group of clouds is playing some sort of game (but not a bad game).
D6=3:An illusory anvil in the sky manifests ethereal armaments of once-great airship engineers, melancholically forging their art to eternity without knowledge of use.
D6=4: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.
D6=5: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.
D6=6: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 = 37
D6=1:A low hum is heard as the airship's engines purr healthily.
D6=2:A distant volcano, dormant and snow-capped, comes into sight.
D6=3:A remote monastery stands atop a lonely cliff, its bell tolling softly.
D6=4:You find a mechanical bird hovering nearby, spewing haikus composed entirely of your worst travel anxieties. It screeches that you'll never reach your destination without addressing each fear in poetic form first.
D6=5:The players see a huge storm ahead, but just before they pass through it, they see a huge dragon flying through it!
D6=6:The airship sails close to a mountain peak, snow glistening in the sun.
d100 = 38
D6=1: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.
D6=2:A vast, shadowy quartet of aerial islands occasionally gliding into alignment symbolizes the convergence of four clans long divided by heart-wrenching conflicts.
D6=3: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.
D6=4:A giant owl flies over the ship, looking for prey. It swoops down and takes a bite out of one of the crew members. Anyone on deck must roll a die, if they roll a 1, the owl attacks. The type of die depends on how angry the DM is at that particular moment from d4 (very mad) to d100 (not very mad).
D6=5:Flocks of birds are flying in the air around your airships, appearing to be communicating with one another.
D6=6:The airship sails into a region filled with thick, rolling fog.
d100 = 39
D6=1: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.
D6=2:Thunder and lightning rain down from the clouds.
D6=3:Meandering tendrils of smoke are seen rising from a distant village.
D6=4: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.
D6=5:Birds of prey circle below, hunting small creatures from the skies.
D6=6:Distinctive wind patterns create swirling eddies around the ship's hull.
d100 = 40
D6=1: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.
D6=2:A mystical phantom bell falls from the sky, emitting vibrations audible only to your animals. Their subsequent eerie behavior implies understanding of some imminent celestial danger.
D6=3:A mysterious cloud city appears, floating in the sky. The players can choose to explore it and discover its secrets or continue on their journey.
D6=4: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.
D6=5:An old man in a blue robe with a long white beard, long white hair and a long white staff with a blue gem at the top stumbles by. He grumbles about not being able to find an inn or tavern or even a chicken to eat.
D6=6: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.
d100 = 41
D6=1: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.
D6=3:Flying through a thundercloud, the ship is struck by lightning, awakening trapped storm spirits. These spirits now haunt the ship and must be appeased or exorcised.
D6=4:Over a majestic cloud canyon, the players encounter a griffon pride conducting their sacred sky joust. The pride leader challenges the bravest among the party to prove their might in an airborne duel.
D6=5: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.
D6=6:The players witness a battle between two airships, one manned by elves and the other by dwarves. The players can choose to intervene or simply watch from a safe distance.
d100 = 42
D6=1:The players see a large group of flying carpets, carrying wealthy merchants and nobles, approaching your ship.
D6=2: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.
D6=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.
D6=4: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.
D6=5: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.
D6=6:The ship passes through a veil of steam rising from geothermal activity below.
d100 = 43
D6=1: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.
D6=2: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.
D6=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.
D6=4:Clouds below reveal sprawling landscapes as a moving, living map.
D6=5:Unexpectedly appearing in an alternate sky-realm, an invitation arises from the Sky Vampiric Lord Darion to engage in a series of duels of blood-magic and aerial prowess. Triumph rewards ethereal blood arts, whereas falling subjects players to vampiric curses and seduction.
D6=6: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.
d100 = 44
D6=1:A group of flying elephants appear, carrying a royal couple who have been cursed and turned into the creatures. They ask the players for help in breaking the curse and returning them to their human forms.
D6=2:A lighthouse stands resiliently against the cliff, its beam piercing the encroaching night.
D6=3: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.
D6=4:A field of floating jack-o’-lanterns emerges; they warp the air around you, creating unsettling illusions of forgotten fears, each whispering secrets they claim your ship is hiding from you.
D6=5:The players spot a giant floating ship, seemingly made of pure gold and jewels, being guarded by a group of heavily armed dwarves. They must navigate past the dwarves to get a chance at the treasure inside.
D6=6:The ship sails over rocky hills striated with veins of precious metals.
d100 = 45
D6=1:A contingent of celestial warriors riding atop massive eagles descends upon the airship, requesting aid against a rogue planetary dragon that threatens their realm. Their plea holds the promise of divine favors.
D6=2:An enormous roc descends from the heavens, mistaking the airship for prey. The crew must fend off the attacks of this colossal bird or risk being torn apart or carried away.
D6=3:A strange creature attacks the players. It is made of wood and it can fly and has other powers common to wood elementals.
D6=4: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.
D6=5:Thick clouds part to reveal an airborne monastery of ascetic aarakocra monks who worship the wind god Zephyros. Their leader, High Monastic Zafir, invites the players to a series of aerial duels and trials in navigating wind currents. Success gains the players powerful wind-manipulating artifacts, but failure risks being banished into the endless sky.
D6=6:You come across a testy crow thinking it's an owl, as it sits picking at the feathers of its wing.
d100 = 46
D6=1:The first light of dawn breaks over the horizon.
D6=2:A whimsical air-dragon composed entirely of lightning offers a curious game of riddles; failure means temporary zap-fried confusion, and success grants a spurt of lightning speed for the airship.
D6=3:Cruising through a dense fog, the ship collides with an invisible, floating fortress inhabited by spectral knights eternally seeking lost relics. Aligning with or against them could prove pivotal.
D6=4: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.
D6=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.
D6=6:Intricate cloud formations resemble wild beasts or mythical creatures.
d100 = 47
D6=1: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.
D6=2:A group of 3d6 common ravens fly over your ship. They look like they are carrying messages to other creatures in the area who are attacking you.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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 = 48
D6=1:An ethereal maiden with gossamer wings leads players to a high cloud realm, revealing it to be her people’s final resting place after a cataclysmic event wiped them out.
D6=2:The crew spots a distant pirate ship flying a black flag.
D6=3: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.
D6=4: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.
D6=5:Adventurers find an isolated floating tavern filled with patrons lost to memory-draining enchantments. They recount tales of loved ones forgotten and unfinished vows left unfulfilled.
D6=6: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.
d100 = 49
D6=1:Three airships (each with a crew of 20-30 goblins) appear and are obviously hostile.
D6=2: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).
D6=3:Imprisoned Wizards - The party encounters an airship with an imprisoned wizard being held by 5d5+5 mid-level fighters and 1 mid-level wizard.
D6=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.
D6=5:The party’s ship passes an endless spiral of deckless airframes through luminous mists—each frame a vow abandoned mid-flight tethered to collective runes of forsaken loyalty.
D6=6:A group of zombies is slowly walking through a swamp. They are unintelligent and not looking for a fight.
d100 = 50
D6=1:Small insects flit around, attracted to the lanterns on deck.
D6=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.
D6=3:The players encounter a group of air elementals who are responsible for controlling the winds and keeping the skies safe for air travel. However, they are being attacked by a powerful storm elemental who has gone rogue. The players must defeat the storm elemental and restore balance to the skies.
D6=4:The adventurers notice a trail of floating, glowing crystals leading away from their path. Following this trail, they discover an abandoned mining colony suspended in the sky, ripe for exploration—but not without its own dangers.
D6=5:Your airship enters a dense cloud, and within it, you see the spectral forms of an airship crew long lost to time. Their captain, in a futile effort to escape a naval blockade, steered them into a thunderstorm from which they never emerged.
D6=6:An old, abandoned observatory looms on a cliff side, appearing haunted.
d100 = 51
D6=1:I see two men flying on a flying ship and one of the men is a mage. He casts Lightning Bolt at oncoming enemies.
D6=2:Crew members spot a faint, moving dot far below—a person or animal?
D6=3:Crossing into an ethereal sky-path, the players encounter a sweeping Gossamer Storm, an area where the air bleeds into the Feywild. Ethereal airships steered by mischievous fey pirates, led by Captain Thorn, sail alongside, offering a blend of trickery, trade, and trial. The fey pirates might challenge players to riddles, races, or deceive them for their own amusement.
D6=4:The sound of a bullet whizzing by your head as you listen to an old soldier telling you a story of a traumatic experience. The sound of his voice fades away after the snap of the bullet. It was close. You look down and see that you are standing on the deck of a battered airship. There is a giant hole in the deck where the bullet came from. You spot a kobold leaping from a balcony above the hole across the deck to a rope hanging from the rigging. He gives you a smirk, then pulls something from his belt, throws it at you and leaps overboard. A plank full of pirates on the deck makes an announcement that you should come to their table for some fun and games in the common area. ((Pirates ambush in the common area))
D6=5:The ship veers into a vortex known as the Celestial Maelstrom, a swirling mass of chaotic energy and floating debris. Navigation relies on interpreting ever-changing constellations and avoiding sudden eruptions of wild magic.
D6=6:A group of storm giants is flying in the sky on a giant cloud. They seem to be searching for something, and the players must find out what it is.
d100 = 52
D6=1:Crossing an endless rainbow bridge, the airship encounters 3d6 unicorn pegasi. One of them seems to bear an ancient, celestial message tattoos along its wings.
D6=2:The airship moves through a valley of clouds, disturbed by 3d8 dust devils, energized by mysterious glowing heptagrams at their cores.
D6=3:The players encounter a flying ship manned by a group of rogue wizards. They are using their magic to create powerful storms and sink passing ships. The players must defeat the wizards and put an end to their destructive tactics.
D6=4:Quiet, ethereal music seems to emanate from a distant fairy ring or ancient grove beneath.
D6=5:A pocket of the sky seems occupied by a floating market. Vendors selling “unused twilight” and bottles of “stolen moonbeams” insist you trade your ship's key components for their "priceless wares".
D6=6:Crossing into an ethereal sky-path, the players encounter a sweeping Gossamer Storm, an area where the air bleeds into the Feywild. Ethereal airships steered by mischievous fey pirates, led by Captain Thorn, sail alongside, offering a blend of trickery, trade, and trial. The fey pirates might challenge players to riddles, races, or deceive them for their own amusement.
d100 = 53
D6=1:A gentle wind brings the scent of saltwater from a distant sea.
D6=2:A massive celestialogical map unfurls in the sky, drawn by an unseen hand. The map depicts your journey’s “true potential course” but teases details, insisting you solve astrological riddles.
D6=3:A merchant has been given a large shipment of rare and valuable gems. This merchant is being attacked by a group of flying pterodactyls who are trying to steal his gems.
D6=4:A dense flock of 4d6 Stirges is encountered, driven to heights by some unseen force. They swarm the airship, seeking blood and causing chaos among the crew.
D6=5:The crew spots a lone shipwreck marooned on a reef.
D6=6:Twisting in a celestial cyclone, the players find the remains of a star navigator’s ship. The ghostly chart within tells of its failed quest to map the heavens, a task fated to never be completed.
d100 = 54
D6=1: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.
D6=2:Moonlit spirits materialize on deck, claiming it as their resting place. They demand a proper burial or threaten to drag the crew into the ethereal plane.
D6=3:Cruising through a dense fog, the ship collides with an invisible, floating fortress inhabited by spectral knights eternally seeking lost relics. Aligning with or against them could prove pivotal.
D6=4:A powerful wizard on a floating citadel captures the party's airship with a magical net. He demands help with a ritual gone wrong, threatening to drop the ship if they refuse.
D6=5:A descending block of solitary stone bears the inscriptions of an optimistic airship builder, now venerated posthumously due to their failed uncompleted work in the upper sky-rims.
D6=6:A band of 3d6 Cloud Giants gallivant on flying platforms, trailing storms and eager to test the might of any who dare to share their stratum.
d100 = 55
D6=1:During a blood moon, a nightmarish aerial phantom ship, crewed by the damned, drifts into view. The captain offers dark bargains, but dealing with such forces requires careful navigation to avoid eternal entrapment.
D6=2: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.
D6=3:You see a griffen, but you don't see his rider nor the griffen's home.
D6=4:A group of human knights ride flying horses and fly towards the party's airship to attack it. The knights are 3rd level and have the stats of a standard, mid-level human fighter in the Monster Manual.
D6=5:I saw a small group of men and women flying on strange leathery wings strapped to their backs. They were flying high. I was unable to get close to them before they flew over the ridge of a nearby mountain. They were wearing strange helmets with glass goggles over their eyes. I have never seen anything like them before.
D6=6:Clouds part to reveal a vast cityscape gleaming in the morning sun.
d100 = 56
D6=1:A small bug lands on the front of your ship and is immediately destroyed by a fireball from one of the players.
D6=2: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.
D6=3: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.
D6=4:You see a group of sky sailors working on maintenance up in the rigging.
D6=5:A field of floating jack-o’-lanterns emerges; they warp the air around you, creating unsettling illusions of forgotten fears, each whispering secrets they claim your ship is hiding from you.
D6=6: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.
d100 = 57
D6=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.
D6=2:A wizard who is also a member of the airship crew appears asking for help. He is being hunted by a worshipper of an evil god and he can no longer remain on land. He will pay the party a large sum of money if he can join the airship's crew. The airship's crew are not sure if they trust the wizard, but they will accept him if the players agree.
D6=3:A small, wispy cloud floats by at arm's reach.
D6=4:A lighthouse stands resiliently against the cliff, its beam piercing the encroaching night.
D6=5: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.
D6=6:An unusual event unfolds as a herd of 3d6 Pegasi fly by, pursued by a savage Gynosphinx, turning the skies into a dangerous battleground.
d100 = 58
D6=1: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.
D6=2: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.
D6=3:Navigating through a dark cloud, the airship unearths an airborne cemetery for sky drifters. Tomb markers float aimlessly, and the fates of those buried here weigh heavily on the adventurers' morale.
D6=4:A whimsical air-dragon composed entirely of lightning offers a curious game of riddles; failure means temporary zap-fried confusion, and success grants a spurt of lightning speed for the airship.
D6=5: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.
D6=6:A lone kite, likely cut loose from its string, floats nearby on the breeze.
d100 = 59
D6=1:The distant tones of a bell tower chime the passing hours far below.
D6=2: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.
D6=3:The players encounter a drifting, untethered hot air balloon. Inside is a love-struck couple who departed decades ago to elope, frozen in an eternal embrace. The air around them is still and heavy with sorrow.
D6=4:A small herd of floating goats drifts past, each carrying saddlebags filled with herbs and potions. The herder is nowhere to be seen.
D6=5: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.
D6=6:Players encounter a confluence of time-streams, marked by glowing chronal fish. Fishing within these currents can yield potent time-altering artifacts, but grapple with the paradoxical risks involved.
d100 = 60
D6=1:A sudden swarm of air-jellyfish passes by, their bioluminescence lighting up the night sky. The ship’s trajectory could align with their annual summoning ritual.
D6=2:The ship sails over ancient battlegrounds, weapons, and armor still scattering the landscape.
D6=3: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.
D6=4:The players encounter a squad of winged-merfolk guarding a sky-reef. They offer a rare, transparent treasure extracted from sky-corals but at the price of a daring quest into their watery aerial caverns.
D6=5:Drifting through a serene jetstream, the airship passes over an airy sea of clouds that roll like gentle waves. Dotting the cloud-ocean are floating watermelon-like air-fruits that the crew can harvest for a refreshing treat.
D6=6: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.
d100 = 61
D6=1:The airship crosses above a large, shimmering waterfall.
D6=2:Brief wisps of fog drift past the ship's bow as it skims a cloud bank.
D6=3:A group of eagles attack your ship. After five minutes, you realize that they are immature and scared. Your characters are able to use this to their advantage.
D6=4:A group of 12 humanoids flying with their own wings attached to their backs (4th level human druids with the stats of a standard, mid-level human druid in the Monster Manual).
D6=5:A large golden swan floats by, singing a soothing melody.
D6=6:A small, wispy cloud floats by at arm's reach.
d100 = 62
D6=1:A crew member starts whistling a cheerful tune.
D6=2:An airship of scavengers armed with alchemical weapons attempts to board the party’s vessel, seeking rare components for their floating scrapyard empire.
D6=3: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.
D6=4: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.
D6=5:The airship slides gently through a stretch of silvery moonlit clouds.
D6=6:Small insects flit around, attracted to the lanterns on deck.
d100 = 63
D6=1:The sound of leathery wings flapping is heard overhead, and a great black dragon swoops down, breathing a ball of fire.
D6=2:Foreboding fog engulfs the ship, revealing an aerial necropolis governed by ancient flagbearers who demand only earnest oaths preserved in runestones.
D6=3: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.
D6=4: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.
D6=5:A front line of four or five archers or a squad of crossbowmen are firing at the airship.
D6=6: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 = 64
D6=1:Thunder Crash - A bolt of lightning strikes nearby. This will give players something to do during the encounter if they are not engaged in combat at the time.
D6=2:The airship flies over a coastal town, waves crashing on the shore.
D6=3:Quiet, ethereal music seems to emanate from a distant fairy ring or ancient grove beneath.
D6=4:The players see a large tornado-shaped cloud coming toward their ship.
D6=5:On high within cascading fogs, an audial form relays rhyming odysseys of imprisoned angelic essences inscribed upon glyph-etched pendants worn by aerial overseers chained beyond twilight hope’s ethereal shadows.
D6=6: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 = 65
D6=1:An eerie ship sails alongside theirs for several days, revealed eventually to be a ghost ship crewed by 2d6 Specters bound to the vessel by some ancient curse.
D6=2:The players’ airship gets caught in a strange aerial current, bringing them to a suspended circus. The performers are cursed to forever perform with no audience in sight, hoping for a break in their tragic fate.
D6=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.
D6=4:Four small, floating ships approach the players' ship. Each ship has 1d4+4 skeletons on it armed with swords and shields.
D6=5: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.
D6=6:A large flock of birds is flying around a small village, the birds are attacking the villagers. The party can help them defeat the birds. ((Attack birds that appear and attack villagers))
d100 = 66
D6=1:An isolated cloud formation morphs into a playground for the wind's children. Air elementals playfully part the mists, revealing hidden vistas and a sense of magic in the air.
D6=2:A group of air acolytes holds a ceremony on a floating island, chanting prayers to the sky spirits. The air is filled with a sense of reverence and calm.
D6=3:A strange creature attacks the players. It is made of wood and it can fly and has other powers common to wood elementals.
D6=4:The airship sails past a chain of forbidding mountains.
D6=5:A group of small dragons is flying in the sky. They will attack the party if they get too close, but they may also be willing to make a deal with the party.
D6=6:An airborne anglerfish, using luminescent lures to mimic stars, tricks the players into investigating "celestial bodies," but it trades valuable sky-minerals if outsmarted.
d100 = 67
D6=1:The sky turns an uncanny green as the ship enters a magical aurora. The lights bear messages from ethereal beings that could offer guidance or danger.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6:You spot a wizard casting a spell from a tower far below.
d100 = 68
D6=1: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.
D6=2:An airship flying through the sky has a creature on it that seems to be living in the basket. It looks like an angler fish or something like that.
D6=3:A huge griffon with huge eagle wings and huge lion claws attacks the party because it thinks one of them trespassed on its territory and disturbed its mate.
D6=4:You see a line of soldiers marching along a road far below.
D6=5:Silky mists curl up from a distant waterfall, visible through gaps in dense woodland.
D6=6:Cruising through a dense fog, the ship collides with an invisible, floating fortress inhabited by spectral knights eternally seeking lost relics. Aligning with or against them could prove pivotal.
d100 = 69
D6=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.
D6=2:The airship crosses over an active mine, with workers toiling away.
D6=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.
D6=4:The cry of a lone wolf echoes through the night, chilling the air.
D6=5:A weather balloon with scientific instruments floats past harmlessly.
D6=6:Pockets of flashing sporadically light the sky, indicating 3d6 lightning drakes in a territorial brawl. Sparks dance off their intricate scales.
d100 = 70
D6=1:A lighthouse stands resiliently against the cliff, its beam piercing the encroaching night.
D6=2:A group of wandering nomads on flying camels offers to guide the players through treacherous areas in exchange for trade goods. But the nomads may have ulterior motives and lead the players into a trap.
D6=3:Through the mist, the players see a garden ship with flowers that seem to weep. The voice of its long-gone caretaker begs for the return of joy and the sun that once made his plants bloom.
D6=4: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.
D6=5: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.
D6=6:A large airship crashes into your airship, and when you look inside you can see a group of powerful wizards inside. The wizards are looking for a powerful artifact in order to complete their magical quest.
d100 = 71
D6=1:A storm blows up as the players sail, but they are not as worried as they should be because they are protected by a magical shield that prevents the ship from being damaged by the storm. The players can see the storm raging all around them, but they are protected by their shield and thus it is not as bad as it looks.
D6=2:An airship flies over head, but it's not one that the party has encountered before. A wizard on board is casting fireball at an army of orcs below, but not hitting any of them.
D6=3:A large storm cloud approaches your ship, unleashing bolts of lightning and blasts of thunder. Your ship must navigate through it to avoid damage.
D6=4:Observing remains of a celestial hoard of ruby-inscribed wings tells valiant stories of retired fliers and mournful records of endeavors drawn until final flight.
D6=5:A group of 3d6 halfling bards are galloping away on horses. They're being chased by a group of 3d6 orcs on worgs.
D6=6: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 = 72
D6=1:Phosphorescent algae in bodies of water far below create a living, glowing tapestry.
D6=2:Gale-force winds sweep the ship, necessitating an alteration in course.
D6=3:The party sees an airship flying nearby, it is traveling in their direction and it appears to be an airship of the royal navy based on its design, it flies past the players then heads off towards the dark clouds gathering over the mountains ahead of it. Ì´If they follow it, they can find out what happened to Baron von Zan's airship after it was reported missing
D6=4:A large dark cloud boils in the sky, forming into a giant creature.
D6=5:The airship drifts over an endless jungle. The players see a giant ape in the jungle below. It's enormous and covered with thick black fur.
D6=6:A celestial druid meditates on a floating disc of rock, surrounded by a circle of ancient runestones. They share insights into the balance of nature and the sky.
d100 = 73
D6=1:A group of pirates are flying around in their large airship, looking for a merchant ship to attack and rob.
D6=2: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.
D6=3:A gentle fog covers treetops, giving the landscape a mystical, ethereal appearance.
D6=4:Suddenly finding themselves above an airborne labyrinth, the crew must navigate twisted aerial passages populated by displacer beasts that have adapted to the sky.
D6=5:The ship emerges from a cloudbank to an expansive view of rolling hills.
D6=6:A rare, vibrant cloud formation creates picturesque views for the crew.
d100 = 74
D6=1:A chimera with wings pursues the players' airship, looking for a meal. The players must defend themselves and their ship from its deadly attacks.
D6=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.
D6=3: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.
D6=4:The ship passes eerily over a sunken village, tantalizingly hidden beneath clear waters.
D6=5: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.
D6=6:A group of 2d6+10 pirates are looking for their lost treasure, their ship crashed into a mountain.
d100 = 75
D6=1: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.
D6=2: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.
D6=3:A narrow, snaking river glimmers like liquid silver far below the ship's path.
D6=4:The crew lowers a fishing net to catch skyfish.
D6=5:Out of nowhere, the airship’s path is obstructed by a massive, derelict flying fortress overrun with monstrous aberrations. Players must navigate the treacherous interior to deactivate the fortress’s engines and clear a safe path.
D6=6: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.
d100 = 76
D6=1:The occasional flash of far-off lightning provides brief illumination.
D6=2:A lone adult male dragon approaches the airship flying on the wind. Its scales are cast in gold, it has a golden beard, and its breath is golden-orange. It wants to join the adventurers on the airship. The dragon's race has many eggs and young, but no adult males to protect the eggs; thus it wants to join the party so that he can protect the eggs from harm.
D6=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.
D6=4:The players see a giant floating whale in the sky, its massive body supported by a group of cloud giants harnessing their magic.
D6=5:The airship flies over a field of colorful wildflowers.
D6=6:A floating, eerie illumination familiar only by instinct reveals unwelcome truths: maintenance spirits somewhat devious, misaligning your ship’s aural energy with unsettling synchronicity.
d100 = 77
D6=1:I spy a flying ship with 2 players inside it. One is an Air Elemental Mage and the other is an Air Elemental Summoner. They are attempting to summon an Air Elemental to attack the players in the area. They have a scroll of Animate Dead and will animate any dead bodies on the ground if the players do not disarm them or kill them first.
D6=2:As the airship traverses a dazzling cloudscape, a Cosmic Deva, Astriel, intervenes with decrees from celestial paths. She commands the party to prove their virtue through trial missions against skyfiend banes. Rewards include divine boons or celestial relics, whereas failure sees astral imprisonment.
D6=3:The stars seem unnaturally bright, creating a celestial spectacle.
D6=4:An airship glides out of the clouds, and hovers above the party. A beautiful woman from that ship shouts out, "Climb aboard boys, we'll take good care of you."
D6=5: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.
D6=6:Two airships are locked in a battle in the sky. It appears that a group of adventurers is trying to take something from one of the airships.
d100 = 78
D6=1:A pocket of sky-dwelling, sentient paper cranes seems engaged in some cryptic Sky Origami War. They believe you’re rival reconnaissance and hurl airborne origami shruikens that tousle your plan.
D6=2:A group of 2d6+2 elves on horses attack the party as they fly over a forest.
D6=3:A group of humanoids flying with their own wings attached to their backs (4th level elves with the stats of a standard, mid-level elf in the Monster Manual).
D6=4: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.
D6=5:T'H'E's (the) lightning strikes the ship. A few moments later, it strikes again. This continues for 1d6+2 minutes.
D6=6: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 = 79
D6=1:An island populated with friendly air genasi is discovered, its people engaging in a festival of wind. The celebrations include enchanting music played on wind chimes and drifting lanterns.
D6=2:As the airship soars through the clouds, the players notice a lone phoenix flying beside them, glowing with a brilliant red and gold light. The phoenix seems to be looking for something. If players choose to interact with the phoenix and help it find its lost nest, they will be treated to a breathtaking display of the phoenix's rejuvenation powers, which can heal any wounds and potentially grant a boon of revival. If they choose to ignore it, the phoenix flies off into the distance, leaving behind a trail of shimmering feathers that provide a temporary enhancement to their speed.
D6=3:Near a floating crystalline formation, 2d8 humanoid creatures shaped from living air expressed themselves through haunting harmonics.
D6=4:A dragon flies over the airship, it lands on top of one of the masts causing the airship to list to one side. Some of the crew members look up, but they are too late - The dragon grabs the most vulnerable crew member and grabs him in its jaws and then flies off into the distance with the poor crew member. The rest of the crew runs to their weapons and target the dragon. Some of the crew members are not strong enough to hold onto the airship as it lists. They slip off as they try to aim their weapons at the dragon.
D6=5:The apparition of an air-walker strolls across the stormy sky, tiptoeing on raindrops while reading a cryptic guidebook on "The Unpredictable Moods of Squalls". She asks if you'd like chapter five read aloud.
D6=6:An enormous flying lion attacks you, attempting to bite off one of your airship balloons.
d100 = 80
D6=1: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.
D6=2:Haunting Music - A magical fog slowly lifts revealing an airship. The airship is a magical ship in the shape of an eagle. The music is very haunting and the fog will make all the players nervous.
D6=3:You come across an airship that has a large wheel on its tail. There are 3 large skeletons wearing armor and piloting the ship.
D6=4: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.
D6=5:The airship glides above a peaceful monastery.
D6=6:Trees growing out of the Cloud Sea. Winds are strong.
d100 = 81
D6=1:A large flock of birds is flying around a small village, the birds are attacking the villagers. The party can help them defeat the birds. ((Attack birds that appear and attack villagers))
D6=2:I spy a group of 4 men on a flying ship. They are flying the ship into battle. They are bardic warriors.
D6=3: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.
D6=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.
D6=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.
D6=6: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 = 82
D6=1: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.
D6=2:On convoluted windstreams, they encounter an air priestess doling out benedictions hushed by unresolved guilt for an unprompted cataclysm that decimated her broad flock.
D6=3:The players spot dead bodies hanging on an abandoned ship in the distance.
D6=4:You see a flock of 5d6+5 woodpeckers flying in a nearby canyon.
D6=5:A translucent bubble, a fragment of the Elemental Plane of Air, transitions near the airship. Inside floats a monastic order of air genasi practicing their aerial combat forms. They seek worthy challengers for their sacred trial.
D6=6: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.
d100 = 83
D6=1:Moonlit spirits materialize on deck, claiming it as their resting place. They demand a proper burial or threaten to drag the crew into the ethereal plane.
D6=2:An unusual phenomenon—a "skyquake"—shakes the area, displacing time and space in a localized aerial rift. Strange creatures and fragments from different eras spill out, creating chaos that the players must right.
D6=3:All around you, you hear a loud buzzing noise. When you look around the sky you can see a swarm of Clockwork Wasps, buzzing and swarming around your airship.
D6=4:The players come across a group of wyvern riders who are conducting aerial raids on nearby towns. They must stop the wyvern riders and protect the townspeople.
D6=5: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.
D6=6:A group of common pigeons fly towards you, getting ready to attack.
d100 = 84
D6=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.
D6=2:An old man in a blue robe with a long white beard, long white hair and a long white staff with a blue gem at the top stumbles by. He grumbles about not being able to find an inn or tavern or even a chicken to eat.
D6=3:A flock of giant, winged elephants appears in the distance. As they get closer, the players see that they are being ridden by a group of Cloud Giants who are on a mission to retrieve an important artifact from a nearby floating temple.
D6=4:Puffy, fair-weather clouds cast sweeping shadows over the landscape below.
D6=5: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.
D6=6:The players come across an airship that has been abandoned by its crew. Upon investigation, they find out that the entire crew has been turned into zombies by a necromancer who is using the ship to transport his undead army.
d100 = 85
D6=1: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.
D6=2: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.
D6=3:You spot a group of adventurers in the wilderness far below.
D6=4: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.
D6=5:A group of 5d6 men is flying in a hot air balloon in a cold day. 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.
D6=6:A ship flies by, and the crew members adjust their sails to avoid another ship that's following them.
d100 = 86
D6=1: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.
D6=2:The airship passes through a territory known for its fierce tribes of wyvern riders. As the riders circle overhead, they offer to escort the ship—but only if the party can best their best warrior in aerial combat.
D6=3:Crew members and players alike enjoy spotting shapes in the clouds.
D6=4:A wizard uses magic to create a large ring around the ship. The wizard commands everyone to enter the ring because they are under arrest. If anyone enters the ring or tries to break it, they take 1d6+10 points of damage per round.
D6=5:A minor repair is needed on one of the sails.
D6=6:Meandering tendrils of smoke are seen rising from a distant village.
d100 = 87
D6=1:The airship flies over a serene, moonlit forest.
D6=2:An airship of scavengers armed with alchemical weapons attempts to board the party’s vessel, seeking rare components for their floating scrapyard empire.
D6=3: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.
D6=4: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.
D6=5:A group of griffons are attacking the party's airship.
D6=6:A group of fairies is dancing in the air. They seem to be celebrating a special event, and the players must learn why they are celebrating.
d100 = 88
D6=1:A golden eagle flies alongside the vessel, guiding it towards a safe passage through treacherous airs and then soaring away with a parting call.
D6=2: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.
D6=3:A vortex swallows the airship, transporting the crew to an inverted world where gravity works backward. Necessity demands swift adaptation to bizarre aerial navigation.
D6=4:Navigating cloud drifts revealing mosaics of fragmented dioramas, you witness celestial reflections of hopes dashed in mid-journey solemn introspections inspired by navigators' expressed unfulfilled longing songs.
D6=5:The players see a giant black dragon attack the ship, killing all the people on the ship and then eating them.
D6=6:Lifting Fog - A fog bank slowly lifts revealing an airship. The fog bank is gone. The airship is a magical ship in the shape of an eagle. It's flying very slowly and the air is filled with magic as it slowly lifts off the ground.
d100 = 89
D6=1: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.
D6=2:Vicious, flying wolves come at the airship. It's a distraction by a local tribe to attack the ship while the players are busy.
D6=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.
D6=4:A ship has been attacked by a giant eagle. The ship has been damaged, and a few people have been injured. They are looking for help from any passing ship or airship.
D6=5: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.
D6=6:You spot a flock of birds flying in formation nearby.
d100 = 90
D6=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.
D6=2: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 low-level fighter among them.
D6=3:On the horizon, you see an airship coming your way, sails billowing and wind in the sails. As the ship gets closer you see a group of 3d6+6 pirates trying to shoot down a 1d6+3 elves riding pegasi. The pegasi are trying to kill off the pirates but are currently flying around the ship, attacking pirates, who don't notice the pegasi at first.
D6=4:A floating monastery consumed by fire slowly drifts by. Monks attempt to escape using frail gliders, but they are woefully unprepared for the perilous skies. The adventurers can aid in their evacuation.
D6=5:Distinctive wind patterns create swirling eddies around the ship's hull.
D6=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.
d100 = 91
D6=1:You notice a distant mountain range on the horizon.
D6=2: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.
D6=3:A swarm of flying snakes descends upon your ship, their venomous bites causing chaos amongst the crew.
D6=4:Small, iridescent bugs dance in the air around the ship's lanterns.
D6=5:A merchant is flying over his most valuable cargo - a sackful of diamonds worth a king's ransom. He's worried about bandits, so he's hired an escort of two giant eagles to protect him
D6=6:Fields far below form a patchwork quilt of varying greens and browns.
d100 = 92
D6=1:The ship passes through a veil of steam rising from geothermal activity below.
D6=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.
D6=3:The airship sails above an enormous battlefield, long abandoned.
D6=4:A descending block of solitary stone bears the inscriptions of an optimistic airship builder, now venerated posthumously due to their failed uncompleted work in the upper sky-rims.
D6=5: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.
D6=6: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))
d100 = 93
D6=1: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.
D6=2: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.
D6=3:A group of 5 wizards are flying in a large ship, they are looking for a place to set up an arcane library, if the party approaches they will attack.
D6=4:As the airship traverses a dazzling cloudscape, a Cosmic Deva, Astriel, intervenes with decrees from celestial paths. She commands the party to prove their virtue through trial missions against skyfiend banes. Rewards include divine boons or celestial relics, whereas failure sees astral imprisonment.
D6=5:Glint of sun catches on a distant glass surface, possibly a watchtower or signal mirror.
D6=6:Wounded eagle is flying around. A pair of young griffons are on the back of the eagle and they are hunting for food.
d100 = 94
D6=1: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.
D6=2:A small man stands in the sky, surrounded by other small men, busily crafting an airship out of wood.
D6=3:A group of cloud giants offer to trade goods or services with the party.
D6=4:A whirlwind suddenly appears beneath the players' airship, threatening to suck them in and send them plummeting towards the ground. They must act quickly to escape its grasp.
D6=5: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.
D6=6:You hear the distant cry of a hawk.
d100 = 95
D6=1: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.
D6=2: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.
D6=3:The players come across a group of cloud giants who demand tribute from their airship. If they refuse, the giants retaliate with their powerful spells and strength.
D6=4: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.
D6=5:High among the clouds, the adventurers spy a flock of majestic skywhales gliding gracefully through the air. Their haunting songs reverberate, creating an almost ethereal atmosphere.
D6=6:Meandering tendrils of smoke are seen rising from a distant village.
d100 = 96
D6=1:Twisting in a celestial cyclone, the players find the remains of a star navigator’s ship. The ghostly chart within tells of its failed quest to map the heavens, a task fated to never be completed.
D6=2:The players encounter a placid cloud temple with floating gardens and ethereal monks. The monks invite the crew to meditate and find inner peace within the tranquil surroundings.
D6=3:The sound of distant, faint singing seems to come from nowhere in particular.
D6=4:An ancient, arcane floating monolith informs you that your current route crosses “The Phantom Parliament’s” astral territory. Their unsolicited legislative summons arrives promptly.
D6=5:You see an airship on the horizon. It flies low, kicking up dust and clouds of dust. It slowly drifts towards your ship while you run to the bow and prepare to fire on it. Suddenly, an enormous, jagged rift opens in the air next to the ship, and a huge bat with a wingspan the size of your ship and sharp, red eyes pokes its head out of the hole, smells the air and then darts down into the ship. The rip closes behind it. Your crew sighs with relief as it attempts to chew its way through the hull of their ship. In the distance, you see that the airship is slowly drifting away.
D6=6:A wizard and his apprentice are flying to the capital to seek the approval of the local archmage. If players approach, the wizard will ask them to vouch for his apprentice's skills.
d100 = 97
D6=1:You hear a mysterious, haunting melody carried on the wind.
D6=2:The crew spots a cluster of shipwrecks dotting a reef below.
D6=3: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.
D6=4:Clouds form pyramids and castles, igniting imaginations.
D6=5: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.
D6=6: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.
d100 = 98
D6=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.
D6=2:Small insects flit around, attracted to the lanterns on deck.
D6=3:The ship sails over rocky hills striated with veins of precious metals.
D6=4:Floating across realms, you receive unending spectral hymns from apprentices tragically left aspiring to reach celestial realms: each confined in perpetual loops singing an unreached path cemented beneath twilight sky prisms.
D6=5:A group of giant eagles are flying in the sky looking for food.
D6=6: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.
d100 = 99
D6=1:A strong gust of wind causes the ship to lurch slightly.
D6=2: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.
D6=3:Soaring through aurora-lit gateway, you unveil distant monastery corridors occupied by fore-fallen monks whom pledged eternal vigilance against leased aerial goddesses, yet ultimate fate lay buried in heaven’s sorrow.
D6=4: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.
D6=5: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.
D6=6:A floating garden maintained by ethereal gardeners appears, full of exotic plants and flowers. The guardians allow the adventurers to take some seeds as a token of their visit.
d100 = 100
D6=1:A ship carrying a cage with a small beast inside is floating in the air. If players interact with the ship it will say 'I'm hungry!' in a language that no one understands. Inside the cage is a small dragon, who will breathe a cloud of smoke at players if they don't feed it.
D6=2:The smell of smoked meats and spices permeates the air as the players see a dark skinned humanoid dressed in robes and carrying a large wooden pot and a large wooden spoon. Food is being cooked at the very front of the ship by a boy who is under the supervision of the humanoid. In clear Common, the humanoid shouts at the players, "Welcome to our flying home! Come ahead, get some food!"
D6=3: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.
D6=4:A mysterious signal is picked up on the ship's instruments. Following it leads to a floating research station abandoned by aerial archaeologists.
D6=5:Thunder and lightning rain down from the clouds.
D6=6: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.
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Other dice tiers for the airship - aerial - air: D1, D4, D8, D10.
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