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D10 Elemental Plane of Air Random Encounters

D&D 5e · 1,000 scenarios · Roll d100 → roll D10

A complete D&D 5e random encounter table for elemental plane of air scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  1. When the party enters a elemental plane of air, roll a d100.
  2. The d100 result picks one of 100 scenario sets below.
  3. Then roll a D10 to pick one of 10 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D10 Elemental Plane of Air encounter table

d100 = 1

  1. D10=1:A group of travelers, accompanied by a bard, are lost in the clouds and ask the players for directions. If the players lead them to safety, the bard may offer them a song that grants temporary flight abilities.
  2. D10=2:1d8 air monks spar on a flotilla of floating rocks, their strikes creating miniature shockwaves.
  3. D10=3:Players are ambushed by a group of 2d6 giants and ogres. They are looking for food and will attack the players if they find them.
  4. D10=4:As phosphorescent mist swirls like a delicate dance, the players find themselves before Harmonia, the Skyseer Oracle. She’s besieged by sprite assassins riding zephyr-steeds. Players defend her, capturing the feeling of a decisive, aerial ballet of triumph. Harmonia’s visions reveal each player’s significant fate entwined with the destiny of the Plane of Air itself.
  5. D10=5:A colorful balloon festival is taking place and the players are invited to join in on the festivities. However, as they float higher into the sky, they encounter a group of air elementals who are not a fan of the balloons and will do everything in their power to pop them.
  6. D10=6:A pair of 1d2 djinn lounges in a plush, floating gazebo, smoking from a hookah that billows playful, sentient smoke. The djinn challenge the party to a game of wits, betting on ephemeral treasures formed from the Plane of Air itself.
  7. D10=7:In the middle of a vast desert, the players come across a towering sandstorm that appears to have a mind of its own. It is actually a powerful air elemental who is searching for a new host, and the players must find a way to stop it before it causes more destruction.
  8. D10=8:A group of 1d4+4 humans are trying to capture a group of 1d12 gargoyles. The gargoyles are trying to escape from the humans who have been enslaving them.
  9. D10=9:The rare sighting of a 1d8 mystical sky elf elders meditating on the wisdom carried by the wind.
  10. D10=10:Mucus creatures attack and retreat.

d100 = 2

  1. D10=1:A flight of luminous butterflies flutters by, leading to an aerie of rocs. Following them might provide a shortcut but risks an encounter with their protective mothers.
  2. D10=2:Suddenly, the players are transported to an endless void of swirling winds and screams. A powerful wind god is testing their strength and must be impressed to return them to their own plane.
  3. D10=3:A giant eagle is flying through the area. The eagle is carrying a dead animal in its talons.
  4. D10=4:Whisper-leads to an underworld skyport known only through rumors. The party discovers an extensive underground brokerage run by a sphinx air pirate trading stolen artifacts. Here, ten clandestine transactions hide one crucial item the party must retrieve without rousing the wrath of the sphinx or disrupting the entire black-market syndicate.
  5. D10=5:Mist envelops like cloaks obscuring progress.
  6. D10=6:Players come across an airship with a crew of strange creatures from the Plane of Air.
  7. D10=7:A tranquil gathering of 2d6 celestial winds seek to harmonize their energies, a peaceful ritual to behold.
  8. D10=8:A flock of invisible birds start to fly around you. They will attack if the PCs make any sudden movements.
  9. D10=9:You spot a shepherdess guiding a flock of cloud sheep. She shares tales of lands afar but warns of impending convergence zones where temporal anomalies occur.
  10. D10=10:As strange aerial flora begin to encroach wealthily on the party's path, they find themselves entangled by living sky vines guarded by 10 camouflaged air vines. Within these ensnaring tendrils lies a long-lost airship captain who speaks of a hidden treasure amidst floating ruins, revealing part of a larger planar conspiracy.

d100 = 3

  1. D10=1:The air turns thick with humidity as 3d6 Water Weirds, coalesced from high-altitude clouds, rise from misty cloud banks, striking out with serpentine bodies at anyone passing through their vaporous realm.
  2. D10=2:Players find themselves standing on the edge of a floating city in the clouds.
  3. D10=3:In the center of a swirling vortex of clouds, the players find an ancient temple dedicated to the element of air. Inside, they face challenges and puzzles designed by the elemental guardians, and the reward for completing the temple's trials may be a powerful artifact or ally.
  4. D10=4:The ghostly remains of an ancient aviator, hauntingly preoccupied with completing an endless flight, appear alongside 2d4 spectral air steeds. Assisting the ghost may end the haunting, with spectral guides offering their services as repayment.
  5. D10=5:Inside a churning tornado, bound by lightning ropes, a dragon of air and smoke roars paradoxical commands and riddles. It offers power to those who can solve its nature: a beast of destruction and creation, existence and void. Each wrong action nourishes the tornado, increasing its fury, while each correct step calms the beast. Engage in combat against a being of pure contradiction, and you risk becoming part of the storm yourself. The dragon's breath alternates between life-giving air and suffocating void, confusing your senses and strategies.
  6. D10=6:Invisible walls of wind halt progress unexpectedly.
  7. D10=7:Suspended in an ethereal expanse, the players encounter a cataract of liquid helium cascading from an unseen source and forming floating ice crystals that make up an intricate puzzle. Deciphering the puzzle reveals hidden air giant runestones, unlocking ancient lore bound by elemental forces. Guarding these runestones are 1d8 storm spirits locked in an eternal battle with each other, mistaking players for foes. Solving the puzzle without combat earns a blessing of knowledge and potent wind spells, while engaging in conflict embroils them in the spirits' ceaseless quarrel, possibly revealing a deeper conspiracy among air elementals.
  8. D10=8:While flying over a large city, players see 5d6 hippogriffs flying in formation. They seem to be practicing some kind of drill.
  9. D10=9:You catch sight of a sky-squid navigating effortlessly. Bereft of malice, they offer surreal companionship unless provoked by hasty actions.
  10. D10=10:A grand staircase leading down to a throne room is blocked by a massive block of ice. If the party tries to melt it, they will discover that it is a magic block of ice. The block of ice will refuse to melt, no matter how much heat or cold is applied. To break the block of ice, the party will have to attack it with magic weapons or spells.

d100 = 4

  1. D10=1:You are flying through the sky and you notice three giant clouds. Inside them, there are strange creatures called cloud giants.
  2. D10=2:In the eerie tranquility of a cloud cavern, the players encounter Banshee Lyra, fiercely defending against thundering legions of rogue vortices. The air hums with the sheer tension of combat and imminent collapse. Helping Lyra sees victory steeped in the song of the air, and her melancholic stories of betrayal by her kin reflect the harsh nature of the Elemental Plane of Air. She hints at a forbidden alliance altering the balance of power.
  3. D10=3:They discover a floating library with books bound by air enchantments. A stern air librarian challenges the group to locate the correct book through a tricky guessing game to gain knowledge on their quest. Failure on their part releases conjured air elementals to "reorder" them.
  4. D10=4:The party encounters a flying temple inhabited by a group of peaceful air genies. They are willing to share their knowledge and wisdom with the players, but only if they can prove themselves worthy through a series of challenges and tests.
  5. D10=5:The characters come across an ancient temple in the sky. Inside, they find a powerful magical artifact guarded by a powerful djinn.
  6. D10=6:A cluster of 2d8 zephyrlings practice their spellcasting, sending wisps of wind in all directions.
  7. D10=7:In the center of a swirling vortex of clouds, the players find an ancient temple dedicated to the element of air. Inside, they face challenges and puzzles designed by the elemental guardians, and the reward for completing the temple's trials may be a powerful artifact or ally.
  8. D10=8:Glimmering sub-zero winds carve the path as players meet Captain Soraya battling vicious aero krakens whose tendrils sweep through the skies. Assisting her fosters a triumph that stands tall. Soraya, a voice of power, speaks of brewing warfare amongst the elemental factions, urging players to prepare for upcoming clashes.
  9. D10=9:The party comes across a group of Air Genasi who are performing a ritual to commune with the winds and gain their favor. They welcome the party to join them, but warn them that the winds can be unpredictable and dangerous.
  10. D10=10:Light beams on a floating crystal isle refract into illusionary terrain. A sly air mage appears, proposing a challenge: guess the real path amongst illusions. Success reveals hidden knowledge, while failure results in the isle’s defenses activating.

d100 = 5

  1. D10=1:Players come across a band of dao, who are mining for rare gems.
  2. D10=2:A group of 2d6+2 nymphs are floating around the area they will attack any living creature they meet. If a living creature attacks them, they will attack back with lightning bolts. If the players defeat them, they will each leave behind a small lightning bolt that can be used as a magic weapon.
  3. D10=3:The players see a small tornado nearby.
  4. D10=4:A rogue hurricane drags forth 1d6 Wind Lamias, seductresses who spill forth from the eye of the storm, luring travelers into deadly embraces with promises of power and pleasure.
  5. D10=5:An ethereal choir of 2d6 air nymphs singing hymns that drift in and out of hearing.
  6. D10=6:A cloud of bugs swarms out from a cave. They are normal bugs, not giant ones.
  7. D10=7:A cloud of smoke appears and a group of 2d6 giant bats attack.
  8. D10=8:Vorpal Jelly Slimes attack.
  9. D10=9:A wandering djinn offers a trade to the players - their most precious possession in exchange for a glimpse into the future. The visions they receive may lead them to new quests and adventures.
  10. D10=10:Players stumble upon an ancient game board etched in air currents. Defeating 1d8 spectral players in this game reveals hidden truths and planar paths—but failing dooms one player to become the next spectral challenger.

d100 = 6

  1. D10=1:A group of humans in airships attack the party and then retreat, knowing they're outmatched in a fight.
  2. D10=2:A flight of 3d8 giant eagles soaring majestically, hunting for prey or simply enjoying the Thermals.
  3. D10=3:The trail takes a sharp turn to the left. On the trail ahead, a 20-foot long snake is coiled up on the trail. It attacks anyone that comes too close. It is not really a snake, it is a long length of rope with one end tied to a stick. The stick has the head of a snake on it. It is an illusion.
  4. D10=4:A sudden gust of wind throws one of the players off their feet and blows them 10 feet away.
  5. D10=5:Mist curls into the shape of faces and fleeting images.
  6. D10=6:A host of 4d6 Sylphs, bewitching and playful, appear out of thin air, surrounding the party with promises of aid while secretly leading them toward hidden dangers.
  7. D10=7:The sky darkens as 2d8 Storm Giants wielding massive lightning-forged weapons descend from their cloud-castles, demanding tribute for safe passage through their domain.
  8. D10=8:Within a vibrantly colored cyclone, the party encounters 1d6 lightning mephits who alternatively show off their sparks and cheekily zap at intruders. Treating them kindly might make one of them a sporadic, unpredictable ally.
  9. D10=9:Mists rise from the ground and form into 2d6+2 hounds that attack the players.
  10. D10=10:3d6 Howling Wind Spirits, condemned to eternal torment, howl through the skies, driving anyone who hears their wails into madness if they cannot resist the cacophony.

d100 = 7

  1. D10=1:Drift above billowing fog and discover an invisible bridge patrolled by an enigmatic 'bridge troll'—a storm sorcerer with 1d4 summoned wind elementals demanding a riddle, toll, or test of endurance for safe crossing.
  2. D10=2:Amidst errant wind paths and neglected air gardens, the party crosses paths with a melancholic, solitary sylph wizard, protected by 2d3 air avengers. Proving one’s worth might earn the wizard’s coveted air glyphs, empowering control spells over elements.
  3. D10=3:A vast, shimmering dome holds the court of an air monarch. Diplomacy with the monarch’s 2d8 vivacious courtiers could earn boons or kindle internal feuds, impacting their navigation through the elemental plane.
  4. D10=4:A squad of Fey knights rides atop giant eagles, attacking anyone who dares enter their domain.
  5. D10=5:A sudden sandstorm appears! It's extremely dangerous!
  6. D10=6:Suspended within a gravity trap bubble, a decrepit airship houses encrypted maps of secret sky realms. Retrieving the maps means outwitting or engaging four aarakocra guardian enforcers while deciphering the navigation puzzles within the shifting landscapes of the elemental void.
  7. D10=7:Fog fills the area. A giant creature attacks when the fog dissipates.
  8. D10=8:Floating amidst storms of blue fire, players encounter Zethra, a mysterious wanderer combating flame-winged nightmare bats. Triumph ensures preservation of this delicate balance, with Zethra unveiling tales of ancient struggle and hidden treasures.
  9. D10=9:Free-floating chromatic bubbles, each a fragment of a bound but telepathically vocal air elemental, seek redemption. Piecing together these parts whilst thwarting scavengers uncovers the elemental's true, benevolent nature and a deep, victorious bond between matter and conscious magic, empowering future adventures.
  10. D10=10:A sudden drop in temperature chills to the bone.

d100 = 8

  1. D10=1:Fine mist layers turn clothes and equipment damp.
  2. D10=2:The party sees an enormous floating city made entirely of clouds, with its own culture, laws, and customs.
  3. D10=3:A group of merfolk, adapted to life in the air, approach the party and ask for their help in retrieving a stolen relic from a nearby underwater temple. They may offer to transport the party through the air in exchange for their assistance.
  4. D10=4:Sailing through clear skies, an airship suddenly materializes, its crew made of enigmatic air-bandits led by an alchemically enhanced harpy captain. The harpy seeks adventurers for her daring raid on a cloud-castle ruled by Aether the Unseen, an elaborate network of airy pathways and mirror-thin platforms. The castle reportedly holds vast elemental riches and forbidden knowledge. Collaborating with the harpy offers material gain but risks falling foul of an intricate maze of defenses, enchanted air spirits, and Aether’s own eavesdropping winds. Being caught within Aether’s domain may result in the players being used as test subjects for air-elemental fusion experiments.
  5. D10=5:A floating archipelago of cloud mushrooms is occupied by a colony of 1d6 air myconids, their spores harmlessly settling around like indigo down. Investigating or befriending this colony may earn the players the myconids’ breath moss, which alters air composition.
  6. D10=6:A group of cultists are worshiping a storm elemental that they believe is a god.
  7. D10=7:Intense windstorms disrupt progress abruptly.
  8. D10=8:A group of blue dragons is circling in the sky, looking for easy prey.
  9. D10=9:1d4 wise cloud elders drift, offering ancient tales in exchange for fresh stories carried on the wind.
  10. D10=10:The players come across a peaceful colony of aarakocra, who have been struggling against a group of menacing harpies. If the players assist the aarakocra in defending their home, they may gain valuable allies for future endeavors.

d100 = 9

  1. D10=1:Intense windstorms disrupt progress abruptly.
  2. D10=2:The characters come across a powerful air elemental that is capable of controlling the weather. It challenges them to a battle of wits, and if they win, it will grant them a magical boon.
  3. D10=3:The players see a pack of 5d10 hyenas fighting a pack of lions. The hyenas are losing. They are hungry and will attack the players.
  4. D10=4:Tiny spring butterflies, appearing almost made of glass, hover around you briefly.
  5. D10=5:You see a beautiful bird flying towards you. As it gets closer, you realize it is a roc, one of the most fearsome creatures of the Elemental Plane of Air. It does not seem to be aggressive, but the players must decide whether to approach the creature or avoid it.
  6. D10=6:A flock of large eagles, 3d6 in number, are flying overhead. They will observe the players and only attack if provoked.
  7. D10=7:A twinkling orb appears, revealing itself as the Lantern of Lost Breezes. Activating it summons a guide-spirit to lead to great treasures or perils. 2d6 free spirits are drawn to the orb, eager to protect or disrupt this summoning.
  8. D10=8:A small village is hidden beneath a cloud. The villagers are hiding from a gang of bandits who have been terrorizing them. They will give players advice on how to beat the bandits if they want it.
  9. D10=9:You come across an area where it is raining lightning bolts. The lightning will cause 1d6 points of lightning damage unless the PCs can find shelter fast.
  10. D10=10:2d6 mephits argue over the best way to blow a particularly stubborn cloud formation apart.

d100 = 10

  1. D10=1:The sky turns dark and ominous, with light rain falling. Then, a thunderclap sounds nearby and a bolt of lightning strikes nearby, destroying everything around the players.
  2. D10=2:You stumble upon the ruins of an ancient sky castle, kept aloft by powerful enchantments and now overrun by a rogue gynosphinx and her minions. The gynosphinx offers you a riddle: solve it within an hour, and her treasure—knowledge of the Elemental Plane's deepest secrets—is yours. Fail, and her 3d4 griffon protectors attack. Exploring the ruins presents both physical and mental challenges, with shifting rooms and elemental puzzles. The wind hums with hints of hidden truths and forgotten powers.
  3. D10=3:Sudden burst of wind in a random direction.
  4. D10=4:Floating amidst storms of blue fire, players encounter Zethra, a mysterious wanderer combating flame-winged nightmare bats. Triumph ensures preservation of this delicate balance, with Zethra unveiling tales of ancient struggle and hidden treasures.
  5. D10=5:A floating library of 1d4 archmages searching through tomes for lost knowledge.
  6. D10=6:Amongst a cascade of floating waterfalls suspended in mid-air, a group of 2d8 naiads begs for your assistance to fend off a group of raiding thunderbirds. These majestic yet fierce birds seek to control the naiads' life-giving waters. You have one hour to organize a defense or broker peace. The area is slippery and hazardous, with constant water and lightning hazards. Soft whispers in the moisture-laden air speak of the delicate balance between elemental forces and life.
  7. D10=7:Flashes of light disorientate briefly.
  8. D10=8:Crosswinds carry aromas of exotic flowers, inducing euphoria.
  9. D10=9:A group of giant butterflies with razor-sharp wings are seen hovering above a field of beautiful flowers. The players must navigate through the swarm without getting cut or may need to fight off the butterflies if they are provoked.
  10. D10=10:A whirlwind is nearby. It is 20 feet in diameter and does not appear dangerous until it moves closer to the players. Then, it can be seen that there are broken branches, leaves, and some small rocks in it. If players get too close, it will suck them in and spit them out 10d100 miles away.

d100 = 11

  1. D10=1:Drift loads of auburn autumn leaves surround, gently coercing you to slow down.
  2. D10=2:A flock of 3d8 Griffons, nesting in a floating mountain range, defend their territory fiercely, diving fiercely at any who come too close to their aerial nests.
  3. D10=3:Colder-than-usual temperatures cause metal objects to freeze.
  4. D10=4:A calm rift opens, revealing a serene corridor filled with floating glass orbs showing reflections of other planes. This oasis is a library guided by tranquil air elementals curating an intersection of wisdom and chaos. Gaining access to rare tomes and artifacts demands solving elemental riddles or pledging aid against a rival faction periodically attacking the library with skyscorcher wyverns, three to seven in their number. Navigating the orbs' labyrinth reveals hints of broader, interplanar intrigues and the cosmos' unseen threads linking creation's essence.
  5. D10=5:Clad in windswept robes that flicker in and out of existence, a solitary air genasi poet recites verses that alternately soothe and shatter your mind. Her words weave layers upon layers of paradoxes, drawing upon ancient myths and truths of feminist ancestors from countless realms. Engage too deeply, and you risk being enveloped in her contradictory aura, forever caught between the lines of reality and dream. Her presence is both a balm and a trap, and every syllable she utters holds the weight of galaxies. Contend with her linguistically, and she may offer guidance toward a safe passage or an enigmatic artifact.
  6. D10=6:Cold air encroaches and impairs breathing.
  7. D10=7:You come across a colossal tornado, rumored to be the manifestation of an ancient air titan's fury. Within its vortex, you find a crippled airship crewed by desperate adventurers fighting 2d4 air elementals to escape its pull. Assisting them offers a hefty share of their fortune. You have two hours before the tornado consumes the ship entirely. Navigating close to the tornado requires skillful balance and fortitude. The winds howl with the titan's eternal rage and deep sorrow.
  8. D10=8:An ethereal market floats before you, where merchants peddle gravity-defying wares. Browsing too long may invite the unwelcome attention of elemental thieves who blend seamlessly with the background.
  9. D10=9:A giant air elemental appears and challenges the players to a game of tag. They must keep up with the speedy elemental as it flies through the air.
  10. D10=10:2d8 floating golems patrol an ancient sky temple, oblivious to the passage of time.

d100 = 12

  1. D10=1:A strange creature made entirely of glass lurches into view, shimmering and crackling with electricity. It stumbles toward the players, waving its arms and making strange guttural noises... It is carrying a large metal box that is covered in strange symbols...
  2. D10=2:Suspended mid-void, a lantern flickers within an abandoned airship holding a concealed vault. The party must navigate the disintegrating structure while avoiding a patrolling group of six air elemental myrmidons. Inside, they find plans detailing trade routes of a hidden sky society—the influence they hold astonishes and endangers.
  3. D10=3:A powerful storm elemental appears before the players and challenges them to a battle. If they defeat the elemental, they will be rewarded with an item or ability related to controlling the power of air.
  4. D10=4:A flock of 2d12 air falcons dive and ascend in a rapid dance of predation.
  5. D10=5:A large airship appears on the horizon, captained by a dwarven merchant looking for customers.
  6. D10=6:3d4 air myrmidons patrol an ancient sky-bridge, guarding it from intruders.
  7. D10=7:A merchant ship is seen flying through the air. Suddenly, it falls to the ground, smashing into pieces. The ship was carrying a large load of glassware, which shatters all over the ground.
  8. D10=8:A group of 2d6+2 giant birds attack the players.
  9. D10=9:The party finds a brilliant blue lake in the sky. The lake is inhabited by a tribe of air elementals that are friendly to visitors.
  10. D10=10:You find a floating garden of exotic, air-bound flora tended by a reclusive sylph botanist. The garden's harmony is threatened by a swarm of 3d8 air wasps that she has inadvertently attracted through her experiments. She offers rare alchemical ingredients if you help within an hour. The delicate plants release allergenic spores, requiring frequent saving throws to avoid debilitating effects. The air here murmurs with tales of alchemy and the intricate bonds between elements.

d100 = 13

  1. D10=1:A giant air elemental appears and challenges the players to a game of tag. They must keep up with the speedy elemental as it flies through the air.
  2. D10=2:Peppered wind grains rough up surfaces.
  3. D10=3:As you drift through the endless void, you encounter three giant sky jellyfish gracefully floating by, their tendrils crackling with static electricity. One of the jellyfish coincides with your path and might spark trouble if you venture too close.
  4. D10=4:A man is standing on the side of the road, begging for food and water. He's actually a conman. If players feed him, he will tell them the story of how he was once a prince who was turned into a dog by a witch. He will ask for help in finding his princess, who has been turned into a frog by the same witch. He will want money to fund his rescue mission.
  5. D10=5:They find a storm dragon’s aerie, its guardian 1d10 wind sentinels holding memories of previous navigators. Bargaining with these sentinels could retrieve memories, revealing hidden paths or valuable knowledge.
  6. D10=6:You come across a cyclone suspended in mid-air, revealing a hidden pocket dimension. Entering, you find a tranquil sanctuary where dreamlike creatures, like cloud serpents and wind foxes, coexist peacefully. However, the tranquility is shattered when a 2d4 group of hobgoblin wind raiders invades, seeking to enslave the sanctuary's inhabitants. Negotiating a peace treaty or engaging in an epic fight will solidify your standing with powerful allies from the sanctuary.
  7. D10=7:A strange electrical hum causes a feeling of disquiet.
  8. D10=8:Navigating through a serene stretch illuminated by the delicate glow of a perpetual aurora, the players spy a colossal floating fortress forged from clouds and gilded winds. Inside, they find it inhabited by a caste of legendary djinn artisans and warriors who have isolated themselves from planar politics. Their realm, however, is on the brink of collapsing due to an ancient prison holding a storm titan threatening to break its bounds. Players can negotiate with djinn elites to either reinforce the prison or daringly attempt to subdue the titan themselves, each choice altering the broader elemental political landscape.
  9. D10=9:A trio of sky oxen grazing on ethereal grass from floating plains.
  10. D10=10:Suspended mid-air, the players come across a marvelous aviary, home to endangered bird species with jewels for eyes. Unfortunately, their discovery disturbs a resting giant roc, which has woven a nest from forgotten relics and ancient scrolls. Taming or defeating the creature could yield lost knowledge embedded in the feathers and bones of past adventurers.

d100 = 14

  1. D10=1:The sky darkens momentarily as a roc flies overhead, carrying a nest lined with precious metals. A mischievous air dragonfly named Zephyr flutters up and proposes a wager: if they can steal an egg without waking the roc, it will lead them to a hidden cache of treasure. Failing causes the roc to awaken and attack.
  2. D10=2:A flock of crows is seen circling above the players' heads. Suddenly, they dive down, attacking the players! These crows are actually vultures in disguise!
  3. D10=3:Two sentient whirlwinds named Zephyr and Gale, arguing over territory, request mediation by the adventurers. Getting involved can either result in gaining powerful allies or becoming targets if diplomacy fails.
  4. D10=4:As the adventurers fly through this endless void, shimmering mirages of their loved ones appear, calling for help. Investigating these figures reveals that they are actually figments created by a djinni. The djinni offers a boon if they can entertain it with a story or trick of their own. Failure results in the party being teleported to a random, dangerous location.
  5. D10=5:Flashes of light disorientate briefly.
  6. D10=6:Beneath a floating island rich with out-of-place forest vegetation, the players find a series of glyphs etched into the rocks. A roiling storm elemental concealed within the vortex below strikes, protecting these ancient secrets. Solving the puzzle of the glyphs reveals a way to harness the wind for even faster travel—but at a great cost to stability.
  7. D10=7:A gust of wind carries the faint laughter of a sylph that has caused 2d4 air elementals to follow it around like entranced servants. The sylph offers to give a valuable air gem if the party can engage and defeat the elementals without harming its playful entourage. If they attack the sylph, it will curse their flight abilities.
  8. D10=8:As the players fly through the air, they encounter a magical cloud made of solid gold. Within it lies a powerful genie who offers the players a reward if they can solve a riddle or complete a task for him. Beware, for there may be consequences if they fail.
  9. D10=9:The air vibrates with eerie chimes as 3d6 Invisible Stalkers silently encircle the group, waiting for the opportune moment to strike from unseen angles.
  10. D10=10:The party is assaulted by a sudden gust of wind. They must resist or be thrown off-balance, risking damage and fatigue.

d100 = 15

  1. D10=1:A solemn sky-sailor tells tales of a phantom airship bedeviled by the ghost. “Get ready for some ghostly tales from the upper margins!”
  2. D10=2:You are approached by a large air elemental. It is 30 ft tall and its skin is transparent. It wants to talk to the PCs about a cause it is fighting for.
  3. D10=3:A mysterious floating citadel inhabited by 2d6 Sky Wizards offers shelter, but not without cost; the wizards demand unique magical items or secrets as payment for hospitality.
  4. D10=4:The group floats toward a majestic floating castle but is blocked by a turbulent air elemental gatekeeper. “Gate crashed by the elements!”
  5. D10=5:The party finds a brilliant blue lake in the sky. The lake is inhabited by a tribe of air elementals that are friendly to visitors.
  6. D10=6:Navigating through a serene stretch illuminated by the delicate glow of a perpetual aurora, the players spy a colossal floating fortress forged from clouds and gilded winds. Inside, they find it inhabited by a caste of legendary djinn artisans and warriors who have isolated themselves from planar politics. Their realm, however, is on the brink of collapsing due to an ancient prison holding a storm titan threatening to break its bounds. Players can negotiate with djinn elites to either reinforce the prison or daringly attempt to subdue the titan themselves, each choice altering the broader elemental political landscape.
  7. D10=7:The characters come across a powerful djinni, who offers to grant them a wish if they can defeat it in battle.
  8. D10=8:Drifting through the ever-shifting clouds, the adventurers encounter a group of 3 mist-like air mephits darting around a floating island. They challenge the party to a race through a complex aerial maze. If the party wins, they gain a rare gem with unknown properties. If they lose, the mephits will play pranks, making their equipment levitate randomly during the next encounter.
  9. D10=9:Young spring foliage, verdant and luminous, briefly surrounds you and then dissipates.
  10. D10=10:Soaring above, players spy a drifting island of metallic moonflowers guarded by 2d4 moon wyverns whose scales reflect the infinite sky. Harvesting these enchanting blooms promises significant enchantment, risking the wyverns' wrath.

d100 = 16

  1. D10=1:Delicate, iridescent spring dragonflies dart past, almost invisible.
  2. D10=2:The party finds a brilliant blue lake in the sky. The lake is inhabited by a tribe of air elementals that are friendly to visitors.
  3. D10=3:A merchant airship is caught in a storm and needs assistance. All is not as it seems onboard. There's a mutiny in progress. Players can help either side.
  4. D10=4:A foreboding procession of spectral riders on air horses traverses the skies, chanting songs of forgotten queens and betrayed ideals. Approach them, and they offer a paradoxical tale of their origins, where lies hide truths and questions answer themselves. Engage right, and you may ride with them, gaining insight and wisdom. Misstep, and become a part of their eternal procession, your existence becoming a mere whisper in the winds. Their spectral visages flicker between inspirational figures and harbingers of doom.
  5. D10=5:A strange wind blows across the plane, and a voice can be heard calling out to the party. The voice is that of an ancient spirit, who offers to grant the party insight into the future in exchange for a favor.
  6. D10=6:A lightning bolt strikes nearby, causing a loud boom and a flash of light that causes all creatures to be stunned for one round.
  7. D10=7:A cluster of 2d12 fossilized lightning bolts silently float about, harmless but visually striking.
  8. D10=8:A whirlwind of 2d6 invisible stalkers slipping silently through the sky, barely noticeable.
  9. D10=9:You come across an area where the air is filled with strange smells and sounds. If the PCs don t take care, they will end up in the middle of a battle between air elementals and evil outsiders.
  10. D10=10:Sweaty, stickiness pervades as if humid summer storms loom nearby.

d100 = 17

  1. D10=1:The winds coalesce into a labyrinthine maze of swirling air and floating debris. Once inside, currents forcibly separate your party, and you must navigate individual trials involving elemental puzzles, like tuning wind chimes to resonate with the correct frequency to calm a violent wind. Periodically, 2d6 sky pirates mounted on winged manticores swoop in to disrupt your progress. Only unity and cleverness will reunite you and reveal the maze's heart, a lost temple that grants visions of past and future.
  2. D10=2:Fine mist layers turn clothes and equipment damp.
  3. D10=3:Young spring foliage, verdant and luminous, briefly surrounds you and then dissipates.
  4. D10=4:A wandering djinn offers a trade to the players - their most precious possession in exchange for a glimpse into the future. The visions they receive may lead them to new quests and adventures.
  5. D10=5:Floating ruins of a collapsed airship yield 2d6 survivors—air genasi explorers in need of succor. Rescue and recovery might earn the party substantial rewards and loyal air-genasi allies.
  6. D10=6:The players come across a peaceful colony of aarakocra, who have been struggling against a group of menacing harpies. If the players assist the aarakocra in defending their home, they may gain valuable allies for future endeavors.
  7. D10=7:The players come across a group of air elementals playing a game of volleyball using a lightning bolt as the ball. They invite the players to join in, but warn them that things might get a little shocking.
  8. D10=8:In the midst of a dense, fog-like stretch of sky, the players stumble upon an antenna array that collects and transmits whispers from across the plane. This curious construct, run by an eccentric cloud giant, is filled with eavesdropping devices attuned to secrets and conspiracies. The giant reveals that the antenna recently picked up treacherous whispers regarding a plot to overthrow the current air elemental hierarchy. Players must choose whether to track the source of the whispers—an adventure through floating palaces and treacherous sky inns—or dismantle the array, risking exposure of half-truths and hidden agendas.
  9. D10=9:An arcane whirlwind containing 1d4 Djinn swirls toward the group, each Djinni eager to test their magical might against newcomers, whether by trickery or raw power.
  10. D10=10:A group of 6d6+6 elemental birds attack the airship, trying to bring it down so they can eat the wreckage.

d100 = 18

  1. D10=1:In roaring vacuum pockets, they meet a lost order of nomadic cloudwalkers uncovering creature relics. Resistance follows from 2d4 aerial harpies defending unseen territories beneath shifting vapors. Through battle or exchange, cloudwalkers’ histories unveil ancient aerial dance languages etched by moving winds and secrets on air’s core essence.
  2. D10=2:A spiraled tower of wind holds a captive elemental princess. Freeing her offers a powerful ally; failure entangles you in regal intrigue.
  3. D10=3:In the heart of a turbulent wind tunnel, two rival cloud giants wield colossal elemental forces. They reveal their telepathic struggle, yearning to unite against a greater evil if mediated. Choosing to help and inspiring peace amongst giants through combat and negotiation results in a triumph against a looming threat and deepened allegiance.
  4. D10=4:Players encounter a sky pirate ship filled with rogue air genasi. The captain demands tolls in the form of rare jokes. “Prepare to be boarded, jester!”
  5. D10=5:Fields of static electricity build up, giving minor shocks on contact.
  6. D10=6:A group of giant eagles swoop down and attack the party.
  7. D10=7:A crazed wizard is seen flying through the sky on a makeshift broom, cackling maniacally. He may offer to sell the players his "flying" brooms, which are actually just imbued with temporary levitation magic.
  8. D10=8:A serene procession of 1d6 air clerics, chanting prayers that blend with the wind.
  9. D10=9:A portal to the Ethereal Plane opens, allowing the players to see into the realm of the spirits. They may encounter benevolent or malevolent beings and may have to make a deal to continue their journey.
  10. D10=10:2d6 storm elementals clash with each other, creating small thunderclaps and lightning bolts.

d100 = 19

  1. D10=1:A group of 7 sentient lightning bolts are trying to start a thunderstorm by striking around an old tree that's floating in the air.
  2. D10=2:The air turns thick with humidity as 3d6 Water Weirds, coalesced from high-altitude clouds, rise from misty cloud banks, striking out with serpentine bodies at anyone passing through their vaporous realm.
  3. D10=3:A powerful storm is brewing and the party must seek shelter in a nearby tower. However, the tower is home to a mad wizard who has been experimenting with controlling weather. Can the party convince the mad wizard to stop the storm before it's too late?
  4. D10=4:A man is standing on top of a cloud. He is wearing an old and dirty robe. He looks like a wizard. His name is Frightful. He is an evil wizard. He is trying to summon a demon.
  5. D10=5:A swirling wind reveals a luminary knight practicing graceful aerial manoeuvres. Offering assistance returns ethereal tutelage or stark warnings.
  6. D10=6:A battalion of 3d4 air mephits stirs up a gale, delighting in pranking travelers with illusionary paths and gusts of wind. Catching the mephits without hurting them earns the party small bottles of captured wind, which can be used to create gentle breezes or disperse gases.
  7. D10=7:En route through vibrant, yet dangerous electric storms, the party comes across an ancient, floating citadel held together by the essence of an imprisoned storm dragon. Charging into battle against 5 storm elementals and the dragon's vengeful specter, they unravel secrets about ancient dragon high priests and their cataclysmic experiments.
  8. D10=8:The party encounters a flock of large birds. The birds are not disturbed by the adventurers' presence and they are not interested in fighting the players. They are actually heading to a nearby city to sell their eggs to a local merchant.
  9. D10=9:The characters come across a powerful djinni, who offers to grant them a wish if they can defeat it in battle.
  10. D10=10:Gliding through a serene patch of open sky, you notice an enormous spectral dragon, its iridescent form shimmering as it moves. It offers you a prophetic vision in exchange for retrieving its stolen hoard of elemental crystals from a nearby aarakocra thief clan. You have three hours before the crystals' energy destabilizes. The aarakocra warriors, numbering 2d6, are crafty and elusive, with their skyward nest riddled with traps. The winds whisper legends of future heroes and dire calamities.

d100 = 20

  1. D10=1:Dense fog rolls in, reeking of sweet herbs and bitter incense. Mysterious figures dressed in colorful garb appear from within, humanoids with floating eyes and serpentine appendages reciting mantras distorting reality. These are the enigmatic Wind Monks, who offer enlightenment or madness through their arcane rituals. Players face the choice to participate or resist; each rite taken alters their thoughts, bending the very air to new forms—weapons, shields, or traps. Engage much and revel in elation and horror in equal measure, drifting closer to or away from the monks' ultimate cosmic truths.
  2. D10=2:The sky opens into a grand celestial market, where flying merchants sell enchanted items and rare ingredients from floating stalls tethered by skywhales. Trade here isn’t simple; it involves haggling in rhyme or contesting in lighthearted duels of magical prowess. Suddenly, 3d4 air djinn guards arrive, searching for thieves who blend perfectly with the market’s chaotic energy. Helping or hindering the guards has consequences, shifting the market’s attitude toward you and unlocking or closing off rare items.
  3. D10=3:Hovering above a stunning storm cloud arena, celestial eagles clash with a dark storm giant seeking dominion. Fusing mind and spirit, the eagles reach out, requesting reinforcement against the malevolent force. Defeating the giant heralds a triumph celebrated by radiant echoes and promises of divine assistance in future endeavors.
  4. D10=4:Lightning crackles without rain, striking randomly in the area.
  5. D10=5:Stray through zones of swirling pastel nebulae guarded by 1d8 amorphous air spirits who test explorers' worthiness through gusting trials. Victorious parties gain elixirs blessing them with temporary control over high winds.
  6. D10=6:A group of 1d4 cloud giants are flying in the air, directly above the players. The giants are carrying sacks of gems over their shoulders.
  7. D10=7:A mysterious, glowing portal appears in front of the players, inviting them to step through and enter a labyrinth of illusions and traps. At the end of the labyrinth, they will find a powerful air elemental who offers them a chance to win a powerful magic item by completing a series of tests.
  8. D10=8:Near the boundary of celestial dawn and elemental twilight, the players uncover the Skyforge—an ancient crafting site where winds and ethers meld to create unparalleled artifacts. Skyforge’s guardians comprise conflict-hardened artisans and golem protectors ranging from five to eight in unison. Gaining access to this forge requires either aiding or thwarting its custodians amidst a brewing betrayal threatening stability of elemental craftsmanship, each decision echoing into a cascade of conspiracies surrounding the elemental monarchies' stability throughout the universe.
  9. D10=9:1d12 ethereal jellyfish float serenely by, their tendrils glowing with elemental energy.
  10. D10=10:The party is attacked by a group of fierce air elementals.

d100 = 21

  1. D10=1:A cluster of 2d12 fossilized lightning bolts silently float about, harmless but visually striking.
  2. D10=2:A wind sprite offers an illusory carnival where delights and torments are indistinguishable. Attractions include mirror halls that reflect past and future, fortune tellers revealing impossibilities, and performers shifting between being and nothingness. Participate, and navigate the rides of paradoxical delight, finding truths hidden within illusions. Resist and uncover the sprite’s true intentions: guarding a nexus point of countless realities. Failure means losing your grip on your own identity, becoming a character in someone else's paradoxical play. The carnival surrounds you like a mist, revealing figures both familiar and foreign in its tendrils.
  3. D10=3:The players hear a crackling sound. They look behind them and see nothing.
  4. D10=4:An airborne carnival traverses the expansive skies, consisting of 2d10 wisplight beings engaged in carnival games and performance. Winning at any contest within the floating fair promises a catalog of minor enchanted prizes.
  5. D10=5:Inside a churning tornado, bound by lightning ropes, a dragon of air and smoke roars paradoxical commands and riddles. It offers power to those who can solve its nature: a beast of destruction and creation, existence and void. Each wrong action nourishes the tornado, increasing its fury, while each correct step calms the beast. Engage in combat against a being of pure contradiction, and you risk becoming part of the storm yourself. The dragon's breath alternates between life-giving air and suffocating void, confusing your senses and strategies.
  6. D10=6:Loads of springtime cherry blossoms swirl around briefly, painting the sky pink.
  7. D10=7:Sudden pressure changes pop ears repeatedly.
  8. D10=8:Upon a floating rock slab, radiant yet perilous plumes of constant lightning surround the discovery of a petrified titan holding a glowing rune. An encounter with 3 storm giants who aim to reclaim the titan's power turns deadly. Wrestling with this moment, they uncover fragmentary histories of celestial wars and divine retributions.
  9. D10=9:Captive wind spirits sealed within crystal prisms float serenely until disturbed. Set free, they offer the adventurers knowledge in air-based enchantments or artifacts. Accidental aggression invokes their wrath, summoning fierce air elementals.
  10. D10=10:A group of trolls is traveling through the area. They stop to rest, then notice the party. A battle ensues.

d100 = 22

  1. D10=1:A large, vulture-like bird is flying low over the ground, looking for carrion. If PCs attack it, it will turn into 1d4+1 vultures and fight to the death.
  2. D10=2:A group of three dragons appears in the sky. The dragons are friendly and offer to take the party to any destination they wish. They can also provide protection from other creatures in the Elemental Plane of Air.
  3. D10=3:You see a group of winged elves flying in formation, practicing their aerial maneuvers. They seem to be part of a military force.
  4. D10=4:The players are ambushed by a group of mephits who are trying to steal their magical items. These mischievous creatures will use their wind magic to create chaos and confusion as they attack.
  5. D10=5:A guard patrol of 2d8 aarakocra warriors keeping watch for potential dangers.
  6. D10=6:The winds coalesce into a labyrinthine maze of swirling air and floating debris. Once inside, currents forcibly separate your party, and you must navigate individual trials involving elemental puzzles, like tuning wind chimes to resonate with the correct frequency to calm a violent wind. Periodically, 2d6 sky pirates mounted on winged manticores swoop in to disrupt your progress. Only unity and cleverness will reunite you and reveal the maze's heart, a lost temple that grants visions of past and future.
  7. D10=7:A training session where 1d4 wind archers practice shooting their air arrows at targets.
  8. D10=8:A mysterious vortex carrying with it echoes of lost voices and distant messages from beyond the planes.
  9. D10=9:A loud screeching noise can be heard from overhead, then a burst of cold air and snowflakes fall on the party for one round. A dragon flying overhead is casting a Blizzard spell below them.
  10. D10=10:A powerful djinn appears and offers to grant the party any three wishes they have. The djinn warns them that wishes may have consequences, so they should choose wisely.

d100 = 23

  1. D10=1:The party is attacked by a group of floating elemental swords that have been enchanted by a powerful wizard.
  2. D10=2:While flying through a storm, a party member gets struck by lightning. He/she might gain some sort of electrical power, or become very angry at the storm, or become paranoid about being struck again and stay away from thunderstorms for the rest of their lives.
  3. D10=3:Within a boiling cauldron of storm clouds, 2d6 air elementals have turned rogue, attacking passing travelers. Bringing peace to the chaotic storm earns the gratitude of an embedded djinni, perhaps gifting a wish or enchanted item in kind.
  4. D10=4:A group of cackling witches are chanting and casting magic on a witch's brew. If players approach, they will attack.
  5. D10=5:A group of 1d4+4 gnomes are flying through the air in a small ship. They are looking for treasure and will attack anyone who gets in their way.
  6. D10=6:As winds mold a large shifting labyrinth, the players encounter a spectral maelstrom centaur protecting the enigmatic heart of the maze. Navigating traps and echoes of creatures who failed before them, their victory uncovers esoteric texts prophesying the binding and unbinding forces of air and secrets portended within dream-laced whispers.
  7. D10=7:A group of adventurers who are friendly with the players are attacked by a group of Trillium Knights.
  8. D10=8:2d8 air wyrms twist through the currents, hunting for ethereal prey.
  9. D10=9:1d8 air nymphs lounging on cloud hammocks, singing songs that blend with the wind.
  10. D10=10:Floating amid jagged shards of ice, the group encounters a chilling whisper that promises power in exchange for service. A frost giant sorcerer, sealed in a prison of crystalline air, demands release. Accepting could place them in debt to a malevolent force; refusal brings the wrath of 6 ice para-elementals.

d100 = 24

  1. D10=1:A small child made of clouds appears and asks the players to escort him home. He then runs off. The child is actually an imp pretending to be a lost child.
  2. D10=2:The players discover a strange creature made up of pure air. It will grant them a wish if they can answer its riddles.
  3. D10=3:A school of 2d8 sky fish swim lazily through the air, their bodies shimmering with elemental energy.
  4. D10=4:A massive bird is being attacked by giant eagles. The players can choose to help the bird, the eagles, or no one.
  5. D10=5:A hermit sage lives atop a floating monolith, guarded by 2d8 airy servants. This eccentric scholar offers knowledge or a rare artifacts for convincing tales or essays about terrestrial life.
  6. D10=6:A mysterious voice calls out to the party, asking if they have heard the latest jokes from the Elemental Plane of Air. If they respond, they will be treated to a barrage of cheesy and punny jokes from a disembodied voice.
  7. D10=7:Underneath a vortex of shimmering light, players assist Lady Meliora, a sculptress of the wind, as she fends off gale-fiends disrupting her artistic creations. Restoring balance yields artistic masterpieces and knowledge of forgotten aerial artifacts, tales of which meld with broader planar conspiracies.
  8. D10=8:You notice little popping sounds of spring seeds bursting into ethereal pollen before drifting off.
  9. D10=9:Floating islands of jagged rock crumble as you near them, and you must cross a bridge made of fragile ice crystals that shimmers in and out of existence. At the heart of this treacherous passage stands a solitary storm giant elder guarding a sacred relic—the Heart of the Tempest. The elder, a towering female figure, offers you a chance to parlay, for she sees a greater threat in the resurgence of an ancient enemy prophesied to return. You have mere minutes to gain her trust or risk being scattered to the winds. The sky here is turbulent, and random lightning strikes force reflex saves every few minutes. These skies echo with tales of fallen empires and lost legacies.
  10. D10=10:2d6 mephits argue over the best way to blow a particularly stubborn cloud formation apart.

d100 = 25

  1. D10=1:A solitary djinni lounging on a floating cloud platform, appearing lost in thought.
  2. D10=2:A heated debate between two powerful cloud giants is taking place, causing thunderous booms and heavy rain showers. The players may be able to make peace between the giants or may have to face their wrath if they intervene.
  3. D10=3:You see a group of men and women in robes. They look like they are conducting some kind of ritual in front of a large floating disk made of stone.
  4. D10=4:In the midst of their travels, the players are suddenly enveloped in a thick fog. Within the fog lies a hidden temple, guarded by powerful air elementals. The players must prove their worth and solve riddles to gain access to the temple and its treasures.
  5. D10=5:A vast, shimmering dome holds the court of an air monarch. Diplomacy with the monarch’s 2d8 vivacious courtiers could earn boons or kindle internal feuds, impacting their navigation through the elemental plane.
  6. D10=6:In the eerie tranquility of a cloud cavern, the players encounter Banshee Lyra, fiercely defending against thundering legions of rogue vortices. The air hums with the sheer tension of combat and imminent collapse. Helping Lyra sees victory steeped in the song of the air, and her melancholic stories of betrayal by her kin reflect the harsh nature of the Elemental Plane of Air. She hints at a forbidden alliance altering the balance of power.
  7. D10=7:Players get attacked by a flock of giant vultures.
  8. D10=8:Players find themselves in the domain of the Spirit of the North Wind, who offers blessings or curses based on their response to its questions. A negative interaction could result in being hunted by 2d4 wind wraiths until healed through positive deeds.
  9. D10=9:You come across an area where it is raining lightning bolts. The lightning will cause 1d6 points of lightning damage unless the PCs can find shelter fast.
  10. D10=10:A gust of winter wind blows through, carrying crystal-clear snowflakes that sparkle as they descend.

d100 = 26

  1. D10=1:Ethereal whales break through the airwaves, their songs imbuing spells with unintended, though not wholly unwelcome, effects.
  2. D10=2:A giant dragon roars nearby, drawing the attention of all nearby creatures.
  3. D10=3:3d6 hurricane dragons play a rough game of aerial catch with a summoned storm cloud.
  4. D10=4:A small child made of clouds appears and asks the players to deliver a message to his father. He then runs off. The child is actually a harpy in disguise.
  5. D10=5:Viscous, heavy fog clings to clothing, making movement laborious.
  6. D10=6:Two beautiful cloud nymphs are standing in midair, talking about the happenings in their village. They are wearing their best garments and are armed with their weapons. They will attack if they are attacked first.
  7. D10=7:Electric shocks liven up metallic objects.
  8. D10=8:The party encounters a group of djinn who are arguing over the ownership of a powerful flying carpet. The players must decide who should rightfully possess the magical carpet.
  9. D10=9:Looming, summer storm clouds race past without a single rumble.
  10. D10=10:The party hears a voice very faintly in the distance that says, 'The key to life is in the wind...'

d100 = 27

  1. D10=1:A 1d10 gang of storm sprites engage in a splashing contest with condensed rain clouds.
  2. D10=2:An endless voidscape reveals a floating menagerie of imprisoned air monstrosities and sacred guardians encaged by voidriders. The telepathically united guardians seek your strength for liberation. Achieving such heroic liberation marks the dawn where elemental guardians and you craft immense alliances against incursion.
  3. D10=3:A group of 1d4+2 air elementals are traveling through the plane of air toward the Elemental Plane of Fire to join in a war between air elementals and fire elementals, who are fighting over territory in that plane of existence.
  4. D10=4:A group of cultists are worshiping a storm elemental that they believe is a god.
  5. D10=5:A flying castle is being attacked by a flock of giant eagles. The party has a chance to save the ship and the passengers or steal the ship and get away.
  6. D10=6:Winter frost patterns form and reform on your clothing.
  7. D10=7:Hovering airships captained by 3d6 pirate genasi emerge from turbulent clouds, demanding tribute. A cunning pirate leader suggests a riddle-off; a loss results in combat, while a win earns them navigational tools for the Plane of Air.
  8. D10=8:A group of adventurers who are friendly with the players are attacked by a group of Trillium Knights.
  9. D10=9:A group of marids are battling each other over territory. The players can choose to help one side or stay out of it. If they help one side, they can get a reward from that race or any other race that is associated with that race.
  10. D10=10:Shards of condensed air magic float around, vibrant with chaotic energy. A clever air mephit dares the adventurers to engage in a game of magical tag. Winning imbues their weapons with temporary elemental power, while losing risks elemental disruption affecting their spells.

d100 = 28

  1. D10=1:1d4 ancient Djinni Nobles, proud and capricious, ride chariots of wind pulled by storm steeds. They delight in toying with mortals, testing their resolve with titanic displays of power.
  2. D10=2:A flock of flying sheep pass by, but one of them seems to be made entirely out of clouds. It rains fluffy cotton whenever it flies too close to the party.
  3. D10=3:Winter frost patterns form and reform on your clothing.
  4. D10=4:The players encounter a group of winged eladrin who are mourning the loss of their queen, who was lost in a powerful storm. The players may assist in rescuing the queen and be honored as heroes in the eladrin court.
  5. D10=5:As they navigate the airy expanse, the party encounters 1d8 sylphs composing a symphony of wind chimes at the edge of a magnificent cumulonimbus cloud palace. Participating in their chime composition might afford the players an enchanting rest and a dream vision.
  6. D10=6:Players come across a group of people who are carrying a large stone coffin that is being carried on a large bier made out of sticks and vines. The coffin is held aloft by four huge, powerful men who are wearing robes that look like they were taken from a wizard or sorcerer.
  7. D10=7:Drifting alone, a grand lady in an airy gown dances without a partner. Joining her offers cryptic visions of the future but risks entangling in her sorrow.
  8. D10=8:The sky darkens and appears to be full of insects. The PCs must cover their ears or suffer 3d8 points of damage from the sound of the insects. The insects are actually a swarm of tiny pixies in their natural form. They are looking for friends to play with.
  9. D10=9:In a serene pocket of calm amidst roiling clouds, you meet a legendary air genasi named Zephyra seeking allies to delve into a forbidden, storm-ridden temple of an ancient sky deity. The temple holds the secret to controlling the global air currents, but it’s guarded by 3d4 storm guardians with immense power. You must navigate perils within two hours or risk being torn apart by unyielding tempests. Each gust carries whispered prayers and ominous chants, hinting at the deity’s boundless power and legacy.
  10. D10=10:Drifting above unfamiliar air-islands, a medley of 1d3 celestial songbirds hums the tune of long-lost spells. Successfully engaging them in musical concourse could impart portions of forgotten knowledge or protective enchantments.

d100 = 29

  1. D10=1:A scorching summer draft blows past, bringing with it the sensation of desert heat.
  2. D10=2:The players stumble upon a crashed airship, with a group of sky gnomes frantically trying to repair it. They have valuable cargo on board, but they cannot leave until their ship is fixed. The players can help them and share in the rewards, but they must also protect the airship from any hostile creatures attracted to the crash site.
  3. D10=3:Drifting through the ever-shifting clouds, the adventurers encounter a group of 3 mist-like air mephits darting around a floating island. They challenge the party to a race through a complex aerial maze. If the party wins, they gain a rare gem with unknown properties. If they lose, the mephits will play pranks, making their equipment levitate randomly during the next encounter.
  4. D10=4:3d8 airborne lanterns carrying the wishes of an unseen society.
  5. D10=5:An air elemental attack force is on its way to attack the players' kingdom. Players must defeat the elementals' leader to save the kingdom
  6. D10=6:Whisps of mist drift by in the autumn air, occasionally forming shapes that resemble fey creatures.
  7. D10=7:Two groups of 2d6+2 efreeti are fighting against each other. They will attack the party if they notice them.
  8. D10=8:Spiraling through a floating labyrinth of shimmering mists, they must contend with 2d8 air spirits playing a deadly game of hide and seek. Every spirit found releases a bite-sized piece of ancient lore but missing one invites sure disaster.
  9. D10=9:The players come across an area of strange mists, which will cause them to become lost in their thoughts if they linger too long.
  10. D10=10:The players come across a peaceful colony of aarakocra, who have been struggling against a group of menacing harpies. If the players assist the aarakocra in defending their home, they may gain valuable allies for future endeavors.

d100 = 30

  1. D10=1:A group of air elementals appear in the sky and begin to play a game of tag with the party.
  2. D10=2:A school of 3d8 sky eels wriggles through the air currents, crackling with latent electricity.
  3. D10=3:As you navigate through a swirling vortex, a majestic rocsong resonates, drawing your attention to an epic battle between 2d4 wyverns and a powerful air elemental. Telepathic whispers from the elemental seek aid, promising a legendary artifact in return. The wyverns offer a formidable challenge, but victory secures the artifact and a grateful elemental companion.
  4. D10=4:The players come across a group of air elementals playing a game of tag, soaring through the sky at incredible speeds. If the players join the game, they may find themselves in a race for their lives against these mischievous beings.
  5. D10=5:The party encounters an air elemental who has taken on a humanoid form. It is curious about mortals and asks the players to take it on an adventure with them, promising to help with air-based tasks such as wind walking and feather fall.
  6. D10=6:A flock of 2d10 air parrots squawk loudly, imitating sky travelers' voices with eerie precision.
  7. D10=7:A raging thunderstorm erupts from the ground in a 100' radius around the party. It rains for 24 hours, during which time, no other weather occurs. Each round, there is a 1 in 6 chance that a lightning bolt strikes the party, dealing 1d8 points of electricity damage.
  8. D10=8:A glorious feast held by a friendly air genie is interrupted by rival air elementals. “Just when you thought you could dine-ey with peace!”
  9. D10=9:A gust of wind carries the faint laughter of a sylph that has caused 2d4 air elementals to follow it around like entranced servants. The sylph offers to give a valuable air gem if the party can engage and defeat the elementals without harming its playful entourage. If they attack the sylph, it will curse their flight abilities.
  10. D10=10:The distinct scent of pine mixed with hot, dry air brings memories of summer camps.

d100 = 31

  1. D10=1:The sky darkens as the players witness a cathedral-like vessel adrift on whispers of old magic. Inside, echoes of a slumbering air titan guard sacred texts that defining planar rifts. With each step danger increases from traps and a fight with 1d6 air elemental-charmed clerics protecting the titan’s resting place.
  2. D10=2:2d8 floating golems patrol an ancient sky temple, oblivious to the passage of time.
  3. D10=3:As phosphorescent mist swirls like a delicate dance, the players find themselves before Harmonia, the Skyseer Oracle. She’s besieged by sprite assassins riding zephyr-steeds. Players defend her, capturing the feeling of a decisive, aerial ballet of triumph. Harmonia’s visions reveal each player’s significant fate entwined with the destiny of the Plane of Air itself.
  4. D10=4:The characters come across a powerful djinni, who offers to grant them a wish if they can answer three riddles.
  5. D10=5:A crystalline structure floats in the distance, acting as a conduit between worlds. Utilizing it hastens your journey but may draw planar hunters attracted to the energy surge.
  6. D10=6:Players come across an ancient temple guarded by a group of air elementals.
  7. D10=7:A flying castle is being attacked by a flock of giant eagles. The party has a chance to save the ship and the passengers or steal the ship and get away.
  8. D10=8:An eternal fog confuses navigation while air spirits play deceptive wind chimes. “You don’t want to be foggy on details here!”
  9. D10=9:A solitary figure is seen sitting on a cloud, surrounded by an ethereal aura. This is the Air Elemental Deity, and they have a task for the players to complete in exchange for their favor.
  10. D10=10:A phantom airship appears with its ghostly crew inviting the adventurers to partake in an evening of stories and songs. The captain, a specter, requests they uncover a mutiny plot within. Failing to solve it results in the ship deploying violent phantoms to attack.

d100 = 32

  1. D10=1:A contingent of 2d6 flying kobolds dart between clouds, collecting rare sky herbs.
  2. D10=2:A group of 2d6+2 goblins have been ordered by their chief to patrol the area and make sure no one passes through without permission. If they see the party, they will attack.
  3. D10=3:The players come across a group of air elementals playing a game of volleyball using a lightning bolt as the ball. They invite the players to join in, but warn them that things might get a little shocking.
  4. D10=4:A group of air sprites approaches the party, offering them magical trinkets in exchange for gold or other valuables.
  5. D10=5:The players stumble upon a group of nomadic cloud giants who are searching for a new home. They request the players' assistance in finding a suitable location for their tribe to settle.
  6. D10=6:You detect the scent of ozone, heralding a nearby storm elemental. The attuned may offer tribute to pass peacefully, while defiance might draw its ire.
  7. D10=7:A cluster of 2d12 fossilized lightning bolts silently float about, harmless but visually striking.
  8. D10=8:As the adventurers fly through this endless void, shimmering mirages of their loved ones appear, calling for help. Investigating these figures reveals that they are actually figments created by a djinni. The djinni offers a boon if they can entertain it with a story or trick of their own. Failure results in the party being teleported to a random, dangerous location.
  9. D10=9:A caravan of 3d4 Airship Pirates, equipped with enchanted gear allowing free movement through the skies, engage the party in deadly aerial dogfights.
  10. D10=10:An ethereal choir of 2d6 air nymphs singing hymns that drift in and out of hearing.

d100 = 33

  1. D10=1:Two massive birds are fighting over a small object. It is actually a small chest, which contains a vast amount of treasure.
  2. D10=2:A large airship appears on the horizon, captained by a dwarven merchant looking for customers.
  3. D10=3:The party is attacked by a group of 1d4+3 were-eagles. They are a bandit gang and will negotiate.
  4. D10=4:You come across a wandering bard playing a haunting melody on a flute carved from crystal. Her notes resonate with unearthly power, driving away floating hazards but also attracting the ire of an onlooking invisible stalker.
  5. D10=5:Ozone purges clog sinuses and press ears.
  6. D10=6:A swirling vortex of air that carries with it the sound of distant laughter and whispers.
  7. D10=7:The players see a small tornado nearby.
  8. D10=8:In the shifting twilight hues of never-ending twilight vortex, a shimmering dragonslayer dragonborn teleports. His telepathic guidance navigates through chaotic bands of windracity hounds. Triumphing alongside the dragonslayer upon reaching the sanctum of elemental balance forges a bond tested by trials yet rewarded by honor.
  9. D10=9:The players come across a group of air elementals who are attempting to build a giant tower that will reach into the clouds. They offer the players rewards in exchange for their assistance in gathering materials and defending the tower from any outside threats.
  10. D10=10:The players are drawn into a breathtaking aerial ballet performed by sky nymphs accompanied by ethereal music. However, it becomes clear that the nymphs are trapped within musical whirlwinds, enchanted by a forlorn air deity. The players must figure out how to undo the binding spell, which involves interpreting the dance and music to discover ancient phrases hidden in plain sight. Misinterpretation can heighten the deitys' sense of nostalgia and trap the party within an ever-spinning waltz. Freeing the nymphs has them become allies in a grander struggle against elemental enslavement perpetuated by malicious currents.

d100 = 34

  1. D10=1:Four armored men approach the party. They are looking for a man name 'Mr. Smith'. They want to arrest him. They do not know what he looks like, but they know he is traveling with the party. They will attack the party if they do not hand over Mr. Smith.
  2. D10=2:The sudden intensity of summer heat seems to char the very sky strands.
  3. D10=3:A group of 5 bandits are riding chocobos through the air. They are searching for food and treasure.
  4. D10=4:While navigating a crystalline rainstorm, the party stumbles upon a shrine to a forgotten air god. Here, they face the trial of air spirits compelled to defend it—a combat-strategy challenge ultimately negotiated alongside a 12-air disciplined guardian. Surmounting this, the shrine reveals glyphs speaking of ancient cosmic balances and planar gates.
  5. D10=5:Finally, they are greeted by a celestial being overseeing cosmic winds, claiming their destiny intertwines with saving the Plane from future cataclysms. Testing their resolve through mischievous tests of loyalty, only proving true alignments will set the course towards grand revelations.
  6. D10=6:Bright spring blossoms bloom briefly around you, filling the air with sweet perfume.
  7. D10=7:A tranquil gathering of 2d6 celestial winds seek to harmonize their energies, a peaceful ritual to behold.
  8. D10=8:Swirling fog banks create optical illusions.
  9. D10=9:A conjuration of storm hawks forms unprompted, their screeching fierce yet beseeching aid in unspoken struggles. Engaging finds allies—or oppositional force.
  10. D10=10:A huge tornado appears out of nowhere and whirls toward the party. Inside it are two gnomes who are arguing about something between them. They will scream at each other until they notice they have been spotted by someone else. They will stop their argument, ask for help and then thank whoever saves them before they fly off into the distance in their tornadic wind tube again.

d100 = 35

  1. D10=1:Approaching cumulonimbus clouds morph into creatures resembling pegasi. Attempting rapport grants a swift journey; aggression reverts them to a tempestuous nature.
  2. D10=2:An otherworldly effigy looms, calling for tribute. Offering solace might reveal protective wards, while neglect invites its vengeance.
  3. D10=3:The ground beneath the party's feet turns to ice and they slip around for one round before regaining balance. This only happens once.
  4. D10=4:Amidst swirling tempest clouds, the adventurers come across the lair of a tempest drake who demands a treasure replacement for an item stolen. Discovering the trickery of a mischievous sylph hiding under illusion solves the conundrum.
  5. D10=5:A mighty thunderbird flies over the party, its wings creating a powerful gust of wind with each flap.
  6. D10=6:Floating amidst storms of blue fire, players encounter Zethra, a mysterious wanderer combating flame-winged nightmare bats. Triumph ensures preservation of this delicate balance, with Zethra unveiling tales of ancient struggle and hidden treasures.
  7. D10=7:The eerie silhouette of a lone wind wraith haunting the sky’s expanse.
  8. D10=8:You stumble upon 1d8 couatls gracefully entwining their serpent-like bodies as they fly in an elaborate dance.
  9. D10=9:The sound of distant thunder rumbles, creating an unsettling atmosphere.
  10. D10=10:2d6 thunderbirds nestle in vast boughs of a floating tree, their feathers sparking when disturbed.

d100 = 36

  1. D10=1:Windstorms obscure visuals undermining navigation.
  2. D10=2:A tranquil drift through a vast expanse of soft, glowing fog suddenly turns into catastrophe as tendrils of wind wrap around you, pulling you into a hidden chasm where a wind wyrm lairs. The wyrm's guardianship over ancient aerial tomes requires you not only to demonstrate might but also understanding of the secrets it hoards. If you can prove your worth by reciting the wyrm’s ancient prophecies or solving its riddles, it might grant you passage or even aid on your journey.
  3. D10=3:A group of 2d6+2 giant birds attack the players.
  4. D10=4:Upon a floating rock slab, radiant yet perilous plumes of constant lightning surround the discovery of a petrified titan holding a glowing rune. An encounter with 3 storm giants who aim to reclaim the titan's power turns deadly. Wrestling with this moment, they uncover fragmentary histories of celestial wars and divine retributions.
  5. D10=5:The ground beneath the party's feet turns to ice and they slip around for one round before regaining balance. This only happens once.
  6. D10=6:A whiff of summer roses softly touches your senses as wavelets of heat roll by.
  7. D10=7:You come across an area where the air is filled with tiny creatures called faeries. They will offer the PCs a gift if they can complete a task for them.
  8. D10=8:The party comes across a magical vortex that leads to different planes of existence. They must navigate through each plane, facing unique and challenging obstacles, before they can return to the Elemental Plane of Air.
  9. D10=9:A whimsical dance of 1d8 air sylphs amidst iridescent, floating bubbles invites players to join in their celestial ballet, offering aerial grace and temporary flight capabilities for exemplary dancers.
  10. D10=10:A series of portals whirl through the air, each leading to a different elemental plane. The party must navigate through them carefully or risk being thrown into a different plane.

d100 = 37

  1. D10=1:A spectral parade of 2d12 phantom knights, moving in an eerie, pre-determined route.
  2. D10=2:Beside a shimmering aurora blooms a field of luminescent flowers. Gathering them offers temporary illumination or potential peril from hidden predators.
  3. D10=3:A floating ruin holds the whispered fear of ancient souls. Ghostly voices cry out as two specters (cursed air warriors) arise, desperate to transfer their torment to the living. Confronting them opens channels to their anguished histories and ideas about reversing eternal curses bound to elemental resonance.
  4. D10=4:A lightning bolt strikes the ground in front of the players. The bolt then strikes again! This secondary bolt deals 8d6 points of damage, and there is a 25% chance that it strikes one of the players instead of the ground.
  5. D10=5:A polar bearer floats lazily on an ice floe in the winter sky, giving a deep growl as you pass by.
  6. D10=6:A friendly air spirit offers to provide safe passage in exchange for a joke it hasn’t heard before. “Blow me away with your humor!”
  7. D10=7:The players come across a group of friendly air elementals who are mourning the loss of their queen. They ask the players to retrieve a powerful artifact that can bring their queen back to life. But beware, for the artifact is located in the lair of a powerful blue dragon.
  8. D10=8:The players encounter a group of air elementals who have been trapped and forced into servitude by a powerful sorcerer. The players must free the elementals and defeat the sorcerer before he unleashes their destructive powers upon the Elemental Plane of Air.
  9. D10=9:A fleet of sky pirates, led by a cunning air genie, attempts to board the players' airship to steal their cargo and supplies. The players must defend their ship and outsmart the pirates if they want to keep their belongings.
  10. D10=10:An airborne caravan of 1d12 air genasi traders, plying their wares from floating platforms.

d100 = 38

  1. D10=1:Players stumble upon an ancient temple dedicated to the god of the wind.
  2. D10=2:Amidst chaotic hissing air streams, a forbidden conclave of air necromancers performs an ancient binding ritual. Their skeletal wind spirits (up to
  3. D10=3:Cold drafts create deceptive cold zones.
  4. D10=4:A flock of giant vultures is circling above the players. If provoked, they will swoop down to attack.
  5. D10=5:Fine, airborne particles reduce clear vision.
  6. D10=6:3d4 air myrmidons patrol an ancient sky-bridge, guarding it from intruders.
  7. D10=7:3d4 sylphs flutter by, giggling and offering cryptic advice about the winds.
  8. D10=8:Fluffy cloud kittens that are irresistibly cute but cause confusion and mischief. “They’re cat-astropobic-dorable!”
  9. D10=9:A group of powerful djinn offer the party a chance to make a wish in exchange for a small favor. However, if the party fails to complete the favor, they will face the wrath of the djinn.
  10. D10=10:You spot 3d8 sprites racing through the air on tiny, summoned gusts of wind.

d100 = 39

  1. D10=1:A parade of 2d6 zephyr spirits, fluttering through the air like ghostly ribbons.
  2. D10=2:A large flock of ravens is mobbing something in the air above their heads!
  3. D10=3:The horizon splits to reveal 1d10 Great Thunderbirds, mythical animals of legend, their screeches generating shockwaves capable of stopping hearts and tearing flesh from bone.
  4. D10=4:Icicles form wind chimes, playing eerie, beautiful melodies only winter could deliver.
  5. D10=5:A solemn procession of 1d4 cloud druids performing ancient rites for the spirits of the sky.
  6. D10=6:A group of four humans are celebrating their latest hunting success by eating a cooked giant rat. They will offer some cooked giant rat to the players if they want some.
  7. D10=7:2d6 cloud spirits offer mystical insights in exchange for varied tokens from the Material Plane.
  8. D10=8:The party enters an area with a strong magical presence. Suddenly, a powerful wind appears and carries them away to unfamiliar territory.
  9. D10=9:Swirling mists part to reveal the runes of a forgotten empire. Investigating inscribes magical runes upon your flesh or awakens guardians who seek to enforce ancient decrees.
  10. D10=10:A sudden clash of heat and cold fronts disturbs the party’s rest, ushering a barrage of ice mephits. “Things might get a bit frosty!”

d100 = 40

  1. D10=1:A group of 1d4+2 dwarves are sitting on the bottom of a cliff, drinking and singing. They are drunk. They will invite the players to join them in drinking and singing. They will not want to stop drinking and singing until they are drunker. They are looking for a lost dwarven clan member, who has been missing for 18 years. If the players help them find the lost dwarven clan member, the dwarves will give them a magic item: a belt of+1 Belting.
  2. D10=2:Random, vivid-colored autumn fruits float gently by, carried by the wind.
  3. D10=3:A powerful storm suddenly strikes, bringing with it a massive waterspout that threatens to pull the players in. They must navigate their way out of the storm and find the source of the waterspout before they are swallowed up by its powerful currents.
  4. D10=4:A rogue djinn challenges the party to a game of riddles. If they win, the djinn will grant them a wish, but if they lose, they must complete a task for the djinn. However, the djinn is known to be tricky and may find a loophole to avoid fulfilling their end of the bargain.
  5. D10=5:A strange electrical hum causes a feeling of disquiet.
  6. D10=6:Gravity behaves unpredictably, briefly reversing or fluctuating.
  7. D10=7:A pack of 2d6 scavenger birds circling an unseen event beneath a tall cloud formation.
  8. D10=8:The players come across a small village floating in the sky, with its inhabitants all having the ability to fly. However, they are being terrorized by a group of air elementals who are angry about their intrusion into their territory. The players must mediate a peaceful solution or defeat the elementals.
  9. D10=9:Clad in windswept robes that flicker in and out of existence, a solitary air genasi poet recites verses that alternately soothe and shatter your mind. Her words weave layers upon layers of paradoxes, drawing upon ancient myths and truths of feminist ancestors from countless realms. Engage too deeply, and you risk being enveloped in her contradictory aura, forever caught between the lines of reality and dream. Her presence is both a balm and a trap, and every syllable she utters holds the weight of galaxies. Contend with her linguistically, and she may offer guidance toward a safe passage or an enigmatic artifact.
  10. D10=10:The party stumbles upon a floating island inhabited by 1d8 Rocs, their nests filled with the bones of unfortunates who underestimated these gigantic predators.

d100 = 41

  1. D10=1:The party comes across a powerful air elemental that is capable of controlling the wind. It challenges them to an aerial battle and if they win, the elemental will grant them a magical boon.
  2. D10=2:Gale-force winds crater into formations of ancient, planar runes, glowing soft azure and faint gold. Guardians emerge—4d6 cloud giants, ordaining their timeless vigil, wielding conduits of bound lightning. Combat is a ballet through cyclonic air, dodging swirling debris and countering rhythmic blasts. Victory earns keys to air-forged secrets of yore, while defeat twists dimensional cyclones spiraling out to scatter the premises. Each rune touched or left untouched reconfigures the constants of destination and purpose, echoing broader conflicts and conspiracies laid in the cosmic sheers of Air.
  3. D10=3:The never-ending sky shimmers and vibrates as the players find themselves in a gravity well, created by a renegade air elemental who wishes to make the entire plane obey their will. This elemental has captured a rare, unborn tempest dragon egg, feeding off its chaotic energy to create gravitational anomalies. The party must find a way to retrieve the dragon egg while navigating an environment where directions and sense become malleable, dodging floating boulders and dealing with hostile rogue winds influenced by the fanatic elemental. Saving the egg promises alliance with the future dragon, but failure results in being twisted within the gravity well endlessly.
  4. D10=4:A group of soldiers asks to join the players' party and fight their enemies. They're not good at all, but they have some good heavy armor and weapons.
  5. D10=5:2d8 air wyrms twist through the currents, hunting for ethereal prey.
  6. D10=6:You see a beautiful bird flying towards you. As it gets closer, you realize it is a roc, one of the most fearsome creatures of the Elemental Plane of Air. It does not seem to be aggressive, but the players must decide whether to approach the creature or avoid it.
  7. D10=7:A sudden calm causes an eerie silence, making it hard to detect danger.
  8. D10=8:While wading through a field of floating crystals reflecting warped realities, the party encounters a strange duo: an air genasi bard offering truths in riddles and a cloaked seer who sees too much. They reveal veiled prophecies that may guide the party or sow discord, all under constant threat of 4 raiding air pirates.
  9. D10=9:A migratory flight of 3d10 wyverns making their way to unknown destinations with calculated precision.
  10. D10=10:A diplomatic meeting of 2d6 air genasi and sylphs in deep discussion over territorial matters.

d100 = 42

  1. D10=1:The players come across an area of strange mists, which will cause them to become lost in their thoughts if they linger too long.
  2. D10=2:A shimmering vortex materializes before you, drawing you into an aviary filled with colossal, gravity-defying bubbles. Each bubble contains a miniature storm or a dormant threat, like 1d8 air mephits. Popping the wrong bubble could unleash a tempest or an angry spirit, while the right one may hold treasure or invaluable information. The bubbles' surfaces display cryptic runes hinting at their contents, demanding careful investigation and intuition.
  3. D10=3:Drifting closer to the edge of reality, the players find a gargantuan, sentient tornado roiling with screeching winds. Within, they discover a mystic portal leading to the heart of an aerial labyrinth serving as a prison for ancient air mages. Each mage guards a fragment of a tale twist of betrayal and lost kingdoms. Freeing or defeating these captive figures reveals vital pieces of a conspiracy that shaped the plane’s political structure, with mages fighting back in groups of 1d6 each, bending the labyrinth’s merciless winds to their will.
  4. D10=4:A group of cultists are being attacked by a storm elemental.
  5. D10=5:A group of pirates are sitting around their campfire, singing songs and drinking wine.
  6. D10=6:Upon a serene lake floating within the infinite sky, players stumble upon Astrid, an air nomad whose meditative trance is broken by six vortex fiends. Astrid’s calm battle and the ensuing victory bring hope and serenity. Her teachings offer new meditative techniques to traverse dangerous currents and storms unscathed.
  7. D10=7:Lost in the endless void, sections of unstable air shards begin forming around the adventurers. Keeping their balance and wits becomes critical as a trickster sylph and her illusions create false ledges leading to nothingness.
  8. D10=8:You come across a colossal tornado, rumored to be the manifestation of an ancient air titan's fury. Within its vortex, you find a crippled airship crewed by desperate adventurers fighting 2d4 air elementals to escape its pull. Assisting them offers a hefty share of their fortune. You have two hours before the tornado consumes the ship entirely. Navigating close to the tornado requires skillful balance and fortitude. The winds howl with the titan's eternal rage and deep sorrow.
  9. D10=9:The adventurers find a djembe drum floating by, summoning air spirits. A wily air genie challenges them to a drum duel, promising grand power if they can keep the beat. Failure sends a flock of hostile storm crows to attack.
  10. D10=10:The party comes across a flying circus with performers from all different planes. The ringmaster, a friendly aarakocra, invites the players to join the show and perform their own talents for the audience.

d100 = 43

  1. D10=1:Frost-filled winter spirals encase briefly and vanish just as suddenly.
  2. D10=2:You come across a cyclone suspended in mid-air, revealing a hidden pocket dimension. Entering, you find a tranquil sanctuary where dreamlike creatures, like cloud serpents and wind foxes, coexist peacefully. However, the tranquility is shattered when a 2d4 group of hobgoblin wind raiders invades, seeking to enslave the sanctuary's inhabitants. Negotiating a peace treaty or engaging in an epic fight will solidify your standing with powerful allies from the sanctuary.
  3. D10=3:Suddenly, the wind starts to pick up and swirl around you. You must make a Dexterity saving throw or be knocked prone.
  4. D10=4:The players stumble upon an ancient air ruin with a living wind trap that quickly becomes an air-y situation. “This place really blows!”
  5. D10=5:The players come across a peaceful colony of aarakocra, who have been struggling against a group of menacing harpies. If the players assist the aarakocra in defending their home, they may gain valuable allies for future endeavors.
  6. D10=6:Players arrive at a village at the bottom of a valley, surrounded on all sides by massive cliffs and by a large stone wall that rises up several hundred feet. The village is built into the cliffs and the walls, and the residents are made up of all sorts of creatures who have been cast out from their own races. They have banded together in this valley to create a new home for themselves and, as a result, it has become an egalitarian society with no discrimination at all.
  7. D10=7:Murmured conversations of unseen autumn entirely surround you briefly, as if part of a grand feast.
  8. D10=8:Suddenly flung into an upside-down weather anomaly where gravity is reversed, the players find themselves walking atop storm clouds that rain sky upwards. Within this unconventional realm lies the Sky-Witch, a hermit who claims dominion over reverse phenomena. To return to conventional reality, they must undertake the Sky-Witch’s peculiar challenges—reciting backwards legends, navigating anti-matter squalls, and battling beings who attack anti-clockwise. The players’ interactions and choices influence the plane’s gravity for a time, making for complex, adaptive combat scenarios and roleplaying moments full of paradox and enigma.
  9. D10=9:Sudden wintery breath makes even flying insects seem frozen and then thaw unexplicably.
  10. D10=10:A group of 2d4 rakshasas attack! They're extremely aggressive!

d100 = 44

  1. D10=1:Sudden squalls of hail fall, causing minor injuries and equipment damage.
  2. D10=2:A pack of 2d6 scavenger birds circling an unseen event beneath a tall cloud formation.
  3. D10=3:A group of efreeti and marids are battling each other over territory. Players can choose to help one side or stay out of it. If they help one side, they can get a reward from that race or any other race that is associated with that race.
  4. D10=4:Drifting lazily in the blue expanse, a magical hot air balloon piloted by a gnome bard named Whistlewind offers you passage across a treacherous sky river. Halfway through the journey, a storm phoenix attacks, forcing you to defend the balloon from this magnificent but deadly creature. Between the phoenix's electric breath and the storm's own fury, maintaining the balloon's integrity is a harrowing ordeal. If you succeed, Whistlewind shares tales of a secret rebellion against the elemental princes.
  5. D10=5:You stumble upon the ruins of an ancient sky castle, kept aloft by powerful enchantments and now overrun by a rogue gynosphinx and her minions. The gynosphinx offers you a riddle: solve it within an hour, and her treasure—knowledge of the Elemental Plane's deepest secrets—is yours. Fail, and her 3d4 griffon protectors attack. Exploring the ruins presents both physical and mental challenges, with shifting rooms and elemental puzzles. The wind hums with hints of hidden truths and forgotten powers.
  6. D10=6:Dancing light and shadows play across translucent grounds as players encounter Anora, whose graceful agility peers them against air drakes that dive with deadly precision. Each drake falls, celebrating the players' solidarity and skill. Anora, a messenger from the Aether Kingdom, speaks of diplomatic tensions threatening to erupt, leaving room for the players to mediate or confront rising dangers.
  7. D10=7:A vast flock of crows will fly by, followed by a lone eagle. The eagle is actually a powerful wizard in disguise, who is trying to sneak past the party unnoticed.
  8. D10=8:A group of 2d6+2 pixies are floating around the area. They will attack any living creature they meet. If a living creature attacks them, they will attack back with magic missiles. If the players defeat them, they will each leave behind a small magic missile that can be used as a magic weapon.
  9. D10=9:As phosphorescent mist swirls like a delicate dance, the players find themselves before Harmonia, the Skyseer Oracle. She’s besieged by sprite assassins riding zephyr-steeds. Players defend her, capturing the feeling of a decisive, aerial ballet of triumph. Harmonia’s visions reveal each player’s significant fate entwined with the destiny of the Plane of Air itself.
  10. D10=10:The party is attacked by a flock of giant eagles.

d100 = 45

  1. D10=1:A group of air elementals are seen creating a beautiful aurora in the sky. However, their games quickly turn dangerous when they start to manipulate the weather and summon powerful storms. The players must find a way to stop them before they cause too much damage.
  2. D10=2:A flock of invisible birds start to fly around you. They will attack if the PCs make any sudden movements.
  3. D10=3:You come across an area where the air is filled with strange smells and sounds. If the PCs don t take care, they will end up in the middle of a battle between air elementals and evil outsiders.
  4. D10=4:The players are caught in a powerful sandstorm on the Elemental Plane of Air. As they try to find shelter, they come across a group of dao who are using the storm to cover their attempts at stealing valuable treasures from nearby settlements.
  5. D10=5:A screen of mist begins to form around the players. It grows steadily thicker until the party is unable to see more than a few feet ahead of them. The trail ahead is blocked by a wall of mist 10 feet thick. A group of 5d6 zombies stumble out of the mist and attack.
  6. D10=6:Players come across a group of djinni arguing over a magical item.
  7. D10=7:An enormous cloud giant is riding atop a giant eagle, searching for prey.
  8. D10=8:A group of four humans is sitting around a campfire singing songs about their latest hunting success while they drink wine and eat cheese and bread that they have been saving for a special occasion like this one.
  9. D10=9:Players come across a flock of giant eagles that are being ridden by a group of elves.
  10. D10=10:The party is attacked by a group of invisible stalkers.

d100 = 46

  1. D10=1:Bouncy, green spring frogs leap in play before fading into nothingness.
  2. D10=2:A small ship is flying through the air. It contains a group of pirates who are looking for treasure. They will attack anyone they see.
  3. D10=3:An elderly couple is wandering through the area, looking for their lost child. They're concerned but not overly worried because they think their child is playing hide-and-seek somewhere nearby. The couple is actually sirens who will enchant male members of the party and force them to dance with them until they pass out.
  4. D10=4:A raging thunderstorm erupts from the ground in a 100' radius around the party. It rains for 24 hours, during which time, no other weather occurs. Each round, there is a 1 in 6 chance that a lightning bolt strikes the party, dealing 1d8 points of electricity damage.
  5. D10=5:A skydiving race organized by 2d6 mischievous air sprites challenges the party to dive through floating rings of air and wind tunnels. Winning the race grants the indomitable skydiver’s badge, which confers resistance to fall damage.
  6. D10=6:A lightning bolt strikes the ground nearby!
  7. D10=7:Frost-filled winter spirals encase briefly and vanish just as suddenly.
  8. D10=8:A flying pirate has captured a female halfling and is trying to force her to marry him. She is refusing and demanding to be released.
  9. D10=9:Suspended bridges of shimmering light tremble as they span across a yawning abyss when players come across Maren, a seasoned traveler caught in a hurricane of rogue gust druids. Each encounter's gust and crash illustrate the dangerous dance of air. Players must dispatch the druids, securing the bridges and earning recognition. Maren whispers of hidden air currents leading to ancient cities believed to be lost.
  10. D10=10:Amid the parchment clouds, the party crosses paths with a veiled courier gang, seven wind drakes, transporting a precious artifact. Stealthy observation reveals they're smuggling it to a secret conclave planning to overthrow the Sky Regents. The players must decide whether to steal the artifact or inform the authorities, risking significant retribution.

d100 = 47

  1. D10=1:A large airship appears on the horizon, captained by a dwarven merchant looking for customers.
  2. D10=2:Shards of condensed air magic float around, vibrant with chaotic energy. A clever air mephit dares the adventurers to engage in a game of magical tag. Winning imbues their weapons with temporary elemental power, while losing risks elemental disruption affecting their spells.
  3. D10=3:The players stumble upon an ancient air ruin with a living wind trap that quickly becomes an air-y situation. “This place really blows!”
  4. D10=4:Within a calm weather pocket, the adventurers find an ageless warrior in meditation. He offers a challenge of combat, revealing his true form as an air elemental with access to a sacred weapon forged from pure breeze. Defeating him in honorable combat earns the weapon, but trickery results in formidable retaliation.
  5. D10=5:A feast prepared by 1d4 air chefs who cook gourmet delicacies flavored by the freshest breezes.
  6. D10=6:Perched on a turbulent cloud is the lair of a soul-stealing air hag who enforces constant phobias. As 7 air wraiths are summoned to battle illusions and reality, unraveling her mind webs discloses fragments about prevailing planar disorders and her twisted collection of lore surrounding meddling extraplanar beings.
  7. D10=7:One of the players is suddenly lifted off the ground by an invisible force and carried high into the sky. They must figure out how to escape the grasp of an Air Elemental before they are dropped from a dangerous height.
  8. D10=8:A single airship pirate floating on the wind stream, scanning for potential plunder.
  9. D10=9:Players get attacked by a flock of harpies.
  10. D10=10:A man is standing on the side of the road, begging for food and water. He's actually a conman. If players feed him, he will tell them the story of how he was once a prince who was turned into a dog by a witch. He will ask for help in finding his princess, who has been turned into a frog by the same witch. He will ask for money too, but not much because he is poor and only wants to save his princess because he loves her so much.

d100 = 48

  1. D10=1:A lightning bolt strikes, dealing 1d8 points of electricity damage to anyone standing within 100' of where it lands.
  2. D10=2:A band of marauding harpies is causing chaos in the sky. They attack anyone that comes too close, but can be talked down with diplomacy or defeated with spells.
  3. D10=3:An ethereal ship manned by 1d12 cloud pirates appears on the horizon, seeking to plunder anyone crossing their path. Diplomatically navigating or combating them might earn a boon in the form of a magical compass that points to treasures across the planes.
  4. D10=4:Lightning crackles without rain, striking randomly in the area.
  5. D10=5:Players encounter a small village of 2d6 humans living in tents made out of large bird feathers. They will ask the players for help in finding their lost flock of giant birds. If players help them, the villagers will give them magical arrows that can be fired from a bow up to three times before they must be re-made by a magic-user.
  6. D10=6:A fleet of 1d6 flying carpets, piloted by enigmatic riders observing the planes below.
  7. D10=7:A vast, silent void hides an elemental hurricane tearing apart itself and an embattled tempest drake. The drake’s pleading thoughts offer allegiance for release. A fought victory over swirling chaos not only liberates the noble beast, but heralds a friendship charged by thunderous resolve.
  8. D10=8:A party member is attacked by their shadow.
  9. D10=9:Wisps of sentient air mimic familiar voices, leading adventurers astray into an endless loop of illusions. Only by besting the lead wisp, who demands a riddle match, can they break free and gain a wind-crafted amulet.
  10. D10=10:The party is attacked by a flock of perytons, 4d6 in number. They will attempt to steal anything of value from the players before flying away.

d100 = 49

  1. D10=1:They encounter a whirlpool made of pure, shimmering wind. Entering it transports them to a small floating oasis, where an ancient air sage offers profound insights into the nature of the Plane of Air. However, their exit won’t be as simple and might require a soul-bound promise.
  2. D10=2:A group of vultures circle overhead, keeping a close eye on the party as they travel. If the players attack the vultures, they reveal themselves to be powerful air elemental guardians who were testing their strength and skills.
  3. D10=3:A large tornado is approaching. It is 1d6 miles away and can be seen by players. If players attack it with magic or missiles, it will turn on them and attack them for 1d4 rounds before moving on to other targets.
  4. D10=4:The party stumbles upon a floating island inhabited by 1d8 Rocs, their nests filled with the bones of unfortunates who underestimated these gigantic predators.
  5. D10=5:A songbird, with feathers of iridescent mist, perches on your shoulder, whispering forgotten ballads that either soothe or ensnare the unwary mind.
  6. D10=6:Sailing through clear skies, an airship suddenly materializes, its crew made of enigmatic air-bandits led by an alchemically enhanced harpy captain. The harpy seeks adventurers for her daring raid on a cloud-castle ruled by Aether the Unseen, an elaborate network of airy pathways and mirror-thin platforms. The castle reportedly holds vast elemental riches and forbidden knowledge. Collaborating with the harpy offers material gain but risks falling foul of an intricate maze of defenses, enchanted air spirits, and Aether’s own eavesdropping winds. Being caught within Aether’s domain may result in the players being used as test subjects for air-elemental fusion experiments.
  7. D10=7:A lightning bolt strikes the ground nearby!
  8. D10=8:A solemn sky-sailor tells tales of a phantom airship bedeviled by the ghost. “Get ready for some ghostly tales from the upper margins!”
  9. D10=9:An incomplete air bridge snakelike over the abyss, attended by 1d4 aerial architects who enlist the party’s help to ward off cloud gremlins. Working together to finish the bridge grants the primary architect’s boon—a shimmering air sigil.
  10. D10=10:While navigating a crystalline rainstorm, the party stumbles upon a shrine to a forgotten air god. Here, they face the trial of air spirits compelled to defend it—a combat-strategy challenge ultimately negotiated alongside a 12-air disciplined guardian. Surmounting this, the shrine reveals glyphs speaking of ancient cosmic balances and planar gates.

d100 = 50

  1. D10=1:Simultaneously, six bolts of lightning strike the players. No damage is taken, but the electricity courses through their bodies, stunning them for 1d4 rounds.
  2. D10=2:The players find themselves in the middle of a massive air battle between two rival red dragon clans.
  3. D10=3:A leisurely drifting cloud castle, populated by 2d4 storm giants, occasionally seen from openings.
  4. D10=4:Roars and hisses fill the air, and the scent of hot asphalt, making you feel summer closes in, despite the seasons.
  5. D10=5:A large, round cloud appears above the ocean. It's the top half of a giant water elemental! The elemental is trying to get the top of its body out of the water and into the air.
  6. D10=6:The players meet a group of eccentric cloud shepherds who guide their herds of magical flying sheep through the skies. The shepherds may offer the players a ride on their sheep or enlist their help in protecting their herds from dangerous creatures.
  7. D10=7:The party is ambushed by a group of 1d4+2 air genies. They will attempt to bargain with the players, offering rewards in exchange for favors.
  8. D10=8:2d6 storm elementals clash with each other, creating small thunderclaps and lightning bolts.
  9. D10=9:A shimmering vortex materializes before you, drawing you into an aviary filled with colossal, gravity-defying bubbles. Each bubble contains a miniature storm or a dormant threat, like 1d8 air mephits. Popping the wrong bubble could unleash a tempest or an angry spirit, while the right one may hold treasure or invaluable information. The bubbles' surfaces display cryptic runes hinting at their contents, demanding careful investigation and intuition.
  10. D10=10:A powerful air elemental is blocking the path of the party, demanding to be paid a toll before letting them through the area.

d100 = 51

  1. D10=1:Mesmerized by a harmonious sky temple projecting symphonic waves, players find Aria, the Songstress, fighting against echo banshees disrupting the temple’s song. Players lend their strength to restore harmony. Aria’s gratitude introduces them to ancient songs safeguarding from elemental wrath.
  2. D10=2:Qawah from the city of Zan will wash the party's boots for 2 platinum pieces each.
  3. D10=3:2d6 owls of unusual size diving with precision through a cloud forest.
  4. D10=4:The party is attacked by a group of fierce air elementals.
  5. D10=5:Players encounter a group of adventurers who are taking bets on how long it will take them to get from one side of the valley to the other. It is a long, flat valley with a fast running river in it and there are no bridges or boats. If a player joins in, they will learn that it is possible to cross the River, but it will take 1d10 hours to swim across, and if they get wet they can expect to get sick for 1d10 days with a random disease.
  6. D10=6:The players are caught in a sudden patch of turbulence and must make a Dexterity check to stay on their feet. If they fail, they are flung off their course and must navigate back to their original path.
  7. D10=7:A group of air genasi are seen performing a dance ritual, summoning powerful winds and creating beautiful patterns in the sky. They may allow the players to join in and receive blessings from their elemental ancestors.
  8. D10=8:You come across an area where the wind is constantly shifting direction and speed. If the PCs try to fly, they will have to make a Dexterity saving throw or have their speed halved.
  9. D10=9:Sightings of 1d7 compressed air golems guarding an ancient celestial air temple become more frequent. Exploring their domain promises significant rewards, if one can navigate the gust-filled chambers and stand the golems' test of valor.
  10. D10=10:A group of air genasi, dressed in flowing robes and riding on magical clouds, offer the players a ride to their destination. But once they are in the air, the genasi reveal their plan to rob the players and leave them stranded in the sky.

d100 = 52

  1. D10=1:The party stumbles upon a floating island inhabited by 1d8 Rocs, their nests filled with the bones of unfortunates who underestimated these gigantic predators.
  2. D10=2:An artificial sun floats ahead, radiating warmth and light as spells. Guarded by 2d6 fire elementals, tampering with it might destabilize the region, while befriending its guardians could grant control over this artificial day.
  3. D10=3:A flying castle is being attacked by a flock of giant eagles. The party has a chance to save the ship and the passengers or steal the ship and get away.
  4. D10=4:The party comes across a powerful storm elemental that is capable of controlling the weather. It challenges them to a battle of wits and if they win, it will grant them a magical boon.
  5. D10=5:You are approached by a large air elemental. It is 30 ft tall and its skin is transparent. It wants to talk to the PCs about a cause it is fighting for.
  6. D10=6:A cyclone appears! It's extremely dangerous!
  7. D10=7:You stumble upon a floating amphitheater where air elementals perform lyrical dramas. The lead performer, a radiant sylph, beseeches aid in battling a cursed spirit haunting their troop. Confronting this spirit in an ethereal stage duel requires intertwining combat with impromptu recitation of poetic verses, each line a potential strike or counter. The result of this encounter influences your reputation among elemental cultures, and successful resolution reveals old truths about broken allegiances between air spirits.
  8. D10=8:An aerial herd of 3d6 pegasus soar, their silvery wings shimmering in the elemental sunlight.
  9. D10=9:Between thin veils, murmurings of a half-forgotten sovereign permeate. Respect begets gratitude; derision earns unrelenting enmity.
  10. D10=10:In the heart of a turbulent wind tunnel, two rival cloud giants wield colossal elemental forces. They reveal their telepathic struggle, yearning to unite against a greater evil if mediated. Choosing to help and inspiring peace amongst giants through combat and negotiation results in a triumph against a looming threat and deepened allegiance.

d100 = 53

  1. D10=1:Sightings of 1d7 compressed air golems guarding an ancient celestial air temple become more frequent. Exploring their domain promises significant rewards, if one can navigate the gust-filled chambers and stand the golems' test of valor.
  2. D10=2:As the players travel through a dense cloud, they feel an intense rush of energy and are suddenly surrounded by a group of powerful storm giants. They are searching for a legendary air elemental that has gone rogue, and they request the players' help in defeating it.
  3. D10=3:A violent thunderstorm erupts overhead, with frequent lightning strikes. A lightning bolt strikes nearby.
  4. D10=4:Temperature drops drastically, causing frost to form on exposed skin.
  5. D10=5:Soft spring moss trails hang lazily, whispering as they float past.
  6. D10=6:Suddenly, an interplanar comet streaks past the players' path, scattering rare asteroids. The chase brings them against 7 twisted airy abjurors who aim to seize a core containing ancient cosmic prophecies. The intense duel of speed and spells highlights larger themes of destiny intertwined with cosmic dances and fates written in windscars.
  7. D10=7:Blistering heat waves in the summer air distort your vision momentarily.
  8. D10=8:The players come across a group of air elementals playing a game of tag, soaring through the sky at incredible speeds. If the players join the game, they may find themselves in a race for their lives against these mischievous beings.
  9. D10=9:A group of 3d6 elementally-bound ravens observe you, their eyes glinting with intelligence.
  10. D10=10:Lost in the endless void, sections of unstable air shards begin forming around the adventurers. Keeping their balance and wits becomes critical as a trickster sylph and her illusions create false ledges leading to nothingness.

d100 = 54

  1. D10=1:The party sees a bright light shining through the clouds, heading towards them. It is a bolt of lightning, which strikes the ground where they are standing.
  2. D10=2:The party hears a small voice crying for help. It is a small elemental creature.
  3. D10=3:2d8 dust mephits spiral up from a storm below, causing temporary blindness and chaos.
  4. D10=4:An immense blaze of colors forms a living rainbow arch. Inside, 1d10 air nymphs dance to windsongs that enchant and enlighten or mislead and confuse. Assisting or entertaining these nymphs leads to a rare and wondrous boon.
  5. D10=5:The distinct scent of pine mixed with hot, dry air brings memories of summer camps.
  6. D10=6:A sudden, intense storm is brewing. Caught within it, 3d4 storm elementals demand tribute unless the party can calm them with an artifact known as the Tempest Mirror. Should they survive, players might discover the storm was artificially engineered by hidden forces.
  7. D10=7:A group of 1d8+4 giant flying ratkin paladins attack on sight.
  8. D10=8:A horde of giant bats swoops towards the players, attacking with fangs and claws.
  9. D10=9:A swarm of 2d20 sky wasps buzz menacingly near a thunderhead hive.
  10. D10=10:Passing by a still, silent section of sky they discover 1d12 air sharks on the prowl, a creature part wind, part elemental shark. Earning the trust of these predators might lead to alliances with underwater denizens or air sages who respect their domain.

d100 = 55

  1. D10=1:The group floats toward a majestic floating castle but is blocked by a turbulent air elemental gatekeeper. “Gate crashed by the elements!”
  2. D10=2:The party comes across a group of kenku who are trying to rebuild their crashed airship. They ask the players for assistance in retrieving necessary parts from nearby settlements.
  3. D10=3:2d8 floating golems patrol an ancient sky temple, oblivious to the passage of time.
  4. D10=4:Synchronistic air pulses mess with timing and rhythm.
  5. D10=5:A vast chasm yawns before you, filled with swirling mists and the cries of long-lost souls. The mists conceal a hidden enclave of rebel air genies (djinn) who have fled oppression from a tyrannical wind prince. You stumble upon their hideout just as a contingent of 2d4 wind warriors descends upon them. Deciding whether to aid the rebels or remain neutral could influence your standing with powerful elemental factions. Strong gales threaten to sweep you into the abyss if you linger too long. The air vibrates with the echoes of an ancient prophecy about the coming of an elemental savior.
  6. D10=6:An intense summer breeze brings the smell of charred wood briefly.
  7. D10=7:A cloud giant flies over the players, throwing 1d20 lightning bolts at them, each doing 2d8 damage.
  8. D10=8:Fragments of an ancient tome, scribed on evanescent air, dance by. Discovering the whole story provides potent secrets or perilous shadows.
  9. D10=9:A school of 2d8 sky fish swim lazily through the air, their bodies shimmering with elemental energy.
  10. D10=10:The party comes across a village in the sky. This village is ruled over by a powerful air elemental, and it asks the party to do it a favor in exchange for a magical reward.

d100 = 56

  1. D10=1:The players come across an area filled with thin air, which makes it difficult for them to breathe. They must find a way to get back to normal air or risk falling unconscious.
  2. D10=2:Lightning strikes the ground 5 feet in front of the players, creating a 5-foot-wide by 5-foot-long trench.
  3. D10=3:You see a group of men and women in robes. They look like they are conducting some kind of ritual in front of a large floating disk made of stone.
  4. D10=4:Amidst a mosaic of iridescent stardust, players join forces with Remiel, a celestial scout battling insidious air phantoms. Earning triumph assures celestial blessings and guidance through the ethereal expanse.
  5. D10=5:Hot, vivid mirages appear, bearing summer oases that aren’t quite real.
  6. D10=6:A group of 3d6 giant spiders attack from all sides of the trail and from above and below.
  7. D10=7:A cloud giant leisurely floating on an enchanted cloud, perhaps fishing for sky whales.
  8. D10=8:The group floats toward a majestic floating castle but is blocked by a turbulent air elemental gatekeeper. “Gate crashed by the elements!”
  9. D10=9:1d10 sky obelisks hover, each radiating a low, magical hum that resonates with subtle but tangible elemental energy.
  10. D10=10:They enter a converging point of multiple air currents forming an aerial knot. Unraveling it provides knowledge of secret pathways and hidden treasures in the Plane of Air, but invokes the attention of 1d8 guardians of the currents, each representing an aspect of wind.

d100 = 57

  1. D10=1:A devious wind spirit tries to trick the players into touching cursed artifacts. “Blow it and deal with the consequences!”
  2. D10=2:A flock of giant, colorful hummingbirds fly by, looking for flowers to pollinate. If the party has any sweet nectar, the hummingbirds will swarm around them in a peaceful manner.
  3. D10=3:You spot 1d8 druidic air shamans engaged in a ritual, their chant blending with the wind.
  4. D10=4:A swirling wind reveals a luminary knight practicing graceful aerial manoeuvres. Offering assistance returns ethereal tutelage or stark warnings.
  5. D10=5:A swirling vortex of cloudy vapor sweeps across the sky, concealing a powerful Djinn who offers to grant the players three wishes.
  6. D10=6:Suspended in fragments of ruins bound by furious gales, the party stumbles upon a slumbering demigod chained by ethereal energy. Guardians of 6 storm spirits protect it across time's edges. Untangling this conundrum reveals existential dialogues on pantheon politics and the untold histories of divine mutinies and alliances.
  7. D10=7:The players are caught in a sudden sandstorm, created by an air elemental who is searching for a rare desert flower. The players must race against time and the unpredictable winds to find the flower and return it to the elemental before it destroys the surrounding area.
  8. D10=8:An intense summer breeze brings the smell of charred wood briefly.
  9. D10=9:is flying, looking for food. If a PC attacks it, the pterodaemon will turn into 1d6 pteranodons, who will fight to the death.
  10. D10=10:A group of air genasi are holding flying races, betting on who can fly the fastest and highest. They invite the party to join in and offer rewards for the winners.

d100 = 58

  1. D10=1:Unusual barometric pressure causes ears to pop and objects to behave oddly.
  2. D10=2:2d6 elemental beasts, partially composed of living wind, prowl while emitting strange howls.
  3. D10=3:The hint of sizzling barbecue drifts through the air accompanied by a warm summer gust.
  4. D10=4:They encounter a fluxing conduit where reality threatens to tear. A whispering elemental offers safe passage back or through a unique challenge, involving 2d12 arcane echoes each safeguarding a crucial relic to planar stability.
  5. D10=5:The players come across a peaceful colony of aarakocra, who have been struggling against a group of menacing harpies. If the players assist the aarakocra in defending their home, they may gain valuable allies for future endeavors.
  6. D10=6:A wandering djinn offers a trade to the players - their most precious possession in exchange for a glimpse into the future. The visions they receive may lead them to new quests and adventures.
  7. D10=7:Ozone purges clog sinuses and press ears.
  8. D10=8:Rustling autumn leaves whisper secrets in a tongue you almost understand.
  9. D10=9:You are flying through the sky and you notice three giant clouds. Inside them, there are strange creatures called cloud giants.
  10. D10=10:Players are attacked by a group of flying vultures. The vultures have been infected by a magical disease that makes them more aggressive.

d100 = 59

  1. D10=1:A group of cackling witches are chanting and casting magic on a witch's brew. If players approach, they will attack.
  2. D10=2:Oily patches of cloud cover the sky, making it difficult to see.
  3. D10=3:An airborne carnival traverses the expansive skies, consisting of 2d10 wisplight beings engaged in carnival games and performance. Winning at any contest within the floating fair promises a catalog of minor enchanted prizes.
  4. D10=4:The players come across a floating island inhabited by a colony of peaceful cloud giants. However, the giants are being terrorized by a powerful cloud dragon, and the players must choose whether to help the giants or side with the dragon.
  5. D10=5:Through a swirling vortex, the adventurers encounter a winged serpent made of purest air, twined around an ancient harp strumming chaotic melodies. The serpent offers a powerful air rune if the party can play a harmonious tune. If they fail, wrathful elementals emerge.
  6. D10=6:The party is attacked by a flock of vrock demons, 4d6 in number. They will attempt to steal any magical items from the players before fleeing.
  7. D10=7:2d12 starlings create mesmerizing patterns in the air, pulsing like a living mural.
  8. D10=8:The horizon fractures in trembling vertical planes, each segment a shade of light or darkness fluctuating perception. Figures of 7d2 palpable mirages leap from shattered junctures, attacking not by force but in subduction of light and emotion. Combat hinges upon more than skill—a well-timed blaze of empathy, calculated alignment of fear or hope. Mirages fragment into vignettes, half-realized visions folding back upon whispered machinations of primal elemental rulers. Resolution creates tenuous portals leading beyond to new kaleidoscopic pathways.
  9. D10=9:A group of adventurers who are friendly with the players are attacked by a group of Trillium Knights.
  10. D10=10:A group of 5 bandits are riding chocobos through the air. They are searching for food and treasure.

d100 = 60

  1. D10=1:The players come across an area of strange mists, which will cause them to become lost in their thoughts if they linger too long.
  2. D10=2:A group of cultists are worshiping a storm elemental that they believe is a god.
  3. D10=3:You come across an enormous flock of harpies. They are singing and spreading joy throughout the plane.
  4. D10=4:1d4 enchanted floating gardens filled with rare and magical flora from various planes.
  5. D10=5:Fog fills the area. A giant creature attacks when the fog dissipates.
  6. D10=6:A small elemental creature is being attacked by a swarm of giant bees.
  7. D10=7:The distant sound of chimes announces the approach of a floating temple. Within, ascetic monks offer enlightenment or engage in relentless philosophical debate.
  8. D10=8:The players are drawn into a breathtaking aerial ballet performed by sky nymphs accompanied by ethereal music. However, it becomes clear that the nymphs are trapped within musical whirlwinds, enchanted by a forlorn air deity. The players must figure out how to undo the binding spell, which involves interpreting the dance and music to discover ancient phrases hidden in plain sight. Misinterpretation can heighten the deitys' sense of nostalgia and trap the party within an ever-spinning waltz. Freeing the nymphs has them become allies in a grander struggle against elemental enslavement perpetuated by malicious currents.
  9. D10=9:A mysterious mask floating on an island grants visions when worn, depicting scenes of endless pranks and tricks by an ancient air deity. The mask conveys truths about the Plane of Air but also instigates an onslaught of trickster elementals.
  10. D10=10:An airborne caravan of 1d12 air genasi traders, plying their wares from floating platforms.

d100 = 61

  1. D10=1:You see a flock of giant eagles soaring in the sky. They will swoop down if the PCs draw attention to themselves.
  2. D10=2:An unexpected downdraft forces flyers to descend rapidly.
  3. D10=3:Frost-filled winter spirals encase briefly and vanish just as suddenly.
  4. D10=4:Glistening, icy stalactites form brief chandeliers in winter’s gusts.
  5. D10=5:A group of 1d4+2 flumphs are approaching. They are being chased by a group of 1d4+2 air elementals. The flumphs will be grateful for any help the players can offer them.
  6. D10=6:A battle against a squadron of 3d10+5 air elementals.
  7. D10=7:A drifting cloud castle belonging to a wind alchemist is besieged by a phalanx of 3d6 air elementals. Assisting the alchemist against these elementals can result in a variety of potions and concoctions with sky-based effects.
  8. D10=8:The party comes across a group of kenku who are trying to rebuild their crashed airship. They ask the players for assistance in retrieving necessary parts from nearby settlements.
  9. D10=9:A strange wind blows across the area, carrying large chunks of ice with it. These pieces of ice cause 1d6 points of cold damage to anyone caught in the wind.
  10. D10=10:A flock of harpies is singing a haunting melody that lures the players closer to their nest.

d100 = 62

  1. D10=1:Two beautiful cloud nymphs are standing in midair, talking about the happenings in their village. They are wearing their best garments and are armed with their weapons. They will attack if they are attacked first.
  2. D10=2:1d6 Galeb Duhr, earth elementals inexplicably bound in the Plane of Air, tumble through the sky, smashing anything in their path with the fury of misplaced and frustrated beings.
  3. D10=3:The party is approached by a group of 1d4+2 storm sorcerers who are seeking help in controlling their wild magical powers. They offer the players rewards
  4. D10=4:The party comes across a powerful air elemental that is capable of controlling the wind. It challenges them to a race and if they lose, the elemental will take them captive.
  5. D10=5:The scent of fresh rain accompanies a torrent of silvery, spring raindrops.
  6. D10=6:Players come across a strange creature that looks like a cross between an eagle and a dragon.
  7. D10=7:A loud rushing sound can be heard from nearby. It is a pack of 2d6+2 flying dire wolves racing by. They are hunting for game.
  8. D10=8:Drifting through a mirage-filled valley of still air, they encounter the remains of a shattered sky palace. Nomadic tribes of displaced sylphs have made it their transient refuge, constantly at odds with shadowy wraiths that harry their remnants—two to ten in spectral force. Aiding the sylphs offers a glimpse into lost histories and secret paths interconnected among elemental realms. Each choice unfolds untamed aspects of ancient mythos intertwined with elemental imperatives and unseen forces manipulating broader world affairs, spanning mixtures of combat, alliance, and discovery in harmony with the untamed essence of air.
  9. D10=9:An arcane tornado, containing the essence of a captured air sorcerer and guarded by 3d4 air constructs, must be subdued without harm to free the tempest wizard within, who eagerly returns favors.
  10. D10=10:High atop a soaring wind spiral zone, the key to a secret treasure vault lies encoded within a seraphic melody. Players must find the elusive speaker of the song—trapped in whispering willows while six lesser air elementals guard them. In freeing the speaker, they risk revealing their quest to hidden enemies.

d100 = 63

  1. D10=1:Fluttering overhead are air spirits tangled in ethereal cobwebs spun by an invisible entity. The spirits communicate paradoxically: their truths sound like lies, and their lies like truths. They seek help to break free while warning of the danger that freedom might bring. Assist them, and gain hesitant allies through combat within the web; betray them, and the web may cocoon you into timeless stasis. The feeling of cobwebs on your skin alternates between a delicate caress and an iron grip, making it hard to determine reality from illusion.
  2. D10=2:A massive air elemental, capable of creating and controlling hurricanes, is terrorizing a village below the clouds. The players must find a way to defeat or appease the elemental before it destroys everything in its path.
  3. D10=3:A mysterious floating palace passes overhead, its occupants watching the party from windows on the sides.
  4. D10=4:Drifting closer to the edge of reality, the players find a gargantuan, sentient tornado roiling with screeching winds. Within, they discover a mystic portal leading to the heart of an aerial labyrinth serving as a prison for ancient air mages. Each mage guards a fragment of a tale twist of betrayal and lost kingdoms. Freeing or defeating these captive figures reveals vital pieces of a conspiracy that shaped the plane’s political structure, with mages fighting back in groups of 1d6 each, bending the labyrinth’s merciless winds to their will.
  5. D10=5:Amid celestial currents, the players encounter an immense floating labyrinth composed entirely of haunted wind. Within the labyrinth dwell the Manes, ancient spirits of feminist trailblazers whose sacrifices weave into the plane's very seams. Navigating the labyrinth means contending with trials that reflect their ethos—freeing oppressed sylphs, overcoming air-elemental bigotry, and confronting avatars of historical patriarchy. Each chamber reveals mystical air patterns and reflective winds revealing deeper truths about equality and freedom, challenging the players to manifest their own principles and earn the Manes’ blessings or confront their ethereal wrath.
  6. D10=6:Amidst chaotic hissing air streams, a forbidden conclave of air necromancers performs an ancient binding ritual. Their skeletal wind spirits (up to
  7. D10=7:A giant airship appears in the sky, its engines roaring with the power of a storm.
  8. D10=8:The adventurers encounter a trickster fey who has transmuted part of the Plane into an illusory playground, enticing heroes into whimsical puzzles that reward intellect and creativity, while failure traps them momentarily in comical stasis.
  9. D10=9:The party finds a small house made of glass. Inside, they find a small, elderly couple. The couple has been trapped in the house for years, and they will beg the party to rescue them. They are actually sirens who will enchant male members of the party and force them to dance with them until they pass out.
  10. D10=10:A training session where 1d4 wind archers practice shooting their air arrows at targets.

d100 = 64

  1. D10=1:A goddess of the winds manifests, her form composed of swirling air currents. She offers a boon to those who pledge a lifetime of service—or a curse to those who defy her.
  2. D10=2:A solitary astral dragonet weaving spells of weather from its ephemeral perch.
  3. D10=3:In the heart of a turbulent wind tunnel, two rival cloud giants wield colossal elemental forces. They reveal their telepathic struggle, yearning to unite against a greater evil if mediated. Choosing to help and inspiring peace amongst giants through combat and negotiation results in a triumph against a looming threat and deepened allegiance.
  4. D10=4:An adventurous group of 3d6 kenku, mimicking the sounds of wind and thunderstorms.
  5. D10=5:An aarakocra messenger appears, saying they have important news from their leader and need the party's help. The aarakocra chief has been captured by a group of air elementals and they need assistance in rescuing him.
  6. D10=6:The trail takes a sharp turn to the left. On the trail ahead, a 20-foot long snake is coiled up on the trail. It attacks anyone that comes too close. It is not really a snake, it is a long length of rope with one end tied to a stick. The stick has the head of a snake on it. It is an illusion.
  7. D10=7:The party is attacked by a group of air elementals. One of the air elementals is an air elemental prince who is much more powerful than the others.
  8. D10=8:A group of 2d4+2 giant eagles attack the players.
  9. D10=9:Up to 100 tiny, transparent, glassy orbs shoot from the sky and attack the party as if they were arrows. Each orb has 1 HP and does 1d4 points of damage if it hits.
  10. D10=10:Soft spring moss trails hang lazily, whispering as they float past.

d100 = 65

  1. D10=1:An elderly 1d4 sphinxes meditate on floating islands, pondering ancient mysteries and riddles.
  2. D10=2:In the distance, the sound of horses can be heard galloping by, followed by the sound of people shouting. A group of 2d6+4 air-realm raiders are riding by, trying to catch up with their herd of air horses.
  3. D10=3:1d4 sky sages float meditatively, suspended by their mastery over the air.
  4. D10=4:Encounter a gargantuan air balloon, operated by 1d6 eccentric wind-wizards, offering intrigue at a cost of challenging feats of agility, dexterity, or intellect. Success wins enchanted wind-flowers.
  5. D10=5:Suspended in the vast sky, a storm giant's abandoned floating fortress drifts aimlessly, guarded by 2d6 storm elementals. Exploring the fortress may yield ancient weather-controlling artifacts but could also rouse the storm elementals’ wrath.
  6. D10=6:Ancient autumn whispers bring tales from forgotten eras on the wind.
  7. D10=7:A cloud giant leisurely floating on an enchanted cloud, perhaps fishing for sky whales.
  8. D10=8:An airship appears above the players. Six uniformed sailors are on deck, ready to capture the players! The sailors are the survivors of an attack on their airship by a group of pirates that look like they're wearing kites. The pirates will try to steal all of the players' possessions and force them to walk the plank!
  9. D10=9:A solitary ki-rin meditatively levitating amidst a tranquil sky garden.
  10. D10=10:Strong winds blow the party off course, and they end up on a different elemental plane than they intended to go to. They are unsure how to get back home.

d100 = 66

  1. D10=1:Two beautiful cloud nymphs are standing in midair, talking about the happenings in their village. They are wearing their best garments and are armed with their weapons. They will attack if they are attacked first.
  2. D10=2:The characters find themselves in the middle of a battle between two rival dragon clans.
  3. D10=3:Fell gusts carry the scent of storm, inducing anxiety.
  4. D10=4:A glorious feast held by a friendly air genie is interrupted by rival air elementals. “Just when you thought you could dine-ey with peace!”
  5. D10=5:Qilin. A noble spirit with a wisdom of it's own.
  6. D10=6:A powerful crosswind pushes the party sideways.
  7. D10=7:Amidst crystalline stalactite formations floating above the abyss, they encounter 3d6 warring clans of elementals vying for supremacy. Mediation or intervention among the clans could lead to control over elemental battalions or rare elemental crystals.
  8. D10=8:A loud rushing sound can be heard from nearby. It is a pack of 2d6+2 flying dire wolves racing by. They are hunting for game.
  9. D10=9:Suspended in the vast sky, a storm giant's abandoned floating fortress drifts aimlessly, guarded by 2d6 storm elementals. Exploring the fortress may yield ancient weather-controlling artifacts but could also rouse the storm elementals’ wrath.
  10. D10=10:1d8 Tempest Beholders hover menacingly through electrically charged storm clouds, their central eyes crackling with the raw fury of controlled tempests, each eyestalk ready to unleash hell.

d100 = 67

  1. D10=1:The sound of distant thunder rumbles, creating an unsettling atmosphere.
  2. D10=2:A sudden downdraft propels the players into an aerial minefield of floating crystals that discharge electricity on contact. “Shocking situation, isn’t it?”
  3. D10=3:The air’s resonance reveals an intricate dance between elementally attuned sky serpents and their endangered, young riders. The telepathic cries of the riders implore for help as necromantic vultures circle. Fending off such vile creatures solidifies the bond between rescued and rescuer, painting the triumph in hues of unity and resilience.
  4. D10=4:Suspended in crystal-clear air, the players encounter a cloud citadel where elementalist knights train for an impending elemental apocalypse. Uncovering their secrets requires either participating in their grand contests or surviving combat trials against ethereal duelists, seven to twelve breaking forth in varying might. Gaining the knights' trust or clever subterfuge offers insight into the Elemental Plane’s intricacies, revealing remnants of storm-forged alliances and oncoming elemental upheavals foreseen by hidden oracles.
  5. D10=5:Suddenly, an interplanar comet streaks past the players' path, scattering rare asteroids. The chase brings them against 7 twisted airy abjurors who aim to seize a core containing ancient cosmic prophecies. The intense duel of speed and spells highlights larger themes of destiny intertwined with cosmic dances and fates written in windscars.
  6. D10=6:2d10 cloud giants are in a heated debate about the best type of cloud to construct their next fortress.
  7. D10=7:2d8 sylph maidens dance on a floating platform, their delicate movements sending ripples through the air.
  8. D10=8:Players get attacked by a group of flying imps.
  9. D10=9:A friendly air spirit offers to provide safe passage in exchange for a joke it hasn’t heard before. “Blow me away with your humor!”
  10. D10=10:A group of 2d4+2 elementals are walking around the area. They do not appear to be alive. If players get close to one of them, it will reach out and grab one of them and pull them close so it can attack them with its fists. A fist made of pure elemental air has a reach of 10 feet and does 1d6+2 points of damage per hit.

d100 = 68

  1. D10=1:The party encounters a powerful air elemental that is capable of controlling the wind. It challenges them to a race, and if they win, the elemental will grant them a boon.
  2. D10=2:The party is attacked by a flock of vrock demons, 4d6 in number. They will attempt to steal any magical items from the players before fleeing.
  3. D10=3:A group of 2d6+2 sphinxes are patrolling the borders of the Elemental Plane of Air. They are looking for halflings.
  4. D10=4:A rare sighting of 1d6 quetzalcoatls, their colorful feathers shimmering in the sunlight.
  5. D10=5:A loud screeching noise can be heard from overhead, then a burst of cold air and snowflakes fall on the party for one round. A dragon flying overhead is casting a Blizzard spell below them.
  6. D10=6:Alabastrian's Windward Keep, an ancient floating fortress, harbors a clandestine auction for artifacts long lost to the Void. The players must infiltrate this stronghold, bypassing ten invisible stalkers guarding the levels, and win the auction—or steal the item—from a rival thief who seems to be working for a yet unseen master. The Keeper's secret plans for these artifacts could unfold in future arcs.
  7. D10=7:You see a group of men and women in robes. They attack anyone who comes near them!
  8. D10=8:Cruising through bands of golden mist, players encounter a floating palace built from clouds and floating, luminous gemstones. The palace's guardian, an enigmatic djinni, weaves illusions that blend grandeur with nightmare, where staircases spiral into voids of starlight. The djinni offers a labyrinthine riddle, correct answers promising untold secrets, the wrong conjuring swarms of 4d4 sapphire drakes. As players navigate dreamlike halls, the palace warps; rooms melt into fractals, and each step shifts the very walls around them, echoing with disjointed snippets of ancient lore.
  9. D10=9:A flock of crows is seen circling above the players' heads. Suddenly, they dive down, attacking the players! These crows are actually vultures in disguise!
  10. D10=10:The party stumbles upon a flying garden filled with vibrant flowers and exotic fruits. However, the garden is protected by a group of giant eagles who will only allow the party to take something if they can best them in a game of aerial acrobatics.

d100 = 69

  1. D10=1:In the shadow of the thundering tempest vortex, a derelict platform hints at a heist long-past. When the party investigates, they are beset by a shadowy figure—a doppelganger claiming to know their secrets. Combat ensues with two traitorous wind elves manipulating gusts, revealing the platform's long-hidden cache of stolen planar fragments.
  2. D10=2:Suspended in an anti-gravitational bubble, you witness a celestial court of twelve sylphs dramatically putting an invisible entity on trial for crimes against the Plane. The charges and testimonies are filled with contradictions; alleged misdeeds are merely concepts, action without consequence. Attempt to solve this judicial enigma, and you'll unravel a plot tied to greater conspiracies skirting the border of your own reality. Fail, and you may become accused yourself, forced into an existential cage of windbars that swirl around you, entrapping you physically and mentally.
  3. D10=3:A vast, shimmering dome holds the court of an air monarch. Diplomacy with the monarch’s 2d8 vivacious courtiers could earn boons or kindle internal feuds, impacting their navigation through the elemental plane.
  4. D10=4:Motes of golden autumn dust sparkle as they hover and then drift away.
  5. D10=5:An elder air elemental presents a trial of collected wisdom – storytelling and riddles about the Plane of Air, testing not just knowledge but creativity. Success imparts ancient air lore, while failure causes the elemental to dissipate, scattering hostile spirits.
  6. D10=6:An aerial maelstrom formed by 2d12 sprite games gone awry, creating disorienting turbulence.
  7. D10=7:A prismatic winter sundog appears in the sky briefly before fading back into the cold ether.
  8. D10=8:The party finds themselves in an area filled with invisible spirits, who will do whatever the players command.
  9. D10=9:The party comes across a strange sight: a group of men and women are sitting on the seabed, playing cards and drinking wine. They are halflings and they are sitting on a large ocean-going vessel called the 'Halfling Hold' that is made out of driftwood and salvaged materials. The halflings will invite the players to join them in a game of cards and gambling. They will not want to stop gambling until they have lost all of their money. If the players win, the halflings will offer them a large diamond as a reward. The diamond is worth 2d10x10 platinum pieces.
  10. D10=10:The players encounter a peaceful tribe of air genasi who are skilled in controlling the winds. They offer to teach the party their techniques, but only if they prove their worth by completing a series of challenges.

d100 = 70

  1. D10=1:A farmer, tending to crops of floating grass, asks for assistance. Granting it garners a bountiful reward, though opposition from predatory beasts is inevitable.
  2. D10=2:1d12 air genasi children play with small wind bells, their laughter carried on the breeze.
  3. D10=3:A group of 2d6+2 giant birds attack the players.
  4. D10=4:An invisible force lifts the party up into the clouds. When the force stops, the party finds themselves in an enormous library filled with books and scrolls from all corners of the multiverse.
  5. D10=5:While exploring a cloud forest, the players are ambushed by a group of invisible flying creatures. The creatures turn out to be invisible stilt walkers who are just trying to scare the party for fun.
  6. D10=6:Thinning air distorts perception, creating vertigo.
  7. D10=7:Caught in a gale-force wind tunnel, the party must navigate turbulent air currents or be thrown into the endless void. Suddenly, 8 air elementals burst forth, attacking with the fury of the storm. This harrowing gauntlet tests their unity and finesse. In the eye of the storm, they find an ancient artifact of immense power.
  8. D10=8:A group of 2d6+2 goblins have been ordered by their chief to patrol the area and make sure no one passes through without permission. If they see the party, they will demand treasure or they will attack.
  9. D10=9:The party comes across a magical vortex that leads to different planes of existence. They must navigate through each plane, facing unique and challenging obstacles, before they can return to the Elemental Plane of Air.
  10. D10=10:The players come across a floating island inhabited by a colony of peaceful cloud giants. However, the giants are being terrorized by a powerful cloud dragon, and the players must choose whether to help the giants or side with the dragon.

d100 = 71

  1. D10=1:Inside a churning tornado, bound by lightning ropes, a dragon of air and smoke roars paradoxical commands and riddles. It offers power to those who can solve its nature: a beast of destruction and creation, existence and void. Each wrong action nourishes the tornado, increasing its fury, while each correct step calms the beast. Engage in combat against a being of pure contradiction, and you risk becoming part of the storm yourself. The dragon's breath alternates between life-giving air and suffocating void, confusing your senses and strategies.
  2. D10=2:A drifting conclave of 1d10 air sorcerers discussing their latest magical discoveries.
  3. D10=3:Gale-force winds carry the players into a massive whirlwind inhabited by 3d6 invisible stalkers. “Talk about throwing caution to the wind!”
  4. D10=4:Two giant eagles attack the players.
  5. D10=5:A powerful djinn appears, offering the adventurers an opportunity for riches if they do him a favor.
  6. D10=6:Intricate harmonious chords introduce an air elemental concert, interspersed with struggles against malevolent beings of void. Your triumph seizes unity from disharmony, shaping air weavers’ future symphonies and embedding your will into their crafts, celebrated by air’s resonant uplifting chorus.
  7. D10=7:An immense blaze of colors forms a living rainbow arch. Inside, 1d10 air nymphs dance to windsongs that enchant and enlighten or mislead and confuse. Assisting or entertaining these nymphs leads to a rare and wondrous boon.
  8. D10=8:A group of cultists are being attacked by a storm elemental.
  9. D10=9:The players encounter a group of gnomes who have built their own airship and are offering rides to travelers for a small fee. However, the gnomes are not the only ones on board - there are also a group of mischievous air elementals who like to play pranks on the passengers.
  10. D10=10:A group of elves are trying to capture a young dragon that has been terrorizing the village they live in.

d100 = 72

  1. D10=1:A cloud giant leisurely floating on an enchanted cloud, perhaps fishing for sky whales.
  2. D10=2:An aquatic dragon leaping from cloud to cloud in pursuit of an air whale.
  3. D10=3:Suspended in the endless azure expanse, the party intercepts a stolen relic floating within a cobwebbed aether nest guarded by three air elementals. As they approach, an unseen pirate crew of four wyverns descends from above, seeking to reclaim their loot. A pitched battle amid the misty airdocks ensues, with the relic's true power gradually revealed—command over the winds themselves.
  4. D10=4:A group of four air elementals appears and offers to help the party if they need it. The elementals can perform any task from creating gusts of wind to flying the party through the sky.
  5. D10=5:A wild and powerful gale is blowing. A group of 6d4+6 djinn are flying past.
  6. D10=6:A group of hunters are chasing after a rare animal.
  7. D10=7:Up ahead the party sees a cloud of smoke. When the party reaches it, they find a group of 1d8+4 giant rats huddled around a small fire. The rats attack if the party gets too close.
  8. D10=8:An enchanting orchestra of 1d10 wind chimes autonomously produced by natural air currents.
  9. D10=9:You see what appears to be a cloud of smoke that is actually 3d10+3 shadow creatures.
  10. D10=10:A group of 2d4+2 efreet are flying overhead. They look like small red balls at first, but when they get closer, it is clear that they are huge balls of flame that are flying through the air. If players get too close, they will be attacked. They fight with their fists which do 1d6+2 points of damage each per hit.

d100 = 73

  1. D10=1:Players come across a group of dwarves on flying carpets who are searching for a magical artifact.
  2. D10=2:A massive, translucent jellyfish-like creature, an air kraken, floats lazily above a majestic cloud ocean. Hidden within its semi-transparent form are 2d6 air elementals and lost treasures, and it becomes agitated if disturbed, lashing out with tentacles of high-velocity wind.
  3. D10=3:The party discovers a strange temple in the sky. At the top is an ancient air elemental, who will grant great rewards to those who can solve its puzzles.
  4. D10=4:Within a vibrantly colored cyclone, the party encounters 1d6 lightning mephits who alternatively show off their sparks and cheekily zap at intruders. Treating them kindly might make one of them a sporadic, unpredictable ally.
  5. D10=5:A man is standing on top of a cloud. He is wearing an old and dirty robe. He looks like a wizard. His name is Frightful. He is an evil wizard. He is trying to summon a demon.
  6. D10=6:The party comes across a group of men who insist that they have found the Ring of Infinite Power. They will not sell it unless the party can prove that they are worthy of possessing it.
  7. D10=7:Ancient autumn whispers bring tales from forgotten eras on the wind.
  8. D10=8:The party comes across a strange airship that appears to be powered by some unknown force.
  9. D10=9:You come across an area where the air is filled with tiny creatures called faeries. They will offer the PCs a gift if they can complete a task for them.
  10. D10=10:Autumnal shadows play and trick your eyesight, morphing into animals and elves.

d100 = 74

  1. D10=1:Dense fog rolls in, reeking of sweet herbs and bitter incense. Mysterious figures dressed in colorful garb appear from within, humanoids with floating eyes and serpentine appendages reciting mantras distorting reality. These are the enigmatic Wind Monks, who offer enlightenment or madness through their arcane rituals. Players face the choice to participate or resist; each rite taken alters their thoughts, bending the very air to new forms—weapons, shields, or traps. Engage much and revel in elation and horror in equal measure, drifting closer to or away from the monks' ultimate cosmic truths.
  2. D10=2:A school of 2d8 sky fish swim lazily through the air, their bodies shimmering with elemental energy.
  3. D10=3:A small bird lands on a character's shoulder. It will quickly transform into a tiny harpy, who will then steal something from the character.
  4. D10=4:The hot air carries a whiff of summer cornfields stretching limitlessly.
  5. D10=5:You come across an area where there are no clouds or wind. An eerie silence pervades and it is filled with strange creatures, such as invisible stalkers.
  6. D10=6:In a sky veiled by shadows of swift-moving dark clouds, they find an ancient anti-grav elven city running on faded magic. Amidst the ruins, cunning 8 sombral guardians engage fiercely. Hidden within lie scrolls narrating the ancients' transition from earthly bounds to immortal airy envoys and their cosmic conspiracies.
  7. D10=7:A mischievous djinn offers the party wishes but each wish has a humorous twist. “Wish you could have seen that coming, did you?”
  8. D10=8:A sudden calm causes an eerie silence, making it hard to detect danger.
  9. D10=9:A lightning bolt strikes nearby, causing a large explosion and a loud thunderclap that can be heard for miles around the area. All creatures within one mile of the location where the bolt struck will be temporarily deafened and will be stunned for 1d4 rounds.
  10. D10=10:Amidst floating boulders and crystalline shards, you encounter a monumental air elemental warlock leading a congregation of 2d6 sky acolytes. They are performing an ancient ritual to open a gateway to the material plane, intending to bring a contingency of air elementals to establish dominance. You have three hours to either stop the ritual or offer an alternative solution. Negotiation risks summoning reinforcements, while combat may disrupt the delicate forces at play. Air currents whisper conspiracies of an elemental incursion into mortal realms.

d100 = 75

  1. D10=1:A swirling vortex of cloudy vapor sweeps across the sky, concealing a powerful Djinn who offers to grant the players three wishes.
  2. D10=2:Over shards of shimmering aether glass, players encounter Dorian, a war tactician fending off pirate clans. Together they ensure the clan’s defeat, basking in the thrill of an orchestrated, strategic triumph. Dorian shares maps marking clandestine meeting grounds of the air-pirate syndicate.
  3. D10=3:A group of air elementals appear in the sky and begin to play a game of tag with the party.
  4. D10=4:As the party ventures through the billowing fogs of Skyscar Valley, they spot a group of two storm giants conspiring with nine air pirates. Unveiling their plan to rob the Valley of Winds Treasury exposes layers of intrigue and treachery, challenging the party to either stop the heist or outwit both parties for their ends.
  5. D10=5:A sentient, thunderstorm-shaped cloud demands to hear an enthralling tale before allowing passage. It thunders, “Cloud you entertain me?”
  6. D10=6:A group of cultists are being attacked by a storm elemental.
  7. D10=7:A group of four racing pegasi is racing past the players. One has what appears to be a saddlebag of gems tied to its back legs. The other three are trying to catch it so they can steal its saddlebag of gems.
  8. D10=8:You cross paths with a gatherer of sky-berries, her harvest carrying both sustenance and secrecy about unseen dangers.
  9. D10=9:A mysterious castle appears out of nowhere, floating in the clouds. Inside, the players must navigate through illusions and traps to find the owner, a powerful djinn who has been trapped by a vengeful rival. The players can free the djinn and gain its favor, but they must also beware of the rival's retribution.
  10. D10=10:Temperature drops drastically, causing frost to form on exposed skin.

d100 = 76

  1. D10=1:An enormous Roc flies through the sky, its talons clutching a magical artifact.
  2. D10=2:A group of Djinn hover above the party, demanding tribute before they will allow safe passage.
  3. D10=3:A floating library of 1d4 archmages searching through tomes for lost knowledge.
  4. D10=4:Gusts of wind suddenly intensify, pushing the party off course.
  5. D10=5:A flock of 2d8 harpies lurks atop a floating island, their enchanting songs luring unwary flyers towards dangerous updrafts and sharp rock formations. Besting the harpies in a musical duel could end their menace and win the party a magical lyre.
  6. D10=6:Up to 100 tiny, transparent, glassy orbs shoot from the sky and attack the party as if they were arrows. Each orb has 1 HP and does 1d4 points of damage if it hits.
  7. D10=7:The characters find themselves in the middle of a battle between two rival dragon clans.
  8. D10=8:1d6 air cultists conducting a secret ritual, their chants caught and carried by the wind.
  9. D10=9:A tornado approaches and passes overhead, but it leaves behind a strange green glow in its wake.
  10. D10=10:A rare sighting of 1d6 quetzalcoatls, their colorful feathers shimmering in the sunlight.

d100 = 77

  1. D10=1:1d8 Tempest Beholders hover menacingly through electrically charged storm clouds, their central eyes crackling with the raw fury of controlled tempests, each eyestalk ready to unleash hell.
  2. D10=2:While exploring a cloud forest, the players are ambushed by a group of invisible flying creatures. The creatures turn out to be invisible stilt walkers who are just trying to scare the party for fun.
  3. D10=3:A cloud whale breaching through the sky in a slow, majestic motion.
  4. D10=4:A cloud giant appears, demanding the airshipand everyone on it. The giant has been tricked by a party of thieves into believing that this vessel is theirs.
  5. D10=5:A giant tornado is approaching. It is 1d6 miles away and it can be seen by players. If players attack it with spells or missiles, it will turn on them and attack them for 1d4 rounds before moving on.
  6. D10=6:The party is attacked by a group of winged kobolds who are attempting to steal their supplies. After defeating them, the players discover that the kobolds are not acting on their own - they are being controlled by a powerful druid who is manipulating the winds to create chaos and confusion.
  7. D10=7:A pair of floating cities overlap in a haze of paradoxical boundary, each operating on its own contradictory set of physical laws. Engage with the inhabitants who speak in loops and circular logic, revealing grand feminist councils and ancient power struggles for freedom. Navigate their bureaucratic drift and earn grander truths about the Elemental Plane’s mysteries. Anger them, and face extradition to an alternate version of the Plane where your powers and senses operate in alien opposites. The veils between cities shimmer, moving like tides, and transforming in their paradoxical interactions.
  8. D10=8:A 1d10 band of Skycallers, rogue spellcasters who command the very winds, appear on sleek, enchanted sky-skiffs, seeking to plunder and pillage in the sky's name.
  9. D10=9:A small cloud village is in distress as their well, which collects condensed water for their survival, has been contaminated by a strange purple gas. The villagers will offer a handsome reward to anyone who can solve the mystery and purify the well.
  10. D10=10:Amidst slicing wind currents, the players intercept signals about a secretive theft prepared by a hidden collective aiming for the Arcane Council’s wind-dropped vault. Three storm golems patrol the vault. The collective’s objectives align with broader conspiracies, shaping the party’s decision to collaborate, undermine, or confront them outright.

d100 = 78

  1. D10=1:The scent of sea salt wafting through on a balmy summer breeze makes you long for the coast.
  2. D10=2:The players come across an area filled with strange wind currents. If they fly through the currents, they can reach new locations quickly.
  3. D10=3:3d4 migratory air whales drift serenely through the sky, singing deep, resonant songs.
  4. D10=4:The party comes across an ancient temple in the sky. Inside, they find a powerful magical artifact guarded by a powerful djinni.
  5. D10=5:Suspicious balloon-like creatures attempt to float off with the players’ supplies. “Looks like they’re full of hot air!”
  6. D10=6:The party comes across a castle floating in the air, held up by invisible magic. Inside, they find a group of cloud giant wizards who are having a heated discussion about the current political state of the Elemental Plane of Air. They will invite the party to join in and share their opinions.
  7. D10=7:While flying over a large city, players see 5d6 hippogriffs flying in formation. They seem to be practicing some kind of drill.
  8. D10=8:Players find themselves in the domain of the Spirit of the North Wind, who offers blessings or curses based on their response to its questions. A negative interaction could result in being hunted by 2d4 wind wraiths until healed through positive deeds.
  9. D10=9:Navigating the sheer vastness of a boundless sky, you encounter High Priestess Aurantha. She seeks aid to reclaim a sacred relic from a band of air pirates who attack like a gale yet vanish just as swiftly. Players must overcome their ambush tactics and traps. Victory is not only sweet but brings the relic's blessings, strengthening them against future airy perils. Aurantha speaks of ancient scrolls detailing a hidden, long-lost fortress floating among the clouds.
  10. D10=10:Wayward flurries deposit the adventurers at the edge of a crystal-clear chasm of air, disappearing into brilliant stars. Wind-weaving spiders zealously guard an enormous, sentient web of shimmering silk. Each strand hums gently with alien wisdom and cosmic fates. Players can step righteously, plucking threads that vibrate knowledge of great import, or scuffle inhospitably, turning the spiders hostile. Moments of combat take on a balletic grace, each move an echo in the vast, soporific air-expanse. Collecting the silk offers trails to hidden enclaves, reshaping understanding of the elemental myths.

d100 = 79

  1. D10=1:A series of portals whirl through the air, each leading to a different elemental plane. The party must navigate through them carefully or risk being thrown into a different plane.
  2. D10=2:Upon a floating rock slab, radiant yet perilous plumes of constant lightning surround the discovery of a petrified titan holding a glowing rune. An encounter with 3 storm giants who aim to reclaim the titan's power turns deadly. Wrestling with this moment, they uncover fragmentary histories of celestial wars and divine retributions.
  3. D10=3:3d4 sylphs flutter by, giggling and offering cryptic advice about the winds.
  4. D10=4:A group of 2d6+2 sphinxes are patrolling the borders of the Elemental Plane of Air. They are looking for elementals.
  5. D10=5:2d8 storm birds perform aerial loops and dives in a dazzling display.
  6. D10=6:Players come across an airship with a crew of strange creatures from the Plane of Air.
  7. D10=7:A small village is hidden beneath a cloud. The villagers are hiding from a gang of bandits who have been terrorizing them. They will give players advice on how to beat the bandits if they want it.
  8. D10=8:High above the boundless expanse, you encounter a celestial observatory manned by a solitary stargazer who claims to have discovered a looming celestial alignment that could alter the multiverse's balance. However, her lenses have been stolen by a gang of 2d4 djinni pirates. You must retrieve them within two hours to prevent catastrophe. The pirates are fierce and hold high vantage positions that complicate combat. The atmosphere buzzes with astrological forecasts and dire portents.
  9. D10=9:Little whirlwinds of autumn leaves playfully swirl around your feet.
  10. D10=10:Drifting through the ever-shifting clouds, the adventurers encounter a group of 3 mist-like air mephits darting around a floating island. They challenge the party to a race through a complex aerial maze. If the party wins, they gain a rare gem with unknown properties. If they lose, the mephits will play pranks, making their equipment levitate randomly during the next encounter.

d100 = 80

  1. D10=1:A tumultuous storm engulfs the players, with 2d6 air elementals appearing and attacking viciously. “Looks like the winds of fate are not in your favor today!”
  2. D10=2:A group of giant eagles attack. They are actually elementals in disguise. If players kill them, they will be attacked by a group of 2d6+4 air elementals.
  3. D10=3:An endless voidscape reveals a floating menagerie of imprisoned air monstrosities and sacred guardians encaged by voidriders. The telepathically united guardians seek your strength for liberation. Achieving such heroic liberation marks the dawn where elemental guardians and you craft immense alliances against incursion.
  4. D10=4:Viscous, heavy fog clings to clothing, making movement laborious.
  5. D10=5:In a clearing, the party finds a group of genasi performing a ritual to commune with their ancestors and ask for their guidance. However, something has gone wrong, and the ancestors are appearing as hostile spirits, attacking anyone who comes close. The players must find a way to appease the ancestors and restore balance.
  6. D10=6:A polar bearer floats lazily on an ice floe in the winter sky, giving a deep growl as you pass by.
  7. D10=7:The rare flight of a phoenix, reborn and setting portions of sky aflame.
  8. D10=8:Air swirls prompt dizziness inherently.
  9. D10=9:A floating mosaic crafted by air elementals tells tales through interactive winds. Solving the cryptic wind-characters unlocks precious air spell scrolls. Mistakes unleash tempest guardians from the mosaic ensuring stringent protection.
  10. D10=10:A deferential council of 2d10 officiating cloud dolphins meets, their horizon-shifting quorum broken by encroaching air elementals. Earning favor by preserving peace promises rewards such as sky-steering talismans.

d100 = 81

  1. D10=1:The players spot a temple floating in the sky. As they approach, they discover that it is the temple of the powerful deity of the winds. The deity may offer them a challenge or task to prove their worth.
  2. D10=2:A powerful storm is raging in the area, filled with powerful lightning that can fry any creature foolish enough to be caught in it.
  3. D10=3:Players encounter a group of air elementals battling a group of fire elementals. The battle will be ongoing. If the players help, the creatures will be grateful and give the players a limited ability to summon an elemental of their choice, once per day.
  4. D10=4:The players stumble upon a group of githyanki who have set up a temporary base on the Elemental Plane of Air. They are searching for a powerful artifact that they believe is hidden within a nearby storm. The players can either help or hinder their search.
  5. D10=5:A lone wyvern on patrol, its imposing form silhouetted against the sun.
  6. D10=6:Players encounter a small village of 2d6 humans living in tents made out of large bird feathers. They will ask the players for help in finding their lost flock of giant birds. If players help them, the villagers will give the party dinner, lodging, and information about the area in exchange for the rescue of their birds.
  7. D10=7:They find a storm dragon’s aerie, its guardian 1d10 wind sentinels holding memories of previous navigators. Bargaining with these sentinels could retrieve memories, revealing hidden paths or valuable knowledge.
  8. D10=8:A cloud giantess stands in the middle of the road. She is offering to trade 1 gp for every diamond the players give her. She has 1d20+20 diamonds in her sack. She will trade gems for gems only - no magic items, no gold, no silver, no copper, no bronze, nothing but gems!
  9. D10=9:You hear a loud buzzing noise and soon realize that it's a swarm of giant bees. They are pissed off and looking for someone or something to attack.
  10. D10=10:Air pressure fluctuations cause headaches and discomfort.

d100 = 82

  1. D10=1:Sweltering heat waves dry out water quickly.
  2. D10=2:1d4 wise cloud elders drift, offering ancient tales in exchange for fresh stories carried on the wind.
  3. D10=3:Floating islands of jagged rock crumble as you near them, and you must cross a bridge made of fragile ice crystals that shimmers in and out of existence. At the heart of this treacherous passage stands a solitary storm giant elder guarding a sacred relic—the Heart of the Tempest. The elder, a towering female figure, offers you a chance to parlay, for she sees a greater threat in the resurgence of an ancient enemy prophesied to return. You have mere minutes to gain her trust or risk being scattered to the winds. The sky here is turbulent, and random lightning strikes force reflex saves every few minutes. These skies echo with tales of fallen empires and lost legacies.
  4. D10=4:A powerful djinni appears and grants the party three wishes, but with a catch. The djinni will only grant wishes that it believes will ultimately benefit itself.
  5. D10=5:A cascading waterfall of stardust beckons, offering replenishment, but at the cost of awakening cosmic guardians.
  6. D10=6:Six Cyclonic Titans, massive elemental beings emerging from a twisting tempest, create vortexes powerful enough to shred flesh from bone with their mere presence.
  7. D10=7:The sound of a blizzard can be heard from the north. It is cold and the sound of snowflakes hitting the ground can be heard. There is a pack of 2d6 flying wolves nearby, hunting for game.
  8. D10=8:A Celestial Wind Dragon with scales shimmering like polished sky manifests, surveying the party. It demands tribute or threatens to unleash sky-borne ruin upon the interlopers.
  9. D10=9:2d6 elemental beasts, partially composed of living wind, prowl while emitting strange howls.
  10. D10=10:Deceptive crosswinds’ distort hearing.

d100 = 83

  1. D10=1:A group of 2d4+2 efreet are flying overhead. They look like small red balls at first, but when they get closer, it is clear that they are huge balls of flame that are flying through the air. If players get too close, they will be attacked. They fight with their fists which do 1d6+2 points of damage each per hit.
  2. D10=2:A giant condor is flying through the air. Its talons grasp a huge magical gong. If the players pass too close, the condor will drop the gong and attack.
  3. D10=3:Players come across an invisible tower hovering in the air.
  4. D10=4:Drift loads of auburn autumn leaves surround, gently coercing you to slow down.
  5. D10=5:Hollow winds produce ghostly moans and wailing.
  6. D10=6:A group of 3d6+6 giant vultures are circling overhead. They are waiting to attack any living creatures that pass by.
  7. D10=7:A mysterious floating palace passes overhead, its occupants watching the party from windows on the sides.
  8. D10=8:A group of three eagles are flying through the air, discussing where they should hunt for food in their sharp, bird-like voices. One of them saw a group of deer grazing in a nearby field.
  9. D10=9:A delegation of 1d6 djinn nobles floats past on a grand sky barge, attended to by their elemental servants.
  10. D10=10:A massive floating rock collapses, revealing an imprisoned djinni who is desperate for release. “Rocking the boat, aren’t we?”

d100 = 84

  1. D10=1:An ancient, seemingly sentient whirlwind that whispers forgotten secrets to those who listen.
  2. D10=2:A flock of 2d12 air falcons dive and ascend in a rapid dance of predation.
  3. D10=3:A group of six djinni are playing a game of chess with a giant marble board. They are friendly, but if you interrupt them, they will become hostile.
  4. D10=4:Gale-force winds crater into formations of ancient, planar runes, glowing soft azure and faint gold. Guardians emerge—4d6 cloud giants, ordaining their timeless vigil, wielding conduits of bound lightning. Combat is a ballet through cyclonic air, dodging swirling debris and countering rhythmic blasts. Victory earns keys to air-forged secrets of yore, while defeat twists dimensional cyclones spiraling out to scatter the premises. Each rune touched or left untouched reconfigures the constants of destination and purpose, echoing broader conflicts and conspiracies laid in the cosmic sheers of Air.
  5. D10=5:A small convoy of 2d4 airships captained by 3d10 sky pirates sails by, keeping a wary eye on your party.
  6. D10=6:1d12 ethereal jellyfish float serenely by, their tendrils glowing with elemental energy.
  7. D10=7:A group of hunters are chasing after a rare animal.
  8. D10=8:A crystalline structure floats in the distance, acting as a conduit between worlds. Utilizing it hastens your journey but may draw planar hunters attracted to the energy surge.
  9. D10=9:Golden grains and russet leaves seem to pave paths in mid-autumn air.
  10. D10=10:2d6 cloud serpents weave through the air, their bodies leaving vapor trails in their wake.

d100 = 85

  1. D10=1:A group of 2d4 rakshasas attack! They're extremely aggressive!
  2. D10=2:Vast herds of flying horses will pass by. You will hear them before you see them. They are led by a massive horse with a mane of lightning.
  3. D10=3:An arcane tornado, containing the essence of a captured air sorcerer and guarded by 3d4 air constructs, must be subdued without harm to free the tempest wizard within, who eagerly returns favors.
  4. D10=4:Dry air dries out throats, necessitating frequent hydration.
  5. D10=5:A spontaneous musical concert by an ethereal air bard summons beguiling air spirits to dance. To gain fragments of ancient air magic, the adventurers must attempt to outdo the bard in musical skill or storytelling. Displeasing performance induces chaotic melodies affecting their spells.
  6. D10=6:The players are caught in a sudden patch of turbulence and must make a Dexterity check to stay on their feet. If they fail, they are flung off their course and must navigate back to their original path.
  7. D10=7:The players come across a powerful air elemental in the shape of a dragon, who challenges them to prove their worth by completing a series of tasks. If they succeed, the elemental may offer them a powerful magical item.
  8. D10=8:A storm is brewing and a group of lightning elementals have been released from their hold. They are wreaking havoc, striking everything in their path with bolts of electricity.
  9. D10=9:1d8 airship gladiators engaging in an aerial duel over who commands the skies.
  10. D10=10:A woman named Gwendolyn Black is walking the streets. She is looking for the 'one'. She is a cleric. If she meets the 'one' she will swear him or her into service as a cleric of the god of justice.

d100 = 86

  1. D10=1:Under crimson twilight, the players awaken a dormant cyclone, sparking apparitions showing cyclical fault lines of past conflicts. Engaging with 4 cyclonic warriors, they gain the powers of sight over air streams, and the ancestral conflict between the air races taught by the spirits of the cyclone.
  2. D10=2:They come across a whimsical bazaar of items swirling mid-air, manned by 1d8 animated gusts of wind. Each gust offers to trade unique sky-related items, only if the right wind-related riddle can be solved.
  3. D10=3:Young spring foliage, verdant and luminous, briefly surrounds you and then dissipates.
  4. D10=4:Suddenly, a thunderhead rolls in, encasing a crystalline tear with healing properties or devastating energy depending on your respect for its ethereal power.
  5. D10=5:You catch snowflakes on your lashes, each one unique and fleeting in the winter cold.
  6. D10=6:Whirlwinds of powdery snow circle around you, the sound of a distant trumpet echoing through the wintry air.
  7. D10=7:Electric arcs zip from one metallic object to another.
  8. D10=8:Icicles form wind chimes, playing eerie, beautiful melodies only winter could deliver.
  9. D10=9:You stumble upon a floating amphitheater where air elementals perform lyrical dramas. The lead performer, a radiant sylph, beseeches aid in battling a cursed spirit haunting their troop. Confronting this spirit in an ethereal stage duel requires intertwining combat with impromptu recitation of poetic verses, each line a potential strike or counter. The result of this encounter influences your reputation among elemental cultures, and successful resolution reveals old truths about broken allegiances between air spirits.
  10. D10=10:A violent storm erupts overhead! The sky turns black and lightning crashes down, striking all around the players for 3d10 points of damage each round for the next 1d4 rounds.

d100 = 87

  1. D10=1:A massive cloud dragon blocks the sky, demanding tribute from anyone who passes beneath.
  2. D10=2:A group of 2d6+2 efreeti are fighting against a group of 2d6+2 fire elementals.
  3. D10=3:A wandering djinn offers a trade to the players - their most precious possession in exchange for a glimpse into the future. The visions they receive may lead them to new quests and adventures.
  4. D10=4:Swirling helices of translucent air suggest momentary clarity before binding into waves of turbulence. Arising from this churn are formations of sky-tide serpents, their movements disorienting and hypnotic. Choices hinge: face the serpents in feats of aerial prowess, or seek elusive currents bypassing their territories. Feats of combat heighten reality—every action an echo reshaped by subjective perception, each ripple a reflection of ancient conspiracies woven through context and legacy. The safer course navigates towards puzzles of wavering elements, where answers blend with half-heard myths of airy dominion.
  5. D10=5:Drifting through prismatic airwaves, the players discover an ancient library composed of floating, luminous runes. Guarded by an enigmatic scholar who reveals herself as a time-lost avatar of knowledge, they’re challenged to a series of riddles and mental trials centered on ancient mythologies and arcane lore. Correct responses not only grant them knowledge but also tangible rewards like spell scrolls or enchanted trinkets. However, missteps result in being turned into partial wind themselves, detaching their essence ever so slightly from their corporeal forms, making reality a misty, ethereal experience that could become irreversible if they linger too long.
  6. D10=6:Quiet whispers carried by the autumn wind seem almost legible, hinting at forgotten tales.
  7. D10=7:A group of winged harpies are perched on a nearby cliff, singing a beautiful yet haunting melody. If the party listens for too long, they may be tempted to join the harpies' flock.
  8. D10=8:A calm rift opens, revealing a serene corridor filled with floating glass orbs showing reflections of other planes. This oasis is a library guided by tranquil air elementals curating an intersection of wisdom and chaos. Gaining access to rare tomes and artifacts demands solving elemental riddles or pledging aid against a rival faction periodically attacking the library with skyscorcher wyverns, three to seven in their number. Navigating the orbs' labyrinth reveals hints of broader, interplanar intrigues and the cosmos' unseen threads linking creation's essence.
  9. D10=9:Players drift near a massive cloud shaped like a dragon's head, forming a floating island with eerie sentience. 2d10 wisps of sentient fog greet them, posing philosophical queries about the nature of existence. Answering correctly grants safe shelter; failure invokes the dragon-cloud’s wrath.
  10. D10=10:Players come across a strange creature that looks like a cross between an eagle and a dragon.

d100 = 88

  1. D10=1:A mysterious laughter echoes through the mist. A prankster cloud drake is toying with the party. “Grin and bear the high jinx!”
  2. D10=2:1d10 celestial orbs acting as sentinels for an ancient prophecy known only to the air elementals.
  3. D10=3:As gravity fluctuates unpredictably, shimmering shapes of illusion foxes dart, chased by phantom hunters. The foxes, telepathic serenades of wisdom and lore, reveal the true predator—a mind-bending specter. Triumphing over this phantasmal challenge grants players clarity and insights into the Plane’s mysteries, a victory for knowledge.
  4. D10=4:A blue dragon is flying through the area. The dragon is hunting for its next prey.
  5. D10=5:Pairs of giant eagles fly overhead. They are hunting.
  6. D10=6:A cloud giant appears and demands that the party turn over their airshipand everyone on it, threatening a storm if they don't comply. He has been tricked by a group of 3d8+3 elemental birds into believing that this vessel is theirs.
  7. D10=7:Invisible walls of wind halt progress unexpectedly.
  8. D10=8:You hear a distant rumble and a giant wave of air rushes over you. You must make a Constitution saving throw or be knocked prone.
  9. D10=9:1d6 ancient storm golems acting as protectors for a remnant elemental temple.
  10. D10=10:Autumn's amber grains move like silk ribbons within the wind.

d100 = 89

  1. D10=1:Amidst ziplining through arcs of rainbows, players witness an elegant duel above the clouds: Sir Rhen against three air mephits. His blade slashes the air itself, creating a spectacle of victory. Players assist and learn the art of controlling the very air they walk on. Sir Rhen’s tales hint at an impending confluence of elemental forces and a dark agenda behind these seemingly random skirmishes.
  2. D10=2:You spot 1d8 druidic air shamans engaged in a ritual, their chant blending with the wind.
  3. D10=3:A large fish made of clouds appears and nuzzles the players, hoping they will feed it. The fish is friendly and provides the party with information about the area.
  4. D10=4:Gravity pockets drain stamina substantially.
  5. D10=5:A patrol of 2d6 sylph guards scanning the skies for intruders.
  6. D10=6:Interwoven cloud canopies shroud a secret meeting of three elder air genasi plotting a council-wide heist under the Moon of Whispering Winds. The players must eavesdrop, intercept coded conversing currents, and decide whether to steal the communication artifacts, or preemptively striking under veils clandestine intentions, weaving truth amidst lies.
  7. D10=7:1d8 air monks spar on a flotilla of floating rocks, their strikes creating miniature shockwaves.
  8. D10=8:A group of 1d4+2 dwarves are sitting on the bottom of a cliff, drinking and singing. They are drunk. They will invite the players to join them in drinking and singing. They will not want to stop drinking and singing until they are drunker. They are looking for a lost dwarven clan member, who has been missing for 18 years. If the players help them find the lost dwarven clan member, the dwarves will give them a magic item: a belt of+1 Belting.
  9. D10=9:A spiraling tornado with 1d6 air elementals at its heart, creating a mesmerizing dance.
  10. D10=10:The party finds themselves in the middle of a fierce competition between winged elves and aarakocra for control of the flying city they are currently in. The players must choose a side to aid or try to find a compromise between the two factions.

d100 = 90

  1. D10=1:The players stumble upon a large group of djinn, in the middle of a heated discussion about their next wish-granting assignment. They may offer to grant the players' wishes if they help them settle their dispute.
  2. D10=2:The players stumble upon a group of githyanki who have set up a temporary base on the Elemental Plane of Air. They are searching for a powerful artifact that they believe is hidden within a nearby storm. The players can either help or hinder their search.
  3. D10=3:A crazed wizard is seen flying through the sky on a makeshift broom, cackling maniacally. He may offer to sell the players his "flying" brooms, which are actually just imbued with temporary levitation magic.
  4. D10=4:Drifting through the endless void, the party encounters a colossal bubble made of shimmering air that feels both warm and eerie. Inside is an entire garden filled with floating flora and fauna, an oasis hidden in the skies. The garden is tended to by a reclusive wind druid who believes they are the reincarnation of a legendary goddess of air. The players must navigate conversations fraught with cryptic wisdom and subtle tests, including trying to plant a flower that keeps moving and calming hyper-aggressive floating bees. Successfully aiding the druid earns powerful breath-stealing spores, while failure leads to combat with sentient, angry air elementals.
  5. D10=5:2d8 air wyrms twist through the currents, hunting for ethereal prey.
  6. D10=6:Players come across a large stone golem that looks like it has been broken in half. The two halves are lying on their sides in two different directions and the golem looks like it has been broken off at the waist.
  7. D10=7:A goddess of the winds manifests, her form composed of swirling air currents. She offers a boon to those who pledge a lifetime of service—or a curse to those who defy her.
  8. D10=8:You come across a large palace made of air. It is filled with strange creatures, such as invisible steeds and floating guards.
  9. D10=9:A group of pirates are sitting around their campfire, singing songs and drinking wine.
  10. D10=10:The party is approached by a group of 1d4+2 storm sorcerers who are seeking help in controlling their wild magical powers. They offer the players rewards

d100 = 91

  1. D10=1:You come across a powerful storm spirit who has taken the form of a giant eagle. It wants the PCs to help it find its lost mate.
  2. D10=2:Frost-bitten cold causes your eyelashes to glitter momentarily before thawing out in winter.
  3. D10=3:In the midst of a dense, fog-like stretch of sky, the players stumble upon an antenna array that collects and transmits whispers from across the plane. This curious construct, run by an eccentric cloud giant, is filled with eavesdropping devices attuned to secrets and conspiracies. The giant reveals that the antenna recently picked up treacherous whispers regarding a plot to overthrow the current air elemental hierarchy. Players must choose whether to track the source of the whispers—an adventure through floating palaces and treacherous sky inns—or dismantle the array, risking exposure of half-truths and hidden agendas.
  4. D10=4:Beneath a floating island rich with out-of-place forest vegetation, the players find a series of glyphs etched into the rocks. A roiling storm elemental concealed within the vortex below strikes, protecting these ancient secrets. Solving the puzzle of the glyphs reveals a way to harness the wind for even faster travel—but at a great cost to stability.
  5. D10=5:A powerful djinn appears and offers to grant the party any three wishes they have. The djinn warns them that wishes may have consequences, so they should choose wisely.
  6. D10=6:You see what appears to be a cloud of smoke that is actually 3d10+3 shadow creatures.
  7. D10=7:A violent thunderstorm erupts overhead, with frequent lightning strikes. A lightning bolt strikes nearby.
  8. D10=8:A group of merchants are transporting a load of goods. They're trying to pass over an old, rickety bridge. If players help, they'll give them free food and lodging at their home in the city, where they can get new supplies if they need them.
  9. D10=9:A group of 2d4+2 giant vultures attack the players.
  10. D10=10:Suspicious balloon-like creatures attempt to float off with the players’ supplies. “Looks like they’re full of hot air!”

d100 = 92

  1. D10=1:The party is attacked by a group of invisible stalkers.
  2. D10=2:2d6 floating eyes, elemental in nature, watch you with mild interest.
  3. D10=3:An eerie floating carnival in the air, hosted by genasi acrobats, invites the adventurers. Engaging in carnival games uncovers tricks of the trade, granting air spells or learning control over gusts. Cheating appears to invoke cursed prizes, attacking the cheaters.
  4. D10=4:A group of 1d4 sphinxes rests on an ethereal cloudbank, each presenting a riddle or a logic puzzle. Solving their challenges rewards the group with pearls of wisdom, granting temporary boosts to intelligence or perception.
  5. D10=5:Shards of condensed air magic float around, vibrant with chaotic energy. A clever air mephit dares the adventurers to engage in a game of magical tag. Winning imbues their weapons with temporary elemental power, while losing risks elemental disruption affecting their spells.
  6. D10=6:The players come across an area filled with strange wind currents. If they fly through the currents, they can reach new locations quickly.
  7. D10=7:1d4 wise cloud elders drift, offering ancient tales in exchange for fresh stories carried on the wind.
  8. D10=8:Players encounter a group of adventurers who are taking bets on how long it will take them to get from one side of the valley to the other. It is a long, flat valley with a fast running river in it and there are no bridges or boats. If a player joins in, they will learn that it is possible to cross the River, but it will take 1d10 hours to swim across, and if they get wet they can expect to get sick for 1d10 days with a random disease.
  9. D10=9:The air turns thick with humidity as 3d6 Water Weirds, coalesced from high-altitude clouds, rise from misty cloud banks, striking out with serpentine bodies at anyone passing through their vaporous realm.
  10. D10=10:Sharp, chilly breezes carve intricate ice sculptures midair and then dismantle them just as quickly in winter.

d100 = 93

  1. D10=1:The party comes across a group of kenku who are trying to rebuild their crashed airship. They ask the players for assistance in retrieving necessary parts from nearby settlements.
  2. D10=2:As the winds howl like the mournful cries of lost souls, the players come across a floating encampment where Siren Zephyra fights relentlessly against three wyverns. Her chants and strikes ripple through the air with a furious elegance. Players may assist Zephyra, feeling the electrifying exhilaration of combat. Once triumphant, Zephyra reveals secrets of an old prophecy about the balance of the elemental planes, offering them wisdom and new quests.
  3. D10=3:You come across a colossal tornado, rumored to be the manifestation of an ancient air titan's fury. Within its vortex, you find a crippled airship crewed by desperate adventurers fighting 2d4 air elementals to escape its pull. Assisting them offers a hefty share of their fortune. You have two hours before the tornado consumes the ship entirely. Navigating close to the tornado requires skillful balance and fortitude. The winds howl with the titan's eternal rage and deep sorrow.
  4. D10=4:A group of cloud giants are trying to raise a new cloud giant by feeding it storms.
  5. D10=5:Rapid temperature changes buffively test endurance.
  6. D10=6:A group of 2d10 sentient lightning bolts are trying to start a thunderstorm by striking around an old wizard tower that was accidentally teleported to the Elemental Plane of Air. A wizard named Larry has created an air bubble around it and has been chilling, trying to figure out a way home.
  7. D10=7:A powerful djinn appears, offering the adventurers an opportunity for riches if they do him a favor.
  8. D10=8:Oily patches of cloud cover the sky, making it difficult to see.
  9. D10=9:The horizon splits to reveal 1d10 Great Thunderbirds, mythical animals of legend, their screeches generating shockwaves capable of stopping hearts and tearing flesh from bone.
  10. D10=10:As winds mold a large shifting labyrinth, the players encounter a spectral maelstrom centaur protecting the enigmatic heart of the maze. Navigating traps and echoes of creatures who failed before them, their victory uncovers esoteric texts prophesying the binding and unbinding forces of air and secrets portended within dream-laced whispers.

d100 = 94

  1. D10=1:Wrestling winds around a floating temple seem alive. Within, a guardian hurricane elemental offers a choice: harness its power through a combat trial or trade their greatest possession for safe passage. The outcome depends on their decision’s moral weight.
  2. D10=2:A group of air sprites approaches the party, offering them magical trinkets in exchange for gold or other valuables.
  3. D10=3:A man named Alan Black is walking the streets. He is looking for the 'one'. He is a paladin. If he meets the 'one' he will swear him or her into service as a paladin of the god of justice.
  4. D10=4:A legendary flying creature known as the Roc challenges the players to a game of riddles. If they can answer correctly, they may receive a reward from the Roc's hoard of treasures. But if they fail, they may become the Roc's next meal.
  5. D10=5:A bright flash of light temporarily blinds the players. When they can see again, they see a group of three strange creatures that look like humans but have wings and strange metal helmets on their heads... They attack the players with long swords and strange metal shields...
  6. D10=6:A group of 2d4+2 giant vultures attack the players.
  7. D10=7:The sky darkens and appears to be full of insects. The PCs must cover their ears or suffer 3d8 points of damage from the sound of the insects. The insects are actually a swarm of tiny pixies in their natural form. They are looking for friends to play with.
  8. D10=8:They drift into a silent storm where sound is utterly suppressed, causing severe disorientation. Navigating through, they come across 1d4 eerie beings known as Voidsingers, who communicate only through vibrations and offer cryptic guidance.
  9. D10=9:Invisible whirlwinds create small hypnotic cyclones.
  10. D10=10:A group of giant butterflies with razor-sharp wings are seen hovering above a field of beautiful flowers. The players must navigate through the swarm without getting cut or may need to fight off the butterflies if they are provoked.

d100 = 95

  1. D10=1:A floating mosaic crafted by air elementals tells tales through interactive winds. Solving the cryptic wind-characters unlocks precious air spell scrolls. Mistakes unleash tempest guardians from the mosaic ensuring stringent protection.
  2. D10=2:Dancing light and shadows play across translucent grounds as players encounter Anora, whose graceful agility peers them against air drakes that dive with deadly precision. Each drake falls, celebrating the players' solidarity and skill. Anora, a messenger from the Aether Kingdom, speaks of diplomatic tensions threatening to erupt, leaving room for the players to mediate or confront rising dangers.
  3. D10=3:Within a calm weather pocket, the adventurers find an ageless warrior in meditation. He offers a challenge of combat, revealing his true form as an air elemental with access to a sacred weapon forged from pure breeze. Defeating him in honorable combat earns the weapon, but trickery results in formidable retaliation.
  4. D10=4:A leisurely drifting cloud castle, populated by 2d4 storm giants, occasionally seen from openings.
  5. D10=5:An aerial maelstrom formed by 2d12 sprite games gone awry, creating disorienting turbulence.
  6. D10=6:A group of 4d6 ravens appears and swarms the party, causing them to become distracted by their cries and movements.
  7. D10=7:The hot air carries a whiff of summer cornfields stretching limitlessly.
  8. D10=8:You sense a disturbance in the air around you. Suddenly, a powerful gust of wind hits the party, causing them to take 1d10 damage and possibly knocking them off their feet. As the wind dies down, they see a powerful djinni standing before them, demanding to know why they have entered its territory.
  9. D10=9:A shimmering curtain of light is ahead. It is made of magical mana, and it is impossible to pass through. Anyone who touches it will be blasted with a wave of magical energy.
  10. D10=10:A group of 2d6+2 sphinxes are patrolling the borders of the Elemental Plane of Air. They are looking for elves.

d100 = 96

  1. D10=1:1d6 ancient storm golems acting as protectors for a remnant elemental temple.
  2. D10=2:You are approached by a large air elemental. It is 30 ft tall and its skin is transparent. It wants to talk to the PCs about a cause it is fighting for.
  3. D10=3:Players get attacked by a group of flying imps.
  4. D10=4:A group of elves are trying to capture a young dragon that has been terrorizing the village they live in.
  5. D10=5:A patrol of 3d4 energy beings hovers silently, acting as guardians for a nearby portal.
  6. D10=6:A gentle spring zephyr brings the sound of distant, ethereal chimes.
  7. D10=7:The ghostly remains of an ancient aviator, hauntingly preoccupied with completing an endless flight, appear alongside 2d4 spectral air steeds. Assisting the ghost may end the haunting, with spectral guides offering their services as repayment.
  8. D10=8:Drift loads of auburn autumn leaves surround, gently coercing you to slow down.
  9. D10=9:You detect the scent of ozone, heralding a nearby storm elemental. The attuned may offer tribute to pass peacefully, while defiance might draw its ire.
  10. D10=10:The party comes across a group of men who insist that they have found the Sword of Kings and wish to sell it to the party.

d100 = 97

  1. D10=1:An air current infused with whispers of forgotten tongues sweeps over you. Comprehending them bestows ancient knowledge, though another plane’s creatures may listen too.
  2. D10=2:Vampires, a small group of them, are flying through the air, searching for food. They will attack anything they see.
  3. D10=3:The players meet a group of eccentric cloud shepherds who guide their herds of magical flying sheep through the skies. The shepherds may offer the players a ride on their sheep or enlist their help in protecting their herds from dangerous creatures.
  4. D10=4:Suspended in the void is a tree whose branches bear fruits of pure lightning. Plucking them can grant temporary boons but might attract hungry cloud elementals.
  5. D10=5:The characters come across an ancient temple in the sky. Inside, they find a powerful magical artifact guarded by a powerful djinn.
  6. D10=6:A cyclone appears! It's extremely dangerous!
  7. D10=7:A group of 2d6+2 sphinxes are patrolling the borders of the Elemental Plane of Air. They are looking for elves.
  8. D10=8:The party comes across a peaceful village floating high in the sky, held aloft by powerful air elementals. The villagers offer the players food and shelter, but warn them that they must leave before the next storm arrives or they will be blown off into the unknown.
  9. D10=9:The characters come across a magical vortex spinning in midair, creating a powerful gust of wind.
  10. D10=10:The party comes across a group of friendly gnomes who have built a makeshift village in the clouds. They offer to let the party stay the night and even showcase their flying contraptions for entertainment.

d100 = 98

  1. D10=1:A procession of translucent butterflies numbering 3d12, gliding with supernatural grace.
  2. D10=2:Gravity fails momentarily, causing floating sensations.
  3. D10=3:You come across a large palace made of air. It is filled with strange creatures, such as invisible steeds and floating guards.
  4. D10=4:A huge flock of giant eagles swoop down from the sky and attack the group, dealing 1d8 slashing damage each.
  5. D10=5:Amongst a cascade of floating waterfalls suspended in mid-air, a group of 2d8 naiads begs for your assistance to fend off a group of raiding thunderbirds. These majestic yet fierce birds seek to control the naiads' life-giving waters. You have one hour to organize a defense or broker peace. The area is slippery and hazardous, with constant water and lightning hazards. Soft whispers in the moisture-laden air speak of the delicate balance between elemental forces and life.
  6. D10=6:A group of 1d4+2 flumphs are approaching. They are being chased by a group of 1d4+2 air elementals. The flumphs will be grateful for any help the players can offer them.
  7. D10=7:The party is accosted by a group of drunk fire elementals.
  8. D10=8:A flock of 2d6 aarakocra flies overhead, screeching in a complex melodic pattern.
  9. D10=9:Vorpal Jelly Slimes attack.
  10. D10=10:Amidst a shimmering nebula, you see the spectral form of a giant leviathan, a relic of an ancient conflict. Touching it reveals fragments of history, but risks awakening lingering malice.

d100 = 99

  1. D10=1:A flock of 2d12 air falcons dive and ascend in a rapid dance of predation.
  2. D10=2:A party member's shadow attacks them.
  3. D10=3:is flying, looking for food. If a PC attacks it, the pterodaemon will turn into 1d6 pteranodons, who will fight to the death.
  4. D10=4:Tangy smells linger, evoking both nostalgia and dread.
  5. D10=5:As the players rest on a patch of solid ground in the Elemental Plane of Air, they are suddenly attacked by a group of invisible stalkers. The stalkers can only be seen and attacked by using wind magic, making this an interesting and challenging battle.
  6. D10=6:Interwoven cloud canopies shroud a secret meeting of three elder air genasi plotting a council-wide heist under the Moon of Whispering Winds. The players must eavesdrop, intercept coded conversing currents, and decide whether to steal the communication artifacts, or preemptively striking under veils clandestine intentions, weaving truth amidst lies.
  7. D10=7:A group of 2d6+2 sphinxes are patrolling the borders of the Elemental Plane of Air. They are looking for humans.
  8. D10=8:A cult of air priests is summoning an elder air elemental that needs to be stopped before it wreaks havoc. “They’re in high spirits today!”
  9. D10=9:2d10 swirling gusts of sentient wind invite you to dance along sky paths dictated by their whims.
  10. D10=10:Drifting clouds reveal an invisible rift to an animating celestial wind forge, guarded by 3 air elemental titans hammering ethereal weapons destined for celestial battles. Gaining their trust might yield a custom-crafted wind weapon.

d100 = 100

  1. D10=1:An isolated floating cliff becomes a battleground where players encounter Alarion, a mage harnessing the storm’s fury. He is locked in combat with six wind wraiths. The players’ assistance turns the tide of battle. Post-victory, Alarion shares ancient spells of air weaving, necessary for their journey. He speaks of a brewing conspiracy within the Elemental Council.
  2. D10=2:An ethereal 3d8 congregation of air wraiths drifts past, phasing in and out of the visible spectrum.
  3. D10=3:Drifting closer, you are confronted by a city made of clouds, with residents struggling under the oppressive rule of a malevolent air primordial. The citizens—a mix of humans, air genasi, and elementals—show signs of distress and desperation. A fiery woman, a resistance leader, approaches you with a plea: liberate them within six hours before the primordial seals the city in an eternal storm. The city's labyrinthine streets and sinister wind traps complicate your mission. The winds carry tales of cosmological upheaval and divine interventions.
  4. D10=4:Suspicious cloud movements prompt investigation leading the party to an invisible skyship suspected of bearing stolen royal gems. Guarding this ship, two cloud giants confer darkly with masked wind elves, hinting at a coup within a floating kingdom. The players must decide to cloak their methods or wage open conflict to retrieve the gems.
  5. D10=5:The smell of sizzling summer sands wafts through the air, along with brief mirages floating by.
  6. D10=6:A swirling vortex of cloudy vapor sweeps across the sky, concealing a powerful Djinn who offers to grant the players three wishes.
  7. D10=7:A lightning bolt strikes the ground nearby!
  8. D10=8:A portal to the Elemental Plane of Water suddenly opens in the sky, sending torrents of water into the air. The players must find a way to close the portal before the entire area is flooded.
  9. D10=9:An eerie floating carnival in the air, hosted by genasi acrobats, invites the adventurers. Engaging in carnival games uncovers tricks of the trade, granting air spells or learning control over gusts. Cheating appears to invoke cursed prizes, attacking the cheaters.
  10. D10=10:A giant eagle is flying through the area. The eagle is carrying a dead animal in its talons.

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Other dice tiers for the elemental plane of air: D1, D4, D6, D8.

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