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D4 Elemental Plane of Air Random Encounters

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

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

How to roll this table

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

The D4 Elemental Plane of Air encounter table

d100 = 1

  1. D4=1:Emergence within a nautical architecture of floating glass reefs reveals hauntingly beautiful apparitions—4d8 color-shifting spirits and undulating air guardians. Combat becomes an elegant waltz upon the ever-undulating waves, each strike or parry casting silken ripples across prismatic voids. Spirits whisper secrets of ancient bonds and elemental edicts, asking of choices of morality and legacy. Their spectral dances blend into new current patterns, redirecting the travel towards or away from whispered truths and hidden fragments of cosmic interplays, redefining the collective rhythm of traversing the air.
  2. D4=2: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.
  3. D4=3:Quiet swells of ammonia zephyrs precede the appearances of a weary elder cloud giantess, victim of sky pirates' captivity. Her telepathic resonance vibrates remorse and desperation. Liberating her, defeats her captors, and collective ascension returns her home. Recognition and inherited pieces bestow ancestral power.
  4. D4=4:A school of 2d8 sky fish swim lazily through the air, their bodies shimmering with elemental energy.

d100 = 2

  1. D4=1:Dancing lights in the winter sky resemble a floating aurora, moving rhythmically.
  2. D4=2:The adventurers come across a floating bubble of water, inside which a marid is trapped. The marid offers to grant one wish if they can pop the bubble without using magic. If they fail, they find themselves bound by an air tax collector demanding unreasonable tolls.
  3. D4=3:You encounter a hawker peddling relics of middle-plane gods. Each holds promise or mystery regarding untapped, fleeting relationships.
  4. D4=4:2d12 tiny air elementals buzz around in a playful mimicry of insects on the Material Plane.

d100 = 3

  1. D4=1:Sweltering heat waves dry out water quickly.
  2. D4=2:Dense clouds impair orientation actively.
  3. D4=3: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.
  4. D4=4:A giant cloud dragon descends from the sky and attacks the party, doing 2d6 lightning damage with each hit.

d100 = 4

  1. D4=1:The party finds a note attached to a dead kobold. It reads: 'I was attacked by kobolds and forced to flee down the tunnel. I will be at the entrance, waiting for you to return.' The note is a forgery, written by a group of bandits who are waiting at the entrance and will attack the party when they return.
  2. D4=2:2d4 cloud drakes circle lazily, scanning the horizon for their next meal.
  3. D4=3:You catch snowflakes on your lashes, each one unique and fleeting in the winter cold.
  4. D4=4:In the middle of a serene air pocket, a talking raven on a pedestal offers to trade knowledge for tales of heroism or trickery. Rejecting or offending it causes the raven to shapeshift into a menacing storm wyrm, striving against invaders.

d100 = 5

  1. D4=1:Illusory storms and tangible winds unite to create a realm of paradoxical air where adventurers must navigate through jesting air imps presenting contradictory commands. Decryption rewards wisdom about navigating the Plane, but failure fragments their reality.
  2. D4=2:As the players travel through a dense fog, they suddenly feel as if they are being watched. They see glimpses of a strange creature made of mist and storms, but they can't quite make out its form. The creature may follow them from a distance, observing their actions.
  3. D4=3:Fog fills the area. A giant creature attacks when the fog dissipates.
  4. D4=4:A flying ship containing 2d10+3 human barbarians who attack the party.

d100 = 6

  1. D4=1:2d6 Sky Knights mounted on Hippogriffs, patrolling for enemies of their aerial kingdom, aggressively challenge the party to prove their worth or face annihilation.
  2. D4=2:A tornado, appearing almost playful, dances through the skies in random patterns. Inside it, 2d6 air mephits gleefully demand a tribute of songs and stories in exchange for safe passage. Failure to entertain may result in the party getting tossed about like leaves in the breeze.
  3. D4=3: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.
  4. D4=4:A group of 3d6+6 giant vultures are circling overhead. They are waiting to attack any living creatures that pass by.

d100 = 7

  1. D4=1:Arcing gleams mark the Aerolith Crag, a vast convergence for air primordials' conferences. Players finding themselves amidst these discussions trigger either alliances or enmity based on their approach, navigating the plane's future turbulence based on their actions.
  2. D4=2:A group of dwarves riding on flying goats is crossing the Elemental Plane of Air on a dangerous mission to retrieve a rare and valuable gemstone from the top of a mountain. They offer to pay the players handsomely if they can successfully climb the treacherous mountain and retrieve the gemstone for them.
  3. D4=3:Winter's grip causes your breath to form cloud shapes that linger before dissolving.
  4. D4=4:A brigade of 1d12 air soldiers performing a synchronized marching drill on floating platforms.

d100 = 8

  1. D4=1:You come across an area where a powerful air dragon is ruling over the skies. It will attack any creature that dares to enter its domain.
  2. D4=2:Players come across a huge chunk of what looks like amber that has been broken off of a huge stone golem. The piece of amber was broken off of one of its arms, and it looks as though it was broken off quite a while ago.
  3. D4=3:Ethereal spring pollen glistens in the sunlight as it floats by.
  4. D4=4: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!”

d100 = 9

  1. D4=1:An errant autumn acorn strikes you lightly, carried by the whimsy of the wind.
  2. D4=2:A powerful magical whirlwind suddenly appears, pulling the players in and tossing them around. They must make Dexterity saves to avoid taking damage and to hold onto their equipment. If they make it to the center of the whirlwind, they find a powerful air elemental who challenges them to a fight for its amusement.
  3. D4=3:The party comes across 2d4 swarming Air Myrmidons, elementally-infused soldiers clashing in a war amongst themselves, but who unite quickly against any perceived invaders.
  4. D4=4:Lightning crackles without rain, striking randomly in the area.

d100 = 10

  1. D4=1:A group of giant eagles are seen perched on a cliff, guarding their nest. The players may be able to persuade the eagles to let them pass or may have to face a fierce battle to get through.
  2. D4=2:Through unpredictably colliding currents, you come upon a floating beacon protected by beings of pure vapor. Their telepathic song speaks of scattered knowledge needing reassembly while threats like fissure sharks circle. Winning against such odds secures both ancient lore and alliance with the sentient mist.
  3. D4=3:The party is stopped by a group of aarakocra merchants traveling between the planes. They offer rare and exotic items from other planes in exchange for goods or services.
  4. D4=4:You notice little popping sounds of spring seeds bursting into ethereal pollen before drifting off.

d100 = 11

  1. D4=1:A group of 1d6 winged elves have set up a sky picnic, complete with floating blankets and bubbling breezes.
  2. D4=2:The PCs hear a terrible screeching sound. If they are outside, they see a flock of birds flying away. If they are inside, they see their windows blow open.
  3. D4=3:A group of 1d8 cloud drakes playing a game of aerial tag amidst the clouds.
  4. D4=4:Mid-void, a cloud metropolis braces under a political rebellion as sky pirates led by eight storm genasi plan a high-stakes heist targeting the elemental council’s vaults. The party, deeply entangled by allegiances and obligations, decides whether to enhance the insurrection for personal gain or foil it to bolster their alliance with the council.

d100 = 12

  1. D4=1:The party stumbles upon an archipelago of thoughts formed from pure air, distorted by playful air ghosts who challenge them to a logic game. If victorious, mental clarity and air wisdom is their reward, but failure incurs mental disorientation.
  2. D4=2: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.
  3. D4=3:You see a flock of giant eagles soaring in the sky. They will swoop down if the PCs draw attention to themselves.
  4. D4=4:A powerful crosswind pushes the party sideways.

d100 = 13

  1. D4=1:A strange wind carries a piece of paper with a strange message written on it, delivering it to the party.
  2. D4=2:Four huge tornadoes appear in the distance, each one close to ten miles high. They're heading straight for the players' location!
  3. D4=3:In the middle of a desert, the players find a beautiful oasis filled with flying creatures of all shapes and sizes. The oasis is actually a haven for creatures who have been exiled from other planes, and they may offer the players valuable information or assistance in their journey.
  4. D4=4:While exploring a deserted island floating in the sky, the players come across a stranded air elemental who has lost its powers and is stranded with no way to return to its home. The players must find a way to help it or risk being stranded themselves.

d100 = 14

  1. D4=1:A living tornado appears and starts attacking the players.
  2. D4=2:High-speed aerial currents twine around themselves, forming an airborne whirlpool that guards a gravity-defying fortress hovering within. Gaining entry demands navigating the currents akin to a deadly aerial dance, with sylph guardians, 3d4 in number, testing your every move. Inside, the fortress holds an ancient clockwork archive, its mechanical custodians revealing forgotten histories and potential alliances if approached with respect and skill. Violent force, however, results in an overwhelming counterstrike, showing the relentless nature of aerial travel.
  3. D4=3:A diplomatic meeting of 2d6 air genasi and sylphs in deep discussion over territorial matters.
  4. D4=4:The party finds a small island in the sky that is inhabited by a group of friendly pixies. The pixies will give the party food and shelter and can show them around the plane.

d100 = 15

  1. D4=1:A group of cultists are being attacked by a storm elemental.
  2. D4=2:A strange electrical hum causes a feeling of disquiet.
  3. D4=3: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.
  4. D4=4: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.

d100 = 16

  1. D4=1: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.
  2. D4=2:The players come across a group of peaceful air elementals who offer to guide them to their leader, a powerful djinn who has been cursed by a wicked sorcerer. The players must find a way to break the curse and save the djinn from a life of eternal servitude.
  3. D4=3:A ring of floating obelisks covered in luminous glyphs circles your position, each one pulsating with rhythmic energy. Solving the glyphs' puzzle reveals hidden chambers within the obelisks, each containing either powerful guardians like 2d8 air elementals or long-lost artifacts. The glyphs depict stories of a sealed calamity that could be unleashed, hinting at events beyond the Plane of Air that might affect entire realms. Intellect and caution are paramount in navigating these trials.
  4. D4=4:Under floating spires of crystallized gusts, players encounter Vesper, an archon combating bandits on sky skiffs raiding the elemental highways. Defeating them restores safety to the skies. Vesper speaks of an artifact stolen by these marauders – an artifact that could control the winds themselves.

d100 = 17

  1. D4=1:Navigating through a sky-pit that defies the concept of up or down, you encounter two rival sky pirates: one commanding her ship of pure storm, the other of tranquil winds. Each claims the other stole a paradoxical artifact binding their fates together in endless conflict. Aid one side to earn favor and treasure. Mediate successfully, uncovering the truths within their contradictions, and reveal conspiracies connecting realms. Fail, and be sucked into their perpetual combat, tossed between chaos and calm. Their battle cries and ship cannon balls manifest as solid and illusory images, creating a visual pandemonium.
  2. D4=2:The party encounters a race of cloud-walking merfolk. They have webbed hands and feet and can fly through the air. They offer to take the party to their village in the clouds.
  3. D4=3:The party is attacked by a flock of giant eagles.
  4. D4=4:3d4 migratory air whales drift serenely through the sky, singing deep, resonant songs.

d100 = 18

  1. D4=1:A group of 2d4 wizards meet the party. They want to join the party and will do anything to do so.
  2. D4=2:Extremely dry air creates static electricity, making hair stand on end.
  3. D4=3: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.
  4. D4=4:Amid cloud canyons, you encounter a mournful spirit seeking release. Performing a calming ritual grants you peaceful passage; failure invokes rage-bound storms.

d100 = 19

  1. D4=1:Adventurers come upon a serene cloud field with entrapped lightning bolts. Releasing a bolt tests their agility and fortitude. Successfully containing the bolt grants extraordinary air-blessed weapon enhancements, whilst failure results in uncontrolled storms attacking them.
  2. D4=2:A group of 3d6 elementally-bound ravens observe you, their eyes glinting with intelligence.
  3. D4=3:A sudden updraft propels flyers upward rapidly.
  4. D4=4:Subtle vibrations create the illusion of movement beneath one’s feet.

d100 = 20

  1. D4=1:Drifting towards an aura of shifting aurora, players encounter a glacial genasi cipher-keeper. Guarded by unique ice-flow bound spirits (4); in a riddle-decked, perilous conversation, she reveals an encoded prophecy about planar orbs and booming ethereal resonances forewarning an imminent, dimension-sundering event.
  2. D4=2: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.
  3. D4=3:A delegation of 1d6 djinn nobles floats past on a grand sky barge, attended to by their elemental servants.
  4. D4=4: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.

d100 = 21

  1. D4=1:Hovering near a translucent cloud maze, they encounter the guardian—a semi-sentient, colossal air elemental and its 1d3 smaller progeny. Successfully navigating the maze might earn an amulet of controlled airflow, advantageous for flight and navigation.
  2. D4=2:Pulses of electromagnetic energy disrupt magical devices.
  3. D4=3:A flotilla of 2d4 spirit boats that drift endlessly, guided by unseen hands.
  4. D4=4:Two air mephits engaged in a mid-air skirmish, their dust trails creating an impromptu cloud.

d100 = 22

  1. D4=1: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.
  2. D4=2:Mid-void, a cloud metropolis braces under a political rebellion as sky pirates led by eight storm genasi plan a high-stakes heist targeting the elemental council’s vaults. The party, deeply entangled by allegiances and obligations, decides whether to enhance the insurrection for personal gain or foil it to bolster their alliance with the council.
  3. D4=3: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.
  4. D4=4:A group of 2d6+2 dwarves are searching for treasure. They are drunk, and if the party approaches, they will demand to know what the party is doing in their territory. If the party does not have a good excuse, they will attack.

d100 = 23

  1. D4=1: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.
  2. D4=2:Players come across a giant, floating crystal that radiates powerful magical energy.
  3. D4=3:A formation of 2d10 aerial scouts signaling information with carefully choreographed movements.
  4. D4=4:Droplets of winter moisture freeze briefly before vanishing as vapor.

d100 = 24

  1. D4=1:You come across an area where an efreeti is ruling over a small kingdom. It is cruel and ruthless and it will enslave any creature that dares to enter its realm.
  2. D4=2:Players stumble upon an elemental court made up of 10 different Elementals who are arguing and debating a court case.
  3. D4=3:A cloud giant is flying just above the ground. The giant is carrying a sack over its shoulder. The giant is heading to the base of a nearby mountain.
  4. D4=4:A quiet hum in the air intensifies as you near a bridge of luminescence, presenting a key waypoint—and possibly a lingering malady.

d100 = 25

  1. D4=1:A gaggle of 3d6 elemental imps flit mischievously, trying to steal small items from travelers.
  2. D4=2:Resting on a floating rock, a wizard’s hat emits light and beckons the adventurers closer. Within, a sentient air elemental named Breezy has possessed the hat, trapping the wizard. It offers power in exchange for freedom. Denying its request makes their flight challenging with strong opposing winds.
  3. D4=3:The players come across a strange shrine in the sky, guarded by an ancient air elemental. It will grant them powerful magical artifacts if they can pass its test.
  4. D4=4:A merchant's airship crashes in front of the players, and its cargo of valuable gems and treasures has been scattered across the sky. The players must race against time and competing scavengers to collect as much treasure as they can before the winds and currents blow it away.

d100 = 26

  1. D4=1: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.
  2. D4=2:A man is standing on top of a cloud. He is wearing a white dress. He looks like an angel. His name is Gabriel. He is a messenger of God. He tells the players that the Lord will punish them for their sins.
  3. D4=3: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.
  4. D4=4:A group of pirates are setting up a cannon. They will demand that players help them set up the cannon or they will attack the party.

d100 = 27

  1. D4=1:A man is standing on top of a cloud. He is wearing a white dress. He looks like an angel. His name is Gabriel. He is a messenger of God. He tells the players that the Lord will punish them for their sins.
  2. D4=2:1d8 winged lizards bask on a floating rock, soaking up the warm, ethereal light.
  3. D4=3:A large, black bird swoops down and snatches an insect out of the air. The bird then flies away, cawing loudly. The bird then flies back and pecks the players on the head.
  4. D4=4:Floating amidst a constellation of glittering, bioluminescent airborne flora, the players encounter a gargantuan moth, its wings adorned with star-like patterns, seemingly guiding their path. Drawn closer, they discover a hidden enclave of aarakocra druids tending to the moth and its kin, protectors of the delicate biome. The druids beseech the players to aid in a ritual to prevent a celestial event from sending their beloved habitat into chaotic disarray. Success will earn their trust and secrets of wind magic, while failure awakens the wrath of the moth, leading to a combat against its offspring, 1d6 giant moths.

d100 = 28

  1. D4=1:A group of dwarves riding on flying goats is crossing the Elemental Plane of Air on a dangerous mission to retrieve a rare and valuable gemstone from the top of a mountain. They offer to pay the players handsomely if they can successfully climb the treacherous mountain and retrieve the gemstone for them.
  2. D4=2:A flight of 2d6 griffons hunting for a meal amidst the floating islands.
  3. D4=3:Winter frost patterns form and reform on your clothing.
  4. D4=4: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.

d100 = 29

  1. D4=1:The party discovers a race of intelligent creatures who live within a network of interconnected air pockets in the clouds. These creatures are being threatened by a powerful wind elemental, and the players must find a way to defeat it and protect their new allies.
  2. D4=2:A child's laugh echoes eerily through the airflow. Investigating unveils a spectral playground, offering playful respite or nefarious tricks.
  3. D4=3: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.
  4. D4=4:2d10 Gargoyles, carved from the solidified forces of the high-altitude winds, come to life and relentlessly pursue those who awaken them from their stony slumber.

d100 = 30

  1. D4=1:An assembly of 3d4 air-themed art constructs, each providing a static representation of windy lore.
  2. D4=2:On a whirlwind tour, a boisterous guide air spirit demands the players keep up, solving clues to progress. “Don’t blow your lead in this race!”
  3. D4=3:A flock of 2d4 griffons guards a nest of sky-crystals at an impossibly high altitude. Successfully interacting with the griffons by offering food or aid in warding off poachers might allow the party to harvest a few crystals without facing the griffons' ire.
  4. D4=4:A young djinn, bored with his duties on his father's ship, decides to sneak off and explore the skies. He disguises himself as a human and asks the players if he can join their group, promising to use his magic to aid them. However, he may cause mischief and chaos along the way.

d100 = 31

  1. D4=1:A group of 1d6 giant eagles attack the players from above!
  2. D4=2:You come across an area where the air is filled with tiny crystalline shards. If touched, they will cause 1d6 points of slashing damage.
  3. D4=3: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.
  4. D4=4:An ethereal market appears, run by 2d6 Air Elemental Merchants. While they offer rare and valuable goods, they accept payment only in secrets or memories, draining away pieces of the party's past with each transaction.

d100 = 32

  1. D4=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. D4=2:Navigating through a sky-pit that defies the concept of up or down, you encounter two rival sky pirates: one commanding her ship of pure storm, the other of tranquil winds. Each claims the other stole a paradoxical artifact binding their fates together in endless conflict. Aid one side to earn favor and treasure. Mediate successfully, uncovering the truths within their contradictions, and reveal conspiracies connecting realms. Fail, and be sucked into their perpetual combat, tossed between chaos and calm. Their battle cries and ship cannon balls manifest as solid and illusory images, creating a visual pandemonium.
  3. D4=3:The party is attacked by a flock of rocs.
  4. D4=4: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.

d100 = 33

  1. D4=1:Invisible conduits reveal a heist plot for the Rainstone, necessary for regional balance. The players take to the skyfort guarding it, needing guile and strength to bypass the spinning wards and three djinni sentinels. Each act ripples with political consequence, shifting alliances and escalating turbulent conflicts.
  2. D4=2:The group floats toward a majestic floating castle but is blocked by a turbulent air elemental gatekeeper. “Gate crashed by the elements!”
  3. D4=3:Suddenly, a thunderhead rolls in, encasing a crystalline tear with healing properties or devastating energy depending on your respect for its ethereal power.
  4. D4=4:You see a group of men and women in robes. They look like they are conducting some kind of ritual.

d100 = 34

  1. D4=1:The players are attacked by 1d4 giant eagles.
  2. D4=2:The players find a ring of Levitate that, upon use, hurls the wearer uncontrollably into the sky. “What goes up, must go splat!”
  3. D4=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. D4=4:Muffled voices echo through the air, making directional hearing unreliable.

d100 = 35

  1. D4=1: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.
  2. D4=2: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. If he loses his way, or if he has already sworn in new followers and has no need for more, he will return to his home and wait for new followers.
  3. D4=3: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.
  4. D4=4: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.

d100 = 36

  1. D4=1:A group of 1d20+10 orcs is attacking a group of 1d4+4 dwarves who are defending their homeland from an orc invasion
  2. D4=2:Whispering celestials signal to a floating library containing forbidden lore safeguarded by four elemental guardians. Heist plans are active, and the players must navigate the elaborate structure, juggling alliances with an enigmatic scholar welcoming aid, or betraying a rival group to secure clues and escape unscathed.
  3. D4=3:The players find a ring of Levitate that, upon use, hurls the wearer uncontrollably into the sky. “What goes up, must go splat!”
  4. D4=4:A phantasm of a long-lost civilization hails you. Accepting their invitation means sifting through the echoes of history, potentially yielding both treasures and threats.

d100 = 37

  1. D4=1:An airborne caravan of 1d12 air genasi traders, plying their wares from floating platforms.
  2. D4=2:A giant bird swoops down from the sky and attacks the players with its beak for 1d8+1 damage.
  3. D4=3:The players come across a group of cloud giants playing a game of keep-away with a cloud, using their elemental magic to manipulate its movements. The giants may invite the players to join in the game, but there is a risk of being hit by lightning if they lose.
  4. D4=4:Elements coalesce to form a radiant ring, a portal to where the fabric of worlds frays thinly. Traversing poses existential risk but grand promises.

d100 = 38

  1. D4=1:The players see a small tornado nearby. It is one mile away.
  2. D4=2:Suddenly, a portal opens in the sky, and out comes a giant, wild storm elemental.
  3. D4=3: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 chief's daughter who was abducted by a flying creature and carried off into the sky by it.
  4. D4=4:Airborne spore clouds cause mild hallucinations and coughing fits.

d100 = 39

  1. D4=1:You stumble upon 1d8 couatls gracefully entwining their serpent-like bodies as they fly in an elaborate dance.
  2. D4=2: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.
  3. D4=3:1d8 Windcallers, revered priests of air elementals, appear before the party with a grim task: either aid them in a ritual to calm a turbulent storm or face their zealous wrath.
  4. D4=4:2d4 cloud drakes circle lazily, scanning the horizon for their next meal.

d100 = 40

  1. D4=1:The players drift into a colorful, chaotic whirlwind bazaar hosted by air elementals and sylph traders who sell impossible objects like bottled lightning or jars of whispers. Here, both opportunity and danger abound, where cunning haggling and shrewd bargaining are key. However, one of the traders—a coy and powerful djinni—offers them three extraordinary wishes, but with consequences tainted by the plane’s boundless nature. Players must decide if the trades’ risks outweigh the rewards and decipher the djinni’s hidden motives. Failing to do so could mean becoming an attraction in the bazaar themselves, part of an endless cycle of whims and trades.
  2. D4=2: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.
  3. D4=3:Players come across a giant cloud giant who is seeking an audience with the queen of the air elementals.
  4. D4=4:You sense a strange gust of wind and suddenly find yourselves surrounded by a group of invisible dao who will only reveal themselves if the players agree to help them retrieve a stolen artifact from a rival genie tribe.

d100 = 41

  1. D4=1:The party is attacked by a group of 1d4+3 were-eagles. They are a bandit gang and will negotiate.
  2. D4=2:A rogue thunderstorm appears out of nowhere and the party must seek shelter before they get caught in the crossfire between two opposing air elemental factions who are fighting for control over the storm.
  3. D4=3:1d10 sky obelisks hover, each radiating a low, magical hum that resonates with subtle but tangible elemental energy.
  4. D4=4:A rogue cloud is causing chaos by turning the air around it into a whirlwind. It's up to the party to calm the cloud or find a way to dissipate it.

d100 = 42

  1. D4=1:A group of harpies are attacking a caravan traveling through the area. The caravan guards are fighting back, but they are losing. The harpies have been ordered to kill everyone in the caravan.
  2. D4=2:Encountering a swirling maelstrom, the party discovers an ancient djinn warlock sealed within it. The apparition offers tantalizingly cryptic advice to solve its eternal imprisonment – only to turn on them with 4 enslaved air elementals once freed. Should they defeat him, secrets of ancient djinn kingdoms and their boundless magics become theirs.
  3. D4=3:A lone garland made of floating feathers drifts by, leading to an invisible bridge of solid air. As the adventurers cross, they’re tested by invisible air spirits demanding a toll paid in acts of mischief or face sudden disintegration of the bridge.
  4. D4=4:1d4 Tempest-Infused Dragons, ancient and wise, each exuding fields of electrical energy, confront the party, testing their resilience and strength through brutal battles of storm and fang.

d100 = 43

  1. D4=1: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.
  2. D4=2:The party is stopped by a group of aarakocra merchants traveling between the planes. They offer rare and exotic items from other planes in exchange for goods or services.
  3. D4=3:The players find themselves caught amidst a titanic struggle between rival sky-divinities, Tempestina the Windward and Aeloria the Gale. Each deity beckons the players to their cause in a celestial feud that disrupts the balance of the air plane. Following Tempestina means traversing sacred cyclone paths and aiding in her reclamation of ancient sky-temples from Aeloria. Choosing Aeloria aligns them with stealthy air assassins and forbidden wind magics. Neutrality invites combat from both sides, forcing intricate diplomacy and guerrilla tactics. The divinities’ battle scars shape the Plane, with mythical aerial echoes and legends etched across skyscapes, altering the plane’s destiny itself.
  4. D4=4:The party is attacked by a flock of rocs.

d100 = 44

  1. D4=1:An air archmage trapped in a cyclone offers arcane secrets for his rescue. Winds howl and malicious whispers suggest abandoning him will yield great rewards from his rival trapped in another nearby vortex.
  2. D4=2:Icy crystals form on the players' hair and clothes.
  3. D4=3:The distinct scent of pine mixed with hot, dry air brings memories of summer camps.
  4. D4=4:A loud thunderclap is heard from the direction of a strange cloud formation which turns out to be an elemental creature made of lightning. It attacks the party.

d100 = 45

  1. D4=1: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.
  2. D4=2:A solitary air elemental playing melodies on a flute made of storm glass.
  3. D4=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. D4=4:You hear the faint sound of music coming from a nearby cloud. As you approach, you see a group of djinn playing instruments and dancing. They invite you to join in on the fun.

d100 = 46

  1. D4=1:An ambush line of 3d4 bandits on flying mounts lies in wait, ready to swoop down on unsuspecting travelers.
  2. D4=2:Players come across an airship with a crew of strange creatures from the Plane of Air.
  3. D4=3:A group of 2d4+2 giant vultures attack the players.
  4. D4=4:Raging Gusts: The winds whip violently at the party. This might cause them to be blown off their feet.

d100 = 47

  1. D4=1:Flashes of light disorientate briefly.
  2. D4=2:You come across an ancient temple made of air. At the entrance, there is a strange stone door that needs to be opened with a magical key.
  3. D4=3:Trails of glowing motes form a celestial river leading to the Aurora Council—a group of influential aarakocra sages who excel in controlling the wind. They celebrate an ancient festival honoring the plane’s creator with both whimsical dances and intense tests of your wind-shaping abilities. These challenges range from forming delicate air sculptures to crafting wind blades for dueling. High performance earns you their respect and potentially an invitation to join a secretive elite force.
  4. D4=4:Drifting through the endless sky, you come upon a colossal storm cloud churning with elemental energy. Within, a battle rages between three different tribes of air elementals, each commanding 2d4 fierce warriors. The air crackles with tension, and you must decide whether to intervene in the combat, risking angering all sides, or to carefully navigate around it. Failure to act swiftly may result in being drawn into the fray. The air here is thin and the winds are biting, forcing Constitution saves every hour to avoid exhaustion. Ancient whispers on the wind suggest that the outcome of this battle could shape the political landscape of the Plane of Air for centuries.

d100 = 48

  1. D4=1:A fleet of 1d6 flying carpets, piloted by enigmatic riders observing the planes below.
  2. D4=2:Sudden pressure changes pop ears repeatedly.
  3. D4=3:The party will be attacked by 1d8+1 giant eagles.
  4. D4=4:A man named Pencor is walking the streets. He is looking for a 'wizard'. He is a wizard. If he meets the 'wizard' he will swear him or her into service as a wizard of the god of justice.

d100 = 49

  1. D4=1:2d10 shimmering air beasts skitter by, their forms barely solidified from pure energy.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:In the Zephyr's Nest district, renown for shady dealings and impossible plunders, the party tails a renowned air pirate crew preparing for a heist on the Wind Alchemist’s Guild. Posing as potential hires, they learn to navigate an air elemental-infested labyrinth and choose whether to embroil themselves in the theft or turn informants.

d100 = 50

  1. D4=1:You come across an enormous flock of harpies. They are singing and spreading joy throughout the plane.
  2. D4=2:The party sees a group of cloud giants in the distance, flying towards a nearby giant castle in the clouds. If they approach, they find out that the giants are preparing for a grand feast and celebration, and they are invited to join in the festivities.
  3. D4=3:The party hears a loud bang and then a pop, followed by a hiss as something falls to the ground. A lightning bolt has struck nearby.
  4. D4=4:An intense summer breeze brings the smell of charred wood briefly.

d100 = 51

  1. D4=1:2d8 elemental Avian Serpents, with coiled, feathered bodies and lightning-fast strikes, descend from turbulent clouds, eager to ensnare and devour.
  2. D4=2:An aquatic dragon leaping from cloud to cloud in pursuit of an air whale.
  3. D4=3:1d6 shapeshifting air spirits mischievously imitating creatures from the Material Plane.
  4. D4=4:Small funnels of clear air create miniature tornadoes.

d100 = 52

  1. D4=1:1d4 sky sages float meditatively, suspended by their mastery over the air.
  2. D4=2:A group of giant vultures attack. They are actually elementals in disguise. If players kill them, they will be attacked by a group of 2d6+4 elementals of air.
  3. D4=3:You see two air elementals playing a game of tag. They seem to be having a lot of fun and incorporating the winds around them into their game. If the party intervenes, the elementals will invite them to join in on the game.
  4. D4=4:Bright spring blossoms bloom briefly around you, filling the air with sweet perfume.

d100 = 53

  1. D4=1:A quiet hum in the air intensifies as you near a bridge of luminescence, presenting a key waypoint—and possibly a lingering malady.
  2. D4=2:Luminous air fungi growing on celestial stone bring forth illusions reflecting the adventurers' most memorable victories and failures. Breaking through these illusions reveals a hidden truth about their journey, while giving into distractions invokes the fungi’s guardian.
  3. D4=3:1d8 airship gladiators engaging in an aerial duel over who commands the skies.
  4. D4=4:Suddenly, the group is surrounded by floating jellyfish-like creatures that have electric tendrils. “Shocking, but true!”

d100 = 54

  1. D4=1:Rustling autumn leaves whisper secrets in a tongue you almost understand.
  2. D4=2:An ethereal market appears, run by 2d6 Air Elemental Merchants. While they offer rare and valuable goods, they accept payment only in secrets or memories, draining away pieces of the party's past with each transaction.
  3. D4=3:The heavens darken as 2d12 Skyborn Leviathans, gargantuan creatures slumbering within floating islands, awaken and wreak havoc upon anyone daring to explore their ancient, cloud-bound territories.
  4. D4=4:A group of 5 monks are meditating on top of a cloud. They are seeking enlightenment from the spirits of the air.

d100 = 55

  1. D4=1: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.
  2. D4=2:A dark cloud passes over the sun, plunging the area into darkness...
  3. D4=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. D4=4: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.

d100 = 56

  1. D4=1: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!
  2. D4=2:A cluster of 2d8 zephyrlings practice their spellcasting, sending wisps of wind in all directions.
  3. D4=3:Overhead, a flock of 2d6+4 birds fly by. They will attack any non-avians they see. They're small but vicious and poisonous too.
  4. D4=4:1d4 wise cloud elders drift, offering ancient tales in exchange for fresh stories carried on the wind.

d100 = 57

  1. D4=1:Etherereal spring clouds bring momentary showers off glittering dew on the leaves of imaginary trees.
  2. D4=2:High above in an evergreen cloud forest, 2d8 aarakocra hatchlings squawk impatiently for their elders’ return, shadowed by encroaching aerial predators. Defending the young earns gratitude from aarakocra elders, and perhaps guidance or aid in return.
  3. D4=3:A winding path of 2d6 floating candle flames, marking out an unknown destination.
  4. D4=4:A delegation of 1d6 djinn nobles floats past on a grand sky barge, attended to by their elemental servants.

d100 = 58

  1. D4=1:An enormous Roc flies through the sky, its talons clutching a magical artifact.
  2. D4=2:A fragile scroll flutters into view, inscribed with ancient, mutable glyphs. Deciphering it demands intellect and caution, lest you awaken guardian spirits.
  3. D4=3:Hot, vivid mirages appear, bearing summer oases that aren’t quite real.
  4. D4=4:The players stumble upon a group of winged aasimar who are searching for a legendary paradise that is said to exist on one of the floating islands in the Elemental Plane of Air. The players can choose to aid them and discover the mysterious paradise for themselves.

d100 = 59

  1. D4=1:3d8 Floating Eye Tyrants, sky-born variants of beholders, emerge from their lairs within storm clouds, each eye directed at the party with a unique, devastating power.
  2. D4=2:Droplets of winter moisture freeze briefly before vanishing as vapor.
  3. D4=3:You come across an ancient stone archway. It is filled with strange runes and symbols. If touched, it will open a portal to another plane.
  4. D4=4:A fragile scroll flutters into view, inscribed with ancient, mutable glyphs. Deciphering it demands intellect and caution, lest you awaken guardian spirits.

d100 = 60

  1. D4=1:The players traverse an autumnal sky, where every gust carries fallen leaves sparking with ephemeral magic. Here, a conclave of wind witches practices harmonizing with nature to glimpse into future events. These seers are embroiled in a prophecy about an impending elemental war. Players can seek their guidance, navigating the witches’ trials involving battling 2d4 breezeguards, or choose to disrupt their rituals, potentially schism-ing the seers' alliance. Each path unveils fragments of future elemental conflicts, influencing broader geopolitical strategies within the elemental realms.
  2. D4=2:The distant sound of chimes announces the approach of a floating temple. Within, ascetic monks offer enlightenment or engage in relentless philosophical debate.
  3. D4=3:A spiraling tornado with 1d6 air elementals at its heart, creating a mesmerizing dance.
  4. D4=4:Players get attacked by a group of invisible creatures that can only be seen when they are illuminated by lightning.

d100 = 61

  1. D4=1:The players come across a group of powerful djinn who are stuck in a magical trap and can't escape. They may ask the players for help in breaking the trap or offer to grant them a wish in exchange for their assistance.
  2. D4=2:The players come across a group of cloud giants playing a game of keep-away with a cloud, using their elemental magic to manipulate its movements. The giants may invite the players to join in the game, but there is a risk of being hit by lightning if they lose.
  3. D4=3: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.
  4. D4=4:Winds carry the distant sound of bells, though none are visible.

d100 = 62

  1. D4=1:A group of 2d6+4 giant eagles are circling overhead. They are waiting to attack any living creatures that pass by.
  2. D4=2: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.
  3. D4=3:An ambush line of 3d4 bandits on flying mounts lies in wait, ready to swoop down on unsuspecting travelers.
  4. D4=4:As you traverse the seemingly endless void, an iridescent cloud formation suddenly morphs into a massive floating castle made entirely of crystal. Each step reverberates with hauntingly beautiful music. However, this castle is guarded by a host of 2d4 air elementals perched on the turrets. Evading or confronting them tests your agility and combat prowess. Deep within the castle, the throne room holds an ancient djinn, who offers a choice: a boon or a curse. The capricious djinn loves riddles and games of chance but won't hesitate to transform any who displease him into statues of pure wind.

d100 = 63

  1. D4=1:3d10 sky birds perch on a floating island, creating an avian hub above the Plane.
  2. D4=2:The ghostly forms of 2d10 wind spirits race through the sky, competing among themselves to see who can tie intricate knots in their ethereal trails. The party is invited to race alongside them; victorious runners might receive a charm of wind-walking.
  3. D4=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. D4=4:The party is attacked by a swarm of flying creatures known as whirlwings. These creatures are known for creating powerful and destructive whirlwinds in their wake.

d100 = 64

  1. D4=1: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.
  2. D4=2:Crosswinds carry aromas of exotic flowers, inducing euphoria.
  3. D4=3:A merchant ship is seen sailing through the air. Suddenly, it stops moving, as if it ran into something. A second later, the ship crashes into the water below. The ship was transported by a flying creature that has now abandoned it!
  4. D4=4:The players are caught in the middle of a powerful storm. They must navigate their way through the strong winds and lightning strikes while also avoiding any dangerous creatures that may be lurking within the storm.

d100 = 65

  1. D4=1:A flock of giant, colorful parrots fly by, dropping small trinkets and coins as they go. The players can either attempt to catch some loot or avoid the birds entirely.
  2. D4=2:You cross paths with a gatherer of sky-berries, her harvest carrying both sustenance and secrecy about unseen dangers.
  3. D4=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. D4=4:A mysterious, invisible force begins pushing the party towards a nearby cliff. It takes all their strength to resist, but if they fail, they will be plunged into the depths below.

d100 = 66

  1. D4=1: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.
  2. D4=2:A swirling vortex appears, spewing out disoriented djinn who offer knowledge in exchange for aid, but beware; aiding them might hinder your own journey.
  3. D4=3:Players find themselves in the middle of a fierce thunderstorm.
  4. D4=4: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.

d100 = 67

  1. D4=1:Air stings with acidity, causing irritation to skin and eyes.
  2. D4=2:3d6 hurricane dragons play a rough game of aerial catch with a summoned storm cloud.
  3. D4=3:A giant, fanged fish swims by.
  4. D4=4: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 = 68

  1. D4=1:The players must carefully traverse through a maze of gusts and winds, avoiding powerful whirlwinds and razor-sharp debris.
  2. D4=2:2d8 zephyrs forming intangible formations that share messages between realms.
  3. D4=3:Beside a shimmering aurora blooms a field of luminescent flowers. Gathering them offers temporary illumination or potential peril from hidden predators.
  4. D4=4: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.

d100 = 69

  1. D4=1: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.
  2. D4=2:A mischievous djinn offers the party wishes but each wish has a humorous twist. “Wish you could have seen that coming, did you?”
  3. D4=3:A small bird, with a red crest and yellow feet, flies past. It seems to be spewing out random numbers of up to eight.
  4. D4=4:3d6 airborne spiders spin webs of electrical threads that detach and float with the current.

d100 = 70

  1. D4=1:A serene procession of 1d6 air clerics, chanting prayers that blend with the wind.
  2. D4=2: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.
  3. D4=3:1d8 Cloud Giants appear, riding atop monumental Thunder Drakes. These rulers of the sky offer little mercy to those who cannot prove their strength or wisdom.
  4. D4=4:3d10 spark sprites in a playful mood zip around, leaving crackling trails of energy in their path.

d100 = 71

  1. D4=1:Encountering floating, somnolent mist-dolphins with the ability to traverse to other planes, players must decide on aiding 2d6 dolphin sages in a great migration or risk being lost in a perilous astral detour.
  2. D4=2:A powerful crosswind pushes the party sideways.
  3. D4=3:Cold air encroaches and impairs breathing.
  4. D4=4:A tranquil gathering of 2d6 celestial winds seek to harmonize their energies, a peaceful ritual to behold.

d100 = 72

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A turbulent patch of wind where 1d4 air weirds dance and swirl with unrestrained glee.
  4. D4=4:The players stumble upon a floating island inhabited by a community of friendly aarakocra. They offer the party shelter and guidance, but they are currently facing a crisis as their eggs have been stolen by a flying creature. They ask the players to retrieve the eggs and in return, they will receive valuable magical items.

d100 = 73

  1. D4=1:A battle against a squadron of 3d10+5 air elementals.
  2. D4=2:The players come across a trapped dragon, its wings entangled in a giant spider web. They must work together to free the dragon before it is consumed by the lurking spiders.
  3. D4=3: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.
  4. D4=4:2d6 cloud spirits offer mystical insights in exchange for varied tokens from the Material Plane.

d100 = 74

  1. D4=1:You come across a group of air elementals who are in the middle of a magical duel. If the PCs try to intervene, they will be attacked.
  2. D4=2:A group of four air elementals appear and offer to help the party. The elementals can create gusts of wind to help fly or even create magical barriers to protect the party from harm.
  3. D4=3:A sudden gust of wind throws one of the players off their feet and blows them 10 feet away.
  4. D4=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.

d100 = 75

  1. D4=1:The scent of sea salt wafting through on a balmy summer breeze makes you long for the coast.
  2. D4=2:1d12 Perytons, humanoid-bird hybrids with hearts of iron, dive from high altitudes, seeking to feast upon the flesh of unprepared travelers.
  3. D4=3:A flock of 1d4+4 griffons fly overhead, searching for food. They will ignore the players unless threatened.
  4. D4=4: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.

d100 = 76

  1. D4=1:The players come across a group of cloud giants having a picnic in the sky. They are very hospitable and offer the players food and drink. However, they warn them to be careful of nearby dragons who may not be so friendly.
  2. D4=2:A floating citadel known as the Eye of the Storm offers a haven but is surrounded by swirling, chaotic winds filled with 5d6 air drakes. Navigating to the citadel requires braving these perils or negotiating with the drakes to turn them into reluctant allies.
  3. D4=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. D4=4:Gravity behaves unpredictably, briefly reversing or fluctuating.

d100 = 77

  1. D4=1:Wisps of green spring vines take on shapes of animals as they drift by.
  2. D4=2:The party finds a giant floating stone in the sky, with a single eye at its center. The eye watches the party and speaks in an ancient language, offering them knowledge and wisdom if they answer its questions correctly.
  3. D4=3:Whirled by phantom winds, the players stumble upon clues about the stolen Crown of the Sky Sovereign hidden within a spectral air temple. The temple’s acolytes—five ethereal air priests—guard multiple illusions masking the artifact. Each fragile truce formed within the temple’s thundering heart grants or restrains unwitting trust.
  4. D4=4: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.

d100 = 78

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:A group of 1d6 winged elves have set up a sky picnic, complete with floating blankets and bubbling breezes.
  4. D4=4: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.

d100 = 79

  1. D4=1: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.
  2. D4=2:A curious, mischievous gleam in the sky reveals a vast hive of word-spiders who craft silk manuscripts from the air. Access to their wisdom on planar history is offered, provided they help fulfill the spiders' odd quest to harvest wandering thoughts escaping from a rogue mind-mage.
  3. D4=3: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.
  4. D4=4:Encountering a council of sky spirits within a halo of radiant clouds, the players assist Kaira, a diplomat defending their sanctity against shadow wraiths. Victory here guarantees the council’s favor, opening doors to secret planar knowledge. Kaira hints at political intrigue spreading like wind through the Elemental Plane.

d100 = 80

  1. D4=1: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.
  2. D4=2:The party stumbles upon a mountain of clouds, revealing the presence of an exalted temple held by zephyr monks. These warrior-priests hold vital texts on the everlasting ethers, with 3d4 zealot monks misguidedly prepared to repel any “defiler”. Diplomacy or combat against them reveals deeper tenets about air magic and ancient hierarchies.
  3. D4=3:A group of 2d6 storm giants are flying overhead. They are searching for food. They look like small dark blobs in the distance, but when they get closer, it is clear that they are huge.
  4. D4=4:Lush, blooming spring flora paint the air, leaving pleasant scents before vanishing.

d100 = 81

  1. D4=1:A floating coral reef, strangely thriving in air, houses 2d10 enigmatic aerial sea creatures. Offering rare air-seeds or materials might grant the party access to unique tinctures or artifacts derived from coral.
  2. D4=2:A leisurely drifting cloud castle, populated by 2d4 storm giants, occasionally seen from openings.
  3. D4=3:Floating islands of giant feathers arrange themselves into a winding pathway. These islands drift unpredictably, and your journey is interrupted by the mischievous antics of 3d4 invisible stalkers. Their high-speed ambushes are swift and relentless, disappearing as quickly as they appear. Survival requires sharp reflexes and keen perception. At the end of this feathery maze, a serene aarakocra sage awaits with knowledge of an ancient prophecy involving your quest.
  4. D4=4:The grand Storm Coliseum appears, managed by ruthless air elementals demanding challengers. Winning grants powerful air-infused war gear. Losing, on the other hand, means dealing with spectators mocking them through conjured shape-shifting air beasts.

d100 = 82

  1. D4=1: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.
  2. D4=2:Subtle vibrations create the illusion of movement beneath one’s feet.
  3. D4=3: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.
  4. D4=4:The party finds a strange floating castle in the middle of the sky. The castle is inhabited by a powerful wizard who will ask the party to complete a quest before granting them access to its secrets.

d100 = 83

  1. D4=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. D4=2: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.
  3. D4=3:Players are attacked by a group of 1d4 giant vultures. The vultures are scouts for an approaching army of giants and ogres.
  4. D4=4:A fragile scroll flutters into view, inscribed with ancient, mutable glyphs. Deciphering it demands intellect and caution, lest you awaken guardian spirits.

d100 = 84

  1. D4=1:Ethereal spring pollen glistens in the sunlight as it floats by.
  2. D4=2:A kinetic craft hovers, its lone pilot questing for lost kin. Resolving this familial mystery grants heartfelt concord or risks their eternal struggle.
  3. D4=3:A battle against a squadron of 3d10+5 air elementals.
  4. D4=4: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.

d100 = 85

  1. D4=1:An inquisitive 1d10 air sharks swim towards you, curious about the newcomers.
  2. D4=2: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.
  3. D4=3:Players find themselves standing on the edge of a floating city in the clouds.
  4. D4=4:A group of 2d4+2 giant vultures attack the players.

d100 = 86

  1. D4=1: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.
  2. D4=2:A solemn procession of 1d4 cloud druids performing ancient rites for the spirits of the sky.
  3. D4=3:A child's laugh echoes eerily through the airflow. Investigating unveils a spectral playground, offering playful respite or nefarious tricks.
  4. D4=4:A vertical spiral of nigh impenetrable wind currents guards a meditation sanctuary monitored by 1d4 air monks. Overcoming the turbulent ascent earns the sanctuary’s favor, often resulting in enlightenment or physical enhancements.

d100 = 87

  1. D4=1:A group of four dwarves are standing around a campfire roasting a giant rat on a spit. They will offer the players some cooked giant rat if they want some.
  2. D4=2:Autumn spiders weave gauzy webs that shimmer as they float past.
  3. D4=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. D4=4: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!

d100 = 88

  1. D4=1:A squadron of 12 air mephits ambushes the party, using the swirling clouds as cover. As they fight, the group discovers an ancient skyship buried in a cloudbank, a relic of an earlier age of planar travel. Investigating the ship unveils a map to forgotten sky ruins, but the mephits' high-pitched shrieks call for reinforcements.
  2. D4=2:The sound of distant thunder rumbles, creating an unsettling atmosphere.
  3. D4=3: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.
  4. D4=4:A powerful storm is brewing in the distance, and the players must find shelter before it reaches them. They come across a giant cloud castle and must convince the owner to let them inside.

d100 = 89

  1. D4=1: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.
  2. D4=2:Floating islands of giant feathers arrange themselves into a winding pathway. These islands drift unpredictably, and your journey is interrupted by the mischievous antics of 3d4 invisible stalkers. Their high-speed ambushes are swift and relentless, disappearing as quickly as they appear. Survival requires sharp reflexes and keen perception. At the end of this feathery maze, a serene aarakocra sage awaits with knowledge of an ancient prophecy involving your quest.
  3. D4=3:A giant bird swoops down from the sky and attacks the players with its beak for 1d8+1 damage.
  4. D4=4:Players stumble upon an ancient temple dedicated to the god of the wind.

d100 = 90

  1. D4=1:Traversing a breath-taking skyfrost cavern, players meet Eira, a skyfrost guardian combating raging frost efreet seeking dominion over warmth. Triumph promises crystal weapons and the alliance of Eira’s kin as future aid.
  2. D4=2:Players come across a group of men who are carrying a large wooden frame that looks like it was made out of old pieces of furniture that were re-purposed and put together. There are five men carrying it who are dressed in robes that look like they were made out of large animal skins.
  3. D4=3:1d8 winged lizards bask on a floating rock, soaking up the warm, ethereal light.
  4. D4=4:A man, who is actually a genie on his way to another plane, has been captured by a flying pirate. The pirate is holding him captive in a cage at the top of a flagpole. The only way to rescue the man is to climb the flagpole.

d100 = 91

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:The party is suddenly lifted into the air by a powerful gust and carried towards a giant cloud citadel. They discover that the citadel is home to a group of cloud giants who are not pleased with their unexpected guests.
  4. D4=4: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.

d100 = 92

  1. D4=1:A strange wind carries a piece of paper with a strange message written on it, delivering it to the party.
  2. D4=2:Verdant spring buds on vines coil and dance in playfulness all around.
  3. D4=3:An enigmatic sphinx materializes from wisps of storm clouds and demands they solve its storm-themed riddle. “Wind you tell me the answer?”
  4. D4=4:The players see a large flock of griffons soaring through the air, led by a magnificent golden griffon. If the players observe closely, they notice that each griffon has a magical gemstone attached to its body, and the golden griffon seems to be controlling them all.

d100 = 93

  1. D4=1:Rustling autumn leaves whisper secrets in a tongue you almost understand.
  2. D4=2:A parade of 2d6 zephyr spirits, fluttering through the air like ghostly ribbons.
  3. D4=3:2d8 small windmill constructs float, powered by mini-air elementals, and generating a gentle breeze.
  4. D4=4:A small convoy of 2d4 airships captained by 3d10 sky pirates sails by, keeping a wary eye on your party.

d100 = 94

  1. D4=1:A powerful cold front makes its way through the area, bringing a strong wind and freezing temperatures with it. The strong wind will blow for 1d8+4 rounds and will bring along with it a hail storm of 1d8+4 rounds, with each round lasting for 1d4 rounds and dealing 1d6 piercing damage to anyone caught out in it, as well as blowing around anything not tied down.
  2. D4=2:Suspended in a powerful gust, a flock of 2d4 perytons swerves around a floating island covered in reflective crystals. One of the crystals contains an imprisoned wind spirit that promises a potent amulet if freed. Disturbing the perytons results in an immediate and hostile attack.
  3. D4=3:The party finds a giant floating stone in the sky, with a single eye at its center. The eye watches the party and speaks in an ancient language, offering them knowledge and wisdom if they answer its questions correctly.
  4. D4=4:A sudden downdraft pulls you toward a spinning maelstrom inhabited by air krakens. Evasion demands quick thinking; engaging requires cunning stategy.

d100 = 95

  1. D4=1:A group of pirates are caught in a storm and are trying to fix their ship.
  2. D4=2:A gentle spring zephyr brings the sound of distant, ethereal chimes.
  3. D4=3:Colder-than-usual temperatures cause metal objects to freeze.
  4. D4=4:You find a weathered signpost pointing to realms beyond. Following it unearths hidden paths or traps set by wardens of forgotten lore.

d100 = 96

  1. D4=1: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.
  2. D4=2: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.
  3. D4=3:The party is attacked by a large flock of birds. The birds are actually birds of prey that are able to turn into humanoid forms at will.
  4. D4=4:The sense of falling without real descent unnerves.

d100 = 97

  1. D4=1:Suddenly, the wind starts to pick up and swirl around you. You must make a Dexterity saving throw or be knocked prone.
  2. D4=2:The party sees an enormous floating city made entirely of clouds, with its own culture, laws, and customs.
  3. D4=3:Roaming through a vast, endlessly scintillating air field, the players encounter air krakens—ancient leviathans of the skies. These creatures are said to harbor the souls of those who tried taming the Plane. Avoiding these creatures requires wit and agility, as they protect their territory with cunning and ferocity. Sailing through unnoticed reveals secret shrines on the krakens’ backs, each guarded by spectral guardians, illuminating hidden dynamics among warring air elemental factions. Engaging the leviathans head-on results in a titanic struggle, shaking the very fabric of the Plane.
  4. D4=4:A procession of translucent butterflies numbering 3d12, gliding with supernatural grace.

d100 = 98

  1. D4=1:A loud thunderclap is heard from the direction of a strange cloud formation which turns out to be an elemental creature made of lightning. It attacks the party.
  2. D4=2:A group of Djinn hover above the party, demanding tribute before they will allow safe passage.
  3. D4=3:A layer of sweltering summer humidity clings to you, making your every movement feel sluggish.
  4. D4=4:A group of 1d20+10 elemental guardians of the Air show up on the airshipand demand it be turned over to them. They are actually pirates who have mistaken it for their own stolen airship.

d100 = 99

  1. D4=1:A group of 1d4+4 cloud giants are flying through the sky, looking for prey. If attacked, they will summon 1d4+4 more allies. They wield giant-sized clubs and wear chainmail armor.
  2. D4=2:A small convoy of 2d4 airships captained by 3d10 sky pirates sails by, keeping a wary eye on your party.
  3. D4=3: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.
  4. D4=4:Players witness a clash between 2d4 thunder elementals and a singular lightning dragon over an ancient relic. Whichever side the players aid would forever owe them, but also draw fierce enmity from the opposing elemental faction.

d100 = 100

  1. D4=1:The sound of thunder can be heard in the distance. A storm is coming and players must find shelter before it arrives.
  2. D4=2: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.
  3. D4=3: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.
  4. D4=4:A group of 2d6+4 giant hawks are circling overhead. They are waiting to attack any living creatures that pass by.

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Other dice tiers for the elemental plane of air: D1, D6, D8, D10.

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