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D6 Elemental Plane of Air Random Encounters

D&D 5e · 600 scenarios · Roll d100 → roll D6

A complete D&D 5e random encounter table for elemental plane of air scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.

How to roll this table

  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 D6 to pick one of 6 scenarios inside that set.
  4. Read the scenario to your players and run the scene. Add a monster stat block if combat starts.

The D6 Elemental Plane of Air encounter table

d100 = 1

  1. D6=1:Atop a floating isle resembling a fortress, they encounter Eldric, a scholar-warrior fending off guardian sphinxes corrupted by dark magic. Earning victory restores the island’s harmony. Eldric shares knowledge of ancient ruins scattered across the plane, harboring lost relics of power.
  2. D6=2:The party comes across a powerful air elemental that is capable of controlling the wind. It challenges them to a game of chance, and if they win, the elemental will grant them a magical boon.
  3. D6=3:Fine, airborne particles reduce clear vision.
  4. D6=4:A beautiful siren, known for her singing voice that can control the winds, offers to help the players reach their destination in record time. However, she may have ulterior motives and could lead them into danger or a dangerous pact.
  5. D6=5: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.
  6. D6=6:Motes of golden autumn dust sparkle as they hover and then drift away.

d100 = 2

  1. D6=1:A turbulent patch of wind where 1d4 air weirds dance and swirl with unrestrained glee.
  2. D6=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. D6=3:A leaden airship mournfully drifts with a single sprite on board, claiming it’s a prize for winning a game of chance. The sprite’s challenges are devious and losing causes the ship to turn spectral, pulling the party towards the Plane’s dangerous boundaries.
  4. D6=4: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.
  5. D6=5:Rustling autumn leaves whisper secrets in a tongue you almost understand.
  6. D6=6:Layers of stratified air with different temperatures create visual distortions.

d100 = 3

  1. D6=1:The party encounters a traveling band of genasi, who are searching for a powerful artifact that will allow them to control the winds of the plane. They may ask the players to join them in their quest or try to steal the artifact from them.
  2. D6=2:A school of 2d20 starfish bait gracefully swimming through starlit skies.
  3. D6=3:2d12 lightning runes animate and glow brightly, each symbolizing different names of ancient air deities.
  4. D6=4:A group of 1d4+4 cloud giants are flying in the air, directly above the players. The giants are carrying sacks of gold over their shoulders.
  5. D6=5:The players encounter a cloud dragon, soaring through the sky and leaving a trail of rainbows behind it. The dragon challenges the players to a game of flying through a series of rainbow rings, with the prize being a magical item from its hoard.
  6. D6=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.

d100 = 4

  1. D6=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. D6=2:Heavy, cold winter fog reduces visibility, your breath visible with every exhale.
  3. D6=3:A sudden gust of wind throws one of the players off their feet and blows them 10 feet away.
  4. D6=4:The party is assaulted by a sudden gust of wind. The wind carries with it a powerful storm spirit, who will attempt to control the players if they do not resist.
  5. D6=5: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.
  6. D6=6:Hollow winds produce ghostly moans and wailing.

d100 = 5

  1. D6=1:A beautiful siren, known for her singing voice that can control the winds, offers to help the players reach their destination in record time. However, she may have ulterior motives and could lead them into danger or a dangerous pact.
  2. D6=2: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.
  3. D6=3:The party is assaulted by a sudden gust of wind. They must resist or be thrown off-balance, risking damage and fatigue.
  4. D6=4: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.
  5. D6=5:A trio of wind druids, harmonizing their magic with the natural flow of the air currents.
  6. D6=6: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.

d100 = 6

  1. D6=1:Delicate, iridescent spring dragonflies dart past, almost invisible.
  2. D6=2:A shimmering blue portal opens ahead, revealing a glimpse into the Material Plane. As you peer through, a small flock of invisible stalkers emerges intent on dragging you back to their master.
  3. D6=3:A swirling vortex appears, spewing out disoriented djinn who offer knowledge in exchange for aid, but beware; aiding them might hinder your own journey.
  4. D6=4:Static fields zap magical energy sporadically.
  5. D6=5:A group of friendly sylphs invites the players to their dance party in the clouds. The sylphs can control air currents and put on an incredible show of acrobatics and magic. However, not all the guests are friendly, and the party may turn into a battle for survival.
  6. D6=6:A small bird, with a red crest and yellow feet, flies past. It seems to be spewing out random numbers of up to eight.

d100 = 7

  1. D6=1:Electromagnetically charged air zaps anything metallic.
  2. D6=2:Motes of golden autumn dust sparkle as they hover and then drift away.
  3. D6=3: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.
  4. D6=4:A majestic winged lion, accompanied by 1d4 wind-sage monks, attends a floating temple of air. Earning their trust through acts of valor or wisdom can yield air-attuned artifacts or rare elemental knowledge.
  5. D6=5:You encounter a wary caravan of 1d4 traders on flying carpets, wary of sky bandits.
  6. D6=6:Sudden, harsh winds singe paper and cloth.

d100 = 8

  1. D6=1:Amidst a chaotic wind storm, you chance upon a floating island inhabited by a reclusive aarakocra sage who telepathically requests aid. A treacherous band of 3d6 cultists worshipping a forbidden wind deity have disturbed ancient wards. Victorious combat and restoration of the wards earn the sage's eternal gratitude and wind magic secrets.
  2. D6=2:A songbird, with feathers of iridescent mist, perches on your shoulder, whispering forgotten ballads that either soothe or ensnare the unwary mind.
  3. D6=3:A cloud giant is using a lightning bolt to cut a gem.
  4. D6=4:A group of 1d6+1 air elementals are playfully tossing a small boulder back and forth with gusts of wind. If the party gets too close, they will see them as new playmates and try to whisk them off into the sky.
  5. D6=5:A trio of 1d4 griffins engages in aerial combat over a caught cloud fish.
  6. D6=6: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.

d100 = 9

  1. D6=1: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.
  2. D6=2:You come across an enormous flock of harpies. They are singing and spreading joy throughout the plane.
  3. D6=3:Players come across an airship with a crew of strange creatures from the Plane of Air.
  4. D6=4: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.
  5. D6=5:Sudden wintery breath makes even flying insects seem frozen and then thaw unexplicably.
  6. D6=6: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.

d100 = 10

  1. D6=1:A group of 3d6+6 giant vultures are circling overhead. They are waiting to attack any living creatures that pass by.
  2. D6=2:You see a group of men and women in robes. They look like they are conducting some kind of ritual.
  3. D6=3: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.
  4. D6=4:A large airship appears on the horizon, captained by a dwarven merchant looking for customers.
  5. D6=5: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.
  6. D6=6: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. It is made of pure elemental air and has a reach of 10 feet.

d100 = 11

  1. D6=1:A sudden calm causes an eerie silence, making it hard to detect danger.
  2. D6=2:A solemn procession of 1d4 cloud druids performing ancient rites for the spirits of the sky.
  3. D6=3:Inexplicably warm gusts make breathing uncomfortably hot.
  4. D6=4:A powerful gust of wind carries away all loose items the party is carrying. The players must then find them before the wind carries them too far away.
  5. D6=5:Players come across an adventuring party that is on its way back to town after having been on an expedition for several days. The party is made up of 2d6+2 dwarves who are on their way back to the dwarven kingdom after having been on an expedition for several weeks. The dwarves are tired, hungry, sick, and covered in dirt. If asked, they will tell the players that they have been digging into an abandoned dwarven fortress that was left behind when the dwarves migrated to the surface world thousands of years ago. They were hoping to find some treasure, but instead they found something much worse than mere monsters and the dwarves do not want to talk about it because they are too afraid of it.
  6. D6=6:A trio of 1d4 griffins engages in aerial combat over a caught cloud fish.

d100 = 12

  1. D6=1:A battle against a squadron of 3d10+5 air elementals.
  2. D6=2:A procession of spectral warriors appears, each soul lost to the void. They beckon you to honor their memory with a solemn rite, for which you might receive their blessing—or their curse, should you fail.
  3. D6=3:A telepathic hymn draws you to a spiraling sanctum, hosting a conclave of powerful air mages defending against infernal beings breaching their domain. Victory over the invaders, safeguarding scholars of the air, earns not just magical tomes but respect, intertwining your fates with the custodians of arcane winds.
  4. D6=4:Looming, summer storm clouds race past without a single rumble.
  5. D6=5: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.
  6. D6=6:A sudden gust of wind blows through the area, revealing a hidden treasure chest buried in the clouds. However, it's guarded by a powerful air djinn who will not give up the treasure without a challenge.

d100 = 13

  1. D6=1: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.
  2. D6=2:Verdant spring buds on vines coil and dance in playfulness all around.
  3. D6=3: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.
  4. D6=4:A cloud of bats pass the party, shrieking as they go.
  5. D6=5:Ethereal blossoms release a luxurious fragrance, invoking calming memories or lulling your vanguard to rest unfit for void travelers.
  6. D6=6:Sudden, harsh winds singe paper and cloth.

d100 = 14

  1. D6=1:A strange electrical hum causes a feeling of disquiet.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A group of gnomes, who have created sky-cycles powered by air elementals, challenge the players to a race through the clouds. The gnomes' tricks and sabotage may make the race more challenging than expected.
  5. D6=5:A territory claimed by 2d8 eagle riders patrolling the skies.
  6. D6=6: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.

d100 = 15

  1. D6=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. D6=2: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.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:1d8 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.

d100 = 16

  1. D6=1: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.
  2. D6=2:Roars and hisses fill the air, and the scent of hot asphalt, making you feel summer closes in, despite the seasons.
  3. D6=3:Irritating airborne particles cause sneezing fits.
  4. D6=4: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.
  5. D6=5:A gust of winter wind blows through, carrying crystal-clear snowflakes that sparkle as they descend.
  6. D6=6:Players stumble upon a group of djinn making deals with mortals. They are in a bazaar, selling magical artifacts, weapons, and potions. They offer to trade items in exchange for a service or quest. Choose wisely, as the items may come with unexpected consequences.

d100 = 17

  1. D6=1:A scorching summer draft blows past, bringing with it the sensation of desert heat.
  2. D6=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. D6=3: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.
  4. D6=4: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. They attack anyone who comes near them!
  5. D6=5:A distant rumbling grows louder, until 3d10 gargantuan Manticore-like creatures, adapted to the Plane of Air, emerge from a stormfront, their barbed tails flinging deadly spikes at intruders.
  6. D6=6:A curtain of scintillating air splits open, unraveling grotesque, misshapen forms of wind-beasts bound by calls from other dimensional anchors. The sky melds into a liquid mirror, reflecting essence and aspiration alike. Freed from norms, players wield their own shadows, combating or negotiating with the moving chaos itself. Strange, emitted runes hold the secret to deeper configurations of planar essence, bending potential battles into puzzles of intellect—solving which shifts the fabric of the passage, threading through layered conspiracies.

d100 = 18

  1. D6=1:A chorus of rustling autumn leaves creates a symphony, accompanied by an unseen flute.
  2. D6=2:Mobs of elemental birds attack the airship. They will come in waves of 6d6 birds each wave, attacking until they are defeated, the players sail past, or the players retreat to another part of the ship.
  3. D6=3:A group of 2d6+2 sphinxes are patrolling the borders of the Elemental Plane of Air. They are looking for halflings.
  4. D6=4:As the party rests for the night, they see a powerful storm brewing in the distance. As the storm draws closer, they realize that it is actually a massive elemental made of swirling clouds and lightning. It seems to be heading straight towards them.
  5. D6=5:A group of 10d4+10 elemental guardians of the Air show up on the airshipand demand it be turned over to them. They have mistaken it for their own stolen ship.
  6. D6=6:Caught in the echo-laden ruins of a mythic airship clash, players are thrusted into a lingering battle scene. Manifesting as vivid hallucinations or real memories, 5 skywarriors re-enact the fatal struggle. Winning or altering outcomes compels sudden bursts of wisdom about the tragic heroics and betrayals rippling outwards in planar tales.

d100 = 19

  1. D6=1:A tornado approaches and passes overhead, but it leaves behind a strange green glow in its wake.
  2. D6=2: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.
  3. D6=3:A large airship appears on the horizon, captained by a dwarven merchant looking for customers.
  4. D6=4:A shimmering cloud palace floats impossibly in the void, its opalescent spires twisting upwards like yearning hands. As you approach, you are greeted by the haunting melody of ghostly harps, played by ethereal women known as Sky Sirens. They implore your aid to save their Queen, who has been bound by 3d6 lightning devilish men to a stormy vortex within the palace. You have only three hours before the Queen’s life essence is completely drained. The palace's constantly shifting architecture makes navigation perilous, and you must act quickly to avoid becoming lost in the maze of light and shadow. Mystical gusts carry whispers of a brewing rebellion in the material world.
  5. D6=5: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.
  6. D6=6:The party is attacked by a group of invisible stalkers.

d100 = 20

  1. D6=1:A group of 3d20 merchants approaches the players. The merchants are from a distant land and are carrying goods from the Far East. They are looking for trade routes to the west. If the players help them, they will be handsomely rewarded by the merchants from the Far East.
  2. D6=2:Your ascent crosses paths with a telepathic dragon turtle, ensnared in ethereal chains by air cultists. Rescuing and uniting forces with the mythical creature, battling the captors, each maneuver through the abyss nurtures bonds forged. Triumph here transcends physical victory, adding venerable wisdom and friendship to the crew.
  3. D6=3:Suddenly, the sky darkens and a powerful storm begins to brew. The players must seek shelter or find a way to brave the powerful lightning strikes and high winds.
  4. D6=4:A group of giant birds fly by, carrying a group of pirates on their backs. They attack while hurling insults at the players and laughing. They're drunk and could be bribed to stop fighting. They know a lot about the area.
  5. D6=5: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.
  6. D6=6: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 = 21

  1. D6=1:Rarefied air thins, leaving one gasping for breath.
  2. D6=2:Atop a floating isle resembling a fortress, they encounter Eldric, a scholar-warrior fending off guardian sphinxes corrupted by dark magic. Earning victory restores the island’s harmony. Eldric shares knowledge of ancient ruins scattered across the plane, harboring lost relics of power.
  3. D6=3:Fine, airborne particles reduce clear vision.
  4. D6=4:A small elemental creature is being attacked by a swarm of giant bees.
  5. D6=5:As you sail through the sky, a vortex of sparkling dust envelops your path. Within, you discover the remnants of a legendary airship, its crew long turned to statues made of crystal. The ship's sentient core requests your aid in reassembling its shattered network, warning that a cataclysmic event will occur in four hours unless its systems are restored. Navigating the broken labyrinth of corridors and bypassing sentient wind traps will test your resolve. The breeze carries songs of heroic deeds and forlorn quests, urging haste.
  6. D6=6:Suspended in the air is a grand chessboard, each piece a living elemental. Engaging in their game offers wisdom but risks being ensnared in their eternal conflict.

d100 = 22

  1. D6=1: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.
  2. D6=2:The wind carries whispering voices of long-forgotten adventurers warning the players of impending danger. “Listen up, or blow it!”
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:You come across a large palace made of air. It is filled with strange creatures, such as invisible steeds and floating guards.
  6. D6=6:A mad priest is flying through the air, screaming at the party for not throwing more offerings onto his alter in your last visit to his temple/church/shrine/etc.

d100 = 23

  1. D6=1:3d4 whirlwinds, filled with elemental debris, dance around each other in a chaotic ballet.
  2. D6=2:The Unseen Winds coven whispers of an enigmatic relic safe within their secret conclave. The players infiltrate using disguises, chasing errant clues steeped in misdirection. Masked air genasi acolytes (six) closely observe newcomers, offering possible alliances or ensuring deadly accuracy against weak-hearted infiltrators.
  3. D6=3: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.
  4. D6=4:Colder-than-usual temperatures cause metal objects to freeze.
  5. D6=5: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.
  6. D6=6:Sudden pressure changes pop ears repeatedly.

d100 = 24

  1. D6=1:3d4 air myrmidons patrol an ancient sky-bridge, guarding it from intruders.
  2. D6=2:An enormous cloud giant is riding atop a giant eagle, searching for prey.
  3. D6=3:A group of 2d6 lightning elementals flicker aggressively before dissipating into the atmosphere.
  4. D6=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.
  5. D6=5:A faint scent of smoke drifts past, reminiscent of a distant summer wildfire.
  6. D6=6: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.

d100 = 25

  1. D6=1:The players see a tornado far away, but then notice it is getting closer and closer. It is one mile away.
  2. D6=2: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.
  3. D6=3:The players come across a small island floating in the air, held up by a powerful air elemental. On the island, they find a group of curious air elementals who want to learn more about the world below. They may offer to trade knowledge or items with the players.
  4. D6=4:An ambush line of 3d4 bandits on flying mounts lies in wait, ready to swoop down on unsuspecting travelers.
  5. D6=5:The players stumble upon a group of air elementals playing a game of tag. They may offer the players a challenge to join in and must use their wits to outmaneuver the swift elementals.
  6. D6=6:A group of air elementals attack. They are actually giant bats.

d100 = 26

  1. D6=1:An ethereal 3d8 congregation of air wraiths drifts past, phasing in and out of the visible spectrum.
  2. D6=2:A caravan of 2d6 sky merchants trade goods from floating barges, guarded by elemental soldiers.
  3. D6=3:A 1d10 gang of storm sprites engage in a splashing contest with condensed rain clouds.
  4. D6=4:The ground beneath the party's feet turns to ice and they slip around for one round before regaining balance. This only happens once.
  5. D6=5: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.
  6. D6=6:2d12 air mephits attempt to form a synchronized flying team, with limited success.

d100 = 27

  1. D6=1:Players see a strange creature of pure air, surrounded by rapidly moving winds. It has no physical form, but voices can be heard in the wind. The creature will grant the players a wish if they help free him from captivity.
  2. D6=2:A powerful djinn, seeking entertainment, challenges the players to a game of "Chase the Genie" through the clouds. If they win, they may be granted a wish, but if they lose, they may face dire consequences.
  3. D6=3:You stumble upon the aftermath of a clash between gargantuan airships, their debris caught in perpetual drift. Salvaging useful items risks drawing the attention of marauding scavengers.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:A large flock of geese is seen flying through the sky. They're carrying large, heavy bundles in their beaks. The players can find out what's in the bundles if they talk to this flock of geese.

d100 = 28

  1. D6=1: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.
  2. D6=2:A herd of 2d10 rocs soar majestically overhead, their massive wings casting long shadows on the translucent sky below.
  3. D6=3:A patrol of 1d8 zephyr knights swirls past, their armor gleaming in the light of a never-setting sun.
  4. D6=4:A tranquil gathering of 2d6 celestial winds seek to harmonize their energies, a peaceful ritual to behold.
  5. D6=5:Static fields zap magical energy sporadically.
  6. D6=6:A group of hunters are chasing after a rare animal.

d100 = 29

  1. D6=1:A powerful storm elemental appears and challenges the party to an aerial battle.
  2. D6=2:A lone wyvern on patrol, its imposing form silhouetted against the sun.
  3. D6=3: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.
  4. D6=4:Maneuvering through gravity-defying skybridges, the players overhear flitting whispers conspiring to liberate an influential prisoner. They choose to infiltrate the locked-down cage complex governed by four storm mephits. Secrecy is paramount, and each junction offers divergent paths or hidden traps, leading to the potential rally of a formidable ally or shadowy antagonist.
  5. D6=5:A powerful storm sweeps through the area, and a bolt of lightning strikes the ground next to the players. Instead of causing damage, the lightning transforms into a powerful air elemental who challenges them to a game of riddles. If they win, the elemental may offer them a reward.
  6. D6=6:Tangy smells linger, evoking both nostalgia and dread.

d100 = 30

  1. D6=1: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.
  2. D6=2:A cloud of midges (similar to mosquitos) covers the area in front of the player characters. The cloud is three feet thick and is two feet high. The midges will attack any living creature they can detect with their small bites. Any characters who are not wearing a full suit of armor will be covered in the midges and will have a difficult time fighting or moving around the area.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:The players hear a man singing a sea shanty. He is a sailor from the Material Plane who was shipwrecked on the Elemental Plane of Air. He is trying to survive until he can get back to his home plane. He will offer his services in return for help in getting back home.
  6. D6=6:3d6 airborne spiders spin webs of electrical threads that detach and float with the current.

d100 = 31

  1. D6=1:A group of 2d6 sentient lightning bolts are hanging out, deciding on whether to go to the material plane or not. They know a lot about the Elemental Plane of Air and will swap stories with players.
  2. D6=2:3d4 elemental owls nest in an ancient floating tree, hooting softly to each other.
  3. D6=3: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.
  4. D6=4:An invisible, incorporeal air elemental zips through the air, playing tricks on the party and causing them to become disoriented.
  5. D6=5:Flashes of light disorientate briefly.
  6. D6=6: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.

d100 = 32

  1. D6=1:The party comes across a group of talking clouds who are having a heated debate about whether clouds are actually sentient. They ask the party for their opinions and can become hostile if they disagree.
  2. D6=2:Golden autumn grains drift by in the breeze, creating an almost serene atmosphere.
  3. D6=3:The party sees a beautiful, floating city in the distance. As they approach, they realize it is a utopian society of air genasi, living in harmony and peace. However, things may not be as perfect as they seem, and the players must uncover a dark secret that threatens their existence.
  4. D6=4:2d8 breeze-born pixies attempt to prank the adventurers, focusing on tying knots and creating small gusts.
  5. D6=5:You are approached by a group of air sprites. They want to show you their tricks for a small fee.
  6. D6=6:You find 3d6 djinns lounging on cloud banks, exchanging stories and magical items with each other.

d100 = 33

  1. D6=1: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.
  2. D6=2:Humid, summer air makes you feel as though you're moving through molasses.
  3. D6=3:A floating library appears, its books bound in clouds and filled with forgotten spells. Staying too long risks the chance of being trapped within its endless knowledge.
  4. D6=4:A group of sentient lightning bolts are striking around an old tree, trying to get it to grow new branches.
  5. D6=5:Random bursts of wind flip tents and other lightweight gear.
  6. D6=6:Electric arcs zip from one metallic object to another.

d100 = 34

  1. D6=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. D6=2: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.
  3. D6=3:Lightning strikes the ground 5 feet in front of the players, creating a 5-foot-wide by 5-foot-long trench.
  4. D6=4: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.
  5. D6=5:1d6 storm giants argue loudly, their words occasionally sparking small bursts of lightning.
  6. D6=6:Airborne spore clouds cause mild hallucinations and coughing fits.

d100 = 35

  1. D6=1:Invisible air currents create pockets of turbulence.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:2d6 Sky Gorgons, monstrous hybrids of serpent and wing, descend from thunderheads, their stony gazes petrifying any who fail to avert their eyes.
  5. D6=5:An ominous black cloud morphs into a Shambling Storm, a chaotic entity composed of thunder and lightning, seeking to consume anything in its path.
  6. D6=6:A group of air genasi are having a heated debate about air currents and wind patterns. They ask the players to settle their argument and offer a reward for the correct answer.

d100 = 36

  1. D6=1:Players come across a group of dwarves on flying carpets who are searching for a magical artifact.
  2. D6=2:The players come across a strange floating island made entirely out of clouds and inhabited by a tribe of friendly cloud giants.
  3. D6=3: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.
  4. D6=4:Sudden wintery breath makes even flying insects seem frozen and then thaw unexplicably.
  5. D6=5: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.
  6. D6=6: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 = 37

  1. D6=1:A group of 4d6 ravens appears and swarms the party, causing them to become distracted by their cries and movements.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A faint scent of smoke drifts past, reminiscent of a distant summer wildfire.
  5. D6=5:1d4 tempests coiled as serpents, thrashing and roaring through thunderheads.
  6. D6=6:The grand parade of the Wind Dukes sails past, an opulent spectacle of aerial vessels crewed by powerful wind lords. Each ship broadcasts whimsical light shows and entertains with sky ballet. Becoming part of this parade requires impressive magical display or aerial combat prowess against 2d6 elite wind warriors. Yet, the parade hides a secret agenda—the Wind Dukes discuss deceased heirs and modes of succession in hushed tones, providing clues to those who manage to ingratiate themselves with the grandeur.

d100 = 38

  1. D6=1:A flock of giant birds is flying overhead. The birds are not disturbed by the adventurers' presence. They are not interested in fighting the players. They are actually heading to a nearby city to sell their eggs to a local merchant.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:You stumble upon 1d8 couatls gracefully entwining their serpent-like bodies as they fly in an elaborate dance.
  5. D6=5: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.
  6. D6=6:A curtain of scintillating air splits open, unraveling grotesque, misshapen forms of wind-beasts bound by calls from other dimensional anchors. The sky melds into a liquid mirror, reflecting essence and aspiration alike. Freed from norms, players wield their own shadows, combating or negotiating with the moving chaos itself. Strange, emitted runes hold the secret to deeper configurations of planar essence, bending potential battles into puzzles of intellect—solving which shifts the fabric of the passage, threading through layered conspiracies.

d100 = 39

  1. D6=1:2d6 mephits argue over the best way to blow a particularly stubborn cloud formation apart.
  2. D6=2:2d6 Sky Gorgons, monstrous hybrids of serpent and wing, descend from thunderheads, their stony gazes petrifying any who fail to avert their eyes.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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.

d100 = 40

  1. D6=1:Cold gusts suddenly ice over equipment and surfaces.
  2. D6=2:The group floats toward a majestic floating castle but is blocked by a turbulent air elemental gatekeeper. “Gate crashed by the elements!”
  3. D6=3:A school of 2d8 sky fish swim lazily through the air, their bodies shimmering with elemental energy.
  4. D6=4:A group of 3d6 elementally-bound ravens observe you, their eyes glinting with intelligence.
  5. D6=5: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.
  6. D6=6:A single airship pirate floating on the wind stream, scanning for potential plunder.

d100 = 41

  1. D6=1: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.
  2. D6=2:A refreshing spring drizzle smells faintly of flowers and new grass.
  3. D6=3:Glittering spring pollen briefly envelops, adding a layer of gold to everything.
  4. D6=4:A chorus of distant, harmonious spring birds can be heard singing jubilantly.
  5. D6=5:The wind carries whispering voices of long-forgotten adventurers warning the players of impending danger. “Listen up, or blow it!”
  6. D6=6: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.

d100 = 42

  1. D6=1:A group of 2d4+2 pixies attack the airship, trying to get at the food supplies and gold on board.
  2. D6=2:Pockets of freezing air sting keenly.
  3. D6=3:Drifting near an incandescent thunderhead, they uncover a civilization of air-dwelling fey, their city held in the eye of an unending storm. The fey lord rules with shimmering authority, guardians watching over with skepticism. Acceptance into their domain requires proving worth—either by aiding in subduing rampaging thunder hawks, ten at least yet countless, or uncovering the machinations of a dark force corrupting their storm. Each action undulates through the labyrinth of fey politics, brushing against wider consequences impacting the entire elemental political equilibrium.
  4. D6=4: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.
  5. D6=5:A group of 2d6+10 harpies flies down and attacks the party.
  6. D6=6:A powerful crosswind pushes the party sideways.

d100 = 43

  1. D6=1:1d8 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.
  2. D6=2:Kite pirates, flying kites, gang of 8 human pirates, flying kites of pirates with large hooks attached. These pirates will try to capture ships and hold them for ransom.
  3. D6=3:An air elemental, who has been turned into a vampire, is flying through the air. It will attack anything it sees.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6: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.

d100 = 44

  1. D6=1:A blue dragon is flying through the area. The dragon is hunting for its next prey.
  2. D6=2:A man is standing on top of a cloud. He is wearing a dark robe. He looks like a wizard. He is named Xeus. He is an evil wizard. He attempts to turn the players against each other with magic.
  3. D6=3:Sudden storm! You are caught in a violent storm. All attacks are made at disadvantage for the next 1d4 rounds.
  4. D6=4:Players stumble upon a group of djinn making deals with mortals. They are in a bazaar, selling magical artifacts, weapons, and potions. They offer to trade items in exchange for a service or quest. Choose wisely, as the items may come with unexpected consequences.
  5. D6=5: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.
  6. D6=6:A parade of 3d6 elemental knights march steadfastly on a firm path that vanishes and reappears sporadically.

d100 = 45

  1. D6=1: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.
  2. D6=2:A group of 2d6+4 giant eagles are circling overhead. They are waiting to attack any living creatures that pass by.
  3. D6=3:3d6 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.
  4. D6=4:Winds carry the distant sound of bells, though none are visible.
  5. D6=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. D6=6:An enigmatic sphinx materializes from wisps of storm clouds and demands they solve its storm-themed riddle. “Wind you tell me the answer?”

d100 = 46

  1. D6=1:2d6 storm elementals clash with each other, creating small thunderclaps and lightning bolts.
  2. D6=2:2d10 air elementalists convene on a floating disk, sharing spells and summoning techniques.
  3. D6=3:The grand parade of the Wind Dukes sails past, an opulent spectacle of aerial vessels crewed by powerful wind lords. Each ship broadcasts whimsical light shows and entertains with sky ballet. Becoming part of this parade requires impressive magical display or aerial combat prowess against 2d6 elite wind warriors. Yet, the parade hides a secret agenda—the Wind Dukes discuss deceased heirs and modes of succession in hushed tones, providing clues to those who manage to ingratiate themselves with the grandeur.
  4. D6=4:A path of translucent stepping stones guides the way, but each step shakes loose floating serpents that may either offer guidance—or launch an attack.
  5. D6=5:A group of storm elementals is flying through the sky, their loud, thunderous laughter echoing around them.
  6. D6=6:A group of 1d6+5 gnomes are flying through the air on large birds that have been trained to fly through the air. They are looking for treasure and will attack anyone who gets in their way.

d100 = 47

  1. D6=1:The players encounter a lonely cloud dragon who has lost its power of flight due to a curse. It offers a reward to anyone who can find a cure for its condition, which may involve traveling to other elemental planes.
  2. D6=2:Murmured conversations of unseen autumn entirely surround you briefly, as if part of a grand feast.
  3. D6=3:Players spot a cluster of floating, translucent islands covered in glittering crystalline grass. As they approach, a group of 3d4 cloud elementals emerge to defend their territory. Do players risk the confrontation for a chance to harvest these rare crystals, rumored to hold surprising magical properties?
  4. D6=4:A small storm cloud is nearby. A lightning bolt flashes from it and strikes one of the players. This is a supernatural attack that does 1d6+2 points of damage.
  5. D6=5:A group of 3d20 merchants approaches the players. The merchants are from a distant land and are carrying goods from the Far East. They are looking for trade routes to the west. If the players help them, they will be handsomely rewarded by the merchants from the Far East.
  6. D6=6:You encounter floating gardens formed by clusters of mesmerism-inducing flowers. The landscape alternates between ethereal beauty and lurking danger, as some of these seemingly innocent flora house air serpents waiting to strike. Engaging these serpents in combat tests reflexes and teamwork. At the garden's heart, a blooming aether blossom offers visions of future trials and hidden paths, but only to those resilient enough to navigate the perilous beauty.

d100 = 48

  1. D6=1:A group of humans in airships attack the party and then retreat, knowing they're outmatched in a fight.
  2. D6=2:The party comes across an ancient temple in the sky. Inside, they find a powerful magical artifact guarded by a powerful djinni.
  3. D6=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. D6=4:You come across an area where the wind howls and moans. If the PCs don't take care, they will be swept away into a whirlwind.
  5. D6=5:A group of 2d4 merchants meet the party. They are escorting a wagon full of goods. The goods are worth 1d20x10 gp. They want the party to take the goods to another town for them.
  6. D6=6: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.

d100 = 49

  1. D6=1:Pockets of heavy, dense mist cause disorientation.
  2. D6=2:The party is attacked by a group of giant eagles. They are giant eagles.
  3. D6=3: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.
  4. D6=4:A powerful wind gust heralds the arrival of 4d12 Dust Mephits, each one giggling maniacally as they form chaotic dust devils, blotting out visibility and damaging the adventurers' gear.
  5. D6=5:A sudden gust of wind throws one of the players off their feet and blows them 10 feet away.
  6. D6=6:The players encounter a festooned parade of elemental beings celebrating a perpetually airborne carnival. Mischievous wind elementals urge them to take part in whimsical games where the stakes are high—trials include catching a skysong, taming a wisp, and wind-surfing through a storm. Winning garners powerful wind-charms imbued with escapism and protection, while losing may mean being forcibly transformed into celebratory figures, becoming temporary mascots subjected to the carnival's unending revelry. Amid merriment, hints emerge of a looming air elemental war, leaving the party wary of the carnival's true purpose.

d100 = 50

  1. D6=1:A large airship appears on the horizon, captained by a dwarven merchant looking for customers.
  2. D6=2:A cloud giant is using a lightning bolt to cut a gem.
  3. D6=3: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.
  4. D6=4:The players hear a man singing a sea shanty. He is a sailor from the Material Plane who was shipwrecked on the Elemental Plane of Air. He is trying to survive until he can get back to his home plane. He will offer his services in return for help in getting back home.
  5. D6=5:A gravity-defying field inhabited by 1d10 air mimics waiting for unwary travelers.
  6. D6=6:A sudden downdraft propels the players into an aerial minefield of floating crystals that discharge electricity on contact. “Shocking situation, isn’t it?”

d100 = 51

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:Misty veils create maze-like visibility.
  4. D6=4:A group of air genasi are having a heated debate about air currents and wind patterns. They ask the players to settle their argument and offer a reward for the correct answer.
  5. D6=5:Thinning air distorts perception, creating vertigo.
  6. D6=6:Approaching cumulonimbus clouds morph into creatures resembling pegasi. Attempting rapport grants a swift journey; aggression reverts them to a tempestuous nature.

d100 = 52

  1. D6=1:Players come across a group of dwarves on flying carpets who are searching for a magical artifact.
  2. D6=2:The characters come across an airship inhabited by a band of mischievous woodland sprites.
  3. D6=3:A group of 1d4+2 earth elementals are traveling through the plane of air toward the Elemental Plane of Earth. They can be convinced to help the party fight against air elementals for a period of one hour for a reward of 250 gp per earth elemental.
  4. D6=4: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.
  5. D6=5:Three dedicated air djinni command the players to present a grand air performance. “Time to give it your best performance or face the gusty end!”
  6. D6=6: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.

d100 = 53

  1. D6=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. D6=2:A flock of large air birds swarms, momentarily blocking vision.
  3. D6=3: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.
  4. D6=4:A magical hurricane appears out of nowhere, threatening to sweep the players away if they don't find shelter immediately.
  5. D6=5:A dense fog bank rolls in, obscuring vision and making navigation difficult.
  6. D6=6:A group of 2d6+4 giant vultures are circling overhead. They are waiting to attack any living creatures that pass by.

d100 = 54

  1. D6=1:Dense clouds impair orientation actively.
  2. D6=2:Simmering, cumulonimbus condors, each guarded by 1d2 air elementals, protect their nests high within dangerous storm clouds. Fraternizing or aiding these mythical birds might result in access to rare storm-hewn feathers of high-magical value.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:Gusty respiration dries out speech.
  6. D6=6:A group of 1d4+2 earth elementals are traveling through the plane of air toward the Elemental Plane of Earth. They can be convinced to help the party fight against air elementals for a period of one hour for a reward of 250 gp per earth elemental.

d100 = 55

  1. D6=1:1d4 tempests coiled as serpents, thrashing and roaring through thunderheads.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:Layers of stratified air with different temperatures create visual distortions.
  5. D6=5:You notice a group of djinn flying around. They seem to be playing games.
  6. D6=6:You find a weathered signpost pointing to realms beyond. Following it unearths hidden paths or traps set by wardens of forgotten lore.

d100 = 56

  1. D6=1:Two air mephits engaged in a mid-air skirmish, their dust trails creating an impromptu cloud.
  2. D6=2:A leisurely drifting cloud castle, populated by 2d4 storm giants, occasionally seen from openings.
  3. D6=3:Wind echoes create alien whispers.
  4. D6=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.
  5. D6=5: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.
  6. D6=6: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.

d100 = 57

  1. D6=1: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.
  2. D6=2:A group of air genasi, led by a powerful sorcerer, is attempting to harness the power of a raging tornado for their own gain. The players must either stop them or try to negotiate a deal, but beware of the dangerous winds and debris swirling around them.
  3. D6=3:A group of 3-12 pterodactyls circle around a nearby mountain range, looking for prey. They'll attack any living thing that crosses their path, be it man or beast!
  4. D6=4:The players encounter a festooned parade of elemental beings celebrating a perpetually airborne carnival. Mischievous wind elementals urge them to take part in whimsical games where the stakes are high—trials include catching a skysong, taming a wisp, and wind-surfing through a storm. Winning garners powerful wind-charms imbued with escapism and protection, while losing may mean being forcibly transformed into celebratory figures, becoming temporary mascots subjected to the carnival's unending revelry. Amid merriment, hints emerge of a looming air elemental war, leaving the party wary of the carnival's true purpose.
  5. D6=5:A giant bird with an enormous wingspan appears in the sky above. It looks as though it is made of metal. It descends, screeching as it does so. It lands on a high cliff to one side of the trail. It is a giant metal sparrow. It is a metal golem.
  6. D6=6:Sudden burst of wind in a random direction.

d100 = 58

  1. D6=1:A leisurely drifting cloud castle, populated by 2d4 storm giants, occasionally seen from openings.
  2. D6=2:The players see a shimmering figure in the distance. As they approach, they realize it is a powerful air elemental that is weaving the winds around itself like a cloak. The elemental challenges the players to a friendly competition of controlling the winds and whoever wins earns a wish from the elemental.
  3. D6=3:The party is attacked by a group of 1d4+3 were-eagles. They are a bandit gang and will negotiate.
  4. D6=4:Humid, summer air makes you feel as though you're moving through molasses.
  5. D6=5:A vibrant school of 3d6 wind fish gliding in intricate patterns through the sky.
  6. D6=6:The party encounters a group of silver wyverns who are guarding a powerful artifact that can control the winds. The players must decide whether to take the risk and attempt to claim the artifact or negotiate with the wyverns for its peaceful use.

d100 = 59

  1. D6=1:A solemn procession of 1d4 cloud druids performing ancient rites for the spirits of the sky.
  2. D6=2:A group of 2d6+2 efreeti are fighting against a group of 2d6+2 fire elementals.
  3. D6=3: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.
  4. D6=4:Bouncy, green spring frogs leap in play before fading into nothingness.
  5. D6=5: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.
  6. D6=6:The characters come across a magical vortex spinning in midair, creating a powerful gust of wind.

d100 = 60

  1. D6=1: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.
  2. D6=2: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...
  3. D6=3:Drifting near a sunless archipelago, you encounter celestial beings and their tutelary mortals, challenged by an ethical dilemma involving 3d6 air mephits. Achieving a moral victory and the mending of celestial omens steers fate favorably, knitting divine benedictions into the narrative tapestry.
  4. D6=4: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.
  5. D6=5:Lightning crackles without rain, striking randomly in the area.
  6. D6=6:Players come across a sentient thundercloud who challenges them to a riddle competition.

d100 = 61

  1. D6=1:Suddenly, the group is surrounded by floating jellyfish-like creatures that have electric tendrils. “Shocking, but true!”
  2. D6=2:1d6 air elementals creating whirlpools within the sky, confusing all who fly through them.
  3. D6=3:Bitterly cold winds break into playful breezes that flick your face with winter frost.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:The party sees a group of men and women dressed as though they're from another time period. They're trying to escape from a time loop that's trapped them in the same few hours over and over again.

d100 = 62

  1. D6=1:Elements coalesce to form a radiant ring, a portal to where the fabric of worlds frays thinly. Traversing poses existential risk but grand promises.
  2. D6=2:A party member is attacked by their shadow.
  3. D6=3:Amidst an unfathomable void of dark azure punctuated by flickering lightning storms, the players encounter a forsaken temple dedicated to ancient sky deities. Flickering runes hint at a prophecy involving the rebirth of these deities through a chosen one among the players. Activating the temple’s ancient mechanisms awakens dormant sky golems, nostalgic yet hostile, with numbers varying based on temple interactions. The choice to embrace or demolish the prophecy carries consequences for broader events, potentially altering the balance of power among air elemental lords.
  4. D6=4:Ice particles carried by the wind form intricate, transient patterns in the winter sky.
  5. D6=5: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.
  6. D6=6:A sudden calm causes an eerie silence, making it hard to detect danger.

d100 = 63

  1. D6=1:A group of bird-like creatures are seen playing a game of tag in the sky. They seem to be having a lot of fun and may invite the players to join in.
  2. D6=2:The party is approached by a group of dragonborn, led by a bronze dragon, who are searching for a way to return to their home on the Elemental Plane of Air. They can offer the players rewards if they assist them in finding a powerful artifact that can reopen the portal to their home.
  3. D6=3:A group of 4d6 harpies fly overhead. They screech angrily at the PCs and then fly away.
  4. D6=4:A man is standing on top of a cloud. He is wearing a white robe. He looks like an angel. His name is Gabriel. He is a messenger of God. He warns the players that they must turn back or they will suffer the wrath of God and the angels in Heaven.
  5. D6=5:A magical hurricane appears out of nowhere, threatening to sweep the players away if they don't find shelter immediately.
  6. D6=6:A wall of violent wind blocks the players' path and must be negotiated in order to proceed.

d100 = 64

  1. D6=1:An air elemental, who has been turned into a vampire, is flying through the air. It will attack anything it sees.
  2. D6=2:You are approached by a group of air sprites. They want to show you their tricks for a small fee.
  3. D6=3:A shimmering aurora veils a hidden castle ruled by the Gust King. Retrieving a gemstone lost by one of his 5d10 servants would yield significant planar travel advantages. Failure endears them to the vindictive whims of a proud elemental ruler.
  4. D6=4:Pulses of electromagnetic energy disrupt magical devices.
  5. D6=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. D6=6:Players come across an adventuring party that is on its way back to town after having been on an expedition for several days. The party is made up of 2d6+2 dwarves who are on their way back to the dwarven kingdom after having been on an expedition for several weeks. The dwarves are tired, hungry, sick, and covered in dirt. If asked, they will tell the players that they have been digging into an abandoned dwarven fortress that was left behind when the dwarves migrated to the surface world thousands of years ago. They were hoping to find some treasure, but instead they found something much worse than mere monsters and the dwarves do not want to talk about it because they are too afraid of it.

d100 = 65

  1. D6=1:Players encounter a gigantic golden eagle that has been trapped in a cage made of gold and jewels. The eagle has been trapped for at least a week, possibly longer, and it looks as though it is starving and has not been fed in quite some time.
  2. D6=2:A sky-palace, glittering with a thousand lights, home to the Deceptively Benevolent Wind Queen. She offers sanctuary in exchange for performing a task that plunges them into a web of intrigue involving 3d10 loyal but duplicitous wind-knights.
  3. D6=3: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.
  4. D6=4:A group of 3d6 elementally-bound ravens observe you, their eyes glinting with intelligence.
  5. D6=5:Suddenly, a fierce gust of wind sweeps through the area, knocking over trees and causing chaos. An Air Elemental has been summoned and the players must find a way to defeat it before it causes too much damage.
  6. D6=6:Suddenly, the sky darkens and a powerful storm begins to brew. The players must seek shelter or find a way to brave the powerful lightning strikes and high winds.

d100 = 66

  1. D6=1:An invisible stalker appears out of nowhere and begins to stalk the players.
  2. D6=2:At a zenith where gravity is a foreign concept, the players come upon a scattering of floating boulders that form a shifting maze. The maze is a nesting ground for sky drakes, fiercely territorial and keen on claiming the players as intruders. Each twist in the maze brings either the threat of 2d4 drakes’ below or the lure of forgotten relics belonging to ancient sky tribes. Choices within the maze lead to either conflict or a deeper understanding of the drakes’ role in a larger elemental cycle governed by unseen draconic patrons plotting the flow of time and wind.
  3. D6=3:A nebulous bank of fog with 1d6 mist drakes, barely perceptible within the haze.
  4. D6=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. D6=5:Whirling winds unveil a magnificent crystal citadel floating in the void, protected by guardian wind elementals. Inside, noble djinn trapped by a vile sorcerer communicate telepathically, offering endless riches and knowledge. To free them, one must defeat the sorcerer’s construct guardians, symbolizing a victory over tyranny.
  6. D6=6:2d8 zephyrs forming intangible formations that share messages between realms.

d100 = 67

  1. D6=1: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.
  2. D6=2:An invisible maze of shifting winds appears before you, stretching seemingly without end. The maze is guarded by 3d6 invisible stalkers commanded by a cunning air sorceress exiled for her radical ideas. She seeks allies to challenge the old order and offers safe passage if you assist her within two hours. Navigating the maze requires keen perception and quick thinking, as winds change direction unpredictably. Faint zephyrs carry rumors of an imminent shift in elemental power dynamics.
  3. D6=3: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.
  4. D6=4:A group of 2d6+2 sphinxes are patrolling the borders of the Elemental Plane of Air. They are looking for elves.
  5. D6=5:1d4 enchanted floating gardens filled with rare and magical flora from various planes.
  6. D6=6: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 = 68

  1. D6=1:A powerful djinn, seeking entertainment, challenges the players to a game of "Chase the Genie" through the clouds. If they win, they may be granted a wish, but if they lose, they may face dire consequences.
  2. D6=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. D6=3:1d6 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.
  4. D6=4: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.
  5. D6=5: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.
  6. D6=6:The sharp crack of winter ice-breaking echoes briefly before falling silent once more.

d100 = 69

  1. D6=1:Motes of golden autumn dust sparkle as they hover and then drift away.
  2. D6=2: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.
  3. D6=3:Suddenly, a giant air elemental appears. It is angry and attacks the party.
  4. D6=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.
  5. D6=5: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.
  6. D6=6:A colossal twister, known as the Maelstrom of Echoes, offers entrance to anyone brave enough to approach. Inside, 1d4 air-djinn who were exiled long ago propose a deal: aid in their release, and they will grant significant boons. But the deeper they traverse, the more distorted reality becomes.

d100 = 70

  1. D6=1:The players encounter a lonely cloud dragon who has lost its power of flight due to a curse. It offers a reward to anyone who can find a cure for its condition, which may involve traveling to other elemental planes.
  2. D6=2:A small ship made of stone is flying through the air. It contains a group of pirates who are looking for treasure. They will attack anyone they see.
  3. D6=3: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.
  4. D6=4:A powerful storm is brewing in the distance, and the party must navigate through it to continue on their journey. However, they are not alone in the storm. A group of sky pirates, riding on powerful airships, are also caught in the storm and see the party's ship as an opportunity for plunder.
  5. D6=5: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.
  6. D6=6: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.

d100 = 71

  1. D6=1: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.
  2. D6=2:A powerful storm sorcerer is seen conducting a ritual to summon a powerful storm. The players must stop the ritual before the storm destroys everything in its path.
  3. D6=3: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.
  4. D6=4: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.
  5. D6=5:Suddenly, the sky around the players warps and pulses with colors that seem to have sound, scent, and taste. They’ve stumbled into a region where feeling and reality meld due to the presence of a sentient synesthetic whirlwind. This being demands the players craft a song from the colors and scents it sustains itself on. Failure to impress the whirlwind results in it hurling them into chaotic, unpredictable currents. Complicating matters, the song must also tell the legend of the Wind Sisters—two demi-goddesses whose power shapes the plane itself. Depending on the performance, the players may either be granted a single wish or find themselves forever attuned to the chaotic winds.
  6. D6=6:Glittering spring pollen briefly envelops, adding a layer of gold to everything.

d100 = 72

  1. D6=1: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.
  2. D6=2:The sound of distant thunder rumbles, creating an unsettling atmosphere.
  3. D6=3:A congregation of sentient clouds, each one an ethereal being, constructs a temporary sky palace that houses a festival of aerial art and music. Participants engage in a contest of aerial acrobatics or sky poetry. Mid-festival, an attack by 2d4 storm giants threatens to ruin everything, driven by a rumor of a celestial artifact hidden in the palace. Defending the festival or trying to diplomatically resolve the conflict unveils deeper political intrigues in the Elemental Planes.
  4. D6=4:As you sail through the sky, a vortex of sparkling dust envelops your path. Within, you discover the remnants of a legendary airship, its crew long turned to statues made of crystal. The ship's sentient core requests your aid in reassembling its shattered network, warning that a cataclysmic event will occur in four hours unless its systems are restored. Navigating the broken labyrinth of corridors and bypassing sentient wind traps will test your resolve. The breeze carries songs of heroic deeds and forlorn quests, urging haste.
  5. D6=5:A small child made of clouds appears and asks the players to deliver a message to his mother. He then runs off. The child is actually a harpy in disguise.
  6. D6=6:Three young dragons with wingspans of 6-8' fly overhead. They are laughing at each other and waving to the players, who think they're waving to each other. They are actually practicing aerial combat.

d100 = 73

  1. D6=1:A bustling marketplace floating on cloud platforms where 2d10 air creatures barter goods.
  2. D6=2:You come upon what seems a never-ending bridge stretching into infinity, a paradox of form without end. Ten air djinn collect tolls from the nonexistent travelers crossing it. Pay their toll, in gold or in promise, and they may offer spectral wings that disobey the boundaries of time and space. Refuse, and they might strip away your ability to walk, forcing you to float in personal torment. The djinn’s shifting faces reveal glimpses of vast conspiracies, hinting at inter-Elemental plots that could shake reality as you know it.
  3. D6=3: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.
  4. D6=4:A 1d10 gang of storm sprites engage in a splashing contest with condensed rain clouds.
  5. D6=5:1d4 tempests coiled as serpents, thrashing and roaring through thunderheads.
  6. D6=6: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 = 74

  1. D6=1:2d12 tiny air elementals buzz around in a playful mimicry of insects on the Material Plane.
  2. D6=2:1d6 ancient storm golems acting as protectors for a remnant elemental temple.
  3. D6=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. D6=4:A whirlwind of 2d6 invisible stalkers slipping silently through the sky, barely noticeable.
  5. D6=5:A horde of giant bats swoops towards the players, attacking with fangs and claws.
  6. D6=6:A flying pirate has lost his treasure map. It is somewhere on the ground below. He is willing to pay the players if they recover it for him.

d100 = 75

  1. D6=1:Fluctuating vortexes emerge that transplant the party to randomly different locales on the Plane of Air. “This place really vortex-es up your plans!”
  2. D6=2:A shimmering cloud palace floats impossibly in the void, its opalescent spires twisting upwards like yearning hands. As you approach, you are greeted by the haunting melody of ghostly harps, played by ethereal women known as Sky Sirens. They implore your aid to save their Queen, who has been bound by 3d6 lightning devilish men to a stormy vortex within the palace. You have only three hours before the Queen’s life essence is completely drained. The palace's constantly shifting architecture makes navigation perilous, and you must act quickly to avoid becoming lost in the maze of light and shadow. Mystical gusts carry whispers of a brewing rebellion in the material world.
  3. D6=3:Cross-currents surprise destabilize swift flyers.
  4. D6=4:The party is suddenly attacked by a swarm of giant locusts, but upon closer inspection, they are not ordinary insects. They are actually tiny air elementals that have been corrupted by a dark force, and the players must find a way to purify them before they cause more harm.
  5. D6=5:A cloud of smoke appears and a group of 2d6 giant bats attack.
  6. D6=6: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.

d100 = 76

  1. D6=1:A floating library of 1d4 archmages searching through tomes for lost knowledge.
  2. D6=2:A group of 1d20+10 orcs is attacking a group of 1d4+4 dwarves who are defending their homeland from an orc invasion
  3. D6=3: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.
  4. D6=4:An enigmatic air spirit offers an impossible choice: rescue a trapped fellow adventurer within an air bubble or gather prized stardust from a dangerous celestial storm. Both carry high risks, but the successful path grants prized air folklore.
  5. D6=5:The party stumbles upon a floating island inhabited by 1d8 Rocs, their nests filled with the bones of unfortunates who underestimated these gigantic predators.
  6. D6=6:Surrounded by floating tapestries depicting the epic deeds of ancient heroines, the players discover they’ve wandered into the realm of Laurana, the exiled air princess. Her domain is filled with living murals that test the players by forcing them into legendary scenarios where they must play the roles of mythic figures. Combat, negotiation, and wit are all essential as they relive tales and choose their path, laying bare the consequences of their actions. Succeeding in these trials allows Laurana to bestow her grace, aiding in future planar adventures. Failure causes them to be trapped in an eternal loop of one myth, wandering in redundancy for endless time.

d100 = 77

  1. D6=1:A lone, ancient mariner drifts by on an airboat, calling out for lost loved ones. Assisting him grants knowledge of safe routes; refusal marks you for his vengeful return.
  2. D6=2:A tornado approaches and passes overhead, but it leaves behind a strange green glow in its wake.
  3. D6=3: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.
  4. D6=4:A group of 1d8+4 giant flying ratkin paladins attack on sight.
  5. D6=5:An exhilarating spring breeze carries petals from some unknown bloom that sparkles briefly as they flutter by.
  6. D6=6: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.

d100 = 78

  1. D6=1:A group of 4d4+4 giant eagles attack the players.
  2. D6=2:Airborne spore clouds cause mild hallucinations and coughing fits.
  3. D6=3:A massive cloud dragon blocks the sky, demanding tribute from anyone who passes beneath.
  4. D6=4:The players encounter a lonely cloud dragon who has lost its power of flight due to a curse. It offers a reward to anyone who can find a cure for its condition, which may involve traveling to other elemental planes.
  5. D6=5: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.
  6. D6=6:Windstorms obscure visuals undermining navigation.

d100 = 79

  1. D6=1:The party sees a beautiful, floating city in the distance. As they approach, they realize it is a utopian society of air genasi, living in harmony and peace. However, things may not be as perfect as they seem, and the players must uncover a dark secret that threatens their existence.
  2. D6=2:1d8 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.
  3. D6=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. D6=4:Mobs of elemental birds attack the airship. They will come in waves of 6d6 birds each wave, attacking until they are defeated, the players sail past, or the players retreat to another part of the ship.
  5. D6=5: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.
  6. D6=6:While navigating a path of cloud constructs resembling ancient earthbound architecture, an apparition of a matriarchal sky kingdom materializes. Women warriors in armor of wind stand guard, their intentions unclear. They speak in riddles of legends where earth and air clash and reunite in endless cycles. Misinterpret their stories, and they might imprison you within a cloud labyrinth. Decipher correctly, and gain an escort through dangerous zones or an artifact of chaotic essence. Touching their armor feels like grasping at storm winds, sometimes solid, sometimes mere vapors.

d100 = 80

  1. D6=1:The players see a tornado far away, but then notice it is getting closer and closer. It is one mile away.
  2. D6=2: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.
  3. D6=3:Temperature drops drastically, causing frost to form on exposed skin.
  4. D6=4: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.
  5. D6=5:2d8 air sprites ride gusts of wind, playing a high-speed game of tag.
  6. D6=6: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 = 81

  1. D6=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. D6=2:A tornado of silver vapor howls, scattering the players across a galaxy of copper and cobalt voids. They find themselves standing on hovering stones that respond to thought and emotion, rearranging to players' whims into ramps, bridges, or traps. In the middle, a floating monolith pulses with omens of far corners and forgotten realms. Air spirits form from currents, whispering tales of lost heroes and chaotic epochs. Players must solve an abstract puzzle, balancing between letting their unstable imaginations take form and avoiding hostile, chaotic air spirits that manifest their inner doubts and fears.
  3. D6=3:The players encounter a cloud dragon, soaring through the sky and leaving a trail of rainbows behind it. The dragon challenges the players to a game of flying through a series of rainbow rings, with the prize being a magical item from its hoard.
  4. D6=4: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.
  5. D6=5:Air pressure fluctuations cause headaches and discomfort.
  6. D6=6: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!

d100 = 82

  1. D6=1:A squad of Fey knights rides atop giant eagles, attacking anyone who dares enter their domain.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:A colony of flying monkeys is passing through the area. If provoked, they will attack with loud and passionate shrieks.
  5. D6=5:A majestic winged lion, accompanied by 1d4 wind-sage monks, attends a floating temple of air. Earning their trust through acts of valor or wisdom can yield air-attuned artifacts or rare elemental knowledge.
  6. D6=6:A small convoy of 2d4 airships captained by 3d10 sky pirates sails by, keeping a wary eye on your party.

d100 = 83

  1. D6=1:You encounter a wary caravan of 1d4 traders on flying carpets, wary of sky bandits.
  2. D6=2:Evidence of an ancient air titan buried within the floating nebulas requires careful navigation. “Don’t let it titan your nerves or mess with your flow.”
  3. D6=3:Hovering in an inverted gravity well, a council of six sylphs debates moral paradoxes, each one’s argument disentangling and reinforcing the other’s. Engage in their discourse, understanding their feminist retellings and revolutionary stories, and they may offer wisdom or a relic of wind. Misstep in logic, and be imprisoned in a sphere where time rewinds upon itself, forcing you to endlessly repeat your paradoxes. Their gowns ripple with debates, shifting colors and patterns in response to the intensity of the arguments.
  4. D6=4:A flock of giant vultures is circling above the players. If provoked, they will swoop down to attack.
  5. D6=5:Players stumble upon a group of djinn making deals with mortals. They are in a bazaar, selling magical artifacts, weapons, and potions. They offer to trade items in exchange for a service or quest. Choose wisely, as the items may come with unexpected consequences.
  6. D6=6:In the distance, leaves form the shape of a giant, fleeting autumn dragon.

d100 = 84

  1. D6=1: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.
  2. D6=2:Autumn spiders weave gauzy webs that shimmer as they float past.
  3. D6=3:A group of Djinn hover above the party, demanding tribute before they will allow safe passage.
  4. D6=4:The party comes across an area filled with lightning storms. The lightning is powerful enough to cause 1d6 points of electricity damage to anyone caught in it.
  5. D6=5:A group of 3d6+6 giant vultures are circling overhead. They are waiting to attack any living creatures that pass by.
  6. D6=6:All around, you hear the sound of delicate winter icicles dropping intermittently, echoing gently.

d100 = 85

  1. D6=1:Murmured conversations of unseen autumn entirely surround you briefly, as if part of a grand feast.
  2. D6=2: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.
  3. D6=3:The party will be approached by a man named Fabian Black. He is looking for his sister Gwendolyn Black. If the party hasn't met her, he will tell them a story and then walk away. The story is true, but there's more to it than he's letting on.
  4. D6=4:Suspended amidst the boundless sky is an arcane library composed entirely of floating scrolls and enchanted books, unbound by gravity. The Lady of Winds, a gentle but formidable sylph, oversees this drifting repository of knowledge. However, her once-orderly realm is in chaos due to an invasion by 3d4 air mephits seeking to steal forgotten spells. You must help the Lady restore order within two hours before the mephits unleash an uncontrollable storm. Strong air currents require delicate flight checks to navigate through swarming tomes. Hidden passages whisper secrets of powerful spells and ancient alliances.
  5. D6=5:Airborne spore clouds cause mild hallucinations and coughing fits.
  6. D6=6:A powerful storm is raging in the area, filled with powerful lightning that can fry any creature foolish enough to be caught in it.

d100 = 86

  1. D6=1:A group of 2d6+4 carnivorous clouds are circling overhead. They will attack anyone who comes too close and try to drain them of their life force.
  2. D6=2:A group of pirates are sitting on their ship, discussing their plans.
  3. D6=3:2d6 owls of unusual size diving with precision through a cloud forest.
  4. D6=4:The players are attacked by 1d4 giant eagles.
  5. D6=5:A giant airship appears in the sky, its engines roaring with the power of a storm.
  6. D6=6:1d8 winged lizards bask on a floating rock, soaking up the warm, ethereal light.

d100 = 87

  1. D6=1:The sharp crack of winter ice-breaking echoes briefly before falling silent once more.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:Players are attacked by a group of 1d4 giant vultures. The vultures are scouts for an approaching army of giants and ogres.
  5. D6=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. D6=6: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.

d100 = 88

  1. D6=1:Glistening, icy stalactites form brief chandeliers in winter’s gusts.
  2. D6=2:A group of air elementals are seen fighting against a group of earth elementals, creating a chaotic battlefield in the sky. The players may need to choose a side or find a way to stop the battle before innocent bystanders get caught in the crossfire.
  3. D6=3:Synchronistic air pulses mess with timing and rhythm.
  4. D6=4:A mid-aerial tavern, The Roaring Byway, drifts into view, crewed by 1d4 air genasi who offer the finest in celestial brews. Mingling here could reveal hidden quests or maps to forgotten aerial treasures.
  5. D6=5:Sky nymphs lure the party towards a tricky labyrinth among the clouds, testing their wit and charm. “You’ll need more than a breezy attitude!”
  6. D6=6:Gusty respiration dries out speech.

d100 = 89

  1. D6=1:An aerial fishing expedition of 1d12 water sprites casting nets from clouds.
  2. D6=2:Vampires, a small group of them, are flying through the air, searching for food. They will attack anything they see.
  3. D6=3:Hovering within a cyclonic tempest, you find the entrance to a hidden planar embassy run by a venerable, enigmatic air archon. He is embroiled in a delicate negotiation with a fiery efreeti envoy, with 2d6 heated air elementals causing havoc. You must quell the disturbances within two hours to facilitate a truce that could impact multiple planes. The embassy's design shifts constantly, testing your adaptability. The air crackles with the intensity of political machinations and ancient vendettas.
  4. D6=4: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.
  5. D6=5:The players come across a herd of flying bison grazing on clouds. They must navigate through the herd without disturbing the animals.
  6. D6=6:Snow abruptly turns into mild hailstones in the winter air, making soft tapping noises against surfaces.

d100 = 90

  1. D6=1: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.
  2. D6=2:The party sees two air elementals fighting over a large piece of silk. The silk has been torn into two pieces by the two elementals, and they are fighting over who gets which piece. If the party gets involved, the elementals will attack them as well.
  3. D6=3:A pack of impish pranksters appear and begin to pelt the party with water balloons. They challenge the players to a game of dodge-ball using the wind to control the trajectory of their throws.
  4. D6=4:Players come across an airship with a crew of strange creatures from the Plane of Air.
  5. D6=5:You see a group of 2d4 xills flying past. They're extremely dangerous!
  6. D6=6: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.

d100 = 91

  1. D6=1: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.
  2. D6=2:All around, you hear the sound of delicate winter icicles dropping intermittently, echoing gently.
  3. D6=3:You come across a large palace made of air. It is filled with strange creatures, such as invisible steeds and floating guards.
  4. D6=4:A powerful gust of wind carries away all loose items the party is carrying. The players must then find them before the wind carries them too far away.
  5. D6=5:The party finds themselves on the outskirts of a large desert in the Elemental Plane of Air. Suddenly, they are approached by a group of nomadic air archons, offering them shelter and protection in exchange for their assistance in retrieving their stolen supplies.
  6. D6=6: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.

d100 = 92

  1. D6=1:The characters come across a powerful air elemental that is capable of controlling the weather. It challenges them to a game of chance, and if they win, it will grant them a magical boon.
  2. D6=2:2d6 owls of unusual size diving with precision through a cloud forest.
  3. D6=3:2d8 storm birds perform aerial loops and dives in a dazzling display.
  4. D6=4:Sudden, intense beams of sunlight cause temporary blindness.
  5. D6=5:A storm is raging in the sky, and a voice can be heard above the thunder. The voice speaks of a powerful artifact hidden in the clouds and offers a reward to anyone who can find it.
  6. D6=6:Air swirls prompt dizziness inherently.

d100 = 93

  1. D6=1:The party hears a faraway voice say, 'Life is in the wind...'
  2. D6=2:Clusters of floating, jagged ice crystals form temporarily.
  3. D6=3:2d10 air elementalists convene on a floating disk, sharing spells and summoning techniques.
  4. D6=4:A tornado approaches and passes overhead, but it leaves behind a strange green glow in its wake.
  5. D6=5:A labyrinth of thunderclouds echoes with the laughter of sylphs. Navigating through requires wisdom, lest you anger those who claim the skies.
  6. D6=6: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.

d100 = 94

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3:A cacophony of 1d8 elemental harbingers sound warning cries, indicating an unseen calamity.
  4. D6=4:A cloud giant is using a giant mirror to try and reflect a ray of lightning back to the source.
  5. D6=5:A rare sighting of 1d6 quetzalcoatls, their colorful feathers shimmering in the sunlight.
  6. D6=6:A dark cloud passes over the sun, plunging the area into darkness...

d100 = 95

  1. D6=1:A lone cloud giant is floating in the distance, throwing lightning bolts at passing birds for fun. If the party gets too close, they will become the target of his amusement.
  2. D6=2:An aerial fishing expedition of 1d12 water sprites casting nets from clouds.
  3. D6=3:You come across an area where the air is filled with strange creatures, such as invisible stalkers, phoenixes and djinns.
  4. D6=4:The party finds a giant floating island in the sky. The island is inhabited by a race of dragon-like creatures, who are friendly and offer to show the party around.
  5. D6=5:As the players navigate the perpetually shifting currents of the Elemental Plane of Air, they come upon an immense floating island held aloft by a dense cloud of sparkling mist. On this island, they encounter a group of sylphs performing an ancient dance to maintain the island's levitation. The sylphs are wary of outsiders, but if approached respectfully, they will share knowledge of a powerful artifact hidden deep within the island. However, disturbing the ritual may cause the island to plummet into the void, unleashing a swarm of 2d6 air mephits determined to protect their sacred domain.
  6. D6=6:The party sees an enormous floating city made entirely of clouds, with its own culture, laws, and customs.

d100 = 96

  1. D6=1: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.
  2. D6=2: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.
  3. D6=3: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.
  4. D6=4:An invisible, incorporeal air elemental zips through the air, playing tricks on the party and causing them to become disoriented.
  5. D6=5:Sudden squalls of rain, sleet, or snow descend on the players.
  6. D6=6: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.

d100 = 97

  1. D6=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. D6=2: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.
  3. D6=3:In the middle of a clearing, the players find an old, wise air elemental sitting peacefully. It offers to share its wisdom and ancient knowledge with the party, but only if they can pass a series of riddles and puzzles. And beware, the air elemental has a mischievous sense of humor.
  4. D6=4:2d6 thunderbirds nestle in vast boughs of a floating tree, their feathers sparking when disturbed.
  5. D6=5:3d8 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.
  6. D6=6:A school of 2d8 sky fish swim lazily through the air, their bodies shimmering with elemental energy.

d100 = 98

  1. D6=1:The sound of distant thunder rumbles, creating an unsettling atmosphere.
  2. D6=2:An airborne caravan of 1d12 air genasi traders, plying their wares from floating platforms.
  3. D6=3:A group of 2d6+2 efreeti are fighting against a group of 2d6+2 fire elementals.
  4. D6=4:A confluence of wind sprites dart about playfully. Joining their dance ties your fate to theirs, either for good or mischief.
  5. D6=5:A gaggle of 3d6 elemental imps flit mischievously, trying to steal small items from travelers.
  6. D6=6:Discover elusive flights of 2d4 enchanting, radiant-peacock-like birds regarded as harbingers of prophecies. Observing their patterns or winning their trust through displays of reverence might unlock visions or omens.

d100 = 99

  1. D6=1: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.
  2. D6=2:A rogue airship crew invites the characters for a parley which quickly turns into a battle. “Brace yourself, it’s all up in the air now!”
  3. D6=3:A refreshing spring drizzle smells faintly of flowers and new grass.
  4. D6=4: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.
  5. D6=5:A swirling vortex of air that carries with it the sound of distant laughter and whispers.
  6. D6=6: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.

d100 = 100

  1. D6=1: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.
  2. D6=2:The characters come across a powerful air elemental that is capable of controlling the weather. It challenges them to a game of chance, and if they win, it will grant them a magical boon.
  3. D6=3:Fine, airborne particles reduce clear vision.
  4. D6=4:Players get attacked by a flock of harpies.
  5. D6=5:Extremely dry air creates static electricity, making hair stand on end.
  6. D6=6:A large flock of ravens is mobbing something in the air above their heads!

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Other dice tiers for the elemental plane of air: D1, D4, D8, D10.

Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.

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