A complete D&D 5e random encounter table for elemental plane of air scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a elemental plane of air, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D8 to pick one of 8 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D8 Elemental Plane of Air encounter table
d100 = 1
D8=1:A mischievous djinn offers the party wishes but each wish has a humorous twist. “Wish you could have seen that coming, did you?”
D8=2: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.
D8=3:A trio of wind druids, harmonizing their magic with the natural flow of the air currents.
D8=4:Players come across a sentient thundercloud who challenges them to a riddle competition.
D8=5: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.
D8=6:The wind carries whispering voices of long-forgotten adventurers warning the players of impending danger. “Listen up, or blow it!”
D8=7: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.
D8=8:A party of 6 air elementals attack the party. They appear out of nowhere and attack with surprise.
d100 = 2
D8=1:The players are caught in a sudden patch of turbulence and must make a Dexterity check to stay on their feet. If they fail, they are flung off their course and must navigate back to their original path.
D8=2:A distant thunderhead approached by 2d6 storm mephits, who seem to be drawing power from it.
D8=3:A lightning bolt strikes nearby, causing a loud boom and a flash of light that causes all creatures to be stunned for one round.
D8=4:A powerful warm front makes its way through the area, bringing with it a strong wind and hot temperatures with it. The strong wind will blow for 1d8+4 rounds and will bring along with it a firestorm of 1d8+4 rounds, with each round lasting for 1d4 rounds and dealing 1d6 fire damage to anyone caught out in it, as well as igniting anything not made of stone or metal.
D8=5:A colorful balloon festival is taking place and the players are invited to join in on the festivities. However, as they float higher into the sky, they encounter a group of air elementals who are not a fan of the balloons and will do everything in their power to pop them.
D8=6:The players come across a group of air elementals who are attempting to build a giant tower that will reach into the clouds. They offer the players rewards in exchange for their assistance in gathering materials and defending the tower from any outside threats.
D8=7: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.
D8=8:The group comes across a veil of screaming winds where silken-winged arachnids hunt in hidden nests. Battling through 2d4 wind-weaver spiders unfolds skeletal remains of a past mad sorcerer, revealing maps intertwined with cosmic anomalies and spider-graphics of wild fluctuations in the elemental fabric.
d100 = 3
D8=1:On a whirlwind tour, a boisterous guide air spirit demands the players keep up, solving clues to progress. “Don’t blow your lead in this race!”
D8=2:Light showers of spring rainbows spiral around you then vanish in the ether.
D8=3: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.
D8=4:Enrooted within the deep void, a thief contacts the players, warning of a mercenary band—seven aarakocra assassins—thieving the Sky Oracle’s Eye to halt divine visions. It’s up to the players to stealth into their cliffside redoubt and secure the Eye or face dire prophecies within an escalating conspiracy beyond mortal control.
D8=5:A vertical spiral of nigh impenetrable wind currents guards a meditation sanctuary monitored by 1d4 air monks. Overcoming the turbulent ascent earns the sanctuary’s favor, often resulting in enlightenment or physical enhancements.
D8=6:Suddenly, a thunderhead rolls in, encasing a crystalline tear with healing properties or devastating energy depending on your respect for its ethereal power.
D8=7: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.
D8=8:Players encounter a group of adventurers who are taking bets on how long it will take them to get from one side of the valley to the other. It is a long, flat valley with a fast running river in it and there are no bridges or boats. If a player joins in, they will learn that it is possible to cross the River, but it will take 1d10 hours to swim across, and if they get wet they can expect to get sick for 1d10 days with a random disease.
d100 = 4
D8=1:The party encounters a serene, celestial bard and his retinue of 1d10 air sylphs performing a concert that alters the winds' currents. Participating or gaining favor with the bard might earn a musical instrument that controls the very winds.
D8=2:A nebulous bank of fog with 1d6 mist drakes, barely perceptible within the haze.
D8=3:Players are attacked by a group of 1d4 giant eagles. The eagles are scouts for an approaching army of giants and ogres.
D8=4:Navigating through rolling thunderclouds, the party witnesses an arcane storm where bolts of energy form illusory images of their greatest fears. A trickster air archon behind the storm offers to dispel the illusions in return for one party member relinquishing a valuable item.
D8=5:The characters come across a powerful djinni, who offers to grant them three wishes but with a catch. The djinni will only grant wishes that have a positive outcome for it and its kind.
D8=6:Muffled voices echo through the air, making directional hearing unreliable.
D8=7:A group of 3d6 giant spiders attack from all sides of the trail and from above and below.
D8=8:Gravity pockets drain stamina substantially.
d100 = 5
D8=1:2d6 Sky Knights mounted on Hippogriffs, patrolling for enemies of their aerial kingdom, aggressively challenge the party to prove their worth or face annihilation.
D8=2:A man named Alan Black is walking the streets. He is looking for the 'one'. He is a paladin. If he meets the 'one' he will swear him or her into service as a paladin of the god of justice.
D8=3:Ahead, you see a group of 2d4 glazylls fighting a group of 2d4 marids. The glazylls and the marids hate each other!
D8=4:A group of 7 sentient lightning bolts are trying to start a thunderstorm by striking around an old tree that's floating in the air.
D8=5:The group is buffeted towards a sky-high floating fortress manned by zephyr knights who have taken an oath to enforce order amidst the plane’s inherent chaos. These knights are embroiled in an ongoing battle with a tribe of free-spirited sky pirates riding air sharks. The knights seek to conscript the players to their cause, while the pirates appeal to their sense of freedom and adventure. The players must choose a side, leading to sequences of daring aerial battles, sabotage, or subterfuge. Their choice affects the plane’s balance and brings with it either the disciplined regimentation of order or the wild, free-spirited anarchy of the skies.
D8=6:An entourage of 3d6 aarakocra flies overhead in a synchronized formation. They notice the party below and invite them to join a grand aerial celebration. If the adventurers impress the aarakocra with feats of agility, they will be awarded feathered cloaks allowing limited flight.
D8=7:A creature with the power to breath water is flying through the air, looking for an aquatic creature to attack. If a creature attacks it, the creature with the power to breath water will turn into 1d4+1 blackbirds, who will fight to the death against their attackers.
D8=8: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 = 6
D8=1:The air around the party becomes filled with large, black flies. The flies buzz around the party's heads and try to land on them. Each fly is carrying a small disease that causes a rash.
D8=2:3d4 air cowboys herd a flock of sky sheep across an open expanse.
D8=3:While flying over a large city, players see 5d6 hippogriffs flying in formation. They seem to be practicing some kind of drill.
D8=4:A large flock of ravens is mobbing something in the air above their heads!
D8=5:Low mists conceal obstacles dangerously.
D8=6:A group of 1d20+10 elemental guardians of the Air show up on the airshipand demand it be turned over to them. They are actually pirates who have mistaken it for their own stolen airship.
D8=7:Within a boiling cauldron of storm clouds, 2d6 air elementals have turned rogue, attacking passing travelers. Bringing peace to the chaotic storm earns the gratitude of an embedded djinni, perhaps gifting a wish or enchanted item in kind.
D8=8:A solemn procession of 1d4 cloud druids performing ancient rites for the spirits of the sky.
d100 = 7
D8=1: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.
D8=2:On a whirlwind tour, a boisterous guide air spirit demands the players keep up, solving clues to progress. “Don’t blow your lead in this race!”
D8=3:You catch snowflakes on your lashes, each one unique and fleeting in the winter cold.
D8=4:A lone wyvern on patrol, its imposing form silhouetted against the sun.
D8=5:2d8 air architects construct ethereal spires, their translucent frames dazzling in omnipresent light.
D8=6:An airship, crewed by pirates who trade in secrets, hails you. Their proposition offers information but demands a costly barter in return.
D8=7:The characters come across a mysterious island in the middle of the sky. An invisible wall surrounds the island and prevents the party from entering.
D8=8:Mucus creatures attack and retreat.
d100 = 8
D8=1:Up to 100 tiny, transparent, glassy orbs shoot from the sky and attack the party as if they were arrows. Each orb has 1 HP and does 1d4 points of damage if it hits.
D8=2:A wyvern is flying through the sky, attacking anyone who gets too close.
D8=3:Suspended in the void is a tree whose branches bear fruits of pure lightning. Plucking them can grant temporary boons but might attract hungry cloud elementals.
D8=4:Against a backdrop of a rainbow formed by moisture in the air, the players encounter 2d3 cloud giants embroiled in a heated debate about artistic cloud shaping. Settling their dispute creatively can earn the players a favor or protection from these mighty beings.
D8=5:A crystalline structure floats in the distance, acting as a conduit between worlds. Utilizing it hastens your journey but may draw planar hunters attracted to the energy surge.
D8=6:The party finds a small island in the sky that is inhabited by a group of friendly pixies. The pixies will give the party food and shelter and can show them around the plane.
D8=7:A peaceful village of flying humans is seen, their homes built on massive airships that travel through the skies. The players may encounter a powerful trade opportunity or may need to defend the village against sky pirates.
D8=8:The party is suddenly lifted into the air by a powerful gust and carried towards a giant cloud citadel. They discover that the citadel is home to a group of cloud giants who are not pleased with their unexpected guests.
d100 = 9
D8=1:A lone cloud giant is flying through the sky, looking for food. If attacked, he will summon 1d6+2 allies.
D8=2:High-speed aerial currents twine around themselves, forming an airborne whirlpool that guards a gravity-defying fortress hovering within. Gaining entry demands navigating the currents akin to a deadly aerial dance, with sylph guardians, 3d4 in number, testing your every move. Inside, the fortress holds an ancient clockwork archive, its mechanical custodians revealing forgotten histories and potential alliances if approached with respect and skill. Violent force, however, results in an overwhelming counterstrike, showing the relentless nature of aerial travel.
D8=3:Drifting through the endless void, the party encounters a colossal bubble made of shimmering air that feels both warm and eerie. Inside is an entire garden filled with floating flora and fauna, an oasis hidden in the skies. The garden is tended to by a reclusive wind druid who believes they are the reincarnation of a legendary goddess of air. The players must navigate conversations fraught with cryptic wisdom and subtle tests, including trying to plant a flower that keeps moving and calming hyper-aggressive floating bees. Successfully aiding the druid earns powerful breath-stealing spores, while failure leads to combat with sentient, angry air elementals.
D8=4:An errant autumn acorn strikes you lightly, carried by the whimsy of the wind.
D8=5:Players encounter a sky pirate ship filled with rogue air genasi. The captain demands tolls in the form of rare jokes. “Prepare to be boarded, jester!”
D8=6:A group of lightning bolts are trying to start a campfire.
D8=7:The players encounter a group of air elementals who have been trapped and forced into servitude by a powerful sorcerer. The players must free the elementals and defeat the sorcerer before he unleashes their destructive powers upon the Elemental Plane of Air.
D8=8:Players witness a clash between 2d4 thunder elementals and a singular lightning dragon over an ancient relic. Whichever side the players aid would forever owe them, but also draw fierce enmity from the opposing elemental faction.
d100 = 10
D8=1:The party comes across a powerful air elemental that is capable of controlling the wind. It challenges them to an aerial battle and if they win, the elemental will grant them a magical boon.
D8=2:1d12 Storm Wyverns clash above, their brutal aerial combat sending arcs of lightning through the sky. Their battle threatens to engulf the party if they cannot escape quickly enough.
D8=3: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.
D8=4:Air swirls prompt dizziness inherently.
D8=5:The players see a giant, floating crystal in the distance. As they approach, they realize it is a prison where a powerful air genie is trapped. It pleads for their help to break free, but once released, the genie may not be as grateful as expected.
D8=6: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.
D8=7:An ethereal 3d8 congregation of air wraiths drifts past, phasing in and out of the visible spectrum.
D8=8:Two giant eagles attack the players.
d100 = 11
D8=1: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.
D8=2:A cluster of 2d12 fossilized lightning bolts silently float about, harmless but visually striking.
D8=3:In the heart of a turbulent wind tunnel, two rival cloud giants wield colossal elemental forces. They reveal their telepathic struggle, yearning to unite against a greater evil if mediated. Choosing to help and inspiring peace amongst giants through combat and negotiation results in a triumph against a looming threat and deepened allegiance.
D8=4:A group of 2d6+10 harpies flies down and attacks the party.
D8=5:A scorching summer draft blows past, bringing with it the sensation of desert heat.
D8=6:Amidst errant wind paths and neglected air gardens, the party crosses paths with a melancholic, solitary sylph wizard, protected by 2d3 air avengers. Proving one’s worth might earn the wizard’s coveted air glyphs, empowering control spells over elements.
D8=7:A sky harbinger watched over by 1d4 ethereal sentinels.
D8=8: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.
d100 = 12
D8=1:A mysterious laughter echoes through the mist. A prankster cloud drake is toying with the party. “Grin and bear the high jinx!”
D8=2:A group of giant bees attacks. They are under the control of a powerful wizard. The bees are giant mutant bees that are much more aggressive than normal bees.
D8=3:3d4 sylphs flutter by, giggling and offering cryptic advice about the winds.
D8=4: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.
D8=5:You come across an area where the air is filled with strange smells and sounds. If the PCs don t take care, they will end up in the middle of a battle between air elementals and evil outsiders.
D8=6:Suspended in a powerful gust, a flock of 2d4 perytons swerves around a floating island covered in reflective crystals. One of the crystals contains an imprisoned wind spirit that promises a potent amulet if freed. Disturbing the perytons results in an immediate and hostile attack.
D8=7:A flock of giant rocs is flying overhead. They will attack anyone who enters their territory, but they can be distracted with food or shiny objects.
D8=8:Floating islands of jagged rock crumble as you near them, and you must cross a bridge made of fragile ice crystals that shimmers in and out of existence. At the heart of this treacherous passage stands a solitary storm giant elder guarding a sacred relic—the Heart of the Tempest. The elder, a towering female figure, offers you a chance to parlay, for she sees a greater threat in the resurgence of an ancient enemy prophesied to return. You have mere minutes to gain her trust or risk being scattered to the winds. The sky here is turbulent, and random lightning strikes force reflex saves every few minutes. These skies echo with tales of fallen empires and lost legacies.
d100 = 13
D8=1:A group of lightning bolts are trying to start a campfire.
D8=2:Floating islands of jagged rock crumble as you near them, and you must cross a bridge made of fragile ice crystals that shimmers in and out of existence. At the heart of this treacherous passage stands a solitary storm giant elder guarding a sacred relic—the Heart of the Tempest. The elder, a towering female figure, offers you a chance to parlay, for she sees a greater threat in the resurgence of an ancient enemy prophesied to return. You have mere minutes to gain her trust or risk being scattered to the winds. The sky here is turbulent, and random lightning strikes force reflex saves every few minutes. These skies echo with tales of fallen empires and lost legacies.
D8=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.
D8=4: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.
D8=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.
D8=6:The party comes across a group of air genasi who are practicing their control over the winds. They offer to teach the players some of their techniques in exchange for a favor in the future.
D8=7:A massive phalanx of a hundred invisible creatures are streaming through the sky, the sound of their wings a deafening roar.
D8=8:The party comes across a strange airship that appears to be powered by some unknown force.
d100 = 14
D8=1:2d12 air mephits attempt to form a synchronized flying team, with limited success.
D8=2: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.
D8=3:A flying castle is being attacked by a flock of giant eagles. The party has a chance to save the ship and the passengers or steal the ship and get away.
D8=4:A group of 1d6+2 dwarven clerics are chasing a group of 1d12+6 orc priests. The orcs are trying to capture the dwarves and hold them for ransom.
D8=5: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.
D8=6:A small tornado appears and flies toward the party. Inside is a tiny, humanoid elemental with red hair, a beard and piercing blue eyes. If attacked, it will fight up to three rounds, then flee from the battle. It can cast magic missile at first level and can be questioned about anything in the area. It will answer truthfully, but it's only a level one spellcaster.
D8=7:A powerful windstorm picks up all the nearby creatures and hurls them into the air.
D8=8:A swirling vortex of cloudy vapor sweeps across the sky, concealing a powerful Djinn who offers to grant the players three wishes.
d100 = 15
D8=1:A powerful djinn appears, offering the adventurers an opportunity for riches if they do him a favor.
D8=2:A wizard has been kidnapped by a group of air elementals and is being held in their lair.
D8=3:The players spot a temple floating in the sky. As they approach, they discover that it is the temple of the powerful deity of the winds. The deity may offer them a challenge or task to prove their worth.
D8=4:The players are shocked to see that the sun has turned black! Then, it bursts into flame! The players turn around to see that the sun has actually turned into a black sphere that is one hundred miles across! It is consuming the world!
D8=5:Blistering heat waves in the summer air distort your vision momentarily.
D8=6:Pairs of giant eagles fly overhead. They are hunting.
D8=7:The party comes across a group of air genasi who are practicing their control over the winds. They offer to teach the players some of their techniques in exchange for a favor in the future.
D8=8:A floating library of 1d4 archmages searching through tomes for lost knowledge.
d100 = 16
D8=1:A group of 1d6+2 dwarven clerics are chasing a group of 1d12+6 orc priests. The orcs are trying to capture the dwarves and hold them for ransom.
D8=2:They enter a converging point of multiple air currents forming an aerial knot. Unraveling it provides knowledge of secret pathways and hidden treasures in the Plane of Air, but invokes the attention of 1d8 guardians of the currents, each representing an aspect of wind.
D8=3:You see a group of 2d4 xills flying past. They're extremely dangerous!
D8=4:A lone wyvern on patrol, its imposing form silhouetted against the sun.
D8=5:The party hears a small voice crying for help. It is a small elemental creature.
D8=6:A swirling vortex of cloudy vapor sweeps across the sky, concealing a powerful Djinn who offers to grant the players three wishes.
D8=7:As the winds howl like the mournful cries of lost souls, the players come across a floating encampment where Siren Zephyra fights relentlessly against three wyverns. Her chants and strikes ripple through the air with a furious elegance. Players may assist Zephyra, feeling the electrifying exhilaration of combat. Once triumphant, Zephyra reveals secrets of an old prophecy about the balance of the elemental planes, offering them wisdom and new quests.
D8=8:The adventurers encounter a trickster fey who has transmuted part of the Plane into an illusory playground, enticing heroes into whimsical puzzles that reward intellect and creativity, while failure traps them momentarily in comical stasis.
d100 = 17
D8=1:The players meet a group of eccentric cloud shepherds who guide their herds of magical flying sheep through the skies. The shepherds may offer the players a ride on their sheep or enlist their help in protecting their herds from dangerous creatures.
D8=2:Players encounter a group of air elementals battling a group of fire elementals. The battle will be ongoing. If the players help, the creatures will be grateful and give the players a limited ability to summon an elemental of their choice, once per day.
D8=3:1d8 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.
D8=4: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.
D8=5:Up ahead, a group of 5d4+5 giant eagles attack! They're extremely aggressive!
D8=6:The party is attacked by a flock of rocs.
D8=7:A cloud of smoke appears and a group of 2d6 giant bats attack.
D8=8: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.
d100 = 18
D8=1:The horizon splits to reveal 1d10 Great Thunderbirds, mythical animals of legend, their screeches generating shockwaves capable of stopping hearts and tearing flesh from bone.
D8=2:Frost-filled winter spirals encase briefly and vanish just as suddenly.
D8=3: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.
D8=4:An invisible, incorporeal air elemental zips through the air, playing tricks on the party and causing them to become disoriented.
D8=5:The players come across a strange floating island made entirely out of clouds and inhabited by a tribe of friendly cloud giants.
D8=6:A floating citadel known as the Eye of the Storm offers a haven but is surrounded by swirling, chaotic winds filled with 5d6 air drakes. Navigating to the citadel requires braving these perils or negotiating with the drakes to turn them into reluctant allies.
D8=7: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.
D8=8:A group of 2d6+2 sphinxes are patrolling the borders of the Elemental Plane of Air. They are looking for demons.
d100 = 19
D8=1:A group of 3d8+3 elemental birds attack the airship, trying to bring it down so they can eat the wreckage.
D8=2:A giant bird's nest sits atop a tall cloud. The party hears cries for help coming from it and discovers a group of elves who have been captured by a group of giant eagles. The party must come up with a plan to rescue them and earn their gratitude.
D8=3:A group of 2d6+2 fire elementals are fighting against a group of 2d6+2 efreeti.
D8=4:The sudden intensity of summer heat seems to char the very sky strands.
D8=5:Emergence within a nautical architecture of floating glass reefs reveals hauntingly beautiful apparitions—4d8 color-shifting spirits and undulating air guardians. Combat becomes an elegant waltz upon the ever-undulating waves, each strike or parry casting silken ripples across prismatic voids. Spirits whisper secrets of ancient bonds and elemental edicts, asking of choices of morality and legacy. Their spectral dances blend into new current patterns, redirecting the travel towards or away from whispered truths and hidden fragments of cosmic interplays, redefining the collective rhythm of traversing the air.
D8=6:The players come across a small village floating in the sky, with its inhabitants all having the ability to fly. However, they are being terrorized by a group of air elementals who are angry about their intrusion into their territory. The players must mediate a peaceful solution or defeat the elementals.
D8=7:A group of dwarves riding on flying goats is crossing the Elemental Plane of Air on a dangerous mission to retrieve a rare and valuable gemstone from the top of a mountain. They offer to pay the players handsomely if they can successfully climb the treacherous mountain and retrieve the gemstone for them.
D8=8:A squad of 2d4 air elementals blows past swiftly, scattering loose items into the wind.
d100 = 20
D8=1:A trickling sound of summer streams makes you look for water, finding none.
D8=2:They enter a converging point of multiple air currents forming an aerial knot. Unraveling it provides knowledge of secret pathways and hidden treasures in the Plane of Air, but invokes the attention of 1d8 guardians of the currents, each representing an aspect of wind.
D8=3:2d12 lightning runes animate and glow brightly, each symbolizing different names of ancient air deities.
D8=4:A raging thunderstorm erupts from the ground in a 100' radius around the party. It rains for 24 hours, during which time, no other weather occurs. Each round, there is a 1 in 6 chance that a lightning bolt strikes the party, dealing 1d8 points of electricity damage.
D8=5:A cloud of smoke appears and a group of 2d6 giant bats attack.
D8=6:A massive phalanx of a hundred invisible creatures are streaming through the sky, the sound of their wings a deafening roar.
D8=7: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.
D8=8:The party finds a small house made of glass. Inside, they find a small, elderly couple. The couple has been trapped in the house for years, and they will beg the party to rescue them. They are actually sirens who will enchant male members of the party and force them to dance with them until they pass out.
d100 = 21
D8=1:A flock of 3d8 harpies sing an enchanting melody that echoes through the open expanse, threatening to lure travelers off-course.
D8=2: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.
D8=3:Players come across a group of men who are carrying a large wooden frame that looks like it was made out of old pieces of furniture that were re-purposed and put together. There are five men carrying it who are dressed in robes that look like they were made out of large animal skins.
D8=4:A large tornado is approaching. It is 1d6 miles away and can be seen by players. If players attack it with magic or missiles, it will turn on them and attack them for 1d4 rounds before moving on to other targets.
D8=5:A flock of 2d8 harpies lurks atop a floating island, their enchanting songs luring unwary flyers towards dangerous updrafts and sharp rock formations. Besting the harpies in a musical duel could end their menace and win the party a magical lyre.
D8=6:A flotilla of 2d4 spirit boats that drift endlessly, guided by unseen hands.
D8=7:A floating boulder with numerous caverns turns out to be a nest of 2d6 sky-harriers—bird-like creatures with an affinity for gems. The harriers are protective of a great gemstone rumored to be the heart of the Elemental Plane of Air. Will players storm the nest or find a way to barter with these guardians?
D8=8:A powerful air elemental is blocking the path of the party, demanding to be paid a toll before letting them through the area.
d100 = 22
D8=1:A small village is hidden beneath a cloud. The villagers are hiding from a gang of bandits who have been terrorizing them. They will give players advice on how to beat the bandits if they want it. The leader of the bandit gang is a gnoll warlord who wields a giant-sized club and wears chainmail armor along with a shield.
D8=2:A huge tornado appears out of nowhere and whirls toward the party. Inside it are two gnomes who are arguing about something between them. They will scream at each other until they notice they have been spotted by someone else. They will stop their argument, ask for help and then thank whoever saves them before they fly off into the distance in their tornadic wind tube again.
D8=3:As the players rest for the night, they see a group of dragons soaring through the clouds, their scales shining in the sun. They seem to be engaged in some kind of aerial battle. If the players choose to investigate, they find a group of metallic dragons fighting against a group of chromatic dragons for control of the air space.
D8=4:Players come across an ancient temple guarded by a group of air elementals.
D8=5:A gusty storm with sentience draws near, claiming to be an ancient lover of the Tempest Queen herself. It seeks reconciliation and offers the players incredible meteorological power if they can act as intermediaries. The Queen, however, remembers only betrayal and is reluctant to forgive. The players must weave a story of reconciliation from the strands of air and hope, proving prowess in diplomacy and empathy. Should they succeed, the storm and the Queen’s blessing defeat many an aerial hazard thereafter. Failure enrages the living storm, causing localized, nearly indomitable gales targeting the players across the plane.
D8=6:Roaming through a vast, endlessly scintillating air field, the players encounter air krakens—ancient leviathans of the skies. These creatures are said to harbor the souls of those who tried taming the Plane. Avoiding these creatures requires wit and agility, as they protect their territory with cunning and ferocity. Sailing through unnoticed reveals secret shrines on the krakens’ backs, each guarded by spectral guardians, illuminating hidden dynamics among warring air elemental factions. Engaging the leviathans head-on results in a titanic struggle, shaking the very fabric of the Plane.
D8=7: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.
D8=8:Ethereal spring pollen glistens in the sunlight as it floats by.
d100 = 23
D8=1:A group of merfolk, adapted to life in the air, approach the party and ask for their help in retrieving a stolen relic from a nearby underwater temple. They may offer to transport the party through the air in exchange for their assistance.
D8=2:The party hears a soft, gentle fluttering. It seems like a localized wind. If the party investigates, they see a tiny elemental with big, wide eyes and a chubby body. The small elemental is wearing earthen garments and carrying a 4-foot long pickaxe and other tools. He will offer to dig a hole in the ground for each member of the party for 100 gp each, but no more than 5 feet deep. He will not accept gold, but will allow the party to name their price. If the party refuses to pay, he will leave. If they accept, he will go down 5 feet and start digging. He will work fast!
D8=3:A group of 1d4+2 air elementals are traveling through the plane of air toward the Elemental Plane of Fire to join in a war between air elementals and fire elementals, who are fighting over territory in that plane of existence.
D8=4: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.
D8=5: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.
D8=6:Gravity feels slightly weaker, making movements precarious.
D8=7:The party is attacked by a group of fierce air elementals.
D8=8:A group of human bards are performing at an inn in town. Their name is 'The Five Winds' and they are the best local musicians in the region. They are well known performers with a following of hundreds of fans who attend their shows and pay great sums to hear them. The band's popularity has made each member of The Five Winds wealthy and powerful in their own right in the region. One of the band is an elven mage with an elfling daughter who has been kidnapped by a dragon. The players will be asked to rescue her from within its lair nearby.
d100 = 24
D8=1: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.
D8=2:A devious wind spirit tries to trick the players into touching cursed artifacts. “Blow it and deal with the consequences!”
D8=3:A bustling marketplace floating on cloud platforms where 2d10 air creatures barter goods.
D8=4:Loose notes of a forgotten ballad drift by, hinting at a story lost to time. Piecing them together illuminates forgotten legends but may also rouse old grudges.
D8=5:Unusual barometric pressure causes ears to pop and objects to behave oddly.
D8=6:Fed winds create eerie, otherworldly music.
D8=7:A pair of 1d4 cloud giants play a game of sky chess, using storm clouds as game pieces.
D8=8:Over shards of shimmering aether glass, players encounter Dorian, a war tactician fending off pirate clans. Together they ensure the clan’s defeat, basking in the thrill of an orchestrated, strategic triumph. Dorian shares maps marking clandestine meeting grounds of the air-pirate syndicate.
d100 = 25
D8=1:A flying pirate has captured a female halfling and is trying to force her to marry him. She is refusing and demanding to be released.
D8=2:A group of 1d4+2 aarakocra are hunting in the area. They will ask the players to help them in their hunt, or they will attack the players if they refuse.
D8=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.
D8=4:A floating coral reef, strangely thriving in air, houses 2d10 enigmatic aerial sea creatures. Offering rare air-seeds or materials might grant the party access to unique tinctures or artifacts derived from coral.
D8=5:A lone bard drifts by on a cloud, singing of glorious adventures and legendary heroes. He offers to join the party and provide uplifting songs in battle.
D8=6:An aquatic dragon leaping from cloud to cloud in pursuit of an air whale.
D8=7:Four huge tornadoes appear in the distance, each one close to ten miles high. They're heading straight for the players' location!
D8=8:Two beautiful cloud nymphs are standing in midair, talking about the happenings in their village. They are wearing their best garments and are armed with their weapons. They will attack if they are attacked first.
d100 = 26
D8=1:Ethereal blossoms release a luxurious fragrance, invoking calming memories or lulling your vanguard to rest unfit for void travelers.
D8=2:Amid cloud canyons, you encounter a mournful spirit seeking release. Performing a calming ritual grants you peaceful passage; failure invokes rage-bound storms.
D8=3:By the ethereal light of dancing auroras, they find 1d8 ethereal eagles that beseech help in re-nesting their eggs safely. Successfully aiding this endeavor gifts the party a feather of fortune, which alters fate in critical moments.
D8=4: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.
D8=5:Floating islands continuously shift, each guarded by a vigilant air elemental myrmidon. “Looks like you’ve landed in trouble!”
D8=6:The party is approached by a group of merfolk who are searching for a legendary underwater city rumored to hold powerful artifacts. They offer to trade information or assistance in exchange for the players' help in finding the city.
D8=7:Sharp, chilly breezes carve intricate ice sculptures midair and then dismantle them just as quickly in winter.
D8=8:Sudden, harsh winds singe paper and cloth.
d100 = 27
D8=1:The players encounter a group of friendly hippogriffs who offer to take them on a joyride through the sky. However, they must beware of a nearby flock of territorial wyverns who may see the players as intruders.
D8=2:A group of 1d4+2 aarakocra are hunting in the area. They will ask the players to help them in their hunt, or they will attack the players if they refuse.
D8=3:A colossal jellyfish-like creature drifts idly, its tendrils capturing and crystallizing air currents. The players must fend off the 1d20 stingers to harvest fragments of currents, useful for various potent spells or planar navigation.
D8=4:The party is attacked by a group of winged kobolds who are attempting to steal their supplies. After defeating them, the players discover that the kobolds are not acting on their own - they are being controlled by a powerful druid who is manipulating the winds to create chaos and confusion.
D8=5:A party member's shadow attacks the party.
D8=6:In the eerie tranquility of a cloud cavern, the players encounter Banshee Lyra, fiercely defending against thundering legions of rogue vortices. The air hums with the sheer tension of combat and imminent collapse. Helping Lyra sees victory steeped in the song of the air, and her melancholic stories of betrayal by her kin reflect the harsh nature of the Elemental Plane of Air. She hints at a forbidden alliance altering the balance of power.
D8=7:The grand Storm Coliseum appears, managed by ruthless air elementals demanding challengers. Winning grants powerful air-infused war gear. Losing, on the other hand, means dealing with spectators mocking them through conjured shape-shifting air beasts.
D8=8:A brigade of 1d12 air soldiers performing a synchronized marching drill on floating platforms.
d100 = 28
D8=1:A band of marauding harpies is causing chaos in the sky. They attack anyone that comes too close, but can be talked down with diplomacy or defeated with spells.
D8=2:Light refracts strangely, creating false images and mirages.
D8=3:Amid the parchment clouds, the party crosses paths with a veiled courier gang, seven wind drakes, transporting a precious artifact. Stealthy observation reveals they're smuggling it to a secret conclave planning to overthrow the Sky Regents. The players must decide whether to steal the artifact or inform the authorities, risking significant retribution.
D8=4:A powerful storm rages around the players, seemingly out of nowhere. Upon further investigation, they find a group of air elementals locked in a fierce battle against a group of fire elementals. The players must either aid one side or try to find a way to stop the storm before it wreaks havoc on the surrounding area.
D8=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.
D8=6:Golden grains and russet leaves seem to pave paths in mid-autumn air.
D8=7:A cloud giant flies over the players, throwing 1d20 lightning bolts at them, each doing 2d8 damage.
D8=8:A flight of 3d8 giant eagles soaring majestically, hunting for prey or simply enjoying the Thermals.
d100 = 29
D8=1:Roaming through a vast, endlessly scintillating air field, the players encounter air krakens—ancient leviathans of the skies. These creatures are said to harbor the souls of those who tried taming the Plane. Avoiding these creatures requires wit and agility, as they protect their territory with cunning and ferocity. Sailing through unnoticed reveals secret shrines on the krakens’ backs, each guarded by spectral guardians, illuminating hidden dynamics among warring air elemental factions. Engaging the leviathans head-on results in a titanic struggle, shaking the very fabric of the Plane.
D8=2: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.
D8=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.
D8=4:Electromagnetically charged air zaps anything metallic.
D8=5:Rarefied air thins, leaving one gasping for breath.
D8=6:Unseen hands carry the scent of baked pumpkin and cider from some hidden autumn feast.
D8=8:A group of 2d6 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. They will pay the party 1d6x10 gp to do it.
d100 = 30
D8=1:The party is attacked by a swarm of flying creatures known as whirlwings. These creatures are known for creating powerful and destructive whirlwinds in their wake.
D8=2:A strange wind begins to blow in the area, carrying a strange smell with it. If the party investigates, they will discover a hidden alchemical laboratory, where a mad wizard is attempting to create a powerful potion.
D8=3:The sound of a blizzard can be heard from the north. It is cold and the sound of snowflakes hitting the ground can be heard. There is a pack of 2d6 flying wolves nearby, hunting for game.
D8=4:The players enter an area filled with swirling winds. The wind is strong enough to carry them away to unfamiliar territory.
D8=5:The party discovers a race of intelligent creatures who live within a network of interconnected air pockets in the clouds. These creatures are being threatened by a powerful wind elemental, and the players must find a way to defeat it and protect their new allies.
D8=6: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.
D8=7: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.
D8=8:Floating embers of magical wind light dance around an air nymph who has ensnared two elemental creatures in a game of wit. She challenges the adventurers to guess a riddle in three attempts. Correctly guessing grants an ancient map, while failure results in the nymph guiding them into an ambush set by 4d6 air elementals.
d100 = 31
D8=1:A lone wyvern on patrol, its imposing form silhouetted against the sun.
D8=2:A man is standing on the side of the road, begging for food and water. He's actually a conman. If players feed him, he will tell them the story of how he was once a prince who was turned into a dog by a witch. He will ask for help in finding his princess, who has been turned into a frog by the same witch. He will ask for money too, but not much because he is poor and only wants to save his princess because he loves her so much.
D8=3:The never-ending sky shimmers and vibrates as the players find themselves in a gravity well, created by a renegade air elemental who wishes to make the entire plane obey their will. This elemental has captured a rare, unborn tempest dragon egg, feeding off its chaotic energy to create gravitational anomalies. The party must find a way to retrieve the dragon egg while navigating an environment where directions and sense become malleable, dodging floating boulders and dealing with hostile rogue winds influenced by the fanatic elemental. Saving the egg promises alliance with the future dragon, but failure results in being twisted within the gravity well endlessly.
D8=4: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.
D8=5:The characters come across a powerful djinni, who offers to grant them a wish if they can defeat it in battle.
D8=6:Players come across a powerful wind spirit who challenges them to a race.
D8=7:A songbird, with feathers of iridescent mist, perches on your shoulder, whispering forgotten ballads that either soothe or ensnare the unwary mind.
D8=8: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.
d100 = 32
D8=1:The resonance of a long-lost cuica (a friction drum) distorts the ambiance, weaving mysterious tales from deeper realms for your enlightenment or peril.
D8=2:Floating islands of giant feathers arrange themselves into a winding pathway. These islands drift unpredictably, and your journey is interrupted by the mischievous antics of 3d4 invisible stalkers. Their high-speed ambushes are swift and relentless, disappearing as quickly as they appear. Survival requires sharp reflexes and keen perception. At the end of this feathery maze, a serene aarakocra sage awaits with knowledge of an ancient prophecy involving your quest.
D8=3:Colder-than-usual temperatures cause metal objects to freeze.
D8=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.
D8=5:Floating amid jagged shards of ice, the group encounters a chilling whisper that promises power in exchange for service. A frost giant sorcerer, sealed in a prison of crystalline air, demands release. Accepting could place them in debt to a malevolent force; refusal brings the wrath of 6 ice para-elementals.
D8=6:Aerial Guardians formed from pure wind, numbering 3d4, each armed with weapons of hardened air, converge upon the party, testing their valor and righteousness in the name of an ancient covenant.
D8=7:Players stumble upon an ancient game board etched in air currents. Defeating 1d8 spectral players in this game reveals hidden truths and planar paths—but failing dooms one player to become the next spectral challenger.
D8=8:The party is beset upon by a flock of giant vultures, 4d6 in number. They will attack anyone who tries to pass through their nesting area.
d100 = 33
D8=1:On a whirlwind tour, a boisterous guide air spirit demands the players keep up, solving clues to progress. “Don’t blow your lead in this race!”
D8=2:A herd of 2d10 rocs soar majestically overhead, their massive wings casting long shadows on the translucent sky below.
D8=3:A bright flash of light temporarily blinds the players. When they can see again, they see a group of three strange creatures that look like humans but have wings and strange metal helmets on their heads... They attack the players with long swords and strange metal shields...
D8=4:Amid cloud canyons, you encounter a mournful spirit seeking release. Performing a calming ritual grants you peaceful passage; failure invokes rage-bound storms.
D8=5:Pulses of electromagnetic energy disrupt magical devices.
D8=6:A pair of 1d4 cloud giants play a game of sky chess, using storm clouds as game pieces.
D8=7:A powerful storm is raging in the area, filled with powerful lightning that can fry any creature foolish enough to be caught in it.
D8=8:A fleet of airships approaches. They belong to a rival nation, and they're here to kidnap the party members and claim them as prisoners of war.
d100 = 34
D8=1:2d10 shimmering air beasts skitter by, their forms barely solidified from pure energy.
D8=2:One of the players is suddenly lifted off the ground by an invisible force and carried high into the sky. They must figure out how to escape the grasp of an Air Elemental before they are dropped from a dangerous height.
D8=3:A swirling wind reveals a luminary knight practicing graceful aerial manoeuvres. Offering assistance returns ethereal tutelage or stark warnings.
D8=4:A large fish made of clouds appears and nuzzles the players, hoping they will feed it. The fish is friendly and provides the party with information about the area.
D8=5:You come across an area where the wind is constantly shifting direction and speed. If the PCs try to fly, they will have to make a Dexterity saving throw or have their speed halved.
D8=6:Golden grains and russet leaves seem to pave paths in mid-autumn air.
D8=7:Winter's grip causes your breath to form cloud shapes that linger before dissolving.
D8=8: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.
d100 = 35
D8=1:A cyclone appears! It's extremely dangerous!
D8=2: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.
D8=3: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.
D8=4:A group of three eagles are flying through the air, discussing the local gossip in their sharp, bird-like voices. One of them saw a giant eagle flying low over an area of hills, as if hunting.
D8=5:3d4 cloud golems lumber through the sky, their forms constantly shifting and morphing.
D8=6:Floating serenely amid the endless azure, a squad of twelve air elementals are embroiled in what appears to be a fierce argument over the philosophical implications of their own invisibility. However, an icy breeze whispers contradictions to your ears: if seen, they vanish, but if heard, they swarm angrily. Engage in their debate, and you may discover an ancient secret about the Elemental Plane, unless you choose violence and unleash their wrath upon yourselves. One moment, they discuss profound concepts; the next, they appear like a violent storm ready to disintegrate your flesh into the winds themselves.
D8=7:Air currents form a vortex, pulling objects towards its center.
D8=8:In a serene pocket of calm amidst roiling clouds, you meet a legendary air genasi named Zephyra seeking allies to delve into a forbidden, storm-ridden temple of an ancient sky deity. The temple holds the secret to controlling the global air currents, but it’s guarded by 3d4 storm guardians with immense power. You must navigate perils within two hours or risk being torn apart by unyielding tempests. Each gust carries whispered prayers and ominous chants, hinting at the deity’s boundless power and legacy.
d100 = 36
D8=1:A sudden gust of wind throws one of the players off their feet and blows them 10 feet away.
D8=2:The party is attacked by a flock of rocs.
D8=3: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.
D8=4:A pack of 2d6 scavenger birds circling an unseen event beneath a tall cloud formation.
D8=5:Players come across a sentient thundercloud who challenges them to a riddle competition.
D8=6:An ancient wind dragon swoops in, curious about the party’s motives. “Wind down your story, or taste the gale!”
D8=7:Electric shocks liven up metallic objects.
D8=8:Tangy smells linger, evoking both nostalgia and dread.
d100 = 37
D8=1:A flotilla of 2d8 cloud riders ride majestic, sky-high steeds, casting wary glances for intruders.
D8=2:A none-too-friendly meeting between 2d4 rival airship captains debating aerial territory.
D8=3:You come across an area where there is a powerful wind that can cause objects to move without touching them. It can also lift creatures and objects into the air if they don't make a successful Strength saving throw.
D8=4:Encountering a floating garden of oversized, ever-blooming flowers that sing in harmonies, they find themselves entranced. Attempting to leave or harvest the flowers angers the garden’s invisible guardian, a 2d8 cadre of breeze spirits enforcing peace.
D8=5:Pearlescent winter dew forms and cascades instantly to disappear into the wind.
D8=6:A skydiving race organized by 2d6 mischievous air sprites challenges the party to dive through floating rings of air and wind tunnels. Winning the race grants the indomitable skydiver’s badge, which confers resistance to fall damage.
D8=7:On a whirlwind tour, a boisterous guide air spirit demands the players keep up, solving clues to progress. “Don’t blow your lead in this race!”
D8=8: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.
d100 = 38
D8=1: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.
D8=2:Invisible air currents create pockets of turbulence.
D8=3:The scent of fresh rain accompanies a torrent of silvery, spring raindrops.
D8=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.
D8=5:Suspended in fragments of ruins bound by furious gales, the party stumbles upon a slumbering demigod chained by ethereal energy. Guardians of 6 storm spirits protect it across time's edges. Untangling this conundrum reveals existential dialogues on pantheon politics and the untold histories of divine mutinies and alliances.
D8=6:A sudden calm causes an eerie silence, making it hard to detect danger.
D8=7: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.
D8=8:Players find themselves walking on a cloud bridge that leads to a small island in the air. On the island is a giant tree with a temple on top of it.
d100 = 39
D8=1:1d8 air nymphs lounging on cloud hammocks, singing songs that blend with the wind.
D8=2:A group of 2d6+2 pixies are floating around the area. They will attack any living creature they meet. If a living creature attacks them, they will attack back with magic missiles. If the players defeat them, they will each leave behind a small magic missile that can be used as a magic weapon.
D8=3: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!
D8=4:You see a single, lonely pixie, crying in the middle of the sky. When approached, she tells the players that her love, another pixie, has been kidnapped by a group of evil air elementals. She begs the players to help her rescue her love.
D8=5:A wispy tower of clouds materializes, home to a scholar banished from their realm. They offer ancient lore but expect a heavy toll in return—a favor to be called in later.
D8=6: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.
D8=7:A faint scent of smoke drifts past, reminiscent of a distant summer wildfire.
D8=8:A group of 5 monks are meditating on top of a cloud. They are seeking enlightenment from the spirits of the air.
d100 = 40
D8=1:A camouflaged patrol of 2d4 sylph rangers monitoring the Elemental Plane's currents.
D8=2:A traveling merchant appears out of nowhere, flying on a carpet of clouds and selling various magical items and trinkets. The players may be able to find some rare and valuable items if they have enough gold.
D8=3:Unusual barometric pressure causes ears to pop and objects to behave oddly.
D8=4:Lost in the endless void, sections of unstable air shards begin forming around the adventurers. Keeping their balance and wits becomes critical as a trickster sylph and her illusions create false ledges leading to nothingness.
D8=5:is flying, looking for food. If a PC attacks it, the pterodaemon will turn into 1d6 pteranodons, who will fight to the death.
D8=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.
D8=7:Simultaneously, six bolts of lightning strike the players. No damage is taken, but the electricity courses through their bodies, stunning them for 1d4 rounds.
D8=8:You are approached by a large air elemental. It is 30 ft tall and its skin is transparent. It wants to talk to the PCs about a cause it is fighting for.
d100 = 41
D8=1:You cross paths with a gatherer of sky-berries, her harvest carrying both sustenance and secrecy about unseen dangers.
D8=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.
D8=3:Amid cloud canyons, you encounter a mournful spirit seeking release. Performing a calming ritual grants you peaceful passage; failure invokes rage-bound storms.
D8=4:A gusty storm with sentience draws near, claiming to be an ancient lover of the Tempest Queen herself. It seeks reconciliation and offers the players incredible meteorological power if they can act as intermediaries. The Queen, however, remembers only betrayal and is reluctant to forgive. The players must weave a story of reconciliation from the strands of air and hope, proving prowess in diplomacy and empathy. Should they succeed, the storm and the Queen’s blessing defeat many an aerial hazard thereafter. Failure enrages the living storm, causing localized, nearly indomitable gales targeting the players across the plane.
D8=5:As gravity fluctuates unpredictably, shimmering shapes of illusion foxes dart, chased by phantom hunters. The foxes, telepathic serenades of wisdom and lore, reveal the true predator—a mind-bending specter. Triumphing over this phantasmal challenge grants players clarity and insights into the Plane’s mysteries, a victory for knowledge.
D8=6:A group of 5 monks are meditating on top of a cloud. They are seeking enlightenment from the spirits of the air.
D8=7:The PCs hear a terrible screeching sound. If they are outside, they see a flock of birds flying away. If they are inside, they see their windows blow open.
D8=8:A chorus of distant, harmonious spring birds can be heard singing jubilantly.
d100 = 42
D8=1:A group of 2d6 storm giants are flying overhead. They are searching for food. They look like small dark blobs in the distance, but when they get closer, it is clear that they are huge.
D8=2:Drifting through a mirage-filled valley of still air, they encounter the remains of a shattered sky palace. Nomadic tribes of displaced sylphs have made it their transient refuge, constantly at odds with shadowy wraiths that harry their remnants—two to ten in spectral force. Aiding the sylphs offers a glimpse into lost histories and secret paths interconnected among elemental realms. Each choice unfolds untamed aspects of ancient mythos intertwined with elemental imperatives and unseen forces manipulating broader world affairs, spanning mixtures of combat, alliance, and discovery in harmony with the untamed essence of air.
D8=3:Players come across a strange creature that looks like a cross between an eagle and a dragon.
D8=4:Racing against time within a whirlwind maze, players meet Liora, a daring escapologist fleeing sky marauders. Helping her escape brings them not just triumph but insight into ancient, now-forgotten pathways and short-cuts crisscrossing the boundless sky.
D8=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.
D8=6:A regal roc nesting on a sky island, casually eyeing potential intruders with suspicion.
D8=7: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.
D8=8:While navigating an endless sea of swirling clouds, the party encounters a soaring flock of 3d4 Air Elementals, their forms swirling and shifting in the sky, eager to play deadly games of chase with newcomers.
d100 = 43
D8=1:A group of air elementals attack. They are actually giant bats.
D8=2:The party encounters a group of djinn who are arguing over the ownership of a powerful flying carpet. The players must decide who should rightfully possess the magical carpet.
D8=3:A group of giant eagles fly by and try to attack players. They are actually the avatars of a cult of a god of war. The eagles are actually his soldiers carrying his banner into battle.
D8=4:A group of 1d4+2 air elementals are approaching. They are being chased by a group of 1d4+2 flumphs. Players can choose to help either side or wait and see which side wins before attacking the losing side.
D8=5:Up to 100 tiny, transparent, glassy orbs shoot from the sky and attack the party as if they were arrows. Each orb has 1 HP and does 1d4 points of damage if it hits.
D8=6:The party comes across a group of sky pirates who are on a mission to steal from the cloud giants. They offer to join forces with the players and split the loot, but they also have secrets and ulterior motives.
D8=7: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.
D8=8:In a serene pocket of calm amidst roiling clouds, you meet a legendary air genasi named Zephyra seeking allies to delve into a forbidden, storm-ridden temple of an ancient sky deity. The temple holds the secret to controlling the global air currents, but it’s guarded by 3d4 storm guardians with immense power. You must navigate perils within two hours or risk being torn apart by unyielding tempests. Each gust carries whispered prayers and ominous chants, hinting at the deity’s boundless power and legacy.
d100 = 44
D8=1:A traveling merchant appears out of nowhere, flying on a carpet of clouds and selling various magical items and trinkets. The players may be able to find some rare and valuable items if they have enough gold.
D8=2:You spot a glimmering cloud of stardust, its particles forming an ever-changing kaleidoscope of colors. It offers the promise of beauty but conceals a flock of air mephits. If you choose to weave through, their mischief may turn to menace.
D8=3:A giant bird's nest sits atop a tall cloud. The party hears cries for help coming from it and discovers a group of elves who have been captured by a group of giant eagles. The party must come up with a plan to rescue them and earn their gratitude.
D8=4: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.
D8=5:A peaceful village of flying humans is seen, their homes built on massive airships that travel through the skies. The players may encounter a powerful trade opportunity or may need to defend the village against sky pirates.
D8=6: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.
D8=7: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.
D8=8:2d8 dust mephits spiral up from a storm below, causing temporary blindness and chaos.
d100 = 45
D8=1:Approaching an ethereal fortress made of rainbow-colored mist, they must contend with 1d6 sentient gusts of wind that snatch at papers, possessions, and even memories. Can they negotiate for entrance or risk being swept away—and what secrets might the fortress hold?
D8=2:1d20 spectral Wind Wraiths, remnants of souls lost to the endless sky, coalesce into a fierce whirlpool of vengeful spirits, siphoning the life essence of those they encounter.
D8=3:An air elemental, who has been turned into a vampire, is flying through the air. It will attack anything it sees.
D8=4:A trio of wind druids, harmonizing their magic with the natural flow of the air currents.
D8=5:A solitary figure is seen sitting on a cloud, surrounded by an ethereal aura. This is the Air Elemental Deity, and they have a task for the players to complete in exchange for their favor.
D8=6:A man is standing on top of a cloud. He is wearing a white dress. He looks like an angel. His name is Gabriel. He is a messenger of God. He tells the players that the Lord will punish them for their sins.
D8=7:Shards of condensed air magic float around, vibrant with chaotic energy. A clever air mephit dares the adventurers to engage in a game of magical tag. Winning imbues their weapons with temporary elemental power, while losing risks elemental disruption affecting their spells.
D8=8:A group of air elementals appear in the sky and begin to play a game of tag with the party.
d100 = 46
D8=1:An eternal fog confuses navigation while air spirits play deceptive wind chimes. “You don’t want to be foggy on details here!”
D8=2:Inexplicably warm gusts make breathing uncomfortably hot.
D8=3:A lightning bolt strikes, dealing 1d8 points of electricity damage to anyone standing within 100' of where it lands.
D8=4:A mischievous gust of wind plays with your hair, as if guided by unseen spring hands.
D8=5:The players see a giant, floating crystal in the distance. As they approach, they realize it is a prison where a powerful air genie is trapped. It pleads for their help to break free, but once released, the genie may not be as grateful as expected.
D8=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.
D8=7:A group of 4d4+4 giant eagles attack the players.
D8=8: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.
d100 = 47
D8=1:Players come across a group of air elementals playing a game of hide-and-seek.
D8=2:A giant eagle is flying through the area. The eagle is carrying a dead animal in its talons.
D8=3:The party is attacked by a flock of rocs.
D8=4:A giant, fanged fish swims by.
D8=5:A group of flying merchants stop by the party, offering unique and rare goods from the Elemental Plane of Air. However, their prices are extremely high and they can be difficult to negotiate with.
D8=6:A group of halflings are being held captive by a group of orcs. The orcs will attack if players try to free them.
D8=7:A peaceful tribe of humanoid creatures living on floating islands invite the players to join them for a feast. However, the food they serve is a strange, tasteless substance that causes those who eat it to float uncontrollably for 1d4 hours.
D8=8:A violent thunderhead appears overhead and begins to rain down on the players. A lightning bolt strikes nearby.
d100 = 48
D8=1:In an arena suspended in twilight sky ribbons, the players encounter Lyssandra, a warrior-poet protecting an ancient stone beacon from six air cultists whose attacks are as precise as they are relentless. Defeating them restores the beacon’s glow. Lyssandra’s sagas sing of ancient guardians who could be summoned by those deemed worthy.
D8=2:An airborne caravan of 1d12 air genasi traders, plying their wares from floating platforms.
D8=3:The players are attacked by 1d4 giant eagles.
D8=4:A peaceful tribe of humanoid creatures living on floating islands invite the players to join them for a feast. However, the food they serve is a strange, tasteless substance that causes those who eat it to float uncontrollably for 1d4 hours.
D8=5:A horde of giant bats swoops towards the players, attacking with fangs and claws.
D8=6:A parade of 3d6 elemental knights march steadfastly on a firm path that vanishes and reappears sporadically.
D8=7:A flock of hostile aarakocra dive-bombs the players, attempting to steal their gear. “Looks like you’re in for some fowl play!”
D8=8:You are flying through the sky and you notice three giant clouds. Inside them, there are strange creatures called cloud giants.
d100 = 49
D8=1: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.
D8=2:A group of adventurers who are friendly with the players are attacked by a group of Trillium Knights.
D8=3: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.
D8=4:The group comes across a veil of screaming winds where silken-winged arachnids hunt in hidden nests. Battling through 2d4 wind-weaver spiders unfolds skeletal remains of a past mad sorcerer, revealing maps intertwined with cosmic anomalies and spider-graphics of wild fluctuations in the elemental fabric.
D8=5:A group of trolls is traveling through the area. They stop to rest, then notice the party. A battle ensues.
D8=6:A storm giant is challenging anyone who dares to try and withstand his powerful wind blasts in a competition. The winner gets a favor from the giant, but beware, the giant is quite fierce and will not go easy on the players.
D8=7:A lightning bolt strikes the ground nearby!
D8=8:A group of kenku is stealing precious items from travelers, using their mimicry abilities to lure and deceive. The players must use their wit and diplomacy to negotiate with the kenku and return the stolen goods to their rightful owners.
d100 = 50
D8=1:Small spring tornadoes, full of dandelion seeds, dance playfully around you.
D8=2: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.
D8=3:Infinite floating steps made of solidified air stretch into the horizon, with no discernable end in sight. Each step distorts into different elements, testing your adaptability: ice, fire, lightning, all ready to push you back. Occasionally, a 1d6 group of mischievous sylphs disrupts your balance by blasting strong gusts at you. Reaching the end presents a choice—venture onwards to an unknown destination or descend into a swirling silver fog offering cryptic visions.
D8=4:1d12 air genasi children play with small wind bells, their laughter carried on the breeze.
D8=5:Gusting winds carry the scent of an unknown, tantalizing aroma.
D8=6:A herd of 2d10 rocs soar majestically overhead, their massive wings casting long shadows on the translucent sky below.
D8=7:While navigating an endless sea of swirling clouds, the party encounters a soaring flock of 3d4 Air Elementals, their forms swirling and shifting in the sky, eager to play deadly games of chase with newcomers.
D8=8:A loud rushing sound can be heard from nearby. It is a pack of 2d6+2 flying dire wolves racing by. They are hunting for game.
d100 = 51
D8=1:The party is attacked by a group of invisible stalkers.
D8=2: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.
D8=3:A sudden gust of wind throws one of the players off their feet and blows them 10 feet away.
D8=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.
D8=5:A group of 2d4+2 pixies attack the airship, trying to get at the food supplies and gold on board.
D8=6: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.
D8=7:Cold drafts create deceptive cold zones.
D8=8:The party is suddenly lifted into the air by a powerful gust and carried towards a giant cloud citadel. They discover that the citadel is home to a group of cloud giants who are not pleased with their unexpected guests.
d100 = 52
D8=1:A group of 2d4+2 djinns are floating around the area. They will attack any living creature they meet. If a living creature attacks them, they will attack back with fireballs.
D8=2: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.
D8=3:An ominous black cloud morphs into a Shambling Storm, a chaotic entity composed of thunder and lightning, seeking to consume anything in its path.
D8=4:A group of three eaglets are perched on a tree branch. They are playing a game where they pretend to be an eagle and attack each other with their claws and beaks.
D8=5:Loads of springtime cherry blossoms swirl around briefly, painting the sky pink.
D8=6:Whisper-leads to an underworld skyport known only through rumors. The party discovers an extensive underground brokerage run by a sphinx air pirate trading stolen artifacts. Here, ten clandestine transactions hide one crucial item the party must retrieve without rousing the wrath of the sphinx or disrupting the entire black-market syndicate.
D8=7:1d8 intriguing sky-flowers hang in mid-air, weighted down by nothing, emitting a faint, pleasing scent.
D8=8:A floating citadel known as the Eye of the Storm offers a haven but is surrounded by swirling, chaotic winds filled with 5d6 air drakes. Navigating to the citadel requires braving these perils or negotiating with the drakes to turn them into reluctant allies.
d100 = 53
D8=1: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.
D8=2:A group of 1d4+4 cloud giants are flying through the sky, looking for prey. If attacked, they will summon 1d4+4 more allies. They wield giant-sized clubs and wear chainmail armor.
D8=3: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.
D8=4:Ozone purges clog sinuses and press ears.
D8=5:The group is ensnared within an invisible cage of pure force energy, their captor a devious archmage eager to conduct experiments on planar travelers. Through wit or might against 6 arcane constructs, they break free, exposing the archmage's notes about elemental anomalies tied to deep-rooted extraplanar intrigues.
D8=6:A group of 5 monks are meditating on top of a cloud. They are seeking enlightenment from the spirits of the air.
D8=7:The players witness a group of air elementals battling against a group of fire elementals in the distance. They must choose whether to intervene and possibly face both forces or stay out of the conflict.
D8=8:3d6 dust mephits ambush the party, stirring up sandstorms that reduce visibility and cause irritation. “Dust off your combat skills for this one!”
d100 = 54
D8=1:A wall of violent wind blocks the players' path and must be negotiated in order to proceed.
D8=2:Suddenly, an interplanar comet streaks past the players' path, scattering rare asteroids. The chase brings them against 7 twisted airy abjurors who aim to seize a core containing ancient cosmic prophecies. The intense duel of speed and spells highlights larger themes of destiny intertwined with cosmic dances and fates written in windscars.
D8=3:As you drift through the endless void, you encounter three giant sky jellyfish gracefully floating by, their tendrils crackling with static electricity. One of the jellyfish coincides with your path and might spark trouble if you venture too close.
D8=4:Sightings of 1d7 compressed air golems guarding an ancient celestial air temple become more frequent. Exploring their domain promises significant rewards, if one can navigate the gust-filled chambers and stand the golems' test of valor.
D8=5: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.
D8=6:The party is attacked by a flock of vrock demons, 4d6 in number. They will attempt to steal any magical items from the players before fleeing.
D8=7:A group of winged harpies are perched on a nearby cliff, singing a beautiful yet haunting melody. If the party listens for too long, they may be tempted to join the harpies' flock.
D8=8:A flotilla of 2d8 cloud riders ride majestic, sky-high steeds, casting wary glances for intruders.
d100 = 55
D8=1:Merely an echo of past battles, shattered weapons float by. One particularly bright gem speaks promises of power or curses if not wielded wisely.
D8=2:Six Cyclonic Titans, massive elemental beings emerging from a twisting tempest, create vortexes powerful enough to shred flesh from bone with their mere presence.
D8=3:Fog fills the area. A giant creature attacks when the fog dissipates.
D8=4:A cloud giant is using a lightning bolt to cut a gem.
D8=5:Drifting in the endless void, a ghostly fleet of skyships approaches, crewed by spectral pirates cursed for eternity. Their captain, seeking redemption, pleads telepathically for assistance in defeating an ancient dragon who holds the key to freeing their souls. Success not only delivers triumph but allies against future threats.
D8=6:The party comes across a magical vortex that leads to different planes of existence. They must navigate through each plane, facing unique and challenging obstacles, before they can return to the Elemental Plane of Air.
D8=7:A vast flock of birds will pass by. They are carrying letters from one city to another.
D8=8:At the heart of a thunderstorm, players come to aid Captain Stormfury, a legendary aviator combating chaos hounds bursting forth from lightning bolts. Victory in this storm bathes in glory. Captain Stormfury talks of a hidden fleet preparing for a grand crusade to reclaim the skies.
d100 = 56
D8=1:The characters come across a large, floating city made of clouds, with a population of 3d6 aarakocra.
D8=2:A creature made of pure elemental air appears and attacks the party. It has the stats of an air elemental, but it can also attack twice per turn.
D8=3:A vast, silent void hides an elemental hurricane tearing apart itself and an embattled tempest drake. The drake’s pleading thoughts offer allegiance for release. A fought victory over swirling chaos not only liberates the noble beast, but heralds a friendship charged by thunderous resolve.
D8=4: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.
D8=5:A group of six giant eagles flies overhead, talons extended and beaks open as they dive toward the players! Each eagle attacks one player. The eagles deal 3d6 points of damage each on a hit.
D8=6:Mobs of angry birds attack. The birds are actually elementals. They will attack and then fly away.
D8=7:Drifting towards an aura of shifting aurora, players encounter a glacial genasi cipher-keeper. Guarded by unique ice-flow bound spirits (4); in a riddle-decked, perilous conversation, she reveals an encoded prophecy about planar orbs and booming ethereal resonances forewarning an imminent, dimension-sundering event.
D8=8:A mirage-like shimmer of heat waves materializes and disappears instantly in the summer sky.
d100 = 57
D8=1:A thick fog covers the ground in front of the player characters. The fog is ten feet high and is two feet thick.
D8=2:You come across an area where the air is filled with strange creatures, such as invisible stalkers, phoenixes and djinns.
D8=3:You are flying through the sky and you notice three giant clouds. Inside them, there are strange creatures called cloud giants.
D8=4:The adventurers encounter a trickster fey who has transmuted part of the Plane into an illusory playground, enticing heroes into whimsical puzzles that reward intellect and creativity, while failure traps them momentarily in comical stasis.
D8=5:Q'arlega, a storm dragon, flies by, his eyes the color of lightning, his mouth glittering with silvery-white fangs. If the party is attacked by the dragon, the dragon will speak Common and say, 'By order of Lord Talos, leave this place,' and fly off. If the party ignores or attacks, the dragon will attack with lightning spells.
D8=6:Temperature drops drastically, causing frost to form on exposed skin.
D8=7:A child's laugh echoes eerily through the airflow. Investigating unveils a spectral playground, offering playful respite or nefarious tricks.
D8=8:A giant air elemental appears and offers to escort the party to any destination they wish. The air elemental can also provide protection from other creatures in the Elemental Plane of Air.
d100 = 58
D8=1:A violent thunderstorm erupts overhead, with frequent lightning strikes. A lightning bolt strikes nearby.
D8=2:A group of 5 bandits are riding chocobos through the air. They are searching for food and treasure.
D8=3:A herd of 2d10 rocs soar majestically overhead, their massive wings casting long shadows on the translucent sky below.
D8=4:The party comes across a group of air genasi who are practicing their control over the winds. They offer to teach the players some of their techniques in exchange for a favor in the future.
D8=5:The party is approached by a group of 1d4+2 storm sorcerers who are seeking help in controlling their wild magical powers. They offer the players rewards
D8=6: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.
D8=7:Dense clouds impair orientation actively.
D8=8:1d8 air nymphs lounging on cloud hammocks, singing songs that blend with the wind.
d100 = 59
D8=1:2d8 small windmill constructs float, powered by mini-air elementals, and generating a gentle breeze.
D8=2:2d6 mephits argue over the best way to blow a particularly stubborn cloud formation apart.
D8=3:Over shards of shimmering aether glass, players encounter Dorian, a war tactician fending off pirate clans. Together they ensure the clan’s defeat, basking in the thrill of an orchestrated, strategic triumph. Dorian shares maps marking clandestine meeting grounds of the air-pirate syndicate.
D8=4:On a whirlwind tour, a boisterous guide air spirit demands the players keep up, solving clues to progress. “Don’t blow your lead in this race!”
D8=5:A large fish made of clouds appears and nuzzles the players, hoping they will feed it. The fish is friendly and provides the party with information about the area.
D8=6:As the players reach the peak of a large cloud, they come across a group of monks meditating in the air. They offer to teach the players their unique style of combat if they stay and meditate with them.
D8=7:An air archmage trapped in a cyclone offers arcane secrets for his rescue. Winds howl and malicious whispers suggest abandoning him will yield great rewards from his rival trapped in another nearby vortex.
D8=8:Two giant eagles attack the players.
d100 = 60
D8=1:An unexpected downdraft forces flyers to descend rapidly.
D8=2:Amidst a mosaic of iridescent stardust, players join forces with Remiel, a celestial scout battling insidious air phantoms. Earning triumph assures celestial blessings and guidance through the ethereal expanse.
D8=3: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.
D8=4:The party encounters a flying temple inhabited by a group of peaceful air genies. They are willing to share their knowledge and wisdom with the players, but only if they can prove themselves worthy through a series of challenges and tests.
D8=5:The clouds part to reveal an arena of ancient conflict, airships dueling with ribbons of flame in suspending bouts of historic enigma. The ghosts of air scholars and warriors alike play out unresolved grudges. Participants are drawn into these echoing battles; intervene and risk becoming entangled in spectral wars still unresolved, step aside and witness historical truths unfold, revealing cosmic alignments and unbidden conspiracies. Any strategic action reverberates, causing the landscapes to shift and player motivations themselves to be questioned and altered.
D8=6:They discover a floating tower of concentric rings, each ring shifting and moving unpredictably. 4d6 air elementals who serve the Tower’s enigmatic guardian challenge the players to reach the top, offering unknown and powerful relics as rewards.
D8=7:A group of efreeti and marids are battling each other over territory. Players can choose to help one side or stay out of it. If they help one side, they can get a reward from that race or any other race that is associated with that race.
D8=8:2d8 dust mephits spiral up from a storm below, causing temporary blindness and chaos.
d100 = 61
D8=1:You come across an ancient stone archway. It is filled with strange runes and symbols. If touched, it will open a portal to another plane.
D8=2:A floating rock, covered in luminescent moss, hovers in the void. As you approach, the ground rumbles and two small but fiercely territorial air elementals challenge your right to the sanctuary.
D8=3:A group of 2d6 lightning elementals flicker aggressively before dissipating into the atmosphere.
D8=4:The party finds a floating island in the air that is inhabited by a group of pegasi. The pegasi are friendly and will offer the party food and shelter.
D8=5:A group of three eagles are flying through the air, discussing where they should hunt for food in their sharp, bird-like voices. One of them saw a group of deer grazing in a nearby field.
D8=6:A lightning bolt strikes the ground nearby!
D8=7:A group of bandits on flying horses will ride by, then stop and demand that the players pay them some money.
D8=8:The party finds themselves in an area filled with invisible spirits, who will do whatever the players command.
d100 = 62
D8=1:The endless expanse of shimmering, iridescent sky-convolutions twist and shimmer, flickering through colors unseen on the Prime Material Plane. A mirage of floating islands appears, comprised of hovering, crystalline shards and lush, green vegetation. As players approach, the islands shudder and collapse into prismatic dust, revealing a horde of 5d4 aerial jellyfish, their tendrils conducting arcs of purple lightning. Choices loom: fight the tentacled abominations or seek asylum in the veiled currents below. Reality unravels as colors and sounds blur into a living storm, causing each action to ripple through unseen dimensions.
D8=2:Players get attacked by a group of invisible creatures that can only be seen when they are illuminated by lightning.
D8=3:A group of 4d6 ravens appears and swarms the party, causing them to become distracted by their cries and movements.
D8=4:You come across an area where the air is filled with tiny creatures called faeries. They will offer the PCs a gift if they can complete a task for them.
D8=5: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.
D8=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.
D8=7:A group of 2d6+2 sphinxes are patrolling the borders of the Elemental Plane of Air. They are looking for elementals.
D8=8:A large, black bird flies overhead. It seems to be crying and wailing, but nothing can be heard.
d100 = 63
D8=1: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.
D8=2:Players find themselves standing on the edge of a floating city in the clouds.
D8=3: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.
D8=4:Adventurers find a floating lantern that when lit, reveals paths ignited by will-o'-the wisps. Each wisp offers a cryptic prophecy about the Plane’s dangers. Following deceitful paths leads to traps and ambushes by air sprites.
D8=5:Crisp, dry autumn leaves crunch underfoot, even if you're in midair.
D8=6:You catch sight of 3d6 gargoyles leaping from one floating rock to another in a bizarre game of tag.
D8=7:A giant bird attacks players. The bird swoops down and attacks the players with its razor-sharp beak. It attacks with a beak attack for 1d8+1 damage.
D8=8:The players come across a group of air elementals playing a game of tag, soaring through the sky at incredible speeds. If the players join the game, they may find themselves in a race for their lives against these mischievous beings.
d100 = 64
D8=1:A mischievous djinn offers the party wishes but each wish has a humorous twist. “Wish you could have seen that coming, did you?”
D8=2: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.
D8=3:Three strange creatures fly past the players, disturbing their concentration. They appear to be talking about something.
D8=4:1d6 ancient storm golems acting as protectors for a remnant elemental temple.
D8=5:A group of four racing pegasi is racing past the players. One has what appears to be a saddlebag of gems tied to its back legs. The other three are trying to catch it so they can steal its saddlebag of gems.
D8=7: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.
D8=8:You hear a distant rumble and a giant wave of air rushes over you. You must make a Constitution saving throw or be knocked prone.
d100 = 65
D8=1: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.
D8=2:Infinite floating steps made of solidified air stretch into the horizon, with no discernable end in sight. Each step distorts into different elements, testing your adaptability: ice, fire, lightning, all ready to push you back. Occasionally, a 1d6 group of mischievous sylphs disrupts your balance by blasting strong gusts at you. Reaching the end presents a choice—venture onwards to an unknown destination or descend into a swirling silver fog offering cryptic visions.
D8=3:A giant, fanged fish swims by.
D8=4:The sound of thunder can be heard in the distance. A storm is coming and players must find shelter before it arrives.
D8=5:Fell gusts carry the scent of storm, inducing anxiety.
D8=6:A group of four racing pegasi is racing past the players. One has what appears to be a saddlebag of gems tied to its back legs. The other three are trying to catch it so they can steal its saddlebag of gems.
D8=7:A group of 1d4+2 dwarves are sitting on the bottom of a cliff, drinking and singing. They are drunk. They will invite the players to join them in drinking and singing. They will not want to stop drinking and singing until they are drunker. They are looking for a lost dwarven clan member, who has been missing for 18 years. If the players help them find the lost dwarven clan member, the dwarves will give them a magic item: a belt of+1 Belting.
D8=8:The players come across a group of monks who have mastered the art of harnessing the power of air. They offer to teach the players their techniques in exchange for a favor or task.
d100 = 66
D8=1:A cloud of bats pass the party, shrieking as they go.
D8=2:A turbulent formation of 2d8 air warriors dueling with swords of wind and shadow.
D8=3:A floating ruin holds the whispered fear of ancient souls. Ghostly voices cry out as two specters (cursed air warriors) arise, desperate to transfer their torment to the living. Confronting them opens channels to their anguished histories and ideas about reversing eternal curses bound to elemental resonance.
D8=4:A flock of harpies is singing a haunting melody that lures the players closer to their nest.
D8=5:The weather curiosities team up, forming a formidable entity challenging the adventurers with planes of their own. “Wind beneath our wings, meet the challenge kings!”
D8=6:Hovering near an endless lightning storm, they discover 2d3 storm druids meditating, their forms crackling with barely contained energy. Offering assistance in taming the storm could result in training for storm-based spells or an item of tempestuous power.
D8=7: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.
D8=8:Unseen hands carry the scent of baked pumpkin and cider from some hidden autumn feast.
d100 = 67
D8=1:The party sees a ship in the distance. It's being attacked by a giant living sandstorm.
D8=2:1d4 tempests coiled as serpents, thrashing and roaring through thunderheads.
D8=3:A group of powerful air mephits appear, playing a game of tag with each other. If the players get caught up in their game, they may join in or be tagged and sent flying through the air.
D8=4:A storm giant is challenging anyone who dares to try and withstand his powerful wind blasts in a competition. The winner gets a favor from the giant, but beware, the giant is quite fierce and will not go easy on the players.
D8=5:A group of 1d6+2 dwarven clerics are chasing a group of 1d12+6 orc priests. The orcs are trying to capture the dwarves and hold them for ransom.
D8=6:Amongst a cascade of floating waterfalls suspended in mid-air, a group of 2d8 naiads begs for your assistance to fend off a group of raiding thunderbirds. These majestic yet fierce birds seek to control the naiads' life-giving waters. You have one hour to organize a defense or broker peace. The area is slippery and hazardous, with constant water and lightning hazards. Soft whispers in the moisture-laden air speak of the delicate balance between elemental forces and life.
D8=7: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.
D8=8: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.
d100 = 68
D8=1:You come across a colossal tornado, rumored to be the manifestation of an ancient air titan's fury. Within its vortex, you find a crippled airship crewed by desperate adventurers fighting 2d4 air elementals to escape its pull. Assisting them offers a hefty share of their fortune. You have two hours before the tornado consumes the ship entirely. Navigating close to the tornado requires skillful balance and fortitude. The winds howl with the titan's eternal rage and deep sorrow.
D8=2:A magical hurricane appears out of nowhere, threatening to sweep the players away if they don't find shelter immediately.
D8=3:A whimsical parade of 2d8 dancing lights, illuminating the sky in patterns.
D8=4:Synchronistic air pulses mess with timing and rhythm.
D8=5:A group of 3d6+6 giant vultures are circling overhead. They are waiting to attack any living creatures that pass by.
D8=6:A group of 1d4+4 humans are trying to capture a group of 1d12 gargoyles. The gargoyles are trying to escape from the humans who have been enslaving them.
D8=7:Crosswinds carry aromas of exotic flowers, inducing euphoria.
D8=8: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.
d100 = 69
D8=1: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.
D8=2:An enormous floating market materializes, bustling with traders from various planes. In the center, a mysterious auctioneer sells relics supposedly stolen from an exiled air primordial. Players can participate, but each item comes at an unknown price, sometimes in memories or favors.
D8=3:Floating towers of seamless marble appear ahead, each inhabited by wind mages conducting arcane experiments. These towers hold secrets entwined with broader planar conspiracies concerning the theft of the Primordial Breath, the element that gives life to the air plane. The players must architect an intricate heist to retrieve a fragment of this stolen essence, navigating wards, ensnaring whirlpools of air, and dodging watch-tornados with cyclonic eyes. Successful retrieval could bestow the Breath’s power upon the party, but failure alerts a cabal of air lords to their presence, making them high-profile targets in never-ending pursuit.
D8=4:The party sees a small tornado that is headed in their direction. It is actually a small elemental creature that is riding on top of a larger tornado. The small elemental has been sent to scout the party's location and report back to its master.
D8=5:A flight of luminous butterflies flutters by, leading to an aerie of rocs. Following them might provide a shortcut but risks an encounter with their protective mothers.
D8=6:A group of 2d4+2 djinns are floating around the area. They will attack any living creature they meet. If a living creature attacks them, they will attack back with fireballs.
D8=7: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.
D8=8:The players stumble upon a crashed airship, with a group of sky gnomes frantically trying to repair it. They have valuable cargo on board, but they cannot leave until their ship is fixed. The players can help them and share in the rewards, but they must also protect the airship from any hostile creatures attracted to the crash site.
d100 = 70
D8=1:A merchant ship is seen flying through the air. Suddenly, it falls to the ground, smashing into pieces. The ship was carrying a large load of glassware, which shatters all over the ground.
D8=2:The party is accosted by a group of drunk fire elementals.
D8=3:The party is attacked by a group of winged kobolds who are attempting to steal their supplies. After defeating them, the players discover that the kobolds are not acting on their own - they are being controlled by a powerful druid who is manipulating the winds to create chaos and confusion.
D8=4:A group of 2d6 storm giants are flying overhead. They are searching for food. They look like small dark blobs in the distance, but when they get closer, it is clear that they are huge.
D8=5:A cult of air priests is summoning an elder air elemental that needs to be stopped before it wreaks havoc. “They’re in high spirits today!”
D8=6:Two air mephits engaged in a mid-air skirmish, their dust trails creating an impromptu cloud.
D8=7:A flotilla of shipwrecks from across dimensions drifts past, remnants of vessels claimed by the skies. Investigating the wrecks reveals spectral sailors trapped in a never-ending tempest, driven mad by their plight. Combat against 2d6 ghostly mariners is both a tragic responsibility and a test of compassion, as appeasing their spirits with tokens of remembrance or helping them let go of their past could free them and reward you with ethereal treasures.
D8=8:Floating within a radiant cloud of prismatic light, the players discover a celestial garden tended by celestial beings and air spirits. The garden holds rarities of flora and fauna interwoven with cosmic energies. Speaking with the celestials unveils a celestial council divided over matters of planar intersections threatening to unravel landscapes as realities fray. Choices of diplomacy or theft lay ahead, with plots unraveling conspiracies manipulating elemental interrelations, potentially inviting a celestial storm of guardians descending in varied forms, from two to twelve according to their magnitude.
d100 = 71
D8=1:The group floats toward a majestic floating castle but is blocked by a turbulent air elemental gatekeeper. “Gate crashed by the elements!”
D8=2:A giant air elemental appears and offers to escort the party to any destination they wish. The air elemental can also provide protection from other creatures in the Elemental Plane of Air.
D8=3:A group of 2d4+2 djinns are floating around the area. They will attack any living creature they meet. If a living creature attacks them, they will attack back with fireballs.
D8=4:The party comes across a group of friendly gnomes who have built a makeshift village in the clouds. They offer to let the party stay the night and even showcase their flying contraptions for entertainment.
D8=5: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.
D8=6: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.
D8=7:The ghostly forms of 2d10 wind spirits race through the sky, competing among themselves to see who can tie intricate knots in their ethereal trails. The party is invited to race alongside them; victorious runners might receive a charm of wind-walking.
D8=8:A cyclone-weary, abandoned conclave of air druids stands exposed. Their resonating stones now act as a trap connected to an air elemental warlord’s experiments. Conquering the echoed imprints of 8 air-skull savants enables access to their astral forge, revealing encoded secrets about crafting weapons against aerial monstrosities.
d100 = 72
D8=1: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.
D8=2:Invisible conduits reveal a heist plot for the Rainstone, necessary for regional balance. The players take to the skyfort guarding it, needing guile and strength to bypass the spinning wards and three djinni sentinels. Each act ripples with political consequence, shifting alliances and escalating turbulent conflicts.
D8=3:While flying over a large city, players see 5d6 hippogriffs flying in formation. They seem to be practicing some kind of drill.
D8=4:The group is buffeted towards a sky-high floating fortress manned by zephyr knights who have taken an oath to enforce order amidst the plane’s inherent chaos. These knights are embroiled in an ongoing battle with a tribe of free-spirited sky pirates riding air sharks. The knights seek to conscript the players to their cause, while the pirates appeal to their sense of freedom and adventure. The players must choose a side, leading to sequences of daring aerial battles, sabotage, or subterfuge. Their choice affects the plane’s balance and brings with it either the disciplined regimentation of order or the wild, free-spirited anarchy of the skies.
D8=5:In the eerie tranquility of a cloud cavern, the players encounter Banshee Lyra, fiercely defending against thundering legions of rogue vortices. The air hums with the sheer tension of combat and imminent collapse. Helping Lyra sees victory steeped in the song of the air, and her melancholic stories of betrayal by her kin reflect the harsh nature of the Elemental Plane of Air. She hints at a forbidden alliance altering the balance of power.
D8=6: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.
D8=7:A celestial nimbus of vibrating colors unravels the comprehension of conventional space. A symphony of siren calls guides to grandiose fountains of elemental air, spewing clouds shaping monstrous, effervescent forms of 3d8 gaseous horrors. Surviving their encounter coerces acts of intuitive combat, understanding harmonics and frequencies in air. Fate knots tighten or slacken at the pressure of choices; control guides them to anchor points of safer aether flows or to tumultuous whirlwinds, reflecting the cosmic agitations of planes intersecting within dreamlike states.
D8=8:Ethereal whales break through the airwaves, their songs imbuing spells with unintended, though not wholly unwelcome, effects.
d100 = 73
D8=1:An invisible, incorporeal air elemental zips through the air, playing tricks on the party and causing them to become disoriented.
D8=2:You come across an area where the air is filled with strange creatures, such as invisible stalkers, phoenixes and djinns.
D8=3:The players see a giant, humanoid lizard with leathery wings, and they think it's a dragon. It is a dragon, but a dragon from another campaign world who has accidentally been transported here. It is scared and will attack.
D8=4:A twinkling orb appears, revealing itself as the Lantern of Lost Breezes. Activating it summons a guide-spirit to lead to great treasures or perils. 2d6 free spirits are drawn to the orb, eager to protect or disrupt this summoning.
D8=5:As the players rest for the night, they see a group of dragons soaring through the clouds, their scales shining in the sun. They seem to be engaged in some kind of aerial battle. If the players choose to investigate, they find a group of metallic dragons fighting against a group of chromatic dragons for control of the air space.
D8=6:A small child made of clouds appears and asks the players to deliver a message to his family. He then runs off. The child is actually a small elemental in disguise.
D8=7:A faint scent of smoke drifts past, reminiscent of a distant summer wildfire.
D8=8:Fog fills the area. A giant creature attacks when the fog dissipates.
d100 = 74
D8=1:Ethereal spring pollen glistens in the sunlight as it floats by.
D8=2:Within a shifting labyrinth of air, players come upon Celestia, a custodian of the eternal gale, surrounded by rogue thunderbirds. Conquering them re-establishes the labyrinth’s harmony. Celestia speaks of ongoing elemental alignments influencing future weather patterns, crucial to their journey.
D8=3:A dervish of whirling wind attacks you.
D8=4:A group of humans in airships attack the party and then retreat, knowing they're outmatched in a fight.
D8=5:A group of 1d4 giant eagles are flying around the area. They are being attacked by 1d4 giant owls.
D8=6:Suddenly, the calm is broken by a lightning bolt that narrowly misses the players. A storm giant appears and roars, “Who woke me from my thunder nap?”
D8=7:Suspended in the vast sky, a storm giant's abandoned floating fortress drifts aimlessly, guarded by 2d6 storm elementals. Exploring the fortress may yield ancient weather-controlling artifacts but could also rouse the storm elementals’ wrath.
D8=8:The skies darken with a swift autumn storm, thick raindrops pelting in erratic directions.
d100 = 75
D8=1:The characters come across an ancient temple in the sky. Inside, they find a powerful magical artifact guarded by a powerful djinn.
D8=2:A party member's shadow attacks them.
D8=3: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.
D8=4:A cyclone appears! It's extremely dangerous!
D8=5:Gravity feels slightly weaker, making movements precarious.
D8=6:Small spring tornadoes, full of dandelion seeds, dance playfully around you.
D8=7:3d6 airborne spiders spin webs of electrical threads that detach and float with the current.
D8=8: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 = 76
D8=1:The players find themselves in the middle of a massive air battle between two rival red dragon clans.
D8=2: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.
D8=3: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.
D8=4:A group of powerful air mephits appear, playing a game of tag with each other. If the players get caught up in their game, they may join in or be tagged and sent flying through the air.
D8=5:A vast flock of birds will pass by. They are carrying small wooden chests, which are full of treasure.
D8=6:A small child made of clouds appears and asks the players to escort him home. He then runs off. The child is actually an imp pretending to be a lost child.
D8=7:The players hear a crackling sound. They look behind them and see nothing.
D8=8:Gale-force winds carry the players into a massive whirlwind inhabited by 3d6 invisible stalkers. “Talk about throwing caution to the wind!”
d100 = 77
D8=1:An enormous, magical windmill appears in the sky. Its blades are spinning so fast that they create a powerful wind.
D8=2:The players spot an enormous shadow of a hawk drifting across the endless void, eventually discovering it belongs to a sky-giant who rides it like a steed. Intrigued, the giant offers to trade stories and guidance if players can bring him a prized artifact stolen by 3d6 mischievous air sprites.
D8=3:A turbulent patch of wind where 1d4 air weirds dance and swirl with unrestrained glee.
D8=4:The party is stopped by a group of aarakocra merchants traveling between the planes. They offer rare and exotic items from other planes in exchange for goods or services.
D8=5:As gravity fluctuates unpredictably, shimmering shapes of illusion foxes dart, chased by phantom hunters. The foxes, telepathic serenades of wisdom and lore, reveal the true predator—a mind-bending specter. Triumphing over this phantasmal challenge grants players clarity and insights into the Plane’s mysteries, a victory for knowledge.
D8=6:Suspended within a cyclone, an airship from the material plane lies wrecked, its crew of 2d6 human and elven explorers alive but beset by hungry wyverns. The airship itself is engineered with a fusion of magic and technology, which could offer critical insights for your travels if saved. Coordinating a rescue while fending off the wyverns tests tactical acumen and ingenuity. The grateful crew shares rumors of a portal to a forbidden sky realm, enriching your knowledge about your expansive journey.
D8=7:Simultaneously, six bolts of lightning strike the players. No damage is taken, but the electricity courses through their bodies, stunning them for 1d4 rounds.
D8=8: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.
d100 = 78
D8=1:A colony of flying monkeys is passing through the area. If provoked, they will attack with loud and passionate shrieks.
D8=2:The adventurers come across a floating bubble of water, inside which a marid is trapped. The marid offers to grant one wish if they can pop the bubble without using magic. If they fail, they find themselves bound by an air tax collector demanding unreasonable tolls.
D8=3:Under crimson twilight, the players awaken a dormant cyclone, sparking apparitions showing cyclical fault lines of past conflicts. Engaging with 4 cyclonic warriors, they gain the powers of sight over air streams, and the ancestral conflict between the air races taught by the spirits of the cyclone.
D8=4:The party is hired by a wealthy merchant to escort a group of precious cargo across the Elemental Plane of Air. However, they must navigate through treacherous storms and avoid the attacks of pirates who are also after the cargo.
D8=5:The party comes across a group of friendly gnomes who have built a makeshift village in the clouds. They offer to let the party stay the night and even showcase their flying contraptions for entertainment.
D8=6:Trails of glowing motes form a celestial river leading to the Aurora Council—a group of influential aarakocra sages who excel in controlling the wind. They celebrate an ancient festival honoring the plane’s creator with both whimsical dances and intense tests of your wind-shaping abilities. These challenges range from forming delicate air sculptures to crafting wind blades for dueling. High performance earns you their respect and potentially an invitation to join a secretive elite force.
D8=7:Electromagnetically charged air zaps anything metallic.
D8=8:2d6 storm elementals clash with each other, creating small thunderclaps and lightning bolts.
d100 = 79
D8=1:A group of four cloud giants appear and offer the party their assistance. They can provide protection from other creatures in the Elemental Plane of Air or even transport the party through the air.
D8=2:attack trespassers. Overpowering them uncovers scrolls of necromantic rites once lost, detailing souls entrapped within endless breezes and shedding light on familial curses.
D8=3:A violent thunderhead appears overhead and begins to rain down on the players. A lightning bolt strikes nearby.
D8=4:The party is suddenly lifted into the air by a powerful gust and carried towards a giant cloud citadel. They discover that the citadel is home to a group of cloud giants who are not pleased with their unexpected guests.
D8=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.
D8=6:A caravan of 3d4 Airship Pirates, equipped with enchanted gear allowing free movement through the skies, engage the party in deadly aerial dogfights.
D8=7: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.
D8=8:A patrol of 1d8 zephyr knights swirls past, their armor gleaming in the light of a never-setting sun.
d100 = 80
D8=1:A cloud giant is using a lightning bolt to cut a gem.
D8=2:Suspended in an anti-gravitational bubble, you witness a celestial court of twelve sylphs dramatically putting an invisible entity on trial for crimes against the Plane. The charges and testimonies are filled with contradictions; alleged misdeeds are merely concepts, action without consequence. Attempt to solve this judicial enigma, and you'll unravel a plot tied to greater conspiracies skirting the border of your own reality. Fail, and you may become accused yourself, forced into an existential cage of windbars that swirl around you, entrapping you physically and mentally.
D8=3:The players are caught in a sudden patch of turbulence and must make a Dexterity check to stay on their feet. If they fail, they are flung off their course and must navigate back to their original path.
D8=4: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.
D8=5:They encounter a drifting air genie, benevolent but mischievous, proposing a duel of wits over brews of tempest-laden essence. Winning the game garners rare air gems, yet failure binds them to whimsical air punishments temporarily skewing their abilities.
D8=6:A cluster of 2d12 fossilized lightning bolts silently float about, harmless but visually striking.
D8=8:A large cloud forms above the party, and a booming voice speaks from it. The voice tells the party that they must answer three riddles in order to pass safely.
d100 = 81
D8=1: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.
D8=2:3d10 sky birds perch on a floating island, creating an avian hub above the Plane.
D8=3: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.
D8=4:Enrooted within the deep void, a thief contacts the players, warning of a mercenary band—seven aarakocra assassins—thieving the Sky Oracle’s Eye to halt divine visions. It’s up to the players to stealth into their cliffside redoubt and secure the Eye or face dire prophecies within an escalating conspiracy beyond mortal control.
D8=5: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.
D8=6:The air turns thick with humidity as 3d6 Water Weirds, coalesced from high-altitude clouds, rise from misty cloud banks, striking out with serpentine bodies at anyone passing through their vaporous realm.
D8=7:A group of 6d6+6 elemental birds attack the airship, trying to bring it down so they can eat the wreckage.
D8=8:Airborne spore clouds cause mild hallucinations and coughing fits.
d100 = 82
D8=1:A cascading waterfall of stardust beckons, offering replenishment, but at the cost of awakening cosmic guardians.
D8=2:In the Zephyr's Nest district, renown for shady dealings and impossible plunders, the party tails a renowned air pirate crew preparing for a heist on the Wind Alchemist’s Guild. Posing as potential hires, they learn to navigate an air elemental-infested labyrinth and choose whether to embroil themselves in the theft or turn informants.
D8=3:The players come across a floating island inhabited by a colony of peaceful cloud giants. However, the giants are being terrorized by a powerful cloud dragon, and the players must choose whether to help the giants or side with the dragon.
D8=4:A group of six giant eagles flies overhead, talons extended and beaks open as they dive toward the players! Each eagle attacks one player. The eagles deal 3d6 points of damage each on a hit.
D8=5: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.
D8=6:You stumble upon 1d8 couatls gracefully entwining their serpent-like bodies as they fly in an elaborate dance.
D8=7: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.
D8=8: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.
d100 = 83
D8=1:2d6 thunderbirds nestle in vast boughs of a floating tree, their feathers sparking when disturbed.
D8=2:A floating rock, covered in luminescent moss, hovers in the void. As you approach, the ground rumbles and two small but fiercely territorial air elementals challenge your right to the sanctuary.
D8=3:A voice calls out from the sky, requesting a battle to the death. The voice belongs to a former monk of the Air Elemental Monastery, seeking revenge on all those who wronged him.
D8=4: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.
D8=5: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.
D8=6:Golden autumn grains drift by in the breeze, creating an almost serene atmosphere.
D8=7:Ice particles carried by the wind form intricate, transient patterns in the winter sky.
D8=8:Between thin veils, murmurings of a half-forgotten sovereign permeate. Respect begets gratitude; derision earns unrelenting enmity.
d100 = 84
D8=1:A screen of mist begins to form around the players. It grows steadily thicker until the party is unable to see more than a few feet ahead of them. The trail ahead is blocked by a wall of mist 10 feet thick. A group of 5d6 zombies stumble out of the mist and attack.
D8=2:1d4 seraphs, their wings leaving trails of radiant wind in their wake.
D8=3: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.
D8=4:Suddenly, a spell of weightlessness enchants your party, causing items to float away. Catching them before they drift into oblivion becomes a test of quickness and unity.
D8=5:A rogue gust of wind picks up the party's campfire and carries it away, leaving them stranded in the dark, windy night. They must find shelter before the wind and elements become too much for them.
D8=6:2d8 floating golems patrol an ancient sky temple, oblivious to the passage of time.
D8=7:Ethereal blossoms release a luxurious fragrance, invoking calming memories or lulling your vanguard to rest unfit for void travelers.
D8=8:An enormous Roc flies through the sky, its talons clutching a magical artifact.
d100 = 85
D8=1:A group of 2d6+2 dwarves are searching for treasure. They are drunk, and if the party approaches, they will demand to know what the party is doing in their territory. If the party does not have a good excuse, they will attack.
D8=2: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.
D8=3:Gusting winds carry the scent of an unknown, tantalizing aroma.
D8=4:The sound of crickets and cicadas intensifies as you walk through a lane of summer air.
D8=5:A giant, fanged fish swims by.
D8=6:Spiraling through a floating labyrinth of shimmering mists, they must contend with 2d8 air spirits playing a deadly game of hide and seek. Every spirit found releases a bite-sized piece of ancient lore but missing one invites sure disaster.
D8=7:A friendly air spirit offers to provide safe passage in exchange for a joke it hasn’t heard before. “Blow me away with your humor!”
D8=8:Cross-currents surprise destabilize swift flyers.
d100 = 86
D8=1:A portal vastly inappropriate for its location shifts colors endlessly, casting strange shadows on non-existent surfaces. Through it, whispered fragments of prophecies predict contradictory outcomes. Venture through, and find yourself in an arena where spectral combatants battle with weapons of pure paradox. Fight your way free, discerning which figures disguise greater fates. Avoid, and lose the opportunity for power and understanding of the Plane’s most secret conspiracies. The portal pulses with soul-shaking energies, promising and threatening in equal measure.
D8=2: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.
D8=3:Amidst slicing wind currents, the players intercept signals about a secretive theft prepared by a hidden collective aiming for the Arcane Council’s wind-dropped vault. Three storm golems patrol the vault. The collective’s objectives align with broader conspiracies, shaping the party’s decision to collaborate, undermine, or confront them outright.
D8=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.
D8=5: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.
D8=6: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.
D8=7:Sudden squalls of rain, sleet, or snow descend on the players.
D8=8:A large fish made of clouds appears and nuzzles the players, hoping they will feed it. The fish is friendly and provides the party with information about the area.
d100 = 87
D8=1:The air rips open and 4 air elementals appear. They beckon the players to follow them to a hidden city of evil air elementals.
D8=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.
D8=3:A turbulent patch of wind where 1d4 air weirds dance and swirl with unrestrained glee.
D8=4:A sudden, intense storm is brewing. Caught within it, 3d4 storm elementals demand tribute unless the party can calm them with an artifact known as the Tempest Mirror. Should they survive, players might discover the storm was artificially engineered by hidden forces.
D8=5:Suddenly, a thunderhead rolls in, encasing a crystalline tear with healing properties or devastating energy depending on your respect for its ethereal power.
D8=6:A flying ship containing 2d10+3 human barbarians who attack the party.
D8=7:A spiraled tower of wind holds a captive elemental princess. Freeing her offers a powerful ally; failure entangles you in regal intrigue.
D8=8:A giant air elemental appears and offers to escort the party to any destination they wish. The air elemental can also provide protection from other creatures in the Elemental Plane of Air.
d100 = 88
D8=1: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.
D8=2: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.
D8=3:The group is buffeted towards a sky-high floating fortress manned by zephyr knights who have taken an oath to enforce order amidst the plane’s inherent chaos. These knights are embroiled in an ongoing battle with a tribe of free-spirited sky pirates riding air sharks. The knights seek to conscript the players to their cause, while the pirates appeal to their sense of freedom and adventure. The players must choose a side, leading to sequences of daring aerial battles, sabotage, or subterfuge. Their choice affects the plane’s balance and brings with it either the disciplined regimentation of order or the wild, free-spirited anarchy of the skies.
D8=4:A flotilla of shipwrecks from across dimensions drifts past, remnants of vessels claimed by the skies. Investigating the wrecks reveals spectral sailors trapped in a never-ending tempest, driven mad by their plight. Combat against 2d6 ghostly mariners is both a tragic responsibility and a test of compassion, as appeasing their spirits with tokens of remembrance or helping them let go of their past could free them and reward you with ethereal treasures.
D8=5:A group of tiny owls will fly by, followed by a group of large owls. The large owls will be carrying small wooden chests, which contain some treasure.
D8=6:Floating atop a billowing mist wave, the party encounters a spectral figure murmuring about "Aeromancer’s Folly"—a long-lost chamber housing vast tomes of arcane knowledge. Guarded by five ethereal wraiths operating in silence, accessing this chamber requires astute deception and aligns with secretive knowledge battles shaping the Plane.
D8=7:Dancing light and shadows play across translucent grounds as players encounter Anora, whose graceful agility peers them against air drakes that dive with deadly precision. Each drake falls, celebrating the players' solidarity and skill. Anora, a messenger from the Aether Kingdom, speaks of diplomatic tensions threatening to erupt, leaving room for the players to mediate or confront rising dangers.
D8=8:Underneath a vortex of shimmering light, players assist Lady Meliora, a sculptress of the wind, as she fends off gale-fiends disrupting her artistic creations. Restoring balance yields artistic masterpieces and knowledge of forgotten aerial artifacts, tales of which meld with broader planar conspiracies.
d100 = 89
D8=1:2d6 cloud serpents weave through the air, their bodies leaving vapor trails in their wake.
D8=2:Suddenly, a thunderhead rolls in, encasing a crystalline tear with healing properties or devastating energy depending on your respect for its ethereal power.
D8=3:A powerful storm is brewing and the party must seek shelter in a nearby tower. However, the tower is home to a mad wizard who has been experimenting with controlling weather. Can the party convince the mad wizard to stop the storm before it's too late?
D8=4:A young djinn, bored with his duties on his father's ship, decides to sneak off and explore the skies. He disguises himself as a human and asks the players if he can join their group, promising to use his magic to aid them. However, he may cause mischief and chaos along the way.
D8=5:A guard patrol of 2d8 aarakocra warriors keeping watch for potential dangers.
D8=6: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.
D8=7: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.
D8=8:A sudden downdraft sends the party spiraling through channels of cold, biting wind and thin clouds. They land upon a spiraling vortex of air and light that churns with fractal patterns. Spires of translucent stone rise and fall like breath, guarded by 3d6 air elemental warriors dancing in synchronized, deadly ballet. The warriors speak in ancient, whooshing whispers about an age-old prophecy dictated by the winds. Players can choose to uncover the prophecy’s secrets or combat the guardians. Each decision rearranges the landscape, shifting spires and vortexes into a new dance of chaos.
d100 = 90
D8=1:1d8 Tempest Beholders hover menacingly through electrically charged storm clouds, their central eyes crackling with the raw fury of controlled tempests, each eyestalk ready to unleash hell.
D8=2:A tornado, appearing almost playful, dances through the skies in random patterns. Inside it, 2d6 air mephits gleefully demand a tribute of songs and stories in exchange for safe passage. Failure to entertain may result in the party getting tossed about like leaves in the breeze.
D8=3:A mysterious mask floating on an island grants visions when worn, depicting scenes of endless pranks and tricks by an ancient air deity. The mask conveys truths about the Plane of Air but also instigates an onslaught of trickster elementals.
D8=4:A group of storm elementals is flying through the sky, their loud, thunderous laughter echoing around them.
D8=5:A mysterious sandstorm appears, seemingly coming from nowhere. As the players get closer, they hear the sound of a flute being played. They must follow the sound and face the powerful bard responsible for the storm.
D8=6:The horizon fractures in trembling vertical planes, each segment a shade of light or darkness fluctuating perception. Figures of 7d2 palpable mirages leap from shattered junctures, attacking not by force but in subduction of light and emotion. Combat hinges upon more than skill—a well-timed blaze of empathy, calculated alignment of fear or hope. Mirages fragment into vignettes, half-realized visions folding back upon whispered machinations of primal elemental rulers. Resolution creates tenuous portals leading beyond to new kaleidoscopic pathways.
D8=7: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.
D8=8:The party comes across a group of kenku who are trying to rebuild their crashed airship. They ask the players for assistance in retrieving necessary parts from nearby settlements.
d100 = 91
D8=1:A group of lightning bolts are trying to start a campfire.
D8=2:A half-formed tornado with a face challenges the players to a riddle contest. It grumbles, “I promise this riddle won’t blow you away!”
D8=3: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.
D8=4:Small funnels of clear air create miniature tornadoes.
D8=5:A celestial nimbus of vibrating colors unravels the comprehension of conventional space. A symphony of siren calls guides to grandiose fountains of elemental air, spewing clouds shaping monstrous, effervescent forms of 3d8 gaseous horrors. Surviving their encounter coerces acts of intuitive combat, understanding harmonics and frequencies in air. Fate knots tighten or slacken at the pressure of choices; control guides them to anchor points of safer aether flows or to tumultuous whirlwinds, reflecting the cosmic agitations of planes intersecting within dreamlike states.
D8=6:A storm giant is riding atop a giant eagle and searching for prey.
D8=7:A colossal jellyfish-like creature drifts idly, its tendrils capturing and crystallizing air currents. The players must fend off the 1d20 stingers to harvest fragments of currents, useful for various potent spells or planar navigation.
D8=8: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.
d100 = 92
D8=1:The trail takes a sharp turn to the left. On the trail ahead, a 20-foot long snake is coiled up on the trail. It attacks anyone that comes too close. It is not really a snake, it is a long length of rope with one end tied to a stick. The stick has the head of a snake on it. It is an illusion.
D8=2:A group of 2d6+2 efreeti are fighting against a group of 2d6+2 fire elementals.
D8=3:The players come across a small village floating in the sky, with its inhabitants all having the ability to fly. However, they are being terrorized by a group of air elementals who are angry about their intrusion into their territory. The players must mediate a peaceful solution or defeat the elementals.
D8=4:Within a calm weather pocket, the adventurers find an ageless warrior in meditation. He offers a challenge of combat, revealing his true form as an air elemental with access to a sacred weapon forged from pure breeze. Defeating him in honorable combat earns the weapon, but trickery results in formidable retaliation.
D8=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.
D8=6:Suspended in the endless azure expanse, the party intercepts a stolen relic floating within a cobwebbed aether nest guarded by three air elementals. As they approach, an unseen pirate crew of four wyverns descends from above, seeking to reclaim their loot. A pitched battle amid the misty airdocks ensues, with the relic's true power gradually revealed—command over the winds themselves.
D8=7:An airship, crewed by pirates who trade in secrets, hails you. Their proposition offers information but demands a costly barter in return.
D8=8:The characters come across a mysterious island in the middle of the sky. An invisible wall surrounds the island and prevents the party from entering.
d100 = 93
D8=1:A powerful windstorm picks up all the nearby creatures and hurls them into the air.
D8=2:Aerial Guardians formed from pure wind, numbering 3d4, each armed with weapons of hardened air, converge upon the party, testing their valor and righteousness in the name of an ancient covenant.
D8=3: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.
D8=4:A patrol of 1d8 zephyr knights swirls past, their armor gleaming in the light of a never-setting sun.
D8=5:A loud thunderclap is heard from the direction of a strange cloud formation which turns out to be an elemental creature made of lightning. It attacks the party.
D8=6:An ethereal 3d8 congregation of air wraiths drifts past, phasing in and out of the visible spectrum.
D8=7:2d6 Sky Knights mounted on Hippogriffs, patrolling for enemies of their aerial kingdom, aggressively challenge the party to prove their worth or face annihilation.
D8=8:An ethereal choir of 2d6 air nymphs singing hymns that drift in and out of hearing.
d100 = 94
D8=1:The players spot a temple floating in the sky. As they approach, they discover that it is the temple of the powerful deity of the winds. The deity may offer them a challenge or task to prove their worth.
D8=2:Players are attacked by a group of 1d4 giant vultures. The vultures are scouts for an approaching army of giants and ogres.
D8=3:A small tornado appears and flies toward the party. Inside is a tiny, humanoid elemental with red hair, a beard and piercing blue eyes. If attacked, it will fight up to three rounds, then flee from the battle. It can cast magic missile at first level and can be questioned about anything in the area. It will answer truthfully, but it's only a level one spellcaster.
D8=4:An air elemental, who has been turned into a vampire, is flying through the air. It will attack anything it sees.
D8=5:The characters come across an airship inhabited by a band of mischievous woodland sprites.
D8=6:Faint, orange-red autumn leaves glide effortlessly through the air, almost as if being guided by unseen hands.
D8=7:A refreshing spring drizzle smells faintly of flowers and new grass.
D8=8:The players find themselves caught amidst a titanic struggle between rival sky-divinities, Tempestina the Windward and Aeloria the Gale. Each deity beckons the players to their cause in a celestial feud that disrupts the balance of the air plane. Following Tempestina means traversing sacred cyclone paths and aiding in her reclamation of ancient sky-temples from Aeloria. Choosing Aeloria aligns them with stealthy air assassins and forbidden wind magics. Neutrality invites combat from both sides, forcing intricate diplomacy and guerrilla tactics. The divinities’ battle scars shape the Plane, with mythical aerial echoes and legends etched across skyscapes, altering the plane’s destiny itself.
d100 = 95
D8=1:A swarm of tiny, translucent spring bees buzz past, gathering ethereal nectar from unseen flowers.
D8=2:A conjuration of storm hawks forms unprompted, their screeching fierce yet beseeching aid in unspoken struggles. Engaging finds allies—or oppositional force.
D8=3:The players witness a group of air elementals battling against a group of fire elementals in the distance. They must choose whether to intervene and possibly face both forces or stay out of the conflict.
D8=4:2d8 zephyrs forming intangible formations that share messages between realms.
D8=5:The party encounters a flying temple inhabited by a group of peaceful air genies. They are willing to share their knowledge and wisdom with the players, but only if they can prove themselves worthy through a series of challenges and tests.
D8=6:Gusting winds mask lurking presences with raucous noise.
D8=7: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.
D8=8:The party is attacked by a swarm of flying creatures known as whirlwings. These creatures are known for creating powerful and destructive whirlwinds in their wake.
d100 = 96
D8=1:A group of 7 sentient lightning bolts are trying to start a thunderstorm by striking around an old tree that's floating in the air.
D8=2:A delegation of 1d6 djinn nobles floats past on a grand sky barge, attended to by their elemental servants.
D8=3:An ominous black cloud morphs into a Shambling Storm, a chaotic entity composed of thunder and lightning, seeking to consume anything in its path.
D8=4: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.
D8=5:As you navigate through a swirling vortex, a majestic rocsong resonates, drawing your attention to an epic battle between 2d4 wyverns and a powerful air elemental. Telepathic whispers from the elemental seek aid, promising a legendary artifact in return. The wyverns offer a formidable challenge, but victory secures the artifact and a grateful elemental companion.
D8=6:Viscous, heavy fog clings to clothing, making movement laborious.
D8=7:A strange wind begins to blow in the area, carrying a strange smell with it. If the party investigates, they will discover a hidden alchemical laboratory, where a mad wizard is attempting to create a powerful potion.
D8=8:The party encounters a group of djinn who are arguing over the ownership of a powerful flying carpet. The players must decide who should rightfully possess the magical carpet.
d100 = 97
D8=1:A cloud giant flies over the players, throwing 1d20 lightning bolts at them, each doing 2d8 damage.
D8=2:A group of giant butterflies with razor-sharp wings are seen hovering above a field of beautiful flowers. The players must navigate through the swarm without getting cut or may need to fight off the butterflies if they are provoked.
D8=3:The clouds part to reveal an arena of ancient conflict, airships dueling with ribbons of flame in suspending bouts of historic enigma. The ghosts of air scholars and warriors alike play out unresolved grudges. Participants are drawn into these echoing battles; intervene and risk becoming entangled in spectral wars still unresolved, step aside and witness historical truths unfold, revealing cosmic alignments and unbidden conspiracies. Any strategic action reverberates, causing the landscapes to shift and player motivations themselves to be questioned and altered.
D8=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.
D8=5:A wizard has been kidnapped by a group of air elementals and is being held in their lair.
D8=6:A solemn procession of 1d4 cloud druids performing ancient rites for the spirits of the sky.
D8=7:A flock of flying sheep pass by, but one of them seems to be made entirely out of clouds. It rains fluffy cotton whenever it flies too close to the party.
D8=8:An elf is being chased by a giant eagle.
d100 = 98
D8=1:2d6 air crocodiles lazily drift by, snapping at the occasional sky fish.
D8=2:A gentle spring zephyr brings the sound of distant, ethereal chimes.
D8=3:Upon a floating rock slab, radiant yet perilous plumes of constant lightning surround the discovery of a petrified titan holding a glowing rune. An encounter with 3 storm giants who aim to reclaim the titan's power turns deadly. Wrestling with this moment, they uncover fragmentary histories of celestial wars and divine retributions.
D8=4:A skydiving race organized by 2d6 mischievous air sprites challenges the party to dive through floating rings of air and wind tunnels. Winning the race grants the indomitable skydiver’s badge, which confers resistance to fall damage.
D8=5:An assembly of 3d4 air-themed art constructs, each providing a static representation of windy lore.
D8=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.
D8=7:A powerful storm rages through the area, with lightning and strong gusts of wind threatening to destroy everything in its path. The players must navigate through the storm, using their wits and abilities to survive.
D8=8:A group of 2d6+4 men are taking shelter from the storm in a nearby cave, near the players. They are wounded and need help.
d100 = 99
D8=1:Air elementals form into a deadly tempest, blocking the critical path with tempestuous force. “This is a blow-by-blow encounter!”
D8=2:A powerful cold front makes its way through the area, bringing a strong wind and freezing temperatures with it. The strong wind will blow for 1d8+4 rounds and will bring along with it a hail storm of 1d8+4 rounds, with each round lasting for 1d4 rounds and dealing 1d6 piercing damage to anyone caught out in it, as well as blowing around anything not tied down.
D8=3:A council of air elemental nobles in a resplendent vista has secreted away the Heart of Zephyr. The players, dressed as messengers or servants, must stealthily retrieve it during a grand gala. Securing forged invitations allows them access, but each mistake draws the suspicious eyes of seven wind genie bodyguards.
D8=4: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.
D8=5:You come across an ancient stone archway. It is filled with strange runes and symbols. If touched, it will open a portal to another plane.
D8=6:A brigade of 1d12 air soldiers performing a synchronized marching drill on floating platforms.
D8=7: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.
D8=8:A giant bird swoops down from the sky and attacks the players with its beak for 1d8+1 damage.
d100 = 100
D8=1:A series of portals whirl through the air, each leading to a different elemental plane. The party must navigate through them carefully or risk being thrown into a different plane.
D8=2:Cold gusts suddenly ice over equipment and surfaces.
D8=3:An endless voidscape reveals a floating menagerie of imprisoned air monstrosities and sacred guardians encaged by voidriders. The telepathically united guardians seek your strength for liberation. Achieving such heroic liberation marks the dawn where elemental guardians and you craft immense alliances against incursion.
D8=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.
D8=5:A group of winged monkeys swoops down from the clouds and attacks the party. The monkeys are quite strong, but can be defeated with a few well-placed spells.
D8=6:A procession of translucent butterflies numbering 3d12, gliding with supernatural grace.
D8=7: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.
D8=8:Synchronistic air pulses mess with timing and rhythm.
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Other dice tiers for the elemental plane of air: D1, D4, D6, 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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Scan to open Elemental Plane of Air encounters (d8) on your phoneScannable QR code encoding the URL https://www.doungim.com/dnd/encounters/elemental-plane-of-air/d8. Point a phone camera at this code to open the Elemental Plane of Air encounters (d8) page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.