D1 Random Elemental Plane of Air Encounters
- Drift loads of auburn autumn leaves surround, gently coercing you to slow down.
- An enormous Roc flies through the sky, its talons clutching a magical artifact.
- The resonance of a long-lost cuica (a friction drum) distorts the ambiance, weaving mysterious tales from deeper realms for your enlightenment or peril.
- 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.
- 1d4 seraphs, their wings leaving trails of radiant wind in their wake.
- 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.
- A group of 2d4+2 elementals are walking around the area. They do not appear to be alive. If players get close to one of them, it will reach out and grab one of them and pull them close so it can attack them with its fists. A fist made of pure elemental air has a reach of 10 feet and does 1d6+2 points of damage per hit.
- Players stumble upon an elemental court made up of 10 different Elementals who are arguing and debating a court case.
- The party sees a group of 1d4+2 human barbarians approaching. They are riding seven-legged horses with wings and have a pet lightning elemental with them.
- They glimpse shimmering air-streams forming semblances of landmasses, each guarded by 1d6 air spirits with forms reflecting the terrains within the streams. These streams hold previous knowledge or caches but are highly volatile if disturbed.
About Random Elemental Plane of Air Encounters AI
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