A complete D&D 5e random encounter table for elemental plane of earth scenes. Roll a d100 to pick a set, then roll a D10 to pick a scenario within that set — 1,000 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a elemental plane of earth, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D10 to pick one of 10 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D10 Elemental Plane of Earth encounter table
d100 = 1
D10=1:You see a stone golem slowly walking in a straight line, not stopping for any obstacles in its path.
D10=2:An aasimar named Flinford, claiming to have fallen from the heavens, is puzzled by the dense and unfamiliar terrain.
D10=3:A powerful elemental surge traps them in a stone loop. Collective insight helps to break free.
D10=4:The ground here is uneven, suggesting recent seismic activity.
D10=5:A giant hand appears out of the ground and grabs a character. It pulls them down into the ground. They find themselves in a cave system deep underground. The cave system is inhabited by kobolds and a dragon.
D10=6:A firbolg named Mossbeard tends a small garden of earth-infused plants, speaking lovingly to each sprout.
D10=7:A narrow tunnel requires the cooperation to navigate, ensuring no one gets stuck.
D10=8:An earth genasi named Terraquill writes messages in the sand, leaving cryptic but inspiring notes for future travelers.
D10=9:A human child named Pebly wanders around, searching for her lost pet rock and asking anyone she meets for help.
D10=10:The adventurers find a cavern with gravity-defying stalactites and are suddenly flanked by 1d10 Earth Djinn. These beings will challenge the party to solve riddles related to the ancient magic sustaining the unusual phenomena.
d100 = 2
D10=1:Giant Beetles - The party sees a group of six giant beetles, they are fighting a group of four goblins.
D10=2:A group of 2d6 earth dragons are engaged in a fierce battle over territory and treasure. The players can choose to intervene or wait and see if any loot is left behind after the dragons finish their fight.
D10=3:Ahead of the players, they will see a hill. On top of the hill, they will see 2d6+2 brownies. They are all armed with a small bow and a small dagger. They are all wearing a small leather jerkin and a pair of leather trousers. The brownies have seen the players and they will attack. (Willow!)
D10=4:A group of 1d4+4 goblins are attacking a group of 2d4 mercenaries. The mercenaries are yelling "AT LEAST WE GET PAID FOR THIS!" and the goblins are yelling "MONEY!"
D10=5:A group of 3d4+4 dwarves are standing in a circle around a campfire. A mid-sized lizard is roasting over the fire. If players ask, the dwarves will tell them that they are looking for their king. The dwarves will offer the players a beer if they can pass a STR check.
D10=6:A meditative gathering of 2d4 peaceful Xorn priests are gathered around an intricate Tectonic Altar, inviting respectful pilgrims to join their quiet contemplation of Earth's raw essence.
D10=7:You find yourself in a large cavern filled with gems.
D10=8:A group of men are offering to sell a party of adventurers a map that leads to the tomb of a famous wizard who is buried with his treasure. The map is actually a map to a dungeon that was created by the men themselves and they are trying to deceive the party into going there so they can steal their stuff and run away before they can catch them.
D10=9:The players are suddenly surrounded by a pack of burrowing ankhegs. They must fight their way out or find a way to escape before the ankhegs devour them.
D10=10:A human named Crusty collects fossils, eagerly sharing his knowledge about ancient creatures that once roamed the plane.
d100 = 3
D10=1:Testing the integrity of underground cisterns ensures a reliable freshwater source without creating floods.
D10=2:A seemingly peaceful underground garden made of glowing crystals is actually alive. The crystals lash out with vines, attacking anyone who tries to pick them.
D10=3:A group of human bandits are riding horses through the area. They are looking for a place to hide from the law. They will attack anyone who gets in their way.
D10=4:Orogs are attacking the party's camp and their guard of 1d4+1 guards are fighting them off.
D10=5:A large boulder blocks the path ahead. As the players try to move it, they hear a booming voice demanding to know why they are disturbing its slumber. It turns out to be a sleeping stone giant, and if the players can amuse it with jokes and stories, it will let them pass unharmed.
D10=6:Puddles of water form on the ground, increasing to a stream the party has to jump in and fight off the water elementals that are threatening the party.
D10=7:An original, yet sad, song about swimming and drowning with a group of sea hags.
D10=8:They come across a small underground lake with crystal-clear water.
D10=9:The party encounters a sleeping rocky drake and must decide how to move past it without waking it.
D10=10:A goliath named Stonefist practices martial arts, using heavy boulders as practice dummies in his rigorous training.
d100 = 4
D10=1:Two 2d4+4 half-giants are arguing about what to name their new baby. A half-giant baby is sitting in the middle of the road playing with a wooden toy horse.
D10=2:There are zombies coming out of the lake.
D10=3:A corridor lined with unstable crystal formations, needing the combined effort to avoid sudden energy bursts.
D10=4:A wizened tortle named Bedrock prays to the earth spirits, fervently asking for their guidance and protection.
D10=5:An idyllic stream of molten gold flows serenely through a valley of gemstones, softly worshipped by 4d4 Troggledytes who offer to anoint the adventurers with protective golden luster.
D10=6:A group of men are arguing about how to deal with a group of giants that have been attacking their town.
D10=7:The adventurers stumble upon an eerie field of glowing crystals, inhabited by 2d8 Magmin. These fiery beings are mischievous and potentially dangerous, setting traps and causing minor explosions to deter intruders.
D10=8:A group of 2d6 goblins is hiding in the bushes. They are waiting for travelers to walk past so that they can attack them.
D10=9:A seemingly abandoned quarry hums with latent magical energy. Upon closer inspection, it is the lair of a Medusa who has petrified countless explorers, transforming them into statues for her macabre collection.
D10=10:A network of tight, twisting tunnels challenges the party's ability to navigate and avoid dead ends.
d100 = 5
D10=1:A series of balancing boulders provides a precarious path. They must support each other to traverse.
D10=2:A group of humans are standing around a large fire, they are having a party.
D10=3:Suddenly, the ground around the party becomes animated, turning into quicksand. From this treacherous ground emerges a Stone Giant intent on making the adventurers leave his domain.
D10=4:A human named Rubblewatch keeps a meticulous log of seismic activity, dutifully recording every shake and tremor.
D10=5:A tribe of Myconids (mushroom folk) guard an entrance to the Underdark, offering passage in exchange for fertile soil from the Material Plane. But watch for hidden threats within their fungal forest.
D10=6:While navigating a labyrinth of crystalline tunnels, the party is ambushed by 3d4 Bulette. These land sharks are ravenously hungry and see the adventurers as their next meal, attacking from above and below with terrifying speed.
D10=7:The party finds two gnomes fighting over a pile of gold coins. They are arguing about how best to spend it.
D10=8:A goblin named Sprocket is trying to fix a broken-down stone cart, muttering curses in goblin about faulty engineering.
D10=9:The players stumble upon a group of duergar, who are in the middle of a heated argument. One of them has stolen the other's prized possession, a magical hammer. The players can choose to help resolve the dispute or take the hammer for themselves.
D10=10:The players hear a group of 2d4 mercenaries arguing about the location of the Treasure of the First Cult. They are drunk, and will attack the players thinking they are cultists.
d100 = 6
D10=1:The group finds themselves in a field of falling stalactites. Each shard conceals a sprite with ancient knowledge, but gaining its guidance tests their physical prowess against relentless attacks.
D10=2:A highly magnetic cave attracts metallic objects threatening the party’s gear; they must work together to navigate without loss.
D10=3:The players hear a rumbling sound. They see a small hill rolling toward them. It is moving at about 10 feet per round. It is about 10 feet tall and it is about 10 feet wide. It is made out of stone. When it gets close, it stops and it attacks the players with a Rock Blast (rolled like a breath weapon). It is a stone golem.
D10=4:An orc named Gravelthump is fashioning a crude but sturdy house from boulders, proud of his craftsmanship.
D10=5:A wizened tortle named Bedrock prays to the earth spirits, fervently asking for their guidance and protection.
D10=6:The party stumbles upon quicksand-like mud that must be crossed with care.
D10=7:A group of 1d4+2 half-elven rangers are hunting goblins in the area. They will ask the party to help them with the goblins.
D10=8:A chamber containing a massive crystalline heart of the earth hear beats resonate through the plane. Its crystals offer substantial magic upon extraction but necessitating significant sacrifice.
D10=9:A group of 4d4 dwarves are working on a new stone wall around their village. They are very friendly, and they will invite the party to stay with them for a few days. They will offer to feed and lodge the party, but they won't offer any payment for their services unless the party helps them rebuild their village.
D10=10:The group finds itself in an underground tunnel that leads to an ancient temple dedicated to an unknown god.
d100 = 7
D10=1:The party hears a rustling sound and then they see a small earth elemental run out, it just runs by the party and then it turns to another direction and runs again.
D10=2:The party finds a large underground library filled with books made of stone tablets. They must decipher the ancient language to find important information about the Elemental Plane of Earth.
D10=3:The path splits into three, and the party must determine which leads to safety and which lead to danger.
D10=4:In a royal courtyard chiseled from jade, 2d4 Elemental Monks meditate in perfect harmony. They practice a unique style of silent martial arts and offer to share their techniques with those proven worthy.
D10=5:A group of earth elementals are having a territorial dispute with a group of fire elementals. The party must choose a side or try to negotiate peace between the two opposing forces.
D10=6:An underground lake filled with glowing algae that can heal any injuries. However, the lake is guarded by a giant earthworm that will attack anyone who tries to approach it. Will the players risk facing the beast for a chance at healing or will they find another way to soothe their wounds?
D10=7:The party comes across a field of grass that is covered in hundreds of tiny rabbits. The rabbits are eating the grass like normal rabbits do, but they are dire rabbits like from Monty Python. (First player to say "Consult the book of armaments" receives +10% bonus to xp for the session.)
D10=8:A distant rumbling sound reverberates through the earth.
D10=9:An ancient, massive Stone Giant is running a peaceful school deep within a cavern; 2d10 younger giants are learning about Earth lore. Respect towards their culture earns the adventurers insight into geological phenomena.
D10=10:A group of dwarves are trying to excavate a mountain to build a new city, but they are unknowingly disturbing a powerful earth elemental who is not happy with their intrusion. Will the players help the dwarves or will they face the wrath of the elemental?
d100 = 8
D10=1:Caves with small trickling rivers, 2d6 cavemen.
D10=2:At a depth feared by many, a colossal cavern houses the sunken throne of an ancient Dao lord. Awakening him could either draw a formidable ally or the plane's most fearsome adversary into existence.
D10=3:Players find an abandoned mining cart. They must work together to repair and use it to travel more quickly.
D10=4:Inside a massive geode, players find a cavern filled with precious gems and a tribe of enslaved duergar. Freeing the duergar is morally just but risks the ire of their earth elemental overseers.
D10=5:They find a broken statue, half-buried in the earth.
D10=6:The tunnel is filled with fine silt that chokes the air, requiring face-coverings to pass.
D10=7:An orc named Gravelthump is fashioning a crude but sturdy house from boulders, proud of his craftsmanship.
D10=8:A wall of smooth granite is too sheer to climb without special equipment or magic.
D10=9:An earth genasi bard named Loam is playing a didgeridoo made from petrified wood, causing the ground to hum with each note.
D10=10:The terrain suddenly transforms into razor-sharp crystalline shards. The shards are remnants of a shattered Earth Elemental Prince who reforms within minutes to engage in a relentless hunt for the intruders.
d100 = 9
D10=1:A wizard has created a magical golem that can control the earth, but it has gone rogue and is causing destruction in its wake. The players must either find a way to stop the golem or find a way to control it for their own purposes.
D10=2:An ancient stone dragon is resting in a deep crevice in the ground and it awakens when the party approaches.
D10=3:The air changes temperature suddenly, from freezing cold to scorching hot, leading to potential disorientation.
D10=4:Caverns adorned with rare luminous crystals are protected by a pack of snarling Gorgons, drawn to the light and hostile to any interlopers.
D10=5:A group of 10 orcs are running towards you, they are yelling "YOU! WILL NOT! RUIN! OUR WORLD! MUST KILL! YOU!"
D10=6:A group of dwarves riding worgs and leading an enormous stone dragon.
D10=7:The players see a group of 2d6+2 thugs. They are armed with sword and shield. They are looking for someone to mug. They will attack anyone who looks like they might put up a fight.
D10=8:A powerful elemental surge traps them in a stone loop. Collective insight helps to break free.
D10=9:The party finds a large stone golem that has been broken apart and left dormant. If the party investigates further, they will discover a hidden switch that will activate the golem.
D10=10:Two men are arguing about a creature that possesses a powerful magic item. They are unsure if it's a demon or not. If the players ask, they will be told the creature is a demon from the Elemental Plane of Fire.
d100 = 10
D10=1:A mysterious hooded figure offers the players a deal - in exchange for an artifact from the elemental plane of fire, they will receive a powerful artifact of their own. However, the task will not be easy as they must navigate through treacherous tunnels filled with deadly traps and creatures.
D10=2:A docile pack of 2d6 Bulette pups are playing amidst boulders under the watchful eye of their adult guardians. The adults are protective but not aggressive, allowing interaction if approached with calmness.
D10=3:Hidden in a small alcove, a clutch of rare, delicate stoneflowers must be carefully collected.
D10=4:A network of narrowly winding tunnels reveals 2d4 Earth Elemental Myrmidons—elite warriors in service to a powerful Earth Genie. These warriors will test the party's mettle to determine if they are friend or foe.
D10=5:You come across a giant earth elemental, it is standing atop a pile of treasure.
D10=6:They find a series of small, narrow tunnels that twist and turn.
D10=7:They observe a group of mole-like creatures digging through the ground.
D10=8:A hollowed-out mountain basin leads the group to an ancient earthen temple, inhabited by 3d6 Clay Golems who interpret the ancient texts that once defined an entire people’s culture and history. They might be open to parley, demanding specific offerings or linguistic puzzles solved for passage.
D10=9:A vast crypt where petrified ghosts wander, their stony visages maintaining stories and lore of lost eras. They offer guidance or destruction to visitors based on their actions.
D10=10:Players come across a tunnel bore machine led by deep gnomes seeking to unlock forbidden caverns. They request help, but such explorations could awaken dire, primeval earth forces.
d100 = 11
D10=1:A mind-boggling maze of subterranean tunnels is the lair of crystal dragons. The inhabitants provide secrets of the Plane, but only if the players agree to clear out a colony of unwanted mephits.
D10=2:It seems like you are walking down a cavern in the elemental plane of earth. A chasm opens up right in front of you. A gargoyle flies out of the chasm.
D10=3:A group of duergar (dark dwarves) are attempting to summon a powerful demon using a ritual on a magic circle made of precious gems. The players must either stop the ritual or face the consequences of unleashing a demon onto the plane.
D10=4:The party hears a rumbling noise and sees a giant stone hurling towards them. It is a giant stone giant throwing a boulder at them.
D10=5:An ancient, massive Stone Giant is running a peaceful school deep within a cavern; 2d10 younger giants are learning about Earth lore. Respect towards their culture earns the adventurers insight into geological phenomena.
D10=6:You come across a large rock formation that is shaped like a giant's face.
D10=7:The vain spirit of an ancient dwarven king resides in a magnificent crystal throne. He challenges adventurers to prove their worth through trials, offering a legendary weapon as the prize but also setting deadly traps for the unworthy.
D10=8:A large beast resembling a cross between a lion and a bull roars at the party, blocking their path. It will attack the party unless they can prove that they are worthy of passing by.
D10=9:A mysterious old wizard, with a long white beard, appears before the party. He offers to trade a handful of enchanted earth elementals for a rare diamond the party may have in their possession. The elementals will serve as loyal helpers for the party's journey into unknown depths.
D10=10:The party finds a small grove of trees that are filled with small, perfectly ripened apples.
d100 = 12
D10=1:2d6 human barbarians driving cattle, they are heading towards their homeland.
D10=2:A collapsed mineshaft must be navigationally excavated for hidden treasures.
D10=3:Tunnels lead to a dormant terracotta army meant to awaken at a prophecy's fulfillment. The players must decide to activate or destroy these powerful constructs.
D10=4:A group of 2d6 humans are hiking down a trail, looking nervous. They are carrying a small chest marked with a strange symbol. If players ask, they will say that they are looking for the center of the world. They don't know how to get there, but they are willing to pay 1d10x10 gold pieces if players can find them a way there.
D10=5:An elderly man is walking toward the mountain. He is carrying a small sack. He is going to the graveyard to visit his dead wife's grave. He will tell players about the graveyard and the nearby tavern, which is favorite among the locals.
D10=6:An underground fire creates a dangerous and smoky environment that must be navigated carefully.
D10=7:A warforged named Rubbleforge methodically tests out different stone materials, hoping to find the most durable for crafting.
D10=8:Players encounter an earth elemental who wishes to flee its master, a cruel sorcerer. Helping the elemental offers companionship and aid, but also risks the sorcerer’s retribution.
D10=9:A group of men and women is sitting around a campfire. They are talking about the creatures that live in the caverns.
D10=10:A group of humans are worshiping a stone idol that looks like a large stone golem. They hope that their god will answer their prayers by granting them one of its powers. The party will have to convince them to abandon their religion and worship a different god that is not so demanding of its followers.
d100 = 13
D10=1:Mephit of Earth - The party sees a group of six Mephit of Earth, they sit on a small hill and they are singing a song.
D10=2:The players see a city guard. He is investigating a crime scene. He is looking around for clues. He is concerned that the criminals will get away with their crime. If players get involved, he will ask for their help in catching the bad guys.
D10=3:A magical barrier of compacted earth can only be dispelled with the right incantation or touch.
D10=4:The party runs into a group of 2d6+2 giant stone spiders that are patrolling the area.
D10=5:A cave-in has exposed poisonous spores that require careful handling to avoid inhalation.
D10=6:The party encounters a group of dwarves who are attempting to create a massive underground city. However, their plans are constantly being thwarted by a mischievous group of goblins who live in the area. Will the party help the dwarves or side with the goblins?
D10=7:A group of goblins are digging through the ground in an attempt to find buried treasure. They are digging through a room full of sleeping ogres. The ogres awaken and attack!
D10=8:The party finds an abandoned mine shaft that is filled with a strange green mist. Touching the mist causes visions of monsters and creatures from other planes to appear in your mind.
D10=9:Whispers in the dark guide the party to a stone altar forming the centerpiece of an ancient ritual. The ritual area is filled with traps that will summon an ancient Earth Elemental Spirit if activated.
D10=10:A human named Dustswirl is conducting a wind experiment using carefully placed fans made of thick hide and stone.
d100 = 14
D10=1:The party must perform precise stonecutting to open a hidden door without damaging it.
D10=2:The party will see a group of 10 gnomes, they are headed towards some caves in the rock.
D10=3:The party comes across a group of Galeb Duhrs, who challenge them to a game of rock, paper, scissors. The Galeb Duhrs have a powerful ability to manipulate stone and the party must use their wits to defeat them.
D10=4:Natural gas pockets threaten to ignite. The group must identify and carefully ventilate the area.
D10=5:You come across a strange, glowing rock formation in the middle of a dry desert. Touching the rocks causes strange visions to appear in your mind.
D10=6:A crystal golem is roaming the area and can't be killed by conventional methods.
D10=7:A group of humans is digging in the ground nearby. They are looking for treasure. They will attack anyone who interferes with their work.
D10=8:A group of dwarves are trying to excavate a mountain to build a new city, but they are unknowingly disturbing a powerful earth elemental who is not happy with their intrusion. Will the players help the dwarves or will they face the wrath of the elemental?
D10=9:Dangerous mineral veins secrete acidic gas that must be neutralized or avoided.
D10=10:The party hears a loud rumbling and soon discovers a group of dwarves using explosives to dig for precious gems. They must be careful not to get caught in the blast.
d100 = 15
D10=1:The party encounters a patch of 2d10+4 large worms eating the body of a large goat. The worms will attack the party if they get too close to them.
D10=2:An underground fungus forest reveals a congregation of 2d4 Shambling Mounds. The creatures heave and lurch into aggressive action if they take the adventurers as a threat to their domain.
D10=3:The players come across a group of miners who are stuck in a cursed mine. They are being pursued by a vengeful spirit that is trapped within the mine for eternity. Will the players find a way to break the curse or will they face the wrath of the angry spirit?
D10=4:A steep, slippery slope made of loose gravel requires careful climbing or descent.
D10=5:A human artist named Spiracle carves delicate figures out of sandstone, frequently blowing away dust to reveal their details.
D10=6:A giant, animated statue of a man in plate mail strides down the path. If the party gets too close to it, it will attack them. It is a golem, and it will fight until it has taken enough damage to be destroyed.
D10=7:A group of people are on their way back from a nearby city to their village. They are dirty and are carrying a lot of stuff in their wagon.
D10=8:A group of stone golems are guarding a magical artifact.
D10=9:A man is sitting on the side of the road. He is wearing a cloak and a wide-brimmed hat. He is holding a cane in one hand and a glass of wine in the other hand. He is singing a song about the local lord and his evil wizard son. He will give the players a piece of information about the local lord and his evil wizard son if they pay him 10 gold pieces. The information is actually an accusation that someone has been framed for a crime they did not commit.
D10=10:Dangerous mineral veins secrete acidic gas that must be neutralized or avoided.
d100 = 16
D10=1:A pack of displacer beasts are stalking their prey near a large boulder. They attack the party from different angles, using their ability to appear in multiple places at once.
D10=2:You come across a group of stone giants feasting on a large carcass. They seem unaware of your presence but won't hesitate to attack if provoked.
D10=3:A contest held by a group of earth elementals, challenging the players to a game of strength and endurance. Will the players accept and possibly win a valuable prize or will they decline and risk angering the powerful elementals?
D10=4:The ground begins to crack and split, revealing a chasm filled with glowing, ethereal gemstones. These 'Soul Stones' attract spirits seeking peace, and the party must navigate between aiding these souls and exploiting the gems’ power.
D10=5:A group of 2d8 bandits are running away from a group of 2d10 wild dogs that are chasing after them. The dogs are made of stone and are ethereal with 2 HD each. They are made of 2d6 pieces of stone and have 2 maws with 2 sets of fangs with 2 heads with 2 eyes on each head with 2 horns on each head and they are made of stone and they move like snakes through the otherworld on the Elemental Plane of Earth, coming from the Elemental Plane of Earth each time they come through to the material plane, blinking in one eye at a time like that.
D10=6:A powerful druid who is able to control the earth itself needs help retrieving an ancient artifact from a group of fire elementals who have taken it. But will the players be able to withstand the intense heat and challenges of the fire elemental's territory?
D10=7:You spot a group of humans who appear to be in a trance-like state. As you get closer, you realize that they are all under the influence of a powerful enchantment.
D10=8:A group of humans are standing around a large fire, they are having a wedding for someone who got married.
D10=9:A group of 2d6 goblins, they are leading a group of 4 elves with a wooden cart.
D10=10:A cavern ceiling threatens to collapse. Players must use their skills to stabilize it until they can safely pass.
d100 = 17
D10=1:A cavern rich with gold has a dragon guarding it. The dragon is not only intelligent but also capable of blending perfectly into its surroundings, making it all the more dangerous.
D10=2:The group stumbles upon a hidden refuge occupied by earth genasi scholars needing translation help with ancient texts.
D10=3:Puddles of water form on the ground, increasing to a stream the party has to jump in and fight off the water elementals that are threatening the party.
D10=4:The group finds an ancient, long-lost dwarven hold now commanded by 2d8 Gargoyles. These stone guardians hold the place sacred and will fiercely defend any trespass.
D10=5:A group of 2d6 giant spiders are on the ground, feasting on the remains of a dead human body. The spiders will attack if anyone gets too close.
D10=6:Subterranean lichen produces a faint, unsteady light that plays tricks on the eyes.
D10=7:A group of duergar (dark dwarves) are attempting to summon a powerful demon using a ritual on a magic circle made of precious gems. The players must either stop the ritual or face the consequences of unleashing a demon onto the plane.
D10=8:The PCs are unable to pass through a portcullis because it's blocked by a large boulder. But if they try to push the boulder through the portcullis, it will smash the portcullis. A PC is required to use a Knock spell to unblock the portcullis, but unbeknownst to them, a large, hollow-eyed rock inside contains a Small Rock Dragon who is being held prisoner by a wizard. The dragon will escape.
D10=9:The party is challenged by a group of earth elementals to a game of wits and strategy. The elementals use their knowledge of the earth to create obstacles and challenges for the party to overcome.
D10=10:Strange earthworms tunnel near the party, causing slight tremors that disorient.
d100 = 18
D10=1:The party will get lost in the maze of passageways and find their way to a treasure room. The room has a stone tablet on the wall that the party can read. The characters must save the artifact.
D10=2:You arrive at a small village filled with friendly people. Unfortunately, they are being terrorized by a gang of bandits who have been raiding their supplies.
D10=3:A group of 2d6+4 goblins are hunting in the area and have found the party.
D10=4:A petrified forest blocks the way. They need to carefully navigate without causing any destructive vibrations.
D10=5:A group of adventurers are trapped in a cave-in and need help to escape. However, the cave-in was caused by a powerful earth elemental who is guarding its territory. Will the players risk angering the elemental to save the trapped adventurers or will they leave them to their fate?
D10=6:A group of goblins are digging
D10=7:The party finds an underground temple filled with traps and puzzles. At the end of the temple lies a great treasure guarded by a powerful earth elemental.
D10=8:The adventurers find themselves on the edge of a vast, underground chasm, across which 1d10 Cave Dragons soar. These dragons are territorial and will aggressively defend their domain, though they may be willing to negotiate for safe passage if offered a rare and valuable gift.
D10=9:There are underground geysers with erratic eruptions. Cooperation is needed to time their movements and pass safely.
D10=10:The adventurers encounter an excavation led by 2d6 Umber Hulks. These monstrous beings are not keen on sharing their discoveries and will defend their new tunnel networks aggressively.
d100 = 19
D10=1:You spot a group of dwarves mining in the side of a mountain. As you get closer, you realize that they are actually looking for powerful artifacts hidden deep inside the mountain.
D10=2:An earth elemental named Rubble is slowly but methodically arranging stones into a complex mosaic on the ground.
D10=3:A tribe of myconids is being systematically eliminated by a high-ranking druid seeking rare fungi for powerful potions. The players must choose whether to protect the myconids or supply the druid’s nefarious ambitions.
D10=4:The party encounters a wise old Stone Giant storyteller, surrounded by 1d4 youthful listeners. The giant shares tales of ancient civilizations and offers to tell the party stories if they share tales of their own adventures.
D10=5:A powerful Dust Devil appears, creating a fierce sandstorm in the area. The party must find a way to calm the elemental or risk being buried alive in sand.
D10=6:A chasm separates two factions of an underdark society. The players must either build a bridge fostering peace or destabilize the region by ensuring hostilities continue for personal gain.
D10=7:A dwarf miner named Dusty is joyfully swinging a pickaxe, celebrating the discovery of a particularly rich ore vein.
D10=8:A group of bandits are attacking a group of traveling merchants. The merchants are carrying strange stones that are said to be petrified dragon eggs. They cost 400 GP each, but have no value and are actually quartz stones found in the area.
D10=9:A two-headed troll!
D10=10:A small hill is walking towards the party. Giant centipede. AC 2, hp 15, 4-dice attacks.
d100 = 20
D10=1:A colossal army of Stone Geisers, guardians of a forbidden temple, block the explorers' path. They must either find a way to deactivate the golems or face them head-on.
D10=2:The adventurers encounter a fortress of living stalagmites home to a peaceful community of 3d8 Mud Mephits. The Mephits are engineers who delight in showing off their complex aqueduct designs.
D10=3:Upon a vast plateau of polished obsidian, 1d8 Golden-hued Myrmidons practice sacred geometry through formations and offer their knowledge and protection to those who appreciate their tradition of artistry and combat skill.
D10=4:Venturing deep into an emerald mine, adventurers disturb the slumber of a Titancaller Salamander, a creature with the power to bring forth avalanches with its roar.
D10=5:A group of rock-like creatures, who are the remnants of an ancient race, are found mining the depths of the earth.
D10=6:As you walk along, the ground begins to shake. A giant earth elemental attacks.
D10=7:A group of 2d4 clerics are looking for work. They will offer their services to the players for a price.
D10=8:A giant trapdoor spider attacks the party, spewing molten gold from its mouth. It's up to the party to defeat the spider and claim the gold as their own.
D10=9:A group of human barbarians are drinking and celebrating their latest victory over a rival tribe. They are spied upon by a group of goblins.
D10=10:The party finds two gnomes fighting over a pile of gold coins. They are arguing about how best to spend it.
d100 = 21
D10=1:A hill opens up right in front of you. Two hobgoblins attack you.
D10=2:A petrified ancient giant provides shelter but must be navigated carefully to avoid waking its spirit.
D10=3:Stone golems!
D10=4:A group of dwarves are trapped in a cave by a rock slide. They are hungry and need food and water. If the PCs help, the dwarves will escort them through a dangerous cave system in return.
D10=5:An ancient, massive Stone Giant is running a peaceful school deep within a cavern; 2d10 younger giants are learning about Earth lore. Respect towards their culture earns the adventurers insight into geological phenomena.
D10=6:Earth Spirits (Gargoyles) pose as statues in an ancient subterranean cathedral, coming to life when intruded upon to prevent the theft of sacred relics.
D10=7:A group of good-aligned earth elementals is arguing with a group of evil-aligned earth elementals. The argument is getting pretty particular and the evil earth elementals are starting to attack the good ones.
D10=8:You will see a group of 10 gnomes, they are headed towards some caves in the rock.
D10=9:While exploring a vast underground cavern, the party comes across a maze of floating stone platforms. They must navigate through the maze while dodging traps and solving puzzles.
D10=10:They find a patch of strangely smooth, polished stone.
d100 = 22
D10=1:A basilisk that is petrified in solid stone.
D10=2:A goblin entrepreneur named Pebblespur sells tiny stone golems, each programmed to perform simple tasks like fetching stones.
D10=3:The path ahead is blocked by a boulder that must be moved with strength or clever leverage.
D10=4:The party comes across a group of treants who have become corrupted by a dark force and are now wreaking havoc on the surrounding forest. Can the party save them or must they be destroyed?
D10=5:While resting in a cavern, the party is ambushed by a group of Earth Elementals disguised as rocks. They have been sent by a mischievous Earth Elemental to test the party's reflexes and combat skills. The true test, however, is whether or not the party can discover the ringleader and convince it to stop the pranks.
D10=6:A family of 1d6 Gorgon Kin are busy cultivating a garden of petrified plants. They offer the adventurers a sample of their garden's unique fruits in exchange for help with some of the more stubborn plants.
D10=7:A group of dinosaurs are crossing over a bridge, they are doing so because of all the dinosaurs laying around dead. You hear the sound of a large dinosaur roar at the players but you never see it. A small meteorite crashes into the earth, causing a large area to catch fire.
D10=8:The party discovers an area where the ground is shaking and trembling. Upon further investigation, they will find that it is caused by a powerful stone golem.
D10=9:A tribe of goblins emerge from the ground, then retreat back down into their holes when they see the party.
D10=10:A faintly glowing crystal vein confuses the party's sense of direction, requiring navigation skills to proceed.
d100 = 23
D10=1:The party sees an small, brown humanoid hiding behind a wall. The creature has large, round eyes and it has a mouth filled with sharp teeth. It is frightened of the party and it will run away if they approach it. ​
D10=2:Earth elementals patrol a section and will question the party’s intentions.
D10=3:A group of earth elementals offer to trade valuable gems for the players' help in rescuing a group of their kin who have been trapped in a nearby cave.
D10=4:Hobgoblins!
D10=5:A dragonborn named Geoclaim insists the earth itself speaks to those who listen, occasionally falling into deep, trance-like states.
D10=6:An elf cartographer named Crustlayer is meticulously drawing maps of the terrain, vowing to chart every inch of the plane.
D10=7:They discover a hidden grotto that houses a small village of earth genasi. The villagers need help rebuilding after a recent earthquake.
D10=8:A small hill is walking towards the party. Giant centipede. AC 2, hp 15, 4-dice attacks.
D10=9:The roof of the cavern is dotted with nests of dangerous stonecrawlers that might drop down.
D10=10:The ground trembles as the party enters a cavern inhabited by an Earth Siege Beast, an ancient weapon designed for colossal battles now warped and inhabited by an elemental spirit.
d100 = 24
D10=1:A group of neutral earth elementals is constructing a monument. The party can offer their assistance to understand the local culture better.
D10=2:Mobs of earth elementals attack, but they are not attacking the players. They are attacking a group of men in golden robes. The men are trying to dig through the ground, but the elementals keep killing them.
D10=3:The party arrives at a colossal stone sphere suspended by unseen forces. Inside, a gravity-defying realm of floating debris contains ancient artifacts believed to hold legendary earth magic.
D10=4:The adventurers find themselves on the edge of a vast, underground chasm, across which 1d10 Cave Dragons soar. These dragons are territorial and will aggressively defend their domain, though they may be willing to negotiate for safe passage if offered a rare and valuable gift.
D10=5:The scent of sulfur wafts through the air, indicating a nearby sulfur pit.
D10=6:A group of 1d4 orcs looking for their comrades.
D10=7:Mephit of Earth - The party sees a group of six Mephit of Earth, they sit on a small hill and they are singing a song.
D10=8:A village of humans, elves and dwarves are building a raft to sail across a river that they need to cross in order to reach a temple. The raft is almost finished.
D10=9:Drow!
D10=10:A group of 3d4+4 halflings are huddled around a campfire. They are cooking a small animal over the fire. They will tell players that they are looking for the center of the world. If players offer to transport them, they will pay them 10 gold pieces for the journey.
d100 = 25
D10=1:The PCs are unable to pass through a portcullis because it's blocked by a large boulder. But if they try to push the boulder through the portcullis, it will smash the portcullis. A PC is required to use a Knock spell to unblock the portcullis, but unbeknownst to them, a large, hollow-eyed rock inside contains a Small Rock Dragon who is being held prisoner by a wizard. The dragon will escape.
D10=2:Echoing sounds make it difficult to pinpoint the origin of nearby noise, testing awareness.
D10=3:The party is suddenly swallowed up by an earth elemental and transported to its home deep within the earth. They must find a way to escape before the elemental decides to make them part of its collection.
D10=4:The party encounters 2d4 Earth Elementals peacefully meditating in a circle. They are part of an elemental monk order and will offer to teach the adventurers Earth-based martial techniques if properly approached.
D10=5:Crystals emitting dark energy create eerie shadows that play tricks on the party’s vision.
D10=6:You find yourself in a large cavern filled with gems.
D10=7:On an island, the party discovers an ancient temple overrun by otyughs.
D10=8:The ground quakes and opens into an underground arena, where the party must face a horrifying Stone Behemoth, cheered on by shouting, chained spirits.
D10=9:In a cavern saturated with dense, black diamonds, they uncover a ritualistic war between tribal guardians and dark mages attempting to exploit the stones’ unnatural power.
D10=10:A dragonborn named Earthglow teaches players about the natural luminescent properties of some minerals, selling samples.
d100 = 26
D10=1:A group of 2d6 giant spiders are on the ground, feasting on the remains of a dead human body. The spiders will attack if anyone gets too close.
D10=2:Enchanted gemstones sprout from the walls of a cave, whispering terrible secrets to those who draw near. The gems are guarded by a Gorgon, whose petrifying gaze must be avoided to claim the treasures.
D10=3:As the party rests for the night, they are awoken by an earthquake caused by two rival factions of earth elementals fighting for control over a mine. Will the party intervene or stay out of the conflict?
D10=4:A tiefling jeweler named Faetalon is setting gems into metal settings, creating intricate designs that dance in the light.
D10=5:The sound of distant, rhythmic drumming echoes through the caverns.
D10=6:They encounter chameleon-like creatures camouflaging as rocks. The party must devise ways to prevent ambushes.
D10=7:A dwarf named Tunnelrumbler shares stories of ancient battles fought in the depths, his voice like a rolling avalanche.
D10=8:A group of 2d4 thieves are looking for work. They will offer their services to the players for a price. They are not very good at their jobs.
D10=9:A group of 2d6 goblins is hiding in the bushes. They are waiting for travelers to walk past so that they can attack them.
D10=10:A gentle, consistent tremor vibrates through the ground for several minutes.
d100 = 27
D10=1:The party finds themselves walking upon a living, breathing "forest" of rock formations which coalesce into a Singular Monolithic Earth Elemental. Their every step awakens the ancient sentinel, causing tremors that threaten their stability.
D10=2:The players come across a deep chasm with a bridge that seems to have been destroyed. They must find a way to cross the chasm before they can continue on their journey.
D10=3:A group of friendly gnomes offers to give the party a tour of their underground city, but they soon discover the gnomes are actually mind flayers in disguise and they are being led into a trap.
D10=4:A magical barrier of compacted earth can only be dispelled with the right incantation or touch.
D10=5:The party encounters a massive underground river with a patch of Ground Enormous Crystals on the other bank, guarded by a fearsome Basilisk drawn to their shimmering glow.
D10=6:A group of dwarves are trying to excavate a mountain to build a new city, but they are unknowingly disturbing a powerful earth elemental who is not happy with their intrusion. Will the players help the dwarves or will they face the wrath of the elemental?
D10=7:The party comes across a crystal formation that is glowing brightly. Upon closer inspection, the party finds that the crystal is a dormant stone elemental.
D10=8:Players discover a clan whose stone-like skin gives them immense strength and longevity. They are being hunted for experimentation — aiding or involving themselves presents ethical dilemmas.
D10=9:A group of dwarven miners are working on a nearby hill. They will attack anyone who approaches them.
D10=10:Drow!
d100 = 28
D10=1:Ventilation holes blast with scalding steam from Lava Elementals hidden in the depths. The party must navigate the maze-like structure quickly, lest they are boiled alive.
D10=2:The party comes across a crystal formation that is glowing brightly. Upon closer inspection, the party finds that the crystal is a dormant stone elemental.
D10=3:The party notices a shimmer in the distance. Upon closer inspection, they find that it is a pool of silver liquid that appears to be sentient.
D10=4:The cavern walls emit a soft humming vibration that can interfere with concentration.
D10=5:An underground lake filled with glowing algae that can heal any injuries. However, the lake is guarded by a giant earthworm that will attack anyone who tries to approach it. Will the players risk facing the beast for a chance at healing or will they find another way to soothe their wounds?
D10=6:You stumble upon an underground market run by goblins. They are selling a variety of items, some of which may be useful to the party. However, they are known for their shady deals and cunning tactics.
D10=7:The players are suddenly surrounded by a pack of burrowing ankhegs. They must fight their way out or find a way to escape before the ankhegs devour them.
D10=8:A crystal golem is roaming the area and can't be killed by conventional methods.
D10=9:Tunnels laced with precious metals attract the attention of a swarm of Rock Drakes, who fiercely protect their glittering lair from any and all intruders.
D10=10:The adventurers stumble upon an ancient, forgotten mine shaft teeming with 2d8 Xorn. These creatures are calmly munching on precious gems and metals, but will defend their hoard fiercely if provoked.
d100 = 29
D10=1:An underground river obstructs the way. The party must build a raft to get across safely.
D10=2:You find yourself in a chamber full of animated stone statues.
D10=3:The adventurers encounter a fortress of living stalagmites home to a peaceful community of 3d8 Mud Mephits. The Mephits are engineers who delight in showing off their complex aqueduct designs.
D10=4:Strange rock formations resemble creatures, making every shadow ominous and testing the party's nerves.
D10=5:You find yourself in a maze-like chamber, filled with traps and strange creatures made from stone.
D10=6:The ground fractures violently, revealing a hidden cavern filled with lava and nesting Fire Bats. Adventurers must navigate the perilous terrain, avoiding molten streams and sudden bursts of flame.
D10=7:Deep beneath the surface, players discover a timeless war between gargoyles and garguns. They must choose sides or attempt the delicate task of forging an improbable peace.
D10=8:The party stumbles upon a group of earth elementals participating in a race, and they are invited to join in. However, the catch is they must race by burrowing through the ground, making for a unique challenge.
D10=9:A rock opens up in front of you. A large hill giant steps out.
D10=10:The ground becomes quicksand of sands made from finely grated gemstones, dragging the party into a crystalline chasm. Survival, or the failure thereof, here determines the path forward.
d100 = 30
D10=1:A giant stone face appears in the distance, silently staring at the party.
D10=2:As the party travels through a barren and desolate wasteland, they suddenly come across a lush oasis filled with vegetation and a crystal-clear pond. However, they soon discover that the oasis is guarded by a powerful earth elemental who will not let them leave without completing a task for it.
D10=3:The party comes across a massive waterfall made entirely of molten metal. As they watch in awe, they notice a group of metallic creatures swimming within the falls. What secrets could this place hold?
D10=4:A dwarf named Bouldershield practices forming shield walls out of rock, demonstrating his techniques to interested viewers.
D10=5:Three gnoll chieftains are fighting over which one of them will be named king of the gnolls by eating the other two chieftains.
D10=6:Fault lines cause unexpected tremors that could bring the cavern down if not navigated carefully.
D10=7:Two 2d4+4 half-giants are arguing about what to name their new baby. A half-giant baby is sitting in the middle of the road playing with a wooden toy horse.
D10=8:A group of human warriors attack the party. They are wearing full plate and are highly trained. These are actually soldiers from another realm who were trapped here by an accident.
D10=9:A group of 2d6 earth dragons are engaged in a fierce battle over territory and treasure. The players can choose to intervene or wait and see if any loot is left behind after the dragons finish their fight.
D10=10:A bugbear miner named Grund is singing a surprisingly beautiful song while working, his voice echoing through the tunnels.
d100 = 31
D10=1:The adventurers must find a way across an underground lake covered in a thin crust of salt, carefully avoiding the Salt Elementals that lie in wait beneath to drag trespassers into the depths.
D10=2:As you walk through a forest, you hear a loud noise coming from the ground. Suddenly, a huge tremor shakes the earth and a large earthen golem bursts from the ground.
D10=3:A wall of smooth granite is too sheer to climb without special equipment or magic.
D10=4:An underground fire creates a dangerous and smoky environment that must be navigated carefully.
D10=5:The roof of the cavern is dotted with nests of dangerous stonecrawlers that might drop down.
D10=6:Deep within the labyrinthian corridors of an onyx labyrinth lies a tranquil library curated by 5d10 Shard-constructs and their scholars; visitors well-mannered with a thirst for knowledge will be granted lengthy insights into treacherous lands beyond.
D10=7:A group of 1d4+4 elemental summoners are working on a trap to capture an elemental (2d4 HD) to use as a servant. The elemental is tied up by rope and is unconscious by campfire. The summoners will allow the party to choose which elemental they want to catch and which elemental they want to use for their own purposes. The elemental that is being caught belongs to one of the summoners, who will attack the party if they do not choose that elemental. The elemental has a name.
D10=8:A mind-boggling maze of subterranean tunnels is the lair of crystal dragons. The inhabitants provide secrets of the Plane, but only if the players agree to clear out a colony of unwanted mephits.
D10=9:A legendary treasure, known as the "Heart of the Earth," is hidden at the bottom of a deep chasm. However, powerful guardian creatures are protecting it. Will the players risk their lives for this priceless treasure or will they move on to safer adventures?
D10=10:The party finds a group of gnomes who have been turned to stone by a powerful earth wizard. They must find a way to reverse the spell and free the gnomes.
d100 = 32
D10=1:A wizard has created a magical golem that can control the earth, but it has gone rogue and is causing destruction in its wake. The players must either find a way to stop the golem or find a way to control it for their own purposes.
D10=2:A seemingly peaceful underground garden made of glowing crystals is actually alive. The crystals lash out with vines, attacking anyone who tries to pick them.
D10=3:A group of three drunk dwarves on their way to a poker game. If players join them, they will lose their money and be sent home in disgrace. They are not aware that they are losing money to a bunch of goblins that are using illusions to look like 2d6 other dwarves.
D10=4:The players stumble upon a secret underground city populated by earth genasi. The genasi are suspicious of outsiders and require the players to complete a series of tasks to gain their trust.
D10=5:You see a giant caterpillar slowly making its way across the plains. Its body is covered with strange symbols that seem to pulse with power.
D10=6:An architect wants to construct a dam to redirect an earth river, ensuring future generations’ prosperity. Opposing druids warn it disrupts the ecosystem and its ancient protective spirits.
D10=7:A group of 5 goblins are lounging on the floor of the cavern. They are eating lunch and they are watching two gnomes and a human locked in a cage. The goblins are waiting for their leader, a bugbear named Hoard, to come back and tell them if they can eat the gnomes and the human.
D10=8:Suffused through the soft glow of a dimly lit Hollow Earth, 4d8 Muddled Earth Spirits whisper foundational truths to those who meditate, offering experiences into the cataclysmic cycles of the world’s rejuvenation.
D10=9:The party is traveling down a road and comes across a group of 4 villagers that are trying to cross the road. The villagers are having a disagreement on how to cross the road. One villager suggests that the girls walk across the road first to see if it's safe. Another villager thinks that the boys should walk across first. The party can make a Diplomacy check to help the villagers settle their dispute.
D10=10:A group of 2d6 earth dragons are engaged in a fierce battle over territory and treasure. The players can choose to intervene or wait and see if any loot is left behind after the dragons finish their fight.
d100 = 33
D10=1:Drow!
D10=2:A dormant stone creature requires them to decipher ancient texts to awaken it for guidance.
D10=3:Players discover a clan whose stone-like skin gives them immense strength and longevity. They are being hunted for experimentation — aiding or involving themselves presents ethical dilemmas.
D10=4:A large crystal throne rests atop a massive stone dais surrounded by four standing stones with ancient runes.
D10=5:A gnome named Rocktwist is conducting an experiment with magnetic stones, fascinated by their invisible forces.
D10=6:An ancient golem, created from giant diamonds, stands guard over a centuries-old treasure. It requires a riddle to be solved before it allows passage, but failure results in immediate combat.
D10=7:The party hears a loud rumbling noise and comes across a giant earth elemental who is destroying a nearby village. The party must find a way to stop the elemental before it causes too much damage.
D10=8:A group of 1d4+2 half-elven rangers are hunting goblins in the area. They will ask the party to help them with the goblins.
D10=9:They discover a hidden waterfall with dense, energizing minerals. The party meticulously gathers it for sustaining magical energy.
D10=10:They find a series of small, shallow pools filled with crystal-clear water.
d100 = 34
D10=1:A group of friendly earth elementals are having a tea party in a large underground cavern. They invite the players to join them and share stories of their adventures.
D10=2:A powerful storm strikes, bringing with it massive hail stones made of pure earth. The party must seek shelter or find a way to stop the storm before they are pummeled into the ground.
D10=3:The party hears a rumbling noise and sees a giant stone hurling towards them. It is a giant stone giant throwing a boulder at them.
D10=4:A complex system of underground streams requiring engineering a network of sluices and dams to proceed safely.
D10=5:A group of men are arguing about how to deal with a group of kobolds that are attacking the town. They will ask the players for help.
D10=6:A dense fog of mineral dust impairs vision. Cooperation is required to maintain contact and avoid getting lost.
D10=7:An enormous stone bridge spanning a wide chasm.
D10=8:A pack of displacer beasts are stalking their prey near a large boulder. They attack the party from different angles, using their ability to appear in multiple places at once.
D10=9:An eight-legged basilisk has made its home in a dwarven vault. Players can either kill the creature to claim untold riches or respect the warnings that disturbing it will curse generations.
D10=10:The ground here is soft and spongy with high clay content.
d100 = 35
D10=1:The group stumbles into a cave filled with 2d6 Khargra—fierce, rock-eating worm-like creatures. Khargra are mainly interested in feeding but will defend their territory ferociously if threatened.
D10=2:A human child named Pebly wanders around, searching for her lost pet rock and asking anyone she meets for help.
D10=3:The party finds an abandoned mine where they must face off against a powerful earth elemental and its minions in order to claim the treasure within.
D10=4:The players come across a group of 3d4+4 dwarves that appear to be worshipping a group of 6d6 strange stone statues.
D10=5:A naturally forming labyrinth with shifting walls requires unification of the party’s spatial awareness.
D10=6:The ground is covered with delicate glass-like minerals. They must coordinate their steps to cross without shattering anything.
D10=7:A goblin trader named Chortik is peddling crudely crafted stone jewelry, trying to upsell their 'magical properties.'
D10=8:Mephit of Earth - A group of 4d8 mephits of Earth, they drive wagon and they are traveling.
D10=9:A cave-in has exposed poisonous spores that require careful handling to avoid inhalation.
D10=10:A group of men and women is sitting around a campfire. They are talking about the creatures that live in the caverns.
d100 = 36
D10=1:As you journey through the Elemental Plane of Earth, you encounter a group of powerful earth mages performing a ritual to summon a massive golem. The party must make a decision on whether to intervene or let the mages complete their ritual.
D10=2:You come across a group of dwarves, they are trying to construct a tunnel through a mountain.
D10=3:A terrifying roar precedes the arrival of an Earthquake Dragon. The beast's every movement threatens to collapse the cavern and bury intruders alive under tons of rock.
D10=4:A group of 3d4+4 gnomes are standing around a campfire, laughing and drinking wine together. One of them is wearing a small golden crown. If players ask, the gnomes will tell them that they are looking for the center of the world, but they have no idea how to get there.
D10=5:A group of 3d6 dwarves is approaching, each carrying a large bundle of gold. They are headed to the dwarven city.
D10=6:An earth elemental scholar named Terrasil is lecturing a group of young elementals about the different types of stone.
D10=7:A group of 3 cavemen hunting a giant boar.
D10=8:The ground here is soft and spongy with high clay content.
D10=9:The party comes across a small grove of trees that are filled with perfectly ripe pears.
D10=10:Cauldrons of bubbling tar and oil mark the presence of an Oil Elemental. Spills and leakages make combat exceedingly perilous, as any flame results in catastrophic explosions.
d100 = 37
D10=1:The party encounters a stone giant mining for ore in the area.
D10=2:A patch of luminescent moss illuminates a dark cavern.
D10=3:A mysterious figure appears before the party and claims to have the power to control the earth itself. They offer to help the party in exchange for a rare and valuable artifact hidden deep underground. Will the party trust this stranger or take their chances without their help?
D10=4:There are underground geysers with erratic eruptions. Cooperation is needed to time their movements and pass safely.
D10=5:A steep, slippery slope made of loose gravel requires careful climbing or descent.
D10=6:A group of men dressed in suits with brief cases will appear out of the ground. They appear to be professional business men. They will give the players a long, rambling speech about how they were hired to do a job, but were captured and forced down here by a wizard named 'Spells-Be-Gone.'
D10=7:The party is ambushed by a tribe of rock-throwing goblins. They must use their quick reflexes and agile movements to dodge the rocks and defeat the goblins.
D10=8:A horde of 1d6+1 gnolls attacks!
D10=9:A powerful earth dragon lands in front of the party, asking for their help in finding its missing egg. The egg was stolen by a group of greedy dwarves who planned to sell it to the highest bidder.
D10=10:An assembly of 4d4 Crystalline Constructs is engaged in a symphony of resonating hums throughout an echoing cavern. They are welcoming and harmonize even further when the adventurers play an instrument or sing.
d100 = 38
D10=1:While resting in a cavern, the party is ambushed by a group of Earth Elementals disguised as rocks. They have been sent by a mischievous Earth Elemental to test the party's reflexes and combat skills. The true test, however, is whether or not the party can discover the ringleader and convince it to stop the pranks.
D10=2:Chiseled into the side of a gemstone cliff is a living mural, depicting an ancient battle. Interacting with the mural brings to life heroic echoes of the past, demanding a recreation of those epic deeds.
D10=3:A merchant caravan transporting goods from a nearby city has been set upon by bandits. The party sees the battle, and can choose to help the merchants or the bandits.
D10=4:The party finds a small grove of trees that are filled with small, perfectly ripened apples.
D10=5:The ground is covered in a thin layer of fine, ochre-colored dust.
D10=6:A large boulder rolls toward the party. The boulder is about 10 feet tall and it is about 10 feet wide. The party must try to find a way to stop it. It is a Stone Golem.
D10=7:Players come across a tunnel bore machine led by deep gnomes seeking to unlock forbidden caverns. They request help, but such explorations could awaken dire, primeval earth forces.
D10=8:The party is tasked with retrieving a rare and valuable gem from the depths of the earth, but they must navigate through a maze of dangerous traps and puzzles to retrieve it.
D10=9:In the middle of the plains, you find an old tree that is standing on its own. Upon closer inspection, you realize that it is actually an ancient treant who is asleep.
D10=10:The group finds themselves within a gargantuan emerald geode. Resonant frequencies emanate from the crystals, either rejuvenating or massively hindering their abilities.
d100 = 39
D10=1:The party discovers a large pit in the ground near the cave wall. It is about 60 feet across and it goes down about 60 feet. There are a group of gnomes gathered near the pit. They are collecting rocks and planning to make a ladder that they can use to climb out of the pit.
D10=2:Strange fossils embedded in the walls hint at ancient life and require careful excavation.
D10=3:A efreeti warrior named Az'zhur is leading a group of human and half-human slaves toward the mountain.
D10=4:A mining guild vs. nature spirit conflict arises. Either side seeks player assistance: the reward of rare minerals or the moral high ground of protecting the elemental balance.
D10=5:Players come across a small village. The villagers are preparing for a wedding.
D10=6:A hill opens up right in front of you. Two hobgoblins attack you.
D10=7:A mysterious old wizard, with a long white beard, appears before the party. He offers to trade a handful of enchanted earth elementals for a rare diamond the party may have in their possession. The elementals will serve as loyal helpers for the party's journey into unknown depths.
D10=8:A man named 'Martouf' appears out of the ground. He is dressed in fine clothes, but appears to be from another planet. He is confused, and thinks he is from another planet. He will attack anyone on sight because he is paranoid about aliens taking over the world.
D10=9:Fused 2d6+1 hostile earth elementals are walking through the area. They are attempting to retrieve the 'Heart of Earth' from the party.
D10=2:The path forks in multiple directions. The party must split up to explore each route and find the correct one.
D10=3:The adventurers find a cluster of living Crystal Creatures capable of absorbing and reflecting magical attacks, making them formidable foes against any spellcaster.
D10=4:An earth elemental scholar named Terrasil is lecturing a group of young elementals about the different types of stone.
D10=5:The party comes across a traveling merchant who has been attacked by a group of earth elementals, causing his wagon to topple over. The merchant pleads for the players' help in retrieving his lost goods and defending him from the vengeful elementals.
D10=6:You see a small wall of rock. If you touch it, it will attack. It is actually a giant rock golem.
D10=7:A group of dwarves are frantically trying to repair a collapsed tunnel that leads to their mine. They offer a reward to the party if they help them clear the rubble and reinforce the structure.
D10=8:The party discovers a hidden passage that leads to a chamber filled with ancient artifacts and treasures. However, they must navigate through a maze of traps and puzzles to claim their rewards.
D10=9:A group of 2d10 men is working in a large quarry. They are cutting stone into blocks and carrying them out of the quarry. If the players interfere, the men will attack them.
D10=10:The party is tasked with retrieving a rare and valuable gem from the depths of the earth, but they must navigate through a maze of dangerous traps and puzzles to retrieve it.
d100 = 41
D10=1:A dwarf named Tunnelrumbler shares stories of ancient battles fought in the depths, his voice like a rolling avalanche.
D10=2:The party encounters a strange race of creatures made of living metal.
D10=3:The walls crumble around a trapped Beholder that manipulates its surroundings with its telekinetic powers. It seeks freedom but will only tolerate slaves or dead intruders.
D10=4:Suddenly, the ground around the party becomes animated, turning into quicksand. From this treacherous ground emerges a Stone Giant intent on making the adventurers leave his domain.
D10=5:Stoneshaped creatures mimic statues and require keen observation to detect their presence.
D10=6:A family of 1d6 Gorgon Kin are busy cultivating a garden of petrified plants. They offer the adventurers a sample of their garden's unique fruits in exchange for help with some of the more stubborn plants.
D10=7:In the center of a long-abandoned city, the party finds an altar, upon which stands a mysterious figure made of solid stone.
D10=8:Carved into mountain walls, giant stone faces sing an ancient melody that carries hints of hidden knowledge or forgotten truths about the Plane of Earth. Listening carefully (or recreating the song) could unveil secrets.
D10=9:A giant crystal surrounded by a ring of dancing flames appears in the distance. The flames burn quickly and continuously in a circular pattern, with no source of fuel.
D10=10:An underground fungus forest reveals a congregation of 2d4 Shambling Mounds. The creatures heave and lurch into aggressive action if they take the adventurers as a threat to their domain.
d100 = 42
D10=1:Harmonize elemental energy sources discovered in crystal formations—a team effort to tap into safely.
D10=2:A group of 2d4 wizards are looking for work. They will offer their services to the players for a price. They are not very good at their jobs, and will likely botch spells and ruin equipment if hired.
D10=3:The presence of magnetic minerals causes metal tools and weapons to behave unpredictably.
D10=4:A serene garden of semi-precious stone roses is tended by 1d8 well-behaved Galeb Duhr children, who delight in showing visitors their garden and sharing rocky chocolates crafted by their elders.
D10=5:A hill opens up in front of you. 2d6 goblins yelling "SURRENDER! WE MUST HAVE YOUR GOLD!"
D10=6:An eccentric gnome alchemist named Gravelhop is mixing potions with mineral ingredients, testing their effects on small earthen creatures.
D10=7:A tremor reveals an imprisoned dao who begs for release, promising vast riches. However, a dwarven guardian warns the players of the dao’s deceit and calls for its eternal confinement.
D10=8:A veil of fine, floating dust reduces visibility and presents a risk of coughing fits and distractions.
D10=9:The party discovers a group of 4d6 earth elementals in a large chamber. The elementals are performing a strange ritual involving strange stone statues.
D10=10:You are attacked by a group of golems, who seem to be protecting something.
d100 = 43
D10=1:A lone earth elemental offers to help the party on their journey, but they must first find its missing gemstone eye that was stolen by a group of greedy goblins. Once the eye is returned, the elemental will assist the players in any way they can.
D10=2:The party enters a large chamber and finds a giant metallic spider-like creature that appears to be made out of ore.
D10=3:A half-elf named Sed is struggling to carry a large geode, asking the players for assistance and offering to share its contents.
D10=4:A series of small tunnels crisscross overhead, creating a complex web.
D10=5:The party stumbles upon an ancient earth elemental relic. They must strategize how to move it together.
D10=6:The party comes across a group of earth genasi who are in the middle of a heated argument. They ask the party to act as mediators and help resolve their dispute.
D10=7:A group of earth elemental druids, worshipping a large rock.
D10=8:The party encounters a dark pit that must be crossed, possibly with the aid of spells or crafted tools.
D10=9:The party finds a small grove of trees that are growing upside down.
D10=10:An earthquake splits the plane, baring a cavernous site of living fossils – each fossil a magical enigma, providing unparalleled learning but drawing wrath from primordial guardians.
d100 = 44
D10=1:A kobold named Klick is guiding a pack of beetles hitched to a cart made of stone and bone, transporting goods.
D10=2:The party finds an underground cavern filled with strange crystals that are radiating magical energy. Upon closer inspection, they will find that the crystals are actually pieces of the soul of powerful earth elemental that was once bound to this place.
D10=3:Players come across a small village. The villagers are building a statue. The statue has a sword that is pointing downward and has one hand on top of the hilt and the other on top of the blade.
D10=4:A group of humans are standing around a large fire, they are having a funeral.
D10=5:The scent of sulfur wafts through the air, indicating a nearby sulfur pit.
D10=6:The party comes across a massive boulder blocking their path. They must work together to push it aside.
D10=7:A hollowed-out mountain basin leads the group to an ancient earthen temple, inhabited by 3d6 Clay Golems who interpret the ancient texts that once defined an entire people’s culture and history. They might be open to parley, demanding specific offerings or linguistic puzzles solved for passage.
D10=8:A billiard-table-flat plain of silicate specks shines as a sandy mirror shelter watched by cautious but gentle 3d8 Kruthik, exchanging mesmeric light displays for special minerals or fascinating experiences abroad.
D10=9:Under their feet, the rock writhes and contorts, forming into an Elemental Golem with a heart of precious emerald. Repelling or taming this creature will require strength and diplomacy.
D10=10:A sudden flurry of stone chips rains down from a recently cracked ceiling.
d100 = 45
D10=1:Subterranean winds howl through a cavern filled with deadly crystal spikes, where warriors must avoid being pierced while battling a Stone Drake.
D10=2:A serene garden of semi-precious stone roses is tended by 1d8 well-behaved Galeb Duhr children, who delight in showing visitors their garden and sharing rocky chocolates crafted by their elders.
D10=3:Sliding walls of granite create deadly traps within an ancient fortress. Navigating its deadly maze requires not only skill but deciphering ancient runes that reveal safe paths.
D10=4:The party notices a group of humans travelling on a large wagon. As they get closer, they realize that the humans are actually stone golems who are transporting a large chest of valuable items.
D10=5:A group of 2d10 men is working in a large quarry. They are cutting stone into blocks and carrying them out of the quarry.
D10=6:A cool, damp breeze brings the smell of fresh minerals from below.
D10=7:A group of 2d4 clerics are looking for work. They will offer their services to the players for a price.
D10=8:A warforged named Crag constructs small mechanical devices using minerals, offering a few as gifts to the players.
D10=9:You sense a powerful magical presence near you. You can't see the source of the magic, but it feels like it is coming from the ground.
D10=10:The players come across an enormous statue made out of stone. The statue appears to be shaped like a giant dragon.
d100 = 46
D10=1:The party encounters a patch of 2d10+4 large worms eating the body of a large goat. The worms will attack the party if they get too close to them.
D10=2:The party stumbles upon a group of earth elementals participating in a race, and they are invited to join in. However, the catch is they must race by burrowing through the ground, making for a unique challenge.
D10=3:The party comes across a grand underground city, inhabited by a race of intelligent, telepathic Purple Worms. They have valuable information about the Elemental Plane and may offer it to the party in exchange for a favor.
D10=4:The party comes across a group of earth elementals who are attempting to build a massive structure out of stone blocks, and they need help. However, the blocks seem to have a mind of their own and constantly shift and move.
D10=5:They come across a long-forgotten shrine carved into the stone.
D10=6:Beneath towering stalagmites, players find a city of crafted crystal sculptures holding the souls of once-rebellious spirits. The players can either free these spirits or aid the city rulers in maintaining their crystalline dominion.
D10=7:Drawn from her secluded abode inside a hidden cave of shimmering sapphires, an elderly Earth Modron tenderly ponders hypothetical constructs aspiring to the sublime; she kindly asks adventurers to share wisdom from distant spheres.
D10=8:Two men are arguing about a creature that possesses a powerful magic item. They are unsure if it's a demon or not. If the players ask, they will be told the creature is a demon from the Elemental Plane of Fire.
D10=9:As the players traverse through a maze of caves, they come across a giant rock monster sleeping peacefully. However, they soon realize that the rock monster is actually a mother protecting her eggs. Will the players try to sneak past or will they awaken the monster and have to face her wrath?
D10=10:Trapped in a slow-moving river of molten gold, a group of duergar treasure hunters cry for aid. Freeing them could provide valuable allies... or reveal their dark intentions.
d100 = 47
D10=1:At a glistening underground lake, 4d8 playful Earth Rhinoceroses bask in the mineral-rich water, carefree and approachable, sharing their contentment with visitors who respect their space.
D10=2:A massive stone giant stands in the party's path, demanding that they pay a toll in gems to pass through. The party can choose to pay the toll or fight the giant for their freedom.
D10=3:A gem-encrusted tunnel echoed with chorused hymns by 2d8 gem dragons exudes an atmosphere of peace, inviting eavesdropping adventurers to join them in creating sprawling symphonies.
D10=4:A centaur named Earthstride offers his back to weary travelers, providing a surprisingly smooth and comfortable ride.
D10=5:As you walk through a winding tunnel, you see a group of halflings desperately trying to outrun a pack of massive earth elementals. They plead for your help and offer a handsome reward.
D10=6:A goblin entrepreneur named Pebblespur sells tiny stone golems, each programmed to perform simple tasks like fetching stones.
D10=7:A kenku named Clink is mimicking the sound of pickaxes and drills, swapping stone for shiny pebbles when no one is looking.
D10=8:A mysterious underground river must be bridged or forded without drowning.
D10=9:A large boulder rolling down a hill, threatening to crush anyone in its path.
D10=10:Fault lines cause unexpected tremors that could bring the cavern down if not navigated carefully.
d100 = 48
D10=1:The air smells of sulfur, and the party must navigate while covering their noses and mouths.
D10=2:Among the crumbling ruins of an ancient petrified temple, players find an untouched library guarded by sentient rock constructs demanding the elimination of intruders, questioning if knowledge should be protected or shared.
D10=3:A large troll with a large club is attacking a group of 4 wizards. If the wizards are killed, it will start attacking the players.
D10=4:The tunnel narrows until only the smallest member of the party can proceed.
D10=5:The party enters an area of rubble and debris. A group of 1d10+12 earth elementals are nearby. They will attack the party if they're attacked first.
D10=6:An enormous stone statue of a dragon, blocking the path.
D10=7:Suddenly, the party is being pursued by a ferocious group of bulettes (landsharks). They must use their wits to outrun and outsmart these fearsome creatures.
D10=8:A group of gnomes is riding horses through the area. They are looking for new places to live. They will attack anyone who approaches them.
D10=9:A group of 3d8 dwarves are celebrating the defeat of a nearby giant. Their village was recently destroyed by the giant. They have been celebrating for several days, and they are very drunk. If the players approach, they will ask them to join them in their celebration. The dwarves have several kegs of dwarven ale that they will give to the party if they join them.
D10=10:A giant crystal is shining brightly, illuminating the area around it.
d100 = 49
D10=1:A large beast resembling a cross between a lion and a bull roars at the party, blocking their path. It will attack the party unless they can prove that they are worthy of passing by.
D10=2:A man named 'Martouf' appears out of the ground. He is dressed in fine clothes, but appears to be from another planet. He is confused, and thinks he is from another planet. He will attack anyone on sight because he is paranoid about aliens taking over the world.
D10=3:They come across an abandoned dwarven outpost, now partially collapsed.
D10=4:The ceiling of the cavern is covered in tiny, glittering crystals.
D10=5:A narrow path on the cliffside requires players to spot each other while traversing.
D10=6:You feel like you are being watched, and soon you see a cyclops peeking out from behind a boulder.
D10=7:The adventurers encounter a tribe of sentient rock creatures who offer them aid if they can prove themselves worthy.
D10=8:A group of 2d4 warlocks are looking for work. They will offer their services to the players for a price. They will summon a demon from their spellbook if the players agree to hire them.
D10=9:The party finds a group of 2d6 bugbears digging for ore in a large underground chamber.
D10=10:An ancient inscription needs to be deciphered to find the correct path.
d100 = 50
D10=1:A faint, musty smell suggests the presence of decaying organic matter.
D10=2:The earth around you shatters, causing all creatures to fall down a hill.
D10=3:There’s an underground garden of luminescent fungi that requires delicate care to not harm.
D10=4:You arrive at a clearing filled with strange plants. Some of them appear to be sentient and they are talking to each other in a strange language.
D10=5:The cavern floor collapses into a massive pit filled not with soil, but a magnetic field manipulating metallic debris. A rogue magneto-elemental guards a relic of profound potency at the field's core.
D10=6:The adventurers stumble upon an ancient library filled with books written in an unknown language.
D10=7:A group of 2d10 men is working in a large quarry. They are cutting stone into blocks and carrying them out of the quarry. If the players interfere, the men will attack them.
D10=8:A group of 2d6 humans are hiking down a trail, looking nervous. They are carrying a small chest marked with a strange symbol. If players ask, they will say that they are looking for the center of the world. They don't know how to get there, but they are willing to pay 1d10x10 gold pieces if players can find them a way there.
D10=9:The vain spirit of an ancient dwarven king resides in a magnificent crystal throne. He challenges adventurers to prove their worth through trials, offering a legendary weapon as the prize but also setting deadly traps for the unworthy.
D10=10:A sequestered highland mesa illuminate by the glistening of mica shines bright watched loyally by 3d8 discreet Quartz Pixies revealing fragmentary prophecies akin to the look of a thousand facets.
d100 = 51
D10=1:The party will notice an odd stone pyramid in the distance. If they investigate, they will find a staircase leading down into the ground. Inside the pyramid there is a room with 3d4+3 goblins playing dice games and drinking ale. They will attack the party on sight.
D10=2:The roof of the cavern is dotted with nests of dangerous stonecrawlers that might drop down.
D10=3:The PCs are unable to pass through a portcullis because it's blocked by a large boulder. But if they try to push the boulder through the portcullis, it will smash the portcullis. A PC is required to use a Knock spell to unblock the portcullis, but unbeknownst to them, a large, hollow-eyed rock inside contains a Small Rock Dragon who is being held prisoner by a wizard. The dragon will escape.
D10=4:Deep in the earth, the party stumbles upon a powerful Earth Genie who offers to grant them one wish in exchange for a service. However, the wish comes with a price and the party must make a difficult decision.
D10=5:Crawling limbs!
D10=6:The party comes across a small stream. The stream is filled with tiny fish that glow in the dark.
D10=7:A group of 3d6 kobolds is hiding in the bushes. They are waiting for travelers to walk past so that they can attack them and steal their horses.
D10=8:An elf named Trueshard crafts elaborate stone puzzles, challenging players to solve them for small rewards.
D10=9:A human named Stalatite guards a peculiar stone shrine, insisting that visitors pay homage before continuing their journey.
D10=10:Footing becomes unsure as the path transitions into a slick, mud-like layer of clay.
d100 = 52
D10=1:The party passes through a small village made of adobe homes. The villagers are warm and welcoming, but they have one strange habit - they sleep standing up against the walls of their homes.
D10=2:The dweller of the deep earth, an Armageddon Turtle, awakens from a millennia-long slumber and threatens to bring down mountains unless pacified or destroyed.
D10=3:A flood of rats falls from the ceiling, drowning anything in their path.
D10=4:You hear the sound of sheep and it is getting louder. You see a herd of sheep, but they are giving off the sound of a swarm of bees, if you get close to the sheep, their wool starts to fall of and it turns into a swarm of bees!
D10=5:The party comes across a bridge over an abyss. The bridge is guarded by two large stone golems.
D10=6:A vast crypt where petrified ghosts wander, their stony visages maintaining stories and lore of lost eras. They offer guidance or destruction to visitors based on their actions.
D10=7:Deep within an alabaster cave, a Labyrinthine Hydra slumbers. Its many heads dictate the shifting stone walls, trapping anyone who dares to enter.
D10=8:An alarmingly steep cliff face can only be climbed with teamwork and strategy.
D10=9:The cavern walls are unexpectedly lined with sparkling gemstones, and 1d4 Rocs swoop down to attack the party, mistaking them for poachers. The Rocs may back off if the party can demonstrate their respect for the geological wonders.
D10=10:A lost earth sage’s journal is found, written in cryptic language each page requiring collective deciphering.
d100 = 53
D10=1:Bradylium Crystals line the cave walls, exuding a numbing gas designed to incapacitate prey. This natural hazard is exacerbated by territorial Rock Pythons lurking in the shadows.
D10=2:A rockslide blocks their path temporarily.
D10=3:A huge, intelligent boulder (about the size of a small house) is tumbling down the side of a mountain. If players get in its way, it will stop and attack them with a powerful slam attack that does 1d10+10 damage.
D10=4:As you explore the caverns, you stumble upon a group of dwarves who are mining precious gems. They are not happy to see you and are fiercely protective of their findings.
D10=5:Efreeti: 2d6+2 efreeti with 2d6+2 genies of jinn, who are all part of a clan. The efreeti are arguing about how to handle the genies.
D10=6:The adventurers come across an ancient earthen smithy, where 1d6 Iron Golems labor ceaselessly on mysterious projects. The golems are charged with defending the ancient forge and may view the party as an unwelcome intrusion.
D10=7:The adventurers encounter a fortress of living stalagmites home to a peaceful community of 3d8 Mud Mephits. The Mephits are engineers who delight in showing off their complex aqueduct designs.
D10=8:The walls around them transform into gigantic, leering faces that speak in unison, offering a cryptic prophecy about the fate of the realm. Ignoring their words could be perilous, but heeding them may be even more so.
D10=9:A firbolg named Mossbeard tends a small garden of earth-infused plants, speaking lovingly to each sprout.
D10=10:A cordial conclave of 1d8 Xorn scholars discussing geomantic cartography extends their wisdom on crystal formations to fellow scholars passing through.
d100 = 54
D10=1:A distant, low rumble reverberates through the earth.
D10=2:You encounter a group of miners, searching for a lost vein of ore.
D10=3:Earth Spirits (Gargoyles) pose as statues in an ancient subterranean cathedral, coming to life when intruded upon to prevent the theft of sacred relics.
D10=4:A group of dwarves are celebrating their victory over an orc horde that had been terrorizing their village. They invite the party to join in the festivities and share tales of their brave deeds.
D10=5:A mysterious hermit, covered in dirt and rocks, lives alone in a cave. The hermit has a deep connection to the earth and can communicate with the party through the ground.
D10=6:A man named John Smith approaches the party and asks them if they've seen any strange creatures nearby. He has been tracking them for days, but he lost their trail somewhere close by.
D10=7:A hill giant and a stone giant are arguing about land and who has the right to live on it.
D10=8:There’s an unaware sleeping stone giant blocking the path. They must quietly coordinate to get around it without waking it.
D10=9:You come across a group of adventurers, searching for a powerful relic hidden deep within the earth plane.
D10=10:The sky turns a dusty red, creating an eerie twilight effect.
d100 = 55
D10=1:The adventurers must find a way across an underground lake covered in a thin crust of salt, carefully avoiding the Salt Elementals that lie in wait beneath to drag trespassers into the depths.
D10=2:A group of people are on their way back from a nearby city to their village. They are dirty and are carrying a lot of stuff in their wagon. They will ask the party if they have seen any goblins in the area.
D10=3:The players come across a group of miners who are stuck in a cursed mine. They are being pursued by a vengeful spirit that is trapped within the mine for eternity. Will the players find a way to break the curse or will they face the wrath of the angry spirit?
D10=4:A group of 6 goblins on horseback, they are headed to a village
D10=5:You come across a group of hill giants, asleep on the ground.
D10=6:You find a small cave in the mountain side. Inside the cave, you find a small pool of water with a tiny spirit in it. If you disturb the water, the spirit attacks! It is actually a small water elemental in disguise!
D10=7:An elven druid named Rootwarden talks to plants growing in the rocky soil, pleading for their guidance and wisdom.
D10=8:A huge, intelligent boulder (about the size of a small house) is tumbling down the side of a mountain. If players get in its way, it will stop and attack them with a powerful slam attack that does 1d10+10 damage.
D10=9:A man named Samuel Jackson approaches the party and asks them if they've seen any strange creatures nearby. He has been tracking them for days, but he lost their trail somewhere close by.
D10=10:A giant, animated statue of a man in plate mail strides down the path. If the party gets too close to it, it will attack them. It is a golem, and it will fight until it has taken enough damage to be destroyed.
d100 = 56
D10=1:They find a series of small, narrow tunnels that twist and turn.
D10=2:A group of ogres are digging through the ground in an attempt to find buried treasure. They are digging through a room full of sleeping goblins. The goblins awaken and attack!
D10=3:A deep chasm opens up in the middle of the cavern, and the party can hear a strange, low humming coming from it.
D10=4:A group of 4 gnomes on a small raft, they are headed somewere in a hurry.
D10=5:A seemingly peaceful underground garden made of glowing crystals is actually alive. The crystals lash out with vines, attacking anyone who tries to pick them.
D10=6:A group of 1d20+10 goblins are running away from an elven hunting party. The elves will attack anything in their path if it looks like it might be dangerous to them.
D10=7:As you walk along, the ground begins to shake. A giant earth elemental attacks.
D10=8:Carved by timeless diligence from deeply ancient Ruins, a cohort of 1d6 Earthen Elders engages in divine stargazing studies from quartz telescopes, inviting the keen-eyed to help unravel the secrets of celestial alignments.
D10=9:The adventurers find a cavern with gravity-defying stalactites and are suddenly flanked by 1d10 Earth Djinn. These beings will challenge the party to solve riddles related to the ancient magic sustaining the unusual phenomena.
D10=10:A flying fortress made from gold, copper and gems flies overhead. It has 16 gargoyle servants on board. They are looking for a magic item kept in the area by an evil wizard named 'The Shadow Master'. The item is a book that contains instructions on how to create a race of shadow creatures called 'The Shadow Army'.
d100 = 57
D10=1:Grouchy Dwarves are digging for gold!
D10=2:The adventurers stumble upon an eerie field of glowing crystals, inhabited by 2d8 Magmin. These fiery beings are mischievous and potentially dangerous, setting traps and causing minor explosions to deter intruders.
D10=3:Cauldrons of bubbling tar and oil mark the presence of an Oil Elemental. Spills and leakages make combat exceedingly perilous, as any flame results in catastrophic explosions.
D10=4:A group of 8 human warriors led by a human cleric are traveling through this area. They are on their way to a nearby city to report to the king. They are carrying a large chest full of gold and valuables to pay for the king's new castle. The party can choose to help or steal the chest.
D10=5:A group of men are arguing about how to deal with a group of kobolds that are attacking the town. They will ask the players for help.
D10=6:You find yourself in a chamber filled with gold coins, it looks like the remains of an ancient temple.
D10=7:Veins of precious metals tempt the reckless mining of sacred ground guarded fiercely by earth elementals. Players must navigate these tensions for immediate treasure or long-term stability.
D10=8:A giant (2d6 HD) with a body made of rock is standing in front of the party. He is holding a large shield and talking to a group of 3 characters that look like elves, humans and halflings. The characters ask him to join them in battle against a group of 8 bandits, 3 gnolls and a kobold. The giant says 'Hell no!' and attacks the party.
D10=9:A group of earth elementals are trying to stop a raging fire elemental from destroying their home. The party must choose whether to help the earth elementals or the fire elemental.
D10=10:A grand structure of reflective crystal arches serves as a gateway between worlds. An ancient being of earth and light offers difficult trials for the worthy to pass the gate.
d100 = 58
D10=1:After entering a dark tunnel, the players find a group of 2d6 stone giants. The giants appear to be in the middle of a heated argument.
D10=2:A group of Dwarves marching by, singing their clan's traditional hymns, stop to challenge the party to a drinking contest. The prize? A magical gemstone that grants the winner immunity to poison.
D10=3:A cordial conclave of 1d8 Xorn scholars discussing geomantic cartography extends their wisdom on crystal formations to fellow scholars passing through.
D10=4:A man is walking around town telling people that he knows the location of a magical treasure. He tells people that he will tell them where to find it for 1d10+5 gold per person. He is actually telling the truth, and if the players pay him, they will be able to find this treasure.
D10=5:The party finds an underground chamber filled with lava. If they investigate further, they will find that the lava is controlled by a powerful stone golem.
D10=6:A rockslide threatens an underground kobold metropolis. Rescuing the metropolis will risk the wrath of neighboring factions but establishes a grateful city as allies.
D10=7:An ancient stone dragon is resting in a deep crevice in the ground and it awakens when the party approaches.
D10=8:A spirit of the land, bound in an ancient shrine, asks for restoration to prevent decay and collapse. Players must balance aiding the spirit with the temple’s strictures and guardian defenses.
D10=9:A group of 2d8 humans are arguing over what to do next. They are lost, and they don't know which way to go. The party can choose to help or rob them of everything they have.
D10=10:The cavern floor is covered with a nearly invisible net of tripwires attached to stone-spears.
d100 = 59
D10=1:A dust devil whips past, kicking up small stones and dust in its path.
D10=2:A seemingly abandoned quarry hums with latent magical energy. Upon closer inspection, it is the lair of a Medusa who has petrified countless explorers, transforming them into statues for her macabre collection.
D10=3:At a glistening underground lake, 4d8 playful Earth Rhinoceroses bask in the mineral-rich water, carefree and approachable, sharing their contentment with visitors who respect their space.
D10=4:A group of people are gathering near a cavern entrance. They are going inside to explore the cave and claim the fortune that is in it.
D10=5:A large, stone gate blocking the way ahead.
D10=6:They come across a narrow, winding fissure in the ground.
D10=7:Players come across a small village. The villagers are building a statue. The statue has a sword that is pointing downward and has one hand on top of the hilt and the other on top of the blade.
D10=8:The path is blocked by a wall of iron deposits; the party must find another way around or find a way to mine through it.
D10=9:A seemingly abandoned settlement carved into a mountain reveals a complex mechanical labyrinth set by a mad earth mage whose automatons guard treasures unknown.
D10=10:A contest held by a group of earth elementals, challenging the players to a game of strength and endurance. Will the players accept and possibly win a valuable prize or will they decline and risk angering the powerful elementals?
d100 = 60
D10=1:A man named Joe Black approaches the party and asks them if they've seen any strange creatures nearby. He has been tracking them for days, but he lost their trail somewhere close by.
D10=2:The adventurers must find a way across an underground lake covered in a thin crust of salt, carefully avoiding the Salt Elementals that lie in wait beneath to drag trespassers into the depths.
D10=3:The party sees a large tower made of stone with a green glow coming from the top of it. If they approach it, they will be attacked by 2d4 earth elementals who are protecting it.
D10=4:A man named Carver the Sherman approaches the party and asks them if they have seen any of his cattle nearby. He has been tracking them for days, but he lost their trail somewhere close by.
D10=5:A mysterious hooded figure offers the players a deal - in exchange for an artifact from the elemental plane of fire, they will receive a powerful artifact of their own. However, the task will not be easy as they must navigate through treacherous tunnels filled with deadly traps and creatures.
D10=6:A group of 2d6 goblins looking for food after a lost battle, they are yelling "YOU WILL GIVE US FOOD OR DIE!"
D10=7:The party stumbles upon a colossal worm-like creature, the Behir, which sends bolts of lightning through its body to form deadly natural traps within the cavern.
D10=8:The adventurers stumble upon a nexus of ancient ley-lines, guarded by 2d6 Elemental Knights. These powerful beings are charged with preserving the balance of earth energies and will test any who seek to harness them for personal gain.
D10=9:The party finds themselves walking upon a living, breathing "forest" of rock formations which coalesce into a Singular Monolithic Earth Elemental. Their every step awakens the ancient sentinel, causing tremors that threaten their stability.
D10=10:The party notices an old man with a long white beard standing in the middle of a field of wildflowers. He introduces himself as a powerful wizard and offers to teach the party powerful magical secrets if they help him with a certain task.
d100 = 61
D10=1:A group of Crag Trolls ambush the party, camouflaging amongst the rocks, and use their natural resilience to counter the adventurers' every move.
D10=2:Among the crumbling ruins of an ancient petrified temple, players find an untouched library guarded by sentient rock constructs demanding the elimination of intruders, questioning if knowledge should be protected or shared.
D10=3:The tunnel is filled with fine silt that chokes the air, requiring face-coverings to pass.
D10=4:As the party travels through a barren and desolate wasteland, they suddenly come across a lush oasis filled with vegetation and a crystal-clear pond. However, they soon discover that the oasis is guarded by a powerful earth elemental who will not let them leave without completing a task for it.
D10=5:The party comes across a crystal formation that is glowing brightly. Upon closer inspection, the party finds that the crystal is a dormant stone elemental.
D10=6:An empathetic crew of 1d6 Basilisks has turned their petrifying gaze into an art, forming beautiful stone sculptures. They demonstrate incredible discipline and show respect to those who recognize their craft.
D10=7:An earthen golem warding off intruders from a hidden temple.
D10=8:A group of nomadic earth genasi offer the party a feast of roasted meats, but they soon realize the meat is actually earth elementals in disguise. How will they handle this betrayal?
D10=9:A mysterious figure covered in rubble named Shale offers cryptic advice about the path ahead before disappearing into the ground.
D10=10:A corridor lined with unstable crystal formations, needing the combined effort to avoid sudden energy bursts.
d100 = 62
D10=1:Puddles of water form on the ground, increasing to a stream the party has to jump in and fight off the water elementals that are threatening the party.
D10=2:The party discovers a large pit in the ground near the cave wall. It is about 60 feet across and it goes down about 60 feet. There are a group of gnomes gathered near the pit. They are collecting rocks and planning to make a ladder that they can use to climb out of the pit.
D10=3:A rare herb with medicinal properties is found growing precariously from a rock face. The party must devise a way to safely harvest it.
D10=4:The party encounters a herd of 2d6 Ankheg burrowing through the earth. These monstrous insects are ravenously hungry and will attack without hesitation unless the party can successfully divert their attention.
D10=5:A wizard named Geo is studying the magical properties of ley lines within the plane, mumbling arcane formulae.
D10=6:The party finds themselves in the middle of a fierce earthquake, the terrain shifting and buckling underneath them.
D10=7:A community of svirfneblin is endangered by marauding earth elementals. Assisting brings the players closer to a rare repository of earth knowledge but at great peril from nuanced political tension.
D10=8:A group of goblins are digging through the ground in an attempt to find buried treasure. They are digging through a room full of sleeping kobolds. The kobolds awaken and attack!
D10=9:A group of humans is digging in the ground nearby. They are looking for treasure. They will attack anyone who interferes with their work.
D10=10:Players discover a clan whose stone-like skin gives them immense strength and longevity. They are being hunted for experimentation — aiding or involving themselves presents ethical dilemmas.
d100 = 63
D10=1:The group is attacked by an army of dwarf-like creatures that emerge from the ground and attack with stone weapons.
D10=2:Part of the realm collapses into the Underdark, revealing a lost kingdom swallowed by the earth. Its spectral, mineral-infused inhabitants plead for aid in restoring their domain to its former glory.
D10=3:Hidden pitfalls are covered with loose gravel, requiring keen perception to avoid.
D10=4:An unusually magnetic area pulls at metal objects. The party must strategize to navigate without losing their equipment.
D10=5:The adventurers stumble upon an ancient, forgotten mine shaft teeming with 2d8 Xorn. These creatures are calmly munching on precious gems and metals, but will defend their hoard fiercely if provoked.
D10=6:A dwarf named Bouldershield practices forming shield walls out of rock, demonstrating his techniques to interested viewers.
D10=7:They come across a series of deep, narrow cracks in the ground.
D10=8:The party stumbles upon a huge underground chamber with a large magical gem in its center. The gem radiates magical energy and has a strange effect on the surrounding area.
D10=9:A grand structure of reflective crystal arches serves as a gateway between worlds. An ancient being of earth and light offers difficult trials for the worthy to pass the gate.
D10=10:As you walk along, the ground begins to shake. A giant earth elemental attacks.
d100 = 64
D10=1:A deep chasm splits the ground ahead. The party must create a bridge using surrounding materials or magical means.
D10=2:A large, ancient stalactite appears on the verge of breaking and causing a blockage; navigating carefully is crucial.
D10=3:The party enters a cavern. In the cavern, there is a pool of lava filled with 2d10+8 tiny red dragons. The dragons are sleeping. The party can sneak past them (DEX Check), or fight them (DEATHS!).
D10=4:The party finds a strange stone platform that is floating in the air. When they investigate further, they will find that it is actually an ancient elemental transporter that can take them to other planes of existence.
D10=5:A man named 'Mungo' appears out of the ground. He is dressed in expensive clothes, and appears to be extremely rich. He is extremely paranoid about thieves trying to rob him and will attack anyone on sight who looks like a thief.
D10=6:The party encounters a sleeping rocky drake and must decide how to move past it without waking it.
D10=7:The ground crumbles beneath the party, turning into an endless pit leading to the lair of an Earthbound Wyrm, where they must find their way out while evading the beast.
D10=8:Small gemstones embedded in the rock walls catch the light as they pass.
D10=9:The players hear a rumbling sound. They see a large boulder rolling toward them. It is about 10 feet tall and it is about 10 feet wide. It is made out of stone and it has arms and legs and a face and it is made out of stone (so it's a Stone Golem). Ruh row. Roll for initiative.
D10=10:A large earth elemental guarding a cave.
d100 = 65
D10=1:The party encounters a massive underground river with a patch of Ground Enormous Crystals on the other bank, guarded by a fearsome Basilisk drawn to their shimmering glow.
D10=2:Xorns slip through the cracks in the road, doubling back on their tracks.
D10=3:There is a room with 6 barrels of oil.
D10=4:The party finds itself in a strange, otherworldly landscape of swirling dust and sand. If they venture further, they will find a hidden city made of solid rock.
D10=5:Harmonize elemental energy sources discovered in crystal formations—a team effort to tap into safely.
D10=6:A narrow tunnel requires the cooperation to navigate, ensuring no one gets stuck.
D10=7:The ground is covered with delicate glass-like minerals. They must coordinate their steps to cross without shattering anything.
D10=8:A natural rockslide has occurred. They need to clear the debris to proceed.
D10=9:As the party travels through a rocky terrain, they come across a small waterfall that leads into a hidden cave. Inside is a peaceful oasis with a small community of faeries and pixies living among the plants and crystals.
D10=10:A group of dwarves is mining for a rare stone that has the power to control earth elementals. The party must decide if the dwarves should be allowed to wield such power or if the stone should be destroyed.
d100 = 66
D10=1:As you walk through a forest, you hear a loud roar coming from the ground. Suddenly, a large tremor shakes the earth and a huge wyrm bursts from the ground and takes to the sky.
D10=2:A small fire is burning on the ground. A man with a dagger is standing over it. He looks starved and desperate.
D10=3:Smooth-worn underground river stones litter the path, making footing treacherous.
D10=4:As the players journey through the plane, they come across a group of earth elementals who are practicing a ritual to restore balance to the plane. However, a group of power-hungry mages plan to stop them to gain control over the plane's resources. Will the players side with the elementals or the mages?
D10=5:A huge, intelligent boulder (about the size of a small house) is tumbling down the side of a mountain. If players get in its way, it will stop and attack them with a powerful slam attack that does 1d10+10 damage.
D10=6:An eccentric gnome alchemist named Gravelhop is mixing potions with mineral ingredients, testing their effects on small earthen creatures.
D10=7:A troupe of performers from various planes staged in an enormous hollow gemstone attracts audiences and draws out dangerous subterranean creatures resentful of disruption.
D10=8:The party stumbles upon a huge underground chamber with a large magical gem in its center. The gem radiates magical energy and has a strange effect on the surrounding area.
D10=9:They find a small, underground stream flowing with crystal-clear water.
D10=10:The tunnel narrows until only the smallest member of the party can proceed.
d100 = 67
D10=1:They find a partially buried chest filled with mundane items.
D10=2:The adventurers come across a massive geode cavern, occupied by 3d6 Giant Beetles whose carapaces glitter like gemstones. If the party disturbs the beetles' nesting grounds, they will attack in a coordinated frenzy.
D10=3:An idyllic stream of molten gold flows serenely through a valley of gemstones, softly worshipped by 4d4 Troggledytes who offer to anoint the adventurers with protective golden luster.
D10=4:A huge cave-in blocks the road.
D10=5:A group of goblins are digging through the ground in an attempt to find buried treasure. They are digging through a room full of sleeping kobolds. The kobolds awaken and attack!
D10=6:A lonely Grave Giant meditates amidst a graveyard of fossils, connecting with the spirits of ancient beasts. They offer to share their wisdom and history in exchange for tales of the adventurers’ bravery.
D10=7:Players arrive at a village that is celebrating a harvest festival. The villagers will give players free food and drinks as long as they stay in town for the festival. A group of hobgoblins comes into town to steal from people during the festival. They will try to steal from players if they get too close to them.
D10=8:A group of 2d6+2 gargoyles are flying around the area and they dive down to investigate the party.
D10=9:An ancient earthen spell-rendering circle requires each party member to participate to manifest protection.
D10=10:As you journey through the Elemental Plane of Earth, you encounter a group of powerful earth mages performing a ritual to summon a massive golem. The party must make a decision on whether to intervene or let the mages complete their ritual.
d100 = 68
D10=1:All around you, the earth vibrates and the party can hear a distant rumble. The source of the sound is a giant earth elemental walking the planes.
D10=2:The group finds itself in an underground tunnel that leads to an ancient temple dedicated to an unknown god.
D10=3:The party discovers a group of 4d6 earth elementals in a large chamber. The elementals are performing a strange ritual involving strange stone statues.
D10=4:A horde of 1d6+1 gnolls attacks!
D10=5:A half-orc blacksmith named Grudge is forging weapons using a lava flow as his forge, sweating but focused.
D10=6:While traveling through a forest of petrified trees, the party encounters 3d4 Grimlocks. These eyeless humanoids are highly territorial and will attack anyone who ventures too close to their subterranean lair.
D10=7:They discover a network of caves belonging to earth elementals who require intricate negotiation to pass through.
D10=8:The players will fall into a underground cave system. A random d100 roll on random riddles will happen. Once the riddles are answered, the players will be able to get out of the cave system. If the players don't get out of the cave system or if they get out the cave system but don't answer the riddles, the players must fight a group of 2d6+2 snake people who will want to eat the players. If the players answer the riddles correctly, the snake people will take them back to their village to live a life of luxury.
D10=9:An underground lake flows under the cavern. The party hears a voice in the distance.
D10=10:Players must extract a trapped caravan without collapsing the cavern ceiling.
d100 = 69
D10=1:The party comes across a group of dwarves who are in a battle with a clan of duergar who are trying to claim their land for themselves. The party can choose to help either side, or negotiate a peaceful resolution.
D10=2:The forest of stalactites and stalagmites is actually a camouflaged colony of Ropers, sinister creatures with extendable tentacled tendrils seeking to drag the adventurers into a maw of certain doom.
D10=3:A colossal earth elemental guarding a treasured artifact offers players the choice to either eradicate a nearby drow encampment or risk combat to obtain the prized item.
D10=4:They discover a hidden waterfall with dense, energizing minerals. The party meticulously gathers it for sustaining magical energy.
D10=5:A powerful druid invites the party to take part in a ceremony to appease the earth spirits and maintain balance in the Elemental Plane. However, one of the party members is chosen as a sacrifice to the spirits.
D10=6:A goblin named Rockwit tries to peddle "lucky" pebbles, each one allegedly having a unique magical enchantment.
D10=7:A group of 2d6 giant centipedes are on the ground, feasting on the remains of a dead human body. If the players get too close, they will attack them.
D10=8:The party is challenged by a group of earth elementals to a game of wits and strategy. The elementals use their knowledge of the earth to create obstacles and challenges for the party to overcome.
D10=9:A cool, damp breeze brings the smell of fresh minerals from below.
D10=10:Players arrive at an abandoned fort that is overgrown with vine and plants. Players see a group of gnolls arguing about something. One of the gnolls throws a rock at another gnoll and kills it. The gnolls attack players if they get too close to them. The gnolls are arguing about how to do their evil work since their leader was killed by an adventuring party nearby. The leader's name was Garlak, and his tomb has not been robbed yet. There is a 50% chance that there are 1d6+2 ghouls in the tomb, guarding Garlak's riches.
d100 = 70
D10=1:Jagged obsidian plains cut into the adventurers' feet, driven to insanity by a haunting Spirit of Flame seeking revenge on the living.
D10=2:A wizard named Geo is studying the magical properties of ley lines within the plane, mumbling arcane formulae.
D10=3:A rock opens up in front of you. A large hill giant steps out.
D10=4:A small fire is burning on the ground. A man with a dagger is standing over it. He looks starved and desperate.
D10=5:A group of neutral earth elementals is constructing a monument. The party can offer their assistance to understand the local culture better.
D10=6:A veil of fine, floating dust reduces visibility and presents a risk of coughing fits and distractions.
D10=7:As you walk along, the ground begins to shake. A giant earth elemental attacks.
D10=8:They find a series of strangely shaped stalactites and stalagmites.
D10=9:The cavern has a low ceiling, and tall members of the party must stoop low to avoid hitting their heads.
D10=10:The cavern floor collapses into a massive pit filled not with soil, but a magnetic field manipulating metallic debris. A rogue magneto-elemental guards a relic of profound potency at the field's core.
d100 = 71
D10=1:A group of 2d8 bandits are running away from a group of 2d10 wild dogs that are chasing after them. The dogs are made of stone and are ethereal with 2 HD each. They are made of 2d6 pieces of stone and have 2 maws with 2 sets of fangs with 2 heads with 2 eyes on each head with 2 horns on each head and they are made of stone and they move like snakes through the otherworld on the Elemental Plane of Earth, coming from the Elemental Plane of Earth each time they come through to the material plane, blinking in one eye at a time like that.
D10=2:The sound of dripping water echoes in the distance, making it hard to judge the actual distance.
D10=3:The massive stone door requires a series of correct pressure points activated simultaneously.
D10=4:You come across a group of humans who appear to be in a trance-like state. Upon closer inspection, you realize that they are being controlled by a powerful shaman.
D10=5:A steep, slippery slope made of loose gravel requires careful climbing or descent.
D10=6:A small patch of grass has grown into a small hill. Players can see into the Elemental Plane of Air through the hill if they look hard enough. A wizard named Kanter opened a portal and forgot to close it.
D10=7:There are zombies coming out of the lake.
D10=8:An earth elemental named Grumble is in deep conversation with a boulder, swapping tales of ancient geological movements.
D10=9:A giant (2d6 HD) with a body made of rock is standing in front of the party. He is holding a large shield and talking to a group of 3 characters that look like elves, humans and halflings. The characters ask him to join them in battle against a group of 8 bandits, 3 gnolls and a kobold. The giant says 'Hell no!' and attacks the party.
D10=10:An underground aqueduct holds clues to ancient civilizations needing combined scholarly assessment to decode.
d100 = 72
D10=1:A settled enclave prudently files sandstone abodes watched by introspective 2d4 Earth Behemoths translating philosophical texts from lost civilizations, exchanging histories left unheard.
D10=2:The ground here is uneven, suggesting recent seismic activity.
D10=3:The party comes across a group of earth genasi monks who have perfected the art of earthbending. They challenge the party to a friendly competition to see who has the strongest grasp on the element.
D10=4:The adventurers come across an underground crystal garden tended by 2d6 Earth Druidic Guardians. These druids see the adventurers as potential disruptors or allies in their eternal task of guarding the fragile ecosystem.
D10=5:A group of stone golems are guarding a magical artifact.
D10=6:The party is attacked by a mysterious treant-like creature made of stone.
D10=7:An underground river flows with magical properties. Players must protect or exploit the river’s mysteries against the interests of warring denizens seeking control over this resource.
D10=8:A group of 1d4 orcs looking for their comrades.
D10=9:The party discovers an underground temple filled with statues of ancient kings and warriors. The statues come to life and attack the party.
D10=10:You come across a large rock formation that is shaped like a giant's face.
d100 = 73
D10=1:The party hears a rumbling noise and sees a giant stone hurling towards them. It is a giant stone giant throwing a boulder at them.
D10=2:A warren of interconnected tunnels requires spatial mapping skills from everyone to travel efficiently.
D10=3:A natural rockslide has occurred. They need to clear the debris to proceed.
D10=4:The party is suddenly swallowed up by an earth elemental and transported to its home deep within the earth. They must find a way to escape before the elemental decides to make them part of its collection.
D10=5:The cavern walls are slick with a strange bioluminescent slime that glows faintly and is extremely slippery.
D10=6:Nothings seems unusual. Some odd noises could be heard, but nothing more.
D10=7:A group of dwarves building a defensive wall out of stone.
D10=8:A goliath named Boulderclap is practicing wrestling moves with boulders, treating them as if they were training dummies.
D10=9:A winged creature is being transported by a large, bird-like creature.
D10=10:A festive stalagmite village prepared by 3d8 Dwarven Miners exhibits ongoing peaceful celebrations of new mineral discoveries, cordially inviting explorers to partake in their community's jubilation.
d100 = 74
D10=1:In a cavern filled with the echoes of past deeds, where shadows play out battles of old, ethereal forms challenge the party, testing their valor and understanding of honor.
D10=2:A group of 8 humans are traveling through this area on their way to a nearby city. They are carrying a small chest full of gold, silver, and gems that they found while traveling through this area. They will offer to share it with the party if they help them get through this area safely.
D10=3:The party comes to an area of the tunnel where the walls and ceiling are covered in large veins of quartz and quartzite. The veins are tightly packed and almost look like veins of gold ore. A group of 1d10+12 dwarves are mining for gold ore in this area. They will attack.
D10=4:The walls of the cavern are veined with various metals.
D10=5:Suffused through the soft glow of a dimly lit Hollow Earth, 4d8 Muddled Earth Spirits whisper foundational truths to those who meditate, offering experiences into the cataclysmic cycles of the world’s rejuvenation.
D10=6:A group of 2d6+2 humans is walking down the road. They are headed towards the nearest city.
D10=7:A group of humans are standing around a large fire, they are having a party.
D10=8:A gentle, consistent tremor vibrates through the ground for several minutes.
D10=9:A large crystal throne rests atop a massive stone dais surrounded by four standing stones with ancient runes.
D10=10:The adventurers come across a group of strange creatures made of diamond and gold, who protect an ancient artifact.
d100 = 75
D10=1:An ethereal colony of underworld creatures harvests precious gemstones. Their advanced tunnel networks are fraught with traps and ancient defendive wards.
D10=2:A group of 2d6+2 dwarves are walking down the road. They are headed towards the nearest dwarf hold.
D10=3:The players stumble across a group of 2d6+2 gnolls. They are hunting for food to feed their tribe. If the players get too close, they will attack them.
D10=4:Deep within an alabaster cave, a Labyrinthine Hydra slumbers. Its many heads dictate the shifting stone walls, trapping anyone who dares to enter.
D10=5:A small goblin army is using an ancient ziggurat as one of their bases. They will attack the party if they get too close.
D10=6:A merchant caravan transporting goods from a nearby city has been set upon by bandits. The party sees the battle, and can choose to help the merchants or the bandits.
D10=7:A group of 3d4+4 dwarves are standing in a circle around a campfire. A mid-sized lizard is roasting over the fire. If players ask, the dwarves will tell them that they are looking for their king. The dwarves will offer the players a beer if they can pass a STR check.
D10=8:A group of goblins are digging through the ground in an attempt to find buried treasure. They are digging through a room full of sleeping kobolds. The kobolds awaken and attack!
D10=9:The adventurers stumble upon an ancient library filled with books written in an unknown language.
D10=10:A group of 5 goblins are lounging on the floor of the cavern. They are eating lunch and they are watching two gnomes and a human locked in a cage. The goblins are waiting for their leader, a bugbear named Hoard, to come back and tell them if they can eat the gnomes and the human.
d100 = 76
D10=1:A pack of Earth Elementals are having a dance party deep in the earth. They invite the party to join them and teach them some new dance moves.
D10=2:The party comes across a deep ravine that is filled with a large number of earth elementals.
D10=3:A troll named Khudk is sitting in the middle of a room guarding a ring of retributions. He will ask for help.
D10=4:The party will see a group of 1d4 human barbarians riding horses and driving cattle toward their village in the distance.
D10=5:The party comes across a group of earth genasi who are in the middle of a heated argument. They ask the party to act as mediators and help resolve their dispute.
D10=6:The party discovers a large group of dwarves worshipping a strange figure made of earth and stone. They will attack the party on sight.
D10=7:A caravan of dao, earth genies of immense wealth, travels between elemental gateways. They offer trade for precious gems but securing a fair deal with these shrewd merchants requires true cunning.
D10=8:You spot an enormous statue of an ancient king carved out of solid rock. It stands at least 10 feet tall and is covered in intricate tattoos and symbols.
D10=9:Players can save a band of kobolds from a cave-in but doing so reveals their hidden trap-filled lair. The kobolds claim an ambitious plan to overthrow a tyrant, but it remains a risky bet.
D10=10:The ground ahead sparkles with dangerous crystal dust that must be navigated without inhalation.
d100 = 77
D10=1:They discover a hidden grotto that houses a small village of earth genasi. The villagers need help rebuilding after a recent earthquake.
D10=2:The party comes across a peaceful village of earth genasi who are being terrorized by a group of drow. The genasi beg for the players' help in driving off the drow and protecting their home.
D10=3:A pocket of still air hosts 3d4 Djinni artisans creating elaborate sculptures from the earth. The Djinni are in a peaceful state and invite the adventurers to witness their artistic feats.
D10=4:A geomancer is controlling the earth around them and making the ground move.
D10=5:The party finds a group of dwarves locked in combat with a powerful stone golem.
D10=6:An ambitious alchemist requires a rare, sentient stone, whose extraction risks the life of a peaceful earth elemental. The players must weigh the benefits of unique potions against the moral cost.
D10=7:An ancient stone puzzle requires each player’s input to solve.
D10=8:A group of 2d10 men is working in a large quarry. They are cutting stone into blocks and carrying them out of the quarry. If the players interfere, the men will attack them.
D10=9:A powerful storm strikes, bringing with it massive hail stones made of pure earth. The party must seek shelter or find a way to stop the storm before they are pummeled into the ground.
D10=10:You find yourself in a maze-like chamber, filled with traps and strange creatures made from stone.
d100 = 78
D10=1:A group of 4 cavemen praying to a hill giant idol.
D10=2:Strange earthworms tunnel near the party, causing slight tremors that disorient.
D10=3:Dense mineral growths on the ceiling might fall, requiring careful assessment before passing.
D10=4:A powerful sorcerer has created a golem army to control the plane and plans to take over the other elemental planes. The players must stop the sorcerer before it's too late.
D10=5:The path splits into three, and the party must determine which leads to safety and which lead to danger.
D10=6:The party finds themselves in the middle of a heated debate between two factions of earth elementals who are arguing over the best way to harness the power of the earth. Will the party help them come to a resolution or take sides in the conflict?
D10=7:There are zombies coming out of the lake.
D10=8:The party hears a loud rumbling noise and comes across a giant earth elemental who is destroying a nearby village. The party must find a way to stop the elemental before it causes too much damage.
D10=9:They come across a narrow, winding fissure in the ground.
D10=10:A warforged named Rubbleforge methodically tests out different stone materials, hoping to find the most durable for crafting.
d100 = 79
D10=1:One of the party members suddenly falls into a deep hole, revealing a hidden underground city of Drow. The party must navigate through the city and either fight or negotiate with the Drow to find a way back to the surface.
D10=2:Towering upon carefully balanced pillars of rubies, 2d12 elegant noble Gem Minotaurs leisurely patrol their pristine labyrinths inviting respectful scholars to share epic tales, exchanging uncut gems for deep-rooted enthusiasms.
D10=3:A group of adventurers are resting in a cave when they are attacked by a pack of wolves. One of the wolves is a werewolf in wolf form.
D10=4:The party arrives at a colossal stone sphere suspended by unseen forces. Inside, a gravity-defying realm of floating debris contains ancient artifacts believed to hold legendary earth magic.
D10=5:They encounter a field of tiny crystal flowers, glistening in the dim light.
D10=6:Discovery of natural spring with rare minerals need cooperative and skillful gathering for potion-making.
D10=7:A settled enclave prudently files sandstone abodes watched by introspective 2d4 Earth Behemoths translating philosophical texts from lost civilizations, exchanging histories left unheard.
D10=8:The ground is covered in a thin layer of fine, sandy soil.
D10=9:A series of deep footprints, possibly from a large earth elemental, cover the ground.
D10=10:The players encounter a group of rocky-looking creatures who are performing a strange dance that seems to manipulate the earth itself. If the players join in the dance, they may receive a magical boon or find a hidden entrance to a cave.
d100 = 80
D10=1:A docile pack of 2d6 Bulette pups are playing amidst boulders under the watchful eye of their adult guardians. The adults are protective but not aggressive, allowing interaction if approached with calmness.
D10=2:Players must extract a trapped caravan without collapsing the cavern ceiling.
D10=3:Huge chasm opens up in front of the party.
D10=4:The adventurers stumble upon an ancient, forgotten mine shaft teeming with 2d8 Xorn. These creatures are calmly munching on precious gems and metals, but will defend their hoard fiercely if provoked.
D10=5:The players hear the sound of earth being moved. The sounds are coming from inside a large cave at the base of the cliff.
D10=6:A group of 2d6+2 Xorn are burrowing through the earth and they all come out to the surface near the party.
D10=7:A man named Samuel Jackson approaches the party and asks them if they've seen any strange creatures nearby. He has been tracking them for days, but he lost their trail somewhere close by.
D10=8:A tabaxi named Earthwhisper quietly researches the harmony between minerals and magic, scribbling notes on scrolls of hide.
D10=9:A colossal army of Stone Geisers, guardians of a forbidden temple, block the explorers' path. They must either find a way to deactivate the golems or face them head-on.
D10=10:A group of humans are standing around a large fire, they are celebrating a wedding.
d100 = 81
D10=1:Two stone giants are in the middle of a heated argument.
D10=2:A tunnel is blocked by thick roots. The group must find a way to remove them.
D10=3:The party finds themselves in a large chamber filled with statues of forgotten gods. If the party investigates further, they will find a switch that will activate a magical shield around the chamber.
D10=4:Warlocks!
D10=5:The ground beneath the party's feet begins to shift and tremble, and they soon realize they are walking across the back of a massive earth elemental Titan, accompanied by 1d4 Crystal Dragons. The dragons are willing to parlay, but only if the party can produce a worthy offering of gemstones.
D10=6:A goliath named Boulderclap is practicing wrestling moves with boulders, treating them as if they were training dummies.
D10=7:The cavern floor is covered with a nearly invisible net of tripwires attached to stone-spears.
D10=8:A monastic hermitage quietly perched upon a high cliff is guarded by 1d10 stalwart Earth Pegasi granting serenity to those who traverse the known path toward enlightenment, offering bonds for hearts so touched by the spirit of the earth.
D10=9:A group of 2d6+4 goblins are hunting in the area and have found the party.
D10=10:A tribe of hill barbarians is attacking a group of 4 men. If the men are killed, the barbarians will start attacking the players.
d100 = 82
D10=1:Tunnels are filled with bioluminescent crystals, and they must gather enough to create a sustainable light source.
D10=2:A warren of interconnected tunnels requires spatial mapping skills from everyone to travel efficiently.
D10=3:A hill opens up right in front of the party. A hoard of 3d4 goblins and two hobgoblins attack the party.
D10=4:They find a small, bubbling spring with refreshingly cool water.
D10=5:Players discover a clan whose stone-like skin gives them immense strength and longevity. They are being hunted for experimentation — aiding or involving themselves presents ethical dilemmas.
D10=6:Huge chasm opens up in front of the party.
D10=7:The sound of distant, rhythmic drumming echoes through the caverns.
D10=8:The party comes across a large chamber filled with precious minerals and gems. In the center of the room is a giant earth elemental that is protecting the treasures.
D10=9:The party finds the ruins of an old fortress where the inhabitants were turned to stone by a powerful spell.
D10=10:The party is trapped between 2d8 Quicksilver Elementals that flow rapidly through the tunnels. These shimmering beings are elusive but deadly, testing the party’s reflexes and cunning.
d100 = 83
D10=1:The party notices a strange black cloud that appears to be following them. Upon further inspection, they realize that it is actually an intelligent being made of smoke.
D10=2:A waterfall blocks an exit, creating a slippery path the party must traverse.
D10=3:Stone Elemental - A stone giant or a stone elemental, it is shouting "I WILL KILL YOU!"
D10=4:A group of men are arguing about how to deal with a group of kobolds that are attacking the town. They will ask the players for help.
D10=5:The ground crumbles beneath the party, turning into an endless pit leading to the lair of an Earthbound Wyrm, where they must find their way out while evading the beast.
D10=6:The path splits into three, and the party must determine which leads to safety and which lead to danger.
D10=7:A gentle Earthquake Dance is performed by 1d8 Earth Genasi, illustrating the harmony between movement and geological activity, leaving the party with a hard-to-find piece of luxurious information about stress points.
D10=8:A sprite named Glittershard uses shards of colorful minerals to create beautiful mosaics that seem to shift and sparkle.
D10=9:A tribe of goblins emerge from the ground, then retreat back down into their holes when they see the party.
D10=10:An assembly of 4d4 Crystalline Constructs is engaged in a symphony of resonating hums throughout an echoing cavern. They are welcoming and harmonize even further when the adventurers play an instrument or sing.
d100 = 84
D10=1:The adventurers must find a way across an underground lake covered in a thin crust of salt, carefully avoiding the Salt Elementals that lie in wait beneath to drag trespassers into the depths.
D10=2:The party encounters a lone chimera, adapted to the Plane of Earth, with heads of a stone lion, metallic goat, and crystalline dragon. It has a riddle, the answer to which might lead them to untold treasures.
D10=3:A complex system of underground streams requiring engineering a network of sluices and dams to proceed safely.
D10=4:The adventurers come across a hidden seam of precious metals, guarded by 1d4 Brass Dragons. The dragons hold the territory sacred and will challenge the party to prove their intent before allowing them to proceed.
D10=5:A group of merchants is sitting around a campfire. They are talking about their dealings with the local population and the surrounding areas.
D10=6:A group of stone golems are guarding a magical artifact.
D10=7:All around you, the ground starts to shake and rumble. You see a giant earth elemental rising from the ground, ready to attack anyone who stands in its way.
D10=8:Synchronize in a detailed excavation preventing a natural resource from being damaged while mining
D10=9:A seemingly abandoned quarry hums with latent magical energy. Upon closer inspection, it is the lair of a Medusa who has petrified countless explorers, transforming them into statues for her macabre collection.
D10=10:A network of narrowly winding tunnels reveals 2d4 Earth Elemental Myrmidons—elite warriors in service to a powerful Earth Genie. These warriors will test the party's mettle to determine if they are friend or foe.
d100 = 85
D10=1:A dwarf bard named Rocksong is strumming a lute, singing a ballad about ancient stone heroes and their feats.
D10=2:A magical barrier of compacted earth can only be dispelled with the right incantation or touch.
D10=3:The ground crumbles beneath the party, turning into an endless pit leading to the lair of an Earthbound Wyrm, where they must find their way out while evading the beast.
D10=4:The party finds a small village in the middle of the plains. All of its citizens are going about their lives, oblivious to the party's presence.
D10=5:An ancient golem, created from giant diamonds, stands guard over a centuries-old treasure. It requires a riddle to be solved before it allows passage, but failure results in immediate combat.
D10=6:The party encounters a dark pit that must be crossed, possibly with the aid of spells or crafted tools.
D10=7:A bugbear miner named Grund is singing a surprisingly beautiful song while working, his voice echoing through the tunnels.
D10=8:You come across an invisible wall that blocks your path. Strangely, it has an opening in its center that appears to be keyed to some sort of magical frequency.
D10=9:A highly magnetic cave attracts metallic objects threatening the party’s gear; they must work together to navigate without loss.
D10=10:A group of humans is digging in the ground nearby. They are looking for treasure. They will attack anyone who interferes with their work.
d100 = 86
D10=1:The sound of pickaxes hitting stone echoes through the air as the party stumbles upon a large mine filled with gnomes. They are hard at work but are always happy to take a break and chat with travelers.
D10=2:A powerful sorcerer has created a golem army to control the plane and plans to take over the other elemental planes. The players must stop the sorcerer before it's too late.
D10=3:A group of stone-biting insects threaten to damage metal equipment unless dealt with.
D10=4:The party comes across a massive sinkhole filled with quicksand. Inside, a group of dwarves are trapped and need help getting out. But beware, as the quicksand is home to a deadly creature that will try to pull anyone who gets too close underground.
D10=5:A group of merchants are traveling through the area. If they asked the party if they want to buy anything, the party can either buy something or ask them where they are going and then they can help them fight off a group of orcs who are going to attack the village they are traveling to.
D10=6:A group of bandits have stolen a wagon from a nearby village, but the horses have died from exhaustion. The bandits are trying to hoist away the wagon, but
D10=7:A group of human warriors are traveling through this area. They are on their way to a nearby city to report to the king. They are carrying a large chest of gold and valuables to pay for the king's new castle. The party can choose to help or steal the chest.
D10=8:Footing becomes unsure as the path transitions into a slick, mud-like layer of clay.
D10=9:The party enters a strange underground chamber and is immediately attacked by a group of 4d6 strange creatures that resemble living rocks.
D10=10:They find a broken statue, half-buried in the earth.
d100 = 87
D10=1:A tribe of goblins are raiding a nearby village for resources. The party can choose to either help the village defend themselves or join the goblins in their raid.
D10=2:A group of 2d6 goblins is hiding in the bushes. They are waiting for travelers to walk past so that they can attack them.
D10=3:A kobold named Pebblecarver shapes protective charms out of raw stone, offering them to travelers for goodwill.
D10=4:Grouchy Dwarves are digging for gold!
D10=5:A powerful earthquake shakes the ground, causing ancient ruins to emerge from beneath the earth. The ruins hold secrets and treasures, but also dangerous traps and creatures that have been hidden for centuries.
D10=6:As the party traverses a forest of stone columns, they witness a battle between 1d4 Earth Myrmidons and a Crystal Dragon. The dragon, wounded and fighting fiercely, offers a reward if the party aids it against the Myrmidons.
D10=7:A group of 2d6 elves are hiking down a trail, looking nervous. They are carrying a small chest marked with a strange symbol. If players ask, they will say that they are looking for the center of the world. They don't know how to get there, but they are willing to pay 1d10x10 gold pieces if players can find them a way there.
D10=8:The path splits into three, and the party must determine which leads to safety and which lead to danger.
D10=9:Vast caverns filled with soft, glowing moss harbor a spectral earth guardian who demands tribute in the form of life energy for continued navigation through safe passage.
D10=10:A group of ogres are digging through the ground in an attempt to find buried treasure. They are digging through a room full of sleeping goblins. The goblins awaken and attack!
d100 = 88
D10=1:The tunnel narrows until only the smallest member of the party can proceed.
D10=2:Nothings seems unusual. Some odd noises could be heard, but nothing more.
D10=3:The sound of chattering teeth can be heard from within a cave in the nearby hills. There is a band of 2d4 wild, barbarian gnomes living in this cave!
D10=4:Players discover a clan whose stone-like skin gives them immense strength and longevity. They are being hunted for experimentation — aiding or involving themselves presents ethical dilemmas.
D10=5:A group of friendly gnomes offers to give the party a tour of their underground city, but they soon discover the gnomes are actually mind flayers in disguise and they are being led into a trap.
D10=6:A mysterious floating castle made of crystal appears in the sky. It is inhabited by a powerful wizard who is seeking help from the players to retrieve an ancient magical artifact from the depths of the plane. But is the wizard telling the whole truth?
D10=7:A pixie named Glimmer is painting the walls of a cave with glowing moss, creating a phosphorescent masterpiece.
D10=8:Two 2d4+4 half-giants are arguing about what to name their new baby. A half-giant baby is sitting in the middle of the road playing with a wooden toy horse.
D10=9:The party comes across a strange monolith that is emitting a strong magical aura, the monolith is guarded by a group of 2d6+2 earth elementals.
D10=10:A chasm separates two factions of an underdark society. The players must either build a bridge fostering peace or destabilize the region by ensuring hostilities continue for personal gain.
d100 = 89
D10=1:A mining guild vs. nature spirit conflict arises. Either side seeks player assistance: the reward of rare minerals or the moral high ground of protecting the elemental balance.
D10=2:Xorns slip through the cracks in the road, doubling back on their tracks.
D10=3:The party is suddenly swallowed up by an earth elemental and transported to its home deep within the earth. They must find a way to escape before the elemental decides to make them part of its collection.
D10=4:A group of 6d10 wild dogs are attacking a group of 10d10 goblins that are eating a dead body.
D10=5:Players come across a small village. The villagers are preparing for a wedding.
D10=6:A huge, intelligent boulder (about the size of a small house) is tumbling down the side of a mountain. If players get in its way, it will stop and attack them with a powerful slam attack that does 1d10+10 damage.
D10=7:A group of travelers is being attacked by a pack of wolves. The wolves are strange, as they are white and do not have eyes.
D10=8:Cauldrons of bubbling tar and oil mark the presence of an Oil Elemental. Spills and leakages make combat exceedingly perilous, as any flame results in catastrophic explosions.
D10=9:A gaping cavern filled with slumbering stone colossi that awaken to proximity or sound, presenting both a threat and a moving maze that can shift paths unexpectedly.
D10=10:A clan of 3d6 earth mephits is busy carving intricate patterns into a rock face.
d100 = 90
D10=1:The ground trembles as the party enters a cavern inhabited by an Earth Siege Beast, an ancient weapon designed for colossal battles now warped and inhabited by an elemental spirit.
D10=2:You are attacked by a group of golems, who seem to be protecting something.
D10=3:An underground lake flows under the cavern. The party hears a voice in the distance.
D10=4:The adventurers find a gargantuan statue of an unknown god that is slowly coming to life.
D10=5:A clan of 3d6 earth mephits is busy carving intricate patterns into a rock face.
D10=6:You pass by a large lake, and you hear the faint call of a siren coming from its depths.
D10=7:A gentle breeze stirs the dust, creating mild, swirling patterns.
D10=8:Throughout the caverns, the party finds discarded pieces of strange machinery and bits of ore.
D10=9:An aasimar named Flinford, claiming to have fallen from the heavens, is puzzled by the dense and unfamiliar terrain.
D10=10:The adventurers come across an ancient earthen smithy, where 1d6 Iron Golems labor ceaselessly on mysterious projects. The golems are charged with defending the ancient forge and may view the party as an unwelcome intrusion.
d100 = 91
D10=1:A warren of interconnected tunnels requires spatial mapping skills from everyone to travel efficiently.
D10=2:A goblin named Craggle is trying to refine the art of stone-skipping on a subterranean lake, much to his frustration.
D10=3:The party comes across a massive waterfall made entirely of molten metal. As they watch in awe, they notice a group of metallic creatures swimming within the falls. What secrets could this place hold?
D10=4:You see a group of 3 cavemen with a wooden cart, they are yelling "WE WILL STEAL YOUR GOLD!"
D10=5:Nothings seems unusual. Some odd noises could be heard, but nothing more.
D10=6:A giant boulder blocking the entrance to a hidden temple.
D10=7:Tunnels laced with precious metals attract the attention of a swarm of Rock Drakes, who fiercely protect their glittering lair from any and all intruders.
D10=8:Players must synchronize their movements to navigate across a vibrating bridge.
D10=9:The party finds a large stone golem that has been broken apart and left dormant. If the party investigates further, they will discover a hidden switch that will activate the golem.
D10=10:Bugbears!
d100 = 92
D10=1:The players see a small rock wall. If a PC tries to touch the wall, it will attack. It is actually a stone golem.
D10=2:A group of bandits are attacking a group of traveling merchants. The merchants are carrying strange stones that are said to be petrified dragon eggs. They cost 400 GP each, but have no value and are actually quartz stones found in the area.
D10=3:A human guide named Sten is offering to lead the players through a labyrinthine network of caves for a modest fee.
D10=4:The group stumbles upon a crystal cavern, walls glittering with quartz.
D10=5:The party encounters a shimmering cavern of rare minerals where a solitary Earth elemental meditates, radiating waves of ancient wisdom and seeking those who can solve a riddle of time and stone.
D10=6:A group of earth elementals are trying to stop a raging fire elemental from destroying their home. The party must choose whether to help the earth elementals or the fire elemental.
D10=7:Party finds a river of flowing magma. They must construct a makeshift bridge using their combined skills.
D10=8:The party is challenged by a group of earth elementals to a game of wits and strategy. The elementals use their knowledge of the earth to create obstacles and challenges for the party to overcome.
D10=9:A tribe of nomadic earth elementals are searching for a new home after their previous one was destroyed by a volcanic eruption. The players must help them find a new home or risk the elementals becoming hostile towards all other beings.
D10=10:A small goblin army is using an ancient ziggurat as one of their bases. They will attack the party if they get too close.
d100 = 93
D10=1:A group of men are arguing about how to deal with a group of kobolds that are attacking the town. They will ask the players for help.
D10=2:You come across a giant earth elemental, it is standing atop a pile of treasure.
D10=3:They come across a long-forgotten shrine carved into the stone.
D10=4:A group of stone sculptures blocks the way, and the party must determine which ones are trapped.
D10=5:A giant stone statue of a warrior holds a sword in its left hand and a shield in its right hand. ​ There are several wielders of an ancient weapon that can use the statue. The sword and shield deal magic damage, but they can be wielded by anyone who possesses the strength to wield them.
D10=6:The party is summoned to a strange chamber where a strange voice speaks of ancient prophesies from the primordial past.
D10=7:A hollowed-out mountain basin leads the group to an ancient earthen temple, inhabited by 3d6 Clay Golems who interpret the ancient texts that once defined an entire people’s culture and history. They might be open to parley, demanding specific offerings or linguistic puzzles solved for passage.
D10=8:The players see a group of 2d4+2 earth elementals dancing and playing music in a clearing. If they join in the festivities, the elementals will reward them with a pouch of rare earth gems.
D10=9:A tribe of goblins has taken over a mine and are using enslaved earth elementals to mine precious ores. The players must decide whether to free the elementals and risk angering the goblins or to strike a deal with the goblins for a share of the profit.
D10=10:A giant stone face appears in the distance, silently staring at the party.
d100 = 94
D10=1:2d6+2 Gelatinous Cubes of efreeti are arguing with a group of rock golems. The golems are trying to convince the cubes to join their clan. As the cubes refuse, the golems turn on them and the two sides are now arguing, but not attacking each other.
D10=2:An underground river floods, drowning anything in its way.
D10=3:The walls of the cavern are covered in faint, glowing moss.
D10=4:The party finds two gnomes fighting over a pile of gold coins. They are arguing about how best to spend it.
D10=5:They come across a long-forgotten shrine carved into the stone.
D10=6:An earth elemental is being chased by a group of earth mephits.
D10=7:Jagged obsidian plains cut into the adventurers' feet, driven to insanity by a haunting Spirit of Flame seeking revenge on the living.
D10=8:The light grows dim, requiring the party to use their darkvision or a light source skillfully.
D10=9:Singing crystals send out vibrations capable of distorting reality. A bardic conclave practices ancient earth songs that can alter fate itself, seeking help in performing an extremely potent ritual.
D10=10:You see a druid meditating on a patch of grass. When you approach, they warn you of a powerful creature that lurks nearby and offer to guide you to safety.
d100 = 95
D10=1:The party is challenged to a game of strength and endurance by a group of ogres. The game involves throwing massive boulders while avoiding traps and obstacles set by the ogres. If the party succeeds, they will be rewarded with valuable treasures.
D10=2:Strange earthworms tunnel near the party, causing slight tremors that disorient.
D10=3:The party comes across a group of treants who have become corrupted by a dark force and are now wreaking havoc on the surrounding forest. Can the party save them or must they be destroyed?
D10=4:You find a small cave in the mountain side. Inside the cave, you find a small pool of water with a tiny spirit in it. If you disturb the water, the spirit attacks! It is actually a small water elemental in disguise!
D10=5:The party comes across a field of grass that is covered in hundreds of tiny rabbits. The rabbits are eating the grass like normal rabbits do, but they are dire rabbits like from Monty Python. (First player to say "Consult the book of armaments" receives +10% bonus to xp for the session.)
D10=6:The winds of subterranean tunnels whisk whispering secrets, revealing elemental contracts hidden within the walls. Such secrets, once acknowledged, shift the fate of the travelers involved.
D10=7:Pile o' gold: 70% chance a group of kobolds living in the gold pile attack. 30% chance it's just a bunch of coins.
D10=8:They find a patch of strangely smooth, polished stone.
D10=9:A group of friendly earth elementals are having a tea party in a large underground cavern. They invite the players to join them and share stories of their adventures.
D10=10:An ancient anvil and forge, guarded by a Fire Giant Smith, is where legendary weapons are crafted. The giant will only allow passage if tribute, in the form of rare ores or gems, is given.
d100 = 96
D10=1:At a depth feared by many, a colossal cavern houses the sunken throne of an ancient Dao lord. Awakening him could either draw a formidable ally or the plane's most fearsome adversary into existence.
D10=2:A tranquil underground lake is surrounded by 1d3 Zorn, who are in the middle of a quiet conversation about the best types of subterranean gems. They will share their knowledge in exchange for stories of the surface world.
D10=3:The air becomes noticeably cooler as they approach an underground ice cavern.
D10=4:A group of 6d6 dwarves fight each other over a treasure map which you have. They are drunk and will attack anyone who is not a dwarf.
D10=5:The air smells of sulfur, and the party must navigate while covering their noses and mouths.
D10=6:A group of 1d10 giant lizards are eating a giant snake. They will attack if they feel threatened.
D10=7:Deep within a vein of precious metals, an eccentric earth scribe inscribes cosmic prophecies. Allying with this prophetic being can secure pivotal guidance for future challenges.
D10=8:The party discovers a strange metallic device that appears to be digging a tunnel through the earth.
D10=9:There’s a trapped subterranean creature. The party must cooperate to free it, winning its gratitude.
D10=10:The players are hired by a group of dwarves to search for a rare and valuable ore deep within the Elemental Plane of Earth. They must navigate through dangerous caves and fend off any creatures that stand in their way.
d100 = 97
D10=1:A group of men are standing around, talking about the recent increase in activity from a nearby dungeon or cave complex.
D10=2:If a player walks through a patch of ground or into a ravine, they will fall down into an underground river. (a.k.a. sinkhole) There will be 1d4+1 sahaguin and 1d4+1 nyols. The sahaguin will eat the player and the nyols will drag the player back to their village where they will make the player into jerky and take them back to the sahaguin. The player and the nyols will speak in their own language so the players will have no idea what is going on.
D10=3:In a cavern where magnetic fields dance wildly, the party encounters 2d4 Stone Efreets. These entities wield both earthly and elemental powers and see the adventurers as either a threat to be neutralized or an opportunity to be exploited.
D10=4:Xorns slip through the cracks in the road, doubling back on their tracks.
D10=5:In a vast crystal garden, an oracle of unimaginable age and power is encased within an emerald. Communicating with this entity could yield crucial information for the realm’s balance, but its release comes at a high cost.
D10=6:A group of huge, hungry worms burst out of the ground.
D10=7:A group of gnomes is gathering near a large pit in the ground near their village. They are planning to capture a dangerous creature that has been terrorizing their village.
D10=8:As the party is resting for the night, they are suddenly ambushed by a group of gnomes who are furious that somebody has disturbed their peaceful home in the Elemental Plane of Earth.
D10=9:The vain spirit of an ancient dwarven king resides in a magnificent crystal throne. He challenges adventurers to prove their worth through trials, offering a legendary weapon as the prize but also setting deadly traps for the unworthy.
D10=10:Ancient rusted chains and forgotten detritus hint at a civilization lost to time, posing risk of entrapment.
d100 = 98
D10=1:Green slime!
D10=2:The party comes across a group of earth mages who are performing a ritual to banish a powerful demon back to the Abyss. Will the players assist in the ritual or disrupt it?
D10=3:You come across a large rock formation that is shaped like a giant's face.
D10=4:A human named Stalatite guards a peculiar stone shrine, insisting that visitors pay homage before continuing their journey.
D10=5:Coordinated observations reveal mineral-laced foliage useful in enhancing natural camouflage.
D10=6:There’s a trapped subterranean creature. The party must cooperate to free it, winning its gratitude.
D10=7:The players see a group of 2d4+2 earth elementals dancing and playing music in a clearing. If they join in the festivities, the elementals will reward them with a pouch of rare earth gems.
D10=8:A group of 2d6+2 gargoyles are flying around the area and they dive down to investigate the party.
D10=9:A group of gnomes is gathering near a large pit in the ground near their village. They are planning to capture a dangerous creature that has been terrorizing their village. The creature is a rare type of earth elemental.
D10=10:You encounter a group of miners, searching for a lost vein of ore.
d100 = 99
D10=1:A tortle named Slatey is selling beautifully polished rocks, claiming they have calming properties if held while meditating.
D10=2:A small village with humans, halflings, and elves.
D10=3:A cosmic-room-sized geode hosts a serene tea ceremony conducted by 2d8 Terran Genasi Monks who use mineral infusion for crafting spiritual elixirs. Guests are welcomed if they show good manners.
D10=4:A man is sitting on the side of the road. He is wearing a cloak and a wide-brimmed hat. He is holding a cane in one hand and a glass of wine in the other hand. He is singing a song about the local lord and his daughter. He will give the players a poem about the local lord and his daughter if they pay him 10 gold pieces. The poem is actually a love poem that has been changed to make it humorous.
D10=5:A mysterious floating castle made of crystal appears in the sky. It is inhabited by a powerful wizard who is seeking help from the players to retrieve an ancient magical artifact from the depths of the plane. But is the wizard telling the whole truth?
D10=6:A grand structure of reflective crystal arches serves as a gateway between worlds. An ancient being of earth and light offers difficult trials for the worthy to pass the gate.
D10=7:Dangerous mineral veins secrete acidic gas that must be neutralized or avoided.
D10=8:In a vast underground chamber, the party encounters a nest of 3d6 Basilisks. The creatures are easily startled and will attack anything that enters their territory, turning to stone anything that meets their gaze.
D10=9:A group of 2d6+4 goblins are hunting in the area and have found the party.
D10=10:You spot a group of humans who appear to be in a trance-like state. As you get closer, you realize that they are all under the influence of a powerful enchantment.
d100 = 100
D10=1:Players come across a struggling city built from earth and crystal. Choosing to strengthen its defenses against underground monsters may save lives but at the cost of significant personal funds and resources.
D10=2:Green slime!
D10=3:A group of earth elementals is in search of a new home after their previous one was destroyed by a volcanic eruption. The party must find a suitable location for them to settle or risk the elementals causing chaos in the nearby towns.
D10=4:Caravans of black marketeers, trading in rare Earth Plane commodities, bearing strange curses and blessings from their home elements, offer deals or raise powerful enemies.
D10=5:You see a set of stairs leading downward. The stairs seem to continue downward forever due to a clever teleport trick.
D10=6:A vast crypt where petrified ghosts wander, their stony visages maintaining stories and lore of lost eras. They offer guidance or destruction to visitors based on their actions.
D10=7:Dense mineral growths on the ceiling might fall, requiring careful assessment before passing.
D10=8:In a desolate expanse, ancient runic pillars form a mystical circle attuned to elemental energies. Activating them infuses one with earth magic but disturbs the land's hidden balance.
D10=9:Vast caverns filled with soft, glowing moss harbor a spectral earth guardian who demands tribute in the form of life energy for continued navigation through safe passage.
D10=10:A group of 2d6+4 gnolls are attacking a village or a caravan to steal their food.
Use this table with the rest of Doungim's D&D 5e toolkit
A random encounter scenario is just the start of a scene. Pair it with a creature from our D&D 5e monsters catalogue (3,000+ monsters with full stat blocks), an NPC from our pre-built D&D NPC roster, a spell from the D&D 5e spell list, and a reward from the D&D magic items catalogue — and you have a full one-page session ready to drop on your D&D 5e or 2024 party.
Other dice tiers for the elemental plane of earth: D1, D4, D6, D8.
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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