A complete D&D 5e random encounter table for elemental plane of earth scenes. Roll a d100 to pick a set, then roll a D4 to pick a scenario within that set — 400 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
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 D4 to pick one of 4 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D4 Elemental Plane of Earth encounter table
d100 = 1
D4=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.
D4=2:A wizened tortle named Bedrock prays to the earth spirits, fervently asking for their guidance and protection.
D4=3:An elf named Earthsance performs an enchanting dance, causing small rock formations to rise and fall in rhythm with her movements.
D4=4: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.
d100 = 2
D4=1: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.
D4=2:A distant rumbling warns of potential rockslides or eruptions, urging the party to move carefully and quickly.
D4=3:The party comes across a strange stone circle with a group of 2d6+4 earth elementals that are performing an ancient ritual.
D4=4:A group of earth genasi are wielding powerful elemental magic and causing destruction in their wake. It is up to the players to stop them before they cause any more chaos.
d100 = 3
D4=1: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.
D4=2:They come across a pair of earth genasi arguing about ownership of a rare mineral. The party can mediate the dispute.
D4=3: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.
D4=4:Deep in crystal caverns, a fractured gem holds the spirit of a benevolent ancient entity. Players can restore it to benefit the realm, or let it fracture further to unleash powerful magic.
d100 = 4
D4=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.
D4=2:The adventurers come across a strange laboratory run by a mad mage and his creations.
D4=3:A group of fire and earth elementals are locked in an eternal battle, with neither side ever gaining the upper hand. The party must find a way to break this cycle and bring peace to the warring elements.
D4=4:While exploring an ancient temple, the party finds an ancient tablet with strange writing on it. When they investigate further, they will find that it is actually a magical puzzle that will reveal the location of a powerful artifact.
d100 = 5
D4=1:You come across a group of hill giants, asleep on the ground.
D4=2:The party will see a group of 10 gnomes, they are headed towards some caves in the rock.
D4=3: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.
D4=4:A hill opens up right in front of you. Two hobgoblins attack you.
d100 = 6
D4=1:A man is standing over a fire. He looks desperate and hungry. He is looking into the fire and talking to himself.
D4=2:Two human barbarians are arguing. One of them wants to fight a giant earth elemental. The other one does not.
D4=3:A dragon is sleeping in a room full of treasure, the party will know how much gold is in the room.
D4=4:A dwarf named Rockmender is fixing a damaged tunnel, his tools sparking with small bursts of earthen magic.
d100 = 7
D4=1:A group of burly dwarves are having a drinking contest in a nearby tavern. They challenge the party to join in and whoever wins is entitled to a prize of their choosing.
D4=2:Through a mineral field, delicate and valuable ore requires careful and synchronized extraction.
D4=3:The players come across a magical oasis full of rare and valuable gems. However, the oasis is guarded by a powerful earth elemental who will only let the players take what they need if they can answer its riddles correctly.
D4=4:A group of huge, hungry worms burst out of the ground.
d100 = 8
D4=1: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.
D4=2:A firbolg named Moss is herding a group of slow-moving crystal-infused goats, using a staff made of petrified wood.
D4=3:You come across a group of dwarves, they are trying to construct a tunnel through a mountain.
D4=4:They find a small, bubbling spring with refreshingly cool water.
d100 = 9
D4=1: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.
D4=2:An elf named Trueshard crafts elaborate stone puzzles, challenging players to solve them for small rewards.
D4=3:In a secluded section of the earth, precious Black Diamonds exude a powerful aura that animates the surrounding rocks into deadly Rock Golems attacking any mineral intruder.
D4=4: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.
d100 = 10
D4=1:A swarm of harmless crystal flies flutters by, reflecting light in a dazzling array.
D4=2: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.
D4=3:A curious gnome offers to sell the players a map to a hidden treasure deep in the earth. But beware, the gnome may have ulterior motives, and the treasure may not be easy to find.
D4=4:There’s a trapped subterranean creature. The party must cooperate to free it, winning its gratitude.
d100 = 11
D4=1: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.
D4=2: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.
D4=3:A complex system of underground streams requiring engineering a network of sluices and dams to proceed safely.
D4=4: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.
d100 = 12
D4=1:The air pressure changes abruptly, causing disorientation and the need for steadying.
D4=2:The group finds themselves within a gargantuan emerald geode. Resonant frequencies emanate from the crystals, either rejuvenating or massively hindering their abilities.
D4=3:A crystal golem is roaming the area and can't be killed by conventional methods.
D4=4:While traveling through an underground tunnel, the players must navigate through a series of traps set by a cunning group of gnomes who want to protect their treasure. Will the players try to defeat the traps or negotiate with the gnomes for safe passage?
d100 = 13
D4=1:An unusual pattern of cracks in the ground forms a natural maze.
D4=2: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.
D4=3:The party is confronted by a group of earth elementals, they are angry at the party for disturbing their rest. The elementals can summon boulders and hurl them at the party.
D4=4:The party discovers a strange artifact lodged in the side of a mountain that is emitting a strange energy.
d100 = 14
D4=1:They find a series of strangely shaped stalactites and stalagmites.
D4=2:In a distant corner of the plane, the party discovers an ancient city inhabited by 2d6+4 rock golems.
D4=3:A group of 2d4 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.
D4=4:A dormant stone creature requires them to decipher ancient texts to awaken it for guidance.
d100 = 15
D4=1:The party hears a voice in the distance that says 'Help' over and over again. If they investigate, they will find the spirit of an orc that was recently killed by the local lizardfolk tribe. The spirit will say, 'Help me! The lizards are killing me!'
D4=2:A group of earth genasi are wielding powerful elemental magic and causing destruction in their wake. It is up to the players to stop them before they cause any more chaos.
D4=3: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.
D4=4: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.
d100 = 16
D4=1:The party discovers an ancient temple located in the side of a mountain. It appears to be abandoned but there are strange noises coming from inside.
D4=2:A cool, damp breeze brings the smell of fresh minerals from below.
D4=3:They find a broken statue, half-buried in the earth.
D4=4:The party runs into a group of 2d6+2 stone giants who are blocking their path and demanding a toll for passing.
d100 = 17
D4=1:A giant metal golem appears in the distance and is slowly advancing towards the party.
D4=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.
D4=3:Players come across a small area where the walls are made of gold and precious stones. Upon further inspection, there appears to be a small altar in the center of the room with a skeleton lying on it. The skeleton has gold coins in its hands and mouth and a large golden ring on its finger. If players disturb the area or try to take any of the gold or jewels, they will be attacked by 1d4+1 goblins from another realm which were trapped here by an accident. They can fight or surrender, but they will not allow gold or jewels to be stolen from this place.
D4=4: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!
d100 = 18
D4=1:The party encounters a vast sculpture in the form of a stone garden, containing elemental spirits that provide wisdom, curses, or blessings to those passing its trials.
D4=2: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.
D4=3:They find a natural alcove that offers a good resting spot.
D4=4:The party enters a strange underground chamber and is immediately attacked by a group of 4d6 strange creatures that resemble living rocks.
d100 = 19
D4=1:A warforged named Crag constructs small mechanical devices using minerals, offering a few as gifts to the players.
D4=2:The party comes across a small stream. The stream is filled with tiny frogs that are perfectly still, but when approached will attack like normal frogs.
D4=3:While traveling through an underground tunnel, the players must navigate through a series of traps set by a cunning group of gnomes who want to protect their treasure. Will the players try to defeat the traps or negotiate with the gnomes for safe passage?
D4=4:Earth Spirits (Gargoyles) pose as statues in an ancient subterranean cathedral, coming to life when intruded upon to prevent the theft of sacred relics.
d100 = 20
D4=1: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.
D4=2: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?
D4=3: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.
D4=4: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.
d100 = 21
D4=1:The party discovers an area where the ground is strangely distorted and trembling. Upon further investigation, they will find that it is caused by an earth elemental that is trapped beneath the surface.
D4=2:The party hears a loud rumble overhead. A stone golem is knocking a rock from the ceiling and will crush the party if they don't get out of the way. Stone golems have AC 4, hp 30, and a 2-dice attack.
D4=3:A kenku named Pebblechime creates wind chimes out of carefully shaped rock fragments, each producing a unique tone.
D4=4:The players come across a small village of earth genasi, who are in the middle of a ceremony to summon a powerful earth elemental. If the players can assist in the ritual, the earth elemental will grant them a boon.
d100 = 22
D4=1:A group of 3d4 gnolls are hunting a group of 2d4 mules. The mules are carrying the treasure of the first cult, which has just been stolen from them by the gnolls. The players do not know this.
D4=2:Strange rock formations resemble creatures, making every shadow ominous and testing the party's nerves.
D4=3:A group of 4 gnomes on a small raft, they are headed somewere in a hurry.
D4=4:A group of 3d6 dwarves is approaching, each carrying a large bundle of gold. They are headed to the dwarven city.
d100 = 23
D4=1:A group of galeb duhr invite the players to join in their game of rock bowling. The players must use their skills to out-bowl the galeb duhr and win a magical prize.
D4=2:The party finds a group of 3d4+3 gnomes sleeping on the ground. They will attack the party on sight.
D4=3:A sudden but mild earthquake opens a small fissure and quickly seals itself again.
D4=4:A group of four cultists are sacrificing a goat. They are dressed in robes and chant in a strange language. They appear to be casting a spell.
d100 = 24
D4=1: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.
D4=2:A deep chasm is filled with wriggling, squirming worms.
D4=3:An excitable Magma Spirit offers to guide the party through the twisting tunnels in exchange for a peculiar treasure from the other side. The deal is fraught with danger and deception.
D4=4:The players come across a small village of earth genasi, who are in the middle of a ceremony to summon a powerful earth elemental. If the players can assist in the ritual, the earth elemental will grant them a boon.
d100 = 25
D4=1:They find a series of small, narrow tunnels that twist and turn.
D4=2:A giant boulder blocking the entrance to a hidden temple.
D4=3:The adventurers stumble into a volcanic chamber filled with 2d6 Magma Para-Elementals. These creatures are aggressive but might be reasoned with if the party offers something of great value.
D4=4:Ancient, intelligent golems need players to recover lost relics stolen by rogue earth elementals. However, the elementals also seek redemption and peace, creating a moral quandary.
d100 = 26
D4=1: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.
D4=2:A group of earth elementals is attempting to summon a powerful, ancient being from the depths of the earth. The party must stop them before it is too late.
D4=3:Nothings seems unusual. Some odd noises could be heard, but nothing more.
D4=4:A monolith of ancient stone brimming with stored wisdom and historical archives, standing guard over a profound secret which, if unearthed, reshapes elemental and material realms alike.
d100 = 27
D4=1:The adventurers discover a series of tunnels inhabited by 2d6 Hooded Lanterns—a rare species of earth-adapted Fungi capable of emitting hypnotic lights. These creatures are generally harmless but can attract more dangerous predators like 1d4 Bulettes.
D4=2:Two soul devouring, zombie like, undead creatures that are locked in eternally in the act of hugging each other. If approached, they will freeze and attack the party with their remorseless love.
D4=3: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.
D4=4:A group of earth mephits challenge the party to a mock battle to gauge their courage.
d100 = 28
D4=1:A powerful, ancient golem awakens from its slumber and begins rampaging through the surrounding area. The party must find a way to stop it before it causes too much damage.
D4=2:The party enters a cavern filled with large crystal stalactites and stalagmites, The stalactites and stalagmites glisten in their lantern light. A group of 1d10+12 kobolds are mining for gold ore in this area. They will attack.
D4=3:A human named Slatejaw tells tall tales of taming giant worms that dwell in the deeper levels, spitting out pebbles as he speaks.
D4=4:The party comes across an area where an outnumbered group of dwarves are fighting against a large rock golem.
d100 = 29
D4=1:The party stumbles upon a camp of elemental shamans conducting a sacred ceremony to merge with the earth. Aiding them can enhance the group's abilities but may bind them to the plane's primal spirits.
D4=2: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.
D4=3:A verdant oasis of underground fungi and moss provides sanctuary amidst the stone. A myconid sovereign there seeks aid in preventing a looming feast of hostile fungi creatures.
D4=4:Eeek! A group of kobolds have found a human and they have surrounded the human and they are staring at the human! The humans are building a bridge over a pool of lava! If the humans built the bridge, they will be able to travel over the pool of lava. But if the kobolds kill the humans, they will not be able to build the bridge.
d100 = 30
D4=1:A tranquil shrine attended by 2d6 Dust Mephits flutters with the gentle movement of sand particles. The Mephits offer to bless the party with protective wards against elemental harm.
D4=2:Orogs are attacking the party's camp and their guard of 1d4+1 guards are fighting them off.
D4=3:The walls of the cavern are covered in faint, glowing moss.
D4=4: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.
d100 = 31
D4=1:The party comes across an area where an outnumbered group of dwarves are fighting against a large rock golem.
D4=2:An earth elemental named Crumble carefully plants tiny crystals in the soil, hoping they will grow into a radiant garden.
D4=3:A deceptively peaceful underground oasis with crystal-clear waters is the den of a Phasmatodea, an insectile monstrosity posing as part of the rocky landscape until it's too late.
D4=4:A dragonborn named Scaleshard, who is an expert in navigating crystalline caverns, offers to assist in exchange for stories of the outside world.
d100 = 32
D4=1:A group of stone sculptures blocks the way, and the party must determine which ones are trapped.
D4=2:A large earth elemental guarding a cave.
D4=3: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.
D4=4:The walls of the cavern are covered in faint, glowing moss.
d100 = 33
D4=1:A goblin named Craggle is trying to refine the art of stone-skipping on a subterranean lake, much to his frustration.
D4=2:Elemental eruptions send waves of tremors and gem shards, challenging the party to navigate this perilous landscape while contending with molten rock creatures defending their territory.
D4=3:A cool, damp breeze brings the smell of fresh minerals from below.
D4=4: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.
d100 = 34
D4=1:While exploring a rocky fjord, the adventurers encounter 2d6 Earth Pixies. These tiny beings may choose to assist or obstruct the adventurers based on their treatment, possibly laying traps or leading to treasure.
D4=2: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.
D4=3:The party notices a large stone door with vines growing around it. The door opens to reveal a secret chamber, filled with treasures and items of great power.
D4=4:They come across a narrow, winding fissure in the ground.
d100 = 35
D4=1:Crystals emitting dark energy create eerie shadows that play tricks on the party’s vision.
D4=2: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.'
D4=3:A wall of smooth granite is too sheer to climb without special equipment or magic.
D4=4:A man is standing over a fire. He looks desperate and hungry. He is looking into the fire and talking to himself.
d100 = 36
D4=1:Goblins - The party sees a group of four goblins, they are sitting around a small campfire.
D4=2: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.
D4=3:A group of 3d6 orcs are walking down a dirt path, looking for something to kill. If players stop them, they will attack.
D4=4: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.
d100 = 37
D4=1:A natural rockslide has occurred. They need to clear the debris to proceed.
D4=2: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.
D4=3:A 4d6 group of Merfolk have constructed an earth-based habitat within a massive crystalline cavern. The Merfolk are pacifists and will invite the adventurers to share in a feast of subterranean delicacies and regale them with tales of underwater realms.
D4=4:An assemblage of 2d6 Golems have handcrafted an underground abbey dedicated to the Revered Stones. They welcome mechanized and organic beings alike, often teaching sacred, peaceful mantras.
d100 = 38
D4=1:A troupe of performers from various planes staged in an enormous hollow gemstone attracts audiences and draws out dangerous subterranean creatures resentful of disruption.
D4=2: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.
D4=3:The party comes across a small grove of trees that are full of perfectly ripened peaches.
D4=4: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 = 39
D4=1:Your path is gently blocked by a playful gathering of 3d8 Earth Mephits, who offer to play a game of riddles with the party. If the party wins, the Mephits grant them a small boon of local knowledge.
D4=2:A group of 2d6 ogres is hiding in the bushes. They are waiting for travelers to walk past so that they can attack them and steal their horses and supplies.
D4=3:A group of 3d4+4 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, but they have no idea how to get there. They are members of the Cult of Zan.
D4=4: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.
d100 = 40
D4=1: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.
D4=2:As the players camp for the night, they are ambushed by a pack of burrowing ankhegs who have smelled their food. Will the players fight or try to sneak away?
D4=3:A small village is in desperate need of supplies as their water source has dried up. The party must travel deep into the earth and find an underground river to bring water back to the village.
D4=4: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?
d100 = 41
D4=1:Players arrive at a huge plain and see a giant dragon flying overhead. The dragon circles back and lands not far from the players and transforms into a human. The human is an old man. The old man is very suspicious of the players and asks a lot of questions. If players play along, the old man will share some information and ask players to do a task for him. The old man is a dragon who transformed into human form to hide in plain sight. The task is a test to see if players are worthy of his help in finding a magical item that was stolen from him. If players take too long to help him, he will kill them.
D4=2:A human guide named Sten is offering to lead the players through a labyrinthine network of caves for a modest fee.
D4=3:In a secluded section of the earth, precious Black Diamonds exude a powerful aura that animates the surrounding rocks into deadly Rock Golems attacking any mineral intruder.
D4=4:The party comes across a group of dwarves mining for gems. The dwarves will attack the party on sight.
d100 = 42
D4=1:They encounter a field of tiny crystal flowers, glistening in the dim light.
D4=2:A crystal orb on a pedestal glows with an otherworldly radiance. Touching it will summon a Slag Giant, bound by ancient rituals to guard the orb from any hands but the chosen.
D4=3: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.
D4=4:The party discovers a strange artifact lodged in the side of a mountain that is emitting a strange energy.
d100 = 43
D4=1:Testing the integrity of underground cisterns ensures a reliable freshwater source without creating floods.
D4=2: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.
D4=3:A crystal dragon nest suspends mid-air on a web of rock fibers, with the dragon seeking allies to defend against intruding miners who covet its hoard.
D4=4:An ancient sinkhole reveals a portal to a hidden chamber patrolled by 2d4 Living Earth Traps. These deadly fixtures of ancient magic test the mettle and ingenuity of any who dare trespass.
d100 = 44
D4=1:The air vibrates with a low, humming sound for several minutes.
D4=2: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.
D4=3:The ground trembles and cracks open, revealing 2d6 Earth Elementals emerging to confront the party. Their deep, gravelly voices echo throughout the surroundings as they demand to know the purpose of the intrusion.
D4=4: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?
d100 = 45
D4=1:The ground here is uneven, suggesting recent seismic activity.
D4=2:Green slime!
D4=3:The air vibrates with a low, humming sound for several minutes.
D4=4:An ancient and powerful sorcerer made of living stone, known as a Stonemelder, attempts to enslave the party, demanding they retrieve a relic from a nearby cavern. Failure to comply will result in his wrath.
d100 = 46
D4=1: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.
D4=2:A harmonious commune of 1d8 Leaf Mephit stealthily planted lush gardens amidst fertile loam. The Mephits tend their symbiotic plants and offer herbs that provide protection against disease.
D4=3:A lost earth sage’s journal is found, written in cryptic language each page requiring collective deciphering.
D4=4:A lone druid desperately pleads with the party to help her save an ancient tree in danger of being destroyed by a group of earth elementals. But does the tree hold a greater secret than anyone realizes?
d100 = 47
D4=1: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.
D4=2:The group is attacked by an army of dwarf-like creatures that emerge from the ground and attack with stone weapons.
D4=3:A group of lava elementals are erupting from a pool of lava.
D4=4:Gems embedded in the wall create a prismatic effect that can dazzle or disorient when light is shone on them.
d100 = 48
D4=1: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?
D4=2:An underground stream emits a mysterious, musical tone that could lure or repel.
D4=3: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.
D4=4: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 = 49
D4=1:A group of dwarven prospectors are searching for new veins of ore in the area. They will attack anyone who approaches them.
D4=2:The party encounters a field of quicksand. They must help each other to cross it safely.
D4=3: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.
D4=4:The players are ambushed by a group of derro, who are convinced that the players are part of a prophecy that will bring about the end of their race. They must defend themselves and prove their innocence.
d100 = 50
D4=1:A group of 2d4 clerics are looking for work. They will offer their services to the players for a price.
D4=2:The party comes across a mysterious underground village inhabited by gnomes who have never seen the light of day. They are afraid of the party at first, but can be convinced to trade rare items found only in their underground world.
D4=3: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.
D4=4:While traveling through the desert, the party is ambushed by a group of sand elementals who seemingly come out of nowhere. Will the party be able to defeat these tricky foes?
d100 = 51
D4=1: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.
D4=2:Players find a famous stonemason creating a statue that will magically come to life. The mason seeks help against Tomb Tapper thieves, but those same thieves offer players a share of riches for assistance.
D4=3:A group of dao are seen battling an army of earth elementals.
D4=4:The party finds themselves in a region of the Earth Plane where gravity behaves erratically. Here, they encounter 2d6 Dao (Earth Genies), who view the adventurers as trespassers or potential slaves. They may negotiate cleanly or trick the party into servitude.
d100 = 52
D4=1:A group of 3d6 dwarves is approaching, each carrying a large bundle of gold. They are headed to the dwarven city.
D4=2:You enter a cavern filled with precious metals and jewels. However, upon closer inspection, you realize that these riches are actually mimics, mimicking valuable items to lure in unsuspecting adventurers.
D4=3:The players come across a small village of earth genasi, who are in the middle of a ceremony to summon a powerful earth elemental. If the players can assist in the ritual, the earth elemental will grant them a boon.
D4=4:The players come across a giant stone golem that seems to be following them. It appears to be friendly, but it is refusing to speak.
d100 = 53
D4=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.
D4=2: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.
D4=3:The ground erupts into geysers of molten rock as the adventurers disturb a nest of Magma Elementals. Quick thinking and even quicker feet are needed to evade their fiery wrath.
D4=4: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.
d100 = 54
D4=1:A group of dwarves are traveling. If the party asked, they are on the way to their dads.
D4=2:Hidden beneath a crystalline lake lies an ancient submerged city ruled by earthbound spirits, requiring an artifact brought from the material plane to free them from ethereal binds.
D4=3:A group of powerful Trolls, who have made their home in the underground, challenge the party to a strength competition. The prize? A powerful magical item hidden in their lair.
D4=4:Players arrive at a canyon and see a band of orcs trying to get into a canyon through the canyon walls. The orcs are trying to get into the canyon to attack a nearby village. The canyon has been closed off to the public and no one has permission to enter except for the orcs. The orcs will attack players if they try to stop them.
d100 = 55
D4=1: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.
D4=2:They find a unique insect species acting as natural miners; understanding and negotiating with them requires teamwork.
D4=3:An elf cartographer named Crustlayer is meticulously drawing maps of the terrain, vowing to chart every inch of the plane.
D4=4:A 2d6+4 goblins are looking for the Party.
d100 = 56
D4=1: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.
D4=2:A horde of 1d6+1 gnolls attacks!
D4=3:The party is attacked by a swarm of angry moles after accidentally stepping on their burrow. The moles are very protective of their home and will stop at nothing to defend it.
D4=4:A group of stone golems are guarding a magical artifact.
d100 = 57
D4=1:The players encounter a group of rock gnomes who are constructing a mechanical vehicle to explore the depths of the earth. They ask the players to help them gather supplies, and in return, they can hitch a ride on the vehicle. But watch out for any malfunctions!
D4=2:They find a series of intricately carved stone pillars.
D4=3:The party finds an area where the ground is covered in hundreds of tiny holes. Hundreds of ants are pouring from the holes and attacking the party.
D4=4:A massive, immovable door sealed by an ancient lock requires all players to provide part of the key’s components.
d100 = 58
D4=1:The ground erupts into geysers of molten rock as the adventurers disturb a nest of Magma Elementals. Quick thinking and even quicker feet are needed to evade their fiery wrath.
D4=2: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.
D4=3:A mysterious underground river must be bridged or forded without drowning.
D4=4:An enormous stone bridge spanning a wide chasm.
d100 = 59
D4=1:A massive labyrinth fashioned of moving stone blocks, designed by long-gone elemental architects, containing puzzles that when solved shift realities and open concealed paths.
D4=2:A tunnel collapses, revealing a hidden cavern inhabited by 2d4 Gargoyles. The gargoyles might be guarding a treasure or simply residing here; their reactions depend on the party's actions, either attacking or negotiating their presence.
D4=3:The air here is thick with the scent of damp earth.
D4=4: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.
d100 = 60
D4=1:A collapsed bridge that seems to be made out of pure stone.
D4=2:The party encounters a stone bridge over a deep chasm that must be crossed with caution.
D4=3:The path ahead is filled with reflective surfaces that create confusing reflections and mirages.
D4=4:Xorns slip through the cracks in the road, doubling back on their tracks.
d100 = 61
D4=1:In a secluded section of the earth, precious Black Diamonds exude a powerful aura that animates the surrounding rocks into deadly Rock Golems attacking any mineral intruder.
D4=2:An earth elemental is being chased by a group of earth mephits.
D4=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.
D4=4:The adventurers discover a series of tunnels inhabited by 2d6 Hooded Lanterns—a rare species of earth-adapted Fungi capable of emitting hypnotic lights. These creatures are generally harmless but can attract more dangerous predators like 1d4 Bulettes.
d100 = 62
D4=1:The massive stone door requires a series of correct pressure points activated simultaneously.
D4=2:Players must extract a trapped caravan without collapsing the cavern ceiling.
D4=3:A goblin named Sprocket is trying to fix a broken-down stone cart, muttering curses in goblin about faulty engineering.
D4=4: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 = 63
D4=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.
D4=2:A serene grove of gemstone trees is tended by 2d6 kindly Galeb Duhr, who have arranged the stones into pleasing, symmetrical patterns. They enjoy music and will ask the party to play a song in exchange for some rare minerals.
D4=3:In the midst of a field of glowing mushrooms, 2d8 Dwarven Berserkers charge towards the party, mistaking them for rival clan members. The berserkers are seeking revenge for an ancient slight and will fight ferociously until they are convinced otherwise.
D4=4:A group of lava elementals are erupting from a pool of lava.
d100 = 64
D4=1: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!
D4=2: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.
D4=3:An aasimar named Basal is blessing the rocky terrain, asking the earth spirits for safe passage and guidance.
D4=4:The players come across a giant stone golem that seems to be following them. It appears to be friendly, but it is refusing to speak.
d100 = 65
D4=1:A tortle named Slatey is selling beautifully polished rocks, claiming they have calming properties if held while meditating.
D4=2: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.
D4=3:A cavern ceiling threatens to collapse. Players must use their skills to stabilize it until they can safely pass.
D4=4:A pixie named Glimmer is painting the walls of a cave with glowing moss, creating a phosphorescent masterpiece.
d100 = 66
D4=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.
D4=2:The party discovers a hidden passage that leads to a secret chamber guarded by a powerful earth elemental.
D4=3:Gems embedded in the wall create a prismatic effect that can dazzle or disorient when light is shone on them.
D4=4:While crossing a narrow bridge over a deep chasm, the party is ambushed by a group of goblin archers. They are using the rocky cliffs to their advantage, shooting arrows at the party from different angles.
d100 = 67
D4=1:A mysterious figure dressed in all black appears in front of the party. They challenge you to a game of riddles and puzzles. If you win, they will share valuable knowledge about the Elemental Plane of Earth. If you lose, they will demand a steep price for their assistance.
D4=2:A goblin entrepreneur named Pebblespur sells tiny stone golems, each programmed to perform simple tasks like fetching stones.
D4=3:A group of friendly earth elementals offers the party a chance to ride on their backs and explore the vast underground network of tunnels and caves.
D4=4:An aasimar named Flinford, claiming to have fallen from the heavens, is puzzled by the dense and unfamiliar terrain.
d100 = 68
D4=1:A group of 4d4 earth elementals are constantly battling each other for dominance. The players can choose to help one of the sides or try to broker a peace treaty between them.
D4=2: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.
D4=3:A group of 10 orcs are running towards you, they are yelling "YOU! WILL NOT! RUIN! OUR WORLD! MUST KILL! YOU!"
D4=4:Two soul devouring, zombie like, undead creatures that are locked in eternally in the act of hugging each other. If approached, they will freeze and attack the party with their remorseless love.
d100 = 69
D4=1:A seemingly abandoned settlement carved into a mountain reveals a complex mechanical labyrinth set by a mad earth mage whose automatons guard treasures unknown.
D4=2:A group of burly dwarves are having a drinking contest in a nearby tavern. They challenge the party to join in and whoever wins is entitled to a prize of their choosing.
D4=3:The ground begins to rumble and a giant (2d20 HD) appears from the ground in front of the party. He is made of stone, and his name is 'Rocky'. He will say 'Hey, you stuck up punks, you're not better than me, you're just lucky'. He then attacks the party because his little brother was killed by a sorcerer adventurer 1 week ago. If players vow to hunt him down and bring back his head, they will be rewarded by Rocky.
D4=4:A stone geyser periodically shoots small rocks and gravel into the air.
d100 = 70
D4=1:Exploratory mining operations by another party have left a series of unstable, shored-up tunnels.
D4=2:A dragonborn named Earthglow teaches players about the natural luminescent properties of some minerals, selling samples.
D4=3: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.
D4=4: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.
d100 = 71
D4=1:They encounter a beautiful stone garden with earthy herbs. Gathering them requires meticulous teamwork to avoid harm.
D4=2:The party discovers an underground lake of lava.
D4=3:The party comes across a giant underground mushroom forest, inhabited by friendly Myconids. They offer the party a special mushroom that has healing properties.
D4=4:The party comes to an area of the tunnel that is blocked by rubble and debris. A group of 2d6+4 earth elementals are nearby clearing away the rubble. They will attack the party if they're attacked first.
d100 = 72
D4=1:A rare herb with medicinal properties is found growing precariously from a rock face. The party must devise a way to safely harvest it.
D4=2:A seemingly abandoned settlement carved into a mountain reveals a complex mechanical labyrinth set by a mad earth mage whose automatons guard treasures unknown.
D4=3:A group of 2d6+4 kobolds are digging through the ground and are now approaching the party's camp.
D4=4: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.
d100 = 73
D4=1:The ground is littered with sharp, crystalline shards that must be navigated without injury.
D4=2:A group of warriors are fighting with a group of mercenaries. The warriors are yelling "GLORY TO THE KING" and the mercenaries are yelling "GLORY TO THE MONEY".
D4=3:A group of humans are standing around a large fire, they are having a party because they found gold in their mine and they are going to buy equipment because they are going to mine for more gold.
D4=4: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.
d100 = 74
D4=1: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.
D4=2: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.
D4=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.
D4=4: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.
d100 = 75
D4=1:The air grows frigid as the party enters a frost-filled cavern, home to 1d4 Rhemoraz. These gigantic, heat-seeking creatures are naturally hostile and difficult to negotiate with, attacking anything they perceive as a threat.
D4=2:Tectonic plates bump against each other in an underground molten river, creating pockets of explosive gas. The party must find a way across without being incinerated.
D4=3: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.
D4=4:A gentle breeze stirs the dust, creating mild, swirling patterns.
d100 = 76
D4=1:The cavern walls are slick with a strange bioluminescent slime that glows faintly and is extremely slippery.
D4=2: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.
D4=3:Random Elemental Plane of Earth Encounter: The party comes upon a large, crystalline spire. The top of the spire rises from the ground and culminates in a point. If a PC tries to touch the point, the tip of the spire will fly off into the sky and eventually be destroyed by the sun. The PCs will realize that they must use a grappling hook to reach the crystal point, and they'll need to bring some sort of glass-cutting device. The crystal point can only be broken with a heightened dagger and the mesmerizing ability.
D4=4:A dense fog of mineral dust impairs vision. Cooperation is required to maintain contact and avoid getting lost.
d100 = 77
D4=1: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?
D4=2:An isolated section of the plane is inhabited by 1d8 Dao who are not hostile and are more interested in architecture and gemstone crafts. They enjoy showing off their artworks and will trade intricately carved gems for similarly beautiful items.
D4=3:The presence of nocturnal creatures means the party must move silently not to wake them.
D4=4:A narrow, winding tunnel offers a challenging but passable route.
d100 = 78
D4=1:An eerie silence falls as the party steps into a field of floating boulders, where they are ambushed by 2d6 Earth Mephits. These mischievous creatures delight in playing cruel tricks and will retreat if they believe they have sufficiently confused and disoriented the intruders.
D4=2:An elderly human miner, Old Man Flint, tells tales of hidden treasures and cursed tunnels, punctuating his stories with vigorous coughing.
D4=3:An earth elemental scholar named Terrasil is lecturing a group of young elementals about the different types of stone.
D4=4:A group of 3d6 dwarves is approaching, each carrying a large bundle of gold. They are headed to the dwarven city.
d100 = 79
D4=1:Players come across a small village. The villagers are preparing for a wedding.
D4=2: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.
D4=3: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.
D4=4:A deep chasm opens up in the middle of the cavern, and the party can hear a strange, low humming coming from it.
d100 = 80
D4=1:When a fissure opens, releasing magma elementals into the domain, players must decide whether to save the nearby settlements or escape with precious earth gems exposed in the chaos.
D4=2:A kobold named Pebblecarver shapes protective charms out of raw stone, offering them to travelers for goodwill.
D4=3:There’s a trapped subterranean creature. The party must cooperate to free it, winning its gratitude.
D4=4: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 = 81
D4=1:The air smells of sulfur, and the party must navigate while covering their noses and mouths.
D4=2:The party finds a group of 2d6+4 dwarven miners who are searching for an ancient artifact deep within the earth.
D4=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.
D4=4:The party discovers a hidden passage that leads to a secret chamber guarded by a powerful earth elemental.
d100 = 82
D4=1:The party encounters a stone bridge over a deep chasm that must be crossed with caution.
D4=2:The air becomes musty as they approach an ancient, sealed cave entrance.
D4=3:A efreeti warrior named Az'zhur is leading a group of human and half-human slaves toward the mountain.
D4=4: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.
d100 = 83
D4=1: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!
D4=2: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.
D4=3:A crystal golem is roaming the area and can't be killed by conventional methods.
D4=4:A group of miners have uncovered a mysterious crystal that seems to have a mind of its own. It can control the earth and even communicate with the players. But what are its true intentions?
d100 = 84
D4=1:A tremor shaking the area as an earthquake rips through the land.
D4=2:Boulders shift to reveal a large earth elemental named Granitron gently cradling a tiny pebble, cooing to it like a baby.
D4=3: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.
D4=4:A large piece of land is rocking from side to side as if it is a boat riding on the sea. If you stop walking, you will be thrown off balance.
d100 = 85
D4=1: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.
D4=2: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.
D4=3:A group of 1d4+4 wereboars are hunting in the area and have found the party.
D4=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.
d100 = 86
D4=1:A group of 2d6 orcs and 2d6 goblins are fighting over a dead horse. They will attack anyone who gets too close to them.
D4=2:A group of 6 goblins on horseback, they are headed to a village
D4=3:A goblin entrepreneur named Pebblespur sells tiny stone golems, each programmed to perform simple tasks like fetching stones.
D4=4:The party stumbles upon a massive underground library filled with ancient tomes and knowledge about the earth. However, the library is guarded by a powerful guardian who only allows those deemed worthy to enter.
d100 = 87
D4=1:The party is approached by a group of earth elementals who are searching for their missing leader, a powerful primordial being who has gone missing. The elementals believe the players can help them find their leader and will reward them with powerful earth magic if they succeed.
D4=2:A distant, low rumble reverberates through the earth.
D4=3:The party notices a large chasm in the ground. Inside, they find a group of metallic dragons who are singing a beautiful song.
D4=4:The party hears a loud crashing sound in the distance. Moments later, they hear a second loud crashing sound. The second crashing sound is slightly louder than the first crashing sound. The sounds are getting closer together as they hear them. The party sees a hill on the horizon that looks like it is on fire. It is a hill of 2-D goblins running toward them. They will get very close before turning around and running back towards their hill. These goblins are trying to escape the goblins that are 2-D and chasing them back to their hill.
d100 = 88
D4=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.
D4=2:Crystals emitting dark energy create eerie shadows that play tricks on the party’s vision.
D4=3: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.
D4=4:The ground is covered in a thin layer of fine, ochre-colored dust.
d100 = 89
D4=1:A troupe of performers from various planes staged in an enormous hollow gemstone attracts audiences and draws out dangerous subterranean creatures resentful of disruption.
D4=2:The path winds through narrow crevices that open into wider chambers filled with treacherous paths.
D4=3: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.
D4=4:Stone golems!
d100 = 90
D4=1: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.
D4=2:A human named Rubblewatch keeps a meticulous log of seismic activity, dutifully recording every shake and tremor.
D4=3: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.
D4=4:The path ahead is blocked by a boulder that must be moved with strength or clever leverage.
d100 = 91
D4=1:The party finds a group of 2d6 bugbears digging for ore in a large underground chamber.
D4=2:Players hear something moving in the darkness. It is a giant spider, with an enormous belly. It is pregnant. The spider will attack the players if they get too close, or if it feels threatened.
D4=3:A baby dragon!
D4=4:The party will see a group of 1d4 human barbarians riding horses and driving cattle toward their village in the distance.
d100 = 92
D4=1:A gentle, cool breeze carries the scent of fresh minerals.
D4=2:A small goblin army is using an ancient ziggurat as one of their bases. They will attack the party if they get too close.
D4=3: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.
D4=4: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 = 93
D4=1:A 4d6 group of Merfolk have constructed an earth-based habitat within a massive crystalline cavern. The Merfolk are pacifists and will invite the adventurers to share in a feast of subterranean delicacies and regale them with tales of underwater realms.
D4=2:A deceptively peaceful underground oasis with crystal-clear waters is the den of a Phasmatodea, an insectile monstrosity posing as part of the rocky landscape until it's too late.
D4=3:An aasimar named Flinford, claiming to have fallen from the heavens, is puzzled by the dense and unfamiliar terrain.
D4=4: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.
d100 = 94
D4=1:There is a room with 6 barrels of oil.
D4=2:The sound of thunder echoes through the canyon. A storm is coming in!
D4=3:The adventurers discover a series of tunnels inhabited by 2d6 Hooded Lanterns—a rare species of earth-adapted Fungi capable of emitting hypnotic lights. These creatures are generally harmless but can attract more dangerous predators like 1d4 Bulettes.
D4=4:A patch of luminescent moss illuminates a dark cavern.
d100 = 95
D4=1:The adventurers find themselves in a dark cavern filled with echoing whispers. They soon realize that the whispers come from 3d6 Shadow Mastiffs, who have made the dark place their den and will not welcome intruders lightly.
D4=2:Three gnoll chieftains are fighting over which one of them will be named king of the gnolls by eating the other two chieftains.
D4=3:The party comes across an area where an outnumbered group of dwarves are fighting against a large rock golem.
D4=4:Your path is gently blocked by a playful gathering of 3d8 Earth Mephits, who offer to play a game of riddles with the party. If the party wins, the Mephits grant them a small boon of local knowledge.
d100 = 96
D4=1:The players stumble upon a society of earth elementals who have formed their own government and city. However, a cult has infiltrated the government and is trying to overthrow the leader. Will the players help the elemental leader maintain order or will they side with the cult for their own gain?
D4=2: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.
D4=3:A trio of 1d4 Stone Golems are at rest, appearing as mere statues. They are actually under a spell to guard a lost treasure, but will converse amicably and regale with tales of ancient times if approached with respect.
D4=4:A kenku named Clink is mimicking the sound of pickaxes and drills, swapping stone for shiny pebbles when no one is looking.
d100 = 97
D4=1:An ethereal colony of underworld creatures harvests precious gemstones. Their advanced tunnel networks are fraught with traps and ancient defendive wards.
D4=2:A massive earthquake strikes the area, causing the ground to rumble and split apart. The party must quickly find a way to escape the collapsing cavern.
D4=3:They come across a series of deep, narrow cracks in the ground.
D4=4:An assemblage of 2d6 Golems have handcrafted an underground abbey dedicated to the Revered Stones. They welcome mechanized and organic beings alike, often teaching sacred, peaceful mantras.
d100 = 98
D4=1: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.
D4=2: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.
D4=3:A gnome geologist named Quartzine is collecting soil samples, recording notes on a stone slab about the different layers of sediment.
D4=4:A group of earth elementals is in search of a rare and valuable gem that has been stolen from their home. Will the party help them retrieve it or try to keep the gem for themselves?
d100 = 99
D4=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.
D4=2: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?
D4=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.
D4=4: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.
d100 = 100
D4=1:An earthquake exposes a sealed temple from which shadowy earth spirits emerge. The spirits seek restoration, yet their release threatens the stability of the realm.
D4=2:The party encounters a group of 4d6 living stone automatons that appear to be made from a strange alloy of earth and metal.
D4=3:A dog-elf!
D4=4:A massive, immovable door sealed by an ancient lock requires all players to provide part of the key’s components.
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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, D6, D8, D10.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
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