A complete D&D 5e random encounter table for elemental plane of earth scenes. Roll a d100 to pick a set, then roll a D6 to pick a scenario within that set — 600 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
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 D6 to pick one of 6 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D6 Elemental Plane of Earth encounter table
d100 = 1
D6=1:A hill opens up in front of the players. A wizard jumps out of the hill. He created a small stone golem because he did not finish his homework and the teacher is mad at him. The party will have to finish his homework for him. A hill opens up in front of you. A giant stone golem walks out of the hill. It attacks.
D6=2:A gargantuan, rolling boulder monster (Galeb Duhr) begins to chase the party through a narrow, twisting underground tunnel.
D6=3:Strange rock formations resemble creatures, making every shadow ominous and testing the party's nerves.
D6=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.
D6=5: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.
D6=6:Crumbling ruins above an underground stream mean the party must be careful to avoid flooding it.
d100 = 2
D6=1: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.
D6=2: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.
D6=3:A group of 2d6+2 dwarves are walking down the road. They are headed towards the nearest dwarf hold.
D6=4:A kobold named Klick is guiding a pack of beetles hitched to a cart made of stone and bone, transporting goods.
D6=5:A petrified dragon skeleton in a cave stands as a silent sentinel. Its bones are infused with ancient magic and alchemical properties, attracting various factions who seek its power.
D6=6: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 = 3
D6=1:A man named Timothy O'Leary 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.
D6=2:They encounter a herd of slow-moving rock turtles grazing on mineral deposits.
D6=3:A violent quartz storm engulfs the adventurers, making travel treacherous. During the storm, a group of Xorn emerge, hungry for the precious stones the party might be carrying.
D6=4:They find a series of small, narrow tunnels that twist and turn.
D6=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.
D6=6:A horde of 1d6+1 gnolls attacks!
d100 = 4
D6=1:A tabaxi named Earthwhisper quietly researches the harmony between minerals and magic, scribbling notes on scrolls of hide.
D6=2: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.
D6=3:Subterranean lichen produces a faint, unsteady light that plays tricks on the eyes.
D6=4:A group of 6d4 goblins and two hobgoblins are digging their way out of a pit in the elemental plane of earth. The pit was caused by an earthquake. If they find the party, they will attack them. The goblins and hobgoblins are looking for an item that was stolen from them by a thief.
D6=5:10 goblins are walking towards a group of dwarves with a large wooden cart, they are yelling "GIVE IN THE GOLD OR DIE!"
D6=6:An earth elemental named Quake is deeply absorbed in creating intricate sand sculptures, unaware of the world around him.
d100 = 5
D6=1:Small gemstones embedded in the rock walls catch the light as they pass.
D6=2:They come across a field of oddly shaped, towering rock formations.
D6=3:The ground becomes rough and jagged, making travel more difficult.
D6=4:An unusually magnetic area pulls at metal objects. The party must strategize to navigate without losing their equipment.
D6=5: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.
D6=6: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.
d100 = 6
D6=1:A group of 6d10 wild dogs are attacking a group of 10d10 goblins that are eating a dead body.
D6=2:The party discovers an underground river of quicksilver, home to 2d4 Quicksilver Dragons. The dragons are wise and ancient, negotiating only with those who can prove their worth through a trial of knowledge.
D6=3:Players must excavate an ancient artifact without damaging it, requiring delicate teamwork.
D6=4: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.
D6=5:A small tribe of lizardfolk are putting on a wrestling match. One of the wrestlers is a giant lizard. If asked, the tribe will tell players that they are preparing for a challenging wrestling match against a powerful tribe of lizardfolk. Players can bet on the match.
D6=6: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.
d100 = 7
D6=1:A group of dwarven prospectors are searching for new veins of ore in the area. They will attack anyone who approaches them.
D6=2:They meet a knowledgeable stone sage requiring riddles to be solved collectively for wisdom.
D6=3:The party encounters a sleeping rocky drake and must decide how to move past it without waking it.
D6=4: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.
D6=5:You see two dueling minotaurs battling it out in a field, their roars echoing through the area. As you watch, you notice that they are not using weapons, but are using their fists and horns to fight. They seem evenly matched and it could go either way. Do the players intervene or watch from a safe distance?
D6=6: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.
d100 = 8
D6=1:They find a broken statue, half-buried in the earth.
D6=2:A group of 3d6 orcs are walking down a dirt path, looking for something to kill. If players stop them, they will attack.
D6=3: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.
D6=4:An ancient scroll tells of a hidden treasure protected by an army of Mudmen, mystic guardians that can only be defeated through knowledge of old magic.
D6=5: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.
D6=6: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!)
d100 = 9
D6=1:A gentle breeze stirs the dust, creating mild, swirling patterns.
D6=2:A group of 1d4 orcs looking for their comrades.
D6=3:A giant sandstorm approaches, threatening to bury the party in sand. They must find shelter quickly or risk being suffocated or crushed by the sand.
D6=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?
D6=5:A group of earth elemental druids, worshipping a large rock.
D6=6:A group of humans are standing around a large fire, they are having a funeral for someone who died in an accident.
d100 = 10
D6=1: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.
D6=2:A scholar discovers an earth element spell that could shift the land itself but requires a morally dubious test on sentient beings. Players must decide the value of such powerful knowledge against ethical boundaries.
D6=3: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.
D6=4: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.
D6=5:A mysterious figure covered in rubble named Shale offers cryptic advice about the path ahead before disappearing into the ground.
D6=6:Dire wolves!
d100 = 11
D6=1:An underground lake flows under the cavern. The party hears a voice in the distance.
D6=2:A human named Dustswirl is conducting a wind experiment using carefully placed fans made of thick hide and stone.
D6=3:A clan of 3d6 earth mephits is busy carving intricate patterns into a rock face.
D6=4:A quiet tunnel suddenly erupts as a herd of 2d8 Giant Moles emerges, frantically digging their way through the earth. The moles are being pursued by an enraged 1d6 Purple Worms that see the party as a potential new meal.
D6=5:You see a group of dwarves, who have constructed a large city out of gold and silver ore.
D6=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.
d100 = 12
D6=1: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.
D6=2:The path ahead glows with phosphorescent moss, providing light but also indicating recent disturbances.
D6=3:A giant crystal is shining brightly, illuminating the area around it.
D6=4:A group of hunters is sitting by a small fire. They are talking about their kill.
D6=5: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.
D6=6:An aasimar named Flinford, claiming to have fallen from the heavens, is puzzled by the dense and unfamiliar terrain.
d100 = 13
D6=1:The party comes across an ancient tomb guarded by a group of 2d6+4 earth elementals that are protecting a powerful artifact.
D6=2:The party finds an old temple with a group of 2d6+4 earth elementals that are worshiping an ancient underground god.
D6=3:They come across an abandoned dwarven outpost, now partially collapsed.
D6=4:An air djinn and a fire djinn are arguing about whether or not to attack the party. Two earth elementals are at their side, ready to attack.
D6=5: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.
D6=6: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 = 14
D6=1:Intense heat emanates from a molten river cutting through the cave, guarded by living Obsidian Statues that spring to life at the approach of intruders.
D6=2:Strange, gemstone-covered statues of past explorers mark the final resting places of adventurers who failed their quest.
D6=3:An earth elemental scholar named Terrasil is lecturing a group of young elementals about the different types of stone.
D6=4: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!)
D6=5:A clan of 3d6 earth mephits is busy carving intricate patterns into a rock face.
D6=6: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.
d100 = 15
D6=1:A lonely, wise Earth Elemental, set within a shrine of reflective crystal, seeks those willing to protect an ancient tradition or face a dire prophecy of unending upheaval.
D6=2: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.
D6=3:A crystalline waterfall where the water runs upwards, defying gravity, conceals an entrance to a hidden dao palace. Access to this palace can be granted by solving the enigma of the floating droplets.
D6=4:A large beast is attacking a caravan. The players can choose to help or not. If they help, it will attack them.
D6=5:The air pressure changes abruptly, causing disorientation and the need for steadying.
D6=6: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.
d100 = 16
D6=1:A tunnel collapses, trapping a group of dwarves and an umber hulk within. Freeing everyone will require balancing the safety of the dwarves with the risk of releasing the dangerous creature.
D6=2:Dense mineral growths on the ceiling might fall, requiring careful assessment before passing.
D6=3:A tabaxi scout named Stonepaw offers to lead players through the maze of tunnels, speaking in rhythmic rhymes.
D6=4: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.
D6=5:A group of 1d4+4 wereboars are hunting in the area and have found the party.
D6=6:They find a series of strangely shaped stalactites and stalagmites.
d100 = 17
D6=1:Travelling through narrow canyons demands synchronized rope-climbing to navigate unsupported crossings.
D6=2:A group of stone sculptures blocks the way, and the party must determine which ones are trapped.
D6=3:A man named Timothy O'Leary 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.
D6=4: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.
D6=5:The cavern walls are slick with a strange bioluminescent slime that glows faintly and is extremely slippery.
D6=6:A giant sandstorm approaches, threatening to bury the party in sand. They must find shelter quickly or risk being suffocated or crushed by the sand.
d100 = 18
D6=1:The air vibrates with a low, humming sound for several minutes.
D6=2:The party descends a steep tunnel and finds an underground city of dwarves, made entirely of stone.
D6=3: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.
D6=4:They meet a knowledgeable stone sage requiring riddles to be solved collectively for wisdom.
D6=5:A forgotten temple to an ancient Earth God, guarded by deadly traps and an angry guardian construct, holds secrets and powerful artifacts within.
D6=6:The party sees a group of 10 orcs marching toward them. The orcs are yelling "YOU! WILL NOT! RUIN! OUR WORLD! MUST KILL! YOU!"
d100 = 19
D6=1:Deep within the bowels of a gemstone quarry, a long-forgotten oracle in crystalline stasis promises to reveal every layer of the geomancers' secrets but at a dear personal cost.
D6=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.
D6=3:An aasimar named Basal is blessing the rocky terrain, asking the earth spirits for safe passage and guidance.
D6=4:The tunnels open into a vast underground city ruled by 3d6 Duergar slavers. The skulking duergars will attempt to capture the party and sell them into bondage unless they can be persuaded otherwise.
D6=5:Travelling through narrow canyons demands synchronized rope-climbing to navigate unsupported crossings.
D6=6:A pixie named Glimmer is painting the walls of a cave with glowing moss, creating a phosphorescent masterpiece.
d100 = 20
D6=1:A subterranean stream cuts across the path, requiring the party to find a safe crossing.
D6=2:The party finds a strange monument with a strange writing on it. If they investigate further, they will discover that it is an ancient ritual site and if they try to use it, a powerful earth elemental will appear.
D6=3:A group of gargoyles come to life when the party approaches.
D6=4:The party will see a party of 3d4+2 dwarves, who are fleeing from a herd of marauding 2d4+2 giant rhinoceros beetles. The dwarves are terrified of the beetles and offer the party whatever they can take from their campsite if they can defeat the beetles. The beetles will attack the party regardless if they accept the dwarves' offer or not.
D6=5:The ground is scattered with small, colorful gemstones.
D6=6: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.
d100 = 21
D6=1:The party finds a small grove of trees that are growing upside down.
D6=2:A group of goblins are digging in an attempt to find an underground cavern filled with gold.
D6=3:The air becomes noticeably cooler as they approach an underground ice cavern.
D6=4: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.
D6=5:An elven druid named Rootwarden talks to plants growing in the rocky soil, pleading for their guidance and wisdom.
D6=6:The party encounters a stone bridge over a deep chasm that must be crossed with caution.
d100 = 22
D6=1:The party encounters a stone giant mining for ore in the area.
D6=2:All around you, the ground is rising and falling in ceaseless waves. Every few steps, you find a small mound of earth where a new mini-earth elemental is emerging.
D6=3:A cordial conclave of 1d8 Xorn scholars discussing geomantic cartography extends their wisdom on crystal formations to fellow scholars passing through.
D6=4:A hill opens up right in front of you. Two hobgoblins attack you.
D6=5:Gassy Gnome: The party is walking through a forest when the ground starts to rumble. The rumbling will continue until they find the source of the rumbling, a rotund gnome with a beret that is crawling out of the ground. He asks the group if they've seen his cap. In fact, he has lost his cap and has been burrowing for 3 days to find it! The party must find the missing cap so the gnome can stop burrowing and return to his natural plane.
D6=6:A small clay golem named Claymor, who follows players around, imitating their actions to humorous effect.
d100 = 23
D6=1:A small band of 2d4 elven rangers are on patrol. They are on the lookout for a group of 3d6 dwarves who have been traveling through their lands and causing trouble.
D6=2:They come across a long-forgotten shrine carved into the stone.
D6=3:The players come across a group of miners who have been trapped in a cave-in. They desperately need help to dig them out, but they are also being plagued by a group of cave dwelling creatures. The players must find a way to save the miners while fending off the creatures.
D6=4:They encounter a natural amphitheater carved into the stone.
D6=5:A gentle, cool breeze carries the scent of fresh minerals.
D6=6:The party meets a stoic earth elemental who refuses passage unless they solve a riddle.
d100 = 24
D6=1:The party finds an abandoned mine where they must face off against a powerful earth elemental in order to claim the treasure within.
D6=2:Deep in the heart of a crystalline forest, the party encounters 2d6 Stone Giants. These giants are peaceful but wary of strangers and may test the party's intentions through a series of riddles or strength-based challenges.
D6=3:A group of 4 hobgoblins running towards you, they are yelling "YOUR SOUL IS MINE!"
D6=4: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.'
D6=5:Suddenly, the ground collapses under your feet and you find yourself falling into a large cavern. You must quickly strategize a way to survive the fall and navigate this new environment.
D6=6:The PCs encounter a large, egg-shaped stone on the road, which will roll over and squash PCs who try to pass by it.
d100 = 25
D6=1:A violent quartz storm engulfs the adventurers, making travel treacherous. During the storm, a group of Xorn emerge, hungry for the precious stones the party might be carrying.
D6=2: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.
D6=3: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.
D6=4:An earth elemental is being chased by a group of earth mephits.
D6=5:A group of dwarves are traveling. If the party asked, they are on the way to their dads.
D6=6:The party finds themselves in a large chamber with walls of solid diamond. At the center of the chamber is a stone statue with a mysterious inscription on it.
d100 = 26
D6=1: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.
D6=2:Through a mineral field, delicate and valuable ore requires careful and synchronized extraction.
D6=3:Deep in the lowest caverns, the adventurers face a series of cascading tunnels swarming with 1d4 Terrasques, terrors of the earth engulfing all in their path while the party tries to escape their terrifying grasp.
D6=4: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.
D6=5:Amidst colossal stalagmites, the party encounters 3d6 Earth Elementals engaged in a massive wrestling competition. The Elementals might challenge the adventurers to a wrestling match or simply observe them, curious about the strangers in their territory.
D6=6:The mountain starts to shake and cracks start appearing. The mountain snaps in half and falls down on you!
d100 = 27
D6=1: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.
D6=2:Pile o' gold: 70% chance a group of kobolds living in the gold pile attack. 30% chance it's just a bunch of coins.
D6=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.
D6=4: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.
D6=5:The party discovers a strange temple where they must solve a puzzle to gain access to a powerful artifact guarded by a powerful earth elemental.
D6=6:Klauth the dragon is still alive and hunting for the party.
d100 = 28
D6=1: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.
D6=2:An ethereal colony of underworld creatures harvests precious gemstones. Their advanced tunnel networks are fraught with traps and ancient defendive wards.
D6=3:The ground here is soft and spongy with high clay content.
D6=4:A group of men are arguing about how to deal with a group of orcs that are attacking the town. They will ask the players for help.
D6=5:A mini-earthquake separates the party, forcing them to find a way to reunite.
D6=6:You find yourself in a chamber full of animated stone statues.
d100 = 29
D6=1: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.
D6=2:The players find themselves in the middle of a battle between two rival factions of dwarves: one group wants to mine the precious minerals in the area, while the other wants to preserve the natural beauty of the earth. Will the players choose a side or try to find a peaceful solution?
D6=3:The party comes across a small grove of trees that are filled with perfectly ripe pears.
D6=4:The party finds themselves in the middle of a fierce battle between two groups of 2d6+2 earth elementals.
D6=5:Earth elemental-controlled underground passageways resolved by all contributing strategic moves.
D6=6: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.
d100 = 30
D6=1:You see a small wall of rock. If you touch it, it will attack. It is actually a giant rock golem.
D6=2:A troll named Cragfoot offers to sell crude but effective stone tools, mumbling about his disdain for metal.
D6=3:An aasimar named Quarrylight radiates a soft glow, gently smoothing rocks with her touch as she moves through the tunnels.
D6=4:A large earth elemental guarding a cave.
D6=5:Rumors of a migrating crystal dragon seeking a mate prompts players to either aid him (ensuring his favor) or hinder he (to prevent his potentially dangerous offspring).
D6=6:A quiet tunnel suddenly erupts as a herd of 2d8 Giant Moles emerges, frantically digging their way through the earth. The moles are being pursued by an enraged 1d6 Purple Worms that see the party as a potential new meal.
d100 = 31
D6=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.
D6=2: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.
D6=3: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.
D6=4:A group of dwarves riding worgs and leading an enormous stone dragon.
D6=5:A human named Stalatite guards a peculiar stone shrine, insisting that visitors pay homage before continuing their journey.
D6=6: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.
d100 = 32
D6=1:A mysterious figure covered in rubble named Shale offers cryptic advice about the path ahead before disappearing into the ground.
D6=2:Five dwarves are building a road to a nearby village. They are using 2d6+4 mountain goats as draft animals.
D6=3:A trapped djinni seeks liberation from earth chains, offering elemental boons. Yet, the chains were created by ancient protectors warning of his potential devastation should he be set free.
D6=4:The party is attacked by earth-dwelling predators and must form a defensive strategy to survive.
D6=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.
D6=6: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.
d100 = 33
D6=1:The ground is covered in a thin layer of fine, sandy soil.
D6=2:The earth around you shatters, causing all creatures to fall down a hill.
D6=3:They encounter an ancient Dwarven forge, still active, but requiring forbidden and costly sacrifices to maintain. Players must judge the ethics versus potential benefits of its operation.
D6=4: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.
D6=5: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.
D6=6:Tunnels are filled with bioluminescent crystals, and they must gather enough to create a sustainable light source.
d100 = 34
D6=1: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.
D6=2:A group of 6 goblins on horseback, they are headed to a village
D6=3:The ground here is noticeably softer, with a high clay content.
D6=4: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.
D6=5:They find a series of intricately carved stone pillars.
D6=6:An underground stream emits a mysterious, musical tone that could lure or repel.
d100 = 35
D6=1: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.
D6=2:The party discovers an underground river of quicksilver, home to 2d4 Quicksilver Dragons. The dragons are wise and ancient, negotiating only with those who can prove their worth through a trial of knowledge.
D6=3:A lost earth sage’s journal is found, written in cryptic language each page requiring collective deciphering.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 36
D6=1:Five dwarves are building a road to a nearby village. They are using 2d6+4 mountain goats as draft animals.
D6=2:A drunken, yet happy, dryad. She is threatening to singe the forest unless a priest is brought to her location within 24 hours.
D6=3:A large stone door is set into the side of the cliff. The door has been locked shut with a large, heavy chain and padlock.
D6=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.
D6=5: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.
D6=6: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?
d100 = 37
D6=1: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.
D6=2:They meet a knowledgeable stone sage requiring riddles to be solved collectively for wisdom.
D6=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.
D6=4:An lost explorer is searching the caverns for a new way out. He has been in this place for two days. He knows that he cannot go back to the entrance or he will be smashed to bits. He knows that he must keep going deeper into the caverns to find a new way out.
D6=5:A great chasm appears in the middle of a large cavern. On one side of the chasm is a group of dwarves, on the other side is a group of bugbears. It appears as if the groups are about to fight each other.
D6=6: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.
d100 = 38
D6=1:The sound of massive footsteps can be heard. To the left, a giant ape dressed in an old military uniform is attacking a group of peasants.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 39
D6=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.
D6=2:The walls of the cavern here are covered in ancient, unreadable runes.
D6=3:A group of men and women is sitting around a campfire. They are talking about the creatures that live in the caverns.
D6=4:The party discovers an abandoned mine with a large number of earth elementals mining the ore.
D6=5:Amidst colossal stalagmites, the party encounters 3d6 Earth Elementals engaged in a massive wrestling competition. The Elementals might challenge the adventurers to a wrestling match or simply observe them, curious about the strangers in their territory.
D6=6:A kobold named Pebblecarver shapes protective charms out of raw stone, offering them to travelers for goodwill.
d100 = 40
D6=1:A kobold named Klikspark is experimenting with sparking flint, trying to create a reliable source of light for the dark tunnels.
D6=2:The walls of the cavern here are covered in ancient, unreadable runes.
D6=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.
D6=4:They find a series of strangely shaped stalactites and stalagmites.
D6=5:They find a narrow, winding stairway cut into the rock.
D6=6: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.
d100 = 41
D6=1:The party discovers an abandoned mine full of ore, but the mine is guarded by a group of 2d6+4 earth elementals.
D6=2:The players come across a group of 5d6 dwarves digging for some kind of artifact. If the players ask, the dwarves will tell them that they are digging for their lost king's crown.
D6=3: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.
D6=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.
D6=5:An earth elemental is offering its services as a guide, it claims to know secret passages that can lead to powerful treasures.
D6=6:A 2d6+4 dwarves are carving statues from a small mountain. If asked why they are carving statues from a mountain, they will respond "It's more fun this way!" They are carving dwarven weapons, idols and medals.
d100 = 42
D6=1:A group of 2d6+2 dwarves are hammering away at the side of a mountain, creating a new entrance to a deep and mysterious cave.
D6=2:An elf archaeologist named Veindel is examining ancient cave paintings, tracing the outlines with a glowing finger.
D6=3:An aasimar named Flinford, claiming to have fallen from the heavens, is puzzled by the dense and unfamiliar terrain.
D6=4:An earthquake opens up under the party, causing them to fall down a pit in the elemental plane of earth. The party will be in contact with a group of goblins and two hobgoblins that are trying to dig their way out of the pit. The goblins and hobgoblins will attack the party if they find them. If the party does not attack them, they will help them find their way out of the pit.
D6=5: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.
D6=6:They find a series of small, shallow pools filled with crystal-clear water.
d100 = 43
D6=1:A group of 2d4 giant lizards are fighting over the remains of a large kill. When the players approach, they will attack.
D6=2:A powerful elemental surge traps them in a stone loop. Collective insight helps to break free.
D6=3:Natural gas pockets threaten to ignite. The group must identify and carefully ventilate the area.
D6=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.
D6=5: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.
D6=6:A massive, ever-growing crystal has absorbed and petrified a village of dwarven miners trapped within it, their anguished faces visible but motionless. Freeing them is an arduous task that can yield invaluable allies.
d100 = 44
D6=1:A firbolg named Rootrock plants seeds in the hard soil, patiently waiting for them to grow into miraculous earth-touched flora.
D6=2:An ancient mausoleum emerges from the sands, filled with the undead guardians of the Earth’s ancient kings. Disturbing these resting places could awaken long-forgotten curses.
D6=3:The party encounters a field of quicksand. They must help each other to cross it safely.
D6=4:The party comes across a massive boulder blocking their path. They must work together to push it aside.
D6=5:The party comes across a massive crystal dome that seems to encase an entire city inside. They must figure out how to break through the dome and enter the city without causing harm to its citizens.
D6=6:A small clay golem named Claymor, who follows players around, imitating their actions to humorous effect.
d100 = 45
D6=1:A gentle, warm breeze wafts up from below.
D6=2: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.
D6=3: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.
D6=4: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.
D6=5:They find a narrow, winding stairway cut into the rock.
D6=6:They discover a hidden waterfall with dense, energizing minerals. The party meticulously gathers it for sustaining magical energy.
d100 = 46
D6=1:A tribe of goblins emerge from the ground, then retreat back down into their holes when they see the party.
D6=2:They come across a small, partially collapsed tunnel.
D6=3: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.
D6=4: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.
D6=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.
D6=6:A group of raggedy humans is standing around a table. They are talking about a quest they were on. Their leader is a female cleric.
d100 = 47
D6=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.
D6=2:A rogue group of earth elementals has kidnapped a princess from a nearby kingdom. The players must rescue her before it's too late. But will they be able to navigate through the intricate tunnels and traps set up by the elementals?
D6=3:An earth elemental named Crumble carefully plants tiny crystals in the soil, hoping they will grow into a radiant garden.
D6=4:They find a small, underground stream flowing with crystal-clear water.
D6=5:The adventurers find a gargantuan statue of an unknown god that is slowly coming to life.
D6=6:In a distant corner of the plane, the party discovers an ancient city inhabited by 2d6+4 rock golems.
d100 = 48
D6=1:Hidden in a small alcove, a clutch of rare, delicate stoneflowers must be carefully collected.
D6=2:A winged creature is being transported by a large, bird-like creature.
D6=3:The players see a group of 2d6+2 thugs. They are armed with sword and shield. They are looking for someone to rob. They will attack anyone who looks wealthy or anyone who looks like they might put up a fight.
D6=4:A half-elf named Flintwick brews potions from finely ground minerals, selling them as remedies for various ailments.
D6=5:A sudden but mild earthquake opens a small fissure and quickly seals itself again.
D6=6:A swarm of harmless crystal flies flutters by, reflecting light in a dazzling array.
d100 = 49
D6=1:Up ahead, the party can hear an argument between a group of men in golden robes and a group of elementals. The men in golden robes keep saying, 'You must trust us.' The elementals say, 'You must leave our home.'
D6=2:The party must perform precise stonecutting to open a hidden door without damaging it.
D6=3:The players see a village burning. A man wearing a red robe is walking through the village. He is carrying a small book. He is laughing maniacally. He is surrounded by 2d6+2 cultists. The cultists are armed with a sword and shield. The cultists attack the players if they get in their way.
D6=4:A powerful terramancer requests protection for a delicate ritual intended to reshape the plane in her image, promising progress but risking untold destruction should it fail.
D6=5:They come across a pair of earth genasi arguing about ownership of a rare mineral. The party can mediate the dispute.
D6=6:A shimmering tunnel made of precious minerals leads the party to a hidden temple guarded by 2d4 Earth Elemental Guardians. The guardians will only allow passage if the party can prove their worth through trials set by the ancient temple.
d100 = 50
D6=1:The party comes across a group of dwarves mining for gems. The dwarves will attack the party on sight.
D6=2:The party finds a strange device that can control the flow of lava from a nearby volcano. If they investigate further, they will discover that the device is currently being used to create powerful magical weapons.
D6=3:Pockets of ancient, trapped air from previous ages are released, revealing a group of time-lost Stone Dwarves who believe the party to be enemies from their wars.
D6=4: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.
D6=5: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.
D6=6:A group of 2d6+2 hunters is standing around a campfire. They are talking about their hunt that day and their plans for the future.
d100 = 51
D6=1:A powerful terramancer requests protection for a delicate ritual intended to reshape the plane in her image, promising progress but risking untold destruction should it fail.
D6=2:A group of 2d8 dwarves are arguing over the best way to rebuild their village. They can't agree on anything, and they are getting quite upset about it.
D6=3:An ancient stone puzzle requires each player’s input to solve.
D6=4:A highly magnetic cave attracts metallic objects threatening the party’s gear; they must work together to navigate without loss.
D6=5: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.
D6=6:The PCs encounter a large, egg-shaped stone on the road, which will roll over and squash PCs who try to pass by it.
d100 = 52
D6=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.
D6=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.
D6=3:The players come across a natural stone archway covered in glistening mineral deposits.
D6=4:They come across a long-forgotten shrine carved into the stone.
D6=5:A small village with humans, halflings, and elves.
D6=6:An enormous stone statue of a dragon, blocking the path.
d100 = 53
D6=1:Surviving a sudden gas leak; collaborative efforts are crucial to ventilate the area safely.
D6=2:Dangerous mineral veins secrete acidic gas that must be neutralized or avoided.
D6=3:The party walks through a random rock wall and enters a small cave. The cave has a small pool of water in the center. A group of 2d6+4 water elementals are swimming in the pool. They will attack the party if they're attacked first.
D6=4:A group of 1d4+4 zombies are digging through the ground and are now approaching the party's camp.
D6=5:A group of kobolds 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!
D6=6: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.
d100 = 54
D6=1:Subterranean lichen produces a faint, unsteady light that plays tricks on the eyes.
D6=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.
D6=3: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.
D6=4: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.
D6=5:A group of hunters is sitting by a small fire. They are talking about their kill.
D6=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?
d100 = 55
D6=1: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.
D6=2:The ground here is soft and spongy with high clay content.
D6=3:A thick layer of dust obscures the ground, revealing footprints of unknown origin.
D6=4:They discover a small, underground garden of bioluminescent fungi.
D6=5:There is a large lake of water in the cave that runs through a mountain.
D6=6:A group of traveling merchants is selling strange white 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.
d100 = 56
D6=1:A distant, low rumble reverberates through the earth.
D6=2:While exploring a crystalline cavern, the party encounters 2d6 Crystal Scorpions that blend seamlessly with their surroundings. These deadly predators will attack adventurers who venture too close to their nesting grounds.
D6=3:The adventurers come across a group of strange creatures made of diamond and gold, who protect an ancient artifact.
D6=4:A gnome artificer named Pebblecraft is creating intricate stone clocks, meticulously setting each gear and wheel.
D6=5:A stone geyser periodically shoots small rocks and gravel into the air.
D6=6:The air becomes thick with metallic dust, and the party realizes they are in the territory of a group of 1d8 Mephits (Dust, Magma, and Earth). The mischievous creatures attempt to ambush the adventurers.
d100 = 57
D6=1: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?
D6=2:The party comes across an abandoned temple dedicated to the earth gods. Inside, they find powerful artifacts and ancient texts. However, disturbing the artifacts may come with a heavy price.
D6=3:A group of earth elemental druids, worshipping a large rock.
D6=4:A merchant is selling a strange potion that will turn anyone who drinks it into a giant earth elemental. However, the potion has some side effects that the merchant conveniently fails to mention. Do the players risk it and become powerful beings or will they uncover the truth and stop the shady merchant?
D6=5:The party discovers an abandoned mine full of ore, but the mine is guarded by a group of 2d6+4 earth elementals.
D6=6:Caverns adorned with rare luminous crystals are protected by a pack of snarling Gorgons, drawn to the light and hostile to any interlopers.
d100 = 58
D6=1:A gnome named Rocktwist is conducting an experiment with magnetic stones, fascinated by their invisible forces.
D6=2:A subterranean breeze carries the faint sound of grinding rocks.
D6=3: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.
D6=4: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.
D6=5:A distant rumbling sound reverberates through the earth.
D6=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.
d100 = 59
D6=1: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.
D6=2:The party hears a haunting melody coming from a nearby cave. Inside, they find a beautiful but deadly creature who lures travelers into her cave with her enchanting music before attacking and feeding on them.
D6=3: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.
D6=4:A group of six dwarves is walking toward the mountain. They are carrying axes and picks. They are going to the mines to work for a few months.
D6=5:2d6+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.
D6=6:A group of halflings is 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 = 60
D6=1:An earthquake opens new routes. Players must decide together which to explore.
D6=2: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.
D6=3: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.
D6=4:A rock opens up in front of you. A large hill giant steps out.
D6=5:A gnome geologist named Quartzine is collecting soil samples, recording notes on a stone slab about the different layers of sediment.
D6=6:The party stumbles upon a massive underground grotto filled with 2d6 Lizardfolk who have become adapted to their rocky surroundings. The lizardfolk are hostile but may be negotiated with if the party can demonstrate their knowledge of earth-based alchemy.
d100 = 61
D6=1:A thick layer of dust obscures the ground, revealing footprints of unknown origin.
D6=2:Harmonize elemental energy sources discovered in crystal formations—a team effort to tap into safely.
D6=3: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.
D6=4: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.
D6=5:A group of 4 cavemen praying to a hill giant idol.
D6=6:The party encounters a sleeping rocky drake and must decide how to move past it without waking it.
d100 = 62
D6=1:Players must synchronize their movements to navigate across a vibrating bridge.
D6=2: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.
D6=3:An aasimar named Basal is blessing the rocky terrain, asking the earth spirits for safe passage and guidance.
D6=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.
D6=5:A massive landslide suddenly blocks the players' path, and they must find a way to clear the debris before they can continue.
D6=6:A group of 1d4+1 druids will be dragging a dead black dragon down a path. The dragon will be bleeding out. They will ask the players if they want to help them drag the dragon. The dragon will be 8x the size of a normal dragon and it will be 10x the HP. The druids will not attack the players until they take the dragon away or attack them.
d100 = 63
D6=1:A pack of carnivorous creatures, made out of rock, are attacking a group of small, defenseless creatures.
D6=2:A group of 2d6+4 kobolds are digging through the ground and are now approaching the party's camp.
D6=3:A kenku named Clink is mimicking the sound of pickaxes and drills, swapping stone for shiny pebbles when no one is looking.
D6=4:A fire elemental appears, demanding tribute. If the party refused, he will attack them.
D6=5:Periodic thunderous booms are heard from deep within the earth.
D6=6: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.
d100 = 64
D6=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.
D6=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.
D6=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.
D6=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.
D6=5:A group of men are arguing about how to deal with a group of giants that have been attacking their town.
D6=6:A dwarf botanist named Crustbranch is studying rare fungi that grow only in caves, meticulously documenting his findings.
d100 = 65
D6=1:A group of 2d6 goblins is hiding in the bushes. They are waiting for travelers to walk past so that they can attack them.
D6=2:Claustrophobia or fear of the dark affects one party member, requiring delicate handling.
D6=3:A pack of carnivorous creatures, made out of rock, are attacking a group of small, defenseless creatures.
D6=4:Subterranean lichen produces a faint, unsteady light that plays tricks on the eyes.
D6=5: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.
D6=6:The path is overtaken by massive roots of an ancient tree, requiring physical or magical clearance.
d100 = 66
D6=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.
D6=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.
D6=3:They come across a series of deep, narrow cracks in the ground.
D6=4:A small hill is walking towards the party. Giant centipede. AC 2, hp 15, 4-dice attacks.
D6=5:A gentle subterranean breeze carries a slight chill.
D6=6: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 = 67
D6=1: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.
D6=2:The air here is dry and carries the scent of chalk.
D6=3: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.
D6=4: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.
D6=5:The party stumbles into a subterranean battlefield where 3d6 Rock Trolls are locked in an eternal feud with 2d8 Dwarven Ghosts. Each side desperately seeks the adventurers' aid in tipping the balance of power in their favor.
D6=6:An unusually magnetic area pulls at metal objects. The party must strategize to navigate without losing their equipment.
d100 = 68
D6=1:Discovery of natural spring with rare minerals need cooperative and skillful gathering for potion-making.
D6=2:A deep chasm splits the ground ahead. The party must create a bridge using surrounding materials or magical means.
D6=3:A group of 10 orcs are running towards you, they are yelling "YOU! WILL NOT! RUIN! OUR WORLD! MUST KILL! YOU!"
D6=4:A hill opens up right in front of the party. A hoard of 3d4 goblins and two hobgoblins attack the party.
D6=5:An earth elemental guardian challenges the party collectively to answer ancient riddles to pass.
D6=6:A tunnel is blocked by thick roots. The group must find a way to remove them.
d100 = 69
D6=1: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.
D6=2: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?
D6=3:Players see a large creature made of mottled grey stone eating its way through the rocky landscape.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 70
D6=1:They find a unique insect species acting as natural miners; understanding and negotiating with them requires teamwork.
D6=2:A group of 2d6 giant bats fly overhead. They are heading in the direction of a nearby cave.
D6=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.
D6=4:Coordinated observations reveal mineral-laced foliage useful in enhancing natural camouflage.
D6=5:The air here is dry and carries the scent of chalk.
D6=6:They find a narrow, winding stairway cut into the rock.
d100 = 71
D6=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.
D6=2: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.
D6=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.
D6=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.
D6=5:The party comes across a portal that leads to a realm made entirely of solid gold.
D6=6:Nasty, stinky elemental creatures appear out of the ground. They smell like rotting eggs and are hungry for flesh.
d100 = 72
D6=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.
D6=2:The party notices a large chasm in the ground. Inside, they find a group of metallic dragons who are singing a beautiful song.
D6=3:A gnome named Rocktwist is conducting an experiment with magnetic stones, fascinated by their invisible forces.
D6=4:The party discovers an underground river of quicksilver, home to 2d4 Quicksilver Dragons. The dragons are wise and ancient, negotiating only with those who can prove their worth through a trial of knowledge.
D6=5:A rockslide threatens an underground kobold metropolis. Rescuing the metropolis will risk the wrath of neighboring factions but establishes a grateful city as allies.
D6=6:The party will notice an odd stone pyramid in the distance. If the 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.
d100 = 73
D6=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.
D6=2:There’s an underground garden of luminescent fungi that requires delicate care to not harm.
D6=3:You find yourself in a maze-like cavern, the walls lined with gold and gems.
D6=4:The cavern walls are slick with a strange bioluminescent slime that glows faintly and is extremely slippery.
D6=5:A group of dwarves are trading ore and gems with a group of humans.
D6=6:You see an old man with a long white beard, he is wearing a red robe and carrying a staff. The man introduces himself as a powerful wizard who can teach you great secrets if you do him a favor.
d100 = 74
D6=1:A series of faint, glowing lines trace through the rock walls.
D6=2: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.
D6=3:A dwarf named Tunnelrumbler shares stories of ancient battles fought in the depths, his voice like a rolling avalanche.
D6=4: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.
D6=5:They discover a network of caves belonging to earth elementals who require intricate negotiation to pass through.
D6=6:The party comes across a bridge over an abyss. The bridge is guarded by two large stone golems.
d100 = 75
D6=1:A herd of 3d10 Earth Elemental Bulls are grazing on mineral deposits. These majestic creatures are peaceful and curious, showing great interest in any metal items the adventurers carry.
D6=2:A dangerous fauna frenzy demands the party to form defensive and offensive tactics to make it out safely.
D6=3: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.
D6=4:A horde of 1d6+1 gnolls attacks!
D6=5: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.
D6=6:The party finds an abandoned city populated by 2d6+2 earth elementals.
d100 = 76
D6=1: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.
D6=2:An air djinn and a fire djinn are arguing about whether or not to attack the party. Two earth elementals are at their side, ready to attack.
D6=3:A warren of interconnected tunnels requires spatial mapping skills from everyone to travel efficiently.
D6=4: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.
D6=5:A group of 2d6+2 hunters is standing around a campfire. They are talking about their hunt that day and their plans for the future.
D6=6:Party finds a river of flowing magma. They must construct a makeshift bridge using their combined skills.
d100 = 77
D6=1: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?
D6=2:A group of men are arguing about how to deal with a group of giants that have been attacking their town.
D6=3: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.
D6=4:The ground beneath them is covered in fractured shale.
D6=5:A dwarf named Tunnelrumbler shares stories of ancient battles fought in the depths, his voice like a rolling avalanche.
D6=6: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.
d100 = 78
D6=1: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.
D6=2: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?
D6=4:A giant rock monster is terrorizing a small village.
D6=5: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.
D6=6:A mini-earthquake separates the party, forcing them to find a way to reunite.
d100 = 79
D6=1: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.
D6=2:A congregation of 3d10 Badgerfolk hunter-gatherers busy foraging for valuable fungi invite travelers to join their feast, sharing knowledge about the forest floor's hidden treasures.
D6=3: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.
D6=4:A dragonborn named Earthglow teaches players about the natural luminescent properties of some minerals, selling samples.
D6=5:A cavern ceiling threatens to collapse. Players must use their skills to stabilize it until they can safely pass.
D6=6: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.
d100 = 80
D6=1:A quiet tunnel suddenly erupts as a herd of 2d8 Giant Moles emerges, frantically digging their way through the earth. The moles are being pursued by an enraged 1d6 Purple Worms that see the party as a potential new meal.
D6=2:A tabaxi scout named Stonepaw offers to lead players through the maze of tunnels, speaking in rhythmic rhymes.
D6=3: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.
D6=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!
D6=5:A narrow crack in the wall emits a warm, glowing light.
D6=6: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.
d100 = 81
D6=1: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.
D6=2: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.)
D6=3:While walking through a seemingly ordinary tunnel, the party discovers that the walls can shift and move, revealing hidden paths and traps. They must use their intelligence to navigate through the maze.
D6=4:The party enters a strange underground chamber and is immediately attacked by a group of 4d6 strange creatures that resemble living rocks.
D6=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.
D6=6:The players come across a group of 3d6+2d6 goblins. They are hunting for food to feed their tribe. If the players get too close, they will attack them.
d100 = 82
D6=1: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.
D6=2:A group of 6d10 wild dogs are attacking a group of 10d10 goblins that are eating a dead body.
D6=3:The party is attacked by earth-dwelling predators and must form a defensive strategy to survive.
D6=4:The group finds itself in an underground tunnel that leads to an ancient temple dedicated to an unknown god.
D6=5:Gravel guardians protect an ancient treasure cache. Players can either defeat these guardians for personal gain or agree to their quest of locating lost sacred stones to befriend them.
D6=6:A group of 2d6 miners is standing around a campfire. They are talking about their work.
d100 = 83
D6=1:They find a small, bubbling spring with refreshingly cool water.
D6=2:The path ahead is filled with reflective surfaces that create confusing reflections and mirages.
D6=3:The air becomes musty as they approach an ancient, sealed cave entrance.
D6=4:The party finds a natural skylight and must work together to reflect sunlight onto important inscriptions.
D6=5:A half-elf named Sed is struggling to carry a large geode, asking the players for assistance and offering to share its contents.
D6=6:You come across a group of earth genasi who have been sent on a dangerous mission by their leader. They are willing to trade information or goods in exchange for your help.
d100 = 84
D6=1:A group of 2d6+4 gnolls are attacking a village or a caravan to steal their food.
D6=2: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.
D6=3:A group of 1d10+2 hill giants are trying to build a castle. They will make a deal with the PC adventurers if the PC adventurers help build the castle.
D6=4:The party comes across a cage containing a small creature that looks almost like a lizard.
D6=5: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.
D6=6:A naturally forming labyrinth with shifting walls requires unification of the party’s spatial awareness.
d100 = 85
D6=1:An unusual pattern of cracks in the ground forms a natural maze.
D6=2:Deep within the bowels of a gemstone quarry, a long-forgotten oracle in crystalline stasis promises to reveal every layer of the geomancers' secrets but at a dear personal cost.
D6=3:The ground beneath them is unusually warm, indicating a magma flow below.
D6=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.
D6=5: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.
D6=6:A gentle, consistent tremor vibrates through the ground for several minutes.
d100 = 86
D6=1:An earth elemental named Quake is deeply absorbed in creating intricate sand sculptures, unaware of the world around him.
D6=2:Massive, ancient roots break through the tunnel in places, requiring clambering or shrinking to get past.
D6=3:A group of merchants is sitting around a campfire. They are talking about their dealings with the local population and the surrounding areas.
D6=4:The party hears voices coming from behind a large pile of rocks. The party can hear humans talking with hobgoblins and goblins. They are fascinated with the creatures and the creatures are fascinated with them. They are not about to attack each other.
D6=5:An earth genasi bard named Loam is playing a didgeridoo made from petrified wood, causing the ground to hum with each note.
D6=6:A group of 2d6+2 gargoyles are flying around the area and they dive down to investigate the party.
d100 = 87
D6=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.
D6=2:You come across a group of adventurers, searching for a powerful relic hidden deep within the earth plane.
D6=3:The sound of distant, rhythmic drumming echoes through the caverns.
D6=4:You see a group of 3 cavemen with a wooden cart, they are yelling "WE WILL STEAL YOUR GOLD!"
D6=5: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.
D6=6: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 = 88
D6=1:A giant stone face appears in the distance, silently staring at the party.
D6=2: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.
D6=3:A gentle subterranean breeze carries a slight chill.
D6=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?
D6=5:A crystalline sanctuary finds itself endowed with artistic craft by 3d10 Bedrock Elementals; they graciously exchange intricately carved gemstones for cultural stories and intriguing artifacts from across the multiverse.
D6=6:A sudden influx of groundwater creates a rapidly rising pool that must be escaped from or diverted.
d100 = 89
D6=1: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.
D6=2:The party finds themselves in a large chamber with walls of solid diamond. At the center of the chamber is a stone statue with a mysterious inscription on it.
D6=3:A tremor shaking the area as an earthquake rips through the land.
D6=4: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.
D6=5:The party comes across an area where an outnumbered group of dwarves are fighting against a large rock golem.
D6=6:Stoneshaped creatures mimic statues and require keen observation to detect their presence.
d100 = 90
D6=1: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.
D6=2:The air becomes thick with metallic dust, and the party realizes they are in the territory of a group of 1d8 Mephits (Dust, Magma, and Earth). The mischievous creatures attempt to ambush the adventurers.
D6=3:An ancient stone puzzle requires each player’s input to solve.
D6=4:2d6 human barbarians driving cattle, they are heading towards their homeland.
D6=5:Stoneshaped creatures mimic statues and require keen observation to detect their presence.
D6=6:As the players rest at a nearby inn, they hear rumors of a powerful and elusive earth elemental that has been terrorizing the surrounding region. Are the rumors true, and if so, can the players defeat the powerful being?
d100 = 91
D6=1: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.
D6=2:An heir of a long-lost kingdom from the Elemental Plane of Earth emerges, seeking aid to retake the throne. Players face moral ambiguity in supporting him or rival claimants with varying justifications.
D6=3:Crystals emitting dark energy create eerie shadows that play tricks on the party’s vision.
D6=4:The discovery of an Earth Elemental sanctuary reveals an artifact of balance, thought to stabilize or disrupt the plane's harmony. The ground’s very essence pulses with its energy.
D6=5: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.
D6=6:Dangerous mineral veins secrete acidic gas that must be neutralized or avoided.
d100 = 92
D6=1:You find yourself in a maze-like cavern, the walls lined with gold and gems.
D6=2:Nearby mineral deposits cause a magical disruption, affecting spells and magical items.
D6=3:The adventurers come across a strange laboratory run by a mad mage and his creations.
D6=4:The party will see a group of 1d4 human barbarians riding horses and driving cattle toward their village in the distance.
D6=5:A group of 10 orcs are running towards you, they are yelling "YOU! WILL NOT! RUIN! OUR WORLD! MUST KILL! YOU!"
D6=6:The party is swept into a stone vortex that deposits them in a labyrinth with ever-changing walls. The labyrinth’s core hides a relic of immense power guarded by sentient stone guardians.
d100 = 93
D6=1:They find a series of perfectly rounded boulders arranged in a mysterious circle.
D6=2:An earth elemental named Thud communicates by etching symbols into stone slabs, offering cryptic messages of wisdom.
D6=3:A 2d6+4 goblins are looking for the Party.
D6=4:A group of hunters is sitting by a small fire. They are talking about their kill.
D6=5: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.
D6=6: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.
d100 = 94
D6=1: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.
D6=2:The tunnel narrows until only the smallest member of the party can proceed.
D6=3: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.
D6=4: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.
D6=5: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.
D6=6: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.
d100 = 95
D6=1: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.
D6=2:The players see a village burning. A man wearing a red robe is walking through the village. He is carrying a small book. He is laughing maniacally. He is surrounded by 2d6+2 cultists. The cultists are armed with a sword and shield. The cultists attack the players if they get in their way.
D6=3:A magical barrier of compacted earth can only be dispelled with the right incantation or touch.
D6=4:The party stumbles upon a group of gnomes who are performing a ritual to appease the earth spirits. They ask the party to join them and offer a gift to the spirits.
D6=5:A quirk of the geology causes odd echoes and makes communication difficult.
D6=6:A group of friendly earth elemental creatures offer to guide the players through a treacherous underground maze. They require a fair trade of precious jewels in exchange for their services.
d100 = 96
D6=1:A sentient river of liquid metal flows through the cave, guarded by a tribe of fiercely protective golems. Navigating the river reveals ancient tales that can guide the party to hidden regions.
D6=2:Throughout the caverns, the party finds discarded pieces of strange machinery and bits of ore.
D6=3:2d6 cavemen from a different tribe, they are looking for a battle.
D6=4: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.
D6=5:The players come across a group of miners who have been trapped in a cave-in. They desperately need help to dig them out, but they are also being plagued by a group of cave dwelling creatures. The players must find a way to save the miners while fending off the creatures.
D6=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?
d100 = 97
D6=1:A cavernous opening leads to the glittering realm of the Gemstone King, a powerful Dao (a type of earth genie) who will tempt the adventurers with riches in exchange for fulfilling perilous tasks.
D6=2:A huge cave-in blocks the road.
D6=3:A charismatic earth elemental ‘prophet’ leads a rebellion against dao overlords. Players must weigh the merits of revolution against the cost of chaos and destabilization.
D6=4: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.
D6=5:An enormous metal golem is patrolling the area, searching for intruders.
D6=6:A group of humans are standing around a large fire, they are having a wedding for someone who got married.
d100 = 98
D6=1: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.
D6=2:The players find a massive subterranean tree that feeds from earth energy. It speaks of being corrupted and asks for cleansing, conflicting with local settlers who rely on its power.
D6=3: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.
D6=4:The ceiling of the cavern is covered in tiny, glittering crystals.
D6=5:The tunnel is filled with fine silt that chokes the air, requiring face-coverings to pass.
D6=6: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.
d100 = 99
D6=1: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.
D6=2:The party finds a group of dwarves locked in combat with a powerful stone golem.
D6=3:A group of stinky elemental creatures appear out of the ground and demand tribute from the party for allowing them to live here in peace. When asked what kind of tribute they want, they say something like 'Anything you got that ain't too fancy.'
D6=4: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.
D6=5:Players come across a small village. The villagers are throwing a party because their village priest was recently promoted to higher level in their religion.
D6=6:The party must perform precise stonecutting to open a hidden door without damaging it.
d100 = 100
D6=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.
D6=2:The cavern has a low ceiling, and tall members of the party must stoop low to avoid hitting their heads.
D6=3: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.
D6=4:They meet a knowledgeable stone sage requiring riddles to be solved collectively for wisdom.
D6=5:An ancient earthen spell-rendering circle requires each party member to participate to manifest protection.
D6=6:The air is filled with the sound of distant, rhythmic tapping.
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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, D4, D8, D10.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
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