A complete D&D 5e random encounter table for elemental plane of earth scenes. Roll a d100 to pick a set, then roll a D8 to pick a scenario within that set — 800 unique D&D encounter scenarios in total. Every scenario is system-neutral and runs on either the 2014 Player's Handbook or the 2024 D&D revision. Pair each scenario with a stat block from our D&D monsters catalogue and you have a session-ready encounter in under a minute.
How to roll this table
When the party enters a elemental plane of earth, roll a d100.
The d100 result picks one of 100 scenario sets below.
Then roll a D8 to pick one of 8 scenarios inside that set.
Read the scenario to your players and run the scene. Add a monster stat block if combat starts.
The D8 Elemental Plane of Earth encounter table
d100 = 1
D8=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.
D8=2: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.
D8=3:An unusually magnetic area pulls at metal objects. The party must strategize to navigate without losing their equipment.
D8=4:The party finds a small grove of trees that are filled with small, perfectly ripened apples.
D8=5: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.'
D8=6:Discovery of an ancient stone-carved observatory; everyone contributes to align it for celestial navigation.
D8=7: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.
D8=8:An elf archaeologist named Veindel is examining ancient cave paintings, tracing the outlines with a glowing finger.
d100 = 2
D8=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.
D8=2:The players come across a deep chasm with a bridge that seems to have been destroyed. They must find a way to cross the chasm before they can continue on their journey.
D8=3:A wall of smooth granite is too sheer to climb without special equipment or magic.
D8=4:A group of men are standing around, talking about the recent increase in activity from a nearby dungeon or cave complex.
D8=5:There’s an unaware sleeping stone giant blocking the path. They must quietly coordinate to get around it without waking it.
D8=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.
D8=7:A group of men are arguing about how to deal with a group of kobolds that are attacking the town. They will ask the players for help.
D8=8:Massive, ancient roots break through the tunnel in places, requiring clambering or shrinking to get past.
d100 = 3
D8=1:A group of huge, hungry worms burst out of the ground.
D8=2:An elf cartographer named Crustlayer is meticulously drawing maps of the terrain, vowing to chart every inch of the plane.
D8=3:A dwarf artist named Grainsketch is carving a gigantic mural into a cavern wall, depicting a battle between earth elementals and invaders.
D8=4:A large earth elemental guarding a cave.
D8=5:They discover a patch of soft, moss-covered ground.
D8=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.
D8=7: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.
D8=8: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.
d100 = 4
D8=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.
D8=2:You come across a group of humans who appear to be in a trance-like state. Upon closer inspection, you realize that they are being controlled by a powerful shaman.
D8=3:Suddenly, the ground around the party becomes animated, turning into quicksand. From this treacherous ground emerges a Stone Giant intent on making the adventurers leave his domain.
D8=4:While exploring a labyrinthine quartz maze, the party is pursued by spectral echoes of long-dead miners who seek to reclaim their stolen treasures.
D8=5:A solitary hermit, fused partially with the stone, provides a key to immense elemental lore and treasure on the condition that the party undertakes their near-impossible task.
D8=6:When the party arrives in an underground city they find it under siege by an army of clay golems.
D8=7:A group of 3 cavemen hunting a giant boar.
D8=8:Enchanted gemstones sprout from the walls of a cave, whispering terrible secrets to those who draw near. The gems are guarded by a Gorgon, whose petrifying gaze must be avoided to claim the treasures.
d100 = 5
D8=1: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).
D8=2:The party discovers a hidden passage that leads to a secret chamber guarded by a powerful earth elemental.
D8=3:Two soul devouring, zombie like, undead creatures that are locked in eternally in the act of hugging each other. If approached, they will freeze and attack the party with their remorseless love.
D8=4:A large group of earth elementals are attacking a group of dwarves.
D8=5:A group of 1d4+1 dwarves are walking along the ground, heading east. They are carrying boxes of gold. They are drunk and singing. The party can rob them or hire them for transportation.
D8=6:They come across a long-forgotten shrine carved into the stone.
D8=7:A group of 2d6 goblins looking for food after a lost battle, they are yelling "YOU WILL GIVE US FOOD OR DIE!"
D8=8:They come across an intricate mosaic made of colorful stones on the cavern floor.
d100 = 6
D8=1:The sound of chattering teeth can be heard from within a cave in the nearby hills. There is a band of 2d4 wild, barbarian gnomes living in this cave!
D8=2:A chasm crackles with gemstones glowing under eternal, haunting light. It is the domain of Bone Stalagmites, vile creations that animate from the bones encased within the earth.
D8=3:The air becomes thick with the scent of wet earth after a recent rockslide.
D8=4: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.
D8=5:An underground river flows beneath the players' feet! They hear a sound like rushing water. A water elemental is swimming through the underground river beneath their feet!
D8=6:A series of entwined roots must be navigated or cut through to proceed.
D8=7: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.
D8=8: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 = 7
D8=1: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.
D8=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.
D8=3:The adventurers encounter a fortress of living stalagmites home to a peaceful community of 3d8 Mud Mephits. The Mephits are engineers who delight in showing off their complex aqueduct designs.
D8=4:The adventurers come across a group of strange creatures made of diamond and gold, who protect an ancient artifact.
D8=5:A group of 4 elves with a wooden cart, they are heading towards a village.
D8=6:A conflict between a clan of stone giants and a band of iron golems rocked the tunnels. Players must navigate these feuding groups, choosing sides or negotiating an uneasy truce.
D8=7: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.
D8=8:A group of 6 goblins on horseback, they are headed to a village
d100 = 8
D8=1:The party encounters a dark pit that must be crossed, possibly with the aid of spells or crafted tools.
D8=2:A dwarf botanist named Crustbranch is studying rare fungi that grow only in caves, meticulously documenting his findings.
D8=3:A meditative gathering of 2d4 peaceful Xorn priests are gathered around an intricate Tectonic Altar, inviting respectful pilgrims to join their quiet contemplation of Earth's raw essence.
D8=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.'
D8=5:A tabaxi scout named Stonepaw offers to lead players through the maze of tunnels, speaking in rhythmic rhymes.
D8=6:A monastic hermitage quietly perched upon a high cliff is guarded by 1d10 stalwart Earth Pegasi granting serenity to those who traverse the known path toward enlightenment, offering bonds for hearts so touched by the spirit of the earth.
D8=7:A gem-encrusted tunnel echoed with chorused hymns by 2d8 gem dragons exudes an atmosphere of peace, inviting eavesdropping adventurers to join them in creating sprawling symphonies.
D8=8:You will see a group of 2d4 hobgoblins, they are sitting around a small campfire.
d100 = 9
D8=1:When a fissure opens, releasing magma elementals into the domain, players must decide whether to save the nearby settlements or escape with precious earth gems exposed in the chaos.
D8=2:A group of earth-loving Druids, who have made their home in the Elemental Plane, invite the party to a feast in celebration of nature. However, the feast may hold hidden dangers.
D8=3:A deep chasm splits the ground ahead. The party must create a bridge using surrounding materials or magical means.
D8=4:A group of duergar (dark dwarves) are attempting to summon a powerful demon using a ritual on a magic circle made of precious gems. The players must either stop the ritual or face the consequences of unleashing a demon onto the plane.
D8=5:The adventurers encounter an excavation led by 2d6 Umber Hulks. These monstrous beings are not keen on sharing their discoveries and will defend their new tunnel networks aggressively.
D8=6:An ancient golem, created from giant diamonds, stands guard over a centuries-old treasure. It requires a riddle to be solved before it allows passage, but failure results in immediate combat.
D8=7:A caravan of 2d4 human merchants, each led by a patient Xorn, offers rare minerals for trade. The Xorn themselves are interested in tasting exotic metals that the party might have on hand.
D8=8: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.
d100 = 10
D8=1:A group of dwarves are celebrating their victory over an orc horde that had been terrorizing their village. They invite the party to join in the festivities and share tales of their brave deeds.
D8=2:A narrow, winding tunnel offers a challenging but passable route.
D8=3:The party enters a cavern. In the cavern, there is a pool of lava filled with 2d10+8 tiny red dragons. The dragons are sleeping. The party can sneak past them (DEX Check), or fight them (DEATHS!).
D8=4:A group of 2d6 goblins are hiding along the side of the road. They are waiting for a caravan to pass by.
D8=5:A group of men appear out of the ground. They are dressed in suits, and appear to be professional business men. They are simply confused, and will attack anyone.
D8=6: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.
D8=7: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.
D8=8:The party finds a group of 3d4+3 gnomes sleeping on the ground. They will attack the party on sight.
d100 = 11
D8=1:A group of dwarves are trading ore and gems with a group of humans.
D8=2:The earth around you shatters, causing all creatures to fall down a hill.
D8=3:A giant, animated pile of boulders blocks the players' path, demanding a tribute or challenge before they will let the party pass. Do the players fight the elemental being or offer a tribute?
D8=4:The party hears a loud crashing sound in the distance. Moments later, they hear a second loud crashing sound. The second crashing sound is slightly louder than the first crashing sound. The sounds are getting closer together as they hear them. The party sees a hill on the horizon that looks like it is on fire. It is a hill of 2-D goblins running toward them. They will get very close before turning around and running back towards their hill. These goblins are trying to escape the goblins that are 2-D and chasing them back to their hill.
D8=5:The sound of thunder echoes through the canyon. A storm is coming in!
D8=6:An underground avalanche traps the adventurers in a cave with dwindling air supply. They must navigate treacherous, unstable tunnels filled with Dust Mephits to find a way out.
D8=7:A gentle, consistent tremor vibrates through the ground for several minutes.
D8=8:A huge, intelligent boulder (about the size of a small house) is tumbling down the side of a mountain. If players get in its way, it will stop and attack them with a powerful slam attack that does 1d10+10 damage.
d100 = 12
D8=1: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.
D8=3:Clean, colossal corridors of weathered sedimentary cliff dwellings watched faithfully by 2d6 Granite Guardians parade tales of ancient expertise from racks of archival works inscribed upon timeworn slate.
D8=4:A gnome artificer named Pebblecraft is creating intricate stone clocks, meticulously setting each gear and wheel.
D8=5:Two 2d4+4 half-giants are arguing about what to name their new baby. A half-giant baby is sitting in the middle of the road playing with a wooden toy horse.
D8=6:The party finds an old temple with a group of 2d6+4 earth elementals that are worshiping an ancient underground god.
D8=7:A group of 2d6 giant rats are being attacked by a pack of 2d6 giant wolves. The wolves are trying to eat the rats, but the rats are too fast and too small for them to catch.
D8=8:A human named Stalatite guards a peculiar stone shrine, insisting that visitors pay homage before continuing their journey.
d100 = 13
D8=1:The party comes across a strange stone circle with a group of 2d6+4 earth elementals that are performing an ancient ritual.
D8=2:An elderly human miner, Old Man Flint, tells tales of hidden treasures and cursed tunnels, punctuating his stories with vigorous coughing.
D8=3:A group of earth elementals is in search of a new home after their previous one was destroyed by a volcanic eruption. The party must find a suitable location for them to settle or risk the elementals causing chaos in the nearby towns.
D8=4:Natural gas pockets threaten to ignite. The group must identify and carefully ventilate the area.
D8=5:The party discovers an ancient temple located in the side of a mountain. It appears to be abandoned but there are strange noises coming from inside.
D8=6:A group of 2d6+4 kobolds are digging through the ground and are now approaching the party's camp.
D8=7:The party comes across a group of earth mages who are performing a ritual to banish a powerful demon back to the Abyss. Will the players assist in the ritual or disrupt it?
D8=8:At a depth feared by many, a colossal cavern houses the sunken throne of an ancient Dao lord. Awakening him could either draw a formidable ally or the plane's most fearsome adversary into existence.
d100 = 14
D8=1:An enormous stone statue of a dragon, blocking the path.
D8=2:A lone Dao philosopher meditates beside a sapphire spring, exploring the deep mysteries of the elemental balance. The Dao readily welcomes genuine queries about the broader universe.
D8=3:A cool, damp breeze brings the smell of fresh minerals from below.
D8=4:The adventurers stumble upon a burial site of an ancient earth-shaman clan. As they explore, the restless spirits manifest as wraiths, relentless in guarding their resting place.
D8=5:A pack of 2d6 rust monsters are feasting on a pile of metal objects, including the party's weapons and armor. The players must find a way to retrieve their items without getting them destroyed by the rust monsters.
D8=6:A group of huge, hungry worms burst out of the ground.
D8=7:The party comes across a massive boulder blocking their path. They must work together to push it aside.
D8=8:While exploring a vast underground cavern, the party comes across a maze of floating stone platforms. They must navigate through the maze while dodging traps and solving puzzles.
d100 = 15
D8=1: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.
D8=2:After entering a dark tunnel, the players find a group of 2d6 stone giants. The giants appear to be in the middle of a heated argument.
D8=3:They find a series of small, narrow tunnels that twist and turn.
D8=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.
D8=5:A group of 6 goblins on horseback, they are headed to a village
D8=6:A dragon is sleeping in a room full of treasure, the party will know how much gold is in the room.
D8=7:The vain spirit of an ancient dwarven king resides in a magnificent crystal throne. He challenges adventurers to prove their worth through trials, offering a legendary weapon as the prize but also setting deadly traps for the unworthy.
D8=8:A group of earth elementals offer to trade valuable gems for the players' help in rescuing a group of their kin who have been trapped in a nearby cave.
d100 = 16
D8=1:Fused 2d6+1 hostile earth elementals are walking through the area. They are attempting to retrieve the 'Heart of Earth' from the party.
D8=2:A group of Crag Trolls ambush the party, camouflaging amongst the rocks, and use their natural resilience to counter the adventurers' every move.
D8=3:Nasty, stinky elemental creatures appear out of the ground. They smell like rotting eggs and are hungry for flesh.
D8=4:The party stumbles upon a massive underground library filled with ancient tomes and knowledge about the earth. However, the library is guarded by a powerful guardian who only allows those deemed worthy to enter.
D8=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.
D8=6:A quaint, glowing grotto is actually a deadly trap. The bioluminescent fungi here are carnivorous and can quickly overpower and devour anything that gets too close.
D8=7: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.
D8=8:You spot a group of humans who appear to be in a trance-like state. As you get closer, you realize that they are all under the influence of a powerful enchantment.
d100 = 17
D8=1:A massive, immovable door sealed by an ancient lock requires all players to provide part of the key’s components.
D8=2:The party comes across a grand underground city, inhabited by a race of intelligent, telepathic Purple Worms. They have valuable information about the Elemental Plane and may offer it to the party in exchange for a favor.
D8=3:A troupe of performers from various planes staged in an enormous hollow gemstone attracts audiences and draws out dangerous subterranean creatures resentful of disruption.
D8=4:A man named Samuel Jackson approaches the party and asks them if they've seen any strange creatures nearby. He has been tracking them for days, but he lost their trail somewhere close by.
D8=5:A group of 1d6 goblins wearing armour, they are headed to a village.
D8=6:An unpredictable mineral storm requires synchronized team movements to avoid injury.
D8=7:A chasm opens up right in front of the party. Two gargoyles fly out of the chasm, one attacks the party, one joins the party.
D8=8:The party comes across a group of earth mages who are performing a ritual to banish a powerful demon back to the Abyss. Will the players assist in the ritual or disrupt it?
d100 = 18
D8=1:Goblins - The party sees a group of four goblins, they are sitting around a small campfire.
D8=2:A solitary hermit, fused partially with the stone, provides a key to immense elemental lore and treasure on the condition that the party undertakes their near-impossible task.
D8=3:An earth elemental guardian challenges the party collectively to answer ancient riddles to pass.
D8=4:A troll named Khudk is sitting in the middle of a room guarding a ring of retributions. He will ask for help.
D8=5:They come across a narrow, winding fissure in the ground.
D8=6:A group of earth elementals are playing a game of rock-paper-scissors, but with actual rocks, and they invite the party to join in. However, the rules are constantly changing and the party must adapt quickly to win.
D8=7:A small hill is walking towards the party. Giant centipede. AC 2, hp 15, 4-dice attacks.
D8=8:An elf named Stalagmite meditates amid towering rock formations, seeking to attune herself with the pulse of the earth.
d100 = 19
D8=1:A group of 2d6 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.
D8=2:The party comes across an area where an outnumbered group of dwarves are fighting against a large rock golem.
D8=3:Jagged obsidian plains cut into the adventurers' feet, driven to insanity by a haunting Spirit of Flame seeking revenge on the living.
D8=4:A curious gnome offers to sell the players a map to a hidden treasure deep in the earth. But beware, the gnome may have ulterior motives, and the treasure may not be easy to find.
D8=5: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.
D8=6:The party comes across a field of grass that is covered in hundreds of tiny mice. They are diseased.
D8=7:A giant rock monster is terrorizing a small village.
D8=8: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.
d100 = 20
D8=1:A chirpy sprite named Gravelglitter uses crushed gemstones to decorate her tiny outfits, dazzling all who see her.
D8=2:At a depth feared by many, a colossal cavern houses the sunken throne of an ancient Dao lord. Awakening him could either draw a formidable ally or the plane's most fearsome adversary into existence.
D8=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.
D8=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.
D8=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.
D8=6:The cavern floor is covered with a nearly invisible net of tripwires attached to stone-spears.
D8=7:A group of men are arguing about how to deal with a group of goblins that are attacking the town. They will ask the players for help.
D8=8:A man named 'Martouf' appears out of the ground. He is dressed in fine clothes, but appears to be from another planet. He is confused, and thinks he is from another planet. He will attack anyone on sight because he is paranoid about aliens taking over the world.
d100 = 21
D8=1:A warforged named Rubbleforge methodically tests out different stone materials, hoping to find the most durable for crafting.
D8=2:A group of kobolds is causing chaos in a nearby village by summoning earth elementals to do their bidding. The party must find a way to stop the kobolds' rituals and defeat the elementals.
D8=3:A group of earth elemental druids, worshipping a large rock.
D8=4:An ancient golem, created from giant diamonds, stands guard over a centuries-old treasure. It requires a riddle to be solved before it allows passage, but failure results in immediate combat.
D8=5:A group of human warriors are traveling through this area. They are on their way to a nearby city to report to the king. They are carrying a large chest of gold and valuables to pay for the king's new castle. The party can choose to help or steal the chest.
D8=6:A large boulder blocking the path, with a magical symbol etched into it.
D8=7: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.
D8=8: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.
d100 = 22
D8=1:An arcane forge produces ultra-strong weapons but endangers the ecosystem. The players must sabotage forge operations or defend them, with each choice carrying heavy consequences.
D8=2:A cavern rich with gold has a dragon guarding it. The dragon is not only intelligent but also capable of blending perfectly into its surroundings, making it all the more dangerous.
D8=3:The players come across a magical oasis full of rare and valuable gems. However, the oasis is guarded by a powerful earth elemental who will only let the players take what they need if they can answer its riddles correctly.
D8=4:Players stumble across a group of duergar. They are standing around a campfire, and are singing songs of their people. If the players get too close, or if they try to join in the songs, the duergar will attack them.
D8=5:Drow!
D8=6:They discover a hidden grotto that houses a small village of earth genasi. The villagers need help rebuilding after a recent earthquake.
D8=7:A natural light shaft provides illumination. Players must reflect the light to read ancient inscriptions.
D8=8:A group of 2d4 giant lizards are fighting over the remains of a large kill. When the players approach, they will attack.
d100 = 23
D8=1:A group of gnomes is gathering near a large pit in the ground near their village. They are planning to capture a dangerous creature that has been terrorizing their village.
D8=2:A massive stone giant stands in the party's path, demanding that they pay a toll in gems to pass through. The party can choose to pay the toll or fight the giant for their freedom.
D8=3:A group of 1d6 orcs wearing strange armour.
D8=4: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.
D8=5:A tabaxi gemcutter named Shard is deftly using her claws to split gemstones and talking about her favorite types of crystals.
D8=6: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.
D8=7:A dwarf miner named Dusty is joyfully swinging a pickaxe, celebrating the discovery of a particularly rich ore vein.
D8=8:A cascade of falling stones reveals a hidden chamber where 3d6 Marid are imprisoned by old earthen magic. The water genies are both grateful and wary, potentially offering temporary alliance or challenging further.
d100 = 24
D8=1:While traveling through an underground tunnel, the players must navigate through a series of traps set by a cunning group of gnomes who want to protect their treasure. Will the players try to defeat the traps or negotiate with the gnomes for safe passage?
D8=2:An expansive obsidian landscape scattered with skeletal remains exudes a chilling aura. The spirits trapped within these fossils seek release and revenge for their untimely demise.
D8=3:Players see a large creature made of mottled grey stone eating its way through the rocky landscape.
D8=4:The air here is dry and carries the scent of chalk.
D8=5:A mysterious floating castle made of crystal appears in the sky. It is inhabited by a powerful wizard who is seeking help from the players to retrieve an ancient magical artifact from the depths of the plane. But is the wizard telling the whole truth?
D8=6:An eerie silence falls as the party steps into a field of floating boulders, where they are ambushed by 2d6 Earth Mephits. These mischievous creatures delight in playing cruel tricks and will retreat if they believe they have sufficiently confused and disoriented the intruders.
D8=7:A gem-encrusted tunnel echoed with chorused hymns by 2d8 gem dragons exudes an atmosphere of peace, inviting eavesdropping adventurers to join them in creating sprawling symphonies.
D8=8:A stone geyser periodically shoots small rocks and gravel into the air.
d100 = 25
D8=1:A large, horse-sized boulder is floating in the air and is adorned with a glowing blue rune. As long as someone stays underneath the boulder, it will follow and protect that person, treating him or her as if they were a mount. Anything else will be smashed, so the PCs need to be careful.
D8=2:A group of 1d4+4 elemental summoners are working on a trap to capture an elemental (2d4 HD) to use as a servant. The elemental is tied up by rope and is unconscious by campfire. The summoners will allow the party to choose which elemental they want to catch and which elemental they want to use for their own purposes. The elemental that is being caught belongs to one of the summoners, who will attack the party if they do not choose that elemental. The elemental has a name.
D8=3:A delve into deep tunnels reveals a rare earth elemental core. Players can either claim its potent magic for themselves or return it to a sanctified shrine to stop a spreading corruption.
D8=4:The party comes across a field of grass that is covered in hundreds of tiny mice. They are diseased.
D8=5:An underground avalanche traps the adventurers in a cave with dwindling air supply. They must navigate treacherous, unstable tunnels filled with Dust Mephits to find a way out.
D8=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.
D8=7:Ancient rusted chains and forgotten detritus hint at a civilization lost to time, posing risk of entrapment.
D8=8: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.
d100 = 26
D8=1:The walls of the cavern are covered in faint, glowing moss.
D8=2:A network of underground fungal pathways needs collaborative mapping to navigate.
D8=3:Deep within the bowels of the Earth Plane, a crumbling coliseum hosts pit fights still policed by undead stone gladiators, waiting for new challengers to perpetuate their ancient rituals of honor.
D8=4:Adventurers find themselves surrounded by luminous cave fungi tended by 3d8 Myconids. The Myconids communicate via harmonious spores and will show the party ways to safely navigate the underground labyrinths.
D8=5:A group of merchants is sitting around a campfire. They are talking about their dealings with the local population and the surrounding areas.
D8=6:Players see a large creature made of mottled grey stone eating its way through the rocky landscape.
D8=7:You will see a group of 1d4 barbarians, they are hunting for village cattle.
D8=8: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.
d100 = 27
D8=1:A mysteriously tranquil gemstone-laden cave filled with echoing sound serves as a retreat for 4d6 aether Elementals, who offer deep, reflective conversations free from aggression.
D8=2: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.
D8=3:The party is approached by a group of merfolk merchants who offer to trade rare minerals for mundane items.
D8=4:The cavern has a low ceiling, and tall members of the party must stoop low to avoid hitting their heads.
D8=5:The party comes across an area where the ground is shaking and the sound of an earthquake can be heard. There is a wild earth elemental rampaging in the area.
D8=6:Fault lines cause unexpected tremors that could bring the cavern down if not navigated carefully.
D8=7:A group of small earth elementals is burying a treasure chest. The party must negotiate with them to retrieve the chest.
D8=8:A meditative gathering of 2d4 peaceful Xorn priests are gathered around an intricate Tectonic Altar, inviting respectful pilgrims to join their quiet contemplation of Earth's raw essence.
d100 = 28
D8=1:A group of earth elementals offer to trade valuable gems for the players' help in rescuing a group of their kin who have been trapped in a nearby cave.
D8=2: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.
D8=3:The adventurers cross paths with 2d4 Crystal Sphere Spiders, elusive and quick. These crystalline arachnids pose a unique challenge, requiring cunning or brute force to overcome.
D8=4:A group of 2d6 goblins is hiding in the bushes. They are waiting for travelers to walk past so that they can attack them.
D8=5: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.
D8=6:A large patch of fungus is growing in the forest. 2d6+4 green slimes are feeding off of this fungus. They will attack anyone who comes to close to them.
D8=7:The party finds an abandoned mine where they must face off against a powerful earth elemental in order to claim the treasure within.
D8=8:A pack of Earth Elementals are having a dance party deep in the earth. They invite the party to join them and teach them some new dance moves.
d100 = 29
D8=1: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.
D8=2: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.
D8=3:The party enters a cavern. In the cavern, there is a pool of lava filled with 2d10+8 tiny red dragons. The dragons are sleeping. The party can sneak past them (DEX Check), or fight them (DEATHS!).
D8=4:The party encounters a vast sculpture in the form of a stone garden, containing elemental spirits that provide wisdom, curses, or blessings to those passing its trials.
D8=5: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.
D8=6:A firbolg named Moss is herding a group of slow-moving crystal-infused goats, using a staff made of petrified wood.
D8=7:A pack of carnivorous creatures, made out of rock, are attacking a group of small, defenseless creatures.
D8=8:An earth elemental is being chased by a group of earth mephits.
d100 = 30
D8=1:A dwarven gemcutter named Throgar is chiseling away at an unusually stubborn emerald vein, muttering to himself about "the best sparkles."
D8=2:Geodes containing valuable gems are buried in rock, requiring delicate extraction.
D8=3:A giant rock monster is terrorizing a small village.
D8=4:In a chamber of perpetual shadow, the group finds a mosaic floor depicting a forgotten deity of earth. Each step on the mosaic activates ancient magic, from beneficial spells to dangerous curses.
D8=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.
D8=6:A group of 2d4 humans are searching for a lost treasure that is said to be hidden in this area. They will ask the party if they've seen anything that looks like a treasure map or if they know anything about where the treasure might be hidden.
D8=7:A group of 4 cavemen praying to a hill giant idol.
D8=8:As the players traverse through a maze of caves, they come across a giant rock monster sleeping peacefully. However, they soon realize that the rock monster is actually a mother protecting her eggs. Will the players try to sneak past or will they awaken the monster and have to face her wrath?
d100 = 31
D8=1:An empathetic crew of 1d6 Basilisks has turned their petrifying gaze into an art, forming beautiful stone sculptures. They demonstrate incredible discipline and show respect to those who recognize their craft.
D8=2:A kenku named Clink is mimicking the sound of pickaxes and drills, swapping stone for shiny pebbles when no one is looking.
D8=3:A goblin named Rockwit tries to peddle "lucky" pebbles, each one allegedly having a unique magical enchantment.
D8=4:Small, harmless earthworms wriggle through the soil at their feet.
D8=5:A troupe of performers from various planes staged in an enormous hollow gemstone attracts audiences and draws out dangerous subterranean creatures resentful of disruption.
D8=6:A narrow cavern filled with stalactites and stalagmites tests the party’s dexterity to pass without injury.
D8=7:An ancient Smokeless Forge, powered by bound Earth Elementals, is discovered under layers of rock. It creates powerful magical weapons but requires dangerous, ancient rituals to operate.
D8=8:An original, yet sad, song about swimming and drowning with a group of sea hags.
d100 = 32
D8=1:A group of 1d6 orcs wearing strange armour.
D8=2:The party is approached by a group of earth elementals who are searching for their missing leader, a powerful primordial being who has gone missing. The elementals believe the players can help them find their leader and will reward them with powerful earth magic if they succeed.
D8=3:In a cavern saturated with dense, black diamonds, they uncover a ritualistic war between tribal guardians and dark mages attempting to exploit the stones’ unnatural power.
D8=4:They encounter a herd of slow-moving rock turtles grazing on mineral deposits.
D8=5:A group of 2d6 orcs is hiding in the bushes. They are waiting for travelers to walk past so that they can attack them and steal their horses and supplies.
D8=6:Two warring tribes of xorn are fighting over a territory rich in precious gems. The party can mediate the conflict or seize the area for themselves, facing the wrath of the natives.
D8=7: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.'
D8=8:A series of entwined roots must be navigated or cut through to proceed.
d100 = 33
D8=1:Players stumble across a group of duergar. They are standing around a campfire, and are singing songs of their people. If the players get too close, or if they try to join in the songs, the duergar will attack them.
D8=2:There is a large lake of water in the cave that runs through a mountain.
D8=3:Tectonic plates bump against each other in an underground molten river, creating pockets of explosive gas. The party must find a way across without being incinerated.
D8=4:The party hears a loud crashing sound in the distance. Moments later, they hear a second loud crashing sound. The second crashing sound is slightly louder than the first crashing sound. The sounds are getting closer together as they hear them. The party sees a hill on the horizon that looks like it is on fire. It is a hill of 2-D goblins running toward them. They will get very close before turning around and running back towards their hill. These goblins are trying to escape the goblins that are 2-D and chasing them back to their hill.
D8=5:Clean, colossal corridors of weathered sedimentary cliff dwellings watched faithfully by 2d6 Granite Guardians parade tales of ancient expertise from racks of archival works inscribed upon timeworn slate.
D8=6:The ground is covered with delicate glass-like minerals. They must coordinate their steps to cross without shattering anything.
D8=7:Throughout the caverns, the party finds discarded pieces of strange machinery and bits of ore.
D8=8:Players arrive at a village that is celebrating a harvest festival. The villagers will give players free food and drinks as long as they stay in town for the festival. A group of hobgoblins comes into town to steal from people during the festival. They will try to steal from players if they get too close to them.
d100 = 34
D8=1: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.
D8=2:A mysteriously tranquil gemstone-laden cave filled with echoing sound serves as a retreat for 4d6 aether Elementals, who offer deep, reflective conversations free from aggression.
D8=3:A gentle breeze stirs the dust, creating mild, swirling patterns.
D8=4: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.
D8=5:They meet a knowledgeable stone sage requiring riddles to be solved collectively for wisdom.
D8=6:The party is approached by a group of merfolk merchants who offer to trade rare minerals for mundane items.
D8=7: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.
D8=8:Floating islands of stone with tethered bridges drift in the air, creating a network of roads and tunnels. The islands’ masters, winged dao bird hybrids, demand offerings from travelers.
d100 = 35
D8=1:The party finds a group of 2d6+4 dwarven miners who are searching for an ancient artifact deep within the earth.
D8=2:A trio of 1d4 Stone Golems are at rest, appearing as mere statues. They are actually under a spell to guard a lost treasure, but will converse amicably and regale with tales of ancient times if approached with respect.
D8=3:The party enters a cavern. In the cavern, there is a pool of lava filled with 2d10+8 tiny red dragons. The dragons are sleeping. The party can sneak past them (DEX Check), or fight them (DEATHS!).
D8=4:An underground river obstructs the way. The party must build a raft to get across safely.
D8=5:A huge, intelligent boulder (about the size of a small house) is tumbling down the side of a mountain. If players get in its way, it will stop and attack them with a powerful slam attack that does 1d10+10 damage.
D8=6:A strange creature made of solid diamond appears before the party and demands tribute.
D8=7:The party notices a boulder suspended in mid-air on a section of the Plane.
D8=8:The entrance to a hidden cave is guarded by a giant earth elemental.
d100 = 36
D8=1:While exploring an ancient temple, the party finds an ancient tablet with strange writing on it. When they investigate further, they will find that it is actually a magical puzzle that will reveal the location of a powerful artifact.
D8=2:A group of 2d10 men is working in a large quarry. They are cutting stone into blocks and carrying them out of the quarry.
D8=3:You can see a large lake in the distance, but when you get closer, the lake turns out to be a giant crystal.
D8=4:Hobgoblins!
D8=5:An earth elemental guardian challenges the party collectively to answer ancient riddles to pass.
D8=6:Fertile fields of rich mineral soils tended by verdant 4d12 Earth Dryads who gently whispering upon the deep symbiosis between flora and mineral, trading curative secrets with harmonious visitation.
D8=7:A trio of 1d4 Stone Golems are at rest, appearing as mere statues. They are actually under a spell to guard a lost treasure, but will converse amicably and regale with tales of ancient times if approached with respect.
D8=8:A group of gargoyles come to life when the party approaches.
d100 = 37
D8=1:The party comes across a giant underground mushroom forest, inhabited by friendly Myconids. They offer the party a special mushroom that has healing properties.
D8=2:A group of 4d4 earth elementals are constantly battling each other for dominance. The players can choose to help one of the sides or try to broker a peace treaty between them.
D8=3:In the midst of a field of glowing mushrooms, 2d8 Dwarven Berserkers charge towards the party, mistaking them for rival clan members. The berserkers are seeking revenge for an ancient slight and will fight ferociously until they are convinced otherwise.
D8=4: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.
D8=5:A tunnel leads into a series of vast, sound-dampening amethyst geodes. Inside, creatures native to the darkness and silence exhibit bizarre, mind-affecting abilities.
D8=6:Small, harmless earthworms wriggle through the soil at their feet.
D8=7:Whispers in the dark guide the party to a stone altar forming the centerpiece of an ancient ritual. The ritual area is filled with traps that will summon an ancient Earth Elemental Spirit if activated.
D8=8:They discover a patch of soft, moss-covered ground.
d100 = 38
D8=1:You find yourself in a chamber filled with gold coins, it looks like the remains of an ancient temple.
D8=2: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.
D8=3: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.
D8=4:A large expanse of lava will block the path.
D8=5:The adventurers' path is blocked by an enormous Enclave of stone golems engaged in a ritual to awaken a sleeping elder elemental. Disrupting the ritual might buy them time but risks inciting the golems' wrath.
D8=6:A group of people are gathering near a cavern entrance. They are going inside to explore the cave and claim the fortune that is in it.
D8=7:A group of 2d6 miners is standing around a campfire. They are talking about their work.
D8=8:The party comes across a traveling merchant who has been attacked by a group of earth elementals, causing his wagon to topple over. The merchant pleads for the players' help in retrieving his lost goods and defending him from the vengeful elementals.
d100 = 39
D8=1:You will see a group of 6 gnomes, they are headed towards a village.
D8=2:You see a set of stairs leading downward. The stairs seem to continue downward forever due to a clever teleport trick.
D8=3:A thick layer of dust obscures the ground, revealing footprints of unknown origin.
D8=4: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.
D8=5:A pack of carnivorous creatures, made out of rock, are attacking a group of small, defenseless creatures.
D8=6:A group of fire and earth elementals are locked in an eternal battle, with neither side ever gaining the upper hand. The party must find a way to break this cycle and bring peace to the warring elements.
D8=7:You come across a giant earth elemental, it is standing atop a pile of treasure.
D8=8: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 = 40
D8=1:Two old men are walking toward the mountain. They are carrying sacks filled with grains and vegetables. They are going to the market to sell their goods and then head back home.
D8=2:The party encounters a field of quicksand. They must help each other to cross it safely.
D8=3:Players arrive at a village that is celebrating a harvest festival. The villagers will give players free food and drinks as long as they stay in town for the festival. A group of hobgoblins comes into town to steal from people during the festival. They will try to steal from players if they get too close to them.
D8=4:They come across a small, partially collapsed tunnel.
D8=5:The adventurers come across a strange laboratory run by a mad mage and his creations.
D8=6:A group of burly dwarves are having a drinking contest in a nearby tavern. They challenge the party to join in and whoever wins is entitled to a prize of their choosing.
D8=7:A colossal army of Stone Geisers, guardians of a forbidden temple, block the explorers' path. They must either find a way to deactivate the golems or face them head-on.
D8=8:Players must excavate an ancient artifact without damaging it, requiring delicate teamwork.
d100 = 41
D8=1:The party comes across a cage containing a small creature that looks almost like a lizard. He is talking to himself.
D8=2:After entering a dark tunnel, the players find a group of 2d6 stone giants. The giants appear to be in the middle of a heated argument.
D8=3:They find a series of intricately carved stone pillars.
D8=4:A group of burly dwarves are having a drinking contest in a nearby tavern. They challenge the party to join in and whoever wins is entitled to a prize of their choosing.
D8=5:A giant rock monster is terrorizing a small village.
D8=6:The party encounters a vast sculpture in the form of a stone garden, containing elemental spirits that provide wisdom, curses, or blessings to those passing its trials.
D8=7:The party discovers a hidden passage that leads to a chamber filled with ancient artifacts and treasures. However, they must navigate through a maze of traps and puzzles to claim their rewards.
D8=8:An aasimar named Basal is blessing the rocky terrain, asking the earth spirits for safe passage and guidance.
d100 = 42
D8=1:A group of 4 cavemen praying to a hill giant idol.
D8=2:A group of men are arguing about how to deal with a group of goblins that are attacking the town. They will ask the players for help.
D8=3:A subterranean lava pool unveils 3d4 Fire Giants engaged in smelting precious ores. The fire giants view the adventurers with a wary eye, either accepting them as allies or treating them as invaders.
D8=4:You encounter a guard golem named Stalix which is programmed to ask riddles before allowing passage through a key tunnel.
D8=5:A legendary treasure, known as the "Heart of the Earth," is hidden at the bottom of a deep chasm. However, powerful guardian creatures are protecting it. Will the players risk their lives for this priceless treasure or will they move on to safer adventures?
D8=6: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.
D8=7:An elf named Trueshard crafts elaborate stone puzzles, challenging players to solve them for small rewards.
D8=8:A group of earth elementals are playing a game of tug of war with a rope made of vines. They challenge the party to join in on the fun.
d100 = 43
D8=1:Players arrive at a village that is celebrating a harvest festival. The villagers will give players free food and drinks as long as they stay in town for the festival. A group of hobgoblins comes into town to steal from people during the festival. They will try to steal from players if they get too close to them.
D8=2:A steep, slippery slope made of loose gravel requires careful climbing or descent.
D8=3: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?
D8=4:A firbolg named Mossveil tends to earthen creatures, whispering words of solace and comfort in a calming, gentle tone.
D8=5: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.
D8=6:Dire wolves!
D8=7: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.
D8=8:An unstable rock face must be climbed carefully to avoid causing an avalanche of stones.
d100 = 44
D8=1:A gentle Earthquake Dance is performed by 1d8 Earth Genasi, illustrating the harmony between movement and geological activity, leaving the party with a hard-to-find piece of luxurious information about stress points.
D8=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.
D8=3:A tranquil shrine attended by 2d6 Dust Mephits flutters with the gentle movement of sand particles. The Mephits offer to bless the party with protective wards against elemental harm.
D8=4:A halfling chef named Pebble is cooking a stew over hot coals, using strange fungi and moss found in the Plane of Earth.
D8=5:A dragonborn named Scaleshard, who is an expert in navigating crystalline caverns, offers to assist in exchange for stories of the outside world.
D8=6:The party comes across a group of dwarves mining for gems. The dwarves will attack the party on sight.
D8=7:A group of lava elementals are erupting from a pool of lava.
D8=8:A caravan of 2d4 human merchants, each led by a patient Xorn, offers rare minerals for trade. The Xorn themselves are interested in tasting exotic metals that the party might have on hand.
d100 = 45
D8=1:A group of hunters is sitting by a small fire. They are talking about their kill.
D8=2:A lizardfolk named Silt is chiseling tiny statues of various creatures, each one more detailed than the last.
D8=3:The walls around them transform into gigantic, leering faces that speak in unison, offering a cryptic prophecy about the fate of the realm. Ignoring their words could be perilous, but heeding them may be even more so.
D8=4:The party notices a powerful wind coming from a nearby cave. Upon further inspection, they find that inside is a powerful air elemental.
D8=5:A wandering merchant is selling unique items found only in the Elemental Plane of Earth. The party can trade with him for some rare and powerful objects.
D8=6:There is a large lake of water in the cave that runs through a mountain.
D8=7:The players encounter a group of rock gnomes who are constructing a mechanical vehicle to explore the depths of the earth. They ask the players to help them gather supplies, and in return, they can hitch a ride on the vehicle. But watch out for any malfunctions!
D8=8:A giant drill-like machine is slowly advancing through the earth. It appears to be mining materials, but the exact location and purpose is unclear.
d100 = 46
D8=1:Deep within the labyrinthian corridors of an onyx labyrinth lies a tranquil library curated by 5d10 Shard-constructs and their scholars; visitors well-mannered with a thirst for knowledge will be granted lengthy insights into treacherous lands beyond.
D8=2:You see a group of strange creatures made out of pure rock, patrolling the area.
D8=3:Players stumble across a group of duergar. They are standing around a campfire, and are singing songs of their people. If the players get too close, or if they try to join in the songs, the duergar will attack them.
D8=4:A goblin entrepreneur named Pebblespur sells tiny stone golems, each programmed to perform simple tasks like fetching stones.
D8=5:A group of 2d10 men is working in a large quarry. They are cutting stone into blocks and carrying them out of the quarry.
D8=6:The adventurers stumble upon an ancient library filled with books written in an unknown language.
D8=7:The party is challenged by a group of earth elementals to a game of wits and strategy. The elementals use their knowledge of the earth to create obstacles and challenges for the party to overcome.
D8=8:Caves with small trickling rivers, 2d6 cavemen.
d100 = 47
D8=1:The party comes across a group of dwarves who are in a battle with a clan of duergar who are trying to claim their land for themselves. The party can choose to help either side, or negotiate a peaceful resolution.
D8=2:Players arrive at a village that has been abandoned by almost everyone. If players ask anyone, they will be told that there's nothing to do in the village. Players can find out that the village used to be an important trading hub, but the traders got sick of having their caravans robbed by bandits and moved on to another town. The bandits used to live in the village, but were driven out by the villagers. The bandits now live in an old cave complex in the mountains nearby, but they have been attacking the village again recently.
D8=3:The party enters a large chamber and finds a giant metallic spider-like creature that appears to be made out of ore.
D8=4:The party comes across a group of earth mages who are performing a ritual to banish a powerful demon back to the Abyss. Will the players assist in the ritual or disrupt it?
D8=5:You meet a friendly tribe of nomadic earth elementals who offer to guide you through the treacherous terrain in exchange for goods or services. They are known for being trustworthy and kind towards travelers.
D8=6:2d6 cavemen from a different tribe, they are looking for a battle.
D8=7:They come across a deep, dark shaft that seems to go on endlessly.
D8=8:A billiard-table-flat plain of silicate specks shines as a sandy mirror shelter watched by cautious but gentle 3d8 Kruthik, exchanging mesmeric light displays for special minerals or fascinating experiences abroad.
d100 = 48
D8=1: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.
D8=2:A sequestered highland mesa illuminate by the glistening of mica shines bright watched loyally by 3d8 discreet Quartz Pixies revealing fragmentary prophecies akin to the look of a thousand facets.
D8=3:They observe a group of mole-like creatures digging through the ground.
D8=4:The earth around you shatters, causing all creatures to fall down a hill.
D8=5:While exploring an ancient temple, the party finds an ancient tablet with strange writing on it. When they investigate further, they will find that it is actually a magical puzzle that will reveal the location of a powerful artifact.
D8=6:Encounter with local underground traders requires mutual diplomacy to secure vital supplies.
D8=7: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.
D8=8:A group of 2d6 ogres is hiding in the bushes. They are waiting for travelers to walk past so that they can attack them and steal their horses and supplies.
d100 = 49
D8=1: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.
D8=2:A kobold named Klikspark is experimenting with sparking flint, trying to create a reliable source of light for the dark tunnels.
D8=3:The party comes across an ancient tomb guarded by a group of 2d6+4 earth elementals that are protecting a powerful artifact.
D8=4:Pile o' gold: 70% chance a group of kobolds living in the gold pile attack. 30% chance it's just a bunch of coins.
D8=5:The temperature suddenly drops, indicating the presence of underground ice.
D8=6:Drow!
D8=7:The players see a city guard. He is patrolling the streets of the city on horseback. He is looking for troublemakers and he will attack any troublemakers he sees (including the players).
D8=8:A conflict between a clan of stone giants and a band of iron golems rocked the tunnels. Players must navigate these feuding groups, choosing sides or negotiating an uneasy truce.
d100 = 50
D8=1:They come across a series of deep, narrow cracks in the ground.
D8=2:The party discovers an underground lake of lava.
D8=3:A sudden but mild earthquake opens a small fissure and quickly seals itself again.
D8=4:Floating islands of stone with tethered bridges drift in the air, creating a network of roads and tunnels. The islands’ masters, winged dao bird hybrids, demand offerings from travelers.
D8=5:A group of 2d6 goblins are hiding along the side of the road. They are waiting for a caravan to pass by.
D8=6: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.
D8=7:A giant metal golem appears in the distance and is slowly advancing towards the party.
D8=8:Nasty, stinky elemental creatures appear out of the ground. They smell like rotting eggs and are hungry for flesh.
d100 = 51
D8=1:The party finds a group of gnomes who have been turned to stone by a powerful earth wizard. They must find a way to reverse the spell and free the gnomes.
D8=2:You will see a group of 10 gnomes, they are headed towards some caves in the rock.
D8=3:Moleskin wearing, 16 year old twins will be walking toward the party. They are headed to their small village. One of the twins is a simpleton who is always looking at the ground. The other twin is small and cowardly. If the party tries to enter the small village, he will sneak off and avoid the party.
D8=4: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.
D8=5:A group of adventurers are sitting at the entrance to the cave. They are resting.
D8=6:Through a mineral field, delicate and valuable ore requires careful and synchronized extraction.
D8=7:The air vibrates with a low, humming sound for several minutes.
D8=8:A gnome named Stonybright is diligently polishing a massive crystal, trying to unlock its concealed magical properties.
d100 = 52
D8=1:Warlocks!
D8=2:A lizardfolk named Silt is chiseling tiny statues of various creatures, each one more detailed than the last.
D8=3:A caravan of gypsies!
D8=4:Players find an abandoned mining cart. They must work together to repair and use it to travel more quickly.
D8=5:A tremor shaking the area as an earthquake rips through the land.
D8=6:They find a partially collapsed cavern with signs of ancient habitation.
D8=7:The party finds a group of 2d6+4 dwarven miners who are searching for an ancient artifact deep within the earth.
D8=8:The air grows frigid as the party enters a frost-filled cavern, home to 1d4 Rhemoraz. These gigantic, heat-seeking creatures are naturally hostile and difficult to negotiate with, attacking anything they perceive as a threat.
d100 = 53
D8=1:The party comes across an area where two rival groups of dwarves are locked in combat with each other.
D8=2:An underground fire creates a dangerous and smoky environment that must be navigated carefully.
D8=3:A small fire is burning on the ground. A man with a dagger is standing over it. He looks starved and desperate.
D8=4:As you walk through a forest, you hear a loud noise coming from the ground. Suddenly, a huge tremor shakes the earth and a large earthen golem bursts from the ground.
D8=5:Discovery of an ancient stone-carved observatory; everyone contributes to align it for celestial navigation.
D8=6:The party discovers a strange castle made entirely of earth, it is populated by a group of 2d6+2 earth elementals.
D8=7:The party is summoned to a strange chamber where a strange voice speaks of ancient prophesies from the primordial past.
D8=8:A 2d6+4 goblins are looking for the Party.
d100 = 54
D8=1:A group of 4 elves with a wooden cart, they are heading towards a village.
D8=2:A gentle, cool breeze carries the scent of fresh minerals.
D8=3:The party is challenged by a group of earth elementals to a game of wits and strategy. The elementals use their knowledge of the earth to create obstacles and challenges for the party to overcome.
D8=4:The tunnel is filled with fine silt that chokes the air, requiring face-coverings to pass.
D8=5:The ground fractures violently, revealing a hidden cavern filled with lava and nesting Fire Bats. Adventurers must navigate the perilous terrain, avoiding molten streams and sudden bursts of flame.
D8=6:A group of 2d6 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.
D8=7: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.
D8=8:You stumble upon an underground market run by goblins. They are selling a variety of items, some of which may be useful to the party. However, they are known for their shady deals and cunning tactics.
d100 = 55
D8=1:A group of 2d6 goblins are hiding along the side of the road. They are waiting for a caravan to pass by.
D8=2:A crystal orb on a pedestal glows with an otherworldly radiance. Touching it will summon a Slag Giant, bound by ancient rituals to guard the orb from any hands but the chosen.
D8=3: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.
D8=4:A man is standing over a fire. He looks desperate and hungry. He is looking into the fire and talking to himself.
D8=5:The party comes across a mysterious underground village inhabited by gnomes who have never seen the light of day. They are afraid of the party at first, but can be convinced to trade rare items found only in their underground world.
D8=6:A group of Dwarves marching by, singing their clan's traditional hymns, stop to challenge the party to a drinking contest. The prize? A magical gemstone that grants the winner immunity to poison.
D8=7:A gargantuan, rolling boulder monster (Galeb Duhr) begins to chase the party through a narrow, twisting underground tunnel.
D8=8:The tunnel narrows until only the smallest member of the party can proceed.
d100 = 56
D8=1: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.
D8=2:The party encounters a field of quicksand. They must help each other to cross it safely.
D8=3:A rare herb with medicinal properties is found growing precariously from a rock face. The party must devise a way to safely harvest it.
D8=4:A dog-elf!
D8=5:The path ahead is filled with reflective surfaces that create confusing reflections and mirages.
D8=6:An underground aqueduct holds clues to ancient civilizations needing combined scholarly assessment to decode.
D8=7:Traveling through a rocky desert, the players come across a giant sandstorm that seems to be under the control of an ancient earth elemental. Will the players try to defeat the elemental or find a way to communicate with it?
D8=8:A group of burly dwarves are having a drinking contest in a nearby tavern. They challenge the party to join in and whoever wins is entitled to a prize of their choosing.
d100 = 57
D8=1:A massive landslide suddenly blocks the players' path, and they must find a way to clear the debris before they can continue.
D8=2: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.
D8=3:You see two gnomes fighting over a shiny golden treasure map. It turns out that the map leads to a hidden chamber filled with precious stones and artifacts. The players must choose whether to help one of the gnomes or steal the map for themselves.
D8=4:A troll named Khudk is sitting in the middle of a room guarding a ring of retributions. He will ask for help.
D8=5:Deep within the labyrinthian corridors of an onyx labyrinth lies a tranquil library curated by 5d10 Shard-constructs and their scholars; visitors well-mannered with a thirst for knowledge will be granted lengthy insights into treacherous lands beyond.
D8=6:You see a small wall of rock. If you touch it, it will attack. It is actually a giant rock golem.
D8=7:The tunnel is filled with fine silt that chokes the air, requiring face-coverings to pass.
D8=8:The party discovers a massive underground lake, home to a race of Merfolk who have adapted to living in the depths of the earth. They offer to trade valuable items for stories of the world above.
d100 = 58
D8=1:You come across a group of hill giants, asleep on the ground.
D8=2: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.
D8=3:An eccentric gnome alchemist named Gravelhop is mixing potions with mineral ingredients, testing their effects on small earthen creatures.
D8=4:The party finds themselves walking upon a living, breathing "forest" of rock formations which coalesce into a Singular Monolithic Earth Elemental. Their every step awakens the ancient sentinel, causing tremors that threaten their stability.
D8=5:They encounter a field of tiny crystal flowers, glistening in the dim light.
D8=6:A group of 3d8 dwarves are celebrating the defeat of a nearby giant. Their village was recently destroyed by the giant. They have been celebrating for several days, and they are very drunk. If the players approach, they will ask them to join them in their celebration. The dwarves have several kegs of dwarven ale that they will give to the party if they join them.
D8=7:A pack of 2d6 rust monsters are feasting on a pile of metal objects, including the party's weapons and armor. The players must find a way to retrieve their items without getting them destroyed by the rust monsters.
D8=8:The earth below shakes and splits, revealing an ancient, buried temple. The party is confronted by 2d8 Earth Elemental Guardians imbued with the task of protecting sacred relics hidden within.
d100 = 59
D8=1:The ground shakes briefly with a mild tremor.
D8=2:A tribe of goblins has taken over a mine and are using enslaved earth elementals to mine precious ores. The players must decide whether to free the elementals and risk angering the goblins or to strike a deal with the goblins for a share of the profit.
D8=3:A group of friendly earth elementals are having a tea party in a large underground cavern. They invite the players to join them and share stories of their adventures.
D8=4:Towering upon carefully balanced pillars of rubies, 2d12 elegant noble Gem Minotaurs leisurely patrol their pristine labyrinths inviting respectful scholars to share epic tales, exchanging uncut gems for deep-rooted enthusiasms.
D8=5:The party finds an underground spring that is guarded by 2d4 Naga. These serpentine creatures are protectors of ancient wisdom and knowledge and may reward the party if approached respectfully, though they will not hesitate to attack if provoked.
D8=6:A stone golem with a torch is standing in front of a large cave entrance. It says, 'Halt! You shall not enter the cave! The lizardfolk are sleeping! Do not disturb their slumber!' The stone golem will attack the party if they try to enter the cave.
D8=7:The players hear a group of 2d4 mercenaries arguing about the location of the Treasure of the First Cult. They are drunk, and will attack the players thinking they are cultists.
D8=8:Crumbling ruins above an underground stream mean the party must be careful to avoid flooding it.
d100 = 60
D8=1:An old mining cart track leads to a collapsed tunnel entrance.
D8=2:A trio of dwarves!
D8=3:They find a natural alcove that offers a good resting spot.
D8=4:A small crack in the ground begins to grow until it becomes a large chasm which engulfs the entire party into an underground cavern. There they will fight 2d6 goblins and 2d6 giant spiders before being attacked by a giant underground worm who is protecting its hive.
D8=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.
D8=6:The party encounters a lone chimera, adapted to the Plane of Earth, with heads of a stone lion, metallic goat, and crystalline dragon. It has a riddle, the answer to which might lead them to untold treasures.
D8=7:While resting in a cavern, the party is ambushed by a group of Earth Elementals disguised as rocks. They have been sent by a mischievous Earth Elemental to test the party's reflexes and combat skills. The true test, however, is whether or not the party can discover the ringleader and convince it to stop the pranks.
D8=8:A group of dwarves are traveling. If the party asked, they are on the way to their dads.
d100 = 61
D8=1:They observe a group of mole-like creatures digging through the ground.
D8=2:The party comes across a bridge over an abyss. The bridge is guarded by two large stone golems.
D8=3: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.
D8=4:A giant boulder blocking the entrance to a hidden temple.
D8=5:A powerful earthquake shakes the ground, causing ancient ruins to emerge from beneath the earth. The ruins hold secrets and treasures, but also dangerous traps and creatures that have been hidden for centuries.
D8=6:Deep in crystal caverns, a fractured gem holds the spirit of a benevolent ancient entity. Players can restore it to benefit the realm, or let it fracture further to unleash powerful magic.
D8=7:Golden veins in the earth sparkle with deceptive allure, leading into a trap laid by Band of Rogues led by a malevolent earthen sorceress hiding within the earth.
D8=8:A group of earth elementals is in search of a new home after their previous one was destroyed by a volcanic eruption. The party must find a suitable location for them to settle or risk the elementals causing chaos in the nearby towns.
d100 = 62
D8=1:The players stumble upon a temple dedicated to a mysterious earth deity. The followers of this deity are conducting a ritual to communicate with the god, but they need the players' help to complete it.
D8=2:A gentle tremor shakes the ground briefly. Small pebbles roll down from nearby rock formations.
D8=3:The party comes across a small grove of trees that are full of perfectly ripened peaches.
D8=4:A group of goblins are arguing with each other about whether or not to attack the party.
D8=5: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.
D8=6:A group of merchants is sitting around a campfire. They are talking about their dealings with the local population and the surrounding areas.
D8=7:An ancient earthen spell-rendering circle requires each party member to participate to manifest protection.
D8=8:Two gargoyles attack the party. If they survive, they will tell the party they are looking for an item that was stolen from them by a thief.
d100 = 63
D8=1:The party will see a group of 6 goblins on horseback, they are headed to a village.
D8=2:Stone Elemental - A stone giant or a stone elemental, it is shouting "I WILL KILL YOU!"
D8=3:The party encounters a group of earth genasi who have a deep connection to the earth. They offer to guide the party through treacherous terrain and even teach them some of their earth magic.
D8=4:You stumble upon an underground market run by goblins. They are selling a variety of items, some of which may be useful to the party. However, they are known for their shady deals and cunning tactics.
D8=5:A large boulder blocking the path, with a magical symbol etched into it.
D8=6:A group of miners have uncovered a mysterious crystal that seems to have a mind of its own. It can control the earth and even communicate with the players. But what are its true intentions?
D8=7:The air here is thick with the scent of damp earth.
D8=8:Strange earthworms tunnel near the party, causing slight tremors that disorient.
d100 = 64
D8=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.
D8=2:A large beast is attacking a caravan. The players can choose to help or not. If they help, it will attack them.
D8=3:A stone golem with a torch is standing in front of a large cave entrance. It says, 'Halt! You shall not enter the cave! The lizardfolk are sleeping! Do not disturb their slumber!' The stone golem will attack the party if they try to enter the cave.
D8=4:A group of stone golems are guarding a magical artifact.
D8=5:There's a maze of crystal formations that the party must navigate by working together to find the correct path.
D8=6:The party will see a group of 10 gnomes, they are headed towards some caves in the rock.
D8=7:They find a series of small pools filled with mineral-rich water.
D8=8: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.
d100 = 65
D8=1:The players hear a strange rattling noise. They notice that all the animals in the area are fleeing from something. The rattling noise is caused by a giant snake that is approaching!
D8=2:Jagged obsidian plains cut into the adventurers' feet, driven to insanity by a haunting Spirit of Flame seeking revenge on the living.
D8=3:Your path is gently blocked by a playful gathering of 3d8 Earth Mephits, who offer to play a game of riddles with the party. If the party wins, the Mephits grant them a small boon of local knowledge.
D8=4:The party comes across a crystal formation that is glowing brightly. Upon closer inspection, the party finds that the crystal is a dormant stone elemental.
D8=5:A mini-earthquake separates the party, forcing them to find a way to reunite.
D8=6:A mysteriously tranquil gemstone-laden cave filled with echoing sound serves as a retreat for 4d6 aether Elementals, who offer deep, reflective conversations free from aggression.
D8=7:An underground river flows beneath the players' feet! They hear a sound like rushing water. A water elemental is swimming through the underground river beneath their feet!
D8=8:A group of thieves ambushes the players, stealing their supplies and running off into a network of underground tunnels. The players must find and defeat the thieves to get their supplies back.
d100 = 66
D8=1:Two old men are walking toward the mountain. They are carrying sacks filled with grains and vegetables. They are going to the market to sell their goods and then head back home.
D8=2:You meet a friendly tribe of nomadic earth elementals who offer to guide you through the treacherous terrain in exchange for goods or services. They are known for being trustworthy and kind towards travelers.
D8=3:The party comes across a massive boulder blocking their path. They must work together to push it aside.
D8=4:The party encounters a vast sculpture in the form of a stone garden, containing elemental spirits that provide wisdom, curses, or blessings to those passing its trials.
D8=5:They encounter a herd of slow-moving rock turtles grazing on mineral deposits.
D8=6: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.
D8=7:A deep, dark cave contains hidden treasures but also numerous traps. Cooperation is needed to disarm them and share loot fairly.
D8=8:The group finds itself in an underground tunnel that leads to an ancient temple dedicated to an unknown god.
d100 = 67
D8=1: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.
D8=2:An underground river flows beneath the players' feet! They hear a sound like rushing water. A water elemental is swimming through the underground river beneath their feet!
D8=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.
D8=4: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.
D8=5: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.
D8=6:The cavern floor is covered with a nearly invisible net of tripwires attached to stone-spears.
D8=7:A group of 2d6 goblins are hiding along the side of the road. They are waiting for a caravan to pass by.
D8=8:A group of earth elementals is in search of a rare and valuable gem that has been stolen from their home. Will the party help them retrieve it or try to keep the gem for themselves?
d100 = 68
D8=1: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.
D8=2:Players arrive at an abandoned fort that is overgrown with vine and plants. Players see a group of gnolls arguing about something. One of the gnolls throws a rock at another gnoll and kills it. The gnolls attack players if they get too close to them. The gnolls are arguing about how to do their evil work since their leader was killed by an adventuring party nearby. The leader's name was Garlak, and his tomb has not been robbed yet. There is a 50% chance that there are 1d6+2 ghouls in the tomb, guarding Garlak's riches.
D8=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.
D8=4:An earthen golem warding off intruders from a hidden temple.
D8=5:A halfling named Gemshine is polishing gemstones, claiming each one has a story and offering to share them for a small fee.
D8=6:A tiefling jeweler named Faetalon is setting gems into metal settings, creating intricate designs that dance in the light.
D8=7:The party comes across a portal that leads to a realm made entirely of solid gold.
D8=8:They come across a small, partially collapsed tunnel.
d100 = 69
D8=1:An ancient earthen spell-rendering circle requires each party member to participate to manifest protection.
D8=2:A seemingly abandoned quarry hums with latent magical energy. Upon closer inspection, it is the lair of a Medusa who has petrified countless explorers, transforming them into statues for her macabre collection.
D8=3:They find a unique insect species acting as natural miners; understanding and negotiating with them requires teamwork.
D8=4:The party comes across a large chamber filled with precious minerals and gems. In the center of the room is a giant earth elemental that is protecting the treasures.
D8=5:A group of 2d6 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.
D8=6: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.
D8=7:The party finds an abandoned city populated by 2d6+2 earth elementals.
D8=8:An ancient temple constructed from crystal is under attack by invisible stalkers. The defenders offer rewards for assistance, while the stalkers promise unique treasures if players sabotage the temple's defenses instead.
d100 = 70
D8=1:A large boulder blocking the path, with a magical symbol etched into it.
D8=2: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.
D8=3:An ancient, massive Stone Giant is running a peaceful school deep within a cavern; 2d10 younger giants are learning about Earth lore. Respect towards their culture earns the adventurers insight into geological phenomena.
D8=4:Encountering a distinguished mole-like creature needing assistance to repair its damaged burrow.
D8=5:An excitable Magma Spirit offers to guide the party through the twisting tunnels in exchange for a peculiar treasure from the other side. The deal is fraught with danger and deception.
D8=6:Coordinated effort to rescue trapped earth genasi miners avoiding causing further collapse.
D8=7:One of the party members suddenly falls into a deep hole, revealing a hidden underground city of Drow. The party must navigate through the city and either fight or negotiate with the Drow to find a way back to the surface.
D8=8:As you walk through a forest, you hear a loud roar coming from the ground. Suddenly, a large tremor shakes the earth and a huge wyrm bursts from the ground and takes to the sky.
d100 = 71
D8=1:A gargantuan, rolling boulder monster (Galeb Duhr) begins to chase the party through a narrow, twisting underground tunnel.
D8=2:A group of warriors are fighting with a group of mercenaries. The warriors are yelling "GLORY TO THE KING" and the mercenaries are yelling "GLORY TO THE MONEY".
D8=3:They find a unique insect species acting as natural miners; understanding and negotiating with them requires teamwork.
D8=4:The party finds themselves in the middle of a heated debate between two factions of earth elementals who are arguing over the best way to harness the power of the earth. Will the party help them come to a resolution or take sides in the conflict?
D8=5:A human named Dustswirl is conducting a wind experiment using carefully placed fans made of thick hide and stone.
D8=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!
D8=7:A group of bandits are attacking a group of traveling merchants. The merchants are carrying strange stones that are said to be petrified dragon eggs. They cost 400 GP each, but have no value and are actually quartz stones found in the area.
D8=8:A petrified ancient giant provides shelter but must be navigated carefully to avoid waking its spirit.
d100 = 72
D8=1: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.
D8=2: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.
D8=3:A large earth elemental guarding a cave.
D8=4:An ancient temple constructed from crystal is under attack by invisible stalkers. The defenders offer rewards for assistance, while the stalkers promise unique treasures if players sabotage the temple's defenses instead.
D8=5:A group of adventurers are sitting at the entrance to the cave. They are resting.
D8=6: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.
D8=7:Five dwarves are building a road to a nearby village. They are using 2d6+4 mountain goats as draft animals.
D8=8:As the characters are walking along, they notice that the sounds of battle are coming from the ground beneath them. They look down and see that a battle between a group of kobolds and a group of goblins is taking place on top of an underground campsite built on top of a chasm hundreds of feet deep. The players can choose to help one side or try to get some loot from the battle.
d100 = 73
D8=1:A hollowed-out mountain basin leads the group to an ancient earthen temple, inhabited by 3d6 Clay Golems who interpret the ancient texts that once defined an entire people’s culture and history. They might be open to parley, demanding specific offerings or linguistic puzzles solved for passage.
D8=2:In a desolate expanse, ancient runic pillars form a mystical circle attuned to elemental energies. Activating them infuses one with earth magic but disturbs the land's hidden balance.
D8=3:The party finds a strange underground chamber filled with precious minerals and gems. In the center of the room is a dormant stone golem that is protecting the treasures.
D8=4:In a chamber of perpetual shadow, the group finds a mosaic floor depicting a forgotten deity of earth. Each step on the mosaic activates ancient magic, from beneficial spells to dangerous curses.
D8=5:A large patch of fungus is growing in the forest. 2d6+4 green slimes are feeding off of this fungus. They will attack anyone who comes to close to them.
D8=6:A conflict between a clan of stone giants and a band of iron golems rocked the tunnels. Players must navigate these feuding groups, choosing sides or negotiating an uneasy truce.
D8=7:A human named Slatejaw tells tall tales of taming giant worms that dwell in the deeper levels, spitting out pebbles as he speaks.
D8=8:A faint, musty smell suggests the presence of decaying organic matter.
d100 = 74
D8=1:Harmonize elemental energy sources discovered in crystal formations—a team effort to tap into safely.
D8=2:The sound of collapsing stone ahead suggests a blocked passage or a dangerous trap.
D8=3:The party sees a large tower made of stone with a green glow coming from the top of it. If they approach it, they will be attacked by 2d4 earth elementals who are protecting it.
D8=4:The party comes across a group of moles who have been terrorizing a nearby village by stealing their crops. However, the moles are being controlled by a powerful druid who wants to punish the villagers for not respecting the earth. Will the players save the village or side with the druid?
D8=5:A hollowed-out mountain basin leads the group to an ancient earthen temple, inhabited by 3d6 Clay Golems who interpret the ancient texts that once defined an entire people’s culture and history. They might be open to parley, demanding specific offerings or linguistic puzzles solved for passage.
D8=6:A group of 8 humans are traveling through this area on their way to a nearby city. They are carrying a small chest full of gold, silver, and gems that they found while traveling through this area. They will offer to share it with the party if they help them get through this area safely.
D8=7:A tiefling jeweler named Faetalon is setting gems into metal settings, creating intricate designs that dance in the light.
D8=8:The party encounters a massive underground river with a patch of Ground Enormous Crystals on the other bank, guarded by a fearsome Basilisk drawn to their shimmering glow.
d100 = 75
D8=1:An imprisoned deity of earth and stone needs liberation, stirring controversy between those who see this deity as a savior and those fearing its potential wrath upon release.
D8=2:They find a broken statue, half-buried in the earth.
D8=3:The adventurers cross paths with 2d4 Crystal Sphere Spiders, elusive and quick. These crystalline arachnids pose a unique challenge, requiring cunning or brute force to overcome.
D8=4:The party stumbles upon a huge underground chamber with a large magical gem in its center. The gem radiates magical energy and has a strange effect on the surrounding area.
D8=5:A drizzle of mineral-rich rain leaves sparkling residue on surfaces.
D8=6:You come across a giant earth elemental, it is standing atop a pile of treasure.
D8=7:There will be a large lake of water. The lake will have a beautiful island with a castle in the middle. The island will have a bridge of water to cross to the island. The island will have stairs going up to a palace on the island. It will turn out its a castle of dry land in the middle of the lake. There will be 1d4+1 alu-draconia. They will attack the players if provoked. If the players do not attack, they will ask some questions and then leave peacefully.
D8=8: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.'
d100 = 76
D8=1:A group of 3d6+6 ogres are hunting in the area and have found the party.
D8=2:A group of 4 hobgoblins running towards you, they are yelling "YOUR SOUL IS MINE!"
D8=3:A tremor reveals an imprisoned dao who begs for release, promising vast riches. However, a dwarven guardian warns the players of the dao’s deceit and calls for its eternal confinement.
D8=4:Through a mineral field, delicate and valuable ore requires careful and synchronized extraction.
D8=5:The cavern walls are slick with a strange bioluminescent slime that glows faintly and is extremely slippery.
D8=6:An earth genasi named Rubin is practicing earth-bending magic, shaping small earthen figures that sometimes resemble the players.
D8=7:The characters hear a rumbling underground. A giant tunneling worm comes out of the ground and attacks!
D8=8:Strange fossils embedded in the walls hint at ancient life and require careful excavation.
d100 = 77
D8=1:A stone efreeti with a stone genie of jinn is arguing with 2d6+2 earth genies that are part of an earth elemental clan.
D8=2:A group of 2d6 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.
D8=3:Green slime!
D8=4:A goblin entrepreneur named Pebblespur sells tiny stone golems, each programmed to perform simple tasks like fetching stones.
D8=5:The terrain suddenly transforms into razor-sharp crystalline shards. The shards are remnants of a shattered Earth Elemental Prince who reforms within minutes to engage in a relentless hunt for the intruders.
D8=6:They come across a narrow, winding fissure in the ground.
D8=7:A large earth elemental guarding a cave.
D8=8:A human named Dustswirl is conducting a wind experiment using carefully placed fans made of thick hide and stone.
d100 = 78
D8=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.
D8=2:An underground fungus forest reveals a congregation of 2d4 Shambling Mounds. The creatures heave and lurch into aggressive action if they take the adventurers as a threat to their domain.
D8=3:A delve into deep tunnels reveals a rare earth elemental core. Players can either claim its potent magic for themselves or return it to a sanctified shrine to stop a spreading corruption.
D8=4:The party encounters a strange race of creatures made of living metal.
D8=5:The ground is scattered with small, colorful gemstones.
D8=6:A group of kobolds is causing chaos in a nearby village by summoning earth elementals to do their bidding. The party must find a way to stop the kobolds' rituals and defeat the elementals.
D8=7: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.
D8=8:A dragonborn named Scaleshard, who is an expert in navigating crystalline caverns, offers to assist in exchange for stories of the outside world.
d100 = 79
D8=1:In a cavern saturated with dense, black diamonds, they uncover a ritualistic war between tribal guardians and dark mages attempting to exploit the stones’ unnatural power.
D8=2:Warlocks!
D8=3:The party finds two gnomes fighting over a pile of gold coins. They are arguing about how best to spend it.
D8=4:The sound of pickaxes and shovels can be heard from behind a large mound of dirt. A group of gnomes are hard at work digging for precious gems.
D8=5:A group of 2d6+2 Xorn are burrowing through the earth and they all come out to the surface near the party.
D8=6:A firbolg named Mossveil tends to earthen creatures, whispering words of solace and comfort in a calming, gentle tone.
D8=7:A centaur named Earthstride offers his back to weary travelers, providing a surprisingly smooth and comfortable ride.
D8=8:The path winds through narrow crevices that open into wider chambers filled with treacherous paths.
d100 = 80
D8=1:As the party travels through a desert, they stumble upon a giant sand worm that is terrorizing a trading caravan. They must find a way to defeat the worm before it destroys everything in its path.
D8=2:The party finds an underground temple filled with traps and puzzles. At the end of the temple lies a great treasure guarded by a powerful earth elemental.
D8=3: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.
D8=4:A chasm opens up right in front of the party. Two gargoyles fly out of the chasm, one attacks the party, one joins the party.
D8=6:The party is summoned to a strange chamber where a strange voice speaks of ancient prophesies from the primordial past.
D8=7:A gnome named Pebbletinker is building a mechanical bird out of various minerals, trying to give it lifelike movements.
D8=8: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.
d100 = 81
D8=1:A group of human travelers are walking through the area. They will ask the party if they want to join them; they are heading to a nearby city to buy supplies. They will thank them if they help them fight off a group of orcs who are going to attack the village they are traveling to.
D8=2:Through a mineral field, delicate and valuable ore requires careful and synchronized extraction.
D8=3: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.
D8=4:A group of bandits have stolen a wagon from a nearby village, but the horses have died from exhaustion. The bandits are trying to hoist away the wagon, but
D8=5:Deep within the labyrinthian corridors of an onyx labyrinth lies a tranquil library curated by 5d10 Shard-constructs and their scholars; visitors well-mannered with a thirst for knowledge will be granted lengthy insights into treacherous lands beyond.
D8=6: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.
D8=7:The party discovers an ancient temple that is guarded by two powerful earth elementals, they are willing to join the party in search of a powerful artifact.
D8=8:Bugbears!
d100 = 82
D8=1:A wizened tortle named Bedrock prays to the earth spirits, fervently asking for their guidance and protection.
D8=2: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.
D8=3:The rough-hewn walls are studded with spikes and sharp stones requiring careful navigation.
D8=4:An earth elemental guardian challenges the party collectively to answer ancient riddles to pass.
D8=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.
D8=6:A group of goblins are arguing with each other about whether or not to attack the party.
D8=7:You spot a group of humans who appear to be in a trance-like state. As you get closer, you realize that they are all under the influence of a powerful enchantment.
D8=8:A series of balancing boulders provides a precarious path. They must support each other to traverse.
d100 = 83
D8=1:A precious gem formation requires protective cooperation to ensure safe extraction without damaging the habitat.
D8=2:A group of 6 goblins on horseback, they are headed to a village
D8=3:A giant hand appears out of the ground and grabs a character. It pulls them down into the ground. They find themselves in a cave system deep underground. The cave system is inhabited by kobolds and a dragon.
D8=4:The ground beneath their feet is covered in small, smooth pebbles.
D8=5:The players hear a group of 2d4 mercenaries arguing about the location of the Treasure of the First Cult. They are drunk, and will attack the players thinking they are cultists.
D8=6:They find a large, polished stone table and benches.
D8=7:The party sees a large tower made of stone with a green glow coming from the top of it. If they approach it, they will be attacked by 2d4 earth elementals who are protecting it.
D8=8:You come across an invisible wall that blocks your path. Strangely, it has an opening in its center that appears to be keyed to some sort of magical frequency.
d100 = 84
D8=1:The party comes across a grand underground city, inhabited by a race of intelligent, telepathic Purple Worms. They have valuable information about the Elemental Plane and may offer it to the party in exchange for a favor.
D8=2:The adventurers find themselves on the edge of a vast, underground chasm, across which 1d10 Cave Dragons soar. These dragons are territorial and will aggressively defend their domain, though they may be willing to negotiate for safe passage if offered a rare and valuable gift.
D8=3:The cavern has a low ceiling, and tall members of the party must stoop low to avoid hitting their heads.
D8=4: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.
D8=5:An ancient, intricate mosaic covers the ground, requiring careful steps not to damage it.
D8=6:A billiard-table-flat plain of silicate specks shines as a sandy mirror shelter watched by cautious but gentle 3d8 Kruthik, exchanging mesmeric light displays for special minerals or fascinating experiences abroad.
D8=7: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.
D8=8:Massive, ancient roots break through the tunnel in places, requiring clambering or shrinking to get past.
d100 = 85
D8=1:A group of goblins are digging through the ground in an attempt to find buried treasure. They are digging through a room full of sleeping kobolds. The kobolds awaken and attack!
D8=2:A gem-encrusted tunnel echoed with chorused hymns by 2d8 gem dragons exudes an atmosphere of peace, inviting eavesdropping adventurers to join them in creating sprawling symphonies.
D8=3:The air smells of sulfur, and the party must navigate while covering their noses and mouths.
D8=4:A group of human bandits are riding horses through the area. They are looking for a place to hide from the law. They will attack anyone who gets in their way.
D8=5:A cascade of falling stones reveals a hidden chamber where 3d6 Marid are imprisoned by old earthen magic. The water genies are both grateful and wary, potentially offering temporary alliance or challenging further.
D8=6: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.
D8=7:As the party travels through a desert, they stumble upon a giant sand worm that is terrorizing a trading caravan. They must find a way to defeat the worm before it destroys everything in its path.
D8=8:A group of earth mephits challenge the party to a mock battle to gauge their courage.
d100 = 86
D8=1:Two human barbarians are arguing. One of them wants to fight a giant earth elemental. The other one does not.
D8=2:The adventurers come across a group of strange creatures made of diamond and gold, who protect an ancient artifact.
D8=3:Five dwarves are building a road to a nearby village. They are using 2d6+4 mountain goats as draft animals.
D8=4:You come across a group of humans who appear to be in a trance-like state. Upon closer inspection, you realize that they are being controlled by a powerful shaman.
D8=5:The tunnel narrows until only the smallest member of the party can proceed.
D8=6:The party runs into a group of 2d6+2 stone giants who are blocking their path and demanding a toll for passing.
D8=7:The party comes across a group of earth mages who are performing a ritual to banish a powerful demon back to the Abyss. Will the players assist in the ritual or disrupt it?
D8=8:A faint, musty smell suggests the presence of decaying organic matter.
d100 = 87
D8=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.
D8=2:The party comes across a group of elementals who are trying to teach a group of men in golden robes how to speak their language. The men in golden robes keep saying, 'I'm sorry, I don't understand what you're saying.'
D8=3:The adventurers must navigate through a Hive of Crystal Ants; the volatile insects swarm and attack en masse if disturbed, drawn by the vibrations of footsteps.
D8=4:A growing patch of luminescent moss hosts 2d6 Ankheg peacefully luminescing in sync. They pose no threat and obediently clear out pathways, helping adventurers find their way.
D8=5:A kobold named Klick is guiding a pack of beetles hitched to a cart made of stone and bone, transporting goods.
D8=6:The party comes across a small, barely-standing temple of a forgotten god. Inside, a small statue of a god is holding a small, carved wooden chest. The chest is carved with the image of a small animal.
D8=7:The party comes across a field of grass that is covered in hundreds of tiny rabbits. The rabbits are eating the grass like normal rabbits do, but they are dire rabbits like from Monty Python. (First player to say "Consult the book of armaments" receives +10% bonus to xp for the session.)
D8=8:A group of goblins attack the party. They are being led by an orc. The orc is a captive being forced to lead the goblins by the goblins.
d100 = 88
D8=1:The party stumbles upon an oracle city carved into massive stalagmites and stalactites, housing diviners who see through the stone. Their enigmatic visions come at a steep price.
D8=2: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.
D8=3:The party sees a large tower made of stone with a green glow coming from the top of it. If they approach it, they will be attacked by 2d4 earth elementals who are protecting it.
D8=4:Earth elementals patrol a section and will question the party’s intentions.
D8=5:You find yourself in a chamber filled with gold coins, it looks like the remains of an ancient temple.
D8=6:A tabaxi scout named Stonepaw offers to lead players through the maze of tunnels, speaking in rhythmic rhymes.
D8=7:A lost earth sage’s journal is found, written in cryptic language each page requiring collective deciphering.
D8=8:Part of the realm collapses into the Underdark, revealing a lost kingdom swallowed by the earth. Its spectral, mineral-infused inhabitants plead for aid in restoring their domain to its former glory.
d100 = 89
D8=1: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.'
D8=2: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.
D8=3:A deep chasm opens up in the middle of the cavern, and the party can hear a strange, low humming coming from it.
D8=4:A highly magnetic cave attracts metallic objects threatening the party’s gear; they must work together to navigate without loss.
D8=5:They observe a group of mole-like creatures digging through the ground.
D8=6:The party discovers a hidden passage that leads to a secret chamber guarded by a powerful earth elemental.
D8=7:The party comes across a massive waterfall made entirely of molten metal. As they watch in awe, they notice a group of metallic creatures swimming within the falls. What secrets could this place hold?
D8=8:The party discovers a strange castle made entirely of earth, it is populated by a group of 2d6+2 earth elementals.
d100 = 90
D8=1:They discover a hidden waterfall with dense, energizing minerals. The party meticulously gathers it for sustaining magical energy.
D8=2:A large piece of land is rocking from side to side as if it is a boat riding on the sea. If you stop walking, you will be thrown off balance.
D8=3: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?
D8=4:Small tunnels require the party to crawl for extended periods, testing endurance and patience.
D8=5:A group of gargoyles come to life when the party approaches.
D8=6: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.
D8=7:A kenku named Clatter imitates the sound of falling rocks, confusing passersby and enjoying the ensuing chaos.
D8=8:Encountering a distinguished mole-like creature needing assistance to repair its damaged burrow.
d100 = 91
D8=1:Deep within an alabaster cave, a Labyrinthine Hydra slumbers. Its many heads dictate the shifting stone walls, trapping anyone who dares to enter.
D8=2:You see two angry fire elementals fighting.
D8=3:A group of goblins are digging
D8=4:The party discovers an ancient temple located in the side of a mountain. It appears to be abandoned but there are strange noises coming from inside.
D8=5:The party encounters a vast sculpture in the form of a stone garden, containing elemental spirits that provide wisdom, curses, or blessings to those passing its trials.
D8=6: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.
D8=7:The eerie echoing of picked rocks foretells an ambush by a clan of Duergar who use their ability to blend into their environment to set up devastating sneak attacks.
D8=8:Players must synchronize their movements to navigate across a vibrating bridge.
d100 = 92
D8=1:A moving city of living boulders roams the plane, carrying its elemental inhabitants to their sacred pilgrimage. The city’s path can offer opportunities or severe disruptions if crossed.
D8=2:A pack of Earth Elementals are having a dance party deep in the earth. They invite the party to join them and teach them some new dance moves.
D8=3:The party is attacked by a swarm of angry moles after accidentally stepping on their burrow. The moles are very protective of their home and will stop at nothing to defend it.
D8=4:An ancient golem, created from giant diamonds, stands guard over a centuries-old treasure. It requires a riddle to be solved before it allows passage, but failure results in immediate combat.
D8=5:The party finds themselves in the middle of a heated debate between two factions of earth elementals who are arguing over the best way to harness the power of the earth. Will the party help them come to a resolution or take sides in the conflict?
D8=6:A group of human bandits are riding horses through the area. They are looking for a place to hide from the law. They will attack anyone who gets in their way.
D8=7: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.
D8=8: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.
d100 = 93
D8=1:The players discover a large cavern filled with glowing crystals that seem to hold magical properties. But as they start collecting the crystals, they unknowingly awaken a group of crystal golems that were guarding them.
D8=2:The party discovers a hidden library of ancient texts, written on stone tablets. They must decipher the texts to uncover an important secret about the Elemental Plane of Earth.
D8=3:A forgotten temple to an ancient Earth God, guarded by deadly traps and an angry guardian construct, holds secrets and powerful artifacts within.
D8=4:The party discovers an underground temple filled with statues of ancient kings and warriors. The statues come to life and attack the party.
D8=5:They find a series of small, shallow pools filled with crystal-clear water.
D8=6:The group finds itself in an underground tunnel that leads to an ancient temple dedicated to an unknown god.
D8=7:Bradylium Crystals line the cave walls, exuding a numbing gas designed to incapacitate prey. This natural hazard is exacerbated by territorial Rock Pythons lurking in the shadows.
D8=8:A group of 2d6 giant rats are being attacked by a pack of 2d6 giant wolves. The wolves are trying to eat the rats, but the rats are too fast and too small for them to catch.
d100 = 94
D8=1:A large beast is attacking a caravan. The players can choose to help or not. If they help, it will attack them.
D8=2:A serene garden of semi-precious stone roses is tended by 1d8 well-behaved Galeb Duhr children, who delight in showing visitors their garden and sharing rocky chocolates crafted by their elders.
D8=3:A cosmic-room-sized geode hosts a serene tea ceremony conducted by 2d8 Terran Genasi Monks who use mineral infusion for crafting spiritual elixirs. Guests are welcomed if they show good manners.
D8=4: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.
D8=5:A group of humans are standing around a large fire, they are celebrating someone's birthday.
D8=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.
D8=7:The air changes temperature suddenly, from freezing cold to scorching hot, leading to potential disorientation.
D8=8: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 = 95
D8=1:An elven druid named Rootwarden talks to plants growing in the rocky soil, pleading for their guidance and wisdom.
D8=2:They come across a pair of earth genasi arguing about ownership of a rare mineral. The party can mediate the dispute.
D8=3:A group of earth elementals is being controlled by an evil sorcerer who is using their powers to wreak havoc on nearby villages. The party must find a way to break the sorcerer's hold over the elementals and stop the destruction.
D8=4:An underground river flows beneath the players' feet! They hear a sound like rushing water. A water elemental is swimming through the underground river beneath their feet!
D8=5:A verdant oasis of underground fungi and moss provides sanctuary amidst the stone. A myconid sovereign there seeks aid in preventing a looming feast of hostile fungi creatures.
D8=6:A mysterious hermit, covered in dirt and rocks, lives alone in a cave. The hermit has a deep connection to the earth and can communicate with the party through the ground.
D8=7:An old hermit living in a secluded cave offers to share their treasure with the party if they complete a seemingly impossible quest for them.
D8=8:The players stumble across a group of 2d6+2 gnolls. They are hunting for food to feed their tribe. If the players get too close, they will attack them.
d100 = 96
D8=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?
D8=2:A cool, damp breeze brings the smell of fresh minerals from below.
D8=3:A collapsed mineshaft must be navigationally excavated for hidden treasures.
D8=4:A group of humans are standing around a large fire, they are having a funeral.
D8=5:A man named Carver the Sherman approaches the party and asks them if they have seen any of his cattle nearby. He has been tracking them for days, but he lost their trail somewhere close by.
D8=6:The adventurers come across a group of strange creatures made of diamond and gold, who protect an ancient artifact.
D8=7: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.
D8=8:The party notices a boulder suspended in mid-air on a section of the Plane.
d100 = 97
D8=1:They come across a narrow, winding fissure in the ground.
D8=2:The party discovers a massive underground lake, home to a race of Merfolk who have adapted to living in the depths of the earth. They offer to trade valuable items for stories of the world above.
D8=3: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.
D8=4:The air changes temperature suddenly, from freezing cold to scorching hot, leading to potential disorientation.
D8=5:One of the party members suddenly falls into a deep hole, revealing a hidden underground city of Drow. The party must navigate through the city and either fight or negotiate with the Drow to find a way back to the surface.
D8=6:Players arrive at a village that is celebrating a harvest festival. The villagers will give players free food and drinks as long as they stay in town for the festival. A group of hobgoblins comes into town to steal from people during the festival. They will try to steal from players if they get too close to them.
D8=7:A complex system of underground streams requiring engineering a network of sluices and dams to proceed safely.
D8=8:Gems embedded in the wall create a prismatic effect that can dazzle or disorient when light is shone on them.
d100 = 98
D8=1:A group of human warriors are traveling through this area. They are on their way to a nearby city to report to the king. They are carrying a large chest of gold and valuables to pay for the king's new castle. The party can choose to help or steal the chest.
D8=2:Caravans of black marketeers, trading in rare Earth Plane commodities, bearing strange curses and blessings from their home elements, offer deals or raise powerful enemies.
D8=3:An elf named Trueshard crafts elaborate stone puzzles, challenging players to solve them for small rewards.
D8=4:The players see a city guard. He is patrolling the streets of the city on horseback. He is looking for troublemakers and he will attack any troublemakers he sees (including the players).
D8=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.
D8=6:A hollowed-out mountain basin leads the group to an ancient earthen temple, inhabited by 3d6 Clay Golems who interpret the ancient texts that once defined an entire people’s culture and history. They might be open to parley, demanding specific offerings or linguistic puzzles solved for passage.
D8=7: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.
D8=8:You find a small cave in the mountain side. Inside the cave, you find a small pool of water with a tiny spirit in it. If you disturb the water, the spirit attacks! It is actually a small water elemental in disguise!
d100 = 99
D8=1: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.
D8=2:The party comes across a bridge over an abyss. The bridge is guarded by two large stone golems.
D8=3:A drunken, yet happy, dryad. She is threatening to singe the forest unless a priest is brought to her location within 24 hours.
D8=4:An underground aqueduct holds clues to ancient civilizations needing combined scholarly assessment to decode.
D8=5: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.
D8=6:You see two gnomes fighting over a shiny golden treasure map. It turns out that the map leads to a hidden chamber filled with precious stones and artifacts. The players must choose whether to help one of the gnomes or steal the map for themselves.
D8=7:The cavern walls emit a soft humming vibration that can interfere with concentration.
D8=8:You encounter a guard golem named Stalix which is programmed to ask riddles before allowing passage through a key tunnel.
d100 = 100
D8=1:A group of 3d4 humans are hunting in this area. They are looking for food and provisions to take back to their village which is several miles away. The party can choose to help or rob them of everything they have.
D8=2:The party encounters a stone bridge over a deep chasm that must be crossed with caution.
D8=3:A group of 2d6 giant moles, who are in a dispute with a group of 2d6 giant badgers. The badgers are trying to dig a new home, but the moles want them to leave.
D8=4:The sound of distant, rhythmic drumming echoes through the caverns.
D8=5:The party discovers a group of 4d6 earth elementals in a large chamber. The elementals are performing a strange ritual involving strange stone statues.
D8=6:The party hears a voice in the distance that says 'Help' over and over again. If they investigate, they will find the spirit of an orc that was recently killed by the local lizardfolk tribe. The spirit will say, 'Help me! The lizards are killing me!'
D8=7:A group of 2d6+4 goblins are looking for food in the wilderness. ~~~
D8=8: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?
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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, D6, D10.
Want a different setting? Browse all 41 D&D encounter locations — from arctic plains to elemental planes, every D&D 5e location has its own table on Doungim.
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