The Plane of Elemental Earth
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Of the four major elemental planes, it is earth, not fire, that is the
least hospitable to travellers. Elemental earth cannot be breathed
by atmosphere-requiring travellers, and the very solid mass of the
plane prevents the normal traveller from entering . Air, water, and
fire all part for the traveller, but the building blocks of the elemental
plane of Earth form a solid wall against intruders. Only one
god from the DDG tome inhabits
the plane of Earth:
Geb of the Egyptian mythos.
A traveller is normally restricted to moving in the
Border Ethereal
until a safe AREA to enter can be found (usu. a pocket of
another elemental material that permits the traveller to enter). The
traveller can also employ spells that force an open AREA (such as
stone shape) or that permit the traveller to walk through solid
material. Those who pass into the plane of Earth find themselves
colored with streaks of dark greens, mud
browns, and granite greys.
Bands of color drift past the eyes. What little air there is
smells of stone dust and damp calcium deposits. Only when an
elemental pocket is reached does the plane of Earth resemble
anything familiar to the traveller; elsewhere there is the feeling
of
being buried alive.
This enclosed nature of the elemental plane of Earth
is most
true at its centermost heart. Toward its borders with other planes,
its nature alters slightly. Toward the plane of Fire, the cool stone
warms and finally becomes hot and viscous, giving way to the
plane of para-elemental Magma that seperates Earth from Fire.
In the opposite direction, the earth and stone becomes wetter,
cooler, and more pliable the plane of para-elemental Ooze is
reached. As the traveller moves toward the Positive Material
plane, bands of crystal become more common, as well as ore-bearing
rocks, until finally the plane of Earth gives way to the
quasi-elemental plane of Minerals. Toward the Negative Material
plane, the soil begins to dry out and fall apart, until the traveller
arrives at the barren plane of quasi-elemental Dust. For the traveller
to reach any of these bordering lands, the ability to MOVE
through the stone and rock of elemental earth is required in addition
to a guide that knows which way to go.
Survival in the Plane of Earth
Pressure: The
greatest danger to the traveller who materializes
in the plane of elemental Earth is the
sheer pressure of the
rocks surrounding him. Those luckless
souls who wander into the
plane without adequate protection find
themselves caught like
flies on gummed paper, unable to MOVE,
and if movement is
required to return to the Ethereal plane,
unable to leave. The
pressure of the rock around the traveller
inflicts 1d2 points of
damage per TURN, though the high-level
traveller may expire from
other forces before facing doom from this
hazard.
Breathing: There
is no atmosphere in the plane of Earth, save
in pockets of elemental air and other
materials that exist within
the AREA. Travellers in this plane are
advised to bring spells or
devices that eliminate the need to breath
or convert the elemental
earth to a breathable material (airy
element, for example).
Those who must breathe in the plane of
elemental Earth suffer the
effects of suffocation and eventually
perish (the effects of holding one's
breath are described in the DSG, page 12). <>
Vision and Senses:
The traveller in elemental earth is blind
because of the solid mass aorund him,
unless possesses
some method (such as a ring of X-ray
vision) to see through the
solid earth and stone. Hearing, on the
other hand, is improved
and the traveller can detect even the
passage of ethereal or
phased creatures through the stone. Any
movement within 6" of
the traveller is detectable, though the
exact nature of what is
making the noise is unknown.
Movement in the Plane of Earth
The problem with movement
in the plane of Earth is just the
opposite of that in the plane of Air.
In the plane of Air, solid
objects are fewa and far between, and
the danger is of falling too
fast. In the plane of Earth, there is
no partable medium for the
traveller to pass through (whereas air,
water, and fire all part for
the passage of a solid creature). The
idea of a down direction has
no meaning, since physical objects remain
stuck in place.
There are several special
ways of moving about the plane of
Earth, some of which have been mentioned
above. Most travellers
with a choice remain in the Ethereal plane
until they find a
suitable elemental pocket they can enter.
Others USE the
passwall or similar spells to force
passage or a stone shape to
create a physical hole large
enough to survive in. The airy element
spell enables the traveller to breathe,
but does not permit
movement through the plane. Changing shape
into a creature of
elemental earth provides the traveller
with the necessary ability to
MOVE through the plane (see Creature
Encounters on page 44). <>
It is possible to MOVE
through the plane of Earth by brute force
as well as by mining. Sections of elemental
earth consist of randomly
placed very soft, soft, hard, and impenetrable
materials,
depending on the AREA as determined by
the DM or dice roll.
1-3 | Very soft rock and earth -- minimum of 15 Strength to move.
Movement rate is one foot (actual, not scale movement) per turn. |
4-6 | Soft Rock -- minimum of 18 Strength to move.
Movement rate is one foot per turn. |
7-9 | Hard rock -- minimum of 19 Strength to move.
Movement rate is one foot per turn. |
0 | Impenetrable rock -- minimum of 23 Strength or the abilities of Lesser
or Greater Powers to move.
Movement rate is one foot per turn. |
Parts of the elemental
plane of earth can be mined as
described starting on page 48 of the DSG.
<>
The miners must have sufficient room to
swing their tools and dispose of the excess earth.
The easiest method of
movement is to rely on an elemental guide
from the plane of Earth. These natives
MOVE through the earth at
their usual rates (given in the monster
books) without difficulty and
can extend that ability to other creatures
they are touching.
Encounters in the Plane of Earth
Travellers in the plane
of Earth have a 1 in 10 chance of an
encounter every four hours. The type of
encounter is rolled
below:
1-5 | Elemental Phenomena |
6-35 | Elemental Pocket |
36-00 | Creature Encounter |
Elemental Phenomena
The solid nature of
the plane of Earth means that not only are
phenomena few and far between, they are
also difficult to spot
until you are right on them. Roll on the
following table to determine
the type of encounter.
D12 Roll | Effect |
1-4 | Earthquake |
5-6 | Fault Line |
7-8 | Volatile Gas Pocket |
9 | Mineral Vein |
10 | Fossils |
11 | Imprisoned Creature |
12 | Vortex to a PMP |
Earthquake: The
solid mass of the plane of elemental Earth
does MOVE, but is a very SLOW, high-pressure
movement punctuated
by sudden shifts and fracturing.
Each time the structure
of the plane shifts or fractures, there is
an earthquake. Roll 1d10 to determine
the severity of the quake.
An earthquake may be light (1-4), medium
(5-6), or severe (9-10).
Those caught in an earthquake suffer 4d6
points of damage if the
quake is light, 6d6 if medium, or 8d6
if severe. A traveller who is
passing through the plane (tagging onto
the coattails of an elemental
guide) must roll a successful save vs.
Spell or be
flung back into elemental earth. A character
who fails the save
suffers the quake damage and is trapped
in the earth
unless he can MOVE on his own (or if he
can convince the elemental
guide to rescue him). A being in an elemental
pocket during a
quake suffers as if he is in that element
in the Prime Material during a
quake
(see WSG pages 78-79). <>
Fault Lines:
A fault line is a naturally occurring opening in the
plane of elemental Earth. It is not an
elemental pocket. A fault line
usu. has a breathable atmosphere and available
water
(often
provided by a higher power or from a nearby
elemental pocket). A
fault line is always inhabited, though
it can be home to both elemental
and non-elemental creatures that have
found their way
here. Inflicting severe damage to the
terrain (such as a move earth,
earthquake, or even unbalancing
the rock through a stone shape)
can set off an earthquake (10% base chance).
Volatile Gas Pocket:
This is not an elemental pocket, but a
bubble in the rock filled with hazardous
gases that have seeped
through the earth from other locations
(such as pockets of fire). A
gas pocket is either poisonous (60%) or
poisonous and explosive
(40%). The poison functions as a cloudkill
spell in the pocket. An
explosive pocket contains poison, but
it also explodes if exposed
to open flame. This explosion inflicts
8d8 points of fire damage to
alll within and has a 30% chance of weakening
the pocket's walls
such that an earthquake collapses the
pocket.
Mineral Vein:
The traveller stumbling upon a mineral vein suddenly
notes the copper glint in the stones around
him, or confronts
an outcropping of gemstones or mithril.
The type and amount of
minerals available can be determined from
pages 50-53 of the DSG.
<>
On the down side, natives of the elemental
planes TAKE
a very dim view of outlanders depleting
their natural resources
(and in some cases, their food supply).
Large-scale mining ops
have never been psb. in the plane of Earth.
Fossils: As mentioned
before, it is common for a traveller to
become trapped in the plane of Earth through
mischance or evil
intention. Owing to the nature of the
plane and the rapid passage
of time, such trapped creatures often
die and their remains are
quickly fossilized by the surrounding
rock. Roll for the type of
creatures.
1-30 | Prime Material Creature |
31-90 | Human Traveller |
91-00 | Outer Planar Creature |
There is a 20% chance
that a fossil has been converted into
precious minerals in its fossilization
process. Creatures do not
have any special additional materials,
though human travellers so
found are armed and armored as they were
when alive (magick
survives the fossilization).
Imprisoned creature:
This creature is still alive, though
unable to MOVE. It is willing to deal
for its life with passing travellers
or elementals. USE the preceding table
to determine the
type of creature, but the nature of any
dealings are left to the DM.
Vortex to a Prime
Material plane: A vortex in the plane of elemental Earth
appears to be terrain continually sucked
into a
deeper cavern. Only a small amount of
elemental matter travels
into the Prime plane, and only a small
amount of Prime plane individuals
and matter return, but the way is open
for creatures and
travellers to MOVE between the two. A
vortex of this type usu.
comes out deep beneath a chain of mountains
still in the process
of rising, though there may be caverns
and underground civilizations
nearby. It is through these vortices that
the dao make their
contacts with the races of the Underdark
and engage in their
unholy trades. Travellers should note
that there is a chance
(always determined by the DM) that the
Prime plane reached in
this fashion may not be the Prime plane
of the traveller's origin.
Elemental Pockets
Pockets of other elements
in the plane of Earth account for
much of the inhabited AREA of the plane.
D20 Roll | Type of Pocket |
1-2 | Air Pocket |
3-4 | Fire Pocket |
5-6 | Water Pocket |
7-8 | Magma Pocket |
9-10 | Ooze Pocket |
11 | Dust Pocket |
12 | Mineral Pocket |
13 | Smoke Pocket |
14 | Ice Pocket |
15 | Vacuum Pocket |
16 | Ash Pocket |
17 | Salt Pocket |
18 | Lightning Pocket |
19 | Radiance Pocket |
20 | Steam Pocket |
All elemental pockets
tend to have an irregular shape; they
vary in size according to the pressure
of the rock around them.
Air Pocket: This appears as a dry cavern without natural
water. It lacks
the features normally found in caverns, such as
stalagmites and
columns, which are formed by water running
through the sonte.
An air pocket is hospitable and lightless, and
those within may
MOVE and act as in the plane of elemental Air.
There is a 80% chance
that any air pocket is occupied, either by
creatures of Earth
(30%), creatures of Air (30%), or by other planar
travellers using
the pocket as a waystation (40%).
Fire Pocket: The earth around a fire pocket is much warmer
than that in the
REST of the plane. The rock remains solid and there
is a clear boundary
between elemental earth and the pocket.
Those who cross
this boundary into a fire pocket suffer all the effects
of entering the
plane of Fire. There is a 30% chance that a fire pocket
is the lair of fire-dwelling
creatures.
Water Pocket: A water pocket is totally filled with water--no air
space. Those who
enter a water pocket are affected as if entering
the plane of Water.
A water pocket is often (50% of the time)
inhabited by creatures
of the plane of elemental Water.
Magma Pocket: The earth
around a magma pocket is very
warm, similar to the effects of a fire
pocket. In the case of a magma
pocket, however, the rock itself liquefies
and becomes red hot.
Those who enter a magma pocket suffer
the effects of entering
the plane of para-elemental Magma. A magma
pocket is
occasionally (20%) home to creatures from
the plane of Magma.
Ooze Pocket: The rock
near an ooze pocket becomes wetter
and more clinging to the passing traveller
(though easier to dig
through--more like soil than rock). The
pocket itself has a
quicksand-like consistency and the traveller
suffers the effects of
being in the plane of para-elemental Ooze.
Twenty percent of the
time, an ooze pocket is inhabited by creatures
native to that plane.
Dust Pocket: A dust
pocket is surrounded by earth that is drier
and less cohesive than in the REST of
the plane. Those who press
on past this point do so at their own
risk, as entering a dust pocket
is equivalent to entering the plane of
quasi-elemental Dust. There is a
10% chance of inhabitants from the plane
of Dust.
Mineral Pocket: A pocket
of quasi-elemental minerals has all
the effects of a mineral vein. In addition,
the vein has suitable
excess space for the traveller to REST
or begin mining ops.
A mineral pocket is a treasured find,
however, so there is an 80%
chance that it is guarded, either by creatures
from the plane of
Earth (40%) or those from the plane of
Minerals (60% chance).
Smoke Pocket: This is
simlar to an air pocket filled with thick,
acrid fog. Entering this pocket has the
effects of wandering into the
plane of para-elemental Smoke. There is
a 10% chance a
smoke pocket is occupied.
Ice Pocket: The
elemental earth around an ice pocket
becomes first clammy to the touch, then
cool, and finally freezing
as tendrils of ice intrude into the elemental
stone. Travellers
entering an ice pocket are faced with
solid pockets of ice, much
like a water pocket is filled with water.
There is a 10% chance of
inhabitants from the plane of Ice in an
ice pocket. In general, travellers USE the pockets as sources of water.
Vacuum Pocket:
This looks like a dry cave, except that there is
no air. There are no inhabitants.
Salt Pocket:
Similar to a pocket of dust, a salt pocket is cooler
and absorbs water in the same fasion as
the plane of quasi-elemental
Salt. A salt pocket is rarely (5%) inhabited--always
by
creatures of that plane.
Lightning Pocket:
A pocket of quasi-elemental lightning
resembles that of para-elemental smoke,
but the atmosphere is
breathable and comfortable. Those who
enter this pocket are subject
to lightning strikes (20% chance each
turn of such a bolt).
If a pocket is the home of a creature
(5% chance), the creature is
from the plane of quasi-elemental Lightning.
Radiance Pocket:
A pocket of radiance has smooth borders
and generally forms spherical or ellipsoid
bubbles of radiant
force. The borders of this pocket function
as prismatic sphere
spells when travellers attempt to cross.
The conditions inside a
radiance pocket duplicate those in the
quasi-plane of Radiance.
There is a small (5%) chance that a pocket
is occupied by a creature
native to that plane.
Steam Pocket:
Similar in appearance to a smoke or lightning
pocket, a pocket of quasi-elemental steam
affects intruders as if they
had entered the plane of Steam itself.
A steam pocket is sometimes
(10%) inhabited by creatures from the
plane of Steam.
Creature Encounters
Most creatures of the
plane of elemental Earth are of that material:
great rock-like creatures, stone-work
versions of prime material
creatures, or crystals twisted into weird
animated shapes.
They are easily detectable when in motion,
but when halted and
hiding, they are treated as thieves of
the same level as their HD
for hiding in shadows.
Beings native to the
elemental plane of Earth are immune to
the effects of earth-modifying spells
(incl. earthquake, move earth
and stone shape) while on any of
the inner planes. They
can be affected while on the PMP as noted
in
their descriptions in the monster books.
Those that mimic, duplicate,
or copy the forms of Prime Material creatures
have ACs
that are 2 factors better than their Prime
Material counterparts
(e.g., an earth minotaur is AC 4 rather
than the AC6 of a normal minotaur).
All creatures native
ot the elemental plane of Earth, as well as
its para- and quasi-planes of Magma, Ooze,
Minerals, and Dust,
have a special permanent passwall
ability (as the spell) that permits
them to move through the elemental earth.
Creatures from other
planes do not have this ability. It only
works when these
creatures are in the inner planes, but
it is conferred upon others
who are in physical contact. The elemental
creatures from these
planes treat the plane of Earth as if
it were the Ethereal for purposes
of movement.
Earth Encounter Chart
D8+
D12 Roll |
Number | Creatures Encountered | Notes |
2 | 1d10 | Earth Pegasi | MM* |
3 | 1d8 | Earth Giants (Frost) | MM* |
4 | 2d6 | Sandlings | MM2 |
5 | 4d6 | Pech | MM2 |
6 | 2d6 | Xaren | MM2 |
7 | 3d6 | Crysmals | MM2 |
8 | 2d2 | Greater Basilisks | MM2 |
9 | 4d6 | Dao | MM2 |
10 | 4d3 | Earth Elementals |
MM |
11 | 4d8 | Xorn
|
MM |
12 | 1d3 | Earth Bears (Black) | MM* |
13 | 1d4 | Earth Jackals | MM* |
14 | 1d4+1 | Chaggrin (elemental grue) | MM2 |
15 | 3d6 | Khargra | FF |
16 | 1d10 | Lava Children | FF |
17 | 1 | Giant Earth Slug | MM* |
18 | 2d6 | Wraiths | MM |
19 | 1d6 | Dune Stalkers | FF |
20 | 1d20 | Earth Treants | MM* |
Notes:
MM = Creatures from the Monster Manual
MM2 = Creatures from the Monster Manual
II
FF = Creatures from the Fiend Folio
tome
MM* = Creatures have the stats, appearances,
and abilities of the listed creatures from the Monster Manual
-
Combat in this elemental
plane is greatly hampered by its solid nature.
Combat can TAKE place in an elemental
pocket, or if at
least one of those involved in the combat
has the ability to MOVE
through the plane in the manner of natives
of the elemental plane
of Earth.
Unlike travellers in
the Border Ethereal, travellers passing
through the plane are both visible and
accessible to individuals
who are materially inside the plane. The
ability to passwall
whether by spell or natural ability, does
not confer invulnerability
to attack. Creatures taht are passing
through the plane can
attack each other and gain all benefits
from their weaponis and
armor (assuming they can MOVE).
A great disadvantage
to combat in the plane of Earth is that
most nonnatives are blind here and thus
attack with a -4 penalty
to hit. Creatures native to this plane
and its para- and quasi-planes
have sense that permit them to detect
vibrations in the
earth and stone and they suffer no penalty
to hit in these planes.
Given the restrictions
of vision, missile fire and other distance
attacks do not normally function in the
plane of Earth, though
there can be exceptions to this rule.
Missile combat is possible in
some elemental pockets, such as pockets
of elemental air, within
the limitations common to all the inner
planes.
Magick functions with
the restrictions listed in the notes on magickal
effects (page 27),
with the following additional effects in the
plane of Earth.
Most spells require
a line of sight to the TARGET at the time of
casting. This is impossible in the plane
of Earth unless the caster
has a means to see through the earth and
rock. Unless the caster
is able to see the TARGET, the only usable
spells are those that have
a range of 0" and those that the spell
caster can CAST on himself.
The compact nature of
elemental earth does not stop the
effects of spells that create specific
items (such as a create water or
wall of iron). However, the elemental
stone is not moved by these
creations, and any items so created are
mixed with earth and
stone, filling in any small crevices between
the large pieces. A
wall of iron looks more like a
vein of iron, while created water
drains off, perhaps creating a natural
pocket of mud.
Elementals | Archomentals | Grumbar | The Dao | Spell Effects in Elemental Earth |
Elementals:
Most elemental creatures are hostile at worst (or
uncaring at best) toward humanity and
other Prime Material
beings. The elementals of Earth are more
so than is normal,
owing to the fact that most travellers
cannot pursue them far into
their own plane. They generally prefer
to be left alone, but serve
as elemental guides provided the price
is right (and the more
intelligent elemental ceratures drive
a hard bargain indeed). The
only good things to be said about earth
elementals are that they
are strong and their normal interests
lie in something that adventurers
usually carry--gems.
Elemental creatures
and monsters come in a wide variety of
forms--usu. large, blocky creatures filled
with angles and
sharp edges. Using their passing ability
to reach parts of the
plane unreachable by lesser mortals, the
elementals prefer a quiet
existence.
Archomentals:
Of the various petty rulers of Earth, only one
has been previously described in detail:
Ogremoch, prince of the
evil earth creatures. This powerful and
deadly entity is reported to
live in a great flat-topped mountain in
the denser regions of the
plane of Earth. Actually this great mesa
thrusts upward within the
largest pocket of vacuum known to exist
on the plane of Earth.
Ogremoch is continually thinking of long-term
problems, such as
the possible effects of erosion on his
citadel, as opposed to matters
at hand. This makes his actions very confusing
to outsiders
as Ogremoch is not only planning for his
next project, but three
schemes beyond that, even if such planning
hampers or undermines
his present plans. As a result, Ogremoch
has an undeserved
reputation as befuddled and slow. The
truth is that those
who oppose him are crushed flat as quickly
as those who challenge
Imix, but only once Ogremoch has determined
they would
have no future use.
Other archomentals of
Earth have similar stats to Ogremoch,
though their temperaments vary from individual
to individual.
Archomentals of Earth are considered demi-gods
for purposes of
powers on their own planes (see
page 124).
Grumbar: Grumbar
is the largest and most powerful of the true
elementals of Earth. Grumbar's body takes
up a great portion of
the plane about him, such that some have
described him as a
mountain-sized juggernaut. Grumbar is
said to be physically part
of the plane near him so that only a small
portion of him is distinguishable
from the earth around him. This may be
true, as only
those who have been granted an audience
with Grumbar have
ever found the great being. Those air-breathers
who have been
fortunate enough to gain such a meeting
are issued into a pocket
of air facing a mile-high wall. Grumbar's
face (which is different
for each visitor) is said to materialize
in that wall. Presumably other
elemental pockets exist for audiences
w/ creatures that are
common to other elemental planes.
Grumbar can raise and
MOVE stone with his thought and can
build citadels overnight. He does not
bargain, so the traveller who
seeks him out should be prepared to agree
to his terms, or
decline and never return. Grumbar is a
Greater God, the full
force of earth and all the might within
it. He all the powers
afforded to a Greater Deity in Appendix
IV on page 124.
Spell Effects in
Elemental Earth: Spells CAST from the PMP
that affect the plane of elemental Earth
have a
special appearance. Those that conjure
or summon creatures
from this plane appear as great silver
doorways with four, five, or
six sides. These doorways have the effect
of a charm spell on the
type of creature they are summoning or
conjuring. Should a traveller
pass through the doorway, he is brought
to the conjurer and
in all ways treated as a conjured (and
perhaps controlled) creature.
The contact other
planes spell creates bubbles similar to those
found in the plane of Air, SAVE that these
bubbles are translucent
and more angular (like a many-sided die).
If these bubbles are
touched, their effect is as in the plane
of Air.
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