The Plane of Elemental Earth


Survival in the Plane of Earth
Encounters in the Plane of Earth
Movement in the Plane of Earth
Combat in the Plane of Earth
Magic in the Plane of Earth
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Features of Elemental Earth
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The Inner Planes
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Manual of the Planes

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


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Combat in the Plane of Earth

    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 in the Plane of Earth

    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.

Features of Elemental Earth
 
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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