Skip to main content

Dig It!

"The earth belongs to the living, not the dead." - Thomas Jefferson

Today I'll be talking about the last of the elements, earth.  I wrote about the first three (water, air and fire), took a little bit of a break, and am now back to finish up the series I had started.  And so, it's time to talk about earth.

Earth has long been my favorite element, as I like plants and nature.  However, earth can also describe the rock formations and dirt, etc.  And so, there are many topics to discuss when it comes to the element of earth.

The most obvious thing, in my opinion, to do for earth is to create an earthquake in the middle of a battle.  The players confront the big enemy, until their foe casts a hugely powerful spell which creates a huge rift in the middle of the battlefield.  This is a game changer, but it's not crazy enough for me.

And so, enter the Dungeon Tiles.  This is my favorite set to use for pictures in the blog, and it's also the set that I have the most experience building with.  The squares stand out in the pictures, making it easier to get my point across.

A picture is worth 1,000 words, so I present you the Dungeon Tiles Master Set: The Dungeon.


If we slide off the slip case, we see an interesting box that is covered with dungeon squares.  


And, if we empty the box of its contents, we gain two large platforms.


In order to use 3-D terrain, it is important to know how tall it is, for the sake of climbing, movement and falling.  I simply take a regular dungeon tile and line it up, counting the squares.



Once I get an idea for how tall all the various pieces are, it's time to get to work.

My idea for an epic "earth elemental" themed battlefield is to creating roiling terrain.  Parts of the battlefield will rise and fall, stranding some characters on platforms, lest they risk jumping off or climbing down.  Throw an earthquake into the mix, and you have a crazy battle that jumps all over.  I suggest making a random effect chart that you roll for at the end of each round to create an effect.  Rolling 1d10 gives you enough possibilities to have enough interesting effects.

1. A 20 foot tall pillar erupts from the ground
2. Earthquake! - A 10 foot gap appears in the middle of the map.
3. A 20 x 20 platform that's 10 feet high erupts.
4. Place another 3D tile on top of another pillar.
5. A pit opens up in the ground.
6. A pit closes.
7. A pillar falls back into the ground.
8. The map comes back together if it had broken apart by an earthquake.
9. A 10 foot high platform rises from the ground.
10. The earth shakes, sliding all characters 1d4 squares in the direction of your choice.

While this list might need a little tweaking, it adds enough chaos to make it feel like the earth is truly alive.  My advice for monsters are ones with earthwalk and burrowing speeds, as they can burrow through the pillars and below them, moving across the battlefield at ease.  Climb speeds are always useful as well.

Below, I've taken some pictures to give some visuals of things that can be done.

Start of battle.  Spider on raised floor.
Main floor raises as the earth roils.
Pillars of earth erupt from the ground, changing the battlefield dramatically.
I hope this inspires you to create your own crazy earth elemental encounters.  Good luck!

Comments

Popular posts from this blog

Revisiting the Trinket Lord

As I’ve gone back to dive into the options that are 4e D&D, I took another hard look at something near and dear to my heart: my 4e published article, The Trinket Lord. Published in Dungeon 205 (August 2012), it was another article in the Court of Stars series about the Archfey. With GenCon 2017 occurring right now, I figured it's a good time to talk about such things again.  I had always found the Court of Stars articles extremely intriguing and full of adventure hooks, but when I pitched this article, only two existed, The Prince of Frost (Dragon 374) and the Bramble Queen (Dungeon 185). The Trinket Lord was originally pitched back in April 2012, when WotC accepted article submissions for their Dragon and Dungeon magazines. My contact for the entire process was Greg Bilsland (which was a major “whoa!” moment for me). I consider my relatively short interactions with Greg to have been extremely insightful, as he gave me a good mix of compliments and critiques and helped me ...

Revisiting 4th Edition - Fortune Cards

An interesting mechanic that caught my eye as I returned to 4e was that of Fortune Cards. As I previously stated in an earlier post, one of the stores by my house still had a few packs of Fury of the Feywild. Those that have read this blog or read my tweets know that I am huge fan of the Feywild and the fey creatures that inhabit that realm, so when I was perusing 4e things from the past, picking up packs of cards with 'Feywild' in the set name was a no-brainer.                                                                                                                        As I tweeted while writing this post, it's amazing to me that despite the Fortune Cards arriving on scene circa ...

D&DNext and the Despair Deck

"Fear attracts the fearful." - Darth Maul In May of 2011 (which seems like forever ago), Wizards of the Coast released a 4th Edition supplement entitled The Shadowfell: Gloomwrought and Beyond .  One of the coolest things to come in the box set was a deck of 30 cards called the Despair Deck.  The deck, to quote from the campaign guide, "represents the unnatural behaviors and neuroses that can come over those who visit the Shadowfell."  I would like to that statement one step farther and say that the deck represents behaviors and neuroses that come over those who visit any place of horror.  Flipping through the deck, the cards are separated into three main categories: Fear, Apathy, and Madness.  Such traits create good roleplaying opportunities, as well as further demonstrating the horrors that adventurers face on a regular basis.   I thought the Despair Deck was a great addition to special encounters and events for D&D, and I've re...