Elemental Imbalances
Elemental Imbalances is a homebrew, pathfinder campaign.
Earth. Wind. Water. Fire. Lightning. Ice. These are the six elements that make up the fabric of the world. However, an ancient evil has disrupted the balance between the crystals of each element, sending the world on a path of destruction. In order to right this balance and save the world, the Gods have each chosen a champion and sent them out on a quest. Recover the crystal of each element, receive the blessings of the Gods, and destroy the ancient evil before it can gather the crystals and destroy the world. Note: Due to the nature of table-top role-playing games, only so many maps are created in advance. Player choice could drastically change the intended direction of the story. Thus, maps are added as they are created. |
This map is a visual representation of the city of Taedmorden, rather than an one-to-one build of the city. As a tabletop campaign, a lot of the storytelling is done verbally, as are many descriptions of locations. However, I wanted the players to have a visual of the town, even if it was not a full map their tokens would be exploring.
Taedmorden is the center of religion on the continent of Eslan. As part of the campaign, each player was given a dream sent by their God, telling them to visit the seat of worship in Taedmorden. This seat of worship is Allgode's Church, a non-denominational church built for the worship of all Gods, rather than any specific one, as most shrine's follow. The church sits at the top of the city, and is the biggest building in Taedmorden, larger than even the mayor's home.
The second level of the city is home to the markets and the rich. The red-roofed homes represent the more wealthy population of the city, with bigger homes and more space between the homes. The markets are tents set up daily where many merchants come to both buy and sell goods.
The bottom level of Taedmorden holds the permanent businesses, as well as the poorer members of the city. The yellow-roofed homes represent these poorer people, as the homes are smaller and more packed together. The permanent businesses include the blacksmith, the jeweler, and the tavern known as the Thirsty Quiver. The tavern doubles as an inn, and is where many of the out-of-town merchants and those on religious pilgrimages stay while within the city.
The gates stay open during sunlight hours and close when the light fades, keeping the city protected. The only paved path in Taedmorden is from the gate to the church.
Final map made in [Inkarnate]. Various icons from 2minutetabletop - [1] [2]
Taedmorden is the center of religion on the continent of Eslan. As part of the campaign, each player was given a dream sent by their God, telling them to visit the seat of worship in Taedmorden. This seat of worship is Allgode's Church, a non-denominational church built for the worship of all Gods, rather than any specific one, as most shrine's follow. The church sits at the top of the city, and is the biggest building in Taedmorden, larger than even the mayor's home.
The second level of the city is home to the markets and the rich. The red-roofed homes represent the more wealthy population of the city, with bigger homes and more space between the homes. The markets are tents set up daily where many merchants come to both buy and sell goods.
The bottom level of Taedmorden holds the permanent businesses, as well as the poorer members of the city. The yellow-roofed homes represent these poorer people, as the homes are smaller and more packed together. The permanent businesses include the blacksmith, the jeweler, and the tavern known as the Thirsty Quiver. The tavern doubles as an inn, and is where many of the out-of-town merchants and those on religious pilgrimages stay while within the city.
The gates stay open during sunlight hours and close when the light fades, keeping the city protected. The only paved path in Taedmorden is from the gate to the church.
Final map made in [Inkarnate]. Various icons from 2minutetabletop - [1] [2]
After going to the church and receiving their next destination from the head priest, the party is told their destination is the lakeside shrine, where they should be able to seek audience with a god and thus learn more about both their journey and their next destination. A caravan is heading that way to deliver supplies, and has graciously allowed the players to come along so long as the players agree to protect them from any bandits that may attack.
Most of the journey is uneventful. However, once the players arrive at the caravan's camp, things change. During daylight, nothing seems amiss. However, once darkness falls, the bandits creep forth. They had hid until night cloaked them, and creep forth now to steal supplies from the caravan.
This map is intended as a battle map.
There are five members of the caravan. They are civilian's who will try and help, but have little health and do little damage.
As intended, there are five members of the party.
Map was created in [roll20] using various icons from 2minutetabletop - [1] [2] [3] [4] [5] [6]
Most of the journey is uneventful. However, once the players arrive at the caravan's camp, things change. During daylight, nothing seems amiss. However, once darkness falls, the bandits creep forth. They had hid until night cloaked them, and creep forth now to steal supplies from the caravan.
This map is intended as a battle map.
There are five members of the caravan. They are civilian's who will try and help, but have little health and do little damage.
As intended, there are five members of the party.
Map was created in [roll20] using various icons from 2minutetabletop - [1] [2] [3] [4] [5] [6]
Dungeon One: Gozreh's Trial Gozreh: Goddex of nature, the sea, and weather. The wind and the waves. Domain includes: air, animal, plant, water, and weather. Party Average Level (APL) - 5 Flowchart Rooms 1 and 2 are plant/nature themed. Rooms 3 and 4 are water/wind themed. Room 5 is animal themed. Then, a puzzle room with solutions from rooms 2, 4, and 5. Finally, a boss fight. Note: Players cannot be killed in God trials. Dying instead fails the trial |
APL 5 means easy room 2 + 4, average room 5, challenging boss.
Easy - APL 4 = enemies who total 1,200 experience points (exp)
Average - APL 5 = enemies who total 1,600 exp
Challenging - APL 6 = enemies who total 2,400 exp
Room 5 (Average) - Giant Eagle (800 exp), Rat Swarm (600 exp), Poison Frog (200 exp) = 1,600 exp
Room 4 (Easy) - Two Giant Crabs (600 exp each) = 1,200 exp
Room 2 (Easy) - Two Dire Bats (600 exp each) = 1,200 exp
Boss (Challenging) - Large Water Elemental (1,200 exp), Large Air Elemental (1,200 exp) = 2,400 exp
Room 1 has a nature based puzzle. [Puzzle Idea]
Four trees grow in this room. Each bears a hollow hole bearing an inscription.
1.) The body of Tarrorath -> dirt
2.) The blood of Tarrorath -> water
3.) The bones of Tarrorath -> branches/wood
4.) The future of Tarrorath -> seeds
Put the answers (described to the right of the inscription in this document) into the correct hollow to reveal the next room. Until then, room 2 is hidden from players. They will need an item from the bats for the puzzle room.
Room 3 is an air puzzle. The players must get air to an end point in order to open the door.
Easy - APL 4 = enemies who total 1,200 experience points (exp)
Average - APL 5 = enemies who total 1,600 exp
Challenging - APL 6 = enemies who total 2,400 exp
Room 5 (Average) - Giant Eagle (800 exp), Rat Swarm (600 exp), Poison Frog (200 exp) = 1,600 exp
Room 4 (Easy) - Two Giant Crabs (600 exp each) = 1,200 exp
Room 2 (Easy) - Two Dire Bats (600 exp each) = 1,200 exp
Boss (Challenging) - Large Water Elemental (1,200 exp), Large Air Elemental (1,200 exp) = 2,400 exp
Room 1 has a nature based puzzle. [Puzzle Idea]
Four trees grow in this room. Each bears a hollow hole bearing an inscription.
1.) The body of Tarrorath -> dirt
2.) The blood of Tarrorath -> water
3.) The bones of Tarrorath -> branches/wood
4.) The future of Tarrorath -> seeds
Put the answers (described to the right of the inscription in this document) into the correct hollow to reveal the next room. Until then, room 2 is hidden from players. They will need an item from the bats for the puzzle room.
Room 3 is an air puzzle. The players must get air to an end point in order to open the door.
The goal is to get the wind from the starting fan to the end point, which will open the way to room 4. The fans can only be rotated in 90 degree increments. Anything from the crabs in room 4 is needed for the puzzle room.
Room five is simply intended as a combat room. However, it can be solved with diplomacy if the players think to use it. This is because the giant eagle is a servant of Gozreh, and thus can speak. A feather from the bird is needed for the puzzle.
The puzzle is a riddle. The only thing in this room is a pedestal, engraved with writing. This writing reads out, "The air, the water, and a token of courage" which are hints that the players need to get something from each of the three combat rooms.
Once all three items are gathered and placed on the pedestal, the way to the boss room will open, as it had been hidden from player view until that point. The boss of the trial are elementals of air and water, as Gozreh has domain over them. Defeating them will allow the players to meet with Gozreh, who will bless them and give them hints towards their next destination. If the players fail the trial, they will not get the blessing, but will still get hints towards their next destination.
Flowcharts were all originally hand drawn. Graphics for use on this page were created from [this website].
Final dungeon map outline was made using [dungeon scrawl]. Decorations added in [roll20] using various icons from 2minutetabletop - [1] [2] [3] [4] [5] [6]
Room five is simply intended as a combat room. However, it can be solved with diplomacy if the players think to use it. This is because the giant eagle is a servant of Gozreh, and thus can speak. A feather from the bird is needed for the puzzle.
The puzzle is a riddle. The only thing in this room is a pedestal, engraved with writing. This writing reads out, "The air, the water, and a token of courage" which are hints that the players need to get something from each of the three combat rooms.
Once all three items are gathered and placed on the pedestal, the way to the boss room will open, as it had been hidden from player view until that point. The boss of the trial are elementals of air and water, as Gozreh has domain over them. Defeating them will allow the players to meet with Gozreh, who will bless them and give them hints towards their next destination. If the players fail the trial, they will not get the blessing, but will still get hints towards their next destination.
Flowcharts were all originally hand drawn. Graphics for use on this page were created from [this website].
Final dungeon map outline was made using [dungeon scrawl]. Decorations added in [roll20] using various icons from 2minutetabletop - [1] [2] [3] [4] [5] [6]