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Well, apart from going to an elemental plane, you're always going to have to convince the GM a location is element-y enough. But here are a couple that stand a chance:
- To Scale the Dragon: mountains could represent Earth or Air.
- The Citadel of Flame: temple to a very fire-oriented archdevil
- Shades of Ice: has a faction mission that must be performed in the coldest part of winter; that could count as Water=Cold.
- Forgotten Furnace of Forbidden Koor: fire opportunity.
- Among the Gods: see To Scale the Dragon.
- Glories of the Past II: the Price of Freedom. You're going into the Cinderlands, that seems like a clear case of Fire.
- Valley of Veiled Flame: should be earth/fire thematic
- Fires of Karamoss: especially if things almost get out of hand but you survive.
- Captive in Crystal: should be pretty clear-cut for the GM to agree on.
- Orders from the Gate: depending on which ending you choose to pursue.
- Ward Asunder: possibly
- Captives of Toil: if the GM thinks the Darklands count for Earth.
- What Sleeps in Stone: pretty much mentioned on the journal card.
- Refugees of the Weary Sky: lost citadel of elementalists.
My my. What a glut of fired-themed scenarios.
I think you should also consider modules; those have a bit more playtime to visit really exotic location. Curse of the Riven Sky sounds like it could work...