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Burning Way
A One-Round D&D L IVING G REYHAWK ®
Highfolk Regional Adventure
Version 2
by Jason Bulmahn
Heaps of soot and ash are all that remain of many of the halfling owned inns throughout the Highvale.
The stories spread about the cause of the flames are even stranger. Some say it is a curse brought upon
the stout folk, others say it is something far more sinister. An adventure for character levels 1-6.
Shadow of the Dragon, Part 1
[e t c]
Tier 3
Medium Fire Elemental: CR 3; medium sized
elemental (8 ft. tall); HD 4d8+8; hp 26; Init +7 (+3
Dex, +4 Improved Initiative); Spd 50; AC 16 (+3
Dex, +3 natural); Atks +6 melee (1d6+1 + 1d6 fire,
slam); SA Burn; SQ Elemental, Fire Subtype; AL
N; SV Fort +3, Ref +7, Will +1.
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11.
Skills: Listen +7, Spot +7. Feats: Improved
Initiative, Weapon Focus: Slam.
SA – Burn. Any opponent hit by the
elemental must succeed at a Ref save (DC 11) or
catch fire for 1d4 rounds. This does 1d4 points
of damage per round.
SQ – Elemental. Immune to poison, sleep,
paralysis, and stunning. Not subject to critical
hits.
SQ – Fire Subtype. Immune to fire damage
and double damage from cold on a failed save.
DM NOTE: Note that the elemental has no
damage reduction and can be killed by normal
means. The PCs may attempt to douse the fire
elemental in water. It is suggested that this is a
melee touch attack that does 1d4 damage per
gallon used. The fire elemental should receive a
Ref save (DC 13) to receive only half damage.
Random Guests
Logan and his Militia, Guest A – does not stay the night.
Tolgan and the Bargemen, Guest B – Room 16 for one night.
Elven Troop, Guest C – Rooms 12 and 19.
Geldaskar Bel’inaren, Guest D – Room 12.
Elven Shadows, Guest E – Does not stay the night.
Gnomish Merchants, Guest F – rents as many rooms as necessary for the ten of them (two 16 i f
possible).