TEXT: HIG1-05
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  Version 2
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  m
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  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
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Burning Way
  Page 2
  Thi s is  a RP GA N e tw or k a dv e nt ure g a m e.  A 
  f our -hour  t im e bl ock ha s be e n a llo ca t e d f or 
  pl a yi ng t he g a m e (o r t his ro und of t he g a m e) , but 
  t he a ct ua l pl a yi ng t im e w ill be a bo ut t hre e hour s.
  It is  a g oo d id e a t o a sk e a ch pl a ye r  t o put a 
  na m e t a g in f ro nt of him or  he r. The t a g sho uld
  ha v e t he pl a ye r 's  na m e a t t he bo t to m , a nd t he 
  cha r ac t er 's  na m e , ra c e,  a nd g e nde r a t t he t op . Thi s
  m a ke s it e a sie r  f or  t he pl a ye r s t o ke e p t ra ck of w ho
  is  pl a yi ng w hich cha r ac t er .
  Sc or ing t he g a m e f or  RP GA po int s: The RP GA
  ha s t hre e w a ys  t o sc ore t his g a m e.  C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use : 
  1. 
  N o- v ot e   sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd num be rs  on t he sc ori ng pa c ke t  g rid , y ou
  f ill in t he t op of t he g rid . Tha t is  a ll. N o one is 
  ra t e d. Thi s m e tho d is  use d f or  pe o ple w ho a re 
  j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but 
  t he 
  co nv e nti on 
  co or dina t or  
  w a nts 
  inf or m at io n a s t o how t he g a m e m a st e rs a re 
  pe r fo rm ing , or  t he g a m e 
  m a st e r w a nts 
  f e e dba c k on his  or  he r ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he be s t a m ong st t he m,  or  w he n
  t he a dv e nt ure is  run in t our nam e nt f orm a t 
  w it h 
  w inne rs 
  a nd 
  pr iz e s. 
  Mul ti -r ound
  a dv e nt ure s usua ll y re q uire d a dv a nci ng a 
  sm a lle r  num be r of pl a ye r s t ha n pl a ye d t he 
  f irs t ro und, so v ot ing is  re q uire d f or  m ult i- 
  ro und a dv e nt ure s. 
  When using Voting, rank the players in order
  of your voting choice while they are completing
  their forms, so that you are not influenced by
  their comments on your abilities.
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o le a rn
  a bo ut e qui pm e nt a nd w e ap ons  t he ir cha r ac t er s a re 
  ca r ry ing .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in bo ld it a lic s. It is  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt ,
  ins te a d of re a d ing it a lo ud, a s so m e of t he t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
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  WKKKK    TTTTiiiieeeerrrr
  SSSSttttrrrruuuuccccttttuuuurrrreeee
  To de t e rm ine t he t ie r, a dd t he cha r ac t er  le v e ls of 
  a ll t he cha r ac t er s. In a dd it ion,  a dd t he le v e ls of a ny 
  he nchm e n or  a nim a ls a cc ord ing t o t he v a lue s on
  t he ir ce r ti fi ca t es . C om pa re t he t ot a l t o t he cha r t
  be l ow t o f ind t he t ie r.
     4       players   
      5        players  
     6       players   
     7       players   
       Lvl       Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated the highest level 
  of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The cost of
  each lifestyle will be indicated at the beginning of
  the scenario. The lifestyles, and the effects that
  each has on play, are:
  Destitute
  You have no living space, and must
  carry all your gear everywhere. You
  eat poor quality food. You wear a
  peasant outfit, your only change of
  clothes.
  Poor
  You sleep in poor accommodations,
  and eat poor quality food. You wear a
  peasant outfit, and have two sets of
  clothing.
  Common
  You have common lodgings, and eat
  common 
  quality 
  food. 
  You 
  have
  normal clothing for your profession
  (adventuring); 
  nothing 
  fancy. 
  You
  probably have two or three sets of
  clothing.
  High
  You stay in good quality lodgings, and
  eat 
  good 
  quality 
  food. 
  You 
  wear
  anything in value up to courtier’s
  outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury
  You have luxurious accommodations
  (twice 
  the 
  cost 
  of 
  good
  accommodations), 
  and 
  you 
  eat
  excellent 
  foods. You can throw 
  a
  banquet for your friends every day,
  and frequently do. You wear clothing
  up to the value of noble’s outfit, and
  buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  
  Burning Way
  Page 3
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs are encouraged to role-play these reactions
  whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute 14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
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  TTTThhhheeee                                
  HHHHiiiigggghhhhvvvvaaaalllleeee
  The Highvale is a strip 
  of fertile 
  farmland
  running 
  between 
  the 
  Yatil 
  and 
  Clatspur
  Mountains to the west and the great Vesve forest
  to the east. 
  It is the home to many small
  communities, farms and open green pastures.
  Running directly through the lower half of the
  Highvale is the Velverdyva River. This river is the
  main trade route between Highfolk and Veluna
  to the south and Verbeeg Hill and Perrenland to
  the north.
  All along this river are a number of inns and
  taverns with their own small docks on the great
  waterway. These small businesses 
  make their
  living off the travelers and merchants using the
  river as well as those going by land. This is a rich
  business and many of the inns do quite well for
  themselves. Because of this, there is often fierce
  competition 
  between inns to offer 
  the best
  service and the lowest prices.
  TTTThhhheeee    BBBBuuuurrrrnnnniiiinnnngggg    IIIInnnnnnnnssss
  Great terror and fear have struck many of the
  inn-keeps 
  and 
  tavern 
  owners 
  along 
  the
  Velverdyva. As of late, many of the inns have been
  set aflame, and almost all have burned down to
  their foundations. Many people have died in the
  blaze and many a businessman has been made
  into a pauper. The strangest part in all of this is
  that all of the inns that have been burnt down are
  owned by halflings.
  The first of these burnings began far to the
  north of Highfolk, some sixty miles south of
  Verbeeg Hill. This first attack was thought only
  to be an accident and was overlooked by many. It
  was not until after the third attack that people
  began to notice the pattern. Now seven inns have
  burned to the ground. The progression has been a
  steady path heading south toward Highfolk. The
  most recent victim was a tavern known as The
  Jolly Spirits.
  Rumors have spread faster than the flames as
  to the cause of the destruction. Some say it is a
  curse brought down upon the halflings because
  of their greed. Other rumors speak of a fiery cult
  of Pyremius bent on worshipping their god at the
  cost of innocent lives. Mixed in with these wild
  tales is a hint of truth. This truth lies in stories of
  a great winged shape casting flames down from
  the sky. Many of the victims have reported seeing
  this shape, and they are calling it a dragon.
  The truth is not far from fiction. A pair of
  arsonists is responsible for the destruction. They
  have been hired by an unknown source to bring
  destruction 
  to these 
  halfling 
  establishments.
  They do this through careful planning and a
  cunning use of magic. First they arrive at the inn,
  disguised as common patrons. After scouting the
  place and learning the location of any valuables,
  the pair sets their diabolic plan into motion.
  Outside of the inn, the arsonists lie in wait. One
  casts a major illusion of a young red dragon. This
  dragon makes a few passes of the inn, roaring
  loudly so as to awaken all of the guests. Once a
  panic begins, the illusion is directed to breathe
  gouts of red-hot flame onto the inn’s rooftop. At
  the exact same moment, the other mage casts a
  fireball at the same location. The result is real
  fire from an illusionary source. As of yet, no one
  has caught on to this deception. 
  Meanwhile,
  inside of the inn, as panic spreads the arsonists
  rob any patrons who have fled and then rob the
  inn itself.
  Most victims flee off into the countryside
  cursing their horrid luck. Few if any, attempt to
  put out the flames or dare to resist the “dragon”.
  Those that have seem to come to bad ends, if not
  by the dragons “flames” then by the arsonists who
  ambush the unsuspecting heroes.
  TTTThhhheeee    JJJJoooollllllllyyyy    SSSSppppiiiirrrriiiittttssss
  The most recent victim of the arsonists is a
  tavern called The Jolly Spirits. Located only 60-
  miles north of Highfolk, the inn was famous for
  it’s huge taproom and large selection of ales. Only
  one week ago, the villains arrived at the inn
  disguised as a small band of travelers on their
  way to Furyondy. The group struck up a deal with
  the owner, a halfling by the name of Tromis
  Roundbelly, to stay in one of the few rooms
  upstairs for a couple of days while their horses
  rested. They paid in advance.
  After having learned the schedule of the inn
  on the first night, the arsonists set to work on the
  second. Tromis woke from a sound sleep to a
  horrible roaring noise outside of his window.
  When he looked out, the dragon was staring right
  in his window. Suffice to say, Tromis panicked,
  and instead of fleeing the inn, he hid in a chest at
  the end of his bed. As the inn burned down
  around him, the few other guests fled off into the
  night. The next morning all that was left was
  ashes and a seared trunk. Checking cautiously for
  the dragon, the badly burned and near suffocated
  
  Burning Way
  Page 4
  Tromis stumbled out of his chest and blindly
  down toward the river. There he passed out near
  the wide blue waters of the Velverdyva.
  Later on that day, a passing riverboat caught
  sight of the poor halfling and brought him on
  board. They deposited him with a caravan bound
  for Highfolk and went on their way. Tromis was
  taken to Highfolk and given over to the Helping
  Hands of Ehlonna. The Helping Hands are a
  group of druids and clerics dedicated to mercy
  and healing for everyone in need. Tromis did not
  regain 
  consciousness 
  for 
  two days. He 
  has
  remained bedridden ever since.
  During this time, Tromis has had very little to
  do aside from tell his story to all that would
  listen.  Each time it is told with a little more
  embellishment than the last. One of the more
  recent people to hear the tale is a bard who goes
  by the name of Dov Silverstring. Dov has taken
  this story and woven it into a dramatic tale. This
  is where the PCs come in.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSyyyynnnnooooppppssssiiiissss
  Our heroes find themselves sitting in a crowded
  bar waiting 
  to hear 
  the 
  master 
  bard 
  Dov
  Silverstring tell his next greatest 
  tale. After
  hearing the harrowing story about poor Tromis
  and his ill-fated inn, the PCs are prompted to
  investigate the strange fires. After speaking with
  Dov, they quickly learn about Tromis and where
  he can be found.
  Stopping by the Temple 
  of Ehlonna, 
  the
  heroes are allowed to speak with Tromis, if only
  briefly. Tromis relates his tale along with the
  rumors he heard concerning other inns that were
  destroyed by the marauding beast. The players
  must retrieve a map from the town cartographer
  if they wish to investigate. From here the players
  have two choices, they can either investigate the
  burnt out ruins of The Jolly Spirits or they can
  jump to the next logical target in the line of
  attacks. Using clues from Tromis and the map, it
  is easy to piece together that the next halfling
  owned inn along the path of destruction is called
  The Wanderer’s Way.
  Investigating the Jolly Spirits will turn up
  very little evidence as the arsonists are very
  careful to cover their tracks. A very careful search
  may reveal some of the spell components used in
  the attack.
  The Wanderer’s Way is much more than just
  an inn; it is also a temple to Fharlaghn. The clergy
  also serves as the inn’s staff. When the heroes
  arrive at The Wanderer’s Way the villains have
  already arrived. The heroes have time to meet the
  clergy, guests, and villains 
  during 
  this time.
  Unfortunately, the high priest is not concerned
  about the wild rumors that have been spreading
  around and refuses 
  to close up shop before
  anything bad happens. He will let the heroes
  fortify the building if they insist.
  During their first day at the inn, another
  guest arrives and the villains begin to scout the
  place and make their plans. On the next evening,
  the arsonists put their plan into motion. The
  heroes 
  must 
  deal with the ravaging 
  flames,
  panicked 
  patrons, 
  marauding 
  bandits, 
  and 
  a
  raging dragon.
  If their defense of the inn is well planned it
  should not burn to the ground. With diligence
  they should even discover that the dragon is not
  real. The PCs will have to catch the arsonists in
  the act and stop them before they flee off into the
  night.
  PPPPllllaaaayyyyeeeerrrr    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  The adventure begins in the town of Highfolk in a
  small tavern called the Hero’s Rest. The tavern is
  known for its potent brews and wonderful stories
  of heroes’ long past and great deeds that should
  not be forgotten. The tavern is run by Hamdan
  the Cunning.
  The PCs have all come to the tavern to hear
  the newest 
  tale 
  by 
  the 
  famous 
  bard, Dov
  Silverstring. When you are ready to begin, read or
  paraphrase the following to your players.
  In a pit of rage it stirred. Long had it slept and
  dreamt of flames and murder. The beast had
  slumbered for too long. By now, all but the most
  ancient would have forgotten its name, its terror.
  The time had come to renew the legends of old.
  Like lightning it flew off into the night sky, a
  bolt of pure malice. Quietly gliding over hillock
  and home, sizing up its unwary victims.
  Down in the taproom everything was still.
  The Jolly Spirits tavern was closed for the
  evening. Tromis, the owner, had done excellent
  business that evening. Then he slept peacefully,
  dreaming of his retirement that was soon to
  come. Poor Tromis had no idea his retirement
  was already at hand.
  Far above, the flames of hate grew and slowly
  descended upon the now quiet business. Even I
  cannot say why the evil thing chose the Jolly
  Spirits for its first victim, perhaps it was all the
  solars that Tromis had hidden underneath the
  bar or perhaps it was the cheery nature of the
  place. Only one thing is certain, once the victim
  was chosen, only destruction could follow.
  A loud guttural roar brought poor unlucky
  Tromis from the land of dreaming and into the
  land of terror. He dove from his bed and right to
  the window, hoping 
  that 
  it was only 
  his
  imagination that caused him to stir. Right in
  front of him, not even ten feet away, the horrible
  beast was starring at him, sizing up his terror.
  Over a hundred feet long it was and terrible to
  behold, steam poured from its gaping maw, lined
  with teeth that could bite a horse in two.
  Now Tromis is a stout man, strong of heart,
  and even in the face of this unholy terror, Tromis
  drew forth the courage to act. He dove to the
  
  Burning Way
  Page 5
  floor and began searching under his bed. There he
  kept his only weapon. Seconds of searching
  seemed like hours of delay. Tromis knew the
  beast was drawing near, ready to unleash death at
  any moment. Finally his hand closed upon the
  hilt of a short sword. The blade was olven, or so I
  am told, and as ancient as the beast itself.
  Crawling out of the room, Tromis made for
  the common room, for there the shield of his
  father hung, surely it would protect him. He did
  not act soon enough. The sound of howling wind
  was all he heard as fire engulfed the Jolly Spirits.
  All too soon, Tromis felt as if he had been shoved
  inside a baker’s oven and the air was quickly
  stealing his very breath. Neither you nor I can
  understand the horror that must have been
  eating at the poor halfling. As fire swarmed about
  the Tavern Tromis looked for way out but before
  he could find one, darkness fell over him.
  When the first rays of dawn crept over the
  hillock poor Tromis found himself lying in the
  ashes of his home. The entire building had
  burned to the ground, only a few wooden posts
  remained. The poor halfling wandered for days
  before coming to the walls of this very town
  where I heard his tale so that I could tell it to
  you. I truly hope you enjoyed it.
  With a stirring round of applause the Bard
  hops down from the stage and begins walking
  about the room holding out his hat. Looking
  around the bar, it is obvious that no one has left.
  It is still quite packed. It is a wonder that you
  managed to get a table at all. Looking at the
  others seated at your table you can tell that they
  are thinking the same thing.
  At this point in time along the player characters
  to introduce themselves to one another. Some of
  the players may have come to the bar together.
  Others may have come by themselves. In either
  case all the characters are seated at the same
  table. No other chairs in the bar are available. The
  reason they have come to this bar is left up to the
  characters 
  however 
  seeing the Bard 
  perform
  should be one of them.
  The players will receive a visit from the Bard
  a shortly after they have finished introducing
  themselves 
  to one another. 
  Dov 
  Silverstring
  proudly approaches the table that the characters
  are seated at it holds out his hat. The players will
  undoubtedly have a number of questions for Dov.
  Listed below or number of questions the players
  ask.
  • 
  That was a good story. Why thank you, I am
  quite proud of it. And you wouldn’t believe
  that every bit of it is true. Why little Tromis
  told the story just yesterday. Of course I
  added a few details.
  • 
  Where is this Tromis? We wish to speak with
  him ourselves. Dov is reluctant to tell the PCs
  where Tromis is. It will require them to pay
  Dov at least one gold piece. After receiving
  his loot Dov will tell the party that Tromis
  can be found with the Helping Hands of
  Ehlonna.
  • 
  I don’t believe your story! Well you haven’t
  seen the burn marks that cover poor Tromis
  or the terror that still lingers in his eyes. I
  suggest you look to those to find your truth.
  • 
  Really could you tell me more? Well I’m not
  sure; my memory is a bit foggy. At this point
  Dov holds out his hat again. Any further
  questions require the players to pay Dov 1sp.
  Paying less than that will get them little
  information. Other things that Dov knows
  about the story are listed below. Please note
  that Dov will let no point in time reveal that
  any portion of his story is false.
  • 
  The story of the Dragon and the inn burning
  down are from Tromis himself.
  • 
  Tromis is well known around 
  town 
  as a
  successful businessman.
  • 
  The dragon that destroyed the jolly spirit has
  apparently 
  attacked 
  many 
  other 
  inns
  throughout the High Vale.
  • 
  It may take many weeks for Tromis to recover
  from his injuries.
  Dov Silverstring knows very little besides the
  things mentioned above. He is willing to tell
  other stories of bravery and courage from around
  the realm. Of course every tale requires a few
  more coins.
  The story should peak the interest of the
  characters in the Tragedy of the Jolly Spirit. If
  this does not motivate them to go speak with
  Tromis, many of the people around town and in
  taverns will be speaking of the tragedy for some
  time. 
  Without 
  the 
  player’s 
  initiative 
  the
  adventure ends here.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    PPPPoooooooorrrr    TTTTrrrroooom
  m
  m
  miiiissss
  The Temple of Ehlonna is located in just west of
  the Ruin Square market place. Once the players
  arrived 
  at temple 
  read 
  your 
  paraphrase 
  the
  following to them.
  Rising before you is one of the taller structures
  in the city of Highfolk. The Temple proper is
  made entirely of living trees with large open
  windows letting in the sunlight and fresh air. A
  cleric in simple brown robes with a wooden staff
  directs you to the rear of the temple. After
  speaking with a senior member of the clergy you
  are allowed to see Tromis.
  The bed is a small one and resting in it is a
  man covered in bandages and linen. He looks up
  at you with weary eyes and mumbles, “please go
  away I have no more stories to tell.”
  The man in the bed is Tromis. The players will
  have many questions to ask the injured Tromis.
  His wounds are severe however, and he will only
  be able to answer a limited number of questions.
  
  Burning Way
  Page 6
  Listed below are all of the things that Tromis can
  remember. 
  Please 
  note 
  that 
  any 
  memory
  concerning the night of the attack is sketchy at
  best.
  • 
  The Dragon attacked the Jolly Spirit five days
  ago. Before that time Tromis has heard tales
  of 
  other 
  inns 
  being 
  attacked. 
  He
  unfortunately cannot recall any specifics.
  • 
  The beast was at least thirty or forty feet long
  and deep red in color. It breathed red-hot
  flame onto the inn and the surrounding
  underbrush.
  • 
  His entire inn was burned down, not a single
  wall remained standing.
  • 
  As far as Tromis knows, he has never even
  met, let alone offended 
  a dragon. 
  There
  appears to be no reason for the attacked as
  Tromis did not have very much gold.
  • 
  The wicked beast attacked in the middle of
  the night and gave no warning. If it was not
  for his sturdy 
  chest, 
  Tromis 
  is sure 
  he
  would’ve burned to death. Tromis is willing
  to admit that he hid in the chest after he
  realized that the inn was under attack.
  • 
  Tromis remembers that there were only a few
  people staying at the inn on that dreadful
  night. All of them were human and Tromis is
  unsure whether or not to any of them
  escaped as well. He does not remember the
  number of people nor any of their names.
  • 
  Tromis has very little to offer the heroes in
  exchange for avenging the loss of his inn as
  he lost everything in the fire. He will point
  out however 
  that 
  unless 
  the Dragon 
  is
  stopped no one is truly safe.
  • 
  Tromis knows nothing of the hordes of gold
  or magic 
  treasurers 
  that 
  are 
  supposedly
  buried in the ruins of his establishment. He
  is certain that the Bard made up most of
  those details.
  • 
  Tromis is willing to show the players where
  they can find the burned-out remains in his
  inn so long as they provide a map. Assuming
  the players do not have a map, Tromis tells
  them to go and find Woltoren Bushbrow.
  Woltoren can be found at his small map shop
  located within the town-square. 
  This leads
  the players to encounter 2. If the players have
  a map of there own skip encounter 2 and
  proceed directly to encounter 3 after drawing
  the details from Player Map 1 onto their map.
  If the players as questions that are outside of the
  information 
  presented 
  above, 
  Tromis 
  merely
  mumbles and says that he does not remember.
  After the players have had time to question
  Tromis they will more than likely have to retrieve
  a map from Woltoren. This will lead them to
  Encounter 2: The Mapmaker.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    TTTThhhheeee    M
  M
  M
  Maaaappppm
  m
  m
  maaaakkkkeeeerrrr
  The small shop of the mapmaker 
  Woltoren
  Bushbrow is located in the center of the town of
  Highfolk in the Ruin’s Square market place. It is
  a small building but is kept in excellent shape.
  Outside of the building is a small sign painted to
  look like a treasure map with a big X in the
  center. When the heroes enter the establishment,
  read or paraphrase the following to them:
  Dust and papers blow about when you open the
  door to this cluttered shop. Behind a large desk
  across the room is a man of ancient age. His large
  bushy eyebrows and long gray hair mask his face
  from view. Behind him are hundreds, perhaps
  thousands of scrolls and other rolled parchment
  piled up haphazardly in cubbyholes within the
  rear wall. The old man does not appear to notice
  your entrance.
  The old man 
  behind 
  the desk 
  is Woltoren
  Bushbrow, the only mapmaker in all of Highfolk.
  Unfortunately for the players, Woltoren is very
  hard 
  of 
  hearing 
  and 
  often 
  misinterprets
  everything said to him. Feel free to play this fact
  up, so long as the players do not become too
  annoyed.
  The players will no doubt want a map of the
  Highvale area. It will take a bit of time for
  Woltoren to find the map because of his hearing.
  For the first few attempts, he should come back
  with 
  the wrong 
  map 
  entirely. 
  The 
  DM 
  is
  encouraged to create strange maps as he sees fit,
  such as the map to the mayor’s outhouse, a map
  to a building in town that was torn down long
  ago, and a map of the kingdom of Dyvers. PCs can
  of course buy these maps, however 
  they are
  rather mundane and partially incorrect on some
  accounts. Try to charge anywhere 
  from a few
  silver to 25gp or more for these “treasures”.
  After searching 
  for a bit, Woltoren 
  will
  eventually find the map that the PCs desire. Since
  this is a common map, he only wishes 1gp for it.
  Give Player Map 1 to the PC that purchases the
  map.
  Treasure: Assuming that the heroes put up
  with these mistakes in good humor, present them
  with another map that appears to be unrelated.
  The 
  map 
  contains 
  strange 
  symbols 
  and
  unidentifiable landmarks. If the players wish to
  purchase this map, Bushbrow will ask for the
  steep fee of 100gp. A successful Diplomacy skill
  check (DC 20) will bring the price down to 75gp.
  The certificate for this map is included within the
  module. Other than the map’s purchase, it holds
  no other significance to the remainder of this
  scenario.
  Developments: Assuming that the PCs take
  the map back to Tromis, he gladly sketches the
  location of his tavern on their map as well as the
  most 
  recent 
  three 
  other 
  fires 
  that 
  he 
  can
  remember and the Wanderer’s Way, his closest
  competition. Player Map 1 already depicts these
  
  Burning Way
  Page 7
  locations along with how long ago they were
  destroyed. If asked about the other fires, Tromis
  only remembers that they burned down within
  the past two weeks and were owned by Halflings.
  The rest of his memory is a bit foggy.
  The PCs may attempt to get more info on the
  other fires while in Highfolk, while this is a
  mostly pointless search, a Gather Information
  skill check (DC 15) will reveal that only halfling
  inns have been targeted, many human and elven
  establishments 
  have 
  been 
  skipped 
  entirely.
  Another Gather Information skill check (DC 15)
  will reveal that there is only one more halfling
  owned inn between the ruins of the drowning
  spirit and Highfolk, the Wanderer’s Way. Any
  other information will have to be gained outside
  the city.
  Players who proceed to investigate the burnt
  out building should proceed 
  to Encounter 
  3.
  Clever players 
  may see the obvious 
  line 
  of
  destruction and head directly to the nearest inn
  east of the Jolly Spirit. This leads them to the
  Wanderer’s Way and encounter 4.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    AAAAsssshhhh    aaaannnndddd    DDDDuuuusssstttt
  The journey to the remains of the Jolly Spirit
  takes a minimum of two days, more if the players
  are without horses. The path leads west along the
  great 
  blue 
  Velverdyva 
  and 
  passes 
  by 
  the
  Wanderer’s Way shrine and inn only a half a day
  before arriving at the site. When the players
  reach the site, read or paraphrase the following
  to them.
  Not even fifty feet away from the deep blue
  waters of the Velverdyva is a large area of
  scorched earth. All that remains of the small
  building is a few vertical posts of blackened wood
  and the remains of a soot-covered chimney. Down
  near the river a few small piers that appear to be
  intact. A small burnt sign lies near the wreckage,
  it depicts a crudely drawn ghost with a foamy
  mug in its hands, it appears to be singing.
  This is all that remains of the Jolly Spirit. The
  players have few avenues for investigation here
  but little information 
  is revealed unless 
  the
  heroes are especially astute.
  PCs who wish to search the wreckage of the
  inn will easily find the chest that protected poor
  Tromis half buried in the debris. 
  A PC who
  succeeds at a Search skill check (DC 20) will come
  across the small moneybox of the inn. It only
  contains 26gp, 18sp, and 32cp. Further Search
  checks can turn up damaged and destroyed mugs,
  kegs, and furniture. None of these items hold any
  value. There are no other clues to be found inside
  of the wreckage of the inn.
  PCs who search in the vicinity of the inn may
  find a vital clue that leads to the arsonists.
  Caught in a bush 30 feet away from the inn is a
  small 
  bit 
  of fleece. 
  This 
  was 
  the 
  material
  component 
  for 
  the 
  major 
  image 
  spell 
  the
  conjured for the “dragon”. This will only be found
  if the heroes succeed at a Search skill check (DC
  25). Only a Spellcraft skill check (DC 10) will
  identify it as a spell component as opposed to a
  small puff of cotton. The DM should not disclose
  the spell that the fleece is used for, allow the
  players to discover this on their own.
  The only other clue to be found at the site can
  be discovered by a character with the Track feat
  who succeeds at a Wilderness Lore skill check
  (DC 21). This will reveal that a couple of horses
  were led up the site and allowed to graze for
  some time before being ridden off to the east. No
  real humanoid footprints can be found. The age
  of the footprints corresponds to within a day of
  the attack. The arsonists left these footprints on
  the day after the deed was done. They came back
  to the site to give it one last search for treasure
  before 
  heading 
  to 
  their 
  next 
  target, 
  the
  Wanderer’s Way.
  W
  W
  W
  Whhhheeeerrrreeee    nnnneeeexxxxtttt????
  All signs lead toward 
  encounter 
  4 and 
  the
  Wanderer’s Way inn, the players will more than
  likely head there in an attempt to stop any
  further destruction.
  The heroes may instead decide to investigate
  some of the other destroyed buildings that they
  know of. Just like the Jolly Spirit, very little
  information can be gained from these exploits.
  Each burn site appears to be older than the one
  before. If the heroes are persistent enough, they
  can find a site that apparently burned to the
  ground over three month ago and is only a few
  days ride from Verbeeg Hill. PCs who take this
  course of action will miss the adventure entirely
  and ride by the ruins of the Wanderer’s Way on
  their trip back to Highfolk. Their adventure ends
  here. Note that only halfling inns are destroyed,
  the heroes will definitely 
  come across 
  other,
  human-owned, inns that have not been destroyed.
  The players may not know where to go from
  this point forward if they have not picked up on
  any of the clues. This situation is easy to rectify
  however. On their return trip to Highfolk, dusk
  quickly 
  approaches 
  as 
  the 
  come 
  upon 
  the
  Wanderer’s Way inn. Choosing to stay at the
  temple can easily draw them into the intrigue
  there. If they choose not to stay there and instead
  move on toward the town, the adventure ends
  here and the Wanderer’s Way is burned to the
  ground.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    TTTThhhheeee    W
  W
  W
  Waaaannnnddddeeeerrrreeeerrrr’’’’ssss
  W
  W
  W
  Waaaayyyy
  Listed below is a room-by-room description of the
  Wanderer’s Way Inn and Temple. The remainder
  of the adventure will take place here. Crafty
  heroes will more than likely want to fortify the
  
  Burning Way
  Page 8
  place against attack which is why a description of
  the contents of each room is included.
  Please note that the statistics, personalities,
  and actions of all NPCs are described under the
  description 
  of their particular 
  room 
  in the
  temple. 
  Some 
  of the NPCs do not 
  include
  statistics at all. This is because they should not
  become involved in any combat what so ever. The
  DM is encouraged to come up with reasonable
  statistics as needed. Note that NPCs do not spend
  all of their time solely in their rooms; indeed
  most of their time is spent either in the taproom
  or just outside the inn relaxing. Also note that
  the possibilities for random NPC encounters are
  covered under encounter 5. The attacks by the
  “dragon” and actions of the arsonists are covered
  under encounter 6.
  When the heroes approach the inn, present
  them with Player Map #2 and read or paraphrase
  the following.
  Standing resolute near the calm waters of the
  Velverdyva is a tall inn or perhaps a temple.
  Indeed it appears to be both. A large symbol of
  Fharlaghn, the god of travelers, is emblazoned
  onto the front of the two-story building directly
  above the main entrance. A regular pattern of
  windows about the building suggests sleeping
  rooms and a large stable yard sits directly to the
  building’s east.
  A large signpost sits near the path that leads
  to the building. On the top of the post is a sign
  pointing east that says Highfolk. Another on the
  bottom points to the west and says Verbeeg Hill.
  Between the two is a larger sign depicting a large
  mug of ale and a lavish bed. Written plainly in
  common below the finely crafted images are the
  following words, “Wanderer’s 
  Way Inn and
  Temple—All are Welcome”
  Location A
  This is the stable yard attached directly to the
  inn. When the heroes arrive there are only four
  horses grazing in the yard. The gate leading into
  the yard is unlocked but the young stable boy in
  Location B watches the yard.
  Of the four horses in the yard, two belong to
  the arsonist in Rooms 10 and 11. Another of the
  horses belongs to the ranger in Room 14. The
  final horse is a magnificent steed, pure white and
  very well kept. This horse belongs to the noble in
  room 18.
  Location B
  This small building is primarily open to the side
  facing the yard. Just inside is a long trough for
  feeding and watering the horses. On one side of
  the trough is a ladder heading up to a small loft.
  This is the residence of the stable boy Kimlay
  Graycap. Kimlay (male halfling com1; climb +3) is
  a young halfling in training to become a cleric of
  Fharlaghn. 
  He is 
  only 
  a few 
  weeks 
  from
  completing his training and being sent out to
  travel the world.
  Tucked away up in the loft is a tall twenty-
  gallon barrel full of water. In the bottom of the
  barrel is a small bag containing 48gp, 30sp and
  about 
  24cp. This 
  represents 
  all 
  of 
  Kimlay’s
  savings. There is also a heavy straw mat, a small
  lantern and unlocked chest full of clothing and
  shoes. Hanging on the wall is a slightly rusted
  light mace.
  Location C
  These small docks are used to moor any boats
  traveling the Velverdyva that wish to stop at the
  inn. When the PCs arrive, all three of them are
  empty.
  Location D
  This is the inn and temple proper. Room by room
  descriptions are included below, refer to DM Map
  #2. In addition to this there are some standards
  that apply throughout the inn. Unless otherwise
  noted all of the walls are wooden and the doors
  are made of wood as well.
  Walls: 6-in. thick; Hard 5; hp 60; Break DC 20;
  Climb DC 21.
  Doors: 1-1/2-in. thick; Hard 5; hp 15; Break DC
  18 (if locked).
  It should also be noted that there is a good
  amount of wealth located within the temple. This
  wealth should 
  not 
  be part 
  of the treasure
  garnered from the adventure. Only cowardly and
  evil PCs would steal from the innocent.
  1. Vestibule
  Upon entering the inn, characters enter a large
  and spacious vestibule. In this vestibule are many
  wooden pegs with shelves above them. This is for
  any travelers who do not intend to stay the night.
  There is also a stone pillar next to the doors with
  a collection box attached to the top. The box is
  emptied nightly and rarely contains more than
  5gp. It is locked with a good lock (DC 30 to pick).
  Directly above this box is a sign that reads “For a
  small donation, all your travels will be blessed.”
  2. Common Room
  This room is the main common room of the inn,
  when the players enter, read or paraphrase the
  following to them.
  The large vestibule leads 
  directly 
  into the
  common room of the tavern. It is a large room,
  with plenty of space to seat more than forty. At
  the head of the room is a large shallow alcove
  that serves as a stage and pulpit with the symbol
  of Fharlaghn clearly displayed.
  On your right is number of openings leading
  off into private booths and a staircase that leads
  up to a balcony and the second floor. Off to your
  left is a long bar with many stools in front of it.
  Behind the bar is a raised platform on which
  walks a halfling with a towel over his shoulder.
  Wandering about the room is a young human girl
  cleaning the tables. She looks up at you and says,
  “Ahh, I see that Fharlaghn has brought us more
  
  Burning Way
  Page 9
  guests. Please come in, find yourself a table
  wherever you like.”
  When the PCs first arrive all of the inn’s current
  guests are in their rooms, except for the arsonist
  who have gone out for the time being to make
  plans and survey the inn.
  The barkeep is the owner and head priest of
  the temple. He is a stout old halfling by the name
  of Gileed Wanderfoot. Gileed founded the temple
  and inn after retiring from his life as a traveler.
  Gileed is fully described in room 7, which is his
  bedroom.
  The barmaid is one of two sisters who work
  for the temple. The other is currently cleaning
  some of the rooms upstairs. The one who greets
  the PCs as they enter is Lyrin Vilyren. The sister
  working upstairs is Oyrin. Lyrin is a devout
  worshiper of Fharlaghn, not quite a priestess but
  a well-versed 
  follower. Both sisters 
  are fully
  described under room 8.
  Assuming that the PCs arrive in the evening,
  they will more than likely want to get a room. The
  Wanderer’s way has accommodations a-plenty at
  reasonable prices. All rooms come with a light
  breakfast, morning service, and free blessing.
  Below is a full list of available services and their
  price.
  Inn Services
  • 
  Travelers Room – 4sp/night
  This room is suitable for only one or perhaps
  a couple. All the available common rooms are
  labeled 12 on the DMs map.
  • 
  Companies Room – 15sp/night
  This room features three bunk beds suitable
  for 6. Both of the Company rooms are available
  and labeled 16 on the map.
  • 
  Merchants Room – 1gp/night
  This room features a large double bed and
  many amenities. The available Merchants rooms
  are labeled 19 on the map.
  Meals prices are as follows:
  • 
  Travelers Meal – 2sp
  This meal consists 
  of sliced mutton, fire
  roasted potatoes, leafy vegetables, bread, and one
  mug of ale.
  • 
  Grand Feast – 1gp
  This meal is just like the Travelers meal but it
  feeds six. It also comes with two mugs of ale per
  person.
  • 
  Merchant Banquet – 8sp
  This meal comes with a side of lamb, goose, or
  boar 
  along 
  with 
  roasted 
  potatoes, 
  steamed
  vegetables, bread, honey cake and limitless ale (or
  one glass or wine).
  • 
  Mug of Ale – 4cp
  • 
  Glass of Wine – 1sp
  • 
  Glass or Ilymirth Wine – 4sp
  • 
  Shot of Shadow Ale – 1gp
  (Note: that the DM is free to impose penalties
  on any PC who drinks a bit too much… this is
  left up to your discretion.)
  3. Private Booths
  Each one of these small rooms is divided from the
  main room by a heavy curtain. The room features
  a large rectangular table with six chairs. Those
  seeking a bit of privacy or by small companies
  mainly use these rooms. Each room also has a
  myriad of paintings on the walls depicting far
  away places such as Greyhawk, the free city of
  Dyvers, and the Lortmil mountains.
  4. Kitchen
  This room serves as the main kitchen for the
  entire inn. There is a large table in the center of
  the room and a huge fireplace located in the
  south wall. Hanging on racks all about the room
  are many different sizes of pots, pans, and kettles.
  Underneath the table are a number of drawers
  containing utensils of all sorts including many
  long knives that could be used as daggers. Sitting
  next to the fireplace is a large amount of wood
  and the tools to tend the fire.
  There is usually something cooking in this
  room all the time except for the late night.
  Usually Oyrin or Gileed is the one doing all of the
  cooking.
  5. Dry Storage
  This room contains most of the provisions used
  by the inn on a regular basis. Contained in the
  room is the following.
  1 20-gallon barrel of water
  1 20-gallon barrel of ale
  1 half full 20-gallon barrel of lamp oil
  2 sacks of flour
  1 sack or corn
  2 jug of Honey
  2 large sacks of potatoes
  8 Large serving platters
  1 Rack of spices
  3 bottles of Shadow Ale
  8 bottles of Ilymirth Wine
  24 bottles of Normal Wine
  2 normal rats
  6. Cold Storage
  This room is kept cold by a 6 large metal shields
  permanently enchanted with a chill metal spell.
  There are two large leather straps attached to the
  shields for easy handling. Failure 
  to use the
  straps results in 1d4 points of cold damage per
  round of contact. The door to this room is always
  locked and only Gileed has the key. Inside the
  room is the following.
  3 chests each containing frozen meats
  6 racks of chilled fresh vegetables
  6 bottles of chilled wine
  1 frozen dead rat (no xp value)
  
  Burning Way
  Page 10
  7. Gileed’s Room
  This room is Gileed’s private quarters. In the
  room is a small bed next to a short table. At the
  foot of the bed is a locked chest containing all of
  the temple’s wealth (about 400gp). There is also a
  short wardrobe in the room. Hanging in the
  wardrobe is an old, slightly rusty suit of halfling-
  sized chainmail and a dusty light mace.
  Gileed Wanderfoot, male halfling Clr5: CR 5;
  small sized humanoid (3 ft. 8 in. tall); HD 5d8+5;
  hp 35; Init +2 (Dex); Spd 20; AC 12 (+2 Dex); Atks
  +3 melee (1d6-1, light mace); SA Clr spells; AL N;
  SV Fort +5, Ref +5, Will +7.
  Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 14.
  Skills: Concentration +7, Heal +7, Move Silent
  +2, Spellcraft 
  +7. Feats: 
  Lightning 
  Reflexes,
  Weapon Focus: light mace.
  Equipment: Simple Robes, rusted light mace,
  dirty towel (over shoulder).
  Spells (5/4/3/2): 0-lvl—create 
  water, 
  d e t e c t
  poison, 
  detect 
  magic, 
  light, 
  m ending; 
  1st-
  lvl—bless 
  x2, 
  comprehend 
  languages 
  x2,
  expeditious retreat*; 2nd-lvl—hold person, 
  m a k e
  whole, 
  speak 
  with 
  animals, 
  locate 
  object*;
  3rd—create food and water, prayer, fly*.
  * domain spells
  As a cleric of Fharlaghn, Gileed spent most of his
  early days traveling the world and experiencing
  many of its pleasures and terrors. After many
  years of wandering, Gileed decided it was time to
  retire and picked this spot to found the inn and
  temple. It was perfect for his needs; Gileed could
  still be close to the traveling spirit and at the
  same time spread the word of Fharlaghn. The inn
  has been a great success, most travelers making
  their way up and down the Velverdyva try to visit
  the inn whenever they can because of the warm
  hospitality and reasonable prices.
  Gileed himself is a jolly old halfling. He is
  very talkative and attempts to have a lengthy
  conversation with all who visit the inn. He is
  immensely interested in the stories of others. If
  asked about his life, he is more than happy to tell
  of the doctrine of Fharlaghn. Gileed can be used
  to point out the possibility that the Wanderer’s
  Way may be the next target of the dragon if the
  PCs have not figured this out yet.
  Gileed spends most of his time tending bar or
  cooking. On occasion if things are going very
  slow, Gileed turns in early leaving Lyrin to run
  the bar.
  Developments: If the heroes 
  discuss 
  the
  possibility of a dragon attack with Gileed, he
  becomes very worried, two days ago Gileed found
  note left for him. Outside of the inn, just to the
  west of the inn was a large message burned into
  the grass. It reads, “You are next small one”.
  Gileed was unsure as to the meaning of the
  message 
  until now. In reality 
  the note was
  burned into the grass by the arsonists two nights
  ago just before they arrived.
  Gileed asks for the PCs help assuming that
  they have told him of their exploits. If they have
  not mentioned their heroics, then Gileed might
  ask them if they know of any heroes about that
  might help. Assuming that the heroes agree to
  help, Gileed gives them the run of the inn and
  free lodging and meals (although not drinks). He
  also pleads with them not to inform the other
  guests, as he does not want to scare business
  away. Gileed will go so far as to allow the
  characters to fortify the inn if they think it will
  help against the ravaging beast.
  During the fire, Gileed takes it upon himself
  to gather up all of the patrons and make sure that
  they are safe. All of the guests and Gileed gather
  south of the inn near the path. He will do nothing
  to put out the fire until the dragon is gone, then
  he will use his create water to attempt to douse
  the blaze.
  Treasure: Please note that Gileed has very
  little to offer them as a reward because he gave
  away most of his treasure to passing adventurers.
  Gileed plays poor until the threat is dealt with,
  only then does he offer his reward. Assuming
  that the PCs save the inn, Gileed offers them a
  scroll w cure light wounds x2 and bless as well as
  a potion or expeditious retreat and 100gp.
  8. Sisters’ Room
  The sisters 
  Oyrin and Lyrin Vilyren (female
  human Com1; diplomacy +2) use this room. The
  two grew up on a farm not far from here and have
  been working at the inn for almost three years.
  Lyrin is considering 
  becoming a priestess 
  of
  Fharlaghn whereas Oyrin wants nothing to do
  with it.
  The room contains one bunk bed, a desk with
  chair, and full size wardrobe. Inside the desk is a
  small 
  chest 
  containing 
  about 
  100gp. 
  This
  represents all of the sisters saved earnings from
  their 
  employment. 
  The wardrobe 
  is full 
  of
  clothing.
  Both of the sisters are bright and clever but a
  bit naive. They also share very attractive features.
  Lyrin is flirtatious and outgoing. Oyrin has no
  patience for customers who make passes at her.
  Despite any of their opinions and disagreements,
  both follow Gileed with confidence in any crisis.
  During the fire, they help calm the guests that
  have been rescued.
  9. Storage
  This room is used for storage of the inns material
  needs. The door to this room is always locked and
  Gileed has the only key. The room contains the
  following.
  4 empty 20 gallon barrels
  2 chests containing
  6 sets of extra bed sheets
  20 sets or towels
  4 lanterns
  10 sets of extra plates and silverware
  4 extra straw mattresses
  2 washing basins
  
  Burning Way
  Page 11
  4 long tablecloths
  24 heavy winter blankets
  10. Arsonists Room
  This room 
  is used 
  by Kevross, 
  one 
  of the
  arsonists. Kevross keeps next to nothing of his
  own in the room. Shoved under the bed is a pair
  of dirty gloves, covered in soot. A successful
  Search skill check (DC 10) will locate them. Aside
  from this, it is identical to room 12.
  11. Arsonists Room
  Foltage, one of the arsonists, uses this room.
  Foltage keeps absolutely nothing of his own in
  the room. Because of this, it is identical to room
  12.
  12. Empty Travelers Room
  These rooms are uninhabited at the start of the
  adventure. These rooms are available for rent at
  the cost of 4sp per night, which includes a light
  breakfast. Each room contains the following.
  A full size single bed w/ straw mattress
  A small table with one drawer
  A tall wardrobe with an average lock (DC 25
  to pick).
  A washbasin, bedpan, and towel
  13. Traveling Pair
  This room is occupied by a married couple of
  elves that hail from the Vesve. The two are both
  followers of Fharlaghn and have made it a point
  to stop at this inn every chance they can over the
  past five years. They are quiet and keep to
  themselves, only talking to Gileed when the need
  requires it. Gileed knows the two and takes no
  disrespect 
  at 
  their 
  lack 
  of 
  communication.
  Currently the pair is on their way to Greyhawk
  for the first time. They spend most of their days
  enjoying the nature around the inn and most of
  the evenings 
  enjoying 
  each 
  other’s 
  company
  quietly in the common room.
  Kirth and Somyrin: hp 24, 18.
  Developments: Once the danger is obvious,
  these two will help to make sure that everyone is
  safe. This may prove valuable 
  when Kevross,
  Foltage, Tolvern, and Maaresk cannot be found.
  They can be found just south of the inn with
  Gileed.
  14. Ranger’s Room
  Maaresk, a ranger who has fallen on rough times,
  is using this room. Maaresk 
  spent the early
  portion of his life battling the forces of Iuz in the
  northern portion of the Vesve forest. That life
  came to an end six months ago when he ventured
  into the Defiled Glades. The madness there shook
  the very foundations of his mind. Although he
  may appear to be normal, he is in fact totally
  paranoid. This irrational fear centers on nature
  itself. He fears that the very trees and grass are
  out to do him harm. So long as no one brings up
  nature in any way, Maaresk is calm and quite
  normal. Maaresk spends most of the day sleeping
  and most of the night drinking in the common
  room.
  Aside from the room 
  being in complete
  disarray and a sheet hung over the window, this
  room is identical to room 12.
  Maaresk: hp 32.
  Developments: At the very first sign of any
  attack, especially 
  by a dragon, Maaresk 
  goes
  running off into the night taking all of his
  possessions with him. He is not seen again.
  15. Reserved Room
  Gileed’s daughter Asyna uses this room whenever
  she visits the inn. Asyna is a worshipper 
  of
  Fharlaghn and a painter. Currently she is off
  traveling the world. Gileed does not allow the
  heroes to access this room but will explain its
  purpose. Aside from an easel, assorted brushes,
  paint and a few half finished paintings this room
  is identical to room 12.
  16. Companies Room
  Both of these 
  rooms are unoccupied at the
  beginning of the adventure. The rooms can be
  rented for 15sp per night. Both contain 
  the
  following.
  3 bunk beds
  1 table with three locking drawers (DC 20 to
  pick)
  1 chest with average lock (DC 25 to pick)
  6 wash basins, towels, and bedpans
  17. Upstairs Lounge
  This area is a used as quiet spot for relaxation
  away from the often noisy bar downstairs. Only
  those staying at the inn are allowed to use this
  space. It contains four large comfortable chairs,
  two 
  small 
  tables, 
  and 
  two 
  plush 
  sofas.
  Underneath all of this is a 10-ft. by 20-ft. area rug
  depicting a rough map of the Flanaess.
  18. Noble’s Suite
  Tolvern Mestoric (male human Ari3), a minor
  noble from the town of Highfolk, currently rents
  this room. Tolvern left the town one week ago
  and has been staying at the inn ever since. If
  asked, Tolvern merely states that he is out in the
  wild looking for a bit of fresh air. In reality,
  Tolvern’s wife kicked him out of his estate. He
  then fled town to avoid a scandal. He plans to
  return home in about a week once things have
  cooled down.
  Tolvern is aloof and rude. He dislikes talking
  to anyone below his station, especially during his
  current predicament. He is a tall human man
  with thinning gray hair dressed in fine silk and
  velvet clothing. Aside from a bunch of clothing
  and some empty 
  wine bottles, 
  his room 
  is
  identical to room 19. Tolvern spends most of his
  day wandering about the inn and the area around
  it. His evenings are spent drinking heavily.
  Developments: The night 
  of 
  the 
  attack,
  Tolvern gets extremely drunk down in the bar
  and goes up to pass out in his room. Unless saved,
  
  Burning Way
  Page 12
  he is in dire peril if the inn begins to burn.
  Tolvern will perish if not saved by the time that
  the second floor becomes a conflagration. 
  See
  encounter 6 for further details. The morning
  after the dragon attack, no matter the outcome,
  Tolvern decides it would be safer at home with
  his wife.
  Treasure: Assuming that the heroes saved his
  life, Tolvern gives them a small token of his
  esteem and returns to Highfolk. The token is a
  small ornate gold ring. It is worth 50gp. See the
  Treasure summary for further details.
  19. Merchants Room
  These two rooms are unoccupied at that start of
  the adventure. Each room can be rented for 1gp
  per night. The rooms contain 
  the following
  amenities.
  1 large double bed
  1 tall wardrobe with average lock (DC 25)
  1 large desk with locking drawers (DC 25)
  1 large chest with good lock (DC 30 to pick)
  1 small table with a vase of fresh flowers
  2 wash basins, towels and bedpans.
  1 small wall mirror
  3 sets of nice curtains
  20. Outdoor Deck
  This area is always locked from the inside by a
  simple sliding bolt. Outside there are a number
  of wood chairs and a few small tables. There is a
  flimsy wood railing 
  to prevent anyone 
  from
  falling. This is also the easiest way to get onto the
  roof. This feat requires a Climb skill check (DC
  21) as opposed to two successful checks (DC 21) to
  accomplish from the ground level.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    RRRRaaaannnnddddoooom
  m
  m
  m    GGGGuuuueeeessssttttssss
  Listed below are six possible guests to arrive at
  the inn. Under no circumstances should the PCs
  encounter more than two of these groups. In
  addition to this, the arrival of certain groups
  precludes the arrival of others. Depending on
  which 
  groups 
  are 
  dealt 
  with, 
  the 
  treasure,
  experience 
  award, 
  and 
  danger 
  can 
  change
  significantly.
  The first group should arrive during the late
  evening of the PCs first night at the inn. This
  should occur well after the heroes 
  have had
  ample time to investigate the inn and its current
  patrons. The second group is optional and should
  only be used if time allows it. This group should
  arrive during the morning of the day after the
  PCs arrive. If the group is one that stays at the
  inn, assign them an appropriate room depending
  on their type as noted in their descriptions.
  All of the guests are labeled A through F.
  Please refer to the following chart to determine
  which is the first group and which is the second
  group. Roll 1d6 and 1d4 and use the chart below
  to determine which guests arrive and in what
  order. For example, if the d6 comes up a 5 and the
  d4 comes up a 2 then the first guest to arrive will
  be E and the second will be B.
  Random Guest Chart
  d4 roll
  d6 roll
  1
  2
  3
  4
  1
  A-C
  A-D
  A-E
  A-F
  2
  B-C
  B-D
  B-E
  B-F
  3
  C-A
  C-B
  C-E
  C-F
  4
  D-A
  D-B
  D-E
  D-F
  5
  E-A
  E-B
  E-C
  E-D
  6
  F-A
  F-B
  F-C
  F-D
  Guest A: The Halfling Militia
  This small band is a militant group of halflings
  under the leadership of Logan Wood. Logan was a
  simple farmer before a bunch of tall folk ruined
  his life. Since then, Logan has rounded up a band
  of like-minded individuals intent upon stopping
  the injustices done to short folk. When this band
  enters the inn, read or paraphrase the following
  to all the PCs that are down in the bar. Note that
  Logan uses the word “tallie” to refer to humans
  and elves.
  The door to the inn burst open and in storms
  nearly a dozen halflings. The ragtag band is
  brandishing an assortment of arms and armor,
  including a heavy skillet and a large rock.
  As the group parts, a stout halfling wearing
  chainmail and wielding a short sword steps
  forward. “I am Logan Wood,” he says. “And as long
  as nobody moves none of you tallies will be hurt!”
  A heavy silence descends upon the room, as Logan
  goes from table to table looking every human
  square in the face. “We are looking for a tallie,
  goes by the name of Curlas Blackbow. He was
  part of a band of lowlife cloud-huggers named the
  Ravagers. Have any of you seen him? Tell me now
  and we won’t have to tear this inn apart.”
  At this point and time, the heroes may choose to
  ignore 
  any pleasantries 
  and 
  just attack 
  the
  indignant halfling. If this occurs, the band of
  halflings quickly breaks and runs, as they are not
  yet used to any serious 
  resistance 
  to their
  demands.
  If the PCs tell Logan that there is no Curlas
  Blackbow staying at the inn, Logan and his boys
  proceed to search the entire inn for any sign of
  him. This takes about thirty minutes in which
  every room of the inn is turned inside out at the
  great protest of Gileed. If the PCs ask for a
  description of Curlas, Logan merely calls him a n
  “ugly smelly human pig kind of like <point to a
  random human PC> him!”
  Clever PCs may attempt to lie to Logan to get
  him to go away. Human, Elven, and Half-Orc PCs
  suffer a –2 penalty to any Bluff and Diplomacy
  skill checks against Logan because of his inherent
  mistrust of tall folk.
  
  Burning Way
  Page 13
  Logan Wood: hp 27.  Possesses a cape of t h e
  mountebank.
  Militiamen (10), male halfling Com1: CR 1/2;
  small humanoid (3 ft. 2 in. tall); HD 1d4; hp 3; Init
  +1; Spd 30; AC 11 (+1 Dex); Atks +0 melee (d6, misc.
  cooking gear), +1 ranged (d4, rock); AL CN; SV Fort
  0, Ref +1, Will -1.
  Str 11, Dex 13, Con 10, Int 10, Wis 8, Cha 10.
  Skills: Profession 
  (farmer) 
  +4. Feats: Skill
  Focus (Profession [farmer]).
  Equipment: Misc. Cooking Gear or rock.
  Tactics: As mentioned above, any combat with
  this group causes complete chaos in their ranks.
  A few will attempt to hold off attackers while the
  others escape. Logan uses his magical cape to
  dimension door away at any sign of any trouble,
  cursing tallies 
  as he goes. If 
  cornered, 
  the
  militiamen surrender quite easily.
  Developments: Some of the PCs may have
  formed an alliance with Logan in a previous
  adventure. All of these PCs must be halflings or
  gnomes. Any PC that claims such an alliance will
  be allowed to help Logan search the inn but they
  cannot dissuade him from his course of action.
  The halfling or gnome PC that helps Logan the
  most without trying to persuade him to stop
  receives a flat wooden amulet depicting a halfling
  standing on top of a globe. This is the symbol of
  Logan’s 
  men. This is noted 
  in the treasure
  summary.
  Guest B: The Rowdy Bargemen
  This group consists of a number of bargemen
  who have decided to spend the night at the
  Wanderer’s Way. The bargemen are making their
  way from Furyondy toward Verbeeg Hill with a
  shipment of glass and tools.
  The bargemen are very unfriendly and do not
  openly 
  discuss 
  their 
  business 
  with 
  anyone.
  Persistent PCs may even provoke a fight, see
  below for further details. After renting one of the
  Company Rooms, the bargemen begin to drink
  heavily. After an hour of drinking, Tolgan, the
  leader of the group, decides to pick a fight with
  one of the PCs. The DM is encouraged to come up
  with an interesting 
  and personal 
  reason 
  for
  picking the fight. Good examples might include,
  hair being too long, ears being too pointy, or
  talking too much. The moment 
  that 
  combat
  begins, the rest of the bargemen join in on the
  fight.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))::::
  Tolgan, male human War2: CR 1; medium-size
  humanoid (6 ft. 2 in. tall); HD 2d8+2; hp 14; Init +5
  (Dex, Imp Init); Spd 30; AC 15 (+3 studded leather,
  +1 shield, +1 Dex); Atks +5 melee (1d8+2 (crit x3),
  battleaxe); AL CN; SV Fort +4, Ref +1, Will –1.
  Str 14, Dex 12, Con 12, Int 9, Wis 8, Cha 10.
  Skills: Climb +4, Intimidate +3, Profession:
  Boater +2, Swim +3. Feats: Improved Initiative,
  Weapon Focus (battleaxe).
  Equipment: 
  studded leather 
  armor, 
  small
  wooden shield, battleaxe.
  Bargemen (4), male human Com1: CR 
  1/2;
  medium-size humanoid (5 ft. 8 in. tall); HD 1d4+1;
  hp 4; Init +0; Spd 30; AC 11 (+1 padded leather);
  Atks +1 melee (d3+1 subdual, fists); AL CN; SV
  Fort +1, Ref 0, Will 0.
  Str 12, Dex 10, Con 12, Int 9, Wis 10, Cha 10.
  Skills: Profession: Boater +6, Swim +3, Use
  Rope +2. Feats: Improved Unarmed Strike, Skill
  Focus: Boater.
  Equipment: Padded Armor.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))::::
  Tolgan, male human War4: CR 3; medium-size
  humanoid (6 ft. 2 in. tall); HD 4d8+4; hp 28; Init +5
  (Dex, Imp Init); Spd 30; AC 15 (+3 studded leather,
  +1 shield, +1 Dex); Atks +8 melee (1d8+3 (crit x3),
  battleaxe); AL CN; SV Fort +5, Ref +2, Will 0.
  Str 16, Dex 12, Con 12, Int 9, Wis 8, Cha 10.
  Skills: Climb +5, Intimidate +5, Profession:
  Boater +2, Swim +6. Feats: Improved Initiative,
  Power Attack, Weapon Focus (battleaxe).
  Equipment: 
  studded leather 
  armor, 
  small
  wooden shield, battleaxe.
  Bargemen (4), male human Com2: CR 1; medium-
  size humanoid (5 ft. 8 in. tall); HD 2d4+2; hp 7;
  Init +1 (Dex); Spd 30; AC 12 (+1 padded leather, +1
  Dex); Atks +2 melee (d3+1 subdual, fists); AL CN;
  SV Fort +1, Ref +1, Will 0.
  Str 13, Dex 12, Con 12, Int 9, Wis 10, Cha 10.
  Skills: Profession: Boater +6, Swim +4, Use
  Rope +3. Feats: Improved Unarmed Strike, Skill
  Focus: Boater.
  Equipment: Padded Armor.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))::::
  Tolgan, male human War6: CR 5; medium-size
  humanoid (6 ft. 2 in. tall); HD 6d8+6; hp 42; Init +6
  (Dex, Imp Init); Spd 30; AC 16 (+3 studded leather,
  +1 shield, +2 Dex); Atks +10/+5 melee (1d8+3 (crit
  x3), battleaxe); AL CN; SV Fort +6, Ref +4, Will +4.
  Str 16, Dex 14, Con 12, Int 9, Wis 10, Cha 10.
  Skills: Climb +6, Intimidate +7, Profession:
  Boater +3, Swim +6. Feats: Improved Initiative,
  Iron 
  Will, 
  Power 
  Attack, 
  Weapon 
  Focus
  (battleaxe).
  Equipment: 
  studded leather 
  armor, 
  small
  wooden shield, battleaxe.
  Bargemen (4), male human Com4: CR 3; medium-
  sized humanoid (5 ft. 8 in. tall); HD 4d4+4; hp 14;
  Init +1 (Dex); Spd 30; AC 12 (+1 padded leather, +1
  Dex); Atks +5 melee (d3+2 subdual, fists); AL CN;
  SV Fort +2, Ref +2, Will +1.
  Str 14, Dex 12, Con 12, Int 9, Wis 10, Cha 10.
  Skills: Profession: Boater +7, Swim +5, Use
  Rope +4. Feats: Improved Unarmed Strike, Skill
  Focus: Boater, Weapon Focus: Unarmed Strike.
  Equipment: Padded Armor.
  
  Burning Way
  Page 14
  Tactics: The bargemen 
  use fists as 
  their
  primary means of attack and are not out to kill
  anyone. In their drunken stupor, they will not
  break or surrender, nor will they even notice if
  they are the last bargeman standing. The group
  has no organized attack routine in their current
  state and does not take advantage of flanking
  opportunities if presented.
  This fight should be a lighthearted one, with
  the drunks making silly mistakes and not taking
  advantage of obvious mistakes made by the PCs.
  Developments: Assuming that the bargemen
  are not all killed, Gileed tends to any of the dying
  and drags them up to their room. The bargemen
  wake up early in the morning and leave promptly,
  paying any damages and leaving a little apology
  gift for the PCs.
  If the dragon attacks while the bargemen are
  staying at the inn, they flee for their lives. Only
  returning 
  when the threat 
  is over. In their
  drunken state, they prove little help to the PCs.
  Note that any bargemen that have been knocked
  unconscious will have to be rescued from the inn
  if the building begins to burn down.
  Treasure: A small silver 
  fishhook 
  with a
  golden feather is left in the care of Gileed to give
  to the PCs in the morning after they have left.
  Attached to the hook is a note scrawled in rough
  common.  It reads, “Sorry about the fight. I hope
  this catches an apology”. The hook gives a +2
  bonus to all fishing attempts. This is noted in the
  treasure summary.
  Guest C: The Elven Troop
  This small band of four high elves stumbles into
  the inn carrying one of their companions who is
  unconscious. When they enter the inn, read or
  paraphrase the following to them.
  The door to the inn is pushed open and walking in
  is a group of three tall elves. Between them, they
  carry the body of a fourth. Signs of recent battle
  are apparent on all of the new guests.
  They walk up to the first available table and
  set the man down. Then one of the elves, a tall
  and proud woman, steps forward. “Is there a
  healer here, please, my husband has not long to
  live.”
  The group was out on a hunt to the south of the
  temple when they were waylaid by a large band of
  brigands. The brigands demanded all of their
  weapons and armor. A fight ensued in which the
  elves were forced to retreat. The leader, a proud
  man by the name of Illythenos, is the one who is
  horribly injured. His wife, Helinys, is the acting
  leader. 
  The other two are Calvain 
  and 
  Eler
  Tinmal.
  Illythenos has a mortal wound to his chest. It
  still bleeds freely. Healing the wound requires 4
  points of healing at tier 1, 8 and 16 at tiers 3 and 4
  respectively. 
  Gileed is out back picking some
  herbs or fetching some water at the time that the
  travelers arrive and will be of no help for this
  encounter. If Illythenos does not receive any
  healing within 3 rounds he dies.
  Either way, the elven bands rents one of the
  Merchants rooms and two of the traveler’s rooms
  to rest and recuperate. They will stay for almost
  one week before feeling ready to leave.
  They never 
  discovered 
  the name 
  of the
  bandits and are unsure of the direction they went
  after the battle. The battle site itself is two hours
  to the south on foot and sheds little to no clues as
  to the identity of the assailants.
  Developments: When the dragon attacks, the
  primary concern of this group is the rescue of
  their leader. All three of them will be devoted to
  this task. Once he is a safe distance from the inn,
  the three will take guard around him to protect
  him from any harm.
  Assuming 
  that the PCs save 
  the life 
  of
  Illythenos, the PC performing the task receives
  one point of influence in the elven pantheon.
  This is noted in the treasure summary.
  Guest D: The Mysterious Stranger
  This lone guest is actually a member of the
  knights of the high forest. His name is Geldaskar
  Bel’inaren (male elf Rgr8). After stabling 
  his
  horse and having a look around the outside, he
  goes right inside to rent a room.
  PCs who see him enter 
  may think 
  him
  strange. The short elven man is clad entirely in
  greens and browns. Bits of leaves still cling to his
  hair. He carries with him a composite longbow of
  elven make and a curved short sword.
  After renting a room and securing his gear,
  Geldaskar pulls a chair from the lounge to the
  rail 
  overlooking 
  the 
  taproom 
  and 
  begins
  watching 
  the room 
  as often 
  as 
  is possible.
  Geldaskar is secretly looking for any signs of the
  brigands who are going about stealing 
  elven
  weapons. He is hoping that they will turn up
  here.
  Heroes who speak to Geldaskar get very little
  information. He explains, if pressed, that he is
  just a lone traveler on his way to Verbeeg Hill. At
  the same time, Geldaskar questions the heroes
  about their business. If the PCs explain 
  the
  dragon attacks, the knight listens carefully but
  adds nothing.
  Developments: When the dragon 
  attacks,
  Geldaskar does what he can to help with the
  matter; this curtails helping put out the fire and
  waking the guests. Geldaskar also takes special
  note of the most heroic and noteworthy hero
  during the onslaught. Geldaskar reveals his true
  nature to the hero and explains that he has
  promise. That PC receives his recognition; see the
  conclusion for further details.
  Guest E: The Elven Shadows
  This small band of adventurers comes to the inn
  on the same quest as the heroes. The company is
  called the Elven Shadows and is very well known
  throughout 
  the region 
  for their 
  daring 
  and
  
  Burning Way
  Page 15
  cunning. They swiftly ride up to the inn on their
  marvelous steeds and promptly enter the inn.
  Upon 
  arriving, 
  read 
  or 
  paraphrase 
  the
  following to any heroes that are in the taproom.
  The door quietly swings open and six gray clad
  figures walk into the temple. All of them are tall
  and proud, bearing the familiar features of high
  elves.
  The tallest of the group walks up to Gileed
  begins having a quiet conversation with him.
  Meanwhile the rest of his company stands
  nervously at the door surveying the entire room.
  A barmaid standing next to your table mutters
  the phrase “elven shadows” under her breath.
  If the players ask the barmaid who the group is
  she explains calmly that they are the Elven
  Shadows, a band of bold and daring adventurers.
  She goes on to explain that they have won the
  race of heroes twice, this year loosing to a team
  called “No Half Orcs”.
  The leader of the company is a high elf ranger
  who goes by the name of Shadowblade. He is
  speaking with Gileed about the dragon troubles
  that have plagued the region recently. Assuming
  that the PCs have told Gileed about the danger,
  Gileed 
  points 
  out 
  the PCs to Shadowblade,
  explaining that the inn has plenty of protection.
  At this point, Shadowblade approaches the party.
  Whether directed by Gileed or because of PC
  interest any conversation with Shadowblade is
  very short. The elf is quite arrogant and confident
  in his abilities. Any conversation 
  with 
  him
  should bring up the following points.
  • 
  Shadowblade believes that the Wanderer’s
  Way is not in danger. He and his troop are
  going out to hunt the beast directly. Nothing
  the PCs say can change his mind.
  • 
  He believes that the inn is safe because it is a
  temple and not run exclusively by halflings.
  It does not fit the pattern.
  • 
  He also 
  believes 
  that 
  the PCs are 
  very
  outmatched in this situation. He tells them
  to go back to Highfolk where it is safe.
  • 
  He knows that seven total inns have been
  destroyed all along the Velverdyva, heading in
  the direction 
  of Highfolk. All have been
  owned 
  and 
  operated 
  by 
  halflings. 
  Some
  human 
  and 
  elven 
  businesses 
  have 
  been
  skipped entirely.
  • 
  If 
  the 
  PCs 
  argue 
  or 
  dispute 
  any 
  of
  Shadowblade’s 
  information, 
  the 
  ranger
  suggests 
  a friendly 
  wager 
  to 
  settle 
  the
  dispute. At this point, he produces five silver
  arrows from his quiver. The wager is on the
  location of the next dragon attack. If the
  dragon attacks the Wanderer’s Way, then the
  PCs get the arrows +1. If the Elven Shadows
  hunt the beast down first, then they get a n
  item of equal value. Any item of 220gp value
  or more will suffice for the wager.
  After discussing the matters with the PCs and
  placing 
  their 
  wager, 
  the 
  Shadows 
  leave,
  promising to return in three days to settle the
  bet. They do indeed return after three days to pay
  the PCs their prize, see the conclusion for further
  details.
  Guest F: Gnomish Merchants
  This band of merchants comes in by way of boat
  and decides to stay at the inn for a few nights.
  They have sailed all the way from Verbeeg hill
  and are on their way to Highfolk with a load of
  raw metal, some gems, and a few unique odds and
  ends.
  The band consists of eight gnomish men and
  two women. The leader of the band is a short
  woman by the name of Selvoni Glitterhame. She
  is a shrewd businesswoman and a just leader for
  the small troop.
  The group shores up their two boats at the
  docks, spends about half an hour securing their
  goods and unloading the gems before coming
  inside. Once inside, they rent as many rooms as
  needed to suit the ten of them. After storing their
  gear, they spend most of their time in the
  taproom enjoying any company that will have
  them. They leave two of their company upstairs
  guarding Selvoni’s room at all times. The gems
  are kept in her room as they are worth over
  400gp.
  PCs who speak to the group find that they are
  very frank and open about their business. PCs
  wishing 
  to 
  do 
  a 
  little 
  shopping 
  will 
  be
  disappointed however; most of their goods are
  spoken for already. Other than discussing the
  latest business trends, the group is rather boring
  to speak to.
  Developments: During the attack, this group
  goes into panic, each fleeing for their own lives.
  Selvoni goes missing, attempting 
  to save the
  chest full of gems located in her room. She will
  not leave without it. It is too heavy for her to lift
  by herself although help from any PC will suffice.
  See encounter 6 for further details. Assuming
  that the PCs help her save her chest of gems,
  Selvoni gives them a gift out of gratitude for
  saving her livelihood. The gift is small dark pearl
  with small designs carved about its surface. The
  pearl acts like a pearl of power, recovering any
  spent 2nd level spell once per day. The pearl is
  flawed however and crumbles to dust after just
  five uses. This is noted in the treasure summary.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    ““““DDDDrrrraaaaggggoooonnnn””””
  aaaannnndddd    tttthhhheeee    AAAArrrrssssoooonnnniiiissssttttssss
  This encounter deals entirely with the arsonists,
  the “dragon”, and the attack on the Wanderer’s
  Way.
  The arsonists, Kevross and Foltage, arrived at
  the inn the day before the PCs did. As far as
  Gileed knows, the two are staying at the inn
  
  Burning Way
  Page 16
  while their boat is being repaired. Their cover
  story is this. On the day of their arrival, their
  boat ran aground on the shores of the Velverdyva
  a few miles east of the inn. It was heavily
  damaged. The duo’s days are spent scouting the
  area and forming their plan. If asked, the duo
  says that they are going out to make repairs on
  their boat. Their evenings are spent 
  in the
  common room for a while, sizing up the guests
  and then in their own rooms, further discussing
  their plans. 
  If the PCs inquire 
  as 
  to their
  business, they say that they are just simple
  farmers whose boat ran aground. They say that
  they are returning from a successful 
  business
  trip in Highfolk and are on their way to a village
  south of Verbeeg Hill called Spiredale. The village
  really does exist, but they have nothing to do
  with it.
  PCs who go down the river find no boat or any
  evidence of a damaged ship. If asked about this,
  the pair says that they did not go far enough and
  that it is a small boat and easy to miss.
  Any PCs who spy on the pair will hear only
  the discussion 
  of farmer 
  business. 
  They give
  codenames for all of their talk, discussing the
  patrons as vegetables, the dragon as a farmer, and
  the inn itself as a barn. When referring to the fire
  and burning of the inn, they call it harvest. If
  they notice anybody spying on them, they quickly
  change the conversation to normal farmer talk
  and do not discuss their plans near the inn again.
  For example, they might say, “the farmer is really
  going to have to deal with the carrots this week.
  Harvest time is coming.”
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))::::
  Kevross, male human Wiz (evoc) 3: CR 3; medium
  sized humanoid (5 ft. 8 in. tall); HD 3d4+6; hp 15;
  Init +6 (+2 Dex, +4 Improved Initiative); Spd 30;
  AC 12 (16 w/ mage armor) (+2 Dex); Atks +0 melee
  (1d4-1 (crit 19-20), dagger); SA Wiz spells; AL CN;
  SV Fort +2, Ref +3, Will +4.
  Str 9, Dex 14, Con 12, Int 15, Wis 12, Cha 10.
  Skills: Concentration +7, Hide +7, Listen +3,
  Spellcraft +5. Feats: Improved Initiative, Scribe
  Scroll, Spell Focus: Evocation, Toughness.
  Equipment: 
  scroll 
  w/ major 
  illusion and
  monster summoning 
  III**, minor ring of hiding
  +3, dagger, traveling robes, and 10gp.
  Spells (5/4/3): 0lv – daze x2, flare x 2, mage
  hand; 1 st – grease, magic missile x2, mage armor**;
  2nd – flaming sphere, invisibility**, scare.
  ** - These are used before the combat begins.
  Foltage, male half-elf Wiz1: CR 1; medium sized
  humanoid (5 ft. 10 in. tall); HD 1d4+2; hp 5; Init +0;
  Spd 30; AC 10 (14 w/ mage armor); Atks +1 melee
  (1d6+1, quarterstaff); SA Wiz spells; AL N; SV Fort
  +2, Ref 0, Will +4.
  Str 12, Dex 10, Con 14, Int 14, Wis 10, Cha 11.
  Skills: Concentration +6, Hide +2, Move Silent
  +1, Spellcraft +6. Feats: Iron Will, Scribe Scroll.
  Equipment: scroll 
  w/ fireball**, potion 
  o f
  invisibility**, wand of burning hands (1st level, 5
  charges), quarterstaff, traveling robes, and 10gp.
  Spells (3/2): 0lv – daze, detect magic, flare; 1st –
  cause fear, mage armor**.
  ** - These are used before the combat begins.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))::::
  Kevross, male human Wiz (evoc) 5: CR 5; medium
  sized humanoid (5 ft. 8 in. tall); HD 5d4+8; hp 23;
  Init +6 (+2 Dex, +4 Improved Initiative); Spd 30;
  AC 12 (16 w/ mage armor) (+2 Dex); Atks +1 melee
  (1d4-1 (crit 19-20), dagger); SA Wiz spells; AL CN;
  SV Fort +2, Ref +3, Will +5.
  Str 9, Dex 14, Con 12, Int 16, Wis 12, Cha 10.
  Skills: Concentration +8, Hide +8, Listen +4,
  Spellcraft 
  +6. Feats: Empower Spell, Improved
  Initiative, Scribe Scroll, Spell Focus: Evocation,
  Toughness.
  Equipment: 
  scroll 
  w/ major 
  illusion and
  monster summoning 
  III**, minor ring of hiding
  +3, dagger, traveling robes, and 10gp.
  Spells (5/5/4/3): 0lv – daze x2, flare x2, mage
  hand; 1st – grease 
  x2, magic 
  missile 
  x2, mage
  armor**; 2nd – darkness, 
  invisibility**, 
  scare,
  shatter; 3rd – empowered magic missile, fireball,
  slow.
  ** - These are used before the combat begins.
  Foltage, male half-elf Wiz2: CR 2; medium sized
  humanoid (5 ft. 10 in. tall); HD 2d4+4; hp 9; Init +0;
  Spd 30; AC 10 (14 w/ mage armor); Atks +2 melee
  (1d6+1, quarterstaff); SA Wiz spells; AL N; SV Fort
  +2, Ref 0, Will +5.
  Str 12, Dex 10, Con 14, Int 14, Wis 10, Cha 11.
  Skills: Concentration +6, Hide +2, Move Silent
  +2, Spellcraft +7. Feats: Iron Will, Scribe Scroll.
  Equipment: scroll 
  w/ fireball**, potion 
  o f
  invisibility**, wand of burning hands (1st level, 5
  charges), quarterstaff, traveling robes, and 10gp.
  Spells (4/3): 0lv – d a z e x2, detect magic, flare;
  1st – cause fear, mage armor**, magic weapon**.
  ** - These are used before the combat begins.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))::::
  Kevross, male human Wiz (evoc) 6: CR 6; medium
  sized humanoid (5 ft. 8 in. tall); HD 6d4+9; hp 27;
  Init +7 (+3 Dex, +4 Improved Initiative); Spd 30;
  AC 13 (17 w/ mage armor) (+3 Dex); Atks +3 melee
  (1d4 (crit 19-20), dagger); SA Wiz spells; AL CN; SV
  Fort +3, Ref +7, Will +6.
  Str 10, Dex 16, Con 12, Int 16, Wis 12, Cha 10.
  Skills: Concentration +10, Hide +9, Listen +5,
  Spellcraft 
  +7. Feats: Empower Spell, Improved
  Initiative, Lightning Reflexes, Scribe Scroll, Spell
  Focus: Evocation, Toughness.
  Equipment: 
  scroll 
  w/ major 
  illusion and
  monster summoning V**, minor ring of hiding +3,
  dagger, traveling robes, and 10gp.
  Spells (5/5/5/4): 0lv – daze x2, flare x 2, mage
  hand; 1st – grease 
  x2, magic 
  missile 
  x2, mage
  
  Burning Way
  Page 17
  armor**; 2nd – darkness, 
  invisibility**, 
  scare,
  shatter x2; 3rd – empowered 
  magic 
  missile,
  fireball x2, slow.
  ** - These are used before the combat begins.
  Foltage, male half-elf Wiz4: CR 4; medium sized
  humanoid (5 ft. 10 in. tall); HD 4d4+11; hp 21; Init
  +1 (+1 Dex); Spd 30; AC 11 (15 w/ mage armor);
  Atks +3 melee (1d6+1, quarterstaff); SA Wiz spells;
  AL N; SV Fort +3, Ref +2, Will +5.
  Str 12, Dex 12, Con 14, Int 14, Wis 10, Cha 11.
  Skills: Concentration +8, Hide +3, Move Silent
  +2, Spellcraft +7. Feats: Iron Will, Scribe Scroll,
  Toughness.
  Equipment: scroll 
  w/ fireball**, potion 
  o f
  invisibility**, wand of burning hands (1st level, 5
  charges), quarterstaff, traveling robes, and 10gp.
  Spells (4/4/3): 0lv – d a z e x2, detect 
  magic,
  flare; 1st – cause fear x2, mage armor**, magic
  weapon**; 
  2nd – bull’s 
  strength**, 
  melf’s 
  acid
  arrow, summon swarm.
  ** - These are used before the combat begins.
  TTTThhhheeee    AAAAttttttttaaaacccckkkk
  The attack occurs on the second night of the
  heroes stay at the inn. Two hours after the bar
  closes and every one is to bed, Kevross and
  Foltage both sneak out of their rooms after both
  having cast mage armor. They leave the inn under
  cover of invisibility, Kevross having cast his and
  Foltage using his potion. Leaving through the
  windows they take up positions marked K and F
  on the DM Map #1. Before starting the attack,
  Foltage casts both bull’s 
  strength and magic
  weapon if they are available to him (depending on
  tier). After making sure that they are well hidden,
  Kevross begins the assault by casting a major
  image from a scroll to conjure the illusion of the
  dragon.
  The dragon flies about the inn a few times
  roaring very loudly. This should rouse the heroes
  as well as everyone else in the inn; no rolls are
  required unless the character in question has
  passed out because of drink or combat.
  Once the PCs look out and see the beast, read
  or paraphrase the following to them.
  Gentle slumber has become mortal terror in the
  wink of an eye. Soaring high above the inn is a
  beast of legend. It is often said that dragons exist
  only in fairy tales. Stories to keep the young from
  wandering out into the night. 
  Those 
  same
  children would never leave their house again if
  they knew the truth that is gently gliding over
  the inn with murder in its eyes and flame in its
  belly.
  Another pass and its form can be certain.
  Long and wicked is the beast, covered in dull red
  scales and horns aplenty. With a primal roar the
  dragon begins a dive at the inn, flame issuing
  from its maw, bathing the night sky in a blood red
  radiance.
  When the “dragon” dives and breaths fire unto
  the inn, Foltage casts a fireball unto the inn’s
  roof. PCs facing that direction may make a Spot
  skill check (DC 15) to notice the pea-sized missile
  as it races to the roof. The fireball spell is from a
  scroll and does 5d6 points of damage to anyone
  within range who is on the roof. A reflex save (DC
  14) halves this damage. This fireball may set fire
  to the roof of the inn, see The Fire for further
  details.
  During 
  the round 
  that Foltage 
  casts the
  fireball, Kevross uses another 
  scroll 
  to cast
  monster summoning III to summon a small sized
  fire 
  elemental. 
  The 
  elemental 
  is 
  promptly
  commanded to burn down the inn. Because of the
  casting of this spell, concentration on the illusion
  is broken and the dragon flies away in 2 rounds
  beyond this point, well before the spell expires.
  During the remaining rounds, the “dragon” flies
  over the rooftop of the inn, making no attacks but
  inspiring panic.
  Only once someone attacks the “dragon” are
  they allowed a will save (DC 14) to see the dragon
  for what it really is. Telling someone it is a n
  illusion does not allow a check, only interacting
  with it does.
  Beyond these scripted actions Foltage and
  Kevross wait until everyone flees before entering
  the inn to loot the moneybox and a few rooms on
  the first floor. Assuming that the PCs do not flee,
  the two will fight the PCs if it appears that the
  fire will be extinguished. 
  They also 
  fight if
  discovered in their hiding spots. The two flee into
  the night if their mission is successful, never to
  be seen again.
  TTTTiiiieeeerrrrssss    1111    aaaannnndddd    2222
  Small Fire Elemental: CR 1; small elemental (4 ft.
  tall); HD 2d8; hp 9; Init +5 (+1 Dex, +4 Improved
  Initiative); Spd 50; AC 15 (+1 size, +1 Dex, +3
  natural); Atks +3 melee (1d4 + 1d4 fire, slam); SA
  Burn; SQ Elemental, Fire Subtype; AL N; SV Fort
  +0, Ref +4, Will +0.
  Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11.
  Skills: Listen +5, Spot +5. 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
  weapon immunities 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.
  
  Burning Way
  Page 18
  TTTTiiiieeeerrrr    3333
  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.
  TTTThhhheeee    FFFFiiiirrrreeee
  Once the dragon breaths fire unto the inn, many
  things can happen. If unprotected, the roof of the
  inn immediately begins to burn. This has the
  effect of filling the second floor with smoke. Any
  character caught in the second floor two rounds
  after the roof catches fire must succeed at a Fort
  save (DC 15 +1/round spent in the smoke) or
  suffer 1d6 points of subdual damage. Keeping low
  to the floor grants a +5 bonus to the save. This
  save must be made every round spent in the
  smoke. Seven rounds after the roof catches fire,
  the rooms of the second floor begin to burn.
  Anyone caught in the second floor during the fire
  suffers 1d6 points of damage per round. On the
  twelfth 
  round 
  the second 
  floor 
  becomes 
  a
  conflagration, dealing 2d6 points of damage per
  round to anyone on the second floor and the first
  floor fills with smoke. The first floor catches fire
  on the twentieth round and the fire turns into a
  conflagration on the twenty-fifth round. On the
  Fortieth round, the inn burns entirely to the
  ground. Anyone still in the building at the point
  must succeed at a Reflex save (DC 20) or be killed.
  Success 
  indicates 
  that the PC jumped out a
  window before the collapse.
  The effects of the fire are summarized in this
  timeline.
  Round
  Effect
  1
  Roof catches fire
  2
  2nd floor fills with smoke
  7
  2nd floor fills with fire
  12
  2nd floor is conflagration, 1st floor fills
  with smoke
  20
  1st floor fills with fire
  25
  1st floor is conflagration
  40
  Inn collapses
  Anyone caught in their room will suffer these
  effects 
  unless 
  rescued. 
  Unless 
  otherwise
  mentioned below, everyone escapes and runs off
  into the night, not returning until the threat is
  over. Possible trapped people include Selvoni the
  gnomish merchant, any unconscious bargemen,
  and Tolvern who gets to drunk that evening to
  notice the flames. The heroes will have to rescue
  these characters quickly as any not rescued by the
  time their floor becomes a conflagration will be
  dead.
  SSSSttttooooppppppppiiiinnnngggg    tttthhhheeee    FFFFiiiirrrreeee
  There are many things that the players can do to
  stop the fire or at least slow it. These options are
  summarized below. Clever PCs will undoubtedly
  come up with other ways of stopping the flames.
  The DM is encouraged to give reasonable plans a
  chance for success.
  • 
  Covering the roof with all of the bed mats
  will slow the fire significantly. Using all of
  the mats from all of the unoccupied rooms
  slows the progress of the fire by 5 rounds (i.e.
  the second floor will not fill with smoke until
  round 7). If the mats are kept wet, this
  increases the delay to 15 rounds as the mats
  slowly burn.
  • 
  Using the shields from the cold storage room
  as a cover will slow the flame by 3 rounds, as
  there are not enough of them to cover the
  entire roof. If the shields are used to create a
  layer of ice on the roof (this is very time
  consuming and requires someone to refreeze
  the roof every hour), then the flames do not
  catch the roof on fire at all so long as the
  elemental 
  is dealt 
  with 
  quickly. 
  If 
  the
  elemental is not stopped the fire starts up in
  3 rounds but takes 20 to fill the second floor
  with smoke.
  • 
  Keeping the roof wet will delay the flames by
  3 rounds. This requires that someone water
  the roof every two hours.
  • 
  The cold shields can also be used to fight the
  flames once they have begun. This process
  takes 20 total rounds to complete. This can be
  made faster by the action of multiple PCs (i.e.
  four PCs attempting to put out the flames
  with the shields will finish the work in 5
  rounds). 
  The 
  number 
  of 
  rounds 
  spent
  extinguishing the flames is the same number
  it will take for the fire to resume if the rescue
  is stopped for some reason.
  • 
  Water will also extinguish the flames. Each
  gallon of water used will extinguish a 5-foot
  by 5-foot area. To extinguish the affected area
  of roof requires 52 gallons. This amount
  requires two extra gallons per round as it
  spreads. This may seem like a lot, however
  there are many barrels located in or around
  
  Burning Way
  Page 19
  the inn. Please note that water weighs 
  8
  pounds per gallon.
  • 
  Please note that any round spent moving on
  the roof requires a Balance skill check (DC
  10) or fall to the ground below taking 2d6
  points of damage. A monk’s special ability
  may reduce this damage.
  Many other spells will have great effect upon the
  fire. A gust of wind should disperse the smoke in
  one area for 3 rounds but not hamper the fire. A
  cone of cold or similar effect might put out the
  fire on half of the roof. The effects of these spells
  are left up to the DMs discretion.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  If the PCs failed to save the inn, all of the guest
  promptly leave, spreading around the tales of the
  hero’s failure. Gileed and his barmaids leave for
  Highfolk, leading a poor life before finding other
  pursuits. They receive no reward aside from the
  bet made with the Elven Shadows and any gear
  found on the arsonists. If the inn burns down and
  Kevross is caught or killed, read or paraphrase
  the following to them. If the PCs do not catch
  Kevross, skip the second paragraph.
  A bleak morning sun begins to climb into the
  sky, shedding a pale light on the burnt remnants
  of the once proud inn and temple. Nothing
  remains now but a pile of ash. Gileed still sits
  near the heap, weeping. Nothing can be done to
  save his business. When approached, all that can
  be heard is one word repeated over and over
  again, “Why?”
  Only one question remains. Kevross had a
  note tucked in his pocket. It reads, “You are doing
  fine work. Continue to burn the halfling holes as
  instructed and I shall continue to reward you. I
  have sent another set of scrolls so that you may
  continue your work”. The note is signed with a
  large D. Who is there mysterious employer?
  Perhaps you will never know.
  If the PCs are successful and apprehend or
  kill 
  the 
  arsonists, 
  read 
  or 
  paraphrase 
  the
  following to them.
  Bright sunshine and singing birds greet the
  dawn of another day. The Wanderer’s Way is a bit
  scuffed but it still stands. It is a testament to
  your heroic battle with the arsonists. Gileed and
  many of his guests are very thankful for your
  assistance. Gileed himself shakes each and every
  one of your hands professing his thanks with tear
  filled eyes. The threat to the Vale is finally over,
  or is it?
  Only one question remains. Kevross had a
  note tucked in his pocket. It reads, “You are doing
  fine work. Continue to burn the halfling holes as
  instructed and I shall continue to reward you. I
  have sent another set of scrolls so that you may
  continue your work”. The note is signed with a
  large D. Who is their mysterious employer?
  Perhaps you will never know.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 1: Poor Tromis
  Interacting with Tromis
  50xp
  Encounter 2: Mapmaker
  Dealing with the mapmaker
  25xp
  Encounter 4: Wanderer’s Way
  Forming a plan
  50xp
  Defeating the rats in Area 5
    1xp
  Encounter 5: Random Guests
  Guest A – dealing with Logan
  25xp
  Guest A – not fighting with Logan
  25xp
  Guest B – defeating the bargemen
  50xp
  Guest C – helping the wounded elf
  50xp
  Guest D – talking to the ranger
  25xp
  Guest E – dealing with the elves 25xp
  Guest F – saving the merchants 50xp
  Encounter 6: The arsonists
  Defeating Kevross
  99xp
  Defeating Foltage
  50xp
  Saving the Wanderer’s Way without
  75xp
  loss of life
  Saving the Wanderer’s Way with loss 
  50xp
  of life
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  
  Burning Way
  Page 20
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than [insert campaign value] that
  are of personal 
  significance 
  to the owner
  (including family heirlooms), and all magical
  items, will be discovered in the possession of
  the character by one means or another. The
  character must return the item and pay a fine
  equal to three times the value of the item
  stolen. In addition, the PC caught receives
  campaign-decided penalties for being known
  as a thief, such as Infamy. For other stolen
  items which meet the criteria in #1 above, use
  your judgment and the circumstances within
  the game to determine whether a PC thief
  gets away with the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter 2: Mapmaker
  • 
  Mysterious map (0gp value, weight 1/2lbs.,
  Use restriction Unusual, tradable No)
  This map was purchased from Woltoren
  Bushbrow, the town mapmaker in Highfolk. 
  It depicts a number of strange locations and
  foreign 
  symbols. 
   When 
  the 
  map 
  was
  purchased, the above named PC received a
  nasty paper cut from its edge.  Since that
  point, the above-mentioned 
  PC has 
  been
  unable to get rid of the map although it
  appears to have no adverse effect.
  Encounter 3: Ash and Dust
  • 
  26gp, 18sp, 32cp.
  Encounter 4: The Wanderer’s Way
  • 
  Gold Ring – 50gp value.  This is given to the
  PCs from Tolvern for saving his life.
  • 
  Scroll w/ Cure Light Wounds x2, Bless (75gp
  value, 
  weight 
  1/2lbs, 
  Use 
  restriction
  Common, tradable Yes) All spells are cast at
  1st level ability.  Given to the PCs by Gileed for
  saving the Wanderer’s Way.
  • 
  Potion of Expeditious Retreat (50gp value,
  weight 
  1/2lbs, 
  Use 
  restriction 
  Common,
  tradable Yes).  Given to the PCs by Gileed for
  saving the Wanderer’s Way.
  • 
  100gp.
  Encounter 5: Random Guests
  • 
  The above named PC has received one of the
  two following 
  gifts while staying 
  at the
  Wanderer’s Way Inn and Temple.
  Silver Fishhook (80gp value, weight 0, Use
  restriction common, tradable yes)
  This fishhook was a gift from a group of
  bargemen who got a little too drunk and
  started a fight with you.  The gift was given to
  make up for any bruises and lumps they may
  have caused.  The fishhook is gold with a
  silver feather.  When used to fish, it grants a
  +2 competence bonus to any required roll.
  -OR-
  Logan’s Token (50gp value, weight 1lbs, use
  restriction common, tradable No)
  This token was given to the above-mentioned
  halfling or gnomish PC for helping Logan Wood
  in the search for a “tallie” human bandit.  The
  carved 
  wooden 
  amulet 
  represents 
  a halfling
  standing on the top of a sphere not unlike Oerth.
  • 
  The above 
  named 
  PC has 
  received 
  the
  following recognition while staying at the
  Wanderer’s Way Inn and Temple.
  1 Influence point in the Elven Pantheon of
  the Vesve (0gp 
  value, 
  weight 
  NA, 
  use
  restriction NA, tradable No)
  -OR-
  The notice of Geldaskar Bel’inaren (0gp value,
  weight NA, use restriction NA, tradable No)
  This certificate was earned while defending
  the Wanderer’s Way Inn and Temple from a
  pair of arsonists.
  • 
  The above named PC has received one of the
  two following 
  gifts while staying 
  at the
  Wanderer’s Way Inn and Temple.
  5 Arrows +1 (47gp each value, weight 1lbs, Use
  restriction Common, tradable Yes)
  These arrows were received from a bet with
  the formidable adventuring company known
  as the Elven Shadows. [ ] [ ] [ ] [ ] [ ]
  -OR-
  Flawed Pearl of Power – 2nd Level (200gp
  value, weight 1lbs, Use restriction Unusual,
  tradable Yes) This rare and mysterious object
  will restore any previously cast 2nd level spell
  to any caster who must prepare spells (i.e.
  paladins, 
  wizards, 
  clerics, 
  rangers, 
  and
  druids). The pearl may only be used once per
  day and may only retrieve a spell that has
  been cast that day.  The pearl 
  is flawed
  however and will burn out after just five
  uses.  [ ] [ ] [ ] [ ] [ ]
  Encounter 6: Arsonists
  • 
  20gp.
  • 
  Wand of Burning Hands (125 gp value, weight
  2lbs, Common, tradable Yes) Cast at 1st level. 
  Five charges remain.  1d6 damage (DC 11). [ ] [
  ] [ ] [ ] [ ]
  • 
  Minor Ring of Hiding (180 gp value, weight
  0lbs, Use restriction Common, tradable Yes)
  
  Burning Way
  Page 21
  This ring grants a +3 bonus to all Hide skill
  checks.
  • 
  Legendary Deed 10% - Saving the Wanderer’s
  Way Inn and Temple (0 gp value, weight 0lbs,
  Use restriction Uncommon, tradable No) This
  certificate is proof that the above mention
  hero saved the Wanderer’s 
  Way inn and
  temple from certain destruction at the hands
  of a pair of arsonists. Once redeemed, this
  certificate will grant you the following bonus
  for one adventure. Halflings throughout the
  region of Highfolk see to the hero’s health
  and wellbeing. This grants a high lifestyle at
  no cost to the PC. The PC is also recognized by
  any halflings in the event as the hero that
  saved the Wanderer’s Way and is treated with
  extreme respect (even from Logan Wood and
  his band). Once used this certificate should
  be voided but not discarded.
  [e t c]
  
  PPPPllllaaaayyyyeeeerrrr    M
  M
  M
  Maaaapppp    1111
  This is the Map purchased from the Highfolk town Mapmaker after Tromis has scribbled some note on
  it.
  
  PPPPllllaaaayyyyeeeerrrr    M
  M
  M
  Maaaapppp    2222
  This Map depicts the area surrounding the Wanderer’s Way Inn and Tavern.
  
  Burning Way
  Page 24
  DDDDM
  M
  M
  M    M
  M
  M
  Maaaapppp    1111
  This is the DMs Map of the Wanderer’s Way Site
  
  DDDDM
  M
  M
  M    M
  M
  M
  Maaaapppp    2222
  This Map depicts the fist floor (on the bottom) and second floor (on the top) or the Wanderer’s Way Inn
  and Temple
  
  AAAAppppppppeeeennnnddddiiiixxxx    1111    ––––    VVVViiiillllllllaaaaiiiinnnn                            SSSSttttaaaattttssss
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    GGGGrrrroooouuuupppp    AAAA    ––––    TTTThhhheeee
  HHHHaaaallllfffflllliiiinnnngggg    M
  M
  M
  Miiiilllliiiittttiiiiaaaa
  Logan Wood: hp 27.   Possesses a cape of t h e
  mountebank.
  Militiamen (10), male halfling Com1: CR
  1/2; small humanoid (3 ft. 2 in. tall); HD 1d4; hp
  3; Init +1; Spd 30; AC 11 (+1 Dex); Atks +0 melee
  (d6, misc. cooking gear), +1 ranged (d4, rock); AL
  CN; SV Fort 0, Ref +1, Will -1.
  Str 11, Dex 13, Con 10, Int 10, Wis 8, Cha 10.
  Skills: Profession: Farmer +4.  Feats: Skill
  Focus: Farmer.
  Equipment: Misc. Cooking Gear or rock.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    GGGGrrrroooouuuupppp    BBBB    ––––    TTTThhhheeee
  BBBBaaaarrrrggggeeeem
  m
  m
  meeeennnn
  TTTTIIIIEEEERRRR    1111    ((((EEEELLLL    3333))))::::
  Tolgan, male human War2: CR 1; medium-size
  humanoid (6 ft. 2 in. tall); HD 2d8+2; hp 14; Init
  +5 (Dex, Imp Init); Spd 30; AC 15 (+3 studded
  leather, +1 shield, +1 Dex); Atks +5 melee (1d8+2
  (crit x3), battleaxe); AL CN; SV Fort +4, Ref +1,
  Will –1.
  Str 14, Dex 12, Con 12, Int 9, Wis 8, Cha 10.
  Skills: Climb +4, Intimidate +3, Profession
  (boater) 
  +2, Swim 
  +3.  Feats: 
   Improved
  Initiative, Weapon Focus (battleaxe).
  Equipment:  studded leather armor, small
  wooden shield, battleaxe.
  Bargemen (4), male human Com1:  CR 1/2;
  medium-size humanoid (5 ft. 8 in. tall); HD
  1d4+1; hp 4; Init +0; Spd 30; AC 11 (+1 padded
  leather); Atks +1 melee (d3+1 subdual, fists); AL
  CN; SV Fort +1, Ref 0, Will 0.
  Str 12, Dex 10, Con 12, Int 9, Wis 10, Cha 10.
  Skills: Profession (boater) +6, Swim +3, Use
  Rope +2.  Feats: Improved Unarmed Strike,
  Skill Focus (Profession [boater]).
  Equipment: Padded Armor.
  TTTTIIIIEEEERRRR    2222    ((((EEEELLLL    5555))))::::
  Tolgan, male human War4: CR 3; medium sized
  humanoid (6 ft. 2 in. tall); HD 4d8+4; hp 28; Init
  +5 (Dex, Imp Init); Spd 30; AC 15 (+3 studded
  leather, +1 shield, +1 Dex); Atks +8 melee (1d8+3
  (crit x3), battleaxe); AL CN; SV Fort +5, Ref +2,
  Will 0.
  Str 16, Dex 12, Con 12, Int 9, Wis 8, Cha 10.
  Skills: Climb +5, Intimidate +5, Profession:
  Boater +2, Swim +6.  Feats:  Improved Initiative,
  Power Attack, Weapon Focus (battleaxe).
  Equipment:  studded leather armor, small
  wooden shield, battleaxe.
  Bargemen (4), male human Com2:  CR 1;
  medium sized humanoid (5 ft. 8 in. tall); HD
  2d4+2; hp 7; Init +1 (Dex); Spd 30; AC 12 (+1
  padded leather, +1 Dex); Atks +2 melee (d3+1
  subdual, fists); AL CN; SV Fort +1, Ref +1, Will 0.
  Str 13, Dex 12, Con 12, Int 9, Wis 10, Cha 10.
  Skills: Profession: Boater +6, Swim +4, Use
  Rope +3.  Feats: Improved Unarmed Strike,
  Skill Focus: Boater.
  Equipment: Padded Armor.
  TTTTIIIIEEEERRRR    3333    ((((EEEELLLL    7777))))::::
  Tolgan, male human War6: CR 5; medium sized
  humanoid (6 ft. 2 in. tall); HD 6d8+6; hp 42; Init
  +6 (Dex, Imp Init); Spd 30; AC 16 (+3 studded
  leather, +1 shield, +2 Dex); Atks +10/+5 melee
  (1d8+3 (crit x3), battleaxe); AL CN; SV Fort +6,
  Ref +4, Will +4.
  Str 16, Dex 14, Con 12, Int 9, Wis 10, Cha 10.
  Skills: Climb +6, Intimidate +7, Profession:
  Boater +3, Swim +6.  Feats:  Improved Initiative,
  Iron 
  Will, 
  Power 
  Attack, 
  Weapon 
  Focus:
  Battleaxe.
  Equipment:  studded leather armor, small
  wooden shield, battleaxe.
  Bargemen (4), male human Com4:  CR 3;
  medium sized humanoid (5 ft. 8 in. tall); HD
  4d4+4; hp 14; Init +1 (Dex); Spd 30; AC 12 (+1
  padded leather, +1 Dex); Atks +5 melee (d3+2
  subdual, fists); AL CN; SV Fort +2, Ref +2, Will
  +1.
  Str 14, Dex 12, Con 12, Int 9, Wis 10, Cha 10.
  Skills: Profession: Boater +7, Swim +5, Use
  Rope +4.  Feats: Improved Unarmed Strike,
  Skill Focus: Boater, Weapon Focus: Unarmed
  Strike.
  Equipment: Padded Armor.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    AAAArrrrssssoooonnnniiiissssttttssss
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))::::
  Kevross, male human Wiz (evoc) 3: CR 3;
  medium sized humanoid (5 ft. 8 in. tall); HD
  3d4+6; hp 15; Init +6 (+2 Dex, +4 Improved
  Initiative); Spd 30; AC 12 (16 w/ mage armor) (+2
  Dex); Atks +0 melee (1d4-1 (crit 19-20), dagger);
  SA Wiz spells; AL CN; SV Fort +2, Ref +3, Will
  +4.
  Str 9, Dex 14, Con 12, Int 15, Wis 12, Cha 10.
  Skills: Concentration +7, Hide +7, Listen +3,
  Spellcraft +5. Feats: Improved Initiative, Scribe
  Scroll, Spell Focus: Evocation, Toughness.
  Equipment: scroll w/ major 
  illusion and
  monster summoning III**, minor ring of hiding
  +3, dagger, traveling robes, and 10gp.
  Spells (5/4/3): 0lv – daze x2, flare x 2, mage
  hand; 1st – grease, 
  magic 
  missile 
  x2, mage
  armor**; 2nd – flaming 
  sphere, 
  invisibility**,
  scare.
  
  Burning Way
  Page 27
  ** - These are used before 
  the combat
  begins.
  Foltage, male half-elf Wiz1: CR 1; medium sized
  humanoid (5 ft. 10 in. tall); HD 1d4+2; hp 5; Init
  +0; Spd 30; AC 10 (14 w/ mage armor); Atks +1
  melee (1d6+1, quarterstaff); SA Wiz spells; AL
  N; SV Fort +2, Ref 0, Will +4.
  Str 12, Dex 10, Con 14, Int 14, Wis 10, Cha 11.
  Skills: Concentration +6, Hide +2, Move
  Silent +1, Spellcraft +6. Feats: Iron Will, Scribe
  Scroll.
  Equipment: scroll w/ fireball**, potion o f
  invisibility**, wand of burning hands (1st level, 5
  charges), quarterstaff, 
  traveling 
  robes, 
  and
  10gp.
  Spells (3/2): 0lv – daze, detect magic, flare;
  1st – cause fear, m age armor**.
  ** - These are used before 
  the combat
  begins.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))::::
  Kevross, male human Wiz (evoc) 5: CR 5;
  medium sized humanoid (5 ft. 8 in. tall); HD
  5d4+8; hp 23; Init +6 (+2 Dex, +4 Improved
  Initiative); Spd 30; AC 12 (16 w/ mage armor) (+2
  Dex); Atks +1 melee (1d4-1 (crit 19-20), dagger);
  SA Wiz spells; AL CN; SV Fort +2, Ref +3, Will
  +5.
  Str 9, Dex 14, Con 12, Int 16, Wis 12, Cha 10.
  Skills: Concentration +8, Hide +8, Listen +4,
  Spellcraft +6. Feats: Empower Spell, Improved
  Initiative, Scribe Scroll, Spell Focus: Evocation,
  Toughness.
  Equipment: scroll w/ major 
  illusion and
  monster summoning III**, minor ring of hiding
  +3, dagger, traveling robes, and 10gp.
  Spells (5/5/4/3): 0lv – daze x2, flare x2, mage
  hand; 1st – grease x2, magic missile x2, mage
  armor**; 2nd – darkness, 
  invisibility**, 
  scare,
  shatter; 3 rd – empowered magic missile, fireball,
  slow.
  ** - These are used before 
  the combat
  begins.
  Foltage, male half-elf Wiz2: CR 2; medium sized
  humanoid (5 ft. 10 in. tall); HD 2d4+4; hp 9; Init
  +0; Spd 30; AC 10 (14 w/ mage armor); Atks +2
  melee (1d6+1, quarterstaff); SA Wiz spells; AL
  N; SV Fort +2, Ref 0, Will +5.
  Str 12, Dex 10, Con 14, Int 14, Wis 10, Cha 11.
  Skills: Concentration +6, Hide +2, Move
  Silent +2, Spellcraft +7. Feats: Iron Will, Scribe
  Scroll.
  Equipment: scroll w/ fireball**, potion o f
  invisibility**, wand of burning hands (1st level, 5
  charges), quarterstaff, 
  traveling 
  robes, 
  and
  10gp.
  Spells (4/3): 0lv – d a z e x2, detect 
  magic,
  flare; 1st – cause 
  fear, 
  mage armor**, 
  magic
  weapon**.
  ** - These are used before 
  the combat
  begins.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))::::
  Kevross, male human Wiz (evoc) 6: CR 6;
  medium sized humanoid (5 ft. 8 in. tall); HD
  6d4+9; hp 27; Init +7 (+3 Dex, +4 Improved
  Initiative); Spd 30; AC 13 (17 w/ mage armor) (+3
  Dex); Atks +3 melee (1d4 (crit 19-20), dagger); SA
  Wiz spells; AL CN; SV Fort +3, Ref +7, Will +6.
  Str 10, Dex 16, Con 12, Int 16, Wis 12, Cha 10.
  Skills: Concentration +10, Hide +9, Listen
  +5, 
  Spellcraft 
  +7. 
  Feats: 
  Empower 
  Spell,
  Improved Initiative, Lightning Reflexes, Scribe
  Scroll, Spell Focus: Evocation, Toughness.
  Equipment: scroll w/ major 
  illusion and
  monster summoning V**, minor ring of hiding
  +3, dagger, traveling robes, and 10gp.
  Spells (5/5/5/4): 0lv – daze x2, flare x 2, mage
  hand; 1st – grease x2, magic missile 
  x2, mage
  armor**; 2nd – darkness, 
  invisibility**, 
  scare,
  shatter x2; 3rd – empowered 
  magic 
  missile,
  fireball x2, slow.
  ** - These are used before 
  the combat
  begins.
  Foltage, male half-elf Wiz4: CR 4; medium sized
  humanoid (5 ft. 10 in. tall); HD 4d4+11; hp 21;
  Init +1 (+1 Dex); Spd 30; AC 11 (15 w/ mage
  armor); Atks +3 melee (1d6+1, quarterstaff); SA
  Wiz spells; AL N; SV Fort +3, Ref +2, Will +5.
  Str 12, Dex 12, Con 14, Int 14, Wis 10, Cha 11.
  Skills: Concentration +8, Hide +3, Move
  Silent +2, Spellcraft +7. Feats: Iron Will, Scribe
  Scroll, Toughness.
  Equipment: scroll w/ fireball**, potion o f
  invisibility**, wand of burning hands (1st level, 5
  charges), quarterstaff, 
  traveling 
  robes, 
  and
  10gp.
  Spells (4/4/3): 0lv – d a z e x2, detect magic,
  flare; 1st – cause fear x2, mage armor**, magic
  weapon**; 2nd – bull’s 
  strength**, 
  melf’s 
  acid
  arrow, summon swarm.
  ** - These are used before the combat begins
  TTTTiiiieeeerrrrssss    1111    aaaannnndddd    2222
  Small Fire Elemental: CR 1; small elemental (4
  ft. tall); HD 2d8; hp 9; Init +5 (+1 Dex, +4
  Improved Initiative); Spd 50; AC 15 (+1 size, +1
  Dex, +3 natural); Atks +3 melee (1d4 + 1d4 fire,
  slam); SA Burn; SQ Elemental, Fire Subtype; AL
  N; SV Fort +0, Ref +4, Will +0.
  Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11.
  Skills: Listen +5, Spot +5. 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.
  
  Burning Way
  Page 28
  DM NOTE: Note that the elemental has no
  weapon 
  immunities 
  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.
  TTTTiiiieeeerrrr    3333
  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.
  
  Burning Way
  Page 29
  AAAAppppppppeeeennnnddddiiiixxxx    2222    ––––    W
  W
  W
  Waaaannnnddddeeeerrrreeeerrrr’’’’ssss    W
  W
  W
  Waaaayyyy    DDDDaaaaiiiillllyyyy    SSSScccchhhheeeedddduuuulllleeee
  5:00 am
  Gileed gets up, prays and begins
  making breakfast for everyone.
  6 :00 am
  The 
  sisters 
  get 
  up 
  and 
  begin
  cleaning up for breakfast
  7:00 am
  Morning Sermon
  7:30 am
  Breakfast is served
  8:00 am
  Kevross and Foltage leave to “fix”
  their boat
  9:00 am
  Tolvern 
  gets 
  up 
  and 
  demands
  breakfast
  10:00 am
  Gileed goes out to tend to his
  garden
  11:00 am
  The sisters begin fixing lunch
  Noon
  Lunch is served
  3:00 pm
  Tolvern begins drinking
  5:00 pm
  Gileed 
  begins 
  making 
  dinner,
  Kevross and Foltage return.
  6:00 pm
  Dinner 
  is 
  served. 
   Kirth 
  and
  Somyrin 
  join 
  everyone 
  in 
  the
  taproom.  Maaresk wakes up and
  finds a corner table to sit at and
  remains there until the taproom
  closes.
  8:00 pm
  Dinner is now done.  The bar is
  fully open.
  10:00 pm
  Tolvern stumbles up to his room. 
  Kirth and Somyrin turn in for the
  night.
  11:00 pm
  Kevross and Foltage retire to their
  rooms.
  Midnight
  Everyone returns 
  to his or her
  rooms to as the taproom closes. 
  Gileed turns in for the night.
  4:00 am
  Maaresk goes to sleep.
  
  Burning Way
  Page 30
  AAAAppppppppeeeennnnddddiiiixxxx    3333    ––––    GGGGuuuueeeesssstttt    LLLLiiiisssstttt
  Below is a list of all of the people who are present at the inn, their title, and their room locations.  This
  list can be used to keep track of who is at the inn at any given time.
  Kimlay Graycap, stable boy – Location B
  Gileed Wanderfoot, inn owner – Room 7
  Oyrin and Lyrin Vilyren, barmaids – Room 8
  Kevross, arsonist – Room 10
  Foltage, arsonist – Room 11
  Kirth and Somyrin, travelers – Room 13
  Maaresk, insane ranger – Room 14
  Tolvern Mestoric, nobleman – Room 18
  PC #1 ___________________ Room ____
  PC #2 ___________________ Room ____
  PC #3 ___________________ Room ____
  PC #4 ___________________ Room ____
  PC #5 ___________________ Room ____
  PC #6 ___________________ Room ____
  PC #7 ___________________ Room ____
  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 if
  possible).
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/591/Normal Scenarios/HIG1-05 - Burning Way (APL 2-6)/HIG1-05 - Burning Way.pdf