The Tower of Picomi is the last surviving relic of the Terik Empire, and It's on fire!
The party has come searching for a lost piece of lore. It is supposed to be on one of the many floors of the Tower of Picomi. When they arrive, they hear screams and arrive on the scene in time for the fireworks.
" A massive explosion tears thru the roof of the aging tower. Fire, soot, and brick fall like an angry snow around you. The townspeople are scared and running for the edge of town. There seems to be no readily available source of water nearby, and the knowledge you seek is in the Tower! What do you do?!"
The tower is structurally sound, but is filling with smoke. The first thing the party should do is open the windows to the lower levels, and close the doors behind them as they go. This clears the standing smoke, but doesn't allow fresh air to climb to feed the fire at the upper levels.
On each floor the party has a two-fold mission. First to extinguish the flames, Second, to clear out their source.
Tiny fire elementals are causing havoc on each floor. The dungeon has 8 floors, so this takes time. As they climb they will meet new friends, and learn some new information.
Mechanic for tracking: Fire Chart. If the party acts quickly, they will reduce the amount of danger the final floor presents. Each point on this chart increases difficulty, and ignoring Fire in the Tower likely raises it. If an Elemental is left on a lower level, add 5 to the Fire Chart.
1st Floor: No people here, and the Fire Elemental has not yet arrived. If the party acts quickly, they can ascend to the next floor. If they dawdle, allow an Elemental to arrive to drive home how effective the party can be. (Add 1 to the Fire Chart only if they dawdle.
2nd Floor: The Fire Elemental is just arriving as the party ascends. If they can kill it in the first round, they don't have to extinguish any flames. Add 1 to the Fire Chart.
Add 1 more to the Fire Chart for each small fire left when they leave this floor.
3rd Floor: The Library. The fire elemental here is focusing on books. They are very flammable. There are two fires on this floor, and the elemental not among them (standing with a new book in hand). After each round the fires double. For each fire that produces another, add 1 to the Fire Chart. Add 2 points to the Fire Chart if all books and the elemental are defeated in a single round.
4th Floor: The fire is in full swing here. This is a living quarters and each party member can easily snuff out the fires here. There is no elemental here, but (# Of party members) fires burn around the beds. If left unchecked, add 5 to the Fire Chart. If taken care of, add 2 instead.
5th Floor: This appears to have been another library, but the room is unstable. The party must flee quickly to reach the other side. Make checks as appropriate to escape the smoke. There is no elemental on this floor, and no matter what the Chart goes unchanged here.
6th Floor: A Fire Elemental stands tall, and has burned his way through the roof of the floor and onto the 7th floor. There is a pool of water used to water plants on the 7th floor, and the party may use that to weaken the Fire Chart. If they dump the water out, Reduce the Chart by 10. If they dump the fire onto the Elemental, Reduce it by 15 instead.
All remaining points can be used to add to the monsters attacks or damage. You may choose to add this after you roll, so a miss might become a hit. (Subtract points as they are spent 1-for-1 to add to Hit or Damage.) He will go for any source of cold, water, or healer first. He does 1 extra damage to anyone wearing metal armor.
When defeated, we learn that the First wizard was possessed by the Fire Elemental while she read an ancient book of lore. She is dead, but her body unharmed. On her is the Lore the party was searching for with a clear warning of danger....
The town is happy that the threat was avoided, and the Mage's guild that lived here are eager to help translate the tome.