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DDAL07-10 - Fire, Ash and Ruin v1.0

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0% found this document useful (0 votes)
777 views28 pages

DDAL07-10 - Fire, Ash and Ruin v1.0

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Luca Codreanu
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Fire, Ash, and Ruin

Within the jungles of Chult is a vast expanse of ash. While a red dragon is known to reside
deep within the Land of Ash and Smoke, it is far from the deadliest of its denizens. Deeper
still is a pit filled to the brim with pure evil. None who have sought out its secrets have
survived to tell its tale. Will you be more successful than they?

A 4-Hour Adventure for 11th-16th Level Characters

James J. Haeck
Author

Adventure Code: DDAL07-10C


Optimized For: APL 13
Version: 1.0

Development and Editing: Claire Hoffman, Travis Woodall


Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,
Alan Patrick

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Introduction Before Play at the Table
Welcome to Fire, Ash, and Ruin, a D&D Adventurers Before you start play, consider the following:
League™ adventure, part of the official D&D
Adventurers League™ organized play system and the • Read through the adventure, taking notes of
Tomb of Annihilation™ storyline season. anything you’d like to highlight or remind yourself
This adventure takes place within the Land of Ash while running the adventure, such as a way you’d
and Smoke, a treacherous volcanic region blanketed like to portray an NPC or a tactic you’d like to use
in snow-white ash. Within the Land of Ash and in a combat. Familiar yourself with the
Smoke is the Pit of Krahharu, the eternally burning adventure’s appendices and handouts.
lair of a bound balor. Formerly the fortress of a cabal • Gather any resources you’d like to use to aid you
of fire giant wizards, the Pit of Krahharu is filled with in running this adventure—such as notecards, a
treasure and ancient secrets. DM screen, miniatures, and battlemaps.
This adventure is designed for three to seven • Ask the players to provide you with relevant
11th-16th level characters and is optimized for character information, such as name, race, class,
five characters with an average party level (APL) and level; passive Wisdom (Perception), and
of 13. Characters outside this level range cannot anything specified as notable by the adventure
participate in this adventure. (such as backgrounds, traits, flaws, etc.)

Adjusting This Adventure Playing the Dungeon Master


This adventure provides suggestions in making You have the most important role—facilitating the
adjustments for smaller or larger groups, characters enjoyment of the game for the players. You provide
of higher or lower levels, and characters that are the narrative and bring the words on these pages to
otherwise a bit more powerful than the adventure is life.
optimized for. You’re not bound to these To facilitate this, keep in mind the following:
adjustments; they’re here for your convenience. You’re Empowered. Make decisions about how
To figure out whether you should consider the group interacts with the adventure; adjusting or
adjusting the adventure, add up the total levels of all improvising is encouraged, so long as you maintain
the characters and divide the total by the number of the adventure’s spirit. This doesn’t allow you to
characters (rounding .5 or greater up; .4 or less implement house rules or change those of the
down). This is the group’s APL. To approximate the Adventurers League, however; they should be
party strength for the adventure, consult the consistent in this regard.
following table. Challenge Your Players. Gauge the experience
level of your players (not the characters), try to feel
Determining Party Strength out (or ask) what they like in a game, and attempt to
Party Composition Party Strength deliver the experience they’re after. Everyone should
3-4 characters, APL less than Very weak have the opportunity to shine.
3-4 characters, APL equivalent Weak Keep the Adventure Moving. When the game
3-4 characters, APL greater than Average starts to get bogged down, feel free to provide hints
5 characters, APL less than Weak and clues to your players so they can attempt to
5 characters, APL equivalent Average solve puzzles, engage in combat, and roleplay
5 characters, APL greater than Strong interactions without getting too frustrated over a
6-7 characters, APL less than Average lack of information. This gives players “little
6-7 characters, APL equivalent Strong victories” for figuring out good choices from clues.
6-7 characters, APL greater than Very strong Watch for stalling—play loses momentum when this
happens. At the same time, make sure that the
Some encounters may include a sidebar that offers players don’t finish too early; provide them with a
suggestions for certain party strengths. If a full play experience.
particular recommendation is not offered or
appropriate for your group, you don’t have to make
adjustments.

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DDAL07-10 Fire, Ash, and Ruin 2
Adventure Primer Adventure Hooks
“Gandalf stood in the middle of the span…His enemy The characters can become involved in the story in
halted again, facing him, and the shadow about it several ways, some of which involve their character
reached out like two vast wings…Fire came from its factions.
nostrils. But Gandalf stood firm. Secret of the Yuan-ti. A group of Chultan and
‘You cannot pass,’ he said.” Harper scouts encountered a group yuan-ti entering
—J.R.R. Tolkien, The Fellowship of the Ring the Land of Ash and Smoke. The Harpers suspect
that they are headed for the Pit of Krahharu, a place
Adventure Background of incredible magical power.
Eradicate the Demons! The Order of the Gauntlet
A balor is bound to the Pit of Krahharu, deep in the
has heard an ancient legend: in the Land of Ash and
Land of Ash and Smoke, and the ambitious yuan-ti
Fire is a place where the Abyss is made real upon the
wish to make this mighty demon their ally.
Material Plane. Journey to the Pit of Krahharu and
Long ago, a cabal of fire giant wizards known as
eradicate its foul master, Immilor.
the Krahharu made contact with a balor named
Faction assignment (Order of the Gauntlet).
Immilor and commanded it to guard their fortress.
Consecrate the Pit of Krahharu’s inner sanctum.
Their incantations successfully bound the demon,
They suggest searching for a spell scroll of hallow in
and for a time, it served dutifully. But as time passed,
the old wizard’s fortress above the pit.
Immilor tricked the Krahharu into granting him
Success condition: Once Immilor is killed, cast
greater and greater leniency in his contract. Though
hallow on area B10 of the pit (remember its 24 hour
still physically bound to the land, Immilor the
casting time).
Krahharu wizards and rained fire and ruin upon
Secret mission (Lords’ Alliance). The Lords’
their fortress, turning it into a smoldering pit filled
Alliance wishes to learn the true name of the demon
with demons and darkness.
commanding the pit, and presents the characters a
The ruined fortress’s most recent resident was a
magical seal. Members of the Lords’ Alliance (rank 2
red dragon named Cyndreth, who raised a clutch of
or higher) are instructed to use the magical seal to
eggs in its blistering heat. However, she was forced
learn the true name of Immilor, the balor that rules
to flee when the demons below became aware of her
the Pit of Krahharu.
presence, and attacked her nest, wounding her and
kidnapping one of her wyrmlings in the process. The Magic Seal
Now, the characters arrive at the pit in search of The Lords’ Alliance presents the characters with a thin
information about the yuan-ti and their plot to parchment seal: six inches wide and twelve inches long, and
dominate Chult. As the characters approach the pit, inscribed with runes of binding. When placed against a
they see the dragon Cyndreth flying overhead as she fiend’s flesh, the paper burns away and imprints the runes on
launches her own attack on the pit. its target.
A character holding this seal can make an unnarmed attack
Adventure Overview against a fiend to strike it with the seal. On a hit, the seal
burns to cinders and the fiend must make a DC 15 Charisma
Fire, Ash, and Ruin is divided into three parts. saving throw. On a failure, it must truthfully answer the next
Part 1. Fields of Ash. The characters travel across question posed to it. If the fiend has 50 or fewer hit points, it
the Land of Ash and Smoke towards the Pit of automatically fails this saving throw.
Krahharu. While there, they encounter the red The seal can force a demon to reveal its true name. If the
dragon Cyndreth as she flies toward the pit, and may characters use the seal to reveal Immilor’s true name (as the
either make her their enemy or their uneasy ally. Lords’ Alliance intends), they gain some measure of control
Part 2. Hunting Demons. The characters enter the over the demon and can command it as an action, as the
Pit of Krahharu. By searching the pit and defeating spell command, so long as the command begins with
speaking its true name. However, they can’t command it to
three demonic lieutenants, they can save the
take an action that would lead to harm, such as commanding
tortured souls of fire giant wizards that can help
it to stop attacking them.
them in the battle against the balor Immilor.
Part 3. Immilor, Lord of Flames. The characters
descend into the deepest part of the Pit of Krahharu
to confront its shackled master, Immilor. If they
allied with Cyndreth, she comes to their aid.

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DDAL07-10 Fire, Ash, and Ruin 3
Part 1: Fields of Ash Several environmental hazards stand between the
characters and their destination. Let these dangers
The adventure begins as the characters trek across
build anticipation for the dungeon ahead, but skip
the vast ash wastes of the Land of Ash and Smoke.
them if they become tedious. Choose which hazards
you wish to use in any order.
Cyndreth in Flight If the party’s strength is Weak or Very Weak, they
only encounter one hazard. Average strength parties
Ash floats through the air like snow flurries, coating the encounter two hazards, and Strong or Very Strong
ground in soot that clings to your feet with every step. You’ve parties encounter all three hazards.
been traveling across the ash fields for hours, moving
constantly towards the thick pillar of black smoke on the Geyser Plains
horizon—a line that points straight to your destination, the
Pit of Krahharu. The landscape grows rockier the deeper you travel into the
Then, the wind changes direction. The ash begins to fly ash fields. The thick scent of sulfur hangs in the air, and about
upward, and the wind starts to howl. A red dragon flies 50 feet away, a human-sized mound of white stone rumbles
overhead, traveling towards the column of smoke on the and shoots a jet of steaming water into the air. Then, the
horizon. It takes no notice of you, but is close enough for you ground beneath your own feet begins to quake.
to shout at it or shoot it with arrows, if you desire.
The ground splits beneath the characters’ feet—
sending a jet of hot steam into the air. A random
Dragon Battle character must make a DC 16 Dexterity saving
If the characters attack Cyndreth or try to attract her throw, taking 7 (2d6) fire damage on a failed save or
attention as she flies overhead, she loops around in half as much damage on a successful one.
the air and dive bombs the party, using her fire
Navigating the geyser plains requires that the
breath while airborne to attack from afar and using characters in the party succeed on three DC 15
hit and run tactics to escape quickly. When Cyndreth Wisdom (Survival) group checks to avoid steam
has taken 50 points of damage, she roars “Stop!” and eruptions. Each time that the characters fail a check,
tries to arrange a truce. they each take 7 (2d6) fire damage from taking an
Cyndreth wishes to save her youngest wyrmling, incorrect route. The party escapes the geysers after
Vastonash, from the demons in the Pit of Krahharu. each character makes three checks.
She is willing to fight alongside the characters if they
allow her wyrmling to go free with her and grant her
a share of the spoils. She suggests that they take her
Elemental Snare
offer, for while a balor demon like Immilor is too
great a foe for either of them alone, they might be The ground beneath you seems to grow warmer as you
able to best him together. traverse the salt-white ash fields. Then warmer and warmer
She agrees to any reasonable deal under two still, until it feels as though your feet are being licked by
conditions: she and her wyrmling leave safely flames. All around you, thin red lines glow through the ash,
together, she gets an equal share of the treasure, and forming intricate runes in a 60 foot radius around you. Then,
that the characters don’t that she serve as a mount. the ground erupts with flame, spilling dozens of tiny, burning
creatures into the ash around you. In the center of the
Roleplaying Cyndreth conflagration is a single creature, a blazing serpent with a
Cyndreth’s voice is smooth and brimming with power. She whiskered face and a spear in its hands. It prepares to attack.
may be a chaotic evil dragon, but she still cares for her
wyrmling, and she will stop at nothing to rescue Vastonash
from Immilor’s clutches. She also knows when a group of The central creature is a salamander and the
treasure-hungry adventurers might be a useful weapon creatures surrounding it are ten magmins. These
against her enemies. She is cunning and diplomatic, but has a elementals were bound to this place by the
short temper and a terrible ire. Krahharuan wizards as a ward against intruders.
They attack on sight, but only pursue retreating
Journey to the Pit enemies if they flee towards the pit.

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DDAL07-10 Fire, Ash, and Ruin 4
Brittle Obsidian

Even though you are walking on flat land, your footing is


unstable. You skid on every other stride, scrambling to
maintain your footing on the gritty ash. Beneath your
footprints, however, you see slippery, black glass. Obsidian.
Long, ominous cracks spread like spider webs across the
sheet of volcanic glass, as if daring you to take another step.
Circumventing the miles-wide field of obsidian seems
possible, but it would take hours, and night is falling.

The first character to move across the obsidian must


make a DC 18 Dexterity saving throw as their foot
plunges through the sheet of obsidian, taking 7 (2d6)
slashing damage on a failed save or half as much
damage on a successful one. If the saving throw fails
by 5 or more, the character falls completely through
the obsidian, taking an additional 7 (2d6) slashing
damage and falling 30 feet into an empty lava tube. A
character can climb up this surface by succeeding on
a DC 16 Strength (Athletics) check.
This tube continues for half a mile, eventually
letting out onto the ash plains again beyond the
obsidian flats.
If the characters continue along the obsidian flats
on foot, each character must make a DC 15 Wisdom
(Survival) check to locate areas of brittle obsidian.
On a failure, the character breaks through the glass,
as described above. The party escapes the flats after
each character makes one check.
Circumventing the Obsidian Shelf. The field of
obsidian is about two miles in diameter. If the
characters choose to go around the field, each
character must make a DC 16 Constitution saving
throw as the frigid night chill of this ashen desert
sets in, gaining 1 level of exhaustion on a failed save.

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DDAL07-10 Fire, Ash, and Ruin 5
Part 2: Hunting Demons The young red dragon Cyndreth perches on a ledge
just beneath the lip of the crater, and raises her
This part begins after the characters cross the
serpentine neck to greet the characters face-to-face.
deadly ash fields and climb up the ridge overlooking
If the characters previously made a truce with her,
the Pit of Krahharu. In this part, they will search the
she outlines her plan. Otherwise, she attacks, as
ruins of Krahharu for a way into the pit itself, then
described in “Dragon Battle” in part 1 of this
destroy its demonic jailors in order to weaken
adventure. She surrenders after taking 50 points of
Immilor, the master of the pit.
damage and offers to parley, describing her plan.
Cyndreth’s Plan. Cyndreth informs the characters
Krahharu Ruins that Immilor is in the inner sanctum of the pit,
The ruined fortress was once home to the cabal of within the burning dome at the center of the
fire giant wizards known as the Krahharu. These complex. Cyndreth refuses to enter enclosed spaces,
conjurers sought to use the power of the Abyss to but if the characters invade the pit and destroy
defeat their ancient enemies, the yuan-ti. The balor Immilor’s three lieutenants, they can weaken the
Immilor was bound to the sanctum beneath the balor before confronting it head on. She learned that
fortress, but was still able to deceive and slaughter the demon lieutenants guard some sort of power
all the wizards in the fortress above and summon his that could help them defeat Immilor.
demonic legions into the pit below. There he waits, Cyndreth also offers the characters a reward if
trying to devise a way to free himself from his bonds. they can find her captured wyrmling in depths of the
pit. Little does she know that he has already been
General Features killed and skinned by a demon called Goryx the
The ruined fortress of Krahharu has the following general Glutton (area B6).
features: Fire. A sea of flame surrounds the ruins of
Arcane Glyphs. Concealed on the floor beneath a fine layer Krahharu. Creatures that pass through it on foot risk
of white ash are arcane glyphs. They are marked “G” on the gaining levels of exhaustion (see General Features).
map of this area. Each of these glyphs has a unique effect, Secret Tunnel. Characters that succeed on a DC 20
described in the area in which it appears Wisdom (Perception) check made from this ridge,
Ceilings. The ceilings in this ruin were built for giants, and spot area A2—a hole in the ground on the west side
are 20 feet tall. of the crater that descends into darkness.
Fire. Whenever a creature walks through 5 feet of fire or
starts its turn in fire, it takes 1d6 fire damage.
Heat. This region is incredibly hot. At the end of each hour, A2. Unburnt Tunnel
any creature in the area must succeed on a DC 18
Constitution saving throw or gain a level of exhaustion. A five-foot diameter hole in the burning ground descends
Creatures that are vulnerable to fire have disadvantage on into total darkness, untouched by flame. It slopes gently
this saving throw, while creatures that are resistant make the downward.
save with advantage, and creatures that are immune
automatically succeed.
Light. The fortress is bathed in dim light from the burning This tunnel is cool to the touch, and descends 120
soil that surrounds it. feet into the tunnel north of area B3. After 30 feet,
the tunnel is engulfed in magical darkness. This
magical darkness permeates the lower level, as
A. Areas of Krahharuan Ruins described in the Pit of Krahharu’s General Features
sidebar, below.
A1. Crater Ridge
A3. Grand Arch
Having traversed the Land of Ash and Smoke, you climb a
rocky ridge and gaze upon a smoldering crater. The land A grand arch marks the threshold of the ruins. Two statues of
beneath burns eternally, its flames lapping against charred fire giants with their eyes closed and their hands raised
and blackened stone walls that somehow still stand in the above their heads appear to support the arch, which is
inferno. Just north the complex stands a stone dome, engraved with images of intertwining, flaming serpents.
completely covered in flame, yet somehow perfectly intact.
One round after a creature that isn’t a giant or a
beast passes beneath the arch, the statues—

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DDAL07-10 Fire, Ash, and Ruin 6
revealing themselves to be two stone golems— character with a passive Wisdom (Perception) of 21
animate and attack. When animated, their eyes open, or higher or that succeeds on a DC 21 Wisdom
revealing two rubies. (Perception) check spots the glyph.
Golems. These constructs are ancient, and their Any humanoid that enters the glyph’s space must
magic is fading. Their hit points are reduced to 102 make a DC 15 Charisma saving throw. On a failure,
hit points and they don’t possess the Multiattack the light of the skylight seems to grow blindingly
action. Their CR is reduced to 4 (1,800 XP). They bright, and their shadow grows long and sprouts
don’t pursue fleeing creatures. wings—becoming a shadow demon. It
Treasure. Each statue has a pair of ruby eyes, telepathically shrieks “Intruders! I must warn the
worth 50 gp each (200 gp total). master!” and attempts to flee.
The character that triggers the glyph casts no
Adjusting the Encounter shadow—something that characters with a passive
Here are recommendations for adjusting this encounter. Investigation score of 13 or higher notices. While
These changes are not cumulative. missing its shadow, the character is vulnerable to
• Very Weak: One stone golem is crumbling and has only 51 necrotic damage. The character’s shadow is missing
hit points. until the conjured shadow demon is slain, at which
• Strong: One golem is in near-perfect condition and uses point the character regains its shadow.
the unmodified stone golem statistics.
• Very Strong: Both golems are unmarred by time and use A5. Firenewt Fountain
unmodified stone golem statistics.
The roof of this chamber is caved in, and a thick layer of ash
A4. Arcane Atrium coats the floor. A fountain in the shape of a grinning, horned
demon stands at the far end of this room. Blue flame flows
There is a skylight in the middle of this 40-foot-tall chamber, from its eyes and mouth instead of water, and the fountain is
and the floor directly beneath it is covered in a thick layer of surrounded by a group of dancing creatures with long necks
ash. The walls are lined with engravings of robed giants and tall bodies, glowing red skin, and lizard-like faces.
conjuring flames from thin air and hurling that fire at legions
of serpent-people. In some engravings, the giants have
The Pit of Krahharu is currently home to a nomadic
hulking, ape-like creatures fighting at their sides. clan of firenewts that now worship Immilor as a god.
One large mural takes up the north wall of the chamber: a The demons allow them to live in the ruined fortress
massive beast with a horned head and bat-like wings wields a as long as they sacrifice a living creature every day.
sword and a whip. Beneath it are three other creatures: a A group of five firenewt warriors and two firenewt
hulking toad covered in horns and spins, a winged shadow, warlocks of Imix are sacrificing a recently slain
and a massive, mosquito-like insect. yuan-ti scout before the fountain.
Arcane Glyph. There is a concealed glyph in front
Murals. Creatures examining the murals that of the fountain, beneath the yuan-ti. A character with
succeed on a DC 15 Intelligence (History or Religion) a passive Wisdom (Perception) of 21 or higher or
check know about the depicted events, as follows: that succeeds on a DC 21 Wisdom (Perception)
check spots the glyph.
• Intelligence (Religion). The character knows that Any living creature that enters the glyph’s space
the creatures depicted in the murals are demons, must make a DC 15 Constitution saving throw or be
and that the horned, winged demon is one of the paralyzed for 1 minute. It can repeat this saving
mightiest abyssal creatures of all: a balor. The throw at the end of each of its turns, ending the
creatures below it are likely its lieutenants. effect on itself on a success.
• Intelligence (History). The character knows that Magical Fire. The blue flame pouring from the
the fire giant wizards that lived here fought fountain is magical fire. If transferred to a lamp or
constantly against the yuan-ti, who wished to rule torch, the light source can pierce magical darkness.
the Land of Ash and Smoke for unknown reasons. Treasure. The firenewt warlocks wear gold
The demons may have been conjured to help in bangles worth 10 gp each. One of them carries a
the fight against the yuan-ti. leather scroll tube containing a spell scroll of hallow
Arcane Glyph. There is a thick patch of ash stolen from the yuan-ti.
beneath the skylight. Beneath the ash is a glyph. A

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DDAL07-10 Fire, Ash, and Ruin 7
A6. Dark Descent of exhaustion on a failed save. Creatures that are vulnerable
to fire damage have disadvantage on this saving throw.
A staircase spirals down into pitch darkness. Even though Wild Magic. The chaotic magic of the Abyss permeates the
Pit of Krahharu. Immediately after a character casts a spell of
incredible heat emanates from the abyss, no light shines out
1st level or higher, the DM can have that character roll a d20.
of it. Firenewts stand guard around the edge of the abyss. On a roll of 1, roll on the Abyssal Wild Magic Surge Table,
above, to create a random magical effect.
Six firenewt warlocks of Imix stand around the
edge of the pit, along with six firenewt warriors,
one between each warlock. They raise their weapons Abyssal Wild Magic Surge
in warning when they the characters; the warriors 1d20 Effect
ready an action to Spit Fire and the warlocks ready 1–2 For the next minute, your body is wreathed in
an action to cast scorching ray at characters that magical blue flames. You shed dim light in a
approach the stairs. They do not attack otherwise. 10-foot radius that penetrates magical
In combat, the firenewt warriors attempt to push darkness. Any attack roll against you has
creatures onto the Arcane Glyph on the top step of advantage if the attacker can see you, and you
the stairs. can’t benefit from being invisible.
3–4 You cast fireball as a 3rd-level spell centered
Arcane Glyph. There is a glyph inscribed on the
on yourself.
top step of the staircase, obvious to anyone within
5–6 You must immediately cast another spell of
10 feet. A character with a passive Wisdom your choice using your highest-level spell slot.
(Perception) of 21 or higher or that succeeds on a DC Casting this spell requires no action.
21 Wisdom (Perception) check spots the glyph. 7–8 A number of manes equal to the level of the
Any living creature that enters the glyph’s space spell that activated this surge appear in spaces
must make a DC 15 Constitution saving throw. On a adjacent to you.
failure, all warmth drain from its body and gains 9–10 You transform into a barlgura for a number of
vulnerability to fire damage for the next 1d4 hours. rounds equal to the level of the spell that
Darkness. After descending 30 feet, the staircase activated this surge. While in this form, you
is engulfed in magical darkness. must attack at least one non-demon creature
Stairs. The staircase descends into area B1. during your turn. If you cannot attack a non-
Treasure. The firenewt warlocks wear gold demon creature, or are reduced to 0 hit
bangles worth 10 gp each. points, you return to your normal form.
11–12 You can speak, read, and write Abyssal for the
next 2d12 hours.
B. Krahharuan Depths 13–14 You gain a form of Short-Term Madness (see
The chaotic magic of the Abyss fills the depths of the “Madness” in chapter 8 of the Dungeon
Pit of Krahharu, as does a darkness that can only be Master’s Guide).
pierced by magical light. 15–16 You lose the ability to speak, read, and write
all languages for the next hour. You can still
General Features say verbal components for your spells.
17–18 The next spell you cast with a casting time of 1
The Krahharuan Depths have the following general features:
action can be cast as a bonus action instead. If
Ceilings. The ceilings in this dungeon were built for giants,
it requires an attack roll, it’s made with
and are 20 feet tall.
disadvantage. If it requires a creature to make
Darkness. The entire dungeon is enveloped in magical
a saving throw, it’s made with advantage.
darkness. Nonmagical light sources and creatures with
19–20 A portal to the Abyss opens beneath you, and
darkvision can’t see in magical darkness. Fiends with
then closes. You are whisked through the
darkvision can see through this darkness
endless layers the Abyss at lightning speed. At
Fire. The flames within the pit are bright blue and their
the end of your next turn, you return to the
light can pierce the magical darkness within the pit, shedding
space you previously occupied, or the nearest
bright light in a 15-foot radius and dim light for an additional
unoccupied space, and take 27 (5d10) psychic
15 feet. Whenever a creature walks through 5 feet of fire or
damage.
starts its turn in fire, it takes 1d6 fire damage.
Heat. This region is incredibly hot. At the end of each hour,
creatures that are not resistant or immune to fire damage
must make a DC 15 Constitution saving throw, gaining a level

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DDAL07-10 Fire, Ash, and Ruin 8
B1. Mouth of the Void killed, the spirit surfaces and greets the characters,
If the characters have no way to see through magical introducing herself as Alkana. She has been living as
darkness, read or paraphrase the following. an ageless fire elemental for centuries, waiting for
someone to destroy the demons of the pit. Several of
Thick, suffocating darkness consumes the chamber before her fellow wizards are being tortured by the demon
you. It is impossible to see through the gloom. lieutenants of Immilor. She explains that if the
characters can free their souls from torture, they can
help seal Immilor’s power for a short time.
If the characters can see through magical darkness,
such as with the magical blue flame from area A5 or • Alkana’s Aid. The characters are immune to
with a warlock’s Devil’s Sight invocation, for damage from the balor’s Death Throes trait.
example, read or paraphrase the following: Roleplaying Alkana
Every word Alkana utters crackles with hatred for Immilor,
The floor of this perfectly circular chamber is teeming with a and she lavishes praise upon any creature she can goad into
writhing mass of hideous bodies. Rotted and pathetic, these destroying the demon. Nothing remains of her personality
withered demons shuffle piteously across the dirt. but her burning hunger for revenge.

Countless manes shuffles blindly about the room, B3. Wellspring of Lethargy
swiping ineffectually at intruders. Don’t roll
initiative or roll for these manes’ attacks; simply A thick fog fills the chamber before you. It tickles your
assume that every attack misses or strikes nostrils as the faintest wisps of vapor stretch into the
harmlessly—they pose no threat to the characters corridor, carrying with them a comforting warmth. All you
and award no XP. Manes appear from the shuffling can see within is a mist-blanketed pool of dark water.
mass to replace those that are destroyed—this A large boulder rests quietly in the middle of the pool.
place’s proximity to the Abyss enables it to spawn
infinite manes to harry and harass interlopers.
Several pathways branch out from this room on The pool of boiling water in the center of this
the ground level, beneath the staircase that wraps chamber emits a strange vapor. Any creature
around the room and leads to area A6. inhaling the gas must make a DC 15 Constitution
Dragon’s Blood. A thick trail of dried blood leads saving throw, making this save with disadvantage if
from this area into area B5. A successful DC 13 it has fewer than 40 hit points remaining. On a failed
Intelligence (Arcana) or Wisdom (Medicine) check save, the creature falls unconscious for one hour.
reveals that it is dragon’s blood. The creature rouses if it takes damage, or if another
creature uses its action to rouse an unconscious
B2. Lake of Flame creature. Note, elves and half-elves aren’t immune to
the unconscious condition.
Any creature that immerses at least half of its
A lake of blue fire burns brightly, casting this chamber in
body in the water automatically fail this save and
eerie light. A stone bridge spans the center of this chamber,
instantly falls unconscious.
and six furtive demons with pig-like faces yowl annoyingly at
Total Party Knockout. If the entire party falls
the lake in the Abyssal tongue. unconscious within this area, they rouse an hour
later in area B4, atop a pillar and restrained by
A group of six dretches stand on the stone bridge silken rope (escape DC 15) and watched by five
spanning the lake of flames. They shout hoarse pleas quasits in bat form. They call for their master,
to Immilor in Abyssal, begging the balor to grant Yulethe, once all the characters are conscious.
them greater power in exchange for their eternal Dealing 10 points of damage to the rope (AC 9,
servitude. They see the characters’ arrival as an immune to poison and psychic damage) destroys it.
opportunity to prove their worth, and fight among
themselves for a chance to kill the characters, even
pushing their allies into the fire to slow them down.
Wizard Spirits. A Krahharuan wizard in fire
elemental form lurks within the lake of flame, hiding
from the demons of the pit. If the dretches here are

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DDAL07-10 Fire, Ash, and Ruin 9
B4. Yulethe’s Lair off along the way. These demons are starving, and
attack any living intruders ravenously.
A low droning buzz fills the air. It’s almost soothing, like a Dragon’s Blood. A thick trail of dried blood leads
single-note lullaby. Patches of blue flame flicker on the from area B1 to the entrance of Goryx’s lair (area
ground deep within this cavern, and several bats flutter B6). A successful DC 16 Intelligence (Arcana) or
through the air, casting massive shadows against the walls.
Wisdom (Medicine) check reveals that it is dragon’s
blood.
A thin, nasal voice pierces the drone. “Visitors…it has been
Hanging Sacrifices. Heaps of animal and
so long since I have had visitors. I am Yulethe the Dream-
humanoid carcasses are piled in area illuminated by
Weaver, and you shall be my guests for a very…long…time. flame in the center of this chamber. As an action, a
demon may devour one of these carcasses in order
This is the lair of Yulethe the Dream-Weaver, a to regain 7 (2d4 + 2) hit points.
chasme and one of Immilor’s three lieutenants. It is
surrounded by five quasits in bat form at all times. B6. Goryx’s Lair
The droning noise that fills the room when the
characters enter is the buzzing of Yulethe’s wings. A cacophony of slobbering gluttony echoes throughout this
Light. Patches of blue flame illuminate the entire room. Bones snap and flesh tears each second as a massive,
floor of this room, to a height of 15 feet. However, bloated, frog-like demon devours the bodies of humanoids
the top of the hexagonal stone pillars and the ceiling and animals alike from atop a spiked throne. Four squat
are in total darkness, allowing Yulethe and its
demons with bodies split in half by giant mouths tear chunks
minions to easily fly out of sight after attacking.
of flesh and bone off of a dragon’s corpse in front of the
Wizard Spirits. The soul of a Krahharuan wizard
is chained to the top of one of the pillars, and is throne and hand the pieces to their master.
eternally tormented by quasits. When the characters One of these demons wields a two-tined pike; its haft is
kill Yulethe, the spirit introduces herself as Djzark, wrapped in the still-bloody hide of a red dragon.
and pledges to help seal away Immilor’s power when
the characters attack him. This is the lair of Goryx the Glutton, a massive,
• Djzark’s Aid. The balor loses its Fire Aura trait corpulent hezrou and one of Immilor’s three
and its bonus to hit with melee attacks is reduced lieutenants. It’s hit points are increased to 160, and
from +14 to +10. is accompanied by four maw demons, which offer
pieces of meat to their gluttonous master. One maw
Treasure. Atop one pillar is a small hoard of loot demon wields the Krahharuan fork, a +3 pike
totaling 150 gp in coins and a potion of fire wrapped in red dragon hide. This demon has the
resistance. following additional action:

B5. Halls of Endless Hunger +3 Pike. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 10 (1d10 + 5) piercing damage.
The walls are coated with meat. Hanging from hooks and
reeking of death, the carcasses of dozens of creatures line Dragon Corpse. The trail of dragon’s blood leads
the walls of this room, from birds to beasts to serpentine to the foot of Goryx’s throne. There rests the skinned
yuan-ti. Eight squat demons with four arms and mouths the carcass of the red dragon wyrmling Vastonash. The
size of their bulbous bodies tear at the flesh on the walls, corpse is rotting and cumbersome, and moving it
carrying huge handfuls of the carcasses down a passage and causes it to fall apart.
into another chamber.
Hanging Sacrifices. Heaps of animal and
humanoid carcasses are piled in area illuminated by
A thick trail of blood leads through this room, from one
flame in the center of this chamber. As an action, a
entrance to another.
maw demon devours one of the carcasses and
regains 7 (2d4 + 2) hit points.
The eight squat demons are maw demons. Secret Door. The secret door in the north of this
Whenever the firenewts in the ruins above make a room becomes obvious from either side if fresh meat
sacrifice, it appears before them. They deliver the is brought within 10 feet of it. Spotting this door
sacrifice to Goryx in his lair, tearing tiny scraps of it otherwise requires a character to make a successful
DC 20 Wisdom (Perception) check.

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DDAL07-10 Fire, Ash, and Ruin 10
Wizard Spirits. The soul of a Krahharuan wizard pretends to be the shadow of one of the four statues
is shackled to the base Goryx’s throne and is in this room. While in darkness, Xalumbros is
eternally gnawed upon by maw demons. When the effectively invisible, free to attack while unseen, and
characters kill Goryx, the spirit introduces himself as then retreat back to its hiding spot.
Raxakon, and pledges to help seal away Immilor’s If the statue is bathed in light, a character can
power when the characters attack him. make a DC 15 Wisdom (Insight or Perception) check
to determine if the shadow the statue is casting is
• Raxakon’s Aid. The balor’s AC is reduced to 16
natural, or if it is the hidden shadow demon.
and its hit points are reduced to 147.
Restoring Light. Even nonmagical fire can reignite
Treasure. A small pile of 300 gp looted from the brazier. It sheds bright light in a 15-foot radius
sacrifices sits at the base of Goryx’s throne. and dim light for an additional 15 feet.
Shadow Corrosion. Characters not in an area of
B7. Hall of Statues and Shadows bright light while in this room takes 3 (1d6) necrotic
damage at the start of each of their turns.
Four statues of fire giants stand in this long hall, each holding Secret Door. The secret door in the east of this
a bowl filled with brilliant blue flame. The flames cast eerie room becomes obvious from this side if a bright light
shadows across their faces, and other shadows dance across is shone upon the wall. Spotting this door from the
the walls in the corner of your vision, disappearing as soon as other side requires a character to make a successful
you look directly at them. A grave chill fills the room. DC 20 Wisdom (Perception) check.
Wizard Spirits. The soul of a Krahharuan wizard
is bound to the brazier of blue flame, and fuels its
Characters that get within 5 feet of a statue or the magic. When the characters kill Xalumbros, the spirit
walls of the room must make a DC 15 Constitution introduces herself as Umaja, and pledges to help seal
saving throw. On a failure, one of the following away Immilor’s power when the characters attack
effects occur: him.
• Statue Shadow. The shadowed face of the statue • Umaja’s Aid. The balor loses its Magic Resistance.
twists into a grotesque howl. The target takes 4
Treasure. The four statues each have two
(1d8) necrotic damage and its maximum hit points
sapphire eyes worth 20 gp each (160 gp total).
are reduced by the same amount until it completes
a long rest.
• Wall Shadow. A tiny, dancing shadow leaps from
B9. Sanctum Access
the wall and into the target’s chest. The target’s
blood runs cold, and it takes 7 (2d6) cold damage. At the base of the stone dome at the heart of the ruins of
Krahharu is a 30-foot-tall stone door engraved with images of
B8. Xalumbros Lair leering demons and proud giants. In the center of the door is
the image of a winged balor surrounded by three lesser
Four grim statues stand in the center of this chamber, demons: a bloated, frog-like hezrou, an insectoid chasme,
surrounding a bronze bowl holding a blue flame. Each statue and a winged shadow demon.
casts a long, sinister shadow across the floor. A cold cackle
emanates from the motionless statues. “I am Xalumbros the This door is sealed by an arcane lock, and can only
Unseen. The light shall not avail you here.” be forced open by making a successful a DC 30
The flame goes out, plunging the center of the chamber Strength (Athletics) check. The DC decreases by 10
into darkness. whenever one of the demon lieutenants is killed, and
the arcane lock is dispelled when all three are dead.
This is the lair of Xalumbros the Unseen, a shadow
demon and one of Immilor’s three lieutenants.
Xalumbros is immune to all damage while in
darkness, and resistant to all damage while in dim
light.
Fighting Xalumbros. While the shadow demon is
physically the weakest of Immilor’s lieutenants, it is
also the cleverest. After dousing the light, Xalumbros

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DDAL07-10 Fire, Ash, and Ruin 11
B10. Immilor’s Sanctum

A stone bridge spans a massive circular chasm. A faint blue


light burns in the depths of the pit, but it is so distant it
appears only as a pinprick of light in the darkness. The bridge
is covered with the charred corpses of yuan-ti. At the
opposite end of the bridge is a door of black iron wreathed
with azure flame.
The walls of this room are engraved with grotesque images
of demons rising from the pit and devouring their
summoners. A narrow ledge protrudes from the base of the
wall, creating a ring around the pit.

Though Immilor wields incredible power, it is bound


to this chamber by the spells of the Krahharu
wizards. The balor lurks in the unfathomable depths
of the pit, and only emerges when called by name.
Burning Door. At the far end of Immilor’s
sanctum is a door of black iron that burns with blue
flame. Any non-demon creature that touches the
flames must make a DC 18 Dexterity saving throw or
take 55 (10d10) fire damage. The door can only be
opened by making a successful DC 20 Strength
(Athletics) check.
Corpses. The corpses on the bridge are those of
the yuan-ti that tried and failed to recruit Immilor.

B11. Vault of the Krahharu


This area is described in “Part 3: Immilor, Lord of
Blue Flame.”

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DDAL07-10 Fire, Ash, and Ruin 12
Part 3: Immilor, Lord of Blue Flame Djzark. The soul of the wizard Djzark has been
tortured by Yulethe the Dreamweaver in area B4. If
Immilor only rises from the depths of the Pit of
he is rescued, he prevents the balor from using its
Krahharu when called by name. The characters can
Fire Aura trait and reduces its bonus to hit with
confront him at any time, but are likely to be
melee weapon attacks from +14 to +10.
annihilated unless they explore the dungeon and
Raxakon. The soul of the wizard Raxakon has
free the Krahharuan wizards. If the characters made
been tortured by Goryx the Glutton in area B6. If he
an alliance with the dragon Cyndreth, she aids them
is rescued, he reduces the balor’s AC to 16 and its hit
in this fight as well.
points to 147.
Roleplaying Immilor Umaja. The soul of the wizard Umaja has been
The only force greater than Immilor’s raw power is his
tortured by Xalumbros the Unseen in area B8. If she
unchecked ego. So great is his self-confidence that he does is rescued, she prevents the balor from using its
not even notice if the Krahharuan wizards seal away a Magic Resistance trait.
portion of his power. He never misses an opportunity to brag
about the sharpness of his blade or the number of wizards he Unleashing Immilor
has dragged into the Abyss with his whip.
When the characters call Immilor by name within its
sanctum (area B10), it rises from the pit in a storm
Unlikely Allies of fire and shadow. Read or paraphrase the
Depending on their previous actions in the following:
adventure, the characters may have additional
assistance in the fight against Immilor. The pinprick of blue light in the depths of the pit shudders as
you call Immilor’s name. A few seconds pass in silence, then
Cyndreth’s Aid an incredible rushing of wind fills the cavern as an azure
Cyndreth is a young red dragon, and is no match for firestorm races up the pit. In an instant, the flames burst
a balor alone, especially because her fire breath has from the depths, and an unbearable heat begins to tear at
no effect on the demon. She acts on her own your flesh. Silhouetted in the center of the flame is a 20-foot-
initiative in combat and uses physical attacks. She tall figure, wielding a blade in one hand and a whip in the
will allow one character to ride upon her back, but other. Two bat-like wings extend from its shoulders, and a
sees it as an indignity and grumbles about it the pair of ram-like horns adorned with golden bands and
entire time. She refuses to take orders while being
dangling charms curl from its temples.
ridden, and moves and attacks as she wishes on her
As the howling of wind reaches a frenzy, a voice booms
own initiative.
Cyndreth refuses to enter the Pit of Krahharu, as from the flame: “I am Immilor, Lord of Blue Flame! Master of
she dislikes enclosed spaces. Instead, she bursts the Pit of Krahharu! Who dares summon me by name? Who
through the stone dome of the sanctum when the dares invite eternal damnation?”
battle begins and attacks Immilor from above. The flames part as Immilor speaks, revealing the balor in
all its abyssal glory. Its glowing white eyes focus on your
Krahharuan Wizards silhouette and its muzzle twists into a taunting smile, as if
Four Krahharuan wizards remain in the Pit of inviting you to strike the first blow.
Krahharu. Three are lingering spirits, tortured by
demons over the ages, and one has lived as a fire
If Cyndreth is still alive and is willing to help the
elemental to hide from the demons.
characters fight Immilor, read or paraphrase the
None of these spirits fight alongside the
following:
characters, but each uses the last of their spiritual
power to hinder Immilor’s power. The wizards and
their powers are as follows: As Immilor sneers at you, a deafening crash rings out from
Alkana. The wizard Alkana has been hiding in the above as the tall, domed ceiling bursts, raining stone and
Lake of Flame (area B2) as a fire elemental. If she is rubble down upon the pit. The gleaming crimson scales of
rescued, she protects the characters from the balor’s Cyndreth glint in the light as she descends into the sanctum.
Death Throes when it dies, granting them immunity She glances at you and blows a puff of smoke from her
to fire damage until the end of that turn. nostrils. “Let us slaughter this demon,” she snarls.

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DDAL07-10 Fire, Ash, and Ruin 13
Immilor burns with magical flame, casting bright Treasure. The vault contains 7,600 gp and 10,300
light within 30 feet of him and dim illumination for sp, and ten rubies worth 250 gp each.
another 30 feet. Its truesight also allows it to see If Cyndreth survived the adventure, she demands
through the darkness in the pit. an equal share of the treasure, and threatens to
The balor prefers close range combat. If a devour anyone that would deny her. If the
character stands at the edges of the room and characters have time to battle her, they might be
attacks Immilor from range, its primary tactic is to able to defeat her and keep her share of the treasure
use its whip to pull characters into the pit. for themselves.
Falling into the Pit. A creature that falls at least
60 feet into the pit is hurled through the Abyss and Vastonash’s Fate
then reappears on the bridge at the beginning of
their next turn, taking 27 (5d10) psychic damage as Once Immilor is dead and the treasure from the
it reappears. vault is being divided, Cyndreth turns to the
Immilor’s Demise. When Immilor is destroyed, its character wielding the Krahharuan fork, or a random
physical form unravels and is sucked into the depths character if no one is wielding it.
of the Pit of Krahharu. If Alkana was saved, she
prevents its Death Throes from injuring the Cyndreth affixes you with a hard stare. “My son. My
characters. wyrmling, Vastonash. He is not alive… is he?”
Immilor’s True Name. If the characters accepted
the Lords’ Alliance’s secret mission and affix the If the characters found Vastonash’s remains, she
magic seal to Immilor’s flesh, they can learn the listens to their reply, then solemnly responds:
fiend’s true name: Azurewrath, Spawn of the Sixth
Pyre. A character that speaks this true name as an
“At least he is avenged. I take cold comfort in it… but I do
action can also make a single-word command that
take comfort nonetheless. Thank you, warriors. I pray that we
the balor must obey, as the command spell.
What about the Yuan-ti? If asked about the yuan- never meet as enemies.” Cyndreth looks at you one last time,
ti corpses littering the chamber, Immilor laughs and gathers her treasure in her claws, and then pauses. With a
states: “Those pathetic, simpering serpents came to contemptuous growl, she unceremoniously drops a single
me seeking my aid. They wished for me to help them shining ruby at your feet before unfurling her wings and
gather mortal souls to awaken a creature of leaping into the ash-filled air. The soot swallows her, leaving
unspeakable evil. The fools... *I* am a creature of you alone, triumphant, as the fires of the pit burn to cinders.
unspeakable evil! I incinerated them all, save for their
leader, who fled with his tail between his legs.”
Faction Assignment (Order of the Gauntlet)
Characters belonging to the Order of the Gauntlet
Vault of Krahharu have an assignment to consecrate this sanctum and
Once Immilor is destroyed, the flames surrounding close this rift to the Abyss. A character that spends
the black iron door at the far end of his sanctum 24 hours here casting hallow succeeds at that
disappear. mission.

This vault is filled with glittering wealth from an age long Conclusion
passed. Silver jugs and bowls sized for fire giants overflow With the destruction of Immilor, the characters have
with gold coins and glittering rubies. cleansed the Pit of Krahharu and claimed a vault of
great treasure. If you are running this adventure as
If Cyndreth is still alive, read or paraphrase the part of an ongoing campaign, they have also learned
following: that the yuan-ti sought to make Immilor their ally in
claiming souls to summon a being of ultimate evil.
Cyndreth’s eyes gleam as she gazes upon the golden hoard Immilor remembers his unceremonious defeat at
before her, and her mouth twists into a smile that bears her the hands of Faerûnian adventurers and their
many razor-sharp teeth. Her gaze turns to you, and she says
factions as he is reincarnated within the Abyss. His
reincarnation is slow and painful, and may even
“I’ll take my share of the treasure, morsels.”
result in his unceremonious demotion to a weaker

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DDAL07-10 Fire, Ash, and Ruin 14
class of demon. Someday, Immilor will take his
revenge.

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DDAL07-10 Fire, Ash, and Ruin 15
Rewards Consumable magic items should be divided up
however the group sees fit. If more than one
Make sure the characters note their characters’
character is interested in a specific consumable
rewards on the adventure log sheet. Give your name
magic item, the DM can determine who gets it
and DCI number (if applicable) so players can record
randomly should the group be unable to decide.
who ran the adventure.
Permanent magic items are divided according to
a system detailed in the D&D Adventurers League
Experience (Min/Max XP: 10,125/13,500 Ea.) Dungeon Master’s Guide.
Total up all combat experience earned for defeated
foes, and divide by the number of characters present Krahharuan Fork (+3 Pike)
in the combat. For non-combat experience, the Weapon (pike), very rare
rewards are listed per character. Forged of black, pitted iron, the haft of this double-
Combat Awards tined pike is wrapped in the supple hide of a young
Name of Foe XP Per Foe red dragon. Wisps of black smoke stream from a
Balor 22,000 glowing red stone at the butt of the weapon only to
Chasme 2,300 drift away on an unseen breeze. A description of this
Dretch 50 item can be found in Player Handout 1.
Firenewt warlock of Imix 200
Firenewt warrior 100 Potion of Fire Resistance
Potion, uncommon
Hezrou 3,900
Magmin 100 This item is found in the Dungeon Master’s Guide.
Maw demon 200
Quasit 200 Spell Scroll: Hallow
Salamander 1,800 Scroll, rare
Shadow demon 1,100
This item is found in the Dungeon Master's Guide.
Stone golem 5,900
Stone golem (weakened) 1,800
Young red dragon 5,900
Player Rewards
In exchange for running this adventure, you earn DM
Non-Combat Awards Rewards as described in the D&D Adventurers
Task or Accomplishment XP Per Character League Dungeon Master’s Guide (ALDMG).
Crossed the ash fields 500 Members of the Lords’ Alliance (rank 2 or
Vastonash’s body found 1,000 higher) earn one additional renown point for
completing their secret mission and should note the
completion of a secret mission on their adventure
Treasure logsheet.
The characters receive the following treasure, Members of the Order of the Gauntlet earn one
divided up amongst the party. Treasure is divided as additional renown point for completing their
evenly as possible. Gold piece values listed for faction assignment.
sellable gear are calculated at their selling price, not
their purchase price. DM Reward
Treasure Awards In exchange for running this adventure, you earn DM
Item Name GP Value Rewards as described in the D&D Adventurers
Stone golem ruby eyes 200 League Dungeon Master’s Guide (ALDMG).
Firenewt bangles 80
Yulethe’s loot 150
Statue sapphire eyes 160
Goryx’s loot 300
Vault of Krahharu 11,130
Cyndreth’s Reward 200

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DDAL07-10 Fire, Ash, and Ruin 16
NPC Summary
The following NPCs are featured prominently in this
adventure:

Alkana (al-CAN-uh). Alkana was once the leader


of the Krahharuan fire giants, and she is a powerful
wizard. She has spent centuries living as a fire
elemental in the Pit of Krahharu, biding her time
until she can strike against the demons that
destroyed her tower. However, she has spent so
much time in elemental form that she cannot change
back, and much of her old magic is lost to her.
Cyndreth (SIN-dreth). Cyndreth is a clever,
territorial dragon pushed to the brink by the capture
of her wyrmling, Vastonash. She has returned to the
Pit of Krahharu to attempt to rescue her wyrmling
and wreak her vengeance upon the demons of the
pit. She is canny enough to realize that her plan is
doomed to fail, and sees the adventurers as useful
tools to further her own goals.
Immilor (IMM-uh-lore), Immilor, Lord of Blue
Flame, is a balor bound to the inner sanctum of the
Pit of Krahharu by the fire giant wizards that once
resided here. He longs to be free of his material
prison and return to the Abyss, but he has no idea
how to break the Krahharuan wizards’ spells of
binding.

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DDAL07-10 Fire, Ash, and Ruin 17
Appendix. NPC/Monster Statistics DC 20 Strength saving throw or be pulled up to 25 feet
toward the balor.
Teleport. The balor teleports, along with any
Balor equipment it is wearing or carrying, up to 120 feet to
Huge fiend (demon), chaotic evil an unoccupied space it can see.
Armor Class 19 (natural armor)
Hit Points 262 (21d12 + 126) Chasme
Speed 40 ft., fly 80 ft. Large fiend (demon), chaotic evil

STR DEX CON INT WIS CHA


Armor Class 15 (natural armor)
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6) Hit Points 84 (13d10 + 13)
Speed 20 ft., fly 60 ft.
Saving Throws Str +14, Con +12, Wis +9, Cha +12
Damage Resistances cold, lightning; bludgeoning, STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 10 (+0)
piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Saving Throws Dex +5, Wis +5
Condition Immunities poisoned
Skills Perception +5
Senses truesight 120 ft., passive Perception 13
Damage Resistances cold, fire, lightning
Languages Abyssal, telepathy 120 ft.
Damage Immunities poison
Challenge 19 (22,000 XP)
Condition Immunities poisoned
Death Throes. When the magmin dies, it explodes, and Senses blindsight 10 ft., darkvision 120 ft., passive
each creature within 30 feet of it must make a DC 20 Perception 15
Dexterity saving throw, taking 70 (20d6) fire damage Languages Abyssal, telepathy 120 ft.
on a failed save, or half as much damage on a Challenge 6 (2,300 XP)
successful one. The explosion ignites flammable
Drone. The chasme produces a horrid droning sound to
objects in that area that aren’t being worn or carried,
which demons are immune. Any other creature that
and it destroys the balor’s weapons.
starts its turn within 30 feet of the chasme must
Fire Aura. At the start of each of the balor’s turns, each succeed on a DC 12 Constitution saving throw or fall
creature within 5 feet of it takes 10 (3d6) fire damage, unconscious for 10 minutes. A creature that can’t hear
and flammable objects in the aura that aren’t being the drone automatically succeeds on the save. The
worn or carried ignite. A creature that touches the effect on the creature ends if it takes damage or if
balor or hits it with a melee attack while within 5 feet another creature takes an action to splash it with holy
of it takes 10 (3d6) fire damage. water. If a creature’s save is successful or the effect
Magic Resistance. The balor has advantage on saving ends for it, it is immune to drone for the next 24 hours.
throws against spells and other magical effects. Magic Resistance. The chasme has advantage on
Magic Weapons. The balor’s weapon attacks are saving throws against spells and other magical effects.
magical. Spider Climb. The chasme can climb difficult surfaces,
including upside down on ceilings, without needing to
Actions
make an ability check.
Multiattack. The balor makes two attacks: one with its
longsword and one with its whip. Actions
Longsword. Melee Weapon Attack: +14 to hit, reach 10 Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft.,
ft., one target. Hit: 21 (3d8 + 8) slashing damage plus one target. Hit: 16 (4d6 + 2) piercing damage plus 24
13 (3d8) lightning damage. If the balor scores a critical (7d6) necrotic damage, and the target’s hit point
hit, it rolls damage dice three times, instead of twice. maximum is reduced by an amount equal to the
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., damage taken. If this effect reduces a creature’s hit
one target. Hit: 15 (2d6 + 8) slashing damage plus 10 point maximum to 0, the creature dies. This reduction
(3d6) fire damage, and the target must succeed on a to a creature’s hit point maximum lasts until the

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DDAL07-10 Fire, Ash, and Ruin 18
creature finishes a long rest or until it is affected by a Dretch
spell like greater restoration. Small fiend (demon), chaotic evil
Armor Class 11 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 20 ft.

STR DEX CON INT WIS CHA


11 (+0) 11 (+0) 12 (+1) 5 (–3) 8 (–1) 3 (–4)

Damage Resistances cold, fire, lightning


Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft. (works only with
creatures that understand Abyssal)
Challenge 1/4 (50 XP)

Actions
Multiattack. The dretch makes two attacks: one with its
bite and one with its claws.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 5 (2d4) slashing damage.
Fetid Cloud (1/Day). A 10-foot radius of disgusting
green gas extends out from the dretch. The gas spreads
around corners, and its area is lightly obscured. It lasts
for 1 minute or until a strong wind disperses it. Any
creature that starts its turn in that area must succeed
on a DC 11 Constitution saving throw or be poisoned
until the start of its next turn. While poisoned in this
way, the target can take either an action or a bonus
action on its turn, not both, and can't take reactions.

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DDAL07-10 Fire, Ash, and Ruin 19
Firenewt Warlock of Imix Firenewt Warrior
Medium humanoid (firenewt), neutral evil Medium humanoid (firenewt), neutral evil
Armor Class 10 (13 with mage armor) Armor Class 16 (chain shirt, shield)
Hit Points 33 (6d8 + 6) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 9 (−1) 11 (+0) 14 (+2) 10 (+0) 13 (+1) 12 (+1) 7 (−2) 11 (+0) 8 (–1)

Damage Immunities fire Damage Immunities fire


Senses darkvision 120 ft. (penetrates magical Senses passive Perception 10
darkness), passive Perception 10 Languages Draconic, Ignan
Languages Draconic, Ignan Challenge 1/2 (100 XP)
Challenge 1 (200 XP) Amphibious. The firenewt can breathe air and water.
Amphibious. The firenewt can breathe air and water.
Actions
Innate Spellcasting. The firenewt’s innate spellcasting
ability is Charisma. It can innately cast mage armor Multiattack. The firenewt makes two attacks with its
(self only) at will, requiring no material components. scimitar.
Spellcasting. The firenewt is a 3rd-level spellcaster. Its Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
spellcasting ability is Charisma (spell save DC 12, +4 to one target. Hit: 4 (1d6 + 1) slashing damage.
hit with spell attacks). It regains expended spell slots Spit Fire (Recharges after a Short or Long Rest). The
when it finishes a short or long rest. It knows the firenewt spits fire at a creature within 10 feet of it. The
following warlock spells: creature must make a DC 11 Dexterity saving throw,
taking 9 (2d8) fire damage on a failed save, or half as
Cantrips (at will): fire bolt, guidance, light, mage hand, much damage on a successful one.
prestidigitation
1st—2nd level (2 2nd level slots): burning hands,
flaming sphere, hellish rebuke, scorching ray

Imix’s Blessing. When the firenewt reduces an enemy


to 0 hit points, the firenewt gains 5 temporary hit
points.

Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.

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DDAL07-10 Fire, Ash, and Ruin 20
Hezrou Magmin
Large fiend (demon), chaotic evil Small elemental, chaotic neutral
Armor Class 16 (natural armor) Armor Class 14 (natural armor)
Hit Points 139 (13d10 + 65) Hit Points 9 (2d6 + 2)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 20 (+5) 5 (–3) 12 (+1) 13 (+1) 7 (−2) 15 (+2) 12 (+1) 8 (−1) 11 (+0) 10 (+0)

Saving Throws Str +7, Con +8, Wis +4 Damage Resistances bludgeoning, piercing, and
Damage Resistances cold, fire, lightning; bludgeoning, slashing from nonmagical weapons
piercing, and slashing from nonmagical weapons Damage Immunities fire
Damage Immunities poison Senses darkvision 60 ft., passive Perception 10
Condition Immunities poisoned Languages Ignan
Senses darkvision 120 ft., passive Perception 13 Challenge 1/2 (100 XP)
Languages Abyssal, telepathy 120 ft. Death Burst. When the magmin dies, it explodes in a
Challenge 8 (3,900 XP) burst of fire and magma. Each creature within 10 feet
Magic Resistance. The hezrou has advantage on saving of it must make a DC 11 Dexterity saving throw, taking
throws against spells and other magical effects. 7 (2d6) fire damage on a failed save, or half as much
Stench. Any creature that starts its turn within 10 feet damage on a successful one. Flammable objects that
of the hezrou must succeed on a DC 14 Constitution aren’t being worn or carried in that area are ignited.
saving throw or be poisoned until the start of its next Ignited Illumination. As a bonus action, the magmin
turn. On a successful saving throw, the creature is can set itself ablaze or extinguish its flames. While
immune to the hezrou's stench for 24 hours. ablaze, the magmin sheds bright light in a 10-foot
radius and dim light for an additional 10 feet.
Actions
Multiattack. The hezrou makes three attacks: one with its Actions
bite and two with its claws. Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a
target. Hit: 15 (2d10 + 4) piercing damage. creature or a flammable object, it ignites. Until a
Claw. Melee Weapon Attack: +7 to hit, reach 30 ft., one creature takes an action to douse the fire, the creature
target. Hit: 11 (2d6 + 4) slashing damage. takes 3 (1d6) fire damage at the end of each of its
turns.

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DDAL07-10 Fire, Ash, and Ruin 21
Maw Demon Quasit
Medium fiend (demon), chaotic evil Tiny fiend (demon), chaotic evil
Armor Class 13 (natural armor) Armor Class 13
Hit Points 33 (6d8 + 6) Hit Points 7 (3d4)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 8 (–1) 13 (+1) 5 (–3) 8 (–1) 5 (–3) 5 (–3) 17 (+3) 10 (+0) 7 (–2) 10 (+0) 10 (+0)

Damage Resistances cold, fire, lightning Damage Resistances cold, fire, lightning; bludgeoning,
Damage Immunities poison piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 9 Condition Immunities poisoned
Languages understands Abyssal but can’t speak Senses darkvision 120 ft., passive Perception 10
Challenge 1 (200 XP) Languages Abyssal, Common
Rampage. When it reduces a creature to 0 hit points, Challenge 1 (200 XP)
the maw demon can take a bonus action to move up to Shapechanger. The quasit can use its action to
half its speed and make a bite attack. polymorph into a beast form that resembles a bat
(speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.),
Actions or a toad (40 ft., swim 40 ft.), or back into its true form.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Its statistics are the same in each form, except for the
target. Hit: 11 (2d8 + 2) piercing damage. speed changes noted. Any equipment it is wearing or
carrying isn't transformed. It reverts to its true form if
it dies.
Magic Resistance. The quasit has advantage on saving
throws against spells and other magical effects.

Actions
Claws (Bite in Beast Form). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
damage, and the target must succeed on a DC 10
Constitution saving throw or take 5 (2d4) poison
damage and become poisoned for 1 minute. The target
can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Scare (1/Day). One creature of the quasit's choice
within 20 feet of it must succeed on a DC 10 Wisdom
saving throw or be frightened for 1 minute. The target
can repeat the saving throw at the end of each of its
turns, with disadvantage if the quasit is within line of
sight, ending the effect on itself on a success.
Invisibility. The quasit magically turns invisible until it
attacks or uses Scare, or until its concentration ends (as
if concentrating on a spell). Any equipment the quasit
wears or carries is invisible with it.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin 22
Salamander Shadow Demon
Large elemental, neutral evil Medium fiend (demon), chaotic evil
Armor Class 15 (natural armor) Armor Class 13
Hit Points 90 (12d10 + 24) Hit Points 66 (12d8 + 12)
Speed 30 ft. Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1) 1 (−5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2)

Damage Vulnerabilities cold Saving Throws Dex +5, Cha +4


Damage Resistances bludgeoning, piercing, and Skills Stealth +7
slashing from nonmagical attacks Damage Vulnerabilities radiant
Damage Immunities fire Damage Resistances acid, fire, necrotic, thunder;
Condition Immunities poisoned bludgeoning, piercing, and slashing from nonmagical
Senses darkvision 60 ft., passive Perception 10 weapons
Languages Ignan Damage Immunities cold, lightning, poison
Challenge 5 (1,800 XP) Condition Immunities exhaustion, grappled, paralyzed,
Heated Body. A creature that touches the salamander petrified, poisoned, prone, restrained
or hits it with a melee attack while within 5 feet of it Senses darkvision 120 ft., passive Perception 11
takes 7 (2d6) fire damage. Languages Abyssal, telepathy 120 ft.
Challenge 4 (1,100 XP)
Heated Weapons. Any metal melee weapon the
salamander wields deals an extra 3 (1d6) fire damage Incorporeal Movement. The demon can move through
on a hit (included in the attack). other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
Actions inside an object.
Multiattack. The salamander makes two attacks: one Light Sensitivity. While in bright light, the demon has
with its spear and one with its tail. disadvantage on attack rolls, as well as on Wisdom
Spear. Melee or Ranged Weapon Attack: +7 to hit, (Perception) checks that rely on sight.
reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11 Shadow Stealth. While in dim light or darkness, the
(2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing demon can take the Hide action as a bonus action.
damage if used with two hands to make a melee
attack, plus 3 (1d6) fire damage. Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) bludgeoning damage, plus 7 creature. Hit: 10 (2d6 + 3) psychic damage or, if the
(2d6) fire damage, and the target is grappled (escape demon had advantage on the attack roll, 17 (4d6 + 3)
DC 14). Until this grapple ends, the target is restrained, psychic damage.
the salamander can automatically hit the target with its
tail, and the salamander can’t make tail attacks against
other targets.

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DDAL07-10 Fire, Ash, and Ruin 23
Stone Golem Young Red Dragon
Large construct, unaligned Large dragon, chaotic evil
Armor Class 17 (natural armor) Armor Class 18 (natural armor)
Hit Points 178 (17d10 + 85) Hit Points 178 (17d10 + 85)
Speed 30 ft. Speed 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (–1) 20 (+5) 3 (–4) 11 (+0) 1 (–5) 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

Damage Immunities poison, psychic; bludgeoning, Saving Throws Dex +4, Con +9, Wis +4, Cha +8
piercing, and slashing from nonmagical attacks that Skills Perception +8, Stealth +4
are not adamantine Damage Immunities fire
Condition Immunities charmed, exhaustion, Senses blindsight 30 ft., darkvision 120 ft., passive
frightened, paralyzed, petrified, poisoned Perception 18
Senses darkvision 120 ft., passive Perception 10 Languages Common, Draconic
Languages understands the languages of its creator but Challenge 10 (5,900 XP)
cannot speak
Challenge 10 (5,900 XP) Actions
Immutable Form. The golem is immune to any spell or Multiattack. The golem makes three attacks: one with
effect that would alter its form. bite and two with its claws.
Magic Resistance. The golem has advantage on saving Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
throws against spells or other magical effects. one target. Hit: 17 (2d10 + 6) piercing damage plus 3
Magic Weapons. The golem’s attacks are magical. (1d6) fire damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Actions one target. Hit: 13 (2d6 + 6) piercing damage.
Multiattack. The golem makes two slam attacks. Fire Breath (Recharge 5–6). The dragon exhales fire in
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., a 30-foot cone. Each creature in that area must make a
one target. Hit: 19 (3d8 + 6) bludgeoning damage. DC 17 Dexterity saving throw, taking 56 (16d6) fire
damage on a failed save, or half as much damage on a
Slow (Recharge 5–6). The golem targets one or more
successful one.
creatures it can see within 10 feet of it. Each target
must make a DC 17 Wisdom saving throw against this
magic. On a failed save, a target can't use reactions, its
speed is halved, and it can't make more than one
attack on its turn. In addition, the target can take
either an action or a bonus action on its turn, not both.
These effects last for 1 minute. A target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.

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DDAL07-10 Fire, Ash, and Ruin 24
Appendix. Krahharuan Ruins Map

Appendix. Krahharuan Depths Map

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DDAL07-10 Fire, Ash, and Ruin 25
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin 26
Player Handout 1. Magic Item
During the course of this adventure, the characters
may find the following permanent magic item:

Krahharuan Fork (+3 Pike)


Weapon (pike), very rare
You have a +3 bonus to attack and damage rolls
made with this magic weapon.
Forged of black, pitted iron, the haft of this double-
tined pike is wrapped in the supple hide of a young
red dragon. Wisps of black smoke stream from a
glowing red stone at the butt of the weapon only to
drift away on an unseen breeze. This item can be
found in the Dungeon Master’s Guide.

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DDAL07-10 Fire, Ash, and Ruin 27
Player Handout 2. Lords’ Alliance
Secret Mission
Characters belonging to the Lords’ Alliance have the
option of embarking on a secret mission while taking
part in this adventure.

Secret Mission: Lords’ Alliance


The Lords’ Alliance wishes to learn the true name of
the demon commanding the pit, and presents the
characters a magical seal. Members of the Lords’
Alliance (rank 2 or higher) are instructed to use the
magical seal to learn the true name of Immilor, the
balor that rules the Pit of Krahharu.

The Magic Seal


The Lords’ Alliance presents the characters with a thin
parchment seal: six inches wide and twelve inches long, and
inscribed with runes of binding. When placed against a
fiend’s flesh, the paper burns away and imprints the runes on
its target.
A character holding this seal can make an unarmed strike
against a fiend to strike it with the seal. On a hit, the seal
burns to cinders and the fiend must make a DC 15 Charisma
saving throw. On a failure, it must truthfully answer the next
question posed to it. If the fiend has 50 or fewer hit points, it
automatically fails this saving throw.
The seal can force a demon to reveal its true name.
If the characters use the seal to reveal Immilor’s true
name (as the Lords’ Alliance intends), they gain
some measure of control over the demon and can
command it as an action, as the spell command, so
long as the command begins with speaking its true
name. However, they can’t command it to take an
action that would lead to harm, such as commanding
it to stop attacking them.

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DDAL07-10 Fire, Ash, and Ruin 28

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