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DDAL07-10 Fire, Ash, and Ruin (5e)

DDAL07-10 Fire, Ash, and Ruin (5e)

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Level Range: 11-16 (optimized for 13th level)

Adventure Designer: James Haeck

Adventure Description:  Within the jungles of Chult lay 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 lay 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?

Adventure Length: 4 hours

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Reviews (19)
Discussions (9)
Customer avatar
Kevin M February 28, 2018 4:18 am UTC
I really enjoyed running this. The story was fun, and the mechanic of making the final boss weak by defeating the minions was priceless. However i do feel that the fights were a bit easy for the players especially when the boss is weakened.
Customer avatar
Michael L February 25, 2018 2:43 am UTC

Played it at Strategicon last weekend here in Los Angeles. The concept of the adventure is great...the excecution to make it fun took a great GM and a great group to pull it off, because it was so poorly designed. Low ranked combats...One chain lightning spell ended an encounter on action 3 because the combatants were too weak even at strong settings, for example.

We the players and GM made it work by finding ways to work with the dragon (because we aren't effectively stupid and understand when an encounter is for story and not for combat) and argue to agreement that its child needed to be saved. that pursuit and finding it dead were heartbreaking in character. Then our cleric pulled a dragon-saving miracle out of his Diety's pockets, and it energized us for a short final battle against a villain that was way underpowered.

Lesson to be learned when writing adventures. 1) focus on storytelling 2) if you want big bad scary things, stat them for...See more
Customer avatar
nhan V February 23, 2018 5:26 am UTC
Filled with Spoilers:
My DM ran the encounter this week and I've got to say it was unnecessarily complicated yet very easy to derail. Apparently the red dragon was supposed to ally with us but we had no idea because he knocked her out of the sky with Hold Monster and killed her in 1 round. My paladin interrogated one of the Mane in the cave where it pointed us towards the final boss room. We had an arcane trickster with Knock so it blew the "Final Door" right open and attracted everything in the temple as we fought the Balor.

The DM complained that we bypassed the entire mod by going straight for the Balor. In our defense, if all that stood between a Tier 3 party and bypassing the entire module is a single Arcane Lock then it's not exactly our fault things went the way they did.
Customer avatar
John P February 18, 2018 3:04 pm UTC
I'm holding off on a review until I run it - I think there are amazing ideas in here and a great story, exploration throughout. Maybe the concerns about the mechanical soundness of the module aren't considering that T3 players might enjoy a nice fun romp here and there?
Customer avatar
Travis D February 20, 2018 6:45 am UTC
I agree, although I feel it may actually end up being a bit lack luster. I certainly think the module is super fun looking. But I will say, as a player myself, while sometimes kicking things teeth in is fun, when there is no threat things are usually.. not as fun? Especially if there are any players who exclusively crave challenges at the table who might be put off by a breeze of an adventure. Plus this module could easily have the "teeth kicking" of the lesser demons and newts, but have a bit beefier bosses. I'll see when I run it, but I fear the end game BBEG as written (with debuffs) will unfortunately be a joke.

Although I am also curious how much of an impact the exhaustion checks may end up having. There are a few things that could be interesting to play out. Heres to hoping anyways.
Customer avatar
Xavier D February 15, 2018 12:01 am UTC
Are we missing some important map indications in this version 1.0? I have looked at the maps several times, and am unable to find A1 through A6, or the Glyphs. That's quite annoying.
Customer avatar
Justin D February 16, 2018 2:53 am UTC
I'm trying to prepare it for an online game and am having the same problem.

Edit: Yeah, I've decided not to run it until it's updated to address it's issues.
Customer avatar
Terrelle S February 14, 2018 5:17 pm UTC
I have read the reviews on this module, and one of the recurring comments were the amount of lower level mooks for the encounters. I haven't read the module, nor have i played it, but one question i have is, Could this be by design to make your players use their resources early, there by making the BBEG/Later heavy hitter more of an issue?
Customer avatar
Travis D February 18, 2018 9:23 am UTC
If you played out every fight, it ends up being around 10 battles? The problem being, most of them are against a group of monsters that totals from 300xp to maybe 3k on the higher end of the average. The creatures themselves are quite thematic, and tell a story that was well conceived by the writer. But the fights themselves sometimes don't even amount to spending any resources. Fighting 12 CR 1-2 creatures with 22-33 HP? (It's worth noting that XGE's supplementary encounter charts suggest around 8 CR1 or 4 CR2 /per player/, so for a party of 5 it's still slated at very underwhelming) A level 13 Rouge nearly kills any individual with just sneak attack damage, any class with multi-attack can make decently short work, and meanwhile the creatures themselves are most likely going to prove minimal impact long run, maybe enough damage warrant a Cure wounds or two. Nothing that will realistically impact the resources needed for the final fight. Plus 3 out of those 10 fights are with basically solo "mini-bosses"...See more
Customer avatar
James H February 08, 2018 7:38 am UTC
Thanks for your feedback, everyone! A revised version of this adventure will be released soon, which will address concerns of encounter difficulty and make other small adjustments.
Customer avatar
Jim L February 15, 2018 11:24 pm UTC
When do you plan on releasing the revised version?
Customer avatar
Travis D February 18, 2018 9:35 am UTC
I would be interested in this as well. As I plan to run this in about two weeks at a convention; If there are changes I could (or should) implement, I'd love to have enough time to be prepared :P
Customer avatar
Justin D February 22, 2018 12:35 am UTC
Same, Any updates would be greatly appreciated. Even a updated map would be fantastic.
Customer avatar
Jay M February 07, 2018 6:18 pm UTC
If you are interested in a module for FG for this let me know.
Customer avatar
Donald M February 07, 2018 4:53 am UTC
Some editing notes -

Story Background - pg 3 - Second Paragraph, sentence 4 makes little or no sense and looks like words were cut out.

Pg 4 -
Geyser Plains - States group checks but at the end states after each character makes three checks. Is it group checks, and if so wouldn't it be after the party makes three checks instead of each character?

Pg 18 under death throes it cites "Magmin" under a different monster title.

Questions -
Wild Magic Table Pg 8.

Blue Flame - Is this intended to be the same blue flame that is listed in the general features and if so a moving source of fire damage to the wearer and their companions?+

Short Term Madness - Why not provide a table of short term madness effects as those who may run it at conventions or in timed environments may not have the time to go looking for such a table?

Wellspring of Lethargy -
Is this a poison effect as gas effects usually...See more
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File Last Updated:
January 09, 2018
This title was added to our catalog on February 06, 2018.