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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 (49)
Discussions (19)
Customer avatar
Adam D June 17, 2019 4:41 pm UTC
Sorry if my stupidity is leaking out here a little bit but there is a monster... a certain "pig-like demon" that the characters must face at one point. Being new to DM'ing I just took the monster stat blocks in the appendix for what they were and ran the adventure. While everyone had fun... There is a typo with this particular bad guy stating that his HP should be 1,184 (should just be 184). So... the fight took like 2.5 hours but, surprisingly, my party of 4x Level-13 adventurers were still able to take him down even though they had used up about all the gas in their respective tanks at that point. Just wanted to bring that to everyone's attention.
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Alicia H August 18, 2018 12:00 am UTC
I agree with the other posts however, there are times where players decide to do something stupid that end up mixing it up a little. The alternative does skip a lot of fights, but it does add flavor. For example, half of the party jumping into a fixed cart after a dragon favored enemy ranger has given warnings about said dragon, tend to mix it up a little.
Customer avatar
Scribbly D August 12, 2018 4:59 am UTC
Scribbly reviews: DDAL07-10 Fire, Ash and Ruin
This one can feel a bit repetitive once the action gets going, but with plenty of demonic variety and big egos at play, this mod is one of the best of the 07 T3 set. The central location has just enough eerie tone and odd obstacles to overcome that even with the higher levels depending on who's there some challenges can still actually challenge your group.
This one has a bit of a video game style progression, but the goals and way points are set up early so there's no point that players should feel they don't know what or why they are there. And each encounter actually tries to bring something new.
Cyndreth is a Red dragon who actually has a goal bigger then "be a jerk, get golds". She actually seems like someone you could hang out with... well maybe except for all the chaotic evil.
Cultists are always great for some laughs. Faithfully following some eccentric idea and trying to explain what's so obvious to themselves...See more
Customer avatar
Martín R July 27, 2018 5:14 am UTC
So I played this adventure before the updates and I agree with much of the criticism then. I have to say having run it post-update that this was a good challenging adventure for my Tier 3 party. Thank you for taking the time to update the adventure based off of feedback.
Customer avatar
Michael G May 16, 2018 2:03 am UTC
Raxakon AC is mod is 17 in one place and 18 in another. Which one is it supposed to be?
Customer avatar
Mathieu P May 08, 2018 3:20 am UTC
Do we know what's the update?

What are the change in v 1.1?
Customer avatar
Leighton E May 08, 2018 6:24 pm UTC
Quite a few things, actually.
Notably: The first map is now labeled
The final boss doesn't get nerfed quite as hard. The lieutenants are also significantly improved.
Most combats are more difficult (now consists of 5 hards, 2 mediums, and 2 that aren't even easy, just based on encounter xp, not counting any other modifiers). Previously, if my notes are accurate, there were 4 easy, 1 hard, and everything else wasn't even easy (11 combats total).
Other things were cleaned up - Part 1 no longer has the 3 hazards (including the combat), and just has a con save as they cross the fields. It's made more clear how to call the final boss.
Also, hallow isn't a scroll anymore, meaning no chance to fail.
Might be more, hard to tell.
Customer avatar
May 04, 2018 9:07 pm UTC
The idea of this mod is ok. How it runs is not. Many little encounters do not make fun and waste too much time. I would say that with the exception of the last encounter this could be handled by a group of 8th level characters.
Customer avatar
Douglas M May 03, 2018 2:15 am UTC
I ran this at Dundracon 2018, and by the end I was making up about as much as was actually in the module, including the layout of the dungeon's map. I had about forty-five minutes to read and prep the adventure, and that still wasn't enough time to sort through the poor editing and confusing organization. The climactic encounter was enjoyable because my players were good sports and bought into the over-the-top epic fantasy spin that I was putting out. But the adventure as a whole was a struggle to run the entire way through. The abyssal affliction table is fun, but otherwise there's nothing in this adventure that inspires the imagination. Frankly, there isn't much gameable material at all in this adventure.
Customer avatar
Matthew J April 18, 2018 2:15 pm UTC
Back in February the Author, Joey Haeck, said he was working on revisions to this mod. As far as I can tell, that hasn't happened yet.
Customer avatar
Jon E March 20, 2018 5:21 pm UTC
I don't think this fit very cohesively with the story line of the last adventure. In hindsight to make the combats at least somewhat challenging I should have thrown the dungeon at the party as they were fighting one room. I actually didn't debuff the boss at all and buffed him as single enemies always get destroyed by higher level parties.
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
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Platinum seller
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1.66 MB
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File Last Updated:
May 07, 2018
This title was added to our catalog on February 06, 2018.