TEXT:  
   
  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. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  2 
   
  Introduction 
  Welcome to Fire, Ash, and Ruin, a D&D Adventurers 
  League™ adventure, part of the official D&D 
  Adventurers League™ organized play system and the 
  Tomb of Annihilation™ storyline season. 
   This adventure takes place within the Land of Ash 
  and Smoke, a treacherous volcanic region blanketed 
  in snow-white ash. Within the Land of Ash and 
  Smoke is the Pit of Krahharu, the eternally burning 
  lair of a bound balor. Formerly the fortress of a cabal 
  of fire giant wizards, the Pit of Krahharu is filled with 
  treasure and ancient secrets. 
   This adventure is designed for three to seven 
  11th-16th level characters and is optimized for 
  five characters with an average party level (APL) 
  of 13. Characters outside this level range cannot 
  participate in this adventure. 
  Adjusting This Adventure 
  This adventure provides suggestions in making 
  adjustments for smaller or larger groups, characters 
  of higher or lower levels, and characters that are 
  otherwise a bit more powerful than the adventure is 
  optimized for. You’re not bound to these 
  adjustments; they’re here for your convenience. 
   To figure out whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the total by the number of 
  characters (rounding .5 or greater up; .4 or less 
  down). This is the group’s APL. To approximate the 
  party strength for the adventure, consult the 
  following table. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
  Some encounters may include a sidebar that offers 
  suggestions for certain party strengths. If a 
  particular recommendation is not offered or 
  appropriate for your group, you don’t have to make 
  adjustments. 
  Before Play at the Table 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you’d like to highlight or remind yourself 
  while running the adventure, such as a way you’d 
  like to portray an NPC or a tactic you’d like to use 
  in a combat. Familiar yourself with the 
  adventure’s appendices and handouts. 
  • Gather any resources you’d like to use to aid you 
  in running this adventure—such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Wisdom (Perception), and 
  anything specified as notable by the adventure 
  (such as backgrounds, traits, flaws, etc.) 
  Playing the Dungeon Master 
  You have the most important role—facilitating the 
  enjoyment of the game for the players. You provide 
  the narrative and bring the words on these pages to 
  life.  
   To facilitate this, keep in mind the following: 
   You’re Empowered. Make decisions about how 
  the group interacts with the adventure; adjusting or 
  improvising is encouraged, so long as you maintain 
  the adventure’s spirit. This doesn’t allow you to 
  implement house rules or change those of the 
  Adventurers League, however; they should be 
  consistent in this regard. 
   Challenge Your Players. Gauge the experience 
  level of your players (not the characters), try to feel 
  out (or ask) what they like in a game, and attempt to 
  deliver the experience they’re after. Everyone should 
  have the opportunity to shine. 
   Keep the Adventure Moving. When the game 
  starts to get bogged down, feel free to provide hints 
  and clues to your players so they can attempt to 
  solve puzzles, engage in combat, and roleplay 
  interactions without getting too frustrated over a 
  lack of information. This gives players “little 
  victories” for figuring out good choices from clues. 
  Watch for stalling—play loses momentum when this 
  happens. At the same time, make sure that the 
  players don’t finish too early; provide them with a 
  full play experience. 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  3 
   
  Adventure Primer 
  “Gandalf stood in the middle of the span…His enemy 
  halted again, facing him, and the shadow about it 
  reached out like two vast wings…Fire came from its 
  nostrils. But Gandalf stood firm. 
   ‘You cannot pass,’ he said.” 
  —J.R.R. Tolkien, The Fellowship of the Ring 
  Adventure Background 
  A balor is bound to the Pit of Krahharu, deep in the 
  Land of Ash and Smoke, and the ambitious yuan-ti 
  wish to ally themselves with this demon in order to 
  summon their master, Dendar the Night Serpent.  
   Long ago, a cabal of fire giant wizards known as 
  the Krahharu made contact with a balor named 
  Immilor and commanded it to guard their fortress. 
  Their incantations successfully bound the demon, 
  and for a time, it served dutifully. But as time passed, 
  Immilor tricked the Krahharu into granting him 
  greater and greater leniency in his contract. Though 
  still physically bound to the land, Immilor the 
  Krahharu wizards and rained fire and ruin upon 
  their fortress, turning it into a smoldering pit filled 
  with demons and darkness.  
   The ruined fortress’s most recent resident was a 
  red dragon named Cyndreth, who raised a clutch of 
  eggs in its blistering heat. However, she was forced 
  to flee when the demons below became aware of her 
  presence, and attacked her nest, wounding her and 
  kidnapping one of her wyrmlings in the process.  
   Now, the characters arrive at the pit in pursuit of 
  the yuan-ti, but little do they know that Immilor has 
  already rebuked the supplicating yuan-ti, and the 
  characters are walking into a deadly trap. As the 
  characters approach the pit, Cyndreth flies over 
  overhead—bringing the heroes, the demons, and the 
  dragon into a mortal conflict. 
   
  Adventure Overview 
  Fire, Ash, and Ruin is divided into three parts.  
   Part 1. Fields of Ash. The characters travel across 
  the Land of Ash and Smoke towards the Pit of 
  Krahharu. While there, they encounter the red 
  dragon Cyndreth as she flies toward the pit, and may 
  either make her their enemy or their uneasy ally. 
   Part 2. Hunting Demons. The characters enter the 
  Pit of Krahharu. By searching the pit and defeating 
  three demonic lieutenants, they can save the 
  tortured souls of fire giant wizards that can help 
  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. 
  Adventure Hooks 
  The characters can become involved in the story in 
  several ways, some of which involve their character 
  factions. 
   Secret of the Yuan-ti. A group of Chultan and 
  Harper scouts encountered a group yuan-ti entering 
  the Land of Ash and Smoke. The Harpers suspect 
  that they are headed for the Pit of Krahharu, a place 
  of incredible magical power.   
   Eradicate the Demons! The Order of the Gauntlet 
  has heard an ancient legend: in the Land of Ash and 
  Fire is a place where the Abyss is made real upon the 
  Material Plane. Journey to the Pit of Krahharu and 
  eradicate its foul master, Immilor. 
   Faction assignment (Order of the Gauntlet). The 
  Order of the Gauntlet entrusts the characters with 
  the reconsecration the Pit of Krahharu’s inner 
  sanctum. They suggest that the characters prepare 
  the hallow spell before venturing into the pit, and 
  present them with a hallowed talisman if they have 
  no one in the party who can cast the spell. 
   Success condition: Once Immilor is killed, cast 
  hallow on area B10 of the pit, either using the 
  hallowed talisman or by simply casting the spell 
  (remember its 24 hour casting time).  
  Hallowed Talisman 
  Wondrous item, rare 
  A perfect sphere of black obsidian is tied to a necklace of 
  prayer beads, and seems to glow with a very faint internal 
  light. If you spend a short rest praying over this talisman and 
  taking no other actions, you can break it on the ground at the 
  end of the rest, destroying the talisman, to infuse the ground 
  around you with holy or unholy energy. 
   
  By breaking the talisman in this way, you cast hallow as an 
  action, requiring no material components.  
   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 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  4 
   
  fiend’s flesh, the paper burns away and imprints the runes on 
  its target. 
   
  A character holding this seal can make an unnarmed attack 
  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. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  5 
   
  Part 1: Fields of Ash 
  The adventure begins as the characters trek across 
  the vast ash wastes of the Land of Ash and Smoke.  
  Cyndreth in Flight 
  Ash floats through the air like snow flurries, coating the 
  ground in soot that clings to your feet with every step. You’ve 
  been traveling across the ash fields for hours, moving 
  constantly towards the thick pillar of black smoke on the 
  horizon—a line that points straight to your destination, the 
  Pit of Krahharu.  
   
  Then, the wind changes direction. The ash begins to fly 
  upward, and the wind starts to howl. A red dragon flies 
  overhead, traveling towards the column of smoke on the 
  horizon. It takes no notice of you, but is close enough for you 
  to shout at it or shoot it with arrows, if you desire. 
  Dragon Battle 
  If the characters attack the adult red dragon 
  Cyndreth or try to attract her attention as she flies 
  overhead, she loops around in the air and dive 
  bombs the party, using her fire breath while 
  airborne to attack from afar and using hit and run 
  tactics to escape quickly. After Cyndreth has taken 
  100 points of damage, she roars “Stop!” and tries to 
  arrange a truce.  
   Cyndreth wishes to save her youngest wyrmling, 
  Vastonash, from the demons in the Pit of Krahharu. 
  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 
  offer, for while a balor demon like Immilor is too 
  great a foe for either of them alone, they might be 
  able to best him together. 
   She agrees to any reasonable deal under two 
  conditions: she and her wyrmling leave safely 
  together, and she gets an equal share of the treasure. 
  She will even grudgingly agree to fly the characters 
  to the Pit of Krahharu if they never mention this 
  indignity to anyone. 
  Roleplaying Cyndreth 
  Cyndreth’s voice is smooth and brimming with power. She 
  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 
  treasure-hungry adventurers might be a useful weapon 
  against her enemies. She is cunning and diplomatic, but has a 
  short temper and a terrible ire. 
  Journey to the Pit 
  Traveling through the Land of Ash and Smoke is an 
  exhausting ordeal. Reaching the Pit of Krahharu 
  from the edge of the ash fields takes 8 hours of 
  continuous travel (or just 4 hours as the bird flies).   
    The characters must make a Constitution saving 
  throw when they reach the Pit of Krahharu, gaining 
  1 level of exhaustion on a failure. If the characters 
  walked through the ash fields (8 hours of travel), the 
  DC of the saving throw is 21. If the characters flew 
  over the ash fields (only 4 hours in travel) the DC of 
  the saving throw is 16 instead. 
   Characters with resistance to fire damage have 
  advantage on this saving throw, and characters with 
  immunity do not have to make this save. 
     
    
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  6 
   
  Part 2: Hunting Demons 
  This part begins after the characters cross the 
  deadly ash fields and climb up the ridge overlooking 
  the Pit of Krahharu. In this part, they will search the 
  ruins of Krahharu for a way into the pit itself, then 
  destroy its demonic jailors in order to weaken 
  Immilor, the master of the pit. 
  Krahharu Ruins 
  The ruined fortress was once home to the cabal of 
  fire giant wizards known as the Krahharu. These 
  conjurers sought to use the power of the Abyss to 
  defeat their ancient enemies, the yuan-ti. The balor 
  Immilor was bound to the sanctum beneath the 
  fortress, but was still able to deceive and slaughter 
  all the wizards in the fortress above and summon his 
  demonic legions into the pit below. There he waits, 
  trying to devise a way to free himself from his bonds. 
  General Features 
  The ruined fortress of Krahharu has the following general 
  features: 
   
  Arcane Glyphs. Concealed on the floor beneath a fine layer 
  of white ash are arcane glyphs. They are marked with a 
  dotted circle on the map of this area. Each of these glyphs 
  has a unique effect, described in the area in which it appears  
   
  Ceilings. The ceilings in this ruin were built for giants, and 
  are 20 feet tall.  
   
  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, 
  any creature in the area must succeed on a DC 18 
  Constitution saving throw or gain a level of exhaustion. 
  Creatures that are vulnerable to fire have disadvantage on 
  this saving throw, while creatures that are resistant make the 
  save with advantage, and creatures that are immune 
  automatically succeed. 
   
  Light. The fortress is bathed in dim light from the burning 
  soil that surrounds it.  
  A. Areas of Krahharuan Ruins  
  A1. Crater Ridge 
  Having traversed the Land of Ash and Smoke, you climb a 
  rocky ridge and gaze upon a smoldering crater. The land 
  beneath burns eternally, its flames lapping against charred 
  and blackened stone walls that somehow still stand in the 
  inferno. Just north the complex stands a stone dome, 
  completely covered in flame, yet somehow perfectly intact. 
  The adult red dragon Cyndreth perches on a ledge 
  just beneath the lip of the crater, and raises her 
  serpentine neck to greet the characters face-to-face. 
  If the characters previously made a truce with her, 
  she outlines her plan. Otherwise, she attacks, as 
  described in “Dragon Battle” in part 1 of this 
  adventure. She surrenders after taking 50 points of 
  damage and offers to parley, describing her plan. 
    Cyndreth’s Plan. Cyndreth informs the characters 
  that Immilor is in the inner sanctum of the pit, 
  within the burning dome at the center of the 
  complex. Cyndreth refuses to enter enclosed spaces, 
  but if the characters invade the pit and destroy 
  Immilor’s three lieutenants, they can weaken the 
  balor before confronting it head on. She learned that 
  the demon lieutenants guard some sort of power 
  that could help them defeat Immilor. 
   Cyndreth also offers the characters a reward if 
  they can find her captured wyrmling in depths of the 
  pit. Little does she know that he has already been 
  killed and skinned by a demon called Goryx the 
  Glutton (area B6).   
   Fire. A sea of flame surrounds the ruins of 
  Krahharu. Creatures that pass through it on foot risk 
  gaining levels of exhaustion (see General Features).  
   Secret Tunnel. Characters that succeed on a DC 20 
  Wisdom (Perception) check made from this ridge, 
  spot area A2—a hole in the ground on the west side 
  of the crater that descends into darkness.  
  A2. Unburnt Tunnel 
  A five-foot diameter hole in the burning ground descends 
  into total darkness, untouched by flame. It slopes gently 
  downward. 
  This tunnel is cool to the touch, and descends 120 
  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 
  described in the Pit of Krahharu’s General Features 
  sidebar, below. 
  A3. Grand Arch 
  A grand arch marks the threshold of the ruins. Two statues of 
  fire giants with their eyes closed and their hands raised 
  above their heads appear to support the arch, which is 
  engraved with images of intertwining, flaming serpents.  
  One round after a creature that isn’t a giant or a 
  beast passes beneath the arch, the statues—
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  7 
   
  revealing themselves to be two stone golems—
  animate and attack. When animated, their eyes open, 
  revealing two rubies.  
   Arcane Glyph. In the room beyond the arch is a 
  glyph hidden beneath a thick patch of white ash. If a 
  creature steps on this glyph, it must make a DC 15 
  Wisdom saving throw. On a failure, it is paralyzed for 
  1 minute as shackles of magical blue flame encircle 
  its body. A creature paralyzed in this way takes 14 
  (4d6) fire damage at the end of each of its turns, and 
  can make another saving throw, ending the effect on 
  itself on a success. 
   Treasure. Each statue has a pair of ruby eyes, 
  worth 50 gp each (200 gp total). 
  Adjusting the Encounter 
  Here are recommendations for adjusting this encounter. 
  These changes are not cumulative. 
  • Very Weak: These constructs are ancient, and their magic 
  is fading. Their hit points are reduced to 102 hit points and 
  they don’t possess the Multiattack action. Their CR is 
  reduced to 4 (1,800 XP).  
  • Very Strong: Both golems bear arcane sigils on their palms. 
  They gain the following action: 
  Burning Hands (Recharge 5–6). Each creature in a 15-foot 
  cone must make a DC 17 Dexterity saving throw, taking 28 
  (8d6) fire damage on a failed save or half as much damage on 
  a successful one.   
  A4. Arcane Atrium  
  There is a skylight in the middle of this 40-foot-tall chamber, 
  and the floor directly beneath it is covered in a thick layer of 
  ash. The walls are lined with engravings of robed giants 
  conjuring flames from thin air and hurling that fire at legions 
  of serpent-people. In some engravings, the giants have 
  hulking, ape-like creatures fighting at their sides.  
   
  One large mural takes up the north wall of the chamber: a 
  massive beast with a horned head and bat-like wings wields a 
  sword and a whip. Beneath it are three other creatures: a 
  hulking, porcine beast, a winged shadow, and a massive, 
  mosquito-like insect. 
  Creatures examining the murals that make a 
  successful DC 15 Intelligence (History or Religion) 
  check know about the depicted events, as follows: 
  • Intelligence (Religion). The character knows that 
  the creatures depicted in the murals are demons, 
  and that the horned, winged demon is one of the 
  mightiest abyssal creatures of all: a balor. The 
  creatures below it are likely its lieutenants.  
  • Intelligence (History). The character knows that 
  the fire giant wizards that lived here fought 
  constantly against the yuan-ti, and the two 
  factions vied for control of the demonic power 
  that burned within this land.  
   Arcane Glyph. There is a thick patch of ash 
  beneath the skylight. Beneath the ash is a glyph. A 
  character with a passive Wisdom (Perception) of 21 
  or higher or that succeeds on a DC 21 Wisdom 
  (Perception) check spots the glyph.  
   Any humanoid that enters the glyph’s space must 
  make a DC 15 Charisma saving throw. On a failure, 
  the light of the skylight seems to grow blindingly 
  bright, and their shadow grows long and sprouts 
  wings—becoming a shadow demon. The demon 
  tries to grapple other creatures and move them into 
  the light to create more shadow demons.  
   The character that triggers the glyph casts no 
  shadow. While missing its shadow, the character is 
  vulnerable to necrotic damage. The character’s 
  shadow is missing until the conjured shadow demon 
  is slain, at which point the character regains its 
  shadow. 
  A5. Firenewt Fountain 
  The roof of this chamber is caved in, and a thick layer of ash 
  coats the floor. A fountain in the shape of a grinning, horned 
  demon stands at the far end of this room. Blue flame flows 
  from its eyes and mouth instead of water, and the fountain is 
  surrounded by a group of dancing creatures with long necks 
  and tall bodies, glowing red skin, and lizard-like faces.  
  The Pit of Krahharu is currently home to a nomadic 
  clan of firenewts that now worship Immilor as a god. 
  The demons allow them to live in the ruined fortress 
  as long as they sacrifice a living creature every day. 
  A group of five firenewt warriors and three 
  barlgura demons are sacrificing a recently slain 
  yuan-ti scout before the fountain.  
   Arcane Glyph. There is a concealed glyph in front 
  of the fountain, beneath the yuan-ti. A character with 
  a passive Wisdom (Perception) of 21 or higher or 
  that succeeds on a DC 21 Wisdom (Perception) 
  check spots the glyph.  
   Any living creature that enters the glyph’s space 
  must make a DC 15 Constitution saving throw or be 
  paralyzed for 1 minute. It can repeat this saving 
  throw at the end of each of its turns, ending the 
  effect on itself on a success.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  8 
   
   Magical Fire. The blue flame pouring from the 
  fountain is magical fire. If transferred to a lamp or 
  torch, the light source can pierce magical darkness. 
   Treasure. The barlgura wear gold bangles worth 
  10 gp each. 
  A6. Dark Descent 
  A staircase spirals down into pitch darkness. Even though 
  incredible heat emanates from the abyss, no light shines out 
  of it. Firenewts stand guard around the edge of the abyss. 
  Four firenewt warlocks of Imix stand around the 
  edge of the pit, along with four firenewt warriors, 
  one between each warlock. They raise their weapons 
  in warning when they the characters; the warriors 
  ready an action to Spit Fire and the warlocks ready 
  an action to cast scorching ray at characters that 
  approach the stairs. They do not attack otherwise. 
   In combat, the firenewt warriors attempt to push 
  creatures onto the Arcane Glyph on the top step of 
  the stairs.  
   When a firenewt warlock is killed, its body is 
  engulfed by azure flame, becoming a shrieking, 
  tormented fire elemental. At the end of an 
  elemental’s turn, roll 1d6. On a roll of 1d6, the 
  elemental explodes. The elemental dies instantly, 
  and all creatures within 10 feet of it must make a DC 
  18 Dexterity saving throw, taking 28 (8d6) fire 
  damage on a failed save or half as much damage on a 
  successful one. 
   Arcane Glyph. There is a glyph inscribed on the 
  top step of the staircase, obvious to anyone within 
  10 feet. A character with a passive Wisdom 
  (Perception) of 21 or higher or that succeeds on a DC 
  21 Wisdom (Perception) check spots the glyph.  
   Any living creature that enters the glyph’s space 
  must make a DC 15 Constitution saving throw. On a 
  failure, all warmth drain from its body and gains 
  vulnerability to fire damage for the next 1d4 hours. 
   Darkness. After descending 30 feet, the staircase 
  is engulfed in magical darkness. 
   Stairs. The staircase descends into area B1. 
   Treasure. The firenewt warlocks wear gold 
  bangles worth 10 gp each. 
   
  B. Krahharuan Depths 
  The chaotic magic of the Abyss fills the depths of the 
  Pit of Krahharu, as does a darkness that can only be 
  pierced by magical light. 
  General Features 
  The Krahharuan Depths have the following general features: 
   
  Abyssal Emulation. The Pit of Krahharu is so infused with 
  abyssal energy that it is almost part of the Abyss itself. While 
  within the Krahharuan Depths, demons are considered on 
  their home plane for the purpose of banishment and similar 
  spells.  
   
  Ceilings. The ceilings in this dungeon were built for giants, 
  and are 40 feet tall.   
   
  Celestial Forbiddance. The power of the Abyss wards the 
  Pit of Krahharu against celestials. A celestial takes 28 (5d10) 
  necrotic damage when it first enters the Krahharuan Depths 
  or starts its turn within it. Additionally, further castings of the 
  forbiddance spell cannot affect the Krahharuan Depths. 
   
  Darkness. The entire dungeon is enveloped in magical 
  darkness that can only be penetrated by light created by a 
  spell of 3rd level or higher, or by the blue flame that burns 
  within the Pit of Krahharu. Demons with darkvision can 
  through this magical darkness. 
   
  Dreams of Doom. Terrible screams and images of 
  destruction fill the minds of creatures that sleep here. When 
  a creature that sleeps completes a long rest here, it must 
  make a DC 18 Wisdom saving throw, taking 56 (16d6) psychic 
  damage on a failed save or half as much damage on a 
  successful one. A character that fails this save also fails to 
  recover from exhaustion after completing the long rest. 
   
  Fire. The flames within the pit are bright blue and their 
  light can pierce the magical darkness within the pit, shedding 
  bright light in a 15-foot radius and dim light for an additional 
  15 feet. 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. After completing a short 
  rest, creatures that are not immune to fire damage must 
  make a DC 18 Constitution saving throw, gaining a level of 
  exhaustion on a failed save. Creatures that are vulnerable to 
  fire damage have disadvantage on this saving throw, and 
  creatures that are resistant to fire damage have advantage 
  on it. 
   
  Wild Magic. The chaotic magic of the Abyss permeates the 
  Pit of Krahharu. Immediately after a character casts a spell of 
  1st level or higher, the DM can have that character roll a d20. 
  On a roll of 1, roll on the Abyssal Wild Magic Surge Table, 
  above, to create a random magical effect. 
  Abyssal Wild Magic Surge 
  1d20 
  Effect 
  1–2 
  For the next minute, your body is wreathed in 
  magical blue flames. You shed dim light in a 
  10-foot radius that penetrates magical 
  darkness. Any attack roll against you has 
  advantage if the attacker can see you, and you 
  can’t benefit from being invisible. 
  3–4 
  You cast fireball as a 3rd-level spell centered 
  on yourself. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  9 
   
  5–6 
  You must immediately cast another spell of 
  your choice using your highest-level spell slot. 
  Casting this spell requires no action. 
  7–8 
  The spell redirects itself. The DM chooses a 
  new target for the spell, but cannot choose 
  you. If the spell targets a point instead of a 
  creature, the DM chooses a new point.  
  9–10 
  You transform into a barlgura for a number of 
  rounds equal to the level of the spell that 
  activated this surge. While in this form, you 
  must attack at least one non-demon creature 
  during your turn. If you cannot attack a non-
  demon creature, or are reduced to 0 hit 
  points, you return to your normal form. 
  11–12 
  You can speak, read, and write Abyssal for the 
  next 2d12 hours. 
  13–14 
  You gain a form of Short-Term Madness (see 
  “Madness” in chapter 8 of the Dungeon 
  Master’s Guide). 
  15–16 
  You lose the ability to speak, read, and write 
  all languages for the next hour. You can still 
  say verbal components for your spells. 
  17–18 
  The next spell you cast with a casting time of 1 
  action can be cast as a bonus action instead. If 
  it requires an attack roll, it’s made with 
  disadvantage. If it requires a creature to make 
  a saving throw, it’s made with advantage.  
  19–20 
  A portal to the Abyss opens beneath you, and 
  then closes. You are whisked through the 
  endless layers the Abyss at lightning speed. At 
  the end of your next turn, you return to the 
  space you previously occupied, or the nearest 
  unoccupied space, and take 27 (5d10) psychic 
  damage.  
   
  B1. Mouth of the Void 
  If the characters have no way to see through magical 
  darkness, read or paraphrase the following. 
  Thick, suffocating darkness consumes the chamber before 
  you. It is impossible to see through the gloom.  
  If the characters can see through magical darkness, 
  such as with the magical blue flame from area A5 or 
  with a warlock’s Devil’s Sight invocation, read or 
  paraphrase the following: 
  The floor of this perfectly circular chamber is teeming with a 
  writhing mass of hideous bodies. Rotted and pathetic, these 
  withered demons shuffle piteously across the dirt.  
  Once all the characters step off of the staircase, a 
  shimmering wall of force covers the entrance at the 
  top of the stairwell, preventing characters from 
  exiting the depths. A voice echoes through the 
  chamber: 
  “I sense your presence, interlopers. Join me in my sanctum, 
  and I will show you exactly what I, Immilor, Lord of Blue 
  Flame, did to the last group who dared stand before me.” 
   
  The voice fades away into low, rumbling laughter.  
  Countless manes shuffles blindly about the room, 
  swiping ineffectually at intruders. Don’t roll 
  initiative or roll for these manes’ attacks; simply 
  assume that every attack misses or strikes 
  harmlessly—they pose no threat to the characters 
  and award no XP. Manes appear from the shuffling 
  mass to replace those that are destroyed because of 
  its proximity to the Abyss. 
   Several pathways branch out from this room on 
  the ground level, beneath the staircase that wraps 
  around the room and leads to area A6. 
   Dragon’s Blood. A thick trail of dried blood leads 
  from this area into area B5. A successful DC 13 
  Intelligence (Arcana) or Wisdom (Medicine) check 
  reveals that it is dragon’s blood. 
  B2. Lake of Flame 
  A lake of blue fire burns brightly, casting this chamber in 
  eerie light. A stone bridge spans the center of this chamber, 
  and six furtive demons with pig-like faces yowl annoyingly at 
  the lake in the Abyssal tongue.  
  A group of six dretches stand on the stone bridge 
  spanning the lake of flames. They shout hoarse pleas 
  to Immilor in Abyssal, begging the balor to grant 
  them greater power in exchange for their eternal 
  servitude.  
   They see the characters’ arrival as an 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. This fight is a 
  trivial exchange, and should be resolved quickly. 
   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 
  killed, the spirit surfaces and greets the characters, 
  introducing herself as Alkana. She has been living as 
  an ageless fire elemental for centuries, waiting for 
  someone to destroy the demons of the pit. Several of 
  her fellow wizards are being tortured by the demon 
  lieutenants of Immilor. She explains that if the 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  10 
   
  characters can free their souls from torture, they can 
  help seal Immilor’s power for a short time. 
  • Alkana’s Aid. The characters are immune to 
  damage from the balor’s Death Throes trait. 
  Roleplaying Alkana 
  Every word Alkana utters crackles with hatred for Immilor, 
  and she lavishes praise upon any creature she can goad into 
  destroying the demon. Nothing remains of her personality 
  but her burning hunger for revenge.   
  B3. Wellspring of Lethargy 
  A thick fog fills the chamber before you. It tickles your 
  nostrils as the faintest wisps of vapor stretch into the 
  corridor, carrying with them a comforting warmth. All you 
  can see within is a mist-blanketed pool of dark water. 
   
  A large boulder rests quietly in the middle of the pool. 
  The pool of boiling water in the center of this 
  chamber emits a strange vapor. Any creature 
  inhaling the gas must make a DC 15 Constitution 
  saving throw, making this save with disadvantage if 
  it has fewer than 40 hit points remaining. On a failed 
  save, the creature falls unconscious for one hour. 
  The creature rouses if it takes damage, or if another 
  creature uses its action to rouse an unconscious 
  creature.  
   Any creature that immerses at least half of its 
  body in the water automatically fail this save and 
  instantly falls unconscious. 
   Total Party Knockout. If the entire party falls 
  unconscious within this area, they awaken an hour 
  later in area B4, atop a pillar and restrained by 
  silken rope (escape DC 15) and watched by five 
  quasits in bat form. They call for their master, 
  Yulethe, once all the characters are conscious. 
  Dealing 10 points of damage to the rope (AC 9, 
  immune to poison and psychic damage) destroys it.  
  B4. Yulethe’s Lair 
  A low droning buzz fills the air. It’s almost soothing, like a 
  single-note lullaby. Patches of blue flame flicker on the 
  ground deep within this cavern, and several bats flutter 
  through the air, casting massive shadows against the walls.  
   
  A thin, nasal voice pierces the drone. “Visitors…it has been 
  so long since I have had visitors. I am Yulethe the Dream-
  Weaver, and you shall be my guests for a very…long…time. 
  This is the lair of Yulethe the Dream-Weaver, is a 
  mighty demon and one of Immilor’s three 
  lieutenants. It has split its consciousness among five 
  chasmes, creating a sort of hive-mind. The droning 
  noise that fills the room when the characters enter is 
  the buzzing of Yulethe’s many wings.   
   Light. Patches of blue flame illuminate the entire 
  floor of this room, to a height of 15 feet. However, 
  the top of the hexagonal stone pillars and the ceiling 
  are in total darkness, allowing Yulethe and its 
  minions to easily fly out of sight after attacking. 
   Wizard Spirits. The soul of a Krahharuan wizard 
  is chained to the top of one of the pillars, and is 
  eternally tormented by Yulethe’s mind-merged 
  demons. When the characters kill Yulethe, the spirit 
  introduces herself as Djzark, and pledges to help seal 
  away Immilor’s power when the characters attack 
  him. 
  • Djzark’s Aid. The balor’s bonus to hit with melee 
  attacks is reduced from +14 to +12. 
   Treasure. Atop one pillar is a small hoard of loot 
  totaling 150 gp and a potion of fire resistance. 
  B5. Halls of Endless Hunger 
  The walls are coated with meat. Hanging from hooks and 
  reeking of death, the carcasses of dozens of creatures line 
  the walls of this room, from birds to beasts to serpentine 
  yuan-ti. Eight squat demons with four arms and mouths the 
  size of their bulbous bodies tear at the flesh on the walls, 
  carrying huge handfuls of the carcasses down a passage and 
  into another chamber. 
   
  A thick trail of blood leads through this room, from one 
  entrance to another. 
  The eight squat demons are maw demons. 
  Whenever the firenewts in the ruins above make a 
  sacrifice, it appears before them. They deliver the 
  sacrifice to Goryx in his lair, tearing tiny scraps of it 
  off along the way. These demons are starving, and 
  attack any living intruders ravenously. 
   Dragon’s Blood. A thick trail of dried blood leads 
  from area B1 to the entrance of Goryx’s lair (area 
  B6). A successful DC 16 Intelligence (Arcana) or 
  Wisdom (Medicine) check reveals that it is dragon’s 
  blood. 
   Hanging Sacrifices. Heaps of animal and 
  humanoid carcasses are piled in area illuminated by 
  flame in the center of this chamber. As an action, a 
  demon may devour one of these carcasses in order 
  to regain 7 (2d4 + 2) hit points. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  11 
   
  B6. Goryx’s Lair 
  A cacophony of slobbering gluttony echoes throughout this 
  room. Bones snap and flesh tears each second as a massive, 
  bloated, pig-like demon devours the bodies of humanoids 
  and animals alike from atop a spiked throne. Four squat 
  demons with bodies split in half by giant mouths tear chunks 
  of flesh and bone off of a dragon’s corpse in front of the 
  throne and hand the pieces to their master.  
   
  One of these demons wields a two-tined pike; its haft is 
  wrapped in the still-bloody hide of a red dragon. 
  This is the lair of Goryx the Glutton, a massive, 
  corpulent nalfeshnee and one of Immilor’s three 
  lieutenants. Its hit points are increased to 190, and is 
  accompanied by four maw demons, which offer 
  pieces of meat to their gluttonous master. The 
  nalfeshnee wields the Krahharuan fork, a +3 pike 
  wrapped in red dragon hide. This demon has the 
  following additional action, which it can use in place 
  of a single claw attack when it takes the Multiattack 
  action: 
  +3 Pike. Melee Weapon Attack: +13 to hit, reach 10 ft., 
  one target. Hit: 13 (1d10 + 8) piercing damage. 
   
   Dragon Corpse. The trail of dragon’s blood leads 
  to the foot of Goryx’s throne. There rests the skinned 
  carcass of the red dragon wyrmling Vastonash. The 
  corpse is rotting and cumbersome, and moving it 
  causes it to fall apart. 
   Hanging Sacrifices. Heaps of animal and 
  humanoid carcasses are piled in area illuminated by 
  flame in the center of this chamber. As an action, a 
  maw demon devours one of the carcasses and 
  regains 7 (2d4 + 2) hit points. 
   Secret Door. The secret door in the north of this 
  room becomes obvious from either side if fresh meat 
  is brought within 10 feet of it. Spotting this door 
  otherwise requires a character to make a successful 
  DC 20 Wisdom (Perception) check. 
   Wizard Spirits. The soul of a Krahharuan wizard 
  is shackled to the base Goryx’s throne and is 
  eternally gnawed upon by maw demons. When the 
  characters kill Goryx, the spirit introduces himself as 
  Raxakon, and pledges to help seal away Immilor’s 
  power when the characters attack him. 
  • Raxakon’s Aid. The balor’s AC is reduced to 17. 
   Treasure. A small pile of 300 gp looted from 
  sacrifices sits at the base of Goryx’s throne. 
  B7. Hall of Statues and Shadows 
  Four statues of fire giants stand in this long hall, each holding 
  a bowl filled with brilliant blue flame. The flames cast eerie 
  shadows across their faces, and other shadows dance across 
  the walls in the corner of your vision, disappearing as soon as 
  you look directly at them. A grave chill fills the room. 
  When a creature ends its turn within this room, it 
  must make a DC 18 Wisdom saving throw. On a 
  failure, one of the following effects occur: 
  • Statue Shadow. The shadowed faces of the statues 
  twists into a grotesque howl. The creature takes 9 
  (2d8) necrotic damage and its maximum hit points 
  are reduced by the same amount until it completes 
  a long rest. 
  • Wall Shadow. A tiny, dancing shadow leaps from 
  the wall and into the target’s chest. The target’s 
  blood runs cold, and it takes 14 (4d6) cold 
  damage.  
  B8. Xalumbros’s Lair  
  Four grim statues stand in the center of this chamber, 
  surrounding a bronze bowl holding a blue flame. Each statue 
  casts a long, sinister shadow across the floor. A cold cackle 
  emanates from the motionless statues. “I am Xalumbros the 
  Unseen. The light shall not avail you here.” 
   
  The flame goes out, plunging the center of the chamber 
  into darkness.  
  This is the lair of Xalumbros the Unseen, a shadow 
  demon and one of Immilor’s three lieutenants. 
  Xalumbros is immune to all damage and gains a +10 
  bonus to hit while in darkness; while in dim light, it 
  instead is resistant to all damage and gains a +5 
  bonus to hit.  
   Fighting Xalumbros. While the shadow demon is 
  physically the weakest of Immilor’s lieutenants, it is 
  also the cleverest. After dousing the light, Xalumbros 
  pretends to be the shadow of one of the four statues 
  in this room. While in darkness, Xalumbros is 
  effectively invisible, free to attack while unseen, and 
  then retreat back to its hiding spot.  
   If the statue is bathed in light, a character can 
  make a DC 15 Wisdom (Insight or Perception) check 
  to determine if the shadow the statue is casting is 
  natural, or if it is the hidden shadow demon. 
   Restoring Light. Only magical fire can reignite the 
  brazier. It sheds bright light in a 15-foot radius and 
  dim light for an additional 15 feet. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  12 
   
   Shadow Corrosion. Characters not in an area of 
  bright light while in this room takes 3 (1d6) necrotic 
  damage at the start of each of their turns. 
   Secret Door. The secret door in the east of this 
  room becomes obvious from this side if a bright light 
  is shone upon the wall. Spotting this door from the 
  other side requires a character to make a successful 
  DC 20 Wisdom (Perception) check. 
   Wizard Spirits. The soul of a Krahharuan wizard 
  is bound to the brazier of blue flame, and fuels its 
  magic. When the characters kill Xalumbros, the spirit 
  introduces herself as Umaja, and pledges to help seal 
  away Immilor’s power when the characters attack 
  him. 
  • Umaja’s Aid. The balor’s hit points are reduced to 
  240. 
   Treasure. The four statues each have two 
  sapphire eyes worth 20 gp each (160 gp total). 
  B9. Sanctum Access 
  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 
  leering demons and proud giants. In the center of the door is 
  the image of a winged balor surrounded by three lesser 
  demons: a bloated, pig-like nalfeshnee, an insectoid chasme, 
  and a winged shadow demon.  
   
  Written below the images is a phrase in Giant. 
  This door is sealed by an arcane lock, and can only 
  be forced open by making a successful a DC 30 
  Strength (Athletics) check. The DC decreases by 10 
  whenever one of the demon lieutenants is killed, and 
  the arcane lock is dispelled when all three are dead.
   The phrase in Giant reads: “Call his name and he 
  shall arise.” 
  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.” 
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  13 
   
  Part 3: Immilor, Lord of Blue Flame 
  Immilor only rises from the depths of the Pit of 
  Krahharu when called by name. The characters can 
  confront him at any time, but are likely to be 
  annihilated unless they explore the dungeon and 
  free the Krahharuan wizards. If the characters made 
  an alliance with the dragon Cyndreth, she aids them 
  in this fight as well. 
  Roleplaying Immilor 
  The only force greater than Immilor’s raw power is his 
  unchecked ego. So great is his self-confidence that he does 
  not even notice if the Krahharuan wizards seal away a 
  portion of his power. He never misses an opportunity to brag 
  about the sharpness of his blade or the number of wizards he 
  has dragged into the Abyss with his whip. 
  Unlikely Allies 
  Depending on their previous actions in the 
  adventure, the characters may have additional 
  assistance in the fight against Immilor. 
  Cyndreth’s Aid 
  Cyndreth only knows to join the characters in this 
  battle if they signal her to join them, such as with a 
  sending spell. She constantly suspects treachery and 
  is reluctant to join the characters without proof that 
  they will aid her. A character that makes a successful 
  DC 18 Charisma (Persuasion) check can convince 
  her to join the attack without solid proof. Each 
  character can only attempt this check once, 
   Cyndreth is an adult red dragon, and is no match 
  for a balor alone, especially because her fire breath 
  has no effect on the demon. She acts on her own 
  initiative in combat and uses physical attacks. She 
  will allow up to four characters to ride upon her 
  back, but sees it as an indignity and grumbles about 
  it the entire time. She refuses to take orders while 
  being ridden, and moves and attacks as she wishes 
  on her own initiative. 
   Cyndreth refuses to enter the Pit of Krahharu, as 
  she dislikes enclosed spaces. Instead, she bursts 
  through the stone dome of the sanctum when the 
  battle begins (if she is aware that the battle has 
  begun) and attacks Immilor from above.  
  Krahharuan Wizards 
  Four Krahharuan wizards remain in the Pit of 
  Krahharu. Three are lingering spirits, tortured by 
  demons over the ages, and one has lived as a fire 
  elemental to hide from the demons. 
   None of these spirits fight alongside the 
  characters, but each uses the last of their spiritual 
  power to hinder Immilor’s power. The wizards and 
  their powers are as follows: 
   Alkana. The wizard Alkana has been hiding in the 
  Lake of Flame (area B2) as a fire elemental. If she is 
  rescued, she protects the characters from the balor’s 
  Death Throes when it dies, granting them immunity 
  to fire damage until the end of that turn.  
   Djzark. The soul of the wizard Djzark has been 
  tortured by Yulethe the Dreamweaver in area B4. If 
  he is rescued, he reduces its bonus to hit with melee 
  weapon attacks from +14 to +12. 
   Raxakon. The soul of the wizard Raxakon has 
  been tortured by Goryx the Glutton in area B6. If he 
  is rescued, he reduces the balor’s AC to 18. 
   Umaja. The soul of the wizard Umaja has been 
  tortured by Xalumbros the Unseen in area B8. If she 
  is rescued, she reduces Immilor’s hit points to 240. 
  Unleashing Immilor 
  When the characters call Immilor by name within its 
  sanctum (area B10), it rises from the pit in a storm 
  of fire and shadow. Read or paraphrase the 
  following:  
  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 
  an incredible rushing of wind fills the cavern as an azure 
  firestorm races up the pit. In an instant, the flames burst 
  from the depths, and an unbearable heat begins to tear at 
  your flesh. Silhouetted in the center of the flame is a 20-foot-
  tall figure, wielding a blade in one hand and a whip in the 
  other. Two bat-like wings extend from its shoulders, and a 
  pair of ram’s horns adorned with golden bands and dangling 
  charms curl from its temples.  
   
  As the howling of wind reaches a frenzy, a voice booms 
  from the flame: “I am Immilor, Lord of Blue Flame! Master of 
  the Pit of Krahharu! Who dares summon me by name? Who 
  dares invite eternal damnation?” 
   
  The flames part as Immilor speaks, revealing the balor in 
  all its abyssal glory. Its glowing white eyes focus on your 
  silhouette and its muzzle twists into a taunting smile, as if 
  inviting you to strike the first blow. 
  If Cyndreth has been alerted to the characters’ 
  assault on the sanctum, read or paraphrase the 
  following: 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  14 
   
  As Immilor sneers at you, a deafening crash rings out from 
  above as the tall, domed ceiling bursts, raining stone and 
  rubble down upon the pit. The gleaming crimson scales of 
  Cyndreth glint in the light as she descends into the sanctum. 
  She glances at you and blows a puff of smoke from her 
  nostrils. “Let us slaughter this demon,” she snarls. 
  Immilor burns with magical flame, casting bright 
  light within 30 feet of him and dim illumination for 
  another 30 feet. Its truesight also allows it to see 
  through the darkness in the pit.  
   The balor prefers close range combat. If a 
  character stands at the edges of the room and 
  attacks Immilor from range, its primary tactic is to 
  use its whip to pull characters into the pit.  
   Falling into the Pit. A creature that falls at least 
  60 feet into the pit is hurled through the Abyss and 
  then reappears on the bridge at the beginning of 
  their next turn, taking 27 (5d10) psychic damage as 
  it reappears.  
   Immilor’s Demise. When Immilor is destroyed, its 
  physical form unravels and is sucked into the depths 
  of the Pit of Krahharu. If Alkana was saved, she 
  prevents its Death Throes from injuring the 
  characters. 
   Immilor’s True Name. If the characters accepted 
  the Lords’ Alliance’s secret mission and affix the 
  magic seal to Immilor’s flesh, they can learn the 
  fiend’s true name: Azurewrath, Spawn of the Sixth 
  Pyre. A character that speaks this true name as an 
  action can also make a single-word command that 
  the balor must obey, as the command spell. The balor 
  receives no saving throw to resist this command. 
   What about the Yuan-ti? If asked about the yuan-
  ti corpses littering the chamber, Immilor laughs and 
  states: “Those pathetic, simpering serpents came to 
  me seeking my aid. They wished for me to help them 
  gather mortal souls to awaken their god, a creature of 
  unspeakable evil. The fools... I am a creature of 
  unspeakable evil! I incinerated them all, save for their 
  leader, who fled with its tail between its legs.” 
  Vault of Krahharu 
  Once Immilor is destroyed, the flames surrounding 
  the black iron door at the far end of his sanctum 
  disappear. 
  This vault is filled with glittering wealth from an age long 
  passed. Silver jugs and bowls sized for fire giants overflow 
  with gold coins and glittering rubies. 
  If Cyndreth is still alive, read or paraphrase the 
  following: 
  Cyndreth’s eyes gleam as she gazes upon the golden hoard 
  before her, and her mouth twists into a smile that bears her 
  many razor-sharp teeth. Her gaze turns to you, and she says 
  “I’ll take my share of the treasure, morsels.” 
   Treasure. The vault contains 7,600 gp and 10,300 
  sp, and ten rubies worth 250 gp each. 
   If Cyndreth survived the adventure, she demands 
  an equal share of the treasure, and threatens to 
  devour anyone that would deny her. If the 
  characters have time to battle her, they might be 
  able to defeat her and keep her share of the treasure 
  for themselves.  
  Vastonash’s Fate 
  Once Immilor is dead and the treasure from the 
  vault is being divided, Cyndreth turns to the 
  character wielding the Krahharuan fork, or a random 
  character if no one is wielding it.  
  Cyndreth affixes you with a hard stare. “My son. My 
  wyrmling, Vastonash. He is not alive… is he?” 
  If the characters found Vastonash’s remains, she 
  listens to their reply, then solemnly responds: 
  “At least he is avenged. I take cold comfort in it… but I do 
  take comfort nonetheless. Thank you, warriors. I pray that we 
  never meet as enemies.” Cyndreth looks at you one last time, 
  gathers her treasure in her claws, and then pauses. With a 
  contemptuous growl, she unceremoniously drops a single 
  shining ruby at your feet before unfurling her wings and 
  leaping into the ash-filled air. The soot swallows her, leaving 
  you alone, triumphant, as the fires of the pit burn to embers. 
  Faction Assignment (Order of the Gauntlet) 
  Characters belonging to the Order of the Gauntlet 
  have an assignment to consecrate this sanctum and 
  close this rift to the Abyss. A character that spends 
  24 hours here casting hallow (or that uses the 
  hallowed talisman) succeeds at that mission. 
  Conclusion 
  With the destruction of Immilor, the characters have 
  cleansed the Pit of Krahharu and claimed a vault of 
  great treasure. If you are running this adventure as 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  15 
   
  part of an ongoing campaign, they have also learned 
  that the yuan-ti sought to make Immilor their ally in 
  claiming souls to summon a being of ultimate evil.  
   Immilor remembers his unceremonious defeat at 
  the hands of Faerûnian adventurers and their 
  factions as he is reincarnated within the Abyss. His 
  reincarnation is slow and painful, and may even 
  result in his unceremonious demotion to a weaker 
  class of demon. Someday, Immilor will take his 
  revenge.  
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  16 
   
  Rewards 
  Make sure the characters note their characters’ 
  rewards on the adventure log sheet. Give your name 
  and DCI number (if applicable) so players can record 
  who ran the adventure. 
  Experience (Min/Max XP: 10,125/13,500 Ea.) 
  Total up all combat experience earned for defeated 
  foes, and divide by the number of characters present 
  in the combat. For non-combat experience, the 
  rewards are listed per character.  
  Combat Awards 
  Name of Foe 
   
   
  XP Per Foe 
  Balor 
   
   
   
  22,000 
  Barlgura  
   
   
  1,800 
  Chasme  
   
   
  2,300 
  Dretch  
   
   
  50 
  Fire elemental 
   
   
  1,800 
  Firenewt warlock of Imix  
  200 
  Firenewt warrior  
   
  100 
  Maw demon 
   
   
  200 
   
  Nalfeshnee 
   
   
  10,000 
  Shadow demon  
   
  1,100 
  Stone golem 
   
   
  5,900 
   
  Non-Combat Awards 
  Task or Accomplishment  
  XP Per Character 
  Vastonash’s body found 
   
  1,000 
  Treasure  
  The characters receive the following treasure, 
  divided up amongst the party. Treasure is divided as 
  evenly as possible. Gold piece values listed for 
  sellable gear are calculated at their selling price, not 
  their purchase price.  
  Treasure Awards 
  Item Name 
   
   
  GP Value 
  Stone golem ruby eyes 
   
  200 
  Firenewt bangles  
   
  80 
  Yulethe’s loot 
   
   
  150 
  Statue sapphire eyes 
   
  160 
  Goryx’s loot 
   
   
  300 
  Vault of Krahharu  
   
  11,130 
  Cyndreth’s Reward 
   
  200 
   Consumable magic items should be divided up 
  however the group sees fit. If more than one 
  character is interested in a specific consumable 
  magic item, the DM can determine who gets it 
  randomly should the group be unable to decide. 
   Permanent magic items are divided according to 
  a system detailed in the D&D Adventurers League 
  Dungeon Master’s Guide. 
  Krahharuan Fork (+3 Pike) 
  Weapon (pike), very rare 
  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. A description of this 
  item can be found in Player Handout 1. 
  Potion of Fire Resistance 
  Potion, uncommon 
  This item is found in the Dungeon Master’s Guide.  
  Player Rewards 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
   Members of the Lords’ Alliance (rank 2 or 
  higher) earn one additional renown point for 
  completing their secret mission and should note the 
  completion of a secret mission on their adventure 
  logsheet. 
   Members of the Order of the Gauntlet earn one 
  additional renown point for completing their 
  faction assignment.  
  DM Reward 
  In exchange for running this adventure, you earn DM 
  Rewards as described in the D&D Adventurers 
  League Dungeon Master’s Guide (ALDMG). 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  17 
   
  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.  
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  18 
   
  Appendix. NPC/Monster Statistics 
   
  Balor 
  Huge fiend (demon), chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 262 (21d12 + 126) 
  Speed 40 ft., fly 80 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   26 (+8) 
  15 (+2) 
  22 (+6) 
  20 (+5) 
  16 (+3) 
  22 (+6) 
    
  Saving Throws Str +14, Con +12, Wis +9, Cha +12 
  Damage Resistances cold, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities fire, poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 13 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 19 (22,000 XP) 
  Death Throes. When the magmin dies, it explodes, and 
  each creature within 30 feet of it must make a DC 20 
  Dexterity saving throw, taking 70 (20d6) fire damage 
  on a failed save, or half as much damage on a 
  successful one. The explosion ignites flammable 
  objects in that area that aren’t being worn or carried, 
  and it destroys the balor’s weapons. 
  Fire Aura. At the start of each of the balor’s turns, each 
  creature within 5 feet of it takes 10 (3d6) fire damage, 
  and flammable objects in the aura that aren’t being 
  worn or carried ignite. A creature that touches the 
  balor or hits it with a melee attack while within 5 feet 
  of it takes 10 (3d6) fire damage. 
  Magic Resistance. The balor has advantage on saving 
  throws against spells and other magical effects.  
  Magic Weapons. The balor’s weapon attacks are 
  magical. 
  Actions 
  Multiattack. The balor makes two attacks: one with its 
  longsword and one with its whip. 
  Longsword. Melee Weapon Attack: +14 to hit, reach 10 
  ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 
  13 (3d8) lightning damage. If the balor scores a critical 
  hit, it rolls damage dice three times, instead of twice. 
  Whip. Melee Weapon Attack: +14 to hit, reach 30 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage plus 10 
  (3d6) fire damage, and the target must succeed on a 
  DC 20 Strength saving throw or be pulled up to 25 feet 
  toward the balor.  
  Teleport. The balor teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to 
  an unoccupied space it can see.  
   
  Barlgura 
  Large fiend (demon), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 68 (8d10 + 24) 
  Speed 30 ft., climb 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  15 (+2) 
  16 (+3) 
  7 (–2) 
  14 (+2) 
  9 (–1) 
    
  Saving Throws Dex +5, Con +6 
  Skills Perception +5, Stealth +5 
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 30 ft., darkvision 120 ft., passive 
  Perception 15 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 5 (1,800 XP) 
  Innate Spellcasting. The barlgura’s spellcasting ability 
  is Wisdom (spell save DC 13). The barlgura can innately 
  cast the following spells, requiring no material 
  components: 
  1/day each: entangle, phantasmal force 
  2/day each: disguise self, invisibility (self only) 
  Reckless. At the start of its turn, the barlgura can gain 
  advantage on all melee weapon attack rolls it makes 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
  Running Leap. The barlgura’s long jump is up to 40 feet 
  and its high jump is up to 20 feet when it has a running 
  start. 
  Actions 
  Multiattack. The barlgura makes three attacks: one 
  with its bite and two with its fists. 
  Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6 + 4) piercing damage. 
  Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 9 (1d10 + 4) bludgeoning damage. 
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  19 
   
  Chasme 
  Large fiend (demon), chaotic evil 
  Armor Class 15 (natural armor) 
  Hit Points 84 (13d10 + 13) 
  Speed 20 ft., fly 60 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   15 (+2) 
  15 (+2) 
  12 (+1) 
  11 (+0) 
  14 (+2) 
  10 (+0) 
    
  Saving Throws Dex +5, Wis +5 
  Skills Perception +5 
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses blindsight 10 ft., darkvision 120 ft., passive 
  Perception 15 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 6 (2,300 XP) 
  Drone. The chasme produces a horrid droning sound to 
  which demons are immune. Any other creature that 
  starts its turn within 30 feet of the chasme must 
  succeed on a DC 12 Constitution saving throw or fall 
  unconscious for 10 minutes. A creature that can’t hear 
  the drone automatically succeeds on the save. The 
  effect on the creature ends if it takes damage or if 
  another creature takes an action to splash it with holy 
  water. If a creature’s save is successful or the effect 
  ends for it, it is immune to drone for the next 24 hours. 
  Magic Resistance. The chasme has advantage on 
  saving throws against spells and other magical effects.  
  Spider Climb. The chasme can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft., 
  one target. Hit: 16 (4d6 + 2) piercing damage plus 24 
  (7d6) necrotic damage, and the target’s hit point 
  maximum is reduced by an amount equal to the 
  damage taken. If this effect reduces a creature’s hit 
  point maximum to 0, the creature dies. This reduction 
  to a creature’s hit point maximum lasts until the 
  creature finishes a long rest or until it is affected by a 
  spell like greater restoration. 
  Dretch 
  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.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  20 
   
  Fire Elemental 
  Medium elemental, neutral 
  Armor Class 13 
  Hit Points 102 (12d10 + 36) 
  Speed 50 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  17 (+3) 
  16 (+3) 
  6 (−2) 
  10 (+0) 
  7 (–2) 
    
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical Attacks 
  Damage Immunities fire, poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained, unconscious  
  Senses darkvision 60 ft., passive Perception 10 
  Languages Ignan 
  Challenge 5 (1,800 XP) 
  Fire Form. The elemental can move through a space as 
  narrow as 1 inch wide without squeezing. A creature 
  that touches the elemental or hits it with a melee 
  attack while within 5 feet of it takes 5 (1d10) fire 
  damage. In addition, the elemental can enter a hostile 
  creature's space and stop there. The first time it enters 
  a creature's space on a turn, that creature takes 5 
  (1d10) fire damage and catches fire; until someone 
  takes an action to douse the fire, the creature takes 5 
  (1d10) fire damage at the start of each of its turns. 
  Illumination. The elemental sheds bright light in a 30-
  foot radius and dim light in an additional 30 feet. 
  Water Susceptibility. For every 5 feet the elemental 
  moves in water, or for every gallon of water splashed 
  on it, it takes 1 cold damage. 
  Actions 
  Multiattack. The elemental makes two touch attacks. 
  Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) fire damage. If the target is a 
  creature or a flammable object, it ignites. Until a 
  creature takes an action to douse the fire, the target 
  takes 5 (1d10) fire damage at the start of each of its 
  turns. 
   
  Firenewt Warlock of Imix 
  Medium humanoid (firenewt), neutral evil 
  Armor Class 10 (13 with mage armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   13 (+1) 
  11 (+0) 
  12 (+1) 
  9 (−1) 
  11 (+0) 
  14 (+2) 
    
  Damage Immunities fire 
  Senses darkvision 120 ft. (penetrates magical 
  darkness), passive Perception 10 
  Languages Draconic, Ignan 
  Challenge 1 (200 XP) 
  Amphibious. The firenewt can breathe air and water. 
  Innate Spellcasting. The firenewt’s innate spellcasting 
  ability is Charisma. It can innately cast mage armor 
  (self only) at will, requiring no material components.  
  Spellcasting. The firenewt is a 3rd-level spellcaster. Its 
  spellcasting ability is Charisma (spell save DC 12, +4 to 
  hit with spell attacks). It regains expended spell slots 
  when it finishes a short or long rest. It knows the 
  following warlock spells: 
   
  Cantrips (at will): fire bolt, guidance, light, mage hand, 
  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.  
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  21 
   
  Firenewt Warrior 
  Medium humanoid (firenewt), neutral evil 
  Armor Class 16 (chain shirt, shield) 
  Hit Points 22 (4d8 + 4) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  13 (+1) 
  12 (+1) 
  7 (−2) 
  11 (+0) 
  8 (–1) 
    
  Damage Immunities fire 
  Senses passive Perception 10 
  Languages Draconic, Ignan 
  Challenge 1/2 (100 XP) 
  Amphibious. The firenewt can breathe air and water. 
  Actions 
  Multiattack. The firenewt makes two attacks with its 
  scimitar. 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 
  one target. Hit: 4 (1d6 + 1) slashing damage. 
  Spit Fire (Recharges after a Short or Long Rest). The 
  firenewt spits fire at a creature within 10 feet of it. The 
  creature must make a DC 11 Dexterity saving throw, 
  taking 9 (2d8) fire damage on a failed save, or half as 
  much damage on a successful one. 
   
   
  Maw Demon 
  Medium fiend (demon), chaotic evil 
  Armor Class 13 (natural armor) 
  Hit Points 33 (6d8 + 6) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   14 (+2) 
  8 (–1) 
  13 (+1) 
  5 (–3) 
  8 (–1) 
  5 (–3) 
    
  Damage Resistances cold, fire, lightning 
  Damage Immunities poison 
  Condition Immunities charmed, frightened, poisoned 
  Senses darkvision 60 ft., passive Perception 9 
  Languages understands Abyssal but can’t speak 
  Challenge 1 (200 XP) 
  Rampage. When it reduces a creature to 0 hit points, 
  the maw demon can take a bonus action to move up to 
  half its speed and make a bite attack. 
  Actions 
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 11 (2d8 + 2) piercing damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  22 
   
  Nalfeshnee 
  Large fiend (demon), chaotic evil 
  Armor Class 18 (natural armor) 
  Hit Points 1184 (16d10 + 96) 
  Speed 20 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  10 (+0) 
  22 (+6) 
  19 (+4) 
  12 (+1) 
  15 (+2) 
    
  Saving Throws Con +11, Int +6, Wis +6, Cha +7  
  Damage Resistances cold, fire, lightning; bludgeoning, 
  piercing, and slashing from nonmagical weapons 
  Damage Immunities poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 13 (10,000 XP) 
  Magic Resistance. The nalfeshnee has advantage on 
  saving throws against spells and other magical effects.  
  Actions 
  Multiattack. The nalfeshnee uses Horror Nimbus if it can. It 
  then makes three attacks: one with its bite and two with its claws. 
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 32 (5d10 + 5) piercing damage. 
  Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 15 (3d6 + 5) slashing damage. 
  Horror Nimbus (Recharge 5–6). The nalfeshnee magically emits 
  scintillating, multicolored light. Each creature within 15 feet of 
  the nalfeshnee that can see the light must succeed on a DC 15 
  Wisdom saving throw or be frightened for 1 minute. A creature 
  can repeat the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature's saving throw is 
  successful or the effect ends for it, the creature is immune to the 
  nalfeshnee's Horror Nimbus for the next 24 hours. 
  Teleport. The nalfeshnee magically teleports, along with any 
  equipment it is wearing or carrying, up to 120 feet to an 
  unoccupied space it can see. 
   
   
  Shadow Demon 
  Medium fiend (demon), chaotic evil 
  Armor Class 13 
  Hit Points 66 (12d8 + 12) 
  Speed 30 ft., fly 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   1 (−5) 
  17 (+3) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
   
  Saving Throws Dex +5, Cha +4 
  Skills Stealth +7 
  Damage Vulnerabilities radiant 
  Damage Resistances acid, fire, necrotic, thunder; 
  bludgeoning, piercing, and slashing from nonmagical 
  weapons 
  Damage Immunities cold, lightning, poison 
  Condition Immunities exhaustion, grappled, paralyzed, 
  petrified, poisoned, prone, restrained 
  Senses darkvision 120 ft., passive Perception 11 
  Languages Abyssal, telepathy 120 ft. 
  Challenge 4 (1,100 XP) 
  Incorporeal Movement. The demon can move through 
  other creatures and objects as if they were difficult 
  terrain. It takes 5 (1d10) force damage if it ends its turn 
  inside an object. 
  Light Sensitivity. While in bright light, the demon has 
  disadvantage on attack rolls, as well as on Wisdom 
  (Perception) checks that rely on sight. 
  Shadow Stealth. While in dim light or darkness, the 
  demon can take the Hide action as a bonus action. 
  Actions 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  creature. Hit: 10 (2d6 + 3) psychic damage or, if the 
  demon had advantage on the attack roll, 17 (4d6 + 3) 
  psychic damage. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  23 
   
  Stone Golem 
  Large construct, unaligned 
  Armor Class 17 (natural armor) 
  Hit Points 178 (17d10 + 85) 
  Speed 30 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   22 (+6) 
  9 (–1) 
  20 (+5) 
  3 (–4) 
  11 (+0) 
  1 (–5) 
   
  Damage Immunities poison, psychic; bludgeoning, 
  piercing, and slashing from nonmagical attacks that 
  are not adamantine 
  Condition Immunities charmed, exhaustion, 
  frightened, paralyzed, petrified, poisoned 
  Senses darkvision 120 ft., passive Perception 10 
  Languages understands the languages of its creator but 
  cannot speak 
  Challenge 10 (5,900 XP) 
  Immutable Form. The golem is immune to any spell or 
  effect that would alter its form. 
  Magic Resistance. The golem has advantage on saving 
  throws against spells or other magical effects. 
  Magic Weapons. The golem’s attacks are magical. 
  Actions 
  Multiattack. The golem makes two slam attacks. 
  Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 19 (3d8 + 6) bludgeoning damage.  
  Slow (Recharge 5–6). The golem targets one or more 
  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. 
  Adult Red Dragon 
  Huge dragon, chaotic evil 
  Armor Class 19 (natural armor) 
  Hit Points 256 (19d12 + 133) 
  Speed 40 ft., climb 40 ft., fly 80 ft. 
    
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   27 (+8) 
  10 (+0) 
  25 (+7) 
  16 (+3) 
  13 (+1) 
  21 (+5) 
   
  Saving Throws Dex +6, Con +13, Wis +7, Cha +11 
  Skills Perception +13, Stealth +6 
  Damage Immunities fire 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 23 
  Languages Common, Draconic 
  Challenge 17 (18,000 XP) 
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead. 
  Actions 
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with bite and two with 
  its claws. 
  Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 19 (2d10 + 7) piercing damage plus 7 
  (2d6) fire damage. 
  Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., 
  one target. Hit: 15 (2d6 + 8) piercing damage.  
  Frightful Presence. Each creature of the dragon's 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 19 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature's saving 
  throw is successful or the effect ends for it, the 
  creature is immune to the dragon's Frightful Presence 
  for the next 24 hours. 
  Fire Breath (Recharge 5–6). The dragon exhales fire in 
  a 60-foot cone. Each creature in that area must make a 
  DC 21 Dexterity saving throw, taking 63 (18d6) fire 
  damage on a failed save, or half as much damage on a 
  successful one. 
  Legendary Actions 
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature's turn. The dragon regains spent 
  legendary actions at the start of its turn. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  24 
   
  Detect. The dragon makes a Wisdom (Perception) 
  check. 
  Tail Attack. The dragon makes a tail attack. 
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 10 feet of the dragon must 
  succeed on a DC 22 Dexterity saving throw or take 15 
  (2d6 + 8) bludgeoning damage and be knocked prone. 
  The dragon can then fly up to half its flying speed. 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  25 
   
  Appendix. Krahharuan Ruins Map 
   
  Appendix. Krahharuan Depths Map
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  26 
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  27 
   
  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. 
  Hallowed Talisman 
  Wondrous item, rare 
  A perfect sphere of black obsidian is tied to a 
  necklace of prayer beads, and seems to glow with a 
  very faint internal light. If you spend a short rest 
  praying over this talisman and taking no other 
  actions, you can break it on the ground at the end of 
  the rest, destroying the talisman, to infuse the 
  ground around you with holy or unholy energy. 
   By breaking the talisman in this way, you cast 
  hallow as an action, requiring no material 
  components.  
   
   
   
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  DDAL07-10 Fire, Ash, and Ruin 
   
   
  28 
   
  Player Handout 2. Faction Missions 
  Characters belonging to the Lords’ Alliance have the 
  option of embarking on a secret mission while taking 
  part in this adventure. 
  Faction Assignment: Order of the Gauntlet 
  The Order of the Gauntlet entrusts the characters 
  with the reconsecration the Pit of Krahharu’s inner 
  sanctum. They suggest that the characters prepare 
  the hallow spell before venturing into the pit, and 
  present them with a hallowed talisman if they have 
  no one in the party who can cast the spell. 
   Success condition: Once Immilor is killed, cast 
  hallow on area B10 of the pit, either using the 
  hallowed talisman or by simply casting the spell 
  (remember its 24 hour casting time).  
  Hallowed Talisman 
  Wondrous item, rare 
  A perfect sphere of black obsidian is tied to a necklace of 
  prayer beads, and seems to glow with a very faint internal 
  light. If you spend a short rest praying over this talisman and 
  taking no other actions, you can break it on the ground at the 
  end of the rest, destroying the talisman, to infuse the ground 
  around you with holy or unholy energy. 
   
  By breaking the talisman in this way, you cast hallow as an 
  action, requiring no material components.  
  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. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDAL07-10 Fire Ash and Ruin v1.1.pdf