Tier 1 BLEEDING GATE: Pandemonium. Part 1 of A Dungeons and Dragons Adventure by Ma'at Crook

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1 Sa m ple file Tier 1 BLEEDING GATE: Pandemonium Part 1 of A Dungeons and Dragons Adventure by Not for resale. Permission granted to print or photocopy this document for personal use only. Ma'at Crook Bleeding Gate Page 1

2 Emudomier Peacestone Peacesmith Guild Chief Wahtsey s Home Census Watch Market Square Class Training Guilds Eastern Gate Tortured Lands Border Forest The Ride N 0 mi S Not for resale. Permission granted to print or photocopy this document for personal use only. Bleeding Gate Page 2

3 Pandemonium A Bleeding Gate Adventure Part 1 of 3 Module Introduction: Hired as security escorts for a group of noble children on a pilgrimage to the underground town of Emudomier, the party meet a strange tiefling being hunted by the father of her unborn child. After facing dangers on the road, they are welcomed into the sanctuary of Emudomier and given the opportunity to become renowned Peacesmith with all the benefits that entails. But the party soon learns, even the peaceful people of Emudomier can t escape tragedy. A 2-hour adventure for 1st-4th level characters by Ma at Crook Editing: Davena Oaks Organized Play: Chris Lindsay Playtesting: Robert Zittenfield, Darin Briskman, Jay Elmore, and Jeremey Arnold D&D Adventures League Wizard Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett D&D Adventures League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick Adventure Code: CCC-BLD 1-1 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 Wizards of the Coast LLC, PO Box 707, Renton, WA , 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. Bleeding Gate Page 1

4 Introduction Welcome to Bleeding Gate, an official D&D Adventurers League adventure, part of the official D&D Adventurers League organized play system. The Bleeding Gate adventure is divided into three parts. The first two, Bleeding Gate: Pandemonium and Bleeding Gate: Amalgamation, are designed for and limited to three to seven 1st to 4th-level characters. Each are optimized for five, 3rd level characters and take about one to two hours to play. Bleeding Gate: Lineage is designed for and limited to three to seven 5th to 10th-level characters and takes three to four hours to run. The sessions are in sequential order and can be run consecutively within five to nine hours, best started with 3rd to 4th-level characters. Bleeding Gate is set in the Moonsea area, within the town of Emudomier, hidden inside a mountain range between the Ride and Tortured Lands. The D&D Adventurers League The D&D Adventurers League is the official organized play system for DUNGEONS & DRAGONS. It uses the fifth edition Dungeons & Dragons rules, and is set in the Forgotten Realms. Players can create characters using the D&D Basic Rules or the Player s Handbook, or use a pregenerated character, and participate in any adventure allowed as part of the D&D Adventurers League. D&D Adventurers League play is broken into storyline seasons, each with their own specific rules. For more information visit How to Use This Guide These guidelines have been approved for D&D Adventurers League play, for this adventure and is divided into four sections: The Introduction is what you re reading now, giving information for preparing to play. Adventure and Faction Hooks give a starting point for the story and history information. The Campaign Session section lays out a series of events and interactions. The DM s Appendix gives you access to monster and NPC stat blocks, maps, and handouts. Preparing the Adventure As a Dungeon Master you can do the following to prepare before the day of the adventure. Have your DCI number handy. Have a copy of the current D&D Basic Rules or your Player s Handbook, and Dungeon Master s Guide. Read through the adventure, taking notes, copying handouts, and gathering resources you ll need, like miniatures and maps. If you know the players beforehand, you can tailor this adventure to increase fun and save time. Before Playing Check that each player s character sheet is in order, with ability scores using the standard array or point buy system. Ask the players to provide you with: Character name and level Character race and class Passive Perception (Wisdom) Armor Class Anything notable (such as backgrounds, traits, flaws, etc.) Ensure each player has a completed and accurate Adventures League log-sheet(s) for their character with the following information. Adventure name Session number Date DM name and DCI number. Starting values for experience Starting value for gold Starting amount of downtime Starting renown Number of permanent magic items currently held validated by certificates or DM signatures Adventures League log-sheets can be obtained online. Adjusting the Adventure Make adjustments for party size, level, and experience by removing or adding creatures. You can also assist the party by using NPCs to help them in combat. To figure out if adjustments are needed... Total the levels of all player s characters Divide the above total by the number of characters Round up for a fraction of.5 or larger; round down for a fraction smaller than.5 This will calculate the average party level (APL). Use the APL number and the following table to figure out the party s strength. Party Strength Party Size APL Comparison Party Strength 3-4 < 3 APL Very weak 3-4 = 3 APL Weak 3-4 > 3 APL Average, no adjustment 5 < 3 APL Weak 5 = 3 APL Average, no adjustment 5 > 3 APL Strong 6-7 < 3 APL Average, no adjustment 6-7 = 3 APL Strong 6-7 > 3 APL Very strong Not for resale. Permission granted to print or photocopy this document for personal use only. Bleeding Gate Page 2

5 Running the Adventure As the Dungeon Master your role is to guide the story, bring the text to life, and ensure the players have fun. So keep the following in mind: This guide is a suggestion and doesn t need to be followed word for word. When time is limited be brief, direct, on time, and willing to take shortcuts. Keep the game moving. If players get needlessly sidetracked, looking for deception, hidden plots, and nonexistent side quests, you can assure them your word is honest. If time is not an issue, allow PCs to interact with NPCs and follow any lead they wish. Creativity can lead down unexpected paths. Make adjustments and give hints if players are frustrated. Add variety, take suggestions, and engage everyone equally if players are bored. The dialogue boxes offer suggestions. Be as creative, detailed, or brief as needed. Dialogue can be sparsed out so it s not said all at once. Give hints and clear direction; it allows players to make informed choices about how to proceed with puzzles, combat, and interactions without second guessing or feeling lost. Downtime and Lifestyle At the beginning or end of each play session, players must declare if they are spending downtime days. Reference the Player s Handbook page 187 and the D&D Adventures League Player s Guide for information on downtime activities and how to log it. Spell-casting Services Any town or larger community can provide some spell-casting services, unless the adventure or season s storyline says otherwise. Other spell-casting services may be specific to an adventure. Normally characters need to be in the settlement to obtain services and normally are limited to no more than three spells a day. However, in this adventure one of the NPCs offers her spellcasting services. Theema Aga Rith can cast three spells per long rest from the Spell-casting Services table listed below, in addition to the spells in her appropriate stat block. Spell-casting Services Spell Name Cure Wounds (1st level spell slot) Identify Lesser Restoration Prayer of Healing (2nd level spell slot) Remove Curse Speak with Dead Divination Raise Dead Cost 10 gp 20 gp 40 gp 40 gp 90 gp 90 gp 210 gp 1250 gp Character Disease, Death, and Recovery A character who ends a session affected by poison, disease, death, or similar affect will start the next session with the same affect. Unless the adventure or season s storyline says otherwise, players may use downtime days to temporarily cancel out disadvantages caused by the effect or recover from one effect that prevents a character from gaining hit points. Reference the D&D Basic Rules or the Player s Handbook for more information on recuperating. Acolyte Background An Acolyte background allows the character, once per day, to request spell-casting services (in the above table) from a temple dedicated to their deity. If they pay anything, it s usually no more than the cost of material components. Death Unless the adventure or current season s storyline states otherwise the death of a character can be resolved in several ways. Another character can use a Raise Dead or Revivify spell. The party can use the dead character s or their own funds to pay an NPC 1,250 gp for Raise Dead. Create a new character at 1st level, with none of the deceased character s items, rewards, or experience. At that level the new character will not be able to complete Bleeding Gate: Lineage until they reach level Adventure and Faction Hooks This is part one of a three part adventure. The NPCs who feature heavily as the cause or relating to the conflict that runs throughout the Bleeding Gate adventures are marked in bold below, followed by the page where their sidebar boxes can be found, listing important information for DMs. Adventure Background Baroness Draug hires the party to escort her children (Heiren, Ahera, and Rishi) to the underground town of Emudomier (emoo-duh-meer, pg 6). With them is a pregnant tiefling, Theema Aga Rith (pg 5); she left her consort, Tomakas (pg 6), because of his growing aggression toward mortals. In response he had most of her healing and portal magics blocked and has sent a myriad of destruction to intimidated her into returning to him. Unknown to Tomakas consorts, Theema Aga Rith and, her best friend, Eka (Bleeding Gate: Lineage), he has tired Not for resale. Permission granted to print or photocopy this document for personal use only. Bleeding Gate Page 3

6 of being a servant, celestial angel of chaos, charged by the gods to keep chaotic energies in balance; he should be a god. He resents being forced to protect weak mortals from chaos. Mortals should worship him. He s spent millennia planning and manipulating, waiting for the day he can overwhelm this plane with chaotic energies, dreaming of the gods pleas for his help, and making mortals bow to his rule. Millennia ago, lifetimes before the town of Emudomier was founded, the gods closed a rift between planes; chaos from the Far Realm was pouring undaunted into the Material Plane, creating an imbalance. Tomakas manipulated his own son, Saultrophine (Bleeding Gate: Lineage), into hiding within the Far Realm before its closure, to lay the groundwork for their (his) rule and directed him to work toward reopening the gate. Saultrophine telepathically reaches across the planes to a dwarf named Arnfred (pg 11), convincing him over the centuries to help Saultrophine fulfill his father s wishes by creating chaos, distrust, and fear. Arnfred is the twin brother of a revered leader, the Paragon (pg 7), within Emudomier. Arnfred resents his brother s power and influence. While Arnfred and Saultrophine have a hand in the deaths, undead, aberrations, and rising chaos within Emudomier, Tomakas is the master manipulator and mastermind behind it all. His hidden plans include intimidating Theema Aga Rith into returning to him; Tomakas needs her ability to open portals. He wishes to use his second consort, Eka, and her ability to turn chaotic energy into useful magic. He wants Saultrophine to help him overwhelm Toril with chaos. Perhaps he has hopes of manipulating the party too, to reach his goal of ruling all, becoming god of chaos. Adventure Overview The player characters begin their adventure in a crowd of parade-goers, making their way to the town of Emudomier (emoo-duh-meer). They ve been hired as security escorts by Baroness Draug (Drog) to keep her children, their caretaker, and the paradegoers safe on their travels and during their visit in Emudomier. She hopes each child will become a Peacesmith. 200 gold will be provided upon their charges safe arrival. Read or paraphrase the Joyous Journey Hook below. The following section provides the DM with an overview of how this adventure is most likely to play out. Part 1: Myriad of Destruction Each player character decides how they will best provide security. They have a moment to interact with the children s caretaker, Theema Aga Rith, a pregnant and strange-looking tiefling before she is attacked. During the quick combat, snakes and neogi hatchlings target the unarmed Theema Aga Rith, also putting the nearby parade-goers and children at risk of injury. While the party attacks the creatures Theema Aga Rith holds her own, grappling the creatures to give the party advantage and stepping in to take attacks meant for those around her. The brief combat ends as one of the dead snakes, speaking in her ex-consort s voice, threatens her to return. There is more to Theema Aga Rith than she s said so far; the party has an opportunity to speak with her further. Part 2: Full of Possibilities Arriving in Emudomier the parade is greeted by the Paragon, leader of the Peacesmith, master negotiators. Continuing through tunnels into Peacestone Cavern, the party witness the process for Peacesmith evaluation; one by one people touch a large crystal that glows for those with extraordinary potential to broaden peace. The PCs can choose to touch the Peacestone and, if it glows, can choose if they will become Peacesmith (story award). Out of the parade-goers only the oldest Draug child, Heiren, saw the Peacestone glow at her touch. The party rest at the home of Emudomier s ambassador, Chief Wahtsey, in quarters between Theema Aga Rith s and the children s rooms. Heiren is at the Peacesmith Guild where she begins her training. Part 3: Reappearance The party s sleep is interrupted, providing a short, four hour rest. Ahera, the middle child, snuck off in the night to become a Peacesmith like her sister. The party may try to find her but only two places will provide clues, the Peacesmith Guild and Emudomier s Eastern Gate. At the Peacesmith Guild, Heiren has not seen her sister but four other Peacesmith are missing. A trainee says they thought the Paragon sent them into the Tortured Lands, which confuses the leader; he didn t say that. Worry is expressed; this may be connected to other Peacesmith disappearances. Checking the exits out of Emudomier, the guard at the Eastern Gate saw a young girl with the Paragon and four trainees, going into the Tortured Lands a few hours before. They have not returned. In the Tortured Lands the party sees the Paragon, or someone identical, kill the four trainees and raise Peacesmith zombies from crevices in the earth. After this encounter the party finds Ahera, hiding in a crevice. Returning to Emudomier the party learns the Paragon never left people s sight and is currently welcoming new visitors in Peacestone Cavern. His husband, Ersu, Harper and leader of the covert Census Watch, promises to speak with them after they rest about Peacesmith disappearances and the zombie Peacesmith they found (continued in Bleeding Gate: Amalgamation). Harper Faction Hook Harper leadership sent an agent to Emudomier on a two-fold mission to receive training as a Peacesmith and assist the Census Watch in their investigations of Peacesmith disappearances. The tortoise-shell tabaxi, Not for resale. Permission granted to print or photocopy this document for personal use only. Bleeding Gate Page 4

7 named Giant s Toothpick Grotto (Toothpick), has sent no correspondence in over three months. The Census Watch in Emudomier officially pronounced him as one of the missing Peacesmith. Toothpick is easily recognizable by his distinctive facial markings, half his face is solid black while the rest is mottled. The Harper agent(s) in the party have been asked to investigate Toothpick s disappearance in Emudomier with the hopes of locating him. Toothpick s Harper Contact Ersu Heidagurne (Ersoo Hide-a-gern), the Paragon s husband and assistant is the Harper agent working with Toothpick. He s also a member of the Census Watch. Important Information Theema Aga Rith is one of the key NPCs of this adventure. Despite appearances, she is not a threat to the characters. If the characters ever attack her, other NPCs will defend her, including Tomakas snakes. Creature Type If Divine Sense, Detect Evil and Good, or anything else is used to determine her type, she can be sensed as fiend and celestial; it is unknown which is accurate. The player character will only know she is not one of the undead. Stats: AC: 18, HP: 189, and +5 to her saving throws. Toothpick s Peacesmith Contact The Paragon, Peacesmith Guild Master, trained Toothpick during his stay in Emudomier. Joyous Journey Hook A long parade of revelers grows with every settlement you pass. Each additional parade-goer makes the crowd more and more diverse. You notice a pair of cheerful ogres sharing food with a dryad and dwarf. The oldest Draug child, Heiren, plays tag with a group of goblin and halfling children. Her youngest sibling, Rishi, is painted head-to-toe in pale blue paint. He giggles, being held aloft by an elf and a tiefling. The tiefling is part of the noble children s entourage, possibly their caretaker. She is pregnant and unusual in appearance. Her body is covered in fine hair the color of rust, her hands are the shape of bird talons, and a crown of horns peaks out of the cluster of snakes writhing on her head. Theema Aga Rith Even with the differences, the parade-goers celebrate as friends, singing of their potential to spread peace and discussing the celebration plans at the end of their journey, in the town of Emudomier. If the party does not choose to speak with Theema Aga Rith she will approach them. Read or paraphrase: Roleplaying Theema Aga Rith (Th-ee-ma Ah-ga Rith) (pronoun she ) Voice: Strong and confident, with serious moments that can quickly erupt with energy and joy. Theema Aga Rith is a title, meaning Sovereign Gatekeeper and Healer in Celestial. Internally she is powerful at a level that seems to tower above her 5 4 form. She is an outsider with blocked powers, making her equivalent to a tiefling. Theema Aga Rith and her best friend, Eka, shared a relationship with Tomakas, father of Theema Aga Rith s unborn child. When Tom and Eka became more aggressive toward mortals, she left. Tom weakened her healing powers and blocked her ability to open portals until she learns her lesson and returns home. Theema Aga Rith is not a gatekeeper, she is The Gatekeeper. Without her full powers there are some gates that can not be opened by anyone; she is the conduit for those magics. cont. The pregnant tiefling offers you a taloned hand, palm down, in greeting, Good day! I m Theema Aga Rith. I thank you for your expertise and assistance. I realize you are being paid well but I d like to offer any help I can along the way. I once was a great healer and there are a few things I haven t forgotten. If the player characters ask her questions, she will not dispute assumptions that she is the children s caretaker. She s known their mother since the Baroness was a child. She loves the Draug children and they love her; caretaker is true enough at this moment even though there is more to her than that. Theema Aga Rith s offer to aid the party includes casting spells from the Spell-casting Services table on page 3. She can cast three before needing a long rest, due to her powers being blocked by Tomakas. Not for resale. Permission granted to print or photocopy this document for personal use only. Bleeding Gate Page 5

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