TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.
  Bleeding Gate 
  Page 1
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Bleeding Gate
  Page 1
  BLEEDING GATE:
  Part 1 of A Dungeons and Dragons Adventure by
  Ma'at Crook
  Pandemonium
  Tier 1
  
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  Bleeding Gate 
  Page 2
  Emudomier
  Peacestone
  Peacesmith Guild
  Chief Wahtsey’s Home
  Census Watch
  Market Square
  Class Training Guilds
  Eastern Gate
  Tortured Lands
  The Ride
  Border 
  Forest
  0 mi
  30
  10
  20
  N
  S
  
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  Bleeding Gate 
  Page 1
  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 tiefing 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 benefts 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.
  ©2016 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.
  
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  Bleeding Gate 
  Page 2
  Welcome to Bleeding Gate, an oficial D&D 
  Adventurers League™ adventure, part of the oficial 
  D&D Adventurers League™ organized play system.
  This adventure is designed for three to seven 1st-
  level to 4th-level characters. It’s play is limited to 
  characters of 1st level to 4th level and has been 
  optimized for fve, 3rd level characters.
  The Bleeding Gate adventure is divided into three 
  parts, Bleeding Gate: Pandemonium, Bleeding Gate: 
  Amalgamation, and Bleeding Gate: Lineage. Each part 
  takes approximately one to two hours to complete. 
  The sessions are documented in sequential order and 
  can be run consecutively as a longer play experience. 
  If you plan on running all three sessions in one 
  sitting you will need about three to six hours to 
  complete the adventure.  
  When time is limited, for example at conventions 
  and other public events, it’s important to be brief, 
  direct, on time, and willing to take shortcuts, while 
  still allowing the game to be fun. As DM you are in a 
  position to remind players of the time if they get side 
  tracked. You can assure them your word is honest 
  if they are spending needless time trying to read 
  between the lines, looking for deception, hidden plots, 
  and side missions that do not exist. 
  If time is not an issue, allow the characters to 
  spend the time they wish interacting with the non-
  player characters and following any lead they wish. 
  Their creativity could lead the story into fun and 
  unexpected directions.
  The D&D Adventurers 
  League
  The D&D Adventurers League is the oficial organized 
  play system for DUNGEONS & DRAGONS®. It uses 
  the ffth edition Dungeons & Dragons rules, and is 
  set in the Forgotten Realms®. Some of the monsters 
  used in these modules can be found in the Monster 
  Manual and Volo’s Guide to Monsters. 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. As they adventure, 
  players track their characters’ experience, treasure, 
  and other rewards, and can take those characters 
  through other adventures that continue their story.
  D&D Adventurers League play is broken into storyline 
  seasons, each with their own specifc rules. Some 
  seasons do not allow characters to leave a storyline 
  to play within another, until that character completes 
  the story. 
  For more information, visit: 
  www.dndadventurersleague.org
  The D&D Adventurers League Player’s Guide is a 
  comprehensive guide to all oficial rules for players, 
  Dungeon Masters, and organizers. It contains special 
  rules for playing Dungeons & Dragons in the oficial 
  campaign.
  How to Use This Guide
  The guidelines here have been approved for D&D 
  Adventurers League play, for this adventure. This 
  guide is divided into four sections:
  • The Introduction is what you’re reading now, 
  giving information for preparing to play.
  • Adventure and Faction Hooks (pg 4) give the 
  player characters an introduction and starting 
  point for the story.
  • The Campaign Session (pg 6) lays out a series of 
  events and interactions.
  • The DM’s Appendix (pg 14) gives you access 
  to monster stat blocks, maps, and players’ 
  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, 
  making copies of the handouts, and planning how 
  you will present the adventure.
  • Review the NPC information within the adventure 
  descriptions.
  • Gather together any resources you’d like to use 
  in running this adventure--such as note-cards, a 
  DM screen, miniatures, and maps.
  • If you know the players beforehand, you can tailor 
  this adventure to increase fun and save time.
  Before Playing
  Ask the players to provide you with relevant character 
  information:
  • Character name and level
  • Character race and class
  • Passive Perception (Wisdom)
  • Armor Class
  • Anything notable (such as backgrounds, traits, 
  faws, etc.)
  Players who have characters outside more than 
  one level lower or higher than the level range 
  cannot participate in the adventure with those 
  characters. If a player has played or, as a Dungeon 
  Introduction
  
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  Bleeding Gate 
  Page 3
  Running the Adventure
  As the Dungeon Master your role is to guide the story, 
  to bring the text to life, and to ensure the players 
  have fun.  You make decisions that enhance the 
  fun of the adventure. So keep in mind the following:
  • This guide is a suggestion and doesn’t need to be 
  followed word for word.
  • Ask yourself questions about the engagement 
  of the players. Are they too frustrated or bored? 
  Do you need a new approach to add variety and 
  creativity? What would the players like to try? Are 
  you engaging all players equally? 
  • Make adjustments and decisions about how the 
  group interacts with the world both in and out of 
  combat. Try for the sweet spot, not too easy nor 
  too dificult, not too predictable nor too obscure.
  • Be aware of time and pacing. Redirect players 
  back to the game if they get sidetracked. Keep 
  the game moving at a pace that keeps them from 
  fnishing the session too early or late. 
  • The dialogue boxes ofer suggestions. Be as 
  creative, detailed, or brief as you need. 
  • 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. The 
  player records the downtime spent on the adventure 
  log-sheet. Reference the D&D Basic Rules or the D&D 
  Adventures League Player’s Guide for information on 
  what downtime can be used for, like:
  • Catching up
  • Crafting (multiple characters cannot craft a single 
  item)
  • Practicing a profession
  • Recuperating
  • Using spell-casting services
  • Training
  • Faction-specifc activities
  Other downtime options might be available during 
  adventures or can be unlocked through play. 
  Spending downtime days also requires paying lifestyle 
  costs, per day. A character spending ten downtime 
  days, pays for ten days of maintaining their lifestyle. 
  Some downtime can lower or increase lifestyle 
  expenses.
  Spell-casting Services
  Any town or larger community can provide some 
  spell-casting services, unless the adventure says 
  otherwise. Other spell-casting services may be 
  specifc to an adventure. Normally characters need to 
  be in the settlement to obtain services and normally 
  Master, has run this adventure in the past they may 
  still play again, as long as they use a character who is 
  new to this adventure.
  Ensure each player has completed 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 
  • They fll in the other values and write notes at the 
  conclusion of the session. 
  Adventures League log-sheets can be obtained from 
  organizers and some DMs bring blank copies. Each 
  player is responsible for maintaining an accurate log-
  sheet.
  Ensure each player’s character sheet is in order, with 
  certifcates or DM signatures for any magic items and 
  ability scores using standard arrays. 
  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 fgure out if adjustments may be 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 fgure out 
  the party’s strength.
  Party Strength
  Party Size
  APL 
  Comparison
  Party Strength
  3-4 
  < 4 APL
  Very weak
  3-4
  = 4 APL
  Weak
  3-4
  > 4 APL
  Average, no adjustment
  5
  < 5 APL 
  Weak
  5 
  = 5 APL
  Average, no adjustment
  5
  > 5 APL
  Strong
  6-7 
  < 6 APL
  Average, no adjustment
  6-7 
  = 6 APL
  Strong
  6-7
  > 6 APL
  Very strong
  
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  Bleeding Gate 
  Page 4
  are limited to no more than three spells a day. 
  However, in this adventure one of the NPCs ofers 
  her spellcasting services. Theema Aga’Rith can 
  cast three spells per long rest from the Spell-casting 
  Services table, listed below. 
  Spell-casting Services
  Spell Name
  Cost
  Cure Wounds (1st level spell slot)
  10 gp
  Identify
  20 gp
  Lesser Restoration 
  40 gp
  Prayer of Healing (2nd level spell slot)
  40 gp
  Remove Curse 
  90 gp
  Speak with Dead 
  90 gp
  Divination
  210 gp
  Raise Dead
  1250 gp
  Character Disease, Death, 
  and Recovery
  A character who ends a session afected by poison, 
  disease, death, or similar afect will start the 
  next session with the same afect. Players may 
  use downtime days to temporarily cancel out 
  disadvantages caused by the efect or recover from 
  one efect that prevents a character form 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
  The death of a character can be resolved in several 
  ways. 
  • Another character can use a Raise Dead or 
  Revivify spell. Raise Dead comes with negative 
  afects that can be overcome by completing long 
  rests or using downtime days to reduce penalties.
  • The party uses the dead character’s or their own 
  funds to pay for Raise Dead, if all vital organs are 
  present and mostly whole. Raise Dead costs 1,250 
  gp. If the deceased character is between level 1-4 
  and is a member of a faction, their body can be 
  taken to a faction patron where they will pay for 
  a Raise Dead spellcasting at the cost of all xp and 
  rewards from the session. 
  • Create a new character at 1st level, with none 
  of the deceased character’s items, rewards, or 
  experience. 
  Adventure Hooks
  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 parade-goers 
  safe on their travels and 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.
  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, 
  named Giant’s Toothpick Grotto (Toothpick), has sent 
  no correspondence in over three months. The Census 
  Watch in Emudomier oficially 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.
  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. A goblin 
  child plays tag with a group of halfing children. Your 
  employer’s youngest child, one of three you’re charged 
  with escorting, is painted head-to-toe in pale blue paint. 
  Young Rishi giggles, being held aloft by an elf and a 
  tiefing.
  The tiefing is part of the noble children’s entourage, 
  possibly their caretaker. She is pregnant and unusual 
  in appearance. Her body is covered in fne 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.
  Even with the diferences, the parade-goers celebrate 
  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.
  Toothpick’s Peacesmith Contact
  The Paragon, Peacesmith Guild Master, trained Toothpick 
  during his stay in Emudomier.
  Joyous Journey Hook
  Adventure and Faction 
  Hooks
  
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  Bleeding Gate 
  Page 5
  Theema Aga’Rith
  Roleplaying Theema Aga’Rith (Th-ee-ma Ah-ga Rith) 
  (pronoun “she”)
  Voice: Strong and confdent, with serious moments that 
  can quickly erupt with energy and joy. 
  Theema Aga’Rith is a title, meaning “Sovereign 
  Gatekeeper and Healer.” 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 tiefing. 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.” 
  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.
  Creature Type
  If Divine Sense, Detect Evil and Good, or anything else is 
  used to determine her type, she can be sensed as fend 
  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.
  If the player characters ask her questions at this 
  point, she will not dispute any 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.
  Theema Aga’Rith’s ofer 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. 
  If the party does not choose to speak with Theema 
  Aga’Rith she will approach them. Read or paraphrase:
  Baroness Draug’s Children
  Name (pronoun)
  Pronunciation
  Additional Detail
  Rishi (he) 
  Ree-shee
  5 years old
  Ahera (she)
  A-heer-a
  10 years old
  Heiren (she)
  like Aaron/Erin
  14 years old
  The pregnant tiefing ofers you a taloned hand, palm 
  down, in greeting,
  “Good day! I’m Theema Aga’Rith. You must 
  be the security escorts; I thank you for your 
  expertise and assistance. I realize you are being 
  paid well but I’d like to ofer any help I can along 
  the way. I once was a great healer and there are 
  a few things I haven’t forgotten.”
  The following information does not need to be 
  revealed immediately. It can be learned from speaking 
  with NPCs in the parade or from interactions within 
  Emudomier. Paraphrase:
  Emudomier History
  • Emudomier (eMoo-duh-meer) is located in the 
  Moonsea area. The town has been hidden for 
  centuries underground, within the mountain 
  range lying between the Ride and Tortured Lands.
  • The town was founded by an isolated community 
  of Mountain Dwarves, hiding from the violence of 
  their past. 
  • Recently the Emudomier people came out of 
  their isolation to welcome people of all races, 
  ethnicities, religions, classes, and backgrounds to 
  potentially become Peacesmith.
  • People in Emudomier are treated kindly. 
  Enslaving, taking advantage of, manipulating, 
  forcing, tricking, creating dependency, 
  threatening, or coercing someone into doing 
  anything are behaviors that are never ignored or 
  minimized. The people who treat someone this 
  way will face consequences on a family, friend, 
  community, and, in some cases, legal level
  Peacesmith History
  • Emudomier’s champions and master negotiators 
  are called Peacesmith. Their formation began with 
  the discovery of a large quartz crystal they call 
  the Peacestone.
  • The Peacestone glows if the person touching it 
  has extraordinary potential to broaden peace. If 
  chosen, they may accept the calling of Peacesmith 
  and the benefts that come with that training.
  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.
  
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  Bleeding Gate 
  Page 6
  Part 1: Myriad of 
  Destruction
  Traveling to Emudomier
  Travel to Emudomier takes several days but is mostly 
  easy as the roads traveled on are well-maintained. 
  On a DC 10 Wisdom (Insight) check a player 
  character will notice some things about Theema 
  Aga’Rith’s behavior. Despite her outward signs of 
  joyous celebration, her nervousness can’t be fully 
  hidden. 
  • She never leaves the parade or camp alone, and 
  keeps herself and the noble children near the 
  party at all times.
  • She often seems distracted, looking over her 
  shoulder, shooting glances at choke points and 
  possible cover.
  Encounter: Myriad of Destruction
  Map on page 17.
  6 Neogi Hatchling and 2 Swarms of Poisonous 
  Snakes are sent (by Tomakas) to attack Theema 
  Aga’Rith. Read or paraphrase:
  At frst it is a subtle diference but you notice the 
  laughter and cheers are replaced by screams. The crowd 
  parts, revealing Theema Aga’Rith, quickly becoming 
  overwhelmed by attacking snakes and crawling, eel-like 
  creatures. She fghts deftly but is out numbered; the 
  parade-goers safety is at risk.
  Encounter Adjustments
  Suggested encounter adjustments are not cumulative
  Party Strength
  Suggested Monsters (on page 14)
  Very Weak
  6 Neogi Hatchlings and 2 fre snakes
  Weak
  6 Neogi Hatchlings and 2 swarms of 
  poisonous snakes
  Strong
  6 Neogi Hatchlings and 2 swarms of 
  poisonous snakes
  Very Strong
  6 Neogi Hatchlings and 2 swarms of 
  poisonous snakes. Theema Aga’Rith 
  will retreat behind the strongest player 
  character.
  Roleplaying Tomakas (Tom-a-kus) (pronoun “he”)
  Voice: Shrill, like air forced through a narrow pipe.
  A snake lifts their head to Theema Aga’Rith,
  “My Love, it saddens me to see you sufer. All 
  you need to do is ask and I will allow you to 
  come home.”
  Theema Aga’Rith holds her head high and turns her 
  back on the snake.
  • Who is Eka? 
  "Eka is my closest and oldest friend. We shared 
  everything, drinks, laughter, our work, the 
  love of Tom, raising children together. But our 
  relationship isn’t as easy as it once was. When 
  I asked what was wrong her response made no 
  sense. I haven’t spoken to her since I left. As 
  upset as I am, I still miss her."
  "My consort, Tom, has become increasingly 
  cruel to others. When I voiced my concerns, he 
  defected and minimized them all. I love Tomakas 
  but I had to leave--him and Eka. The attacks 
  are his negotiations for my return. But I plan to 
  start a new life in Emudomier, surrounding my 
  child-to-come with kind people."
  Questions for Theema Aga’Rith
  If the party asks Theema Aga’Rith questions, she is 
  honest but brief; it’s a painful subject. If she doesn’t 
  want to talk about something, she will say so and will 
  leave to rest in the carriage. Read or paraphrase:
  • Why are you being attacked? 
  "I was a--a healer, gatekeeper, and helper of 
  those vilifed, shamed, and oppressed by their 
  own kind. But that was before.”
  • Besides your name, who are you?
  On a DC 15 Wisdom (Insight) check a player 
  character will notice Theema Aga’Rith is holding some 
  information back about Tom and her responsibilities. 
  With an additional DC 20 Charisma (Persuasion) 
  check a player character can convince her to share 
  more about her responsibilities.
  Theema Aga’Rith has an AC: 18, HP: 189, and +5 to 
  her saving throws.
  Read or paraphrase:
  • Besides being your consort, who is Tomakas?
  "You shouldn’t need to worry about him as much 
  as his myriad of destruction. I’d appreciate your 
  help keeping an eye out for them.”
  Introduction to Tomakas
  After their death the last snake will twitch and speak 
  to Theema Aga’Rith.
  Tomakas is not on this plane but has the ability to speak 
  through the body of snakes existing on any plane. He 
  uses this ability to speak with his wife, Theema Aga’Rith, 
  threatening and manipulating her. 
  Campaign Session
  
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  Bleeding Gate 
  Page 7
  "I was queen. But I left that title behind when I 
  left Tom. I refused to go back and he sent sages 
  after me. They did something that blocked some 
  of my abilities; I can no longer open portals and 
  my healing magicks have weakened. That’s why 
  you don’t need to worry about Tom; he trapped 
  himself far from here when he blocked my power 
  to open portals.”
  You follow the parade up the gradual slope of the 
  mountain, toward a cave opening. Emudomier 
  citizens are gathered near the entrance, waving at the 
  approaching parade. They spread out, making room for 
  a dwarf and a githzerai carrying a blue umbrella. The 
  dwarf is dressed in white chain mail and a pale blue 
  cyclas (a sleeveless tunic worn without a belt). On the 
  chest of the cyclas is an oval symbol. Someone from the 
  crowd gasps, "The Paragon!" A cheer rises. The Paragon 
  raises his hands,
  “Good day, my siblings. Welcome to Emudomier. 
  It warms my heart to see so many interested in 
  broadening peace. Please, come. Enter our town 
  with respect, compassion, and peace constantly 
  present in your thoughts and actions.
  The Paragon,
  The oldest Peacesmith
  Treasure. Theema Aga’Rith is thankful for the party’s 
  help and is concerned about more attacks. Hidden in 
  her hair of snakes, she pulls out a Periapt of Wound 
  Closure. Description on page 13. 
  Part 2: Full of Possibilities 
  Emudomier
  The party steps of the Black Road and cuts toward 
  Emudomier’s mountain range, traveling along a worn 
  trail. As they reach the exterior of Emudomier, the 
  parade will be greeted by the Paragon, himself. 
  Roleplaying The Paragon (pronoun “he”)
  Voice: Personable, quick to laugh, and passionate. 
  Breathy and focused, never yelling. 
  The Paragon is a dark skinned mountain dwarf. 
  He has spent his entire, extensive life studying and 
  contemplating compassion, negotiation, honesty, respect, 
  kindness, and consent.
  Read or paraphrase:
  parade follows. Others within the tunnel are dressed 
  in pale blue with the same symbol worn by the 
  Paragon, two hands gently clasped together. 
  As the party passes through the entrance to the cave 
  they are met by Chief Wahtsey Emudomier Kagiso.
  Roleplaying Chief Wahtsey Emudomier Kagiso 
  (Wot-see Em-oo-da-meer Kag-es-o) (pronoun “they”) 
  Pictured on page 9.
  Voice: Smooth, speaking slowly and deliberately, without 
  using contractions. 
  Chief Wahtsey is of lizardfolk ancestry, having silver 
  scaled skin, solid black eyes, catfsh-like whiskers, 
  webbed feet, and is missing one clawed fnger. They 
  wear the standard Peacesmith pale-blue robe but they 
  always add a splash of orange, yellow, or fuchsia in a hat, 
  footwear, pendants, or peaking out of under their robe. 
  The people of Emudomier appointed them as the town’s 
  ambassador and member of the Policy Forum. They also 
  are a member of the Order of the Gauntlet. 
  While Chief has nothing against the Paragon as a person 
  or as a Peacesmith, they don’t take kindly to him being 
  “worshiped” as a prophet.
  Chief Wahtsey
  Chief Wahtsey pays the party 200 gold for safely 
  escorting the Draug children and Theema Aga’Rith to 
  Emudomier. They will host the entire entourage. Read 
  or paraphrase:
  “Thank you for your tireless work and continued 
  security of our visiting nobles, Theema Aga’Rith 
  and Baroness Draug’s children, during their 
  stay. Appropriate staf have been hired for their 
  care at my residence where you have your own 
  quarters available near their rooms.”
  Chief informs them that their charges have moved 
  down the tunnels and are by now in Peacestone 
  Cavern, listening to the Paragon speak and awaiting 
  their turn to touch the Peacestone.
  Much of the parade is still fling down the scrimshaw 
  carved tunnels toward Peacestone Cavern. 
  Peacestone Cavern
  Read or paraphrase:
  The Paragon enters the interior of Emudomier; the 
  Walking down the cool tunnels, the scent of unwashed 
  travelers mingles with the heaviness of minerals and 
  dust. Carvings of animals, people, and symbols are 
  embedded into the walls throughout the tunnel. 
  Ahead you hear the Paragon,
  “After all these years it still mystifes me as 
  to how the Peacestone glows or what criteria 
  must be met for it to do so. Regardless of these 
  questions, it glows. Somehow those for whom it 
  shines, those who choose to accept its calling, 
  • What are you not telling us about Tom/your 
  responsibilities?
  
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  Bleeding Gate 
  Page 8
  are gifted extraordinarily long lives and, with 
  time and Peacesmith Guild training, remarkable 
  negotiation skills.
  He stands near the Peacestone, a quartz crystal as 
  tall as he is. On the top of the crystal is painted a 
  blue hand-print with eight blobs of color surrounding 
  it. Symbols are carved into it’s surface. The Paragon 
  reaches up, touching the hand-print; the Peacestone 
  glows a radiant blue light. He continues,
  “One at a time, you may step forward and touch 
  the Peacestone. But do not distress if it does 
  not glow, you may still broaden peace no matter 
  what the results.” 
  Peacestone’s Protection
  The 5 foot area where the Peacestone rests is naturally 
  protected by an unknown force. Spells or other spell-like 
  efects do not work on it, similar to an antimagic feld.
  The Paragon steps away from the Peacestone. Rishi, 
  the youngest of the Baroness’ children steps forward 
  and touches the Peacestone, it does not glow. Only 
  when Heiren, the oldest of the Baroness’ children, 
  touches the smooth crystal does the quartz radiate 
  its azure light. The crowd’s collective awe flls the 
  cavern. Other hopefuls, one by one, reach for the 
  Peacestone.
  The players may wish to see if their character can 
  activate the Peacestone. The following are two 
  Peacestone and its Mosaic
  The Peacestone glows a pale blue if touched by someone with 
  exceptional potential to spread peace.
  Capped Mosaic
  Near the Peacestone lies a mosaic so disturbing to the 
  Emudomier founders, they chose to cover it with a wooden 
  cap. To counteract the unease that has grown, generation 
  after generation, citizens place their favorite fowers, candles, 
  art, and food atop the cap.
  suggested options.
  1. Quick Method: Roll a d4 for each player wishing 
  to touch the Peacestone; on a 2 or 4 their touch 
  makes the Peacestone glow.  
  Or...
  2. Long Method: Print, cut, and fold the paper 
  fortune teller on page 18. If you are unfamiliar 
  with paper fortune tellers, how to fold or use 
  them, there are many video instructions to be 
  found on the internet. This paper fortune teller 
  has a diferent color on each fap, representing 
  the eight colors on the Peacestone. The player 
  selects one color, you spell out that color as you 
  puppet the fortune teller open horizontally and 
  vertically. When you come to the last letter they 
  select another color inside the open fortune teller, 
  you spell the color, and stop when you reach the 
  last letter. They select one last color from the 
  inside of the fortune teller; you open that fap. 
  They may see a picture of a glowing Peacestone 
  or they will see a blank space under the fap, 
  denoting no glow. 
  Any players who touch the Peacestone and make it 
  glow can be handed the Peacesmith Handout in 
  the Bleeding Gate Supplemental pdf. This handout 
  contains details about the Peacesmith Story Awards. 
  More information can be found on page 13 of this 
  document.
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Bleeding Gate 
  Page 9
  As you approach the Peacestone you notice it is 
  surrounded by a mosaic pattern on the foor of the 
  cavern. The mosaic looks ancient and depicts fgures 
  talking, playing, dancing, and practicing defensive 
  moves. About six feet away from the Peacestone mosaic 
  is a wooden cap littered with candles, paintings, 
  writings, fowers, and fresh food and drink. You see it 
  clearly because none of the parade-goers stand on or go 
  near it.
  A search of Chief Wahtsey’s home is fruitless. Rishi is 
  the only one who saw Ahera leave; a DC 12 Charisma 
  (Persuasion) check will reveal what he knows. Read 
  or paraphrase:
  You wake to shouts. The pregnant tiefing, Theema 
  Aga’Rith, bursts through your bedroom door, rushing 
  frantically toward you. Her brow is furrowed with worry,
  "Ahera’s gone! Her bed is empty and I’ve looked 
  everywhere!”
  This is a good opportunity for the adventurers to 
  explore or rest at Chief Wahtsey’s residence. Their 
  home is carved into the walls of a cavern; it is large 
  but not elaborately decorated. Chief Wahtsey’s 
  bedroom is small and simple but the rest of their 
  residence is dedicated to an ofice, meeting space, 
  and guest quarters for visiting delegations and their 
  escorts. These accommodations are functional, 
  providing the necessities without frivolity. 
  Part 3: Reappearance 
  Chief Wahtsey’s Home 
  That night the party’s sleep is interrupted by 
  shouts; they only receive the beneft of a short rest. 
  Read or paraphrase:
  Rishi is teary-eyed, worried about his sister and afraid 
  he’s in trouble for not telling sooner.
  "Ahera was just pretending to sleep. She 
  sneaked out when no one was looking. She said 
  she wants to be a Peacesmith and train at the 
  Peacesmith Guild just like Heiren."
  When the party prepares to search outside Chief’s 
  home, Theema Aga’Rith will speak up. Read or 
  paraphrase:
  "I’m going with you. I won’t compromise on this. 
  I hope you respect me enough not to try to stop 
  me. My friend’s child is missing. She’s alone. I’m 
  going with you."
  When the frst player character approaches the 
  Peacestone read or paraphrase:
  “In the night,” looking toward the Paragon, “I 
  thought...um...”
  The Paragon encourages the trainee to continue. They 
  speak,
  “Well, Teacher, just after lights-out they said you 
  sent them on a mission in the Tortured Lands.” 
  Peacesmith Guild
  The Paragon and his husband, Ersu, are awoken 
  by the party and Theema Aga’Rith’s arrival. Several 
  Peacesmith trainees groggily peak out from their 
  barracks. No one has seen Ahera. After leaving the 
  gathering in Peacestone Cavern, everyone returned to 
  the Peacesmith Guild for training, dinner, chores, and 
  bedtime. A headcount of Peacesmith trainees exposes 
  four missing Peacesmith. Questioning any of the 
  remaining trainees, read or paraphrase:
  Roleplaying Peacesmith Ersu Heidagurne (Ersoo Hide-
  a-gern) (pronoun “he”) Picture on page 12.
  Voice: Naturally whispery with a spark of caution before 
  speaking. 
  Peacesmith Ersu’s green hue, pointed ears, and short 
  nose are common characteristics for githzerai. Along with 
  his freckles and stripes, his skin is tattooed. He is proud 
  of his husband; his love shines through every word when 
  he speaks about him. (Ersu is a Harper, and a member 
  of the covert organization, the Census Watch). 
  The Paragon is shocked, he didn’t send them on 
  a mission. Ersu can confrm, the Paragon didn’t 
  give any such order. Everyone expresses worry and 
  hopes this is not another “Peacesmith abduction.” In 
  addition, a missing non-Peacesmith is unusual and 
  for them to be a child is even more concerning. The 
  Paragon will form several search parties to look for 
  her throughout Emudomier. 
  Chief Wahtsey,
  Peacesmith and
  Emudomier’s Ambassador
  The party and Theema Aga’Rith search for Ahera 
  anywhere within or outside of Emudomier. 
  The following are likely places they’d go to fnd 
  information on Ahera’s whereabouts, Peacesmith 
  Guild or Emudomier’s Exit, the Eastern Gate. If time 
  is an issue and the party does not choose to go to the 
  Peacesmith Guild or to check exits out of Emudomier, 
  Chief Wahtsey Will Find The Party (see page 10).
  Emudomier Exit, The Eastern Gate
  There are several ways out of Emudomier. But Ahera 
  
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  Bleeding Gate 
  Page 10
  Bleeding Gate
  Arnfred Miruforge
  Only the DM knows at this point that the killer is the 
  Paragon’s twin brother, Arnfred Miruforge.
  About the Killer (Arnfred Miruforge) 
  (Arn-fred Meer-oo-forj) (pronoun “he”)
  Voice: Like his brother, breathy and focused, but his 
  words drip with resentment. 
  Arnfred feels abandoned by his brother. He believes 
  strongly that the Peacestone cheated him; it should have 
  glowed at his touch as it did for his brother. Saultrophine 
  (Sol-Tro-feen), Master of Chaos, accepted him and gave 
  him purpose. He is tasked with and has a personal drive 
  to free Saultrophine from his prison in the Far Realm, 
  and to let chaos bleed into this plane. Saultrophine 
  commands Arnfred to disrupt, discredit, and decrease 
  the number of Peacesmith, weakening their infuence.
  Arnfred has never revealed himself to his brother. The 
  Paragon believes he died long ago. 
  After stabbing the last fgure on the ground, Arnfred 
  Miruforge, who is no less than 300 feet away, will 
  fy (Winged Boots) & make his escape through 
  distant crevices, unseen.
   
  Then some of the lifeless trainees rise from the dead 
  and more poor out from the crevices; 5 zombies, 
  of diferent races and genders, shamble toward the 
  party and Theema Aga’Rith. The zombies wear Lava 
  Rock Shoes. 2 vargouille futter in the animated 
  corpses’ wake. 
  Tortured Lands 
  Map on page 17.
  Each member of the party, and Theema Aga’Rith, 
  receive Lava Rock Shoes to wear in the Tortured 
  Lands. Without them the area is considered dificult 
  terrain and will decrease walking speed by half. 
  After passing through the Eastern Gate the party 
  quickly reaches the edge of the Tortured Lands. Being 
  pre-dawn morning, the way is dark. The moon is 
  almost full, providing enough light for darkvision but 
  torches may be needed. Read or paraphrase:
  The Tortured Lands are an other-worldly, stark landscape 
  of basaltic lava rock. Without sturdier protection the 
  crumbled, glass gravel would tear common footwear to 
  shreds; falls will draw blood. Occasionally you step over 
  and move around gaping crevices where the cooled lava 
  pulled apart. Paying close attention to the habitat reveals 
  cautious, rodents, birds, and lizards, skittering away. 
  Their shining eyes peak out of the cracks and small 
  caves. 
  Falls in this sharp, basaltic landscape will cause 
  1d4 piercing damage. The nature of the ground 
  yields no footprints, however, bent, tread grass hints 
  at the passing of a group of creatures. The party 
  Going in the direction of the scream you see a fgure lit 
  by several torches, dressed in a light colored cyclas. They 
  are over 500 feet away and don't seem to hear or notice 
  you.
  Drawing closer you see several mounds on the ground. 
  An arm reaches up from one mound; it’s a person lying 
  on the lava rocks. The standing fgure picks up a fallen 
  sword and casually stabs the person at their feet. The 
  person’s hand reaches for the sword, as if weakly trying 
  to pull it from their own body.
  The killer looks up in your direction.
  When the party draws nearer they easily recognize 
  the standing fgure as the Paragon.
  The guards tell the party and Theema Aga’Rith 
  that they have not seen the return of the child, the 
  Paragon, or the four trainees. They are still in the 
  Tortured Lands.
  Chief Wahtsey Will Find the Party
  If the player characters do not go to the Peacesmith 
  Guild or to the Eastern Gate, have Chief Wahtsey fnd 
  them wherever they are. Read or paraphrase:
  “Ah, puts the fear of gods in ya’ when a little 
  one isn’t where they’re supposed to be, doesn’t 
  it? The only child we’ve seen this evening, left 
  with the Paragon and four trainees, hours ago. 
  But it just doesn’t seem like that would be the 
  child you’re looking for; the Paragon--none of 
  the Peacesmith--would bring her on a mission 
  without her guardian’s permission.”
  “She was seen! Witnesses saw her last night. She 
  was last seen talking to the Paragon and a group 
  of Peacesmith trainees near the Eastern Gate!”
  They thoughtfully tug on a fn piercing,
  “Oh my, the Eastern Gate leads to the Tortured 
  Lands. Not safe. Not safe. Or...Oh please do not 
  let this be another abduction.”
  was only seen at the Eastern Gate, leading to the 
  Tortured Lands. As the party arrives the guards 
  stand taller. When the guards are questioned, read or 
  paraphrase:
  travels several hours before hearing a distant scream, 
  “Paragon!” Read or paraphrase:
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Bleeding Gate 
  Page 11
  The killer is nowhere to be seen but in the distance you 
  hear lifted praise.
  "For my Lord Saultrophine, Master of Chaos!" 
  Add 1d4 piercing damage to creatures who fall 
  prone on the sharp, basaltic ground.
  At the end of the battle, the killer got away. Read or 
  paraphrase:
  While searching the bodies of the dead Peacesmith, 
  one of the Peacesmith is an aged, rotten, tortoiseshell 
  tabaxi with half a black face; Harper agents can 
  easily see it’s Toothpick. Inside one of his pockets 
  is a folded piece of paper. The paper has chaotic 
  scribblings. (Players’ Handout page 19).
  By now it is dawn; the sunrise provides enough light 
  to see that none of the bodies on the ground are 
  Ahera. A quick investigation of the surroundings 
  reveals a deep crevice a short distance beyond. 
  Soft sobs and snifing come from within; Ahera is 
  hidden there, cold and visibly terrifed by what she 
  witnessed. With kindness the party will be able to 
  coax her out of hiding. When she calms, she recounts 
  the night’s events. Read or paraphrase:
  Encounter Adjustments
  Suggested encounter adjustments are not cumulative
  Party Size
  Suggested Monsters (on page 15)
  Very Weak
  2 Zombies
  Weak
  3 Zombies & 1 Vargouille
  Strong
  6 Zombies, 3 Vargouille
  Very Strong
  6 Zombies, 3 Vargouille, & 1 Ghast
  Encounter: Peacesmith Undead
  When we got here the Paragon said we needed 
  to wait for our lesson because not all the 
  trainees had arrived yet. A bunch of zombies 
  crawled up out of the ground and circled us. The 
  Peacesmith called the zombies by name; they 
  said the zombies were their missing friends. But 
  the zombies just grabbed us and kept us from 
  fghting or running away.
  Then you came. I hid.
  It wasn’t the Paragon, right?! He wouldn’t take 
  the Peacesmith and make them zombies! Right? 
  He wouldn’t hurt us?" 
  That name catches Theema Aga’Rith’s attention. Read 
  or paraphrase:
  Ahera realizes it’s safe to let go of all the emotions 
  she had been holding back; she lets a food of tears 
  fall. Her feet are shredded from walking without Lava 
  Rock Shoes.
  Treasure. The Peacesmith zombies leave little of 
  value, only 1 shield painted white and blue with the 
  Peacesmith symbol and 1d6 pairs of Lava Rock Shoes.
  Part 4: When the Possible 
  is Impossible
  Back in Emudomier 
  They arrive in Emudomier in the afternoon. If the 
  party speaks with anyone along the way about what 
  they saw, they will react in any of the following ways.
  • 
  They will feel shock that the “abducted 
  Peacesmith” were found. They may ask if a 
  specifc loved-one was found. 
  • 
  It will be hard to believe the Paragon was 
  responsible; ever since early this morning he’s 
  been seen as part of the search parties looking for 
  Ahera. 
  • 
  For the past two hours the Paragon has been 
  greeting the latest travelers. He’s in Peacestone 
  Cavern now.
  Peacestone Cavern
  If the party tries to confront or attack the Paragon 
  they won’t be able to reach him through the crowd. 
  Peacesmith are protecting him and Ersu will intercept 
  them. Read or paraphrase his responses to the 
  party’s questions:
  • The Paragon is a murderer, abducting 
  Peacesmith and turning them into zombies. 
  Theema Aga’Rith is surprised and saddened to hear this 
  name. She rambles, trying to process,
  “He said 'Saultrophine?!' That’s the name of 
  Eka’s son; I raised him. But he disappeared. 
  It broke our hearts. I suppose it's possible it's 
  the name of someone else but...it doesn't seem 
  likely. It's an ancient, celestial name I thought 
  forgotten by mortals." 
  "I asked the Paragon if he would let me be a 
  Peacesmith too even if the Peacestone said I 
  couldn’t. He said everyone could be at peace 
  and if I followed him and the four Peacesmith 
  he would give me the same lesson he was giving 
  them.
  We walked a long time and my feet hurt but I 
  didn’t say anything cause I wanted to show the 
  Paragon I was strong. But one of the Peacesmith 
  picked me up anyway and carried me here. 
  "My husband is the kindest person I know, my 
  best friend. I have never seen him harm anyone 
  without, frst, trying to negotiate and disarm 
  them. And even then only to defend others.
  Just look at him now. If he is not accompanied 
  by admirers, he is with Peacesmith, he is with 
  
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  Bleeding Gate 
  Page 12
  Ersu nods and smiles at the crowd of people 
  surrounding you. The newcomers seem oblivious to 
  your conversation but citizens within earshot clearly 
  show signs of being hurt by the mention of missing 
  Peacesmith. Ersu nervously pulls back his left sleeve, 
  exposing a beautiful, curling tattoo,
  “It is true. Peacesmith have disappeared. It is a 
  tragedy for the entire town; we are all close. They 
  are more than neighbors; they are our friends 
  and loved-ones. We are doing all we can to fnd 
  them."
  The curling tattoo is the rough shape of an ear. Any 
  party member knowing Thieves Cant will notice the 
  tattoo isn’t just decorative; it reads “Speak harmless 
  words in public. Speak privately until your words 
  won’t harm the public.”
  Ending the Session
  Ersu won’t speak more about the abductions. He 
  postpones the conversation until they can speak 
  more privately. Read or paraphrase:
  At the end of the day the party will have rooms 
  at Chief Wahtsey’s home. Ahera is snuggled in a 
  blanket, being smothered with love from Theema 
  Aga’Rith. Heiren returns later in the evening after 
  Peacesmith training. Chief Wahtsey validates much of 
  the party’s concerns. Read or paraphrase:
  “I hear what you are saying and I want your 
  help. For now please return to your quarters. I 
  will send word later and we can discuss this at 
  length in a more appropriate location. You had 
  a long night and a poor welcome to Emudomier. 
  For that, I am sorry. Please rest.”
  me. He is never alone. Since you left, he has 
  been with Peacesmith, searching for Ahera. 
  I assure you, he’s not the abductor, not a 
  murderer, and no necromancer.”
  • What can you tell us about the abductions? 
  Ersu Heidagurne,
  husband and assistant to
  the Paragon
  The adventure continues in part 2, Bleeding Gate: 
  Amalgamation.
  “I like the Paragon. I have never seen him hurt 
  anyone. But I am not foolish. Any person is 
  capable of doing real harm. The Paragon is no 
  saint, despite how people worship him. It is 
  worth continuing to investigate his involvement.”
  
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  Bleeding Gate 
  Page 13
  # of
  Creatures
  Defeated
  Creature Name
  XP per
  Creature
  Total 
  Party XP
  Fire Snake
  200
  Ghast
  450
  Neogi Hatchling
  25
  Peacesmith Zombie
  50
  Swarm of Poisonous 
  Snakes
  450
  Vargouille
  200
  Accomplishment XP
  Help Theema Aga’Rith
  50
  Escort all the children and Theema 
  Aga’Rith safely to Emudomier
  50
  Found Toothpick
  50
  Found Ahera & returned her to 
  Emudomier
  50
  Grand Total
  Encounter XP
  Minimum total XP per character
  220
  Maximum total XP per character
  850
  Treasure
  # of
  Items
  Item Name
  Description
  Location
  Value
  From Chief Wahtsey in payment for escorting the parade
  200 gold
  200gp
  From Zombie Peacesmith
  Roll 
  1d6
  Lava Rock Shoes
  (one pair lasts the equivalent 
  of 1 day’s walk.)
  1
  Shield painted with 
  Peacesmith symbol 
  (Worthless unless the 
  items are given to Ersu as 
  evidence. They will then 
  receive the following gold.)
  PHB, pg 
  145
  20gp
  Grand Total
  Experience and Rewards
  If this is played as an Adventurers League game, 
  encourage players to document their experience, 
  rewards, and any notes on their adventure log sheets, 
  giving your name and DCI number.
  Experience
  Divide the Grand Total by the number of players, 
  following the minimum and maximum instructions 
  above.
  Downtime
  Each character receives fve downtime days at the 
  conclusion of this adventure.
  Renown
  All faction members earn one renown point for 
  participating in this adventure.
  Faction Hook Bonus Renown
  All Harper faction members earn one bonus renown 
  point for fnding Toothpick.
  Story Awards
  Siblings in Peace
  At this player character’s touch the Peacestone did 
  not glow. Any future attempts to touch the Peacestone 
  yield the same results. The Peacestone’s behavior 
  is mysterious, but does not prevent a person from 
  broadening peace regardless of its illumination.
  Chosen by the Peacestone
  The Peacestone glowed, acknowledging this player 
  character’s exceptional potential to broaden peace. 
  Those chosen have extraordinary long lifespans 
  and are granted free lodging for life at Emudomier’s 
  Peacesmith Guild. They may reject or accept the 
  calling to become a Peacesmith Negotiator (below).
  Peacesmith Negotiator
  Peacesmith training takes years, but after a few 
  tendays study, meditation, and mentoring from the 
  Paragon himself, you begin to understand the art 
  of broadening peace. You may choose to spend 15 
  downtime days and make a donation of 50 gold to 
  the Peacesmith Guild to gain a +2 bonus to one 
  Charisma (Persuasion) check to attempt to persuade 
  a creature to stop fghting, or to otherwise help 
  cause a peaceful resolution in a confict. This ability 
  recharges after a long rest.
  Periapt of Wound Closure
  wondrous item, uncommon
  Presented by Theema Aga’Rith, as a thank you for 
  escorting her to Emudomier.
  This delicate silver chain has a brilliant-cut green gem 
  held in a pendant the shape of a coiled snake. While you 
  wear it, you stabilize whenever you are dying at the start 
  of your turn. In addition, whenever you roll a Hit Die 
  to regain hit points, double the number of hit points it 
  restores.  
  they or the DM can roll to see who wins the item.
  Divide the Treasure Grand Total by the number of 
  players, distributing the amounts evenly. If players 
  choose to keep an item they pay the amount of its 
  value. If more than one player wishes to keep an item, 
  DM Rewards per Session
  Experience Points
  100
  Gold
  50
  Downtime Days
  5
  
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  Bleeding Gate 
  Page 14
  Not for resale. Permission granted to print or photocopy this document for personal use only.
  Neogi hatchling with a swarm of poisonous snakes
  DM Appendix
  Neogi Hatchling (Nee-O-Gee)
  Tiny aberration, lawful evil 
  Armor Class 11
  Hit Points 7 (3d4)
  Speed 20 ft., climb 20 ft.
  STR        DEX        CON        INT        WIS        CHA
  3 (-4)     13 (+1)     10 (+0)     6 (-2)      10 (+0)     9 (-1)
  Senses: Darkvision 60 ft., Passive Perception 10.
  Languages: none.
  Challenge Rating 1/8 (25xp)
  Mental Fortitude. The hatchling has advantage on 
  saving throws against being charmed or frightened, and 
  magic can’t put the hatchling to sleep. 
  Spider Climb. The hatchling can climb dificult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check.
  Actions
  Bites. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage plus 7 (2d6) 
  poison damage and the target must succeed on a DC 
  10 Constitution saving throw or become poisoned for 1 
  minute. A target can repeat the saving throw at the end 
  of their turns, ending the efect on a success.
  Swarm of Poisonous Snakes
  Medium swarm of tiny beasts, unaligned 
  Armor Class 14
  Hit Points 36 (8d8)
  Speed 30 ft., swim 30 ft
  STR        DEX        CON        INT        WIS        CHA
  8 (-1)    18 (+4)     11 (+0)     1 (-5)     10 (+0)     3 (-4)
  Damage Resistances: bludgeoning, piercing, slashing.
  Condition Immunities: charmed, frightened, paralyzed, 
  petrifed, prone, restrained, stunned.
  Senses: blindsight, 10 ft., Passive Perception 10.
  Languages: none, unless Tomakas speaks through them.
  Challenge Rating 2 (450xp)
  Swarm. The swarm can occupy another creature’s space 
  and vice versa, and the swarm can move through an 
  opening large enough for a Tiny snake. The swarm can’t 
  regain hit points or gain temporary hit points. 
  Actions
  Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one 
  creature in the swarm’s space. Hit: 7 (2d6) piercing 
  damage, or 3 (1d6) piercing damage if the swarm has 
  half their hit points or fewer. The target must make a 
  DC 10 Constitution saving throw, taking 14 (4d6) poison 
  damage on a failed save, or half as much damage on a 
  successful one.
  Fire Snake
  Medium elemental, neutral evil 
  Armor Class 14
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR        DEX        CON        INT        WIS        CHA
  12 (+1)     14 (+2)     11 (+0)     7 (-2)     10 (+0)     8 (-1)
  Damage Vulnerabilities: cold.
  Damage Resistances: bludgeoning, piercing, and 
  slashing from non-magical weapons.
  Saving Throws: Wis +0.
  Damage Immunities: fre.
  Condition Immunities: poisoned.
  Senses: darkvision 60 ft., Passive Perception 10.
  Languages: understands ignan but can’t speak.
  Challenge Rating 1 (200xp)
  Heated Body. A creature that touches the snake or hits 
  them with a melee attack while within 5 ft of them takes 
  3 (1d6) fre damage. 
  Actions
  Multiattack. The snake makes 2 attacks: 1 with their 
  bite and 1 with their tail.
  Bites. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) piercing damage plus 3 (1d6) fre 
  damage.
  Tail. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) 
  fre damage.
  Monster and NPC Stats
  
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  Bleeding Gate 
  Page 15
  Vargouille and Peacesmith zombies
  Vargouille (var-Gweel)
  Tiny fend, chaotic evil 
  Armor Class 12
  Hit Points 13 (3d4 + 6)
  Speed 5 ft., fy 40 ft.
  STR        DEX        CON        INT        WIS        CHA
  6 (-2)     14 (+2)     14 (+2)     4 (-3)      7 (-2)      2 (-4)
  Damage Resistances: cold, fre, lightning.
  Damage Immunities: poison.
  Condition Immunities: poisoned.
  Senses: darkvision 60 ft., Passive Perception 8.
  Languages: understands Abyssal, Infernal, 
  “Saultrophine, Master of Chaos.”
  Challenge Rating 1 (200xp)
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 +2) piercing damage plus 10 (3d6) 
  poison damage.
  Kiss. The vargouille kisses one incapacitated humanoid 
  within 5 feet. The target must succeed on a DC 12 
  Charisma saving throw or become cursed. The cursed 
  target loses 1 point of Charisma after each hour, as 
  their head takes on fendish aspects. The curse doesn’t 
  advance while the target is in sunlight or the area of a 
  daylight spell; don’t count that time. When the cursed 
  target’s Charisma becomes 2, they die, and their head 
  tears from their body, becoming a new vargouille. Casting 
  remove curse, greater restoration, or a similar spell on the 
  cursed target before the transformation is complete can 
  end the curse. Doing so undoes the changes made to the 
  target by the curse.
  Stunning Shriek. The vargouille shrieks. Each 
  humanoid and beast within 30 feet of the vargouille and 
  able to hear them, must succeed on a DC 12 Wisdom 
  saving throw or be frightened until the end of the 
  vargouille’s next turn. While frightened in this way, a 
  target is stunned. If a target’s saving throw is successful 
  or the efect ends for them, the target is immune to the 
  Stunning Shriek of all vargouilles for 1 hour.
  Peacesmith Zombie
  Medium undead, neutral evil 
  Armor Class 8
  Hit Points 22 (3d8 + 9)
  Speed 20 ft.
  STR        DEX        CON        INT        WIS        CHA
  13 (+1)      6 (-2)      16 (+3)      3 (-4)      6 (-2)      5 (-3)
  Saving Throws: Wis +0.
  Damage Immunities: poison.
  Condition Immunities: poisoned.
  Senses: darkvision 60 ft., Passive Perception 8.
  Languages: “Saultrophine, Master of Chaos.”
  Challenge Rating 1/4 (50xp)
  Undead Fortitude. If damage reduces the zombie to 0 
  hit points, it must make a Constitution saving throw 
  with a DC of 5 + the damage taken, unless the damage 
  is radiant or from a critical hit. On a success, the zombie 
  drops to 1 hit point instead. 
  Actions
  Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one 
  target. Hit: 4 (1d6 + 1) bludgeoning damage.
  
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  Bleeding Gate 
  Page 16
  Ghast
  Medium undead, chaotic evil 
  Armor Class 13
  Hit Points 36 (8d8)
  Speed 30 ft.
  STR        DEX        CON        INT        WIS        CHA
  16 (+3)    17 (+3)    10 (+0)    11 (+0)     10 (+0)     8 (-1)
  Damage Resistances: necrotic.
  Damage Immunities: poison.
  Condition Immunities: charmed, exhaustion, poisoned.
  Senses: darkvision 60 ft., Passive Perception 10.
  Languages: Common “Saultrophine, Master of Chaos.”
  Challenge Rating 2 (450xp)
  Stench. Any creature starting their turn within 5 ft of 
  the ghast must succeed on a DC 10 Constitution saving 
  throw or be poisoned until the start of their next turn. 
  On a successful saving throw, the creature is immune to 
  the ghast’s Stench for 24 hours.
  Turning Defance. The ghast and any ghouls within 30 
  ft of it have advantage on saving throws against efects 
  that turn undead.
  Actions
  Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  creature. Hit: 12 (2d8 + 3) piercing damage.
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) slashing damage. If the target is 
  a creature other than an undead, they must succeed on 
  a DC 10 Constitution saving throw or be paralyzed for 
  1 minute. The target can repeat the saving throw at the 
  end of each of its turns, ending the efect on themself on 
  a success.
  
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  Bleeding Gate 
  Page 17
  Tortured
  Lands 
  Map
  Myriad of 
  Destruction 
  Map
  Maps and Handouts
  0 ft
  15
  S
  
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  Bleeding Gate 
  Page 18
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  Peacestone Paper Fortune Teller
  Bleeding Gate 
  Page 18
  
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  Bleeding Gate 
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  Bleeding Gate
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  Toothpick’s Dream
  Bleeding Gate 
  Page 19
  
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  Bleeding Gate 
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  Bleeding Gate
  Page 20
  BLEEDING GATE
  A Dungeons and Dragon Adventure for characters of levels 1-4
  For use with the fifth edition Player's Handbook,
  Monster manual, Volo’s Guide, and Dungeon Master's Guide
  In a world overwhelmed by 
  violence Emudomier’s people 
  strove to live in isolation, 
  practicing compassion and peace. 
  When they break their solitude, 
  in order to broaden peace, they 
  become targets of an enemy bent 
  on tipping the balance within Toril 
  toward chaos. Can your party, 
  a pregnant tiefing, and those 
  who have accepted the calling of 
  “Peacesmith” stop the chaos of the 
  Far Realm from bleeding through 
  and overtaking the Forgotten 
  Realms?
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-BLD-1-1 Bleeding Gate - Pandemonium.pdf