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CCC-BLD 01-03 Bleeding Gate: LineageClick to magnify
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CCC-BLD 01-03 Bleeding Gate: Lineage

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Bleeding Gate: Lineage

Part 3 of 3

A towering aberration threatens Emudomier. The mastermind behind its creation and the Peacesmith killings remain unknown. Can the adventurers end the chaos or will Emudomier, the Moonsea, and all of Toril be overwhelmed?

A 4-hour adventure for 5th-10th level characters 

Purchase includes Adventurers League magic item certificates.
Every Bleeding Gate module includes the Supplemental with tokens, tents, large maps, and handouts for all three modules.

Bleeding Gate: Lineage debuted at Rose City Comic Con 2017.

Part 1, Bleeding Gate: Pandemonium and Part 2, Bleeding Gate: Amalgamation can also be found on the DMs Guild.

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Reviews (7)
Discussions (10)
Customer avatar
Eric G September 07, 2021 8:43 pm UTC
I played in parts 2 and 3 of this game. I did 3 first. DM wasn't familiar with it, so that made it worse. We got a lot of confusing NPC exposition spewed out by a poor role player, and the combat was a slog. I didn't understand why the NPC would throw elementals at us in the middle of a huge fight. I didn't understand how we were to know about fixing the stone or removing the cap. I really did get the beholder showing up at the end and insta-killing a player. It all was a whirl of confusion. Part 2 was seemingly better due to a better DM, but there was still a lot of confusing NPC exposition. We felt like extras in a soap opera.
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Customer avatar
Ma\'at C September 07, 2021 10:32 pm UTC
CREATOR
Since this is a trilogy intended to be played in order that makes sense that it would have been confusing played backwards. In order, there’s some time to build relationships with the NPCs (for short games or played backwards there’d likely be a lot of info dumping). Even then I do admit two of the characters were inspired by a soap opera trope, so no surprise that you might pick up on that. This adventure is very much about questioning first impressions, rewarding helping others, and the possibility of making powerful allies. There are suggestions for the DM to roleplay hints to the danger characters face if they choose a more aggressive approach. But if the DM doesn’t do that or those warnings are ignored there is a very real risk of a character being knocked unconscious or dying. All that being said, it sounds like your experience was lacking in fun. I hope your next games are much more enjoyable!
Customer avatar
Jon K September 28, 2019 4:19 pm UTC
PURCHASER
Hello! I was wondering if there is a guide/key for the chaotic scribblings? I haven't found one in any of the mods or the supplemental pack
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Customer avatar
Ma\'at C September 28, 2019 5:31 pm UTC
CREATOR
I have not included one, which is weird that in all this time I didn't think to include and you're the first to ask.

I've had many players at my tables take the time to figure it out. When I wrote it, I had in mind those old 50s decoder ring messages so my message on the handouts is metagame and about as exciting as "Buy Ovaltine." It's not necessary for continuing the game. The only necessity for turning the 3 handouts into a comprehend languages spell is to collect all three and figure out how they fit together. When they do that then they can read the chaotic mural message, which IS the important part (translated in the module).

I'll set some time aside today to take a picture of how they fit together and write the message out on that image.

Thank you for bring this oversight to my attention!
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Customer avatar
Ma\'at C October 02, 2019 10:09 pm UTC
CREATOR
Translations and a visual of how they fit together has been added to the supplement.
Customer avatar
Gabriella C May 11, 2018 6:16 pm UTC
PURCHASER
Hi! I'm getting ready to run this adventure next week. I just want to double check something I'm a little confused about. Are the characters in initiative for the entire adventure?
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Customer avatar
Ma\'at C May 11, 2018 8:00 pm UTC
CREATOR
Hi Gabriella,
Since this is a fast paced adventure (with no time for rests) I personally keep the same PC initiative. I like to use name tents that I set on my DM screen and, as encounters pop up, I slip them in evenly into the initiative so I don’t have all the NPCs, encounters, & Far Realm clustered together.

If you have any other questions please let me know; I’ll help any way I can.
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Gabriella C May 11, 2018 9:57 pm UTC
PURCHASER
Oh, okay. So, when they arrive in the Peacestone Cavern (if they choose to stay and guard the stone, rather than fight the mouther first) they immediately roll initiative, and act in initiative in order to uncover the mosaic? If they uncover the Mosaic before Round 5 when the earthquake hits, do you just have the earthquake hit immediately after they finish the Mosaic?
(Sorry for all the questions. I'm still a pretty new DM, and want to make sure I play through it correctly. Btw, I really love the mods. They're extremely inclusive, which I really appreciate, and use a wide variety of monsters which you don't typically encounter.)
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Customer avatar
Ma\'at C May 12, 2018 5:55 pm UTC
CREATOR
I have them roll initiative at that time so each person gets a chance to investigate or act and so I can keep track of the rounds. I don't have any problem telling them this is the reason. Otherwise I would have a hard time keeping track of everything, keeping the pace rolling, and keeping it within 4 hours.

If they uncover the mosaic before round 5 then I allow them to have the remaining time to decipher the message on the mosaic.

Please ask as many questions as you like. And thank you so much; I'm glad you're enjoying it so far!
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Customer avatar
Gabriella C May 12, 2018 8:44 pm UTC
PURCHASER
Okay, gotcha. So, round 5, earthquake. Then round 6, the mouther falls through (taking 5d6) and the peacestone is shattered. In this round, the characters can spend their action to attempt to mend the peacestone. They still have the Mouther in the cavern though? and it's attacking as they attempt to mend? In round 7, Eka arrives summoning 2 earth elementals. The party can then either fight Eka (and her elementals, and the mouther) or attempt to talk their way out of the situation. Either way, in round 10, Tomakas speaks through the snakes to Theema?
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Customer avatar
Ma\'at C May 22, 2018 3:52 pm UTC
CREATOR
Gabriella I’m sorry I didn’t respond quicker.
Yes,
Round 1 - PCs fight Mouther or investigate Peacestone & cap
Round 2 - Eka’s 1st earthquake
Round 5 - Eka’s 2nd earthquake
-causing cave in, Mouther to drop down, crushing Peacestone.
-PCs fight Mouther if still alive (this may take several rounds)
-Once the Mouther is defeated (uncovering the Peacestone) they can put the Peacestone back together.
Round 7 - Eka lands & might summon the elemental, depending on the PCs’ interaction
Round 10 - Tom speaks thru the snakes & reveals how the PCs can help Theema Aga’Rith
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Customer avatar
Ma\'at C June 29, 2018 2:17 am UTC
CREATOR
How did it go?
Customer avatar
Justin P March 31, 2018 10:44 pm UTC
PURCHASER
Had a really deeply unsatisfying experience with this module, likely due to not playing the other two, and therefore not knowing anything about the characters, the details of whose relationships turn out to basically be the only way to survive the encounter with the comically overpowered, underdeveloped deus ex machina villain at the end who shows up no matter what you do to close the gate. Of course, if you don't play the other two modules, good luck catching those background details (or remembering to care about them) in the sparse recap.

Played (at my table at least) as a single grueling, 3.5-hour slog (in a single initiative! no rests!) with paltry, unsatisfying rewards. Bottomed out our resources in the main fight even with good rolls on the complications table, and then an unstoppable villain offered us an impossible, incomprehensible choice and then just no-save slaughtered the half of us of lawful alignment who wouldn't agree to venerate a god of chaos. Hard pass on Tomakas's offer to spearhead...See more
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Customer avatar
Ma\'at C April 01, 2018 12:33 am UTC
CREATOR
Justin I'm so sad to hear that you didn't enjoy your time playing. The problems you described sound very unpleasant.

This is intentionally a fast pasted conclusion to the trilogy; events happen in a short period of time with no opportunity for long or short rests which is why the DM and PCs have access to potential allies who can help with healing and replenishing spell slots. It doesn't sound like your party received that help.

As for the choice Tomakas made in your particular game, he's not written to attack if PCs refuse to accept his deals. He won't be angry if they refuse ALL his deals and is very willing to hear any alternate deals the PCs come up with. In fact, as it's written, he'll only attack if attacked by the PCs. The DM is warned that Tomakas is a strong NPC and Theema Aga'Rith and Eka are listed to give the PCs some pretty big assistance.

I usually DM this as a trilogy but also have needed to DM it with all new player characters a few times.
1) When...See more
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Customer avatar
Justin P April 01, 2018 1:46 am UTC
PURCHASER
> As for the choice Tomakas made in your particular game, he's not written to attack if PCs refuse to accept his deals.

As I'm reading through the module I see the guidance to the DM to that effect, but the dialogue - "a fair trade for your lives" - was something we interpreted as an unambiguous threat; the DC for the persuasion check for any alternate deals (we offered significant magical treasure and promises of service) was so high that all our offers were rejected. We didn't understand the alternate deals he offers in the dialogue (most of the party hadn't played the previous modules, and had no idea that Theema was a powerful outsider could open portals or that the beholder was "the child-to-be"; the one character with that knowledge from the previous modules was unconscious and didn't tell us) and we didn't see any options, besides fighting, for the non-chaotic characters who would never have submitted to a chaotic god.

We didn't get any assistance from Theema...See more
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Customer avatar
Ma\'at C April 01, 2018 1:59 am UTC
CREATOR
What version are you looking at? CCC-BLD 01-03_Lineage_(20180118)v.1.pdf? Some of the issues you bring up and the quote "a fair trade for your lives" makes me think it is a previous version.
Customer avatar
Michael G February 19, 2018 10:20 pm UTC
PURCHASER
Is min 2000 max 20000 in line with adventures league min and max at tier 2. This does not seem to be properly aligned to a 4 hour tier 2 mod.
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Customer avatar
Ma\'at C February 20, 2018 5:11 pm UTC
CREATOR
Thank you for wanting to make sure this is accurate. These modules go through repeated playtesting with dozens of players and several review processes with an organizer and Adventurers League staff. That said, some things slip by. So I recalculated the math and I checked in to make sure it hadn't been overlooked. I got the green light.

Bleeding Gate gives PCs several opportunities to use persuasion and non-lethal means to get out of the deadly encounters they face. It's not likely a 3 player party will successfully attack and defeat the huge gibbering mouther, 2 elementals, a wyvern, pegasus, Eka, a swarm of snakes, Saultrophine, 8 zombies, and Tomakas. Despite that unlikelihood the possibility needs to be denoted as the max xp.
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Customer avatar
Michael G February 22, 2018 2:18 pm UTC
PURCHASER
I can understand the difference between role play and murderhobo in the adventure and how it could have a very big swing on min and max xp. I was under the impression, however, that this was not how min and max xp work in AL. I have played and DMed many sessions where we did roll play and even if you added up the encounters and the non-combat XP we were way below minimum. On the other side I have played many games where we have racked up way more xp than max and have been limited to max. Is there not a set of rules on module creation that says a four hour tier 2 APL 7 gives this min and max? All the other CCC and DDAL that are 4 hour APL 7 seem to min 3750 max 5000 with one exception DDAL05-08 which gives 10,300 to 13,800.
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Customer avatar
Ma\'at C February 24, 2018 5:39 pm UTC
CREATOR
I understand your wanting to be sure, I did too, which is why I double checked.
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Customer avatar
Michael B May 20, 2018 1:34 am UTC
PURCHASER
I too was a bit surprised by this, and want to be sure how to award XP when I run it. I've seen at least one DM conclude that all of the enemies were successfully dealt with so all 6 players get MaxXP.

In our game the HGM was very strong - so worth 20,000xp not 2700xp alone? We fought Eka, 2 elementals, the wyvern and pegasus for a while, but talked Eka down and so some of her minions were withdrawn. We killed snakes and knocked Saultrophine out, but we didn't attempt to fight Tomakas (CR21!) but got 33,000XP when he left after shaking my hand.

Very fun adventure, but very strange rewards. Also, how come 3 renown?
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Customer avatar
Ma\'at C May 22, 2018 4:22 pm UTC
CREATOR
I wasn’t the DM but just from what you listed I looked over the table breaking down each encounter’s xp (under the min & max numbers) & I think I would have given somewhere between 4500 & 10000 (the higher number was dependent on you level of interaction & guessing about other accomplishments you didn’t list). Try looking over that table to see what you would have given your party if you had been the DM.

2 renown because it’s a 4 hour adventure
The 3rd renown is for the Zhent and Lords’ Alliance members who gave Eka the message or otherwise worked to form a beneficial relationship with her as ambassadors from those factions.
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Customer avatar
Ma\'at C May 22, 2018 4:22 pm UTC
CREATOR
I’m glad you had a fun time.
Customer avatar
david W February 13, 2018 6:51 pm UTC
PURCHASER
How important is it to play the previous 2 mods before this one? I'm looking for a tier 2 to run this weekend and was considering this one...
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Customer avatar
Ma\'at C February 13, 2018 8:21 pm UTC
CREATOR
Part 1 and 2 allow more time to get to know the NPCs and for time to have the mysteries and weirdness build. Part 3 is the fast paced conclusion to it all. That said, there is a New Player Hook where the party is called to Emudomier to stop a colossal gibbering mouther as it approaches the town.

I think if ALL the players are new, some creative DMing could condense the most relevant parts of part 1 & 2 (Emudomier is being plagued by tragedy and chaos--a colossal aberration made from every forest and sewer animal is moving toward the town, chaotic energy is pouring out of Peacestone Cavern, and people have dreamed that someone named Saultrophine is responsible for it all). Meeting Theema Aga'Rith, the Paragon, and Ersu can help the party piece some things together.

-Ersu can tell them about the tragedies in Emudomier.
-Theema Aga'Rith can tell them about the child she knew named Saultrophine and of her history ("I left my ex, Tomakas, and my best friend, Eka because they...See more
Customer avatar
Christopher M February 10, 2018 10:32 am UTC
I played this earlier today in preparation for running it and the rest of the series at our LGS this weekend. The inclusive nature of different sexualities and lifestyles was a nice thing to see without it being a forefront theme. It was there but it didn't feel forced, which makes it more genuine in a fantasy setting. That said the writing was great and the weirdness of the pregnant 'tiefling' had us scratching our heads often. The art was adorable and the structure and layout of the modules was 10/10.
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Customer avatar
Ma\'at C March 20, 2018 3:26 am UTC
CREATOR
Thank you Christopher!
I'm glad you enjoyed it for multiple reasons. That's great to hear! I wanted there to be some head-scratching moments about things not being what they seemed; sounds like Theema Aga'Rith at least provide a good amount of that.
Ma'at
Customer avatar
Nina E January 24, 2018 4:29 am UTC
I love your adventures! Do you have any ideas what you'll be working on next?
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Customer avatar
Ma\'at C January 24, 2018 4:38 am UTC
CREATOR
Oh yay! I'm so glad!

I do have a few irons in the fire; I've submitted some module ideas to organizers. At this very moment I'm sitting at my laptop, writing a monster book Tyler Crook will illustrate (Harrow County comic illustrator).
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Customer avatar
Ma\'at C January 26, 2018 4:56 am UTC
CREATOR
Is there anything you'd like to see in a module?
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Customer avatar
Nina E February 01, 2018 12:21 am UTC
Hello Ma'at! Thank you for your quick reply. In terms of modules, I'm always on the lookout for new Epic adventures, as those seem to be fairly sparse.
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Ma\'at C February 03, 2018 5:44 am UTC
CREATOR
Epic, as in multipart adventures or the long Adventurer League Epics played at big conventions?
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Customer avatar
Nina E February 04, 2018 8:39 pm UTC
Epic Scale (Adventures for levels 20-30)
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Customer avatar
Ma\'at C February 06, 2018 9:22 pm UTC
CREATOR
Ooof yeah those are really rare. I’ve never even played that high. I’ll give it some good thought though. I’ll see what I can do to play that high a tier and I’ll see what I can write. Fair warning, it may be a little while.
Customer avatar
Jasmine L January 19, 2018 10:07 pm UTC
PURCHASER
Would it be possible to add bookmarks to the PDF file?
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Ma\'at C January 20, 2018 5:45 am UTC
CREATOR
I was so excited to get it uploaded I forgot to make sure the bookmarks were activated. Done!
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Customer avatar
Jasmine L January 25, 2018 4:39 am UTC
PURCHASER
Thank you!
Customer avatar
Xavier D January 18, 2018 12:16 pm UTC
PURCHASER
I haven't read the adventure yet, but the great surprise comes from the supplemental material: maps, tokens, DMs aids, etc. ready to print! That is definitely a big plus. Awesome idea, Ma'at!
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Customer avatar
Ma\'at C January 18, 2018 5:35 pm UTC
CREATOR
Thank you! I hope they work well for you! I find the Far Realm effect tents super helpful. Instead of doing a random roll to see what effect the Far Realm chaos is having on the environmental, I draw a random tent from the stack and hang it on my DM screen. The back of the tent reminds me of the details.

Please let me know how it goes for you!
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File Last Updated:
October 02, 2019
This title was added to our catalog on January 18, 2018.