TEXT:  
   
   
   
  
   
   
  Lead Designer: Anthony Joyce 
  Additional Design and Consultation: Ed Greenwood 
  Editing: Ethan Yen 
  Border Kingdoms Loresmiths: Joe Alfano, Tim Mangan, Rick O’Donnell, and Ethan Yen 
  Layout: Dave Zajac and Tim Mangan 
  Cover Art: Matthew Sargent 
  Cartographer: Cze and Peku, Mike Schley  
  Border Kingdoms Map and Lore: Wizards of the Coast and Ed Greenwood 
  Playtesters: Dave Rosser Jr., Marcello De Velazquez, James Bowen, James Schweiss, Ed Stevens, Austin Haffke, Joseph Klein, Jasom Keller, 
  Matthew Barry, Fletchers Real & Fake, Ara the Ara, Nerdy_Werewolf, Michael Dorrill, Michael A. (Saethor), Emily R., Stewart R. 
  (Minnimus), Emily B., Ryan Z., Jon Klucharits, Jane Adams, James Clark, Robert Geller, Thomas Hicks, Jeremy Lueth, M. Eric Sherwood, 
  Morgan Lockard, Chay Rust, James H Brown, Jason E Stolz, Michael E Means, Max Sulken, Samantha, Stanley S Elmore, Bryce Clifton, 
  David Newman, Robert C. Rivera, Erik Tukey, Cheryl Fitzgerald, Jon Klucharits, Nicole Farnum, Ethan McDaniel, Monica Boshart, Daniel 
  Eggert, Michael Rodriguez, Judd Rose, Tim Hanson, Agham Posadas, Kelly Samuelson, Stephen Holmes, Maurice Jones, Luke Brunner, 
  Glenn Moeller, Charles Moeller, Matt Lopez, Poppy, Dora, Old Red, and Erlipora, Chris S., Ian B., Blake Jones, John Kwong, Roger Banks, 
  John Sedlack, Travis G., Katriel Paige, Kuku Paka, Lex Winter  
  Special Thanks: Justice Arman, Noah Grand, Alan Patrick, Shawn Merwin 
  D&D Adventurers League Guildmaster: Chris Lindsay 
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  D&D Adventurers League Administrators: Alan Patrick, Amy Lynn Dzura, Travis Woodall, Claire, Hoffman, Greg Marks, Ma'at Crook, 
  and LaTia Jacquise 
   
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  CCC-GHC-BK3-09 
  Adventure Tier: 4 
  Optimized For: APL 18 
  Version: 1.1 
   
   
   
   
  A CONVERGENCE OF GODS 
  The area known as Godswalk Keep has been showing signs of activity. Are the Bloodreavers really 
  working towards bringing back Garagos and restoring him to divine status? Only true heroes of the 
  Border Kingdoms can stop them. This is a Tier 4 adventure optimized for APL 18, and is a stand alone 
  adventure for the Border Kingdoms. 
  A Four-Hour Adventure for Characters of 17th – 20th Level 
   
   
   
   
   
   
  
   
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  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  3 
   
  ccording to the sage Meriadas of Westgate: 
  “The Border Kingdoms are the most favored 
  destination for adventurers who want to 
  proudly and boldly conquer a realm or 
  establish their own new kingdom. Lords, counts, 
  dukes, kings and emperors rise, proclaim 
  themselves, and are swept away with the speed and 
  regularity of waves crashing upon a shore.”  
   This tumultuous land lies between the Lake of 
  Steam and the Shaar in the Forgotten Realms. 
  Gamehole Con has been granted exclusive rights to 
  develop Adventurers League content in this region 
  and our offerings include adventures, source 
  material, and short stories. For more Border 
  Kingdoms content, visit the DMs Guild! 
  Border Kingdoms content at the DMs Guild 
   
  A Note About Encounter Scaling 
  This adventure is optimized for a party of five characters. 
  When running an adventure at a large convention such as 
  Gamehole, it is common to have seven players at a table, 
  which has the potential to affect encounter balance. 
   
  Players tend to bring their best and brightest to gatherings 
  like Gamehole, and a group of seven optimized characters 
  can easily overpower the recommended party strength. As a 
  DM, you can—and should—adjust each encounter’s difficulty 
  to present a challenge for your players. 
   
  If the characters are overcoming combats too easily, 
  increase the recommended strength level of the encounters 
  by a step (from average to strong, for example). If needed, 
  you can also increase the number of monsters or maximize 
  their hit points to make things a little harder. In some cases, 
  you may even need to increase the difficulty by two steps. 
  Just be careful not to make things unwinnable. 
   
  Remember, adjusting or improvising is encouraged, so long 
  as you maintain the adventure’s spirit! 
   
   
  a 
  
   
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  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  4 
  ELCOME TO A CONVERGENCE OF GODS, A D&D 
  Adventurers League™ adventure, that is 
  part of the official D&D Adventurers 
  League™ organized play system and the 
  Convention Created Content program.  
   This adventure is designed for three to seven 17th 
  – 20th-level characters and is optimized for five 
  characters with an average party level (APL) of 18. 
  Characters outside this level range cannot 
  participate in this adventure. 
   The adventure is set in the Border Kingdoms, a 
  tumultuous region of the Forgotten Realms on the 
  southern shore of the Lake of Steam. During the 
  adventure, the characters assist Elminster Aumar, 
  Sage of Shadowvale, in hunting down rumors of a 
  cult in the Border Kingdoms. During their 
  investigation, the characters are lured into a deadly 
  trap by a brilliant and mysterious shapeshifting bard 
  only known as the Whispered Word. The Whispered 
  Words sets a trap to ressurect Garagos, the Lord of 
  War, and attempt to kill the characters as a final 
  sacrifice to Garagos. 
  The WHISPERED WORD’s plan is nearly complete! 
  They have distracted MAGE ELAZTARA RYMDYL 
  with a twisted web of deceit, causing her to seek the 
  aid of adventurers throughout the Border Kingdoms.  
   While Mage Rymdyl and her adventurers sought 
  to resolve the machinations of the Whispered Word 
  across the Border Kingdoms, the shapeshifting bard 
  resurrected the BLOODREAVERS, a cult dedicated 
  to GARAGOS, the Lord of War. Throughout this 
  process, the Whispered Word painstakingly 
  obsessed with the characters and followed their 
  adventuring careers with great interests. They 
  determined that the characters would serve as the 
  final puzzle piece in their plan. 
   Now, the Whispered Word has leaked clues of 
  their evil doing to an avowed scribe in Candlekeep 
  and to ELMINSTER AUMAR, the Sage of 
  Shadowvale, hoping this would lure the characters 
  into a final trap and use them as a sacrifice to the 
  god Garagos. 
  Content Warnings – Please Read 
  This adventure has the following content warnings: lies, 
  violence, war, civilian casualties of war, gore, blood, occult 
  rituals, suicide, and grim dark horror. Please reference 
  appendix 12 for guidelines on modifying this adventure to 
  ensure everyone at your table is informed of these content 
  warnings and feels safe while playing this adventure. 
   
  The adventure’s story is spread over three episodes 
  that take approximately four hours to play. These 
  episodes contain two story objectives and are 
  introduced by a Call to Action episode. 
  • Episode 1: A Game of Obvious Clue (Call to 
  Action). Elminster Aumar sends the characters to 
  meet the proprietor of MELDER’S DOOR in the 
  Underways. The characters uncover a dead cultist 
  and an invitation to a game left by the Whispered 
  Word This is the adventure’s Call to Action. 
  • Episode 2: Forlorn Gard. The characters arrive at 
  FORLORN GARD, occupied by BLOODREAVERS 
  who are expecting them. The characters must 
  make their way through the stronghold in order to 
  reach a portal to Godswalk Keep. This is Story 
  Objective A.  
  • Episode 3: Whispers of Godswalk Keep. The 
  characters arrive at GODSWALK KEEP and 
  confront the WHISPERED WORD, the 
  Bloodreavers, and GARAGOS. The gods JERGAL 
  and SHARESS manifest, offering their aid to the 
  characters in their fight against Garagos. This is 
  Story Objective B. 
  Elminster Aumar is gravely concerened about 
  rumors in the Border Kingdoms regarding the 
  rebirth of the Bloodreavers cult. Too busy to handle 
  investigating this himself, he has contacted other 
  powerful and capable adventurers throughout the 
  Realms. Elminster either directly or indirectly 
  contacts the characters and requests their aid.  
  • Friend of the Sage. Elminster Aumar directly 
  contacts the characters, asking them to investigate 
  rumors of the Bloodreavers cult rising in the 
  Border Kingdoms.. 
  • Rymdyl’s Champions. Mage Elaztara Rymdyl 
  recommend the characters to Elimster Aumar as 
  heros able to aid him to uncover the truth about 
  rumors regarding the Bloodreavers cult. 
  • Agents of the Zhentarim. The characters received 
  a letter from Elminster Aumar. The Zhentarim 
  offer a valuable reward for any information 
  obtained during this task on behalf of Elminster.  
  W 
  
   
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  5 
  This section should provide you, the DM, with a basic understanding of the flow of the adventure that your players 
  take in reaching their stated objective.  
   
   
   
   
   
   
   
   
   
   
  
   
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  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  6 
  Estimated Duration: 30 minutes 
   
  Before beginning play, hand each player a copy of 
  appendix 1, and ask each player to introduce their 
  characters. After character introductions are 
  completed, make note of the time you begin play, as 
  events that occur in this adventure depend on how 
  much time has elapsed in play. Read or paraphrase 
  the following to start the adventure: 
  Elminster Aumar, Sage of Shadowdale, requested you travel 
  to meet Zeebs, the neogi proprietor of Melder’s Door, a small 
  inn located in the Underways. The Underways, located 
  beneath the large town of Oeble, is a twisted network of 
  tunnels home to violent criminals and vile monstrosities.  
   
  Zeebs informed Elminster that he has information 
  regarding strange, powerful items making their way into the 
  hands of a nefarious cult in the region. Unable to make the 
  journey himself, Elminster has asked you to meet Zeebs in his 
  absence.  
   
  It is here, in front of Melder’s Door, that your adventure 
  begins. May Tymora bless you this day, for the fate of Toril 
  now rests in your hands. 
  The characters begin this adventure just outside of 
  MELDER’S DOOR, a small inn located in the 
  Underways of the town of OEBLE. In front of 
  Melder’s Door is a burly bouncer named REX 
  (neutral minotaur) who collects the 5 gp cover 
  charge from patrons entering the inn. Rex instantly 
  recognizes the characters, except those who might 
  be in disguise, and treats them as celebrity heroes. 
  Rex lets characters he recognizes into the inn 
  without paying a cover charge. Characters Rex 
  doesn’t recognize must pay the 5 gp cover charge; if 
  a character doesn’t pay the cover charge, Rex 
  threatens to “beat them up real nasty.” 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   
  Combat. Zeebs flees Melder’s Door if attacked by the 
  characters. Rex valiantly tries to apprehend anyone engaged 
  in combat. 
   
  Exploration. On the second floor, there is a guest sign-in 
  book. The Bloodreavers recorded the names of the 
  characters in the book. The names of the characters are in 
  common. The Whispered Word wanted the Bloodreavers to 
  write the names of the characters in the book before they 
  digested poison to convey they were “expected guests.” 
   
  Social. Zeebs is friendly towards characters with the 
  Oeblar background as listed in The Border Kingdoms 
  supplement (available on DMs Guild). He offers those with 
  the Oeblar background disguises for 100 gp. These disguises 
  can be anything within reason, including Bloodreaver 
  disguises. 
  Melder’s Door has the following features.  
   Lighting. Torches cast dim light throughout the 
  passages of the Underways outside Melder’s Door. 
  Inside Melder’s Door, lanterns hang on the walls 
  casting bright light throughout the inn. 
   Ceilings, floors, and walls. Melder’s Door is two 
  stories tall. The ceiling and the walls are dank, 
  gloomy stones, and the floor is glossy hardwood.  
   First floor – tavern area. There is a bar, seating 
  area for patrons, and a storage room for casks of ale 
  on the first floor.  
   Second floor – guest rooms. There are three guest 
  rooms and a latrine on the second floor. Five dead 
  Bloodreaver corpses occupy the three guest rooms. 
   Sounds and smells. Patrons are laughing at the 
  bar and the air smells musty due to the condensation 
  in the Underways. 
  First Floor of Melder’s Door (1 square = 5 feet) 
  Second Floor of Melder’s Door (1 square = 5 feet) 
   
  
   
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  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  7 
  Rex provides security for Melder’s Door. ZEEBS 
  (neutral neogi), the proprietor of Melder’s Door, is 
  inside behind a bar counter. Zeebs is cranky and 
  frets about everything, especially the lack of 
  customers! 
   What Does Zeebs Know? Zeebs routinely provides 
  Elminster with sensitive information and rumors 
  from the Border Kingdoms. If the characters present 
  their letter from Elminster, Zeebs goes out front and 
  tells Rex not to let anyone enter Melder’s Door until 
  he tells him otherwise. Zeebs then begins to speak to 
  the characters in a hushed voice.  
   Zeebs shares the following information with the 
  party: 
  • 
  The Bloodreavers, a long-forgotten cult in 
  the Border Kingdoms that worshipped the 
  now-slain god of slaughter, Garagos, are 
  gaining strength. 
  • 
  Rumor is, the Bloodreavers are collecting 
  powerful artifacts for occult rituals.  
  • 
  The Bloodreavers established a stronghold 
  near Oeble. The exact whereabouts are 
  unknown. 
  • 
  By the grace of Tymora, several 
  Bloodreavers are upstairs sleeping. They 
  have been sleeping for the past twelve 
  hours. 
  The corpses of five dead Bloodreavers are lying atop 
  the beds of the three guest rooms on the second 
  floor, one corpse per bed. The WHISPERED WORD 
  sent these Bloodreavers to Melder’s Door in an 
  attempt to lure the characters into a trap. The 
  Whispered Word is purposefully leaving clues for 
  the characters to pursue.  
   Glyphs of Warding. Underneath each corpse is a 
  hidden glyph of warding. Moving a corpse triggers 
  the glyph underneath it. There is no way to see the 
  glyph while it is underneath a corpse. However, 
  spells such as detect magic work to detect the glyphs 
  of warding. 
   When a glyph is triggered, it erupts with magical 
  energy in a 20-foot-radius sphere centered on the 
  glyph. The sphere spreads around corners. Each 
  creature in the area must make a Dexterity saving 
  throw. A creature takes 5d8 (22) thunder damage on 
  a failed saving throw, or half as much damage on a 
  successful one. If this magical energy causes damage 
  to a corpse, the glyph underneath that corpse 
  triggers, causing a chain reaction. 
   
   Bloodreaver Corpses. A character who makes a 
  successful DC 18 Intelligence (Medicine) check on a 
  corpse reveals the poison known as midnight tears is 
  the cause of death. Lack of marks of struggle on the 
  body suggest the bloodreavers voluntarily digested 
  the poison. Characters with the Oeblar background 
  can use their “Poison Expert” feature to succeed this 
  check automatically. This deadly poison kills 
  individuals who consume it when the clock strikes 
  midnight. 
   Clues in the Chests. Each chest in the guest rooms 
  (total of 3 chests) contains a map of the Border 
  Kingdoms and a note from the Whispered Word (see 
  appendix 2) laying atop gold coins. Abjuration magic 
  protects the map of the Border Kingdoms and the 
  Whispered Word’s note against destruction from 
  anything other than a wish spell. The Whispered 
  Word had one of the dead Bloodreavers write this 
  note, if a spell such as scrying or similar magic is 
  used on the note, the characters see the dead 
  Bloodreaver. 
   The Whispered Word’s note claims that removing 
  a single gold piece from these chests triggers a 
  powerful curse. That is a lie. The Whispered Word 
  writes this to toy with the characters. The note also 
  details the rules of a game, as described in the 
  sidebar. 
    Underneath the gold in each chest is a phrase 
  written in blood on the bottom of the chest that 
  reads, “See you soon. – WW,” along with a an 
  hourglass that is counting down three hours. The 
  three-hour countdown begins upon the start of the 
  adventure so subtract the amount of minutes you 
  have been playing to determine how much time is 
  left in the hourglass. When time runs out in the 
  hourglass, Garagos is summoned into the Realms! 
   
   
  
   
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  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  8 
  The Whispered Word and their Game 
  The Whispered Word is the main villain of the Border 
  Kingdoms Season 3 storyline. They are a brilliant villainous 
  shapeshifting bard luring the characters into a deadly trap. 
  Throughout their life, the Whispered Word has closely 
  followed the “heroics” of the characters and became 
  obsessed as they watched the characters grow in power over 
  the years. To fully appreciate this obsession, DM’s and 
  players should consult the previous modules in this CCC 
  series. 
   
  Throughout the adventure, the Whispered Word is 
  calculating the characters’ every move and is always one step 
  ahead. The Bloodreavers and the Whispered Word are not 
  caught by surprise by the characters showing up; in fact, they 
  are expecting it. 
   
  The Game. The Whispered Word’s note explain the rules 
  of their game to the characters. The characters have three 
  hours from the beginning of the adventure until the 
  summoning of Garagos is complete. The Whispered Word 
  needs to slay powerful beings, such as the characters, to 
  permanently keep the summoned avatar of Garagos in this 
  world. The Whispered Word is luring the characters into a 
  trap to make them the final sacrifice!  
   
  Note to the DM. Let your players know that the hourglass 
  represents real time, for every minute that passes in the real 
  world (not in the game), a minute passes in the hour glass. 
  Once that time runs out, Garagos is released into the Realms. 
  They are literally racing against time! This is an important 
  function to create a sense of urgency at the table. 
   What Do the Bloodreavers Know? Using speak 
  with dead on a corpse causes the Bloodreaver to 
  share the following information with the characters. 
  All Bloodreavers provide the same information. 
  Remember, the Whispered Word and these 
  Bloodreavers want to lure the characters along with 
  these clues (the information in parenthesis below is 
  for the DM only): 
  • 
  Peace is for weak fools. (A Bloodreaver 
  corpse begins and ends their conversation 
  using this phrase. The Bloodreavers never 
  reveal this phrase is a passcode. However, a 
  character might infer this is a passcode and 
  successfully use it in Episode 2 to deceive 
  Bloodreavers.) 
  • 
  The answers you seek are at FORLORN 
  GARD. 
  • 
  The Lord of War cometh. There is nothing 
  you can do to stop the Bloodreavers from 
  unleashing chaos onto the Border 
  Kingdoms. 
  • 
  The other Bloodreavers have vital 
  information. (The Whispered Word told all 
  the Bloodreavers that the others have vital 
  information, so this statement is “true.” The 
  Whispered Word simply wants the 
  characters to waste spell slots and time 
  seeking “vital” information that does not 
  exist.) 
  Each chest on the second floor contains a map of the 
  Border Kingdoms and a note from the Whispered 
  Word (see appendix 2) laying atop gold coins. At the 
  bottom of each chest is a human eyeball, a pair of elf 
  ears, and an hourglass depecting the remaining time 
  before Garagos returns.  
  This episode concludes when the characters travel 
  to Forlorn Gard to complete story objective A, 
  locating the Whispered Word’s portal to Godswalk 
  Keep. If the characters follow the instructions on the 
  Whispered Word’s note, they teleport to Forlorn 
  Gard. Otherwise, Forlorn Gard is ten miles away (see 
  “Speed” in chapter 8 of the Player’s Handbook for 
  travel pace). 
   Proceed to Episode 2: Forlorn Gard to continue 
  the adventure.  
  
   
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  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  9 
  Estimated Duration: 90 minutes 
   
  The characters begin this episode in area F2. Read or 
  paraphrase the following to begin this episode: 
  The smell of maneur wafts about this stable. Wailing cries for 
  help linger in the air. Whatever awaits outside is undoubtedly 
  ready for war.  
  The Bloodreavers recently seized FORLORN GARD 
  after defeating the FORLORN GAUNTLET 
  ADVENTURING BAND in a fierce battle. The 
  Bloodreavers expect the characters to come; this is 
  all part of the Whispered Words plan. The 
  Bloodreavers within the stronghold are preparing 
  for battle with the characters. The Bloodreavers kept 
  members of the Forlorn Gauntlet Adventuring Band 
  alive to use as human shields against the characters. 
  The Bloodreavers believe this deters the characters 
  from utilizing powerful area effect magic.  
   The Bloodreavers currently occupy Forlorn Gard 
  believing their purpose is to die in battle with the 
  characters as a sign of their commitment to Garagos. 
  The Whispered Word convinced the Bloodreavers 
  that Garagos would repay their death in combat with 
  splendid gifts in the afterlife. The Whispered Word 
  created a portal in area F20 leading the Godswalk 
  Keep.  
  The area has the following features. 
   Forlorn Gard. The stronghold is ransacked and 
  ravaged after a fierce battle between the 
  Bloodreavers and the Forlorn Gauntlet Adventuring 
  Band. Bodies litter the blood-soaked battlefield. 
   Lighting. It is a bright sunny day. 
   Ceilings, floors, and walls. The outer stone walls 
  of the stronghold are 20-feet high with four 40-feet 
  high towers, one in each corner of the stronghold. 
  The interior keeps floors are wood and stone. 
   Sounds. Forlorn Gauntlet Adventuring Band 
  survivors scream in agony and fear, begging for 
  mercy from the Bloodreavers. 
    
  Forlorn Gard (1 square = 5 feet) 
  
   
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  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  10 
   
  Discover the Whispered Word’s portal to Godswalk 
  Keep. The portal is located in area F20. 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   
  Combat. The Bloodreavers are ready for combat and use 
  prisoners as shields to deter the characters from using 
  powerful magic or area effect spells. 
   
  Exploration. The Bloodreavers purposefully left moral 
  traps for the characters. The more the characters explore, 
  the more Forlorn Gauntlet Adventuring Band survivors they’ll 
  find and will need to either help or leave to die. 
   
  Social. Any attempt to converse with a Bloodreaver is a 
  near-impossible task. The Bloodreavers have one mission, kill 
  the characters.  
  A group of four Bloodreavers seized Forlorn Gard, 
  occupying it to make their stand against the 
  characters. The Bloodreavers and the Whispered 
  Word want to slay all the characters to summon the 
  avatar of Garagos into the Realms permanently. 
  Killing the characters in the name of Garagos 
  transfers immense power to the avatar of Garagos, 
  and keeps him permanently summoned in the 
  Realms.  
   The four Bloodreavers are a group of highly 
  trained and skilled combatants comprised of two 
  Bloodreaver death knights, a Bloodreaver 
  Commander (use the Githyanki Supreme 
  Commander statistics), and a war priest.  
   The Bloodreavers wear crimson and black armor, 
  and the holy symbol of Garagos, which is composed 
  of five arms joined at the shoulder, each clutching a 
  scimitar. The Bloodreavers cover themselves in the 
  blood of their enemies. Throughout this adventure, 
  all Bloodreavers are entirely covered in blood. In 
  addition, each Bloodreaver has one Forlorn Gauntlet 
  Adventuring Band Survivor strapped to their chest 
  and another one strapped to their back. If a 
  character attacks a Bloodreaver and misses by five 
  or more, the attack hits a survivor instead. Reference 
  the sidebar below for instructions on where the 
  Bloodreavers begin when this episode beigns. 
  Bloodreaver Locations in Forlorn Gard. 
  The Bloodreavers are finishing their assault of Forlorn Gard. 
  Roll 1d20 + 2 once for each Bloodreaver. The total rolled 
  coincides with the locations in Forlorn Gard that one 
  Bloodreaver starts in. For example, if you roll an 18 +2 for the 
  death knight, the death knight starts in area F20. Repeat this 
  process for each Bloodreaver until they are all placed in 
  Forlorn Gard. 
   Forlorn Gauntlet Adventuring Band Survivors. 
  The Forlorn Gauntlet Adventuring Band survivors 
  (use the commoner statistics) have gruesome 
  wounds that prevent them from moving or taking 
  actions. They can communicate, but mainly they 
  scream in agony or beg the Bloodreavers to spare 
  their lives. Each Bloodreaver has one of these 
  survivors strapped to their chest and another 
  strapped to their back. 
   The Bloodreavers make maximum use of the 
  Forlorn Gauntlet Adventuring Band survivors. If a 
  character wants to use area effect spells, they might 
  be putting innocent lives at risk. This is a deterrent 
  strategy utilized by the Bloodreavers to use the 
  characters “heroism” against them. There is no 
  mercy, mercy is for the weak! 
  The Bloodreavers 
  The Bloodreavers are a militaristic cult of clerics and warriors 
  dedicated to Garagos, the Lord of War. The Whispered Word 
  reorganized the cult to help resummon Garagos back into the 
  world. Once Garagos is resummoned, they plan on throwing 
  the Border Kingdoms into a perpetual state of conflict, 
  thereby providing an endless supply of souls to empower 
  Garagos.  
   
  The Bloodreaver especially hate followers of Tempus. Long 
  ago, Tempus defeated Garagos in battle, casting him down 
  from his position as the God of War.  
   Tactics. If the characters enter Forlorn Gard and 
  are spotted by the Bloodreavers, an alarm is raised. 
  All Bloodreavers in Forlorn Gard act as a singular 
  military unit to attack and defeat the characters. 
   The Bloodreavers are tactical military experts that 
  have studied the characters using the Whispered 
  Words documentation of the characters and their 
  adventures. They know who is the most deadly 
  character and seek to kill them first. If a character is 
  unconscious, the Bloodreavers show no mercy, they 
  slaughter them. 
   If a Bloodreaver drops to fewer than 1 hit points 
  (triggered by their death ward, see the “Bloodreaver 
  Modifications and Blessings” sidebar below) they 
  plane shift to the Battle Garde (the Battle Garde is 
  the planar location in which Garagos resides), where 
  Garagos awaits his summoning. There, Garagos 
  rejuvenates them to maximum hit points and 
  prepares them for his summoning into the world. All 
  Bloodreavers, return to the Border Kingdoms with 
  Garagos when he is summoned. This tactic helps 
  ensure the Bloodreavers are present in the final fight 
  against the characters. 
   
  
   
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  11 
  Bloodreaver Modifications and Blessings 
  The Bloodreavers have the following modifications and 
  blessings. These modifications and blessings do not increase 
  their challenge rating. The “Blessing of Garagos” mechanic 
  below is important to the this adventure. The mechanic 
  ensures the final battle in Episode 3 is challenging. 
   
  Monster Type. All Bloodreavers are Humanoid 
   
  Alignment. All Bloodreavers are Lawful evil  
   
  Alert Feat. All Bloodreavers have the “Alert” feat. As such, 
  they gain the following: 
  • Bloodreavers gain a +5 bonus to initiative. 
  • Bloodreavers cannot be surprised while they are 
  conscious. 
  • Other creatures do not gain advantage on attack rolls 
  against Bloodreavers as a result of being unseen by 
  Bloodreavers. 
   
  Blessing of Garagos. The Bloodreavers in Forlorn Gard 
  bathed in the blood of their enemies. For that, and their 
  years-long dedication, Gargos has bestowed upon them his 
  blessing. The Blessing of Garagos does the following for the 
  all Bloodreavers in Episode 2: 
  • Garagos casts death ward on the Bloodreavers, providing 
  them a measure of protection from death. The first time a 
  Bloodreaver would drop to 0 hit points as a result of taking 
  damage, the Bloodreaver instead drops to 1 hit point, and 
  is instantly teleported to the Battle Garde as if they used 
  the spell plane shift. If death ward is still in effect when the 
  Bloodreaver is subjected to an effect that would kill it 
  instantaneously without dealing damage, that effect is 
  instead negated against the death ward, and the spell 
  ends.  
   What Do the Bloodreavers Know? The 
  Bloodreavers have vast knowledge of the characters 
  after reading the Whispered Word’s obsessive notes 
  and details about each character and their many 
  adventures.  
   If captured or interrogated, the Bloodreavers 
  share the following information with the characters: 
  • 
  The Whispered Word and Garagos await 
  you at Godswalk Keep. 
  • 
  You are fools! Soldiers march on Alamontyr 
  this day! You must make a choice, stop the 
  Whispered Word or allow hundreds of 
  innocents to die (see “Battle of Alamontyr” 
  sidebar).  
  If the characters use the Bloodreaver passcode, 
  “Peace is for weak fools!” while wearing a 
  Bloodreaver disguise, they can attempt to enter the 
  Keep unnoticed. Disguises are potentially acquired 
  in Episode 1 from either the dead Bloodreavers 
  bodies or from Zeebs if a character has the Oeblar 
  background.  
   When a Bloodreaver gets within 20 feet of a 
  disguised character, the character must make a DC 
  20 Charisma (Deception) check. On a failure, the 
  Bloodreavers begin to shout “To arms! They are 
  here!” and then attack. On a success, the 
  Bloodreavers order the character to prepare for the 
  arrival of the characters.  
  Battle of Alamontyr 
  The Whispered Word has convinced Baron Frostmire, a 
  dragonborn paladin warlord looking to claim his own Border 
  Kingdom, to lead one hundred knights on an attack against 
  the large town of Alamontyr, which is roughly 400 miles 
  northeast of Forlorn Gard. This attack coincides at the same 
  time the characters are in Forlorn Gard. The characters have 
  a chance to meet them on the battlefield and defeat them. 
  This optional event gives high-level characters a moral 
  dilemma and a challenging choice if they can gather this 
  information from a Bloodreaver or other clues. It is also a 
  means to split the party to challenge high-level players. High-
  level characters who can teleport vast distances can 
  potentially complete this task designed as a simple group 
  ability check. Additionally, characters can use the Whispered 
  Word’s letter and say the words, “The loud whispers of war 
  shatter the dreams of peace,” to teleport back to Forlorn 
  Gard (see appendix 2 for the Whispered Word’s letter). This 
  only works if the Whispered Word’s letter is with the 
  characters at the Battle of Alamontyr.  
   
  To make a group ability check, each character participating 
  in the event makes an ability check using the skill of their 
  choice. If at least half the group succeeds, the whole group 
  succeeds at defeating Baron Frostmire’s forces in the Battle 
  of Alamontyr. Otherwise, they fail, and Baron Frostmire’s 
  forces occupy Alamontyr resulting in the deaths of many 
  innocent civilians.  
   
  Difficulty. This is a DC 30 group ability check. However, the 
  DC is reduced by 5 for every character that participates in the 
  check.  
   
  Epic Success. Zero failed ability check. The characters 
  heroically defend Alamontyr. All participating characters gain 
  inspiration! 
   
  Success. At least half the group succeeds their ability check 
  and there is at least one failed ability check. After a hard-
  fought battle, the characters defeat Baron Frostmire’s forces 
  and successfully defend Alamontyr! Nonetheless, the battle 
  was bloody and violent, and participating characters take 28 
  (8d6) slashing damage from the battle. 
   
  Failure. At least half the group fails their ability check and 
  there is at least one successful ability check. After a hard-
  fought battle, Baron Frostmire’s forces defeat the characters 
  and occupy Alamontyr! The streets of Alamontyr run red with 
  blood and participating characters take 42 (12d6) slashing 
  damage from the battle and gain one level of exhaustion. 
   
  Epic Failure. Zero successful ability checks. The 
  Bloodreavers lay waste to the forces of Alamontyr and 
  occupy the town. All participating characters take 91 (26d6) 
  slashing damage from the battle and gain two levels of 
  exhaustion. 
   
   
  
   
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  12 
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very weak party: The death knights have 140 hit points, the 
  Bloodreaver Commander (uses the Githyanki Supreme 
  Commander statistics) has 130 hit points, and the war priest 
  has 90 hit points. 
  Weak party: The death knights have 160 hit points, the 
  Bloodreaver Commander (uses the Githyanki Supreme 
  Commander statistics) has 150 hit points, and the war priest 
  has 100 hit points. 
  Strong party: The death knights have 220 hit points, the 
  Bloodreaver Commander (uses the Githyanki Supreme 
  Commander statistics) has 230 hit points, and the war priest 
  has 160 hit points. 
  Very strong party: The death knights have 247 hit points, the 
  Bloodreaver Commander (uses the Githyanki Supreme 
  Commander statistics) has 264 hit points, and the war priest 
  has 180 hit points. 
  The entrance gate doors to Forlorn Gard are 
  battered in. The Bloodreavers used chains to tie a 
  Forlorn Gauntlet Adventuring Band survivor (use 
  the commoner statistics) to each of the two gate 
  doors. The survivors wail in agony and are both 
  missing the legs from battle wounds. If not helped, 
  they bleed out and die after ten minutes. 
  These stables are empty except for a young human 
  child named Connor (chaotic good human 
  commoner) hiding under the hay piles.  A character 
  succeeding on a DC 15 Wisdom (Perception) check 
  spots Connor’s leg protruding from the hay pile. If 
  Connor is discovered, he throws himself to the 
  ground crying and shouting, “Don’t kill me, don’t kill 
  me please!” A character can calm Connor down with 
  a successful DC 12 Charisma (Persuasion) check. 
  Once calm, he informs the characters that the 
  Bloodreavers came out of nowhere and slaughtered 
  everyone in Forlorn Gard, and tied his parents up 
  inside the Keep.  
   He says he overheard Bloodreavers talking about 
  a “gateway” in the map room. Connor knows the 
  location of the map room (area F20). He also thinks 
  there might be some survivors hiding in area F22 
  and is willing to lead the characters anywhere in the 
  stronghold. 
  There are four towers, one at each corner of the 
  stronghold. While in the tower, a creature has three 
  quarters cover (+5 bonus to AC and Dexterity saving 
  throws) unless attacked from overhead. 
  Three Forlorn Gauntlet Adventuring Band survivors 
  (use the commoner statistics) grovel in pools of 
  their blood on the patio in front of the doors leading 
  to area F9.  If they spot the characters, they beg them 
  for aid. 
  This is a simple workshop for the stronghold. Tools 
  lay atop the tables. A successful DC 12 Wisdom 
  (Perception) check reveals a small toy pony on the 
  floor underneath one of the workshop tables. A few 
  stray strands of blonde hair remain on the toy. The 
  hair belongs to Rosa, who is hiding in area F17. 
  A small toy pony. 
  The armory of the Forlorn Gauntlet Adventuring 
  Band with weapons that have the words, “Forlorn 
  Gauntlet Adventuring Band” etched on them.  
  A simple training area for the Forlorn Gauntlet 
  Adventuring Band with archery targets and sword-
  fighting pells. The Bloodreavers tied eight Forlorn 
  Gauntlet Adventuring Band survivors (use the 
  commoner statistics) to each of the training objects.  
  This is a small shrine dedicated to Tymora. The 
  Bloodreavers desecrated the shrine by placing a 
  decapitated head on the altar of Tymora. Through 
  divine intervention, Tymora, the goddess of fortune, 
  speaks to the characters through the head when the 
  characters enter the chapel. Tymora asks the 
  characters to re-consecrate her shrine. 
   Consecrating the Shrine. Characters can 
  consecrate the shrine using holy water and 
  succeeding on a DC 15 Intelligence (Religion) check. 
  Alternatively, a character can use the hallow spell to 
  consecrate the shrine. If the characters consecrate 
  the shrine, Tymora asks the characters to shout the 
  phrase, “Fortune favors the bold!” Any character 
  who shouts this phrase within one minute after 
  consecrating the shrine gains Tymora’s Boon of 
  Luck.  
   Once the shrine is consecrated, and characters 
  gain Tymora’s Blessing, the head vanishes. 
   
   
  
   
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  13 
  Tymora’s Blessing 
  A character that earns Tymora’s Blessing can add a d10 roll to 
  any ability check, attack roll, or saving throw they make. 
  Once they use this blessing, they can’t use it again. 
   
  Tymora’s blessing fades at the conclusion of this 
  adventure.  
  There are six Forlorn Gauntlet Adventuring Band 
  survivors (use the commoner statistics) strapped 
  down with chains to chairs around the grand hall 
  dining table. Two of these survivors are Connor’s 
  parents (as determined by the DM). If the characters 
  rescue Connor’s parents and reunite them with 
  Connor, the characters gain Chauntea’s Blessing.  
  Chauntea’s Blessing 
  Chauntea, the Great Mother, smiles upon seeing children 
  reunited with their parents. Chauntea grants the characters 
  inspiration for these acts of kindness. Additionally, Chauntea 
  casts Planar Ally once for the party. Chauntea sends a 
  celestial of the DMs choice to assist the characters until the 
  conclusion of this adventure. All related expenses are 
  covered by Chauntea. Chauntea’s blessing and all it’s effects 
  fade at the conclusion of this adventure. 
   
  Chauntea’s Tatoo. As a symbol of thanks to heroic 
  characters reuniting families, Chauntea offers to give the 
  characters an illuminated magical tatoo on a body part of 
  their choosing. The tatoo is a bussle of grain, the symbol of 
  Chauntea. 
  Useless trinkets litter the floor of this ruined 
  barracks. If a character searches the room and 
  succeeds on a DC 15 Wisdom (Perception) check, 
  they discover seven Forlorn Gauntlet Adventuring 
  Band badges. If a character succeeds this check by 
  five or more, they also find a potion of heroism. 
  A potion of heroism and seven Forlorn Gauntlet 
  Adventuring Band badges (trinkets with no 
  monetary value). The badges are iron, colored deep 
  purple, and in the shape of a shield.  
  This kitchen looks like hell. Blood, body parts, and 
  bad recipes litter the floor. If a character searches 
  the kitchen and succeeds on a DC 15 Wisdom 
  (Perception) check, they find a recipe in a glass 
  bottle with a cork stopper. The recipe in the bottle 
  reads, “Nurfenpurf’s triple–stuffed bacon, potato, 
  and omelet stew.”  
  Nurfenpurf’s triple–stuffed bacon, potato, and 
  omelet stew 
  Bags of potatoes, herbs, and grain are kept tidily on 
  shelves in this room. There are also eight crates of 
  preserved chicken gizzards. 
  A rudimentary latrine.  There is a dead human sitting 
  on the latrine. The dead human has an arrow in their 
  chest, pining them as they sit lifeless atop the latrine. 
  Underneath the dead human, inside the latrine, is an 
  elixir of health. 
  There is an elixir of health inside the latrine. 
  The Forlorn Gauntlet Adventuring Band uses this 
  common area to relax. There is a strange gridded 
  map on the circular table along with four carved 
  wooden miniature figures. 
  Gridded map and four carved wooden miniature 
  figures. The wooden figures resemble a cleric, 
  wizard, fighter, and a rogue. 
  Four officers quarters, each with a slain Forlorn 
  Gauntlet Adventuring Band member lying in a bed 
  with a sword plunged through their chest. 
  Bloodreavers killed them while they slept. There are 
  locked chests in each room containing a gem-
  encrusted ceremonial sword used exclusively by 
  members of the Forlorn Gauntlet Adventuring Band. 
  A character unlocks the chest with a successful DC 
  18 Dexterity (thieves’ tools) check. 
  These are the quarters of Lady Dazmra Phelflask, 
  leader of the Forlorn Gauntlet Adventuring Band.  
   A note on the circular table in her room reveals 
  that she and several other members of the Forlorn 
  Gauntlet Adventuring Band ventured out on a quest 
  several moons ago. The letter says she is returning 
  in one week from today.  
   The chest in this room is locked and contains one 
  week’s worth of expenses for the Forlorn Gauntlet 
  Adventuring Band members. A character unlocks the 
  chest with a successful DC 18 Dexterity (theives’ 
  tools) check.
  
   
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  14 
  Blood stains the floor of this otherwise empty 
  latrine. Characters with a passive Perception score 
  of 14 or higher hear faint sobbing coming from 
  underneath the toilet seat in the latrine. Underneath 
  the toilet seat is a 5-foot drainage pit for human 
  waste. Hiding inside, sobbing, is a young human 
  child named Rosa. Fearing for her safety, Rosa’s 
  parents hid her there when the Bloodreavers 
  attacked. A character that succeeds on a DC 15 
  Charisma (Persuasion) check can gain Rosa’s trust 
  and get her to come out of hiding. The characters 
  automatically succeed on this check if they present 
  Rosa with her toy pony from area F5.  
   The DM determines which two Forlorn Gauntlet 
  Adventuring Band survivors in Forlorn Gard are 
  Rosa’s parents. Use this randomness to create 
  dramatic events or impacts in their placement. If the 
  characters rescue Rosa’s parents and reunite them 
  with Rosa, they gain Chauntea’s Blessing (see the 
  Chauntea’s Blessing sidebar). 
  This washroom appears to be devoid of any signs of 
  battle. Perfume bottles and lavender are on top of a 
  shelf in this room. The water is warm to the touch, a 
  sign that this must come from a warm water spring 
  underground. 
  This study has multiple self-published books 
  dedicated to the adventures of the Forlorn Gauntlet 
  Adventuring Band. Also, there are many letters 
  addressed to leaders throughout the Border 
  Kingdoms. There are four specific letters of note, 
  opened and on top of the desk as if fate itself wanted 
  them found. These four letters contain a discourse 
  between Brother Thorin Fireforge and Elminster 
  Aumar (see appendix 3A – 3D for the letters). 
  Elminster’s Letters 
  These letters are a means of conveying important “lore” to 
  the characters. Use these letters to help immerse the players 
  in the adventure and the world their characters live in. 
  Two letters written between Brother Thorin 
  Fireforge and Elminster Aumar. 
  The map room contains a large map of the Border 
  Kingdoms in the center of the room on a wooden 
  table. Atop the map is an open portal, leading to 
  Godswalk Keep. Any creature that steps inside the 
  portal teleports to Godswalk Keep in Episode 3. 
  There is no return portal on that side of the portal. 
  The Whispered Word placed this portal here to lure 
  the characters into their final trap. 
   Characters that examine the portal and succeed on 
  a DC 23 Intelligence (Arcana) check determine this 
  portal functions similarly to the gate spell. Except 
  this portal does not teleport you to another plane of 
  existence, it merely teleports you to another location 
  in the Border Kingdoms. 
  Maps, books, and scrolls liter the floor of this reading 
  room. The Forlorn Gauntlet Adventuring Band uses 
  this room to research locations in the Border 
  Kingdoms for their next quests. Additionally, this 
  room has a secret door behind the bookcase on the 
  south wall of the room.  
   Characters that search the room and succeed on a 
  Wisdom (Perception) check of DC 20 hear muffled 
  noises coming from behind the bookshelf against the 
  southern wall of the room.  
   Characters that search the bookcase or south wall 
  and succeed on a DC 18 Intelligence (Investigation) 
  check uncover a blue book, that if pulled, serves as a 
  lever to open up the secret door leading to area 22. 
  Three severely wounded Forlorn Gauntlet 
  Adventuring Band survivors (use the commoner 
  statistics), are hiding in this treasury. They lack any 
  will to fight and plead for the characters to save 
  them from the Bloodreavers.  
   This is also the location of the Forlorn Gauntlet 
  Adventuring Band treasury. There are relics, art, 
  gems, gold coins, and oil of sharpness in the locked 
  chests of this room. 
   One of the wounded Forlorn Gauntlet Adventuring 
  Band survivors in this room has a key to unlock the 
  chests. Without a key, a character unlocks the chest 
  with a successful DC 18 Dexterity (thieves’ tools) 
  check.  
  The Forlorn Gauntlet Adventuring Band survivors 
  offer the characters one oil of sharpness as a sign of 
  gratitude for saving them. 
  This episode concludes when the characters enter 
  the portal leading to Godswalk Keep to complete 
  story objective B, thwart the Whispered Word’s 
  plans. Proceed to Episode 3: Whispers of 
  Godswalk Keep to continue the adventure. 
   
  
   
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  15 
  Estimated Duration: 120 minutes 
   
  The characters begin this episode 30 feet south of 
  area G1. The portal from Forlorn Gard exits in front 
  of the battlements of GODSWALK KEEP and the 
  Bloodreavers are ready to attack! Read or 
  paraphrase the following to begin this episode: 
  The massive stone battlements of the ruined fortress city of 
  Godswalk Keep tower against the dark caverns above as 
  Bloodreaver’s occupy deadly ballistas in the towers. 
   
  Crackling magical energy shatters throughout the cavern as 
  a dark, vile chanting grows louder over the Bloodreavers’ 
  screaming ravenous war chants of the glories of battle. 
  While the enemies here are weak, their mission is to 
  stall the characters so the Whispered Word can 
  complete the summoning of Garagos.  
  Thwart the Whispered Word’s plans. 
  Notes for the DM 
  This episode plays out over two combat encounters meant to 
  challenge the players and their characters in high tier play. 
  DMs are encouraged to cheer on their player’s characters to 
  succeed. It is strongly discouraged to treat this as an 
  adversarial event between the DM and the players. Before 
  continuing with this episode, speak with your players and 
  inform them to expect a highly challenging scenario. 
  The area has the following features. 
   Godswalk Keep. Godwalk Keep is mostly 
  underground after failed mining attempts caused 
  much of it to collapse.  
   Godswalk Keep Entrance. There are two 
  entrances that both lead to the inner sanctum of 
  Godswalk Keep (marked G3 on the map). These 
  entrances are made of adamantine, with AC 23, 100 
  hit points, damage threshold of 40, and immunity to 
  poison and psychic damage. The entrances require a 
  successful DC 25 Strength (Athletics) check to open. 
   Lighting. Dim light caused by swirling magical 
  energy throughout the cavern. 
   Cavern features. The cavern expands upwards for 
  100 feet. There is a massive fissure beneath the 
  bridge that drops two miles down into the 
  Underdark. 
   Sounds. Magical energy causes a thunderous 
  sound to reverberate throughout the cavern. Dark 
  incantations and chanting echo about the cavern 
  while Bloodreavers shout bloodcurdling war chants. 
   Walls. The stone walls of Godswalk Keep are 40-
  feet tall. 
   Towers. There are three towers, each 60-feet tall 
  with arrow slits that provide three-quarters cover 
  (+5 bonus to AC and Dexterity saving throws). 
   Barricades. There are nine wooden barricades 
  with AC 15, and 27 hit points. 
   Magical Ballistas. There are ten magical ballistas 
  fueled by ancient netherese magic, three each on the 
  southernmost towers, and four on the northwest 
  tower. The magical ballista make a ranged attack on 
  initiative count 20 (losing initiative ties). Each 
  ballista has AC 15, 50 hit points, and immunity to 
  poison and psychic damage. All ballistas attack as 
  one as a single ranged weapon. Attack: +12 to hit, 
  range 120/480 ft., one target. Hit: 5 (1d10) force 
  damage per magical ballista in the group. For 
  example if there are 8 magical ballistas, roll one 
  single ranged attack for the group, on a hit they deal 
  44 (8d10) force damage to the target. 
   Reverse Gravity. The entire cavern has a random 
  reverse gravity effect. The DM can activate this effect 
  at their discretion, or they can roll 1d6 at their 
  discretion. On a roll of 4, 5, or 6, the reverse gravity 
  effect activates. See the sidebar below for more 
  information. The Bloodreavers are aware of this 
  effect. They, and all their equipment, are attached to 
  5-foot chains so that they do not “fall” when the 
  gravity reverses. Flying characters are not affected 
  by reverse gravity. 
  Reverse Gravity and Magical Ballistas! 
  As stated in Elminster’s letter to Brother Fireforge (see 
  appendix 3D), the entirety of this cavern has a random 
  reverse gravity effect, which usually lasts 6 seconds (1 
  combat round). All creatures and objects that aren’t 
  somehow anchored to the ground in the area fall upward 100 
  feet. A creature that succeeds on a DC 15 Dexterity saving 
  throw can grab onto a fixed object it can reach, thus avoiding 
  the fall. 
   
  If some solid object (such as the cavern ceiling) is 
  encountered in this fall, falling objects and creatures strike it 
  just as they would during a normal downward fall. If an 
  object or creature reaches the top of the area without 
  striking anything, it remains there, oscillating slightly, for the 
  duration (6 seconds). 
   
  At the end of 6 seconds, affected objects and creatures fall 
  back down. 
   
  Magical ballistas. These magical ballistas are magically 
  altered to protect the Bloodreavers and magically operate on 
  their own. The moment the characters present themselves as 
  enemies of the Bloodreavers, or when the Bloodreavers are 
  attacked, are examples of when the magical ballistas attack 
  the characters until they are destroyed or the characters are 
  dead. 
  
   
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  16 
  Combat begins as soon as the Bloodreavers spot the 
  characters. If the characters are visible, the 
  Bloodreavers atop the towers spot them and sound 
  the alarm to their presence. The battle begins! 
   
   Two brave Bloodreaver knights stand on the 
  bridge and openly challenge the characters to single 
  combat, to the death! If you want to take a humorous 
  approach to this encounter, consider using the Black 
  Knight bridge scene from the movie, Monthy Python 
  and the Holy Grail, as inspiration. 
  Playing the Pillars 
  Here are some suggestions for this encounter: 
   
  Combat. The Bloodreavers are ready for combat and know 
  they are likely going to die. All they hope to do is delay the 
  characters. They might challenge the characters to one-on-
  one combat to slow down the characters. 
   
  Exploration. If anyone falls in the fissure below the bridge, 
  they plummet two miles into the Underdark, to their death. 
   
  Social. The Bloodreavers only engage in conversation if it 
  relates to fighting one-on-one in a fight to the death. Before 
  fighting to the death, the Bloodreavers try to implement 
  complex and archaeic rules for combat to delay their 
  inevitable demise. Some examples of these rules include: 
  fighting with eyes closed while hopping on one foot whilst 
  eating a rabbit leg, or using butter to grip your weapon while 
  singing a hymn in honor of the beloved township of 
  Phandalin. 
   What Do the Bloodreavers Know? The 
  Bloodreavers know their purpose is to delay the 
  characters for as long as possible. The more time 
  they buy the Whispered Word, the more likely it is 
  the Whispered Word shows up with Garagos to 
  slaughter the characters. The Bloodreavers attached 
  themselves to the bridge with 5-foot chains bolted 
  into the ground. They did this so that when the 
  gravity reverses, they are unaffected. 
   Converting the Bloodreavers. Characters that 
  make a compelling case and succeed on a DC 20 
  Charisma (Persuassion) check or a DC 20 Charisma 
  or Strength (Intimidation) check convince the 
  Bloodreavers to give up their cause. These 
  Bloodreavers respect power which grants advantage 
  on all Charsima or Strength (Intimidation) checks 
  made against them. 
  The entrances to Godswalk Keep mysteriously opens 
  when the characters defeat the Bloodreavers. 
   
   
  Godswalk Keep (1 square = 5 feet) 
  
   
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  17 
  Once through the entrance, the characters arrive at 
  the INNER SANCTUM. This is where the characters 
  face the Whispered Word, Garagos, and any 
  remaining Bloodreavers. The Whispered Word 
  painstakingly planned every move the characters 
  would take to bring them to this moment.  
   Unbeknownst to the characters, the WHISPERED 
  WORD has taken on the form of Elminster Aumar, 
  the Sage of Shadowvale. 
   Read or paraphrase the following to begin: 
  Elminster Aumar stands next to a throne overlooking the inner 
  sanctum. He points his staff at the summoning circleas  he 
  reads from his tome, “Garagos! Lord of War, I summon thee 
  from the Battle Garde!” 
  If the Whispered Word sees the characters, add the 
  following: 
  Elminster eyes glare towards you as he shouts, “Die you fools!” 
  His skin shreds into a thousand pieces as he transforms into a 
  gargantuan ferocious dragon! 
  Combat immediately begins when an enemy sees the 
  characters. 
  The area has the following features. 
   Inner Sanctum. The inner sanctum is overlooked 
  by statues of heroes long passed, and a single throne.  
   Summoning Circle. A massive summoning circle 
  occupies the center of the inner sanctum. 
   Ceiling. The ceiling is 100 feet high. 
   Lighting. The summoning circle casts bright light 
  throughout the inner sanctum. 
   Sounds. The voice of the Whispered Word echoes 
  throughout this sanctum as they whisper the failings 
  of the characters over their many adventures.  
   Reverse Gravity. The entire inner sanctum has a 
  random reverse gravity effect. The DM can activate 
  this effect at their discretion, or they can roll 1d6 at 
  their discretion. On a roll of 4, 5, or 6, the reverse 
  gravity effect activates. See the sidebar above for 
  more information. The Whispered Word is aware of 
  this effect. Flying characters are not affected by 
  reverse gravity. 
   Whispered Word’s Lair Actions. On initiative 
  count 20 (losing initiative ties), the Whispered Word 
  takes a lair action to cause one of the following 
  effects: 
  • A strong wind blows around the dragon. Each 
  creature within 60 feet of the dragon must 
  succeed on a DC 15 Strength saving throw or be 
  pushed 15 feet away from the dragon and knocked 
  prone. Gases and vapors are dispersed by the 
  wind, and unprotected flames are extinguished. 
  Protected flames, such as lanterns, have a 50 
  percent chance of being extinguished. 
  • A cloud of sand swirls about in a 20-foot-radius 
  sphere centered on a point the dragon can see 
  within 120 feet of it. The cloud spreads around 
  corners. Each creature in it must succeed on a DC 
  15 Constitution saving throw or be blinded for 1 
  minute. A creature can repeat the saving throw at 
  the end of each of its turns, ending the effect on 
  itself on a success. 
   
  Inner Sanctum (1 square = 5 feet) 
  The Whispered Word (use the ancient brass 
  dragon statistics) initially appears as Elminster 
  Aumar. They revert into their dragon form before 
  combat begins or at the DM’s discretion. The 
  Whispered Word is not truly a dragon, this stat block 
  is used to showcase the Whispered Word’s ability to 
  shapeshift into powerful creatures at will. 
   Whether or not Garagos (use the Bel statistics) 
  and any Bloodreavers (the stat blocks of the 
  Bloodreavers that escaped to the Battle Garde in 
  Episode 2) are present depends on the amount of 
  game time that has passed. 
   What Does the Whispered Word Know? The 
  Whispered Word knows that killing the characters 
  makes Garagos immensely powerful and 
  permanently summons him into the Realms. Once 
  Garagos gains his full strength and after the 
  characters are slain, the Whispered Word and the 
  Bloodreavers will wage war across the Border 
  Kingdoms with Gargos at their side. Garagos wants 
  to encourage the realms of the Border Kingdoms to 
  fight each other as a way to create an “everlasting 
  war” to fuel his insatiable appetite for death and 
  destruction.  
   
   
  
   
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  The Whispered Word and Garagos 
  The following lore and stat block modifacations on the 
  Whispered Word and Garagos are used for this encounter. In 
  Adventurer’s League, modules can only contain officially 
  published stat blocks. It is important for DM’s to recognize 
  that the stat blocks used for the Whispered Word and 
  Garagos only represent the mechanical actions of those 
  characters. Their descriptions and appearance need to be 
  described accordingly to set the appropriate tone and mood.  
   
  The Whispered Word. The Whispered Word’s true identity 
  and form is a mystery. There are some who believe the 
  Whispered Word might be a child of Cyric, the Prince of Lies, 
  others believe they are a dark manifestation brought into the 
  Realms to counteract the heroic deeds of the characters. 
  Whatever the case is, there is no known method of 
  witnessing their true form.  
   
  The Whispered Word is obsessed with the characters and 
  has studied their entire adventuring careers. They are 
  obsessed with the characters because they are jealous of 
  their power, glory, and success. They want to slay the 
  characters as the ultimate sacrifice to Garagos. Sacrificing 
  such powerful characters empowers Garagos and 
  permanently keeps his avatar in the Realms so the Whispered 
  Word and Gargagos can see an eternal war ravage the Border 
  Kingdoms. 
   
  Whispered Word Stat Block Modifications. The Whispered 
  Word’s creature type is humanoid instead of dragon. And 
  their alignment is chaotic evil. 
   
  Garagos. Garagos is the Lord of War, defeated in battle by 
  Tempus, the Lord of Battles. In his anger, Garagos has 
  become a mindless killing machine, seeking blood and death 
  on the battlefield above all else. If allowed to remain in the 
  Realms, Garagos is sure to lead the Bloodreavers to forment 
  war and chaos throughout the Border Kingdoms and beyond. 
  Garagos appears as a muscular humanoid male with flowing 
  jet black hair and six arms, each wielding a sword. He is clad 
  in ornate black plate armor. 
   
  Garagos Stat Block Modifications. Garagos’s size is 
  Gargantuan. 
   
  Any ice devils summoned by Garagos appear as 
  Bloodreavers he is summoning from the Battle Garde. They 
  appear as humanoids of  the DMs choice, wearing black 
  armor with crimson capes. 
   Enemy Tactics. The enemies know everything 
  about the characters due to the Whispered Words 
  obsession with the characters over their adventuring 
  career. They seek to kill the most dangerous 
  character first, if a character is knocked unconscious, 
  they all target that character in an attempt to kill 
  them. The Whispered Word attempts to escape with 
  their life if the battle appears to be going against 
  their favor. 
   
  Adjusting the Encounter 
  Here are recommendations for adjusting this combat 
  encounter. These are not cumulative. 
  Very weak party: The Whispered Word has 250 hit points 
  and Garagos has 280 hit points.  
  Weak party: The Whispered Word has 270 hit points and 
  Garagos has 303 hit points. 
  Strong party: The Whispered Word has 370 hit points and 
  Garagos has 425 hit points. 
  Very strong party: The Whispered Word has 459 hit points 
  and Garagos has 486 hit points. 
   Three hours of game time has passed. The 
  Whispered Word, Garagos, and any Bloodreavers 
  that used plane shift to the Battle Garde are waiting 
  for the characters, ready for combat. Gargos 
  summons ice devils as often as he can to ensure he 
  has a superior combat advantage! 
   Three hours of game time has not passed. The 
  Whispered Word is attempting to summon Garagos 
  and the Bloodreavers that used plane shift in Episode 
  2. The characters have a chance to halt the 
  summoning if they kill the Whispered Word. 
  Reference the below sidebar for more information 
  and how to make this encounter challenging and 
  rewarding for combat optimized parties. 
  Halting the Full Summoning 
  If the characters arrive before Garagos is summoned and kill 
  the Whispered Word or use magic to used to prevent the 
  summoning, Garagos uses his god-like powers to summon 
  himself into the Realms temporarily to attack the characters. 
  He only lasts for 1d6 + 1 rounds of combat before perishing 
  back into the Battle Garde. However, no Bloodreavers appear 
  with him. 
   
  Halting the Full Summoning for combat optimized parties. 
  For groups that enjoy a tough combat challenge there is one 
  alternate ending that might appeal to them if they arrive 
  before three hours of game time has passed. If you believe 
  your group is up for the challenge, Elminster contacts the 
  characters using powerful telepathy. Elminster informs the 
  characters that he can magically alter the summoning ritual, 
  and that this brings Garagos and his minions into the world. 
  However, if the characters kill Garagos and his minions it 
  creates a 100-year magical seal that prevents Garagos from 
  ever being summoned into this part of the world. Lastly, any 
  characters that accept this challenge and complete it are 
  offered a permanent magical colorful glowing tatoo of their 
  choice on any part of their body that comes to life and 
  depicts the epic events that took place during this battle. 
   
  
   
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  19 
  The Meeting of the Three occurs after Garagos is 
  summoned and at the DMs discretion. It is best to 
  implement this at a cinematic moment during the 
  final combat.  
   Read or paraphrase the following to begin the 
  Meeting of the Three: 
  The fabric of realiy rips open into another plane of existence. 
  For a moment, time ceases to exist, two figures walk through 
  from this tear in reality. The first is a slender black hooded 
  figure with three sets of arms, slate gray skin, and sharp fangs. 
  The second, a striking female humanaoid with the head of a 
  cat and the body of a human woman.  
  Jergal, the Forgotten One and Sharess, the Dancing 
  Lady, both appear. These two deities converse with 
  the characters and offer them their assistance by 
  offering to make two characters their champions. 
  The deities explain what powers they grant their 
  champions as described below in “Champion of 
  Jergal” and “Champion of Sharess.”  
   A character that voluntarily swears allegiance to a 
  god becomes their champion, however, there can 
  only be one champion per deity. If two or more 
  characters want to become a champion, the 
  champion is the character who makes the highest 
  Intelligence (Religion) check to appeal to the gods. 
   The moment champions are declared or the 
  characters decline to become champions, time 
  resumes as normal. Any attempt to attack or harm 
  other creatures also resumes time. 
  Jergal and Sharess 
  The following lore may help DMs during this encounter: 
   
  Jergal. Jergal is seen as an uncaring custodian of the dead. 
  He is thought to record the passing of the living and to aid 
  Kelemvor in seeing that souls are properly bound to their 
  appropriate afterlife. Jergal has three sets of arms, slate gray 
  skin, sharp fangs, and wears a black hooded cloak. Jergal 
  sardonically tells the characters he just might call on their aid 
  sometime for offering his assistance here. 
   
  Sharess. Sharess is the goddess of hedonism, and appears 
  as a striking female humanaoid with the head of a cat and the 
  body of a human woman. Mortals in her presence feel full of 
  life, excitement, and wonder. She purrs when she talks, and 
  in return for her assistance she only asks that the characters 
  think of her often and make offerings to her accordingly. 
   Champion of Jergal. Jergal imbues one of the 
  characters with his essence. For 1 minute, the 
  character is immune to damage from Garagos, and 
  the Garagos is immune to damage from the 
  character. 
   Champion of Sharess. Sharess imbues one of the 
  characters with her essence. For 1 minute, the 
  character can only target Garagos with their attacks 
  and spells, and Garagos can only target the character 
  with his attacks and spells (for area effect spells, the 
  Champion only needs to be within the effected area 
  and not in the center of the spell’s area). 
  Additionally, during this minute, the character grows 
  beautiful feathered wings granting the character a 
  flying speed equal to their walking speed. When the 
  Champion of Sharess dies, this effect instantly ends 
  and Garagos is able to normally target any character 
  of his choice.  
   The Howling. After any of the characters become 
  a champion, time resumes as normal and Garagos 
  lets out an earth-shattering scream of rage. Garagos 
  unleashes his power and blasts up to ten creatures 
  of his choice that you can see within 100-feet. 
   Each target must make a DC 23 Constitution 
  saving throw. On a failed save, a target takes 14d6 
  (49) thunder damage and is deafened for one 
  minute. On a successful save, a target takes half as 
  much damage and is not deafened. If a target is killed 
  by this damage, its head explodes, assuming it has 
  one. 
   A defeaned target can make a Constitution saving 
  throw DC 23 at the end of each of its turns. On a 
  successful save, the defened condition ends.  
  If the characters are victorious in defeating Garagos, 
  the real Elminster Aumar appears with Mage 
  Elaztara Rymdyl. They thank the characters for 
  saving the Border Kingdoms from certain doom, and 
  invite them to join them for a meal so that they may 
  share their stories of adventure!  
   If the characters are all killed, narrate a scene of 
  the the Whispered Word smiling as they sit upon 
  Mage Elaztara Rymdyl’s tower with her decapitated 
  head at their feet. In the distance, Garagos leads a 
  massive army of Bloodreavers. War has befallen the 
  Border Kingdoms!  
   In either outcome, proceed to Adventure 
  Rewards to wrap up the session.  
  What happens to Forlorn Gard? 
  The future of Forlarn Gard is dependent on if the characters 
  helped save the Forlorn Gauntlet Adventuring Band Survivors 
  in Episode 2. DMs are encouraged to expand upon these 
  endings to give heroic and good aligned parties a sense of 
  accomplishment and satisfaction with their actions in Forlorn 
  Gard. 
   
  Survivors Saved. The survivors reestablish Forlorn Gard 
  and provide much needed stability and security within their 
  region of the Border Kingdoms. The Border Kingdoms are 
  more safe because the characters acted heroically. 
   
  Survivors Not Saved. Forlorn Gard becomes an abandoned 
  ruin for monsters, bandits, and other nefarious creatures. 
  The Border Kingdoms are less safe because the characters 
  failed to act.
  
   
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  Upon completing the adventure, the characters 
  receive rewards based upon their accomplishments. 
  The characters earn the following rewards: 
  Upon successfully completing this adventure, each 
  character gains a level. At their discretion, they may 
  choose to decline advancement. Remind your 
  players that the amount of gold that their characters 
  can earn per level is limited; declining advancement 
  means that they may reach a point where they earn 
  no gold. 
  Award each character gold for each hour of the 
  session. Adventures typically features cues for this, 
  but you can add it where you see fit. The maximum 
  gold that you can award a character per hour is 
  determined by their tier, as follows: 
  Tier 
  Hourly GP Award 
  GP Limit per Level 
  1 
  20 gp 
  80 gp 
  2 
  30 gp 
  240 gp 
  3 
  200 gp 
  1,600 gp 
  4 
  750 gp 
  6,000 gp 
   
  If found during the adventure, the characters can 
  keep the following magic items; these items are 
  described in Appendix 10: 
  • Elixir of health 
  • Potion of heroism 
  • Oil of sharpness 
  • Tome of the Stilled Tongue 
   
  For running this adventure, one of your character 
  gains a level. That character receives gold based on 
  their tier prior to advancement: 
  Tier 
  GP Earned 
  1 
  80 gp 
  2 
  240 gp 
  3 
  1,600 gp 
  4 
  6,000 gp 
   
  You may also complete DM Quests for running this 
  adventure. See the Adventurers League Dungeon 
  Master’s Guide for more information. 
  
   
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  21 
  The following NPCs feature prominently in this 
  adventure.  
  Rex (rex). Rex is the bouncer for Melder’s door. 
  Quiet, professional, and always on the lookout for 
  trouble. 
  • What They Want. Rex is saving up to send his 
  children to school in Waterdeep. He dreams of 
  opening up his own bakery and serving delicious 
  Thayian quiches.  
  • Silent but Deadly. Rex hardly ever speaks. Over 
  years of learning to be quiet, he’s mastered the 
  ability to shoot out silent flatulence. If you upset 
  him, beware, you won’t hear if coming…but you’ll 
  smell it!  
   
  Zeebs (ZEE-bs). Zeebs is a cantankerous and 
  business savvy neogi. He has owned Melder’s Door 
  for over a decade and keeper of many secrets. He has 
  dirt on everyone, even the characters, just ask! 
  • What They Want. Zeebs wants to make money 
  and continue to be seen as a trusted keeper of 
  secrets. He expects the characters and does 
  anything he can to ensure they tell Elminster what 
  a nice fellow he is! 
  • Savvy and Slick. Zeebs can sell a half eaten bat to 
  a noble. He knows the right things to say to get 
  people to trust him.  
   
  Connor (CON-or). Connor is a young human child 
  that enjoys playing with toys and seeking adventure 
  in the wilderness. He witnessed the Bloodreavers 
  assault Forlorn Gard and fears for his families safety. 
  • What They Want. Connor wants to save his family 
  and friends from the evil wrath of the 
  Bloodreavers. 
  • Brave but Scared. Connor is scared that the 
  Bloodreavers will hurt him. However, he is brave 
  and willing to accompany the characters on a 
  quest to retake Forlorn Gard from the 
  Bloodreavers! 
  The Whispered Word. There are few creatures in 
  the Forgotten Realms as mysterious and conniving 
  as the Whispered Word. Their true form is unknown 
  to anyone, perhaps even to themselves since they’ve 
  spent their life changing shapes and appearances to 
  avoid recognition. 
  • What They Want. The Whispered Word wants to 
  lure the characters to Godswalk Keep and slay 
  them as a sacrifice for Garagos. They believe that 
  killing such powerful beings, such as the 
  characters, ensures Garagos grows in power and is 
  able to remain in the Realms once summoned. 
  Also, they want to summon Garagos into the 
  Border Kingdoms to bring an eternal state of war 
  to the region and thus empower Garagos to 
  become more powerful than ever before. 
  • No Fool. The Whispered Word has followed the 
  adventuring careers of the characters and knows 
  everything about them. Their weaknesses, their 
  strengths, their magical equipment, there is likely 
  nothing they do not know about the characters. 
  This also means they recognize when it’s time to 
  flee and live to fight another day, they recognize 
  dying is a fools errand which they do not intend to 
  carry out.  
   
  Garagos. Garagos is the Lord of War, defeated in 
  battle by Tempus, the Lord of Battles. In his anger, 
  Garagos has become a mindless killing machine, 
  seeking blood and death on the battlefield above all 
  else. 
  • What They Want. Garagos desires to lead the 
  Bloodreavers on a march across the Border 
  Kingdoms to create endless war and chaos 
  throughout the Border Kingdoms and beyond. No 
  amount of violence or war can quench his desire 
  for bloodshed. 
  • A Shell of Themselves. Garagos has changed over 
  the centuries following his defeat at the hands of 
  Tempest. He is now ruled by his own bloodlust 
  and desire for war. The once calculating Lord of 
  War is no more, there is only a violent monstrosity 
  that remains. 
   
   
   
  
   
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  22 
  Ancient Brass Dragon (Whispered Word) 
  Gargantuan dragon, chaotic good 
  Armor Class 20 (Natural Armor) 
  Hit Points 297 (17d20 + 119) 
  Speed 40 ft., burrow 40 ft.,  fly 80 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   27 (+8) 
  10 (+0) 25 (+7) 
  16 (+3) 15 (+2) 19 (+4) 
  Saving Throws DEX +6, CON +13, WIS +8, CHA +10 
  Skills History +9, Perception +14, Persuasion +10, 
  Stealth +6 
  Damage Immunities fire 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 24 
  Languages common, draconic 
  Challenge 20 (25,000 XP) 
  Legendary Resistance (3/Day). If the dragon fails a 
  saving throw, it can choose to succeed instead. 
  Actions 
  Multiattack. The dragon can use its Frightful Presence. 
  It then makes three attacks: one with its bite and two 
  with its claws. 
  Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., 
  one target. Hit: 19 (2d10 + 8) piercing damage. 
  Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., 
  one target. Hit: 15 (2d6 + 8) slashing damage. 
  Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one 
  target. Hit: 17 (2d8 + 8) bludgeoning damage. 
  Frightful Presence. Each creature of the dragon's 
  choice that is within 120 feet of the dragon and aware 
  of it must succeed on a DC 18 Wisdom saving throw or 
  become frightened for 1 minute. A creature can repeat 
  the saving throw at the end of each of its turns, ending 
  the effect on itself on a success. If a creature's saving 
  throw is successful or the effect ends for it, the 
  creature is immune to the dragon's Frightful Presence 
  for the next 24 hours. 
  Breath Weapons (Recharge 5–6). The dragon uses one 
  of the following breath weapons: 
  Fire Breath. The dragon exhales fire in an 90-foot line 
  that is 10 feet wide. Each creature in that line must 
  make a DC 21 Dexterity saving throw, taking 56 (16d6) 
  fire damage on a failed save, or half as much damage 
  on a successful one. 
  Sleep Breath. The dragon exhales sleep gas in a 90-foot 
  cone. Each creature in that area must succeed on a DC 
  21 Constitution saving throw or fall unconscious for 10 
  minutes. This effect ends for a creature if the creature 
  takes damage or someone uses an action to wake it. 
  Change Shape. The dragon magically polymorphs into 
  a humanoid or beast that has a challenge rating no 
  higher than its own, or back into its true form. It 
  reverts to its true form if it dies. Any equipment it is 
  wearing or carrying is absorbed or borne by the new 
  form (the dragon's choice). 
  In a new form, the dragon retains its alignment, hit 
  points, Hit Dice, ability to speak, proficiencies, 
  Legendary Resistance, lair actions, and Intelligence, 
  Wisdom, and Charisma scores, as well as this action. 
  Its statistics and capabilities are otherwise replaced by 
  those of the new form, except any class features or 
  legendary actions of that form. 
  Legendary Actions 
  The dragon can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature's turn. The dragon regains spent 
  legendary actions at the start of its turn. 
  Detect. The dragon makes a Wisdom (Perception) 
  check. 
  Tail Attack. The dragon makes a tail attack. 
  Wing Attack (Costs 2 Actions). The dragon beats its 
  wings. Each creature within 15 feet of the dragon must 
  succeed on a DC 22 Dexterity saving throw or take 15 
  (2d6 + 8) bludgeoning damage and be knocked prone. 
  The dragon can then fly up to half its flying speed. 
  Whispered Word Stat Block Modifications 
  The Whispered Word’s creature type is humanoid instead of 
  dragon and their alignment is chaotic evil. 
   
  
   
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  23 
  Bel (Garagos) 
  Large fiend (devil), lawful evil 
  Armor Class 19 (Natural Armor) 
  Hit Points 364 (27d10 + 216) 
  Speed 30 ft., fly 60 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   28 (+9) 
  14 (+2) 26 (+8) 
  25 (+7) 19 (+4) 26 (+8) 
  Saving Throws DEX +10, CON +16, WIS +12 
  Skills Arcana + 14, Insight + 11, Deception + 15, 
  Persuasion + 15 
  Damage Resistances cold; bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren't silvered 
  Damage  Immunities fire, poison 
  Condition Immunities poisoned 
  Senses truesight 120 ft., passive Perception 23 
  Languages common, infernal, telepathy, 120 ft. 
  Challenge 25 (75,000 XP) 
  Fear Aura. Any creature hostile to Bel that starts its 
  turn within 20 feet of him must make a DC 23 Wisdom 
  saving throw, unless Bel is incapacitated. Unless the 
  save succeeds, the creature is frightened until the start 
  of its next turn. If a creature’s saving throw is 
  successful, the creature is immune to Bel’s Fear Aura 
  for the next 24 hours. 
  Innate Spellcasting. Bel’s spellcasting ability is 
  Charisma (spell save DC 23). Bel can innately cast the 
  following spells, requiring no material components: 
  At will: detect magic, fireball 
  3/day each: dispel magic, hold monster, mirror image, 
  mislead, raise dead, teleport, wall of fire 
  1/day each: imprisonment, meteor swarm 
  Legendary Resistance (3/Day). If Bel fails a saving 
  throw, he can choose to succeed instead. 
  Magic Resistance. Bel has advantage on saving throws 
  against spells and other magical effects. 
  Magic Weapons. Bel’s weapon attacks are magical. 
  Actions 
  Multiattack. Bel makes three attacks: two with his 
  greatsword and one with his tail. 
  Greatsword. Melee Weapon Attack: +16 to hit, reach 
  10 ft., one target. Hit: 23 (4d6 + 9) slashing damage 
  plus 21 (6d6) fire damage. If the target is a flammable 
  object that is not being held or worn, it catches fire. 
  Tail. Melee Weapon Attack: +16 to hit, reach 10 ft., one 
  target. Hit: 25 (3d10 + 9) bludgeoning damage. If the 
  target is a creature, it must succeed on a DC 23 
  Constitution saving throw or be stunned until the end 
  of its next turn. 
  Legendary Actions 
  Bel can take 3 legendary actions, choosing from the 
  options below. Only one legendary action option can 
  be used at a time and only at the end of another 
  creature’s turn. Bel regains spent legendary actions at 
  the start of his turn. 
  Fireball. Bel casrs fireball. 
  Tactical Edge (Costs 2 Actions). Roll a d6 for Bel. The 
  number rolled on the die is subtracted from the next 
  attack roll made against Bel or an ally of his choice 
  within the next minute. 
  Summon Ice Devil (Costs 3 Actions). Bel magically 
  summons an ice devil with an ice spear (as described 
  in the ice devil’s entry in the Monster Manual). The ice 
  devil appears in an unoccupied space within 60 feet of 
  Bel, acts as Bel’s ally, and can summon other devils if it 
  has such power. The ice devil remains until Bel dies or 
  until he dismisses it as an action. 
  Garagos Stat Block Modifications 
  Garagos’s size is Gargantuan. 
  Commoner 
  Medium humanoid (any race), any alignment 
  Armor Class 10  
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   10 (+0) 
  10 (+0) 10 (+0) 
  10 (+0) 10 (+0) 10 (+0) 
  Senses passive Perception 10 
  Languages any two languages 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: 2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) bludgeoning damage. 
   
  
   
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  24 
  Death Knight(Bloodreaver Death Knight) 
  Medium undead, chaotic evil 
  Armor Class 20 (plate, shield) 
  Hit Points 180 (19d8 + 95) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   20 (+5) 
  11 (+0) 20 (+5) 
  12 (+1) 16 (+3) 18 (+4) 
  Saving Throws DEX +6, WIS +9, CHA +10 
  Damage Resistances poison, necrotic 
  Senses darkvision 120 ft., Passive Perception 18 
  Languages abyssal, common 
  Challenge 17 (18,000 XP) 
  Magic Resistance. The death knight has advantage on 
  saving throws against spells and other magical effects. 
  Marshal Undead. Magic Resistance. The death knight 
  has advantage on saving throws against spells and 
  other magical effects. 
  Spellcasting. The death knight is a 19th-level 
  spellcaster. Its spellcasting ability is Charisma (spell 
  save DC 18, +10 to hit with spell attacks). It has the 
  following paladin spells prepared: 
  At will: detect magic, detect thoughts, invisibility (self 
  only), mage hand, major image 
  1st level (4 slots): fear, fireball, fly, tongues 
  2nd level (3 slots): hold person, magic weapon 
  3rd level (3 slots): dispel magic, elemental weapon 
  4th level (3 slots): banishment, staggering smite 
  5th level (2 slots):  destructive wave (necrotic) 
  Actions 
  Multiattack. The death knight makes three longsword 
  attacks. 
  Longsword. Melee Weapon Attack: +11 to hit, reach 5 
  ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 
  (1d10 + 5) slashing damage if used with two hands, 
  plus 18 (4d8) necrotic damage. 
  Hellfire Orb (1/day). The death knight hurls a magical 
  ball of fire that explodes at a point it can see within 
  120 feet of it. Each creature in a 20-foot-radius sphere 
  centered on that point must make a DC 18 Dexterity 
  saving throw. The sphere spreads around corners. A 
  creature takes 35 (10d6) fire damage and 35 (10d6) 
  necrotic damage on a failed save, or half as much 
  damage on a successful one. 
  Reactions 
  Parry. The death knight adds 6 to its AC against one 
  melee attack that would hit it. To do so, the death 
  knight must see the attacker and be wielding a melee 
  weapon. 
   
  Bloodreaver Stat Block Modifications and 
  Blessings 
  The Bloodreavers have the following modifications and 
  blessings. These modifications and blessings do not increase 
  their challenge rating. 
   
  Monster Type. All Bloodreavers are Humanoid 
   
  Alignment. All Bloodreavers are Lawful evil  
   
  Alert Feat. All Bloodreavers have the “Alert” feat since 
  they are waiting for the characters. As such, they gain the 
  following: 
  • Bloodreavers gain a +5 bonus to initiative. 
  • Bloodreavers can’t be surprised while they are conscious. 
  • Other creatures don’t gain advantage on attack rolls 
  against Bloodreavers as a result of being unseen by 
  Bloodreavers. 
   
  Blessing of Garagos. The Bloodreavers in Forlorn Gard 
  bathed in the blood of their enemies. For that, and their 
  years-long dedication, Gargos has bestowed upon them his 
  blessing. The Blessing of Garagos does the following for the 
  all Bloodreavers in Episode : 
  • Garagos casts death ward on the Bloodreavers, providing 
  them a measure of protection from death. The first time a 
  Bloodreaver would drop to 0 hit points as a result of taking 
  damage, the Bloodreaver instead drops to 1 hit point, and 
  is transported to the Battle Garde as if they used the spell 
  plane shift. If death ward is still in effect when the 
  Bloodreaver is subjected to an effect that would kill it 
  instantaneously without dealing damage, that effect is 
  instead negated against the death ward, and the spell 
  ends.  
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  25 
  Githyanki Supreme Commander 
  (Bloodreaver Commander) 
  Medium humanoid, lawful evil 
  Armor Class 18 (plate) 
  Hit Points 187 (22d8 + 88) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   19 (+4) 
  17 (+3) 18 (+4) 
  16 (+3) 16 (+3) 18 (+4) 
  Saving Throws CON +9, INT +8, WIS +12 
  Skills Insight + 8, Perception + 8, Intimidation + 9 
  Languages gith 
  Challenge 14 (11,500 XP) 
  Innate Spellcasting (Psionics). The githyanki’s innate 
  spellcasting ability is Intelligence (spell save DC 16, +8 
  to hit with spell attacks). It can innately cast the 
  following spells, requiring no components: 
  At will: mage hand 
  3/day each: jump, levitate (self only), misty step, 
  nondetection (self only) 
  1/day each: Bigby’s hand, mass suggestion, plane shift, 
  telekinesis 
  Actions 
  Multiattack. The githyanki makes two greatsword 
  attacks. 
  Silver Greatsword. Melee Weapon Attack: +12 to hit, 
  reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing 
  damage plus 17 (5d6) psychic damage. On a critical hit 
  against a target in an astral body (as with the astral 
  projection spell), the githyanki can cut the silvery cord 
  that tethers the target to its material body, instead of 
  dealing damage. 
  Reactions 
  Parry. The githyanki adds 5 to its AC against one melee 
  attack that would hit it. To do so, the githyanki must 
  see the attacker and be wielding a melee weapon. 
  Legendary Actions 
  The githyanki can take 3 legendary actions, choosing 
  from the options below. Only one legendary action 
  option can be used at a time and only at the end of 
  another creature’s turn. The githyanki regains spent 
  legendary actions at the start of its turn. 
  Attack (2 Actions). The githyanki makes a greatsword 
  attack. 
  Command Ally. The githyanki targets one ally it can see 
  within 30 feet of it. If the target can see or hear the 
  githyanki, the target can make one melee weapon 
  attack using its reaction and has advantage on the 
  attack roll. 
  Teleport. The githyanki magically teleports, along with 
  any equipment it is wearing and carrying, to an 
  unoccupied space it can see within 30 feet of it. It also 
  becomes insubstantial until the start of its next turn. 
  While insubstantial, it can move through other 
  creatures and objects as if they were difficult terrain. If 
  it ends its turn inside an object, it takes 16 (3d10) force 
  damage and is moved to the nearest unoccupied 
  space. 
  Bloodreaver Stat Block Modifications and 
  Blessings 
  The Bloodreavers have the following modifications and 
  blessings. These modifications and blessings do not increase 
  their challenge rating. 
   
  Monster Type. All Bloodreavers are Humanoid 
   
  Alignment. All Bloodreavers are Lawful evil  
   
  Alert Feat. All Bloodreavers have the “Alert” feat since 
  they are waiting for the characters. As such, they gain the 
  following: 
  • Bloodreavers gain a +5 bonus to initiative. 
  • Bloodreavers can’t be surprised while they are conscious. 
  • Other creatures don’t gain advantage on attack rolls 
  against Bloodreavers as a result of being unseen by 
  Bloodreavers. 
   
  Blessing of Garagos. The Bloodreavers in Forlorn Gard 
  bathed in the blood of their enemies. For that, and their 
  years-long dedication, Gargos has bestowed upon them his 
  blessing. The Blessing of Garagos does the following for the 
  all Bloodreavers in Episode : 
  • Garagos casts death ward on the Bloodreavers, providing 
  them a measure of protection from death. The first time a 
  Bloodreaver would drop to 0 hit points as a result of taking 
  damage, the Bloodreaver instead drops to 1 hit point, and 
  is transported to the Battle Garde as if they used the spell 
  plane shift. If death ward is still in effect when the 
  Bloodreaver is subjected to an effect that would kill it 
  instantaneously without dealing damage, that effect is 
  instead negated against the death ward, and the spell 
  ends.  
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  26 
  Ice Devil 
  Large fiend, lawful evil 
  Armor Class 18 (Natural Armor) 
  Hit Points 180 (19d10 + 76) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   21 (+5) 
  14 (+2) 18 (+4) 
  18 (+4) 15 (+2) 18 (+4) 
  Saving Throws DEX +7, CON +9, WIS +7, CHA +9 
  Damage Resistances bludgeoning, piercing, and 
  slashing from nonmagical attacks that aren't silvered 
  Damage Immunities cold, fire, poison 
  Condition Immunities poisoned 
  Senses blindsight 60 ft., darkvision 120 ft., passive 
  Perception 12 
  Languages infernal, telepathy 120 ft. 
  Challenge 14 (11,500 XP) 
  Devils Sight. Magical darkness doesn't impede the 
  devil's darkvision. 
  Magic Resistance. The devil has advantage on saving 
  throws against spells and other magical effects. 
  Actions 
  Multiattack. The devil makes three attacks: one with 
  its bite, one with its claws, and one with its tail. 
  Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one 
  target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) 
  cold damage. 
  Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., 
  one target. Hit: 10 (2d4 + 5) slashing damage plus 10 
  (3d6) cold damage. 
  Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one 
  target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 
  (3d6) cold damage. 
  Wall of Ice (Recharge 6). The devil magically forms an 
  opaque wall of ice on a solid surface it can see within 
  60 feet of it. The wall is 1 foot thick and up to 30 feet 
  long and 10 feet high, or it's a hemispherical dome up 
  to 20 feet in diameter. 
    When the wall appears, each creature in its space is 
  pushed out of it by the shortest route. The creature 
  chooses which side of the wall to end up on, unless the 
  creature is incapacitated. The creature then makes a 
  DC 17 Dexterity saving throw, taking 35 (10d6) cold 
  damage on a failed save, or half as much damage on a 
  successful one. 
    The wall lasts for 1 minute or until the devil is 
  incapacitated or dies. The wall can be damaged and 
  breached; each 10--foot section has AC 5, 30 hit 
  points, vulnerability to fire damage, and immunity to 
  acid, cold, necrotic, poison, and psychic damage. If a 
  section is destroyed, it leaves behind a sheet of frigid 
  air in the space the wall occupied. Whenever a 
  creature finishes moving through the frigid air on a 
  turn, willingly or otherwise, the creature must make a 
  DC 17 Constitution saving throw, taking 17 (5d6) cold 
  damage on a failed save, or half as much damage on a 
  successful one. The frigid air dissipates when the rest 
  of the wall vanishes. 
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  27 
  Minotaur 
  Large monstrosity, chaotic evil 
  Armor Class 14 (Natural Armor) 
  Hit Points 76 (9d10 + 27) 
  Speed 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   18 (+4) 
  11 (+0) 16 (+3) 
  6 (-2) 
  16 (+3) 
  9 (-1) 
  Skills Perception +7 
  Senses darkvision 60 ft., passive Perception 17 
  Languages abyssal 
  Challenge 3 (700 XP) 
  Charge. If the minotaur moves at least 10 feet straight 
  toward a target and then hits it with a gore attack on 
  the same turn, the target takes an extra 9 (2d8) 
  piercing damage. If the target is a creature, it must 
  succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 feet away and knocked prone. 
  Labyrinthine Recall. The minotaur can perfectly recall 
  any path it has traveled. 
  Reckless. At the start of its turn, the minotaur can gain 
  advantage on all melee weapon attack rolls it makes 
  during that turn, but attack rolls against it have 
  advantage until the start of its next turn. 
  Actions 
  Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., 
  one target. Hit: 17 (2d12 + 4) slashing damage. 
  Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 13 (2d8 + 4) piercing damage. 
   
  Neogi 
  Small aberration, lawful evil 
  Armor Class 15 (Natural Armor) 
  Hit Points 33 (6d6 + 12) 
  Speed 30 ft., climb 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   6 (-2) 
  16 (+3) 14 (+2) 
  13 (+1) 12 (+1) 15 (+2) 
  Skills Intimidation +4, Perception +3 
  Senses darkvision 60 ft., passive Perception 13 
  Languages Common, deep speech, undercommon 
  Challenge 3 (700 XP) 
  Mental Fortitude. The neogi has advantage on saving 
  throws against being charmed or frightened, and 
  magic can’t put the neogi to sleep. 
  Spider Climb. The neogi can climb difficult surfaces, 
  including upside down on ceilings, without needing to 
  make an ability check. 
  Actions 
  Multiattack. The neogi makes two attacks: one with its 
  bite and one with its claws. 
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 6 (1d6 + 3) piercing damage plus 14 (4d6) 
  poison damage, and the target must succeed on a DC 
  12 Constitution saving throw or become poisoned for 
  1 minute. A target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a 
  success. 
  Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one 
  target. Hit: 8 (2d4 + 3) slashing damage. 
  Enslave (Recharges after a Short or Long Rest). The 
  neogi targets one creature it can see within 30 feet of 
  it. The target must succeed on a DC 14 Wisdom saving 
  throw or be magically charmed by the neogi for 1 day, 
  or until the neogi dies or is more than 1 mile from the 
  target. The charmed target obeys the neogi’s 
  commands and can’t take reactions, and the neogi and 
  the target can communicate telepathically with each 
  other at a distance of up to 1 mile. Whenever the 
  charmed target takes damage, it can repeat the saving 
  throw, ending the effect on itself on a success. 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  28 
  War Priest 
  Medium humanoid (any race), any alignment 
  Armor Class 18 (Plate) 
  Hit Points 117 (18d8 + 36) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
   16 (+3) 
  10 (+)) 
  14 (+2) 
  11 (+0) 17 (+3) 13 (+1) 
  Saving Throws CON +6, WIS +7 
  Skills Intimidation +5, Religion +4 
  Senses passive Perception 13 
  Languages any two languages 
  Challenge 9 (5,000 XP) 
  Spellcasting. The priest is a 9th-level spellcaster. Its 
  spellcasting ability is Wisdom (spell save DC 15, _7 to 
  hit with spell attacks). It has the following cleric spells 
  prepared: 
  Cantrips (at will): light, mending, sacred flame, spare 
  the dying 
  1st level (4 slots): divind favor, guiding bolt, healing 
  word, shield of faith 
  2nd level (3 slots): lesser restoration, magic weapon, 
  prayer of healing, silence, spiritual weapon 
  3rd level (3 slots): becon of hope, crusader’s mantle, 
  dispel magic, revivify, spirit guardians, water walk 
  4th level (3 slots): banishment, freedom of movement, 
  guardian of faith, stoneskin 
  5th level(1 slot): flame strike, mass cure wounds, hold 
  monster 
  Actions 
  Multiattack. The priest makes two melee attacks. 
  Maul. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 10 (2d6 + 3) bludgeoning damage. 
  Reactions 
  Guided Strike (Recharges after a Short or Long Rest). 
  The priest grants a +10 bonus to an attack roll made by 
  itself or another creature within 30 feet of it. The 
  priest can maek this choice after the roll is made but 
  before it hits of misses.  
  Bloodreaver Stat Block Modifications and 
  Blessings 
  The Bloodreavers have the following modifications and 
  blessings. These modifications and blessings do not increase 
  their challenge rating. 
   
  Monster Type. All Bloodreavers are Humanoid 
   
  Alignment. All Bloodreavers are Lawful evil  
   
  Alert Feat. All Bloodreavers have the “Alert” feat since 
  they are waiting for the characters. As such, they gain the 
  following: 
  • Bloodreavers gain a +5 bonus to initiative. 
  • Bloodreavers can’t be surprised while they are conscious. 
  • Other creatures don’t gain advantage on attack rolls 
  against Bloodreavers as a result of being unseen by 
  Bloodreavers. 
   
  Blessing of Garagos. The Bloodreavers in Forlorn Gard 
  bathed in the blood of their enemies. For that, and their 
  years-long dedication, Gargos has bestowed upon them his 
  blessing. The Blessing of Garagos does the following for the 
  all Bloodreavers in Episode : 
  • Garagos casts death ward on the Bloodreavers, providing 
  them a measure of protection from death. The first time a 
  Bloodreaver would drop to 0 hit points as a result of taking 
  damage, the Bloodreaver instead drops to 1 hit point, and 
  is transported to the Battle Garde as if they used the spell 
  plane shift. If death ward is still in effect when the 
  Bloodreaver is subjected to an effect that would kill it 
  instantaneously without dealing damage, that effect is 
  instead negated against the death ward, and the spell 
  ends.  
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  29 
  Dearest Adventurer, 
   
  It is my suspicion that it will come as little surprise to ye to learn that your deeds, heroic and otherwise, have not 
  gone unnoticed. Such valor brings its own rewards, or some prefer the term “punishments,” and accordingly I feel 
  moved to reach out to you for assistance. 
   
  Trouble is, as always, brewing in the Border Kingdoms. Yet it would do decided harm for me to speak or act rashly, 
  and turn mere rumor into actionable fact thereby, so proof, as they say, is more than needed. I find my to-do platter 
  heaped so full at the moment that I am unable to spare the time to delve into mere rumor when crises are making 
  very real armies march, so I ask that you, without overmuch delay, speak with the proprietor of the establishment 
  known as Melder’s Door, located in the Underways beneath Oeble. He rejoices in the name of Zeebs, has looks akin 
  to both a spider and an eel, is of a slaving race, can take offense if approached in the wrong manner, and is best 
  spoken with in relative privacy, when ye ask him what he knows of this growing threat to the Border Kingdoms. 
   
  I ask that ye devote your utmost valor to this investigation. 
   
  Hopefully these rumors are just that: mere rumors. 
   
  Yet dark suspicions beset me, so gird for trouble, and send word via any survivors to: 
   
  Elminster Aumar 
  Chosen of Mystra 
  And Handsome Old Wizard 
   
  Elminster’s Letter – Certificate of Authenticity 
  This letter is penned by Elminster himself! Ed Greenwood was kind enough to ensure this letter made their way to Gamehole Con 
  safetly. So when you read this, know that without a doubt it is 100% authentic and meant to inspire you as you travel throughout the 
  Realms! 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  30 
   
  Foolish Adventurers, 
   
  I thank you for playing right into my hands. Even Elminster Aumar failed to see through my ruse. I knew he’d contact 
  you and lead you here…to me! Do not be bothered by our dead friends here in this room, their purpose is simply to 
  draw you into my trap. Whatever you do, do not look underneath their cold dead corpses for clues of my 
  whereabouts, you shall find none there…or shall you? 
   
  Secondly, it has been my greatest pleasure to watch you grow over time into the hero you’ve become. Yes, I’ve been 
  watching each of you from the shadows, every deed, every township saved…I have been there for it all, lurking. Why 
  you ask? Well it is simple, I need you for my final plan. I shall bring long forgoteen god back into the Realms and 
  conquer all the Border Kingdoms and beyond using you and the blood from your slain corpses to sustain his 
  presence here permanently. But enough wasting time…yes, time is of the essence! In a few hours, the summoning 
  shall be complete, there is nothing you can do to stop it! Seriously, I am not like those other fools you’ve defeated!  
   
  In anycase, check the chests here in these rooms, there is an hour glass filled to three hours, depending on what time 
  it is now…you certainly have less than three hours to reach me. Make sure you take no coins; they are cursed and 
  you will die a horrible agonizing death if you take even a single one.  
   
  Come now, I am waiting…oh and say the words, “The loud whispers of war shatter the dreams of peace.” You will be 
  teleported to the Keep, Forlorn Gard, where I have a portal waiting for you. Many poor men, women, and children in 
  Forlorn Gard are likely to die though as you rush to confront me. I wonder how many? Oh well, you can decide…it 
  matters not to me. 
   
  See you soon! 
   
  -WW 
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  31 
  Brother Thorin Fireforge, of the Avowed, sent from Exaltation, Candlekeep, seventeenth of Flamerule, the Year of 
  Twelve Warnings 
   
  To Elminster Aumar, Sage of Shadowdale, these: 
    
   It is my utmost pleasure to inform you that I’ve recently been deemed worthy to earn the rank of scribe within the 
  Avowed. Much has happened since we last spoke in the Hearth over ale some time ago, such as the rumored descent 
  of Elturel into Avernus! Can you believe it?! 
    
   Alas, I am writing to you to inquire about more mundane things, given that my first task as a scribe is to produce a 
  new tome on specific topics regarding remote locations and rumors within the Border Kingdoms. Specifically, I came 
  across an old tattered scroll in the Great Library referencing the “Godswalk Keep,” as a location where the deities 
  Garagos, Jergal, and Sharess walked among the ruins of this mortal keep. What rubbish! 
    
   I do wonder, why of all places should these gods choose this location (if the stories are to be trusted)? Is there 
  some unique presence here, perhaps with regards to the weave or other planar phenomena? Perhaps there is some 
  prophecy that foretells of great events here? Regardless, as hard as I might, I cannot even fathom what these ruins 
  look like and why gods would choose to walk among them. 
    
   Your insight into “Godswalk Keep” would serve me well as I detail this location. I am certain my next task is to 
  scour the towers here in the Great Library for tomes on Garagos and consolidate the information for this book (title 
  yet to be determined, although I have a few good titles up my sleeve). Publishing new books for Candlekeep ensures 
  we continue to earn enough to maintain our facilities and research, so I hope my contribution does well in this 
  regard, hence my decision to contact you directly. I look forward to your response on this locale, and do take care...I 
  hear devils are seeking to send our lands into upheaval! 
    
  Yours under Oghma, 
  Brother Thorin Fireforge 
  Avowed Scribe 
   
   
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  32 
  Elminster Aumar, Sage of Shadowdale, set down somewhere all too plentifully supplied with stinging insects nigh 
  The Reaching Woods, fourth of Elesias, the Year of Twelve Warnings 
   
  To Brother Thorin Fireforge, Scribe of the Avowed, Candlekeep,: 
    
   I have lived now long enough to believe almost anything, though the news of thy advancement among the seekers 
  of Candlekeep finds me pleased; ye cleave to a path in life that far outstrips in nobility the lives of many merely born 
  noble. Yet ere I digress, let me apply myself to the heart of thy missive: Godswalk Keep. 
  More properly “Halartanthyria,” after the gracious lady who built it, so long ago, founding workshops there for the 
  making of statuary and vessels for the growing of medicinal and edible plants in the homes of her fellow Netherese, 
  the Keep grew in her elder days into a farflung subterranean complex of granary-chambers that entirely filled the 
  basin of the small valley it occupies. Which is why, today, the many small springs that rise on the vale’s slopes all run 
  down to vanish beneath the surface, and are not seen to flow out of the valley, nor to run elsewhere in the present-
  day Barony of Great Oak. 
   
   Yet their presence means many things grow in the underways, both molds and myconids that thrive in any damp 
  subterranean place, and stranger plants, twisted by the magics of ‘Halar Halls’ and grown to monstrous size. Among 
  them prowl the usual strange and motley array of creatures deemed ‘monsters’ by humans, for those who came after 
  Halartanthyria made the usual fatal error: they hired dwarves and gnomes to delve too deeply, broke into the 
  Underdark beneath, and so let the dangerous denizens who flourish in the Deep Realms up into their growers’ 
  paradise. So they lost their lives and all grasp upon the Keep. Hence its abandonment and ruination, for everything 
  not maintained falls into disrepair. And let me in passing caution thee about dismissing those gods-moots as 
  rubbish; such meetings did befall and often, in the days before the Spellplague, though I’ve heard of none since. 
  There was a time when adventurers bold, daring, or merely desperate ventured often into—or rather, under, for 
  they found little aboveground save roofless halls, tumbled and overgrown stones, and prowling beasts—Godswalk 
  Keep, and although many of them lost their lives, or lived on as living parts of fungal growths, trapped and eaten 
  alive, enough emerged to report on what they encountered. 
   
   Know then that magic lives in the chambers and passages of the Keep, both drifting radiances and warmth that 
  plants can feed upon, and unusual reverse gravity effects that raise those who blunder into them straightaway to the 
  surface, betimes high into the air to reach a lofty chamber that’s no longer there. And then abruptly cease, leaving 
  them to plummet. 
   
   Just as I now find myself beset with foes, and must abruptly end this missive. 
   
  Trusting this finds you well, 
  As Mystra guides, 
  Elminster Aumar 
   
  Elminster’s Letter – Certificate of Authenticity 
  This letter is penned by Elminster himself! Ed Greenwood was kind enough to ensure this letter made their way to Gamehole Con 
  safetly. So when you read this, know that without a doubt it is 100% authentic and meant to inspire you as you travel throughout the 
  Realms! 
   
   
   
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  33 
  Brother Thorin Fireforge, of the Avowed, sent from Exaltation, Candlekeep, twenty eighth of Elesias, the Year of 
  Twelve Warnings 
   
  To Elminster Aumar, Sage of Shadowdale, these: 
    
   I do not pity those foes that beset upon you last you wrote me. Have they no decorum? Setting upon you as you 
  write a missive, how absurdly rude, even for a vile creature! Regardless. I shall record your insights of Godswalk 
  Keep to ensure an accurate description is recorded in my tome. I’ll have to inform Brother Solodad that you’ve 
  recently been to the Reaching Wood as he’s conducting a study on the nature of gnolls and might be interested to see 
  if you’ve encountered any there as of late. Writing this now, I wonder if it were gnolls attacking you in the Reaching 
  Wood! Certainly the prospect of gathering your thoughts on the matter shall excite him to no end! 
    
   Alas, while I have had time to digest your last missive I came across vague mentions of Garagos, formerly known 
  as Targos in the Netherese pantheon, and his followers, the “Bloodreavers.” I know Garagos was once the Lord of 
  War and later slain by Tempus. A blathering drunk seeker in the Hearth recently regaled me with stories of Garagos 
  and how he stalked the grounds of Godswalk Keep while in constant conflict with Jergal and Sharess, whom he was 
  unable to harm. Apparently, the seeker believed Garagos was slain yet again, which doesn’t say much for Garagos’s 
  claim to Lord of War, wouldn’t you agree? 
   
   In anycase, the foolish seeker even went so far as to stand atop a table, proclaiming in front of everyone in the 
  Hearth that he’s seen the Bloodreavers reborn, amassing an army of clerics and paladins in the Border Kingdoms in 
  preparation to resummon Garagos. I would have inquired more about these details with the poor seeker had he not 
  fallen over, dead from poison in his drink! Even in Candlekeep agents of evil seem to seep past the arched gates at 
  times. Talking so foolheartedly in public still has its consequences it seems, but alas I sleep well knowing the 
  Gatewarden is looking into this act. 
   
   As always, I appreciate your keen insights into this matter and I hope the insects are at bay, for your sake! 
    
  Yours under Oghma, 
  Brother Thorin Fireforge 
  Avowed Scribe 
   
   
   
   
  
   
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  34 
  Elminster Aumar, Sage of Shadowdale, writing from Halaunth’s Hearth, Berdusk, nineteenth of Eleint, the Year of 
  Twelve Warnings 
   
  To Brother Thorin Fireforge, Scribe of the Avowed, Candlekeep, these: 
   
   I fear I must disappoint Brother Solodad. I’ve laid eyes upon nary a gnoll these past four tendays; my foes were 
  human enough. All too many Red Wizards seem to have burning ambition where their prudence and common sense 
  should be. Yet that failing will no longer be a problem for these particular imprudent and now sadly deceased dolts. I 
  can impart this much regarding gnolls: there seem to be far more witherlings abroad of late, but whether this means 
  gnolls are building towards something, or foolish human necromancers have been overly busy making their own, I 
  as yet know not. More important things occupy me. As usual. 
   
   These tales of the Bloodreavers reborn are not yet among them, but may soon become so if true. I expect someone 
  has refounded them, as that sort of foolishness is precisely the sort fanatics are prone to. Though I’d not deem the 
  Border Kingdoms a good place to amass any sizeable force, with its bad roads, plentiful distractions, and many 
  prying eyes. Moreover, I’m disinclined to believe details that fell from the loose tongue of your drunken seeker, in 
  that Garagos is of swift temper but lusts after Sharess and fears Jergal, and avoids disputing with them. Rather, he 
  respects Jergal and seeks guidance from him, and flirts clumsily with Sharess, who delights in teasing him. 
   
   Of more import would be why anyone needs an army to resummon Garagos. Unnecessary for the summoning 
  itself, so it must be because the someone desires Garagos to lead that army to war. The question is: upon where? If 
  the Border Kingdoms is truly the place of gathering, its best places for mustering are Derlusk and the other Lake of 
  Steam southshore port cities, which offer naval access to the north and westshore cities—which is to say eastern 
  Calimshan. Through the Suldolphor Strait, the Tashalar and the Cities of the Seabreeze await, but it would take 
  larger armies than the entire Border Kingdoms could feed to prevail upon any handy target there. If the mustering is 
  in Alamontyr, I’d look instead to the Golden Road, Sespech, and Arrabar beyond—and once in the Vilhon, poorly-
  governed cities lie like so many banquets, within easy reach. Yet mayhap I here fall into the misjudgment of 
  ascribing tactical logic to the sort of fanatics who’d refound the Bloodreavers and summon Garagos to lead them into 
  battle. 
   
   So find out more, if ye can do so while avoiding painful assassination. 
   
   I thank you for your wishes regarding insects, but I have in fact reverted to the old Uthgardt trick of slathering my 
  unlovely old hide in honey, then plucking off the insects that stick to it, for trail snacks. 
  Trusting this finds you in continued good health, 
   
  As Mystra guides,  
  Elminster Aumar 
   
   
   
  Elminster’s Letter – Certificate of Authenticity 
  This letter is penned by Elminster himself! Ed Greenwood was kind enough to ensure this letter made their way to Gamehole Con 
  safetly. So when you read this, know that without a doubt it is 100% authentic and meant to inspire you as you travel throughout the 
  Realms! 
  
   
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  35 
   
  Melder’s Door – First Floor (1 square = 5 feet) 
   
  Melder’s Door – Second Floor (1 square = 5 feet) 
   
   
  
   
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  36 
   
  Forlorn Gard (1 square = 5 feet) 
   
   
   
   
  
   
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  37 
   
   
  Forlorn Gard (1 square = 5 feet) 
   
   
   
  
   
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  38 
   
  Godswalk Keep (1 square = 5 feet) 
   
   
   
  
   
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  39 
   
   
  Godswalk Keep (1 square = 5 feet) 
  * 
   
   
  
   
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  40 
   
   
   
  Inner Sanctum (1 square = 5 feet) 
   
   
  
   
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  41 
  If found during the adventure, the characters can keep the following magic items; it's suggested that you print off 
  enough copies of this page to be able to give one to each of your players (crossing off rewards they didn't receive 
  during the session):
  Wondrous item, legendary, table $ 
  This thick leather-bound volume has a desiccated 
  tongue pinned to the front cover. Five of these tomes 
  exist, and it's unknown which one is the original. The 
  grisly cover decoration on the first tome of the 
  stilled tongue once belonged to a treacherous former 
  servant of the lich-god Vecna, keeper of secrets. The 
  tongues pinned to the covers of the four copies came 
  from other spellcasters who crossed Vecna. The first 
  few pages of each tome are filled with 
  indecipherable scrawls. The remaining pages are 
  blank and pristine. 
   If you can attune to this item, you can use it as a 
  spellbook and an arcane focus. In addition, while 
  holding the tome, you can use a bonus action to cast 
  a spell you have written in this tome, without 
  expending a spell slot or using any verbal or somatic 
  components. Once used, this property of the tome 
  can't be used again until the next dawn.  
   While attuned to the book, you can remove the 
  tongue from the book's cover. If you do so, all spells 
  written in the book are permanently erased. 
   This specific tome belongs to Szass Tam, leader of 
  the Red Wizards of Thay. He watches anyone using 
  this tome and can also write cryptic messages in the 
  book. These messages appear at midnight and fade 
  away after they are read. 
   This item can be found in the Dungeon Master's 
  Guide. 
  Potion, rare 
  When you drink this potion, it cures any disease 
  afflicting you, and it removes the blinded, deafened, 
  paralyzed, and poisoned conditions. The clear red 
  liquid has tiny bubbles of light in it. 
   This item can be found in the Dungeon Master's 
  Guide. 
  Potion, rare 
  For 1 hour after drinking it, you gain 10 temporary 
  hit points that last for 1 hour. For the same duration, 
  you are under the effect of the bless spell (no 
  concentration required). This blue potion bubbles 
  and steams as if boiling. 
   This item can be found in the Dungeon Master's 
  Guide. 
  Potion, very rare 
  This clear, gelatinous oil sparkles with tiny, ultrathin 
  silver shards. The oil can coat one slashing or 
  piercing weapon or up to 5 pieces of slashing or 
  piercing ammunition. Applying the oil takes 1 
  minute. For 1 hour, the coated item is magical and 
  has a +3 bonus to attack and damage rolls.
   This item can be found in the Dungeon Master's 
  Guide. 
   
  
   
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  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  42 
  To DM an adventure, you must have 3 to 7 players—
  each with their own character within the 
  adventure's level range (see Adventure Primer). 
  Characters playing in a hardcover adventure may 
  continue to play to but if they play a different 
  hardcover adventure, they can't return to the first if 
  outside its level range. 
  New to D&D Adventurers League? 
  http://dnd.wizards.com/playevents/organized-play 
  New to the Border Kingdoms Storyline? 
  Gamehole Con has been granted the ability to develop CCC 
  (Convention Created Content) adventures for the Border 
  Kingdoms. No other convention or organization outside of 
  Wizards of the Coast has been granted this ability. Their 
  region guide was written by Ed Greenwood and you can get 
  your copy on dmsguild.com. Border Kingdoms adventures 
  can be run just the same as any other Adventurers League-
  approved content. 
  Before you start play, consider the following: 
  • Read through the adventure, taking notes of 
  anything you'd like to highlight or remind yourself 
  of while running the adventure, such as a way 
  you'd like to portray an NPC or a tactic you'd like 
  to use in a combat. Familiar yourself with the 
  adventure's appendices and handouts. 
  • Gather any resources you'd like to use to aid you 
  in running this adventure--such as notecards, a 
  DM screen, miniatures, and battlemaps. 
  • Ask the players to provide you with relevant 
  character information, such as name, race, class, 
  and level; passive Perception score, and anything 
  the adventures specifies as notable (such as 
  backgrounds, traits, flaws, etc.) 
  Players can play an adventure they previously 
  played as a Player or Dungeon Master but may only 
  play it once with a given character. Ensure each 
  player has their character's adventure logsheet (if 
  not, get one from the organizer) with their starting 
  values for level, magic items, gold and downtime 
  days. These are updated at the conclusion of the 
  session. The adventure information and your 
  information are added at the end of the adventure 
  session—whether the completed the adventure or 
  not. 
   Each player is responsible for maintaining an 
  accurate logsheet. If you have time, you can do a 
  quick scan of a player's character sheet to ensure 
  that nothing looks out of order. If you see magic 
  items of very high rarities or strange arrays of ability 
  scores, you can ask players to provide 
  documentation for the irregularities. If they cannot, 
  feel free to restrict item use or ask them to use a 
  standard ability score array.  
   Point players to the D&D Adventurers League 
  Players Guide for reference. If players wish to spend 
  downtime days and it's the beginning of an 
  adventure or episode, they can declare their activity 
  and spend the days now, or they can do so at the end 
  of the adventure or episode. Players should select 
  their characters' spells and other daily options prior 
  to the start of the adventure, unless the adventure 
  specifies otherwise. Feel free to reread the 
  adventure description to help give players hints 
  about what they might face. 
  To determine whether you should consider 
  adjusting the adventure, add up the total levels of all 
  the characters and divide the result by the number 
  of characters (rounding .5 or greater up; .4 or less 
  down). This is the group's average party level (APL). 
  To approximate the party strength for the 
  adventure, consult the table below. 
  Determining Party Strength 
  Party Composition Party   
  Strength 
  3-4 characters, APL less than  
  Very weak 
  3-4 characters, APL equivalent  
  Weak 
  3-4 characters, APL greater than  
  Average 
  5 characters, APL less than  
  Weak 
  5 characters, APL equivalent  
  Average 
  5 characters, APL greater than  
  Strong 
  6-7 characters, APL less than  
  Average 
  6-7 characters, APL equivalent  
  Strong 
  6-7 characters, APL greater than  
  Very strong 
   
   
  
   
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  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  43 
  This adventure has the following content warnings: 
  lies, violence, war, civilian casualties of war, gore, 
  blood, occult rituals, suicide, and grimdark horror. 
   Below are optional modifications and tips for DMs 
  to use at their table. 
  Replace the use of midnight tears poison on Page 7 
  with the following: 
  • Bloodreaver Bodies. A character who makes a 
  successful DC 18 Intelligence (Medicine) check on 
  a Bloodreaver reveals the poison known as 
  midday tears is the cause of permanent sleep. Lack 
  of marks of struggle on the body suggest the 
  bloodreavers voluntarily digested the poison. 
  Characters with the Oeblar background can use 
  their “Poison Expert” feature to succeed this check 
  automatically. This nondeadly poison puts 
  individuals who consume it into a permanent 
  sleep when the clock strikes midday. 
  Below is a list of ideas to reduce the content 
  warnings in Episode 2: 
  • Remove all depictions of violence, gore, and 
  dismemberment. 
  • Replace the Forlorn Gauntlet Adventuring Band 
  survivors with illusory scarecrows that talk and 
  act as if they were sentient (use the commoner 
  statistics). The scarecrows are illusions that 
  disappear when they drop to 0 hit points; they are 
  not real or sentient. 
  • Connor’s parents arrive to take him to safety once 
  the characters speak with him. 
  • Make the decapitated head in area “F8. Shrine of 
  Tymora” a head made of marble that comes from a 
  statue. 
  • Remove the Battle of Alamontyr side quest to 
  avoid depictions of war. 
  Remove mentions of the Bloodreavers being 
  corpses. 
   
   
   
  
   
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  CCC-GHC-BK3-09 A Convergence of Gods 
   
   
   
  44 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Gamehole Con (GHC)/CCC-GHC-BK03-09 - A Convergence of Gods.pdf