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DDAL08-01 The Map with No NamesClick to magnify

DDAL08-01 The Map with No Names

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Rumors abound of a map that leads to a treasure of unimaginable value. When chance drops the
map into your hands, you have the chance to become wealthy beyond your wildest dreams. But
you’re not the only ones with that dream. The chase is on. Part One of the Umbral Aristocracy
Trilogy. A 2-4 Hour Adventure for Tier 1 Characters. Optimized for APL 3.

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Reviews (78)
Discussions (28)
Customer avatar
Gerge C March 01, 2024 11:29 pm UTC
The adventure says "If laid atop a map of Waterdeep, the treasure map provides a general idea of each location—particularly the ward they’re located in."
I've tried that in Photoshop and even as a general locator, that doesn't seem to work. If locations 1 and 2 are in their places, location 3 would be in the wrong Ward and locations 4 and 5 would be outside the city.
Other than that detail with the prop, the adventure is otherwise cool and engaging. :)
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Matthew A February 17, 2020 4:52 pm UTC
Where does this module take place?
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William K September 15, 2021 9:07 pm UTC
I can't believe no one ever replied to you. This entire series got remade into WaterDeep: Dragon Heist w/ the help of Matt Mercer. And in Sam's honor... you can find it all at DND Beyond.
It really is a good mod, that can be played with 4 different bosses/PC paths.
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Cheryl F June 04, 2019 6:17 pm UTC
PURCHASER
Could someone explain the glyphs? I am confused on what I am supposed to do/say. How are they supposed to be utilized? I'm afraid I'm not very good at reading these modules in order to run them. :(
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Cristhian Camilo H June 04, 2019 7:50 pm UTC
PURCHASER
The glyphs are just markers. So players know what they are suppose to look out for, think of them as the X that mark the spot.
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Cheryl F June 04, 2019 9:44 pm UTC
PURCHASER
Thanks! That helps a lot! I'm using this for my first DM at AL. :)
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Cristhian Camilo H June 04, 2019 9:53 pm UTC
PURCHASER
Don't worry about it, you'll do it great. Just read the module once or twice, as they have some parts when you will need to do a little more of a leg work, but it's not really hard, I know you'll be fine.
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Alistair B March 18, 2019 9:58 pm UTC
PURCHASER
Really fun adventure to run. There are still a few editing mistakes (pillars mentioned below, saying the APL is 1 in appendix 6 etc) but they didn't distract from the adventure. I enjoyed that the module gave me a lot of room to be creative rather than just telling me exactly what I should be doing and saying. Great puzzle to solve (not too hard, but interesting), fantastic traps, great opportunity for role playing moments and some good combat encounters. I'm looking forward to running this again with another group.
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Alistair B March 18, 2019 10:17 pm UTC
PURCHASER
I did print out the map, some rumors to had to players and a few other things (parchment on the wand and note on the box). This added to the enjoyment of the module greatly.

SPOILER:

Printing out the note on top of Blegor's box and handing it to players, then waiting to see what happened turned into a fantastic bit of roleplaying and fun (for me at least).
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Shane O January 08, 2020 9:47 pm UTC
Sorry to hijack this thread, but are you the same Alistair that did the great Gardmore 5e conversion?
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Itai Assaf R February 07, 2019 8:16 am UTC
Played through this adventure. We managed to solve the puzzle with the first two clues; the werewolf battle was very short but satisfying because we figured out what the silvered daggers were for before hand. The emphasis on roleplay and interactions instead of combat was very good. Would definitely recommend.
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Geoffrey B January 07, 2019 1:58 pm UTC
PURCHASER
Anyone notice that the pillar for the restaurant and the hideout are the same? Was there an update for this?
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Cristhian Camilo H January 08, 2019 1:14 pm UTC
PURCHASER
The error is still there, i prepared the pillars myself when i run this the first time, so i have been using that.
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Jay A January 11, 2019 4:12 am UTC
PURCHASER
Unfortunately, the adventure hasn't been updated yet. Here's the missing Playing the Pillars text should say (note, until the adventure is updated, consider the below unofficial guidance):

Spoilers obviously


Scene C
COMBAT
For combat-oriented groups (and if time permits), remove the crossbow trap and have Dalia and crew return sooner to their hideout. Dalia tries to escape in the sewers when reduced below half hit points. Once Dalia is defeated or flees, the others then try to escape.
EXPLORATION
They can avoid the magical daggers using other sewer entrances several blocks away. A character can lead the group back to the area though the sewers with a DC 12 Wisdom (Survival) check or by having the City Secrets feature from the Urchin background (or something similar).
SOCIAL
A spy named Sarande is traveling in the area of the alley. She offers her aid to unsure adventurers for a cut of any profits. Privately, she wants revenge on Dalia’s gang...See more
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Krista M July 24, 2019 9:21 pm UTC
PURCHASER
Thanks for sharing this! Hopefully they get the mod updated soon.
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Scott U December 23, 2018 10:55 pm UTC
PURCHASER
Great kick off for Season 8. The puzzle is perfectly balanced; neither frustratingly difficult, nor too easy.
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CHRISTOPHER B November 29, 2018 6:48 pm UTC
How well can this trilogy be incorporated into the hard cover, say during Chapter 2?
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Victor B January 18, 2019 11:16 am UTC
PURCHASER
I'm currently doing my campaign bible (what I call my note book for any group I run) for running Dragon Heist and my way of fitting this in is to have Volo, Neverember, and Floon bring the group to Green's Rest as a place they can learn how to run a tavern, and what guilds they'll need to speak with to keep it stocked (Volo isn't a business man). The bar fight will occur that night with Renaer being the cause (locals don't like the Neverember clan) and the next morning picks up with the start of this module. Essentially it will fit as an in-between for chapters 1 and 2 for me.
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Bruce N November 23, 2018 2:33 am UTC
PURCHASER
I ran this mod two weeks ago with 4 level 1 characters & 1 level 4; the level 4 player only ran because he missed the last 2 weeks of Dragon Heist & wanted to get his character to 5th level.

Good Points
I had no trouble convincing my players to help find the missing wedding ring, & enjoyed their reactions when I had Urth run into the rug of smothering :)

We had a lot of fun RPing this adventure, & the fights with both the Duergar & Gath turned out to be white-knuckle sweaters for the players. Forcing them to spend time RPing with the City Watch was also amusing.

Bad Points
The lack of map labels wasn't a big issue, since none of the maps were very large & the text made it fairly obvious what was where, but ... would it freekin' KILL people to actually label their maps? I fail to see any reasonable excuse for not doing so.

I felt that the "Wedding Ring" bonus objective seemed thrown in for no particularly good reason;...See more
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Barbarossa B November 11, 2018 4:12 am UTC
PURCHASER
I think Michael P's review on this one is spot on. I don't see why you gussy up the fonts and make it a memory exercise to run the module? Where's the box text? Where's the bold type for NPCs? You pretty much have to have the map printed out to explain anything. Not only am I paying for hard-to-use modules with no store only exclusives any more but the price goes up and the practicality goes down. People are trying to run your game and not all of them are die hard table toppers that go to every con and will loving color print your masterpiece and commit it to memory. Maybe they can be bundled up and sold as a book at cons! Maybe substance over style?
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Eran A October 25, 2018 6:44 am UTC
Some things here feel kind of wonky. It's kind of long. And a bit difficult on the players. (Though I solved the code seconds after getting the second clue, when I played it).
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Finlay L November 03, 2018 1:52 am UTC
When I ran this I shamelessly changed the order of the clues so that they got the one with all the letters last. The other two are way more cryptic and open-ended and it was fun to watch the players wonder and debate what they might mean! Then when they finally got the last clue it was like "OHHHHH" *lightbulb moment*
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Chris C October 13, 2018 4:15 am UTC
PURCHASER
If we're going to be expected to do more of the work for putting the modules to work with our players, based on the suggestions of how to handle the three pillars for each scene, it would be nice if the pillars were actually provided correctly. It got the scene's label right, but the copy/paste ruined the pillars themselves.

Despite the fact that the ward to which the players need to go is referenced no less than 5 times on page 10, it still managed to be referenced incorrectly the first time it appears under "Wrap-Up."
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AKIHISA T October 10, 2018 10:13 pm UTC
PURCHASER
Playing the Pillars (Scene B: Soaring Delights) and (Scene C2: Gang Hideout) are same texts. Hope that update The Scene C2's pillar modified. Others, I like this module!!!
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maxime S October 10, 2018 12:15 pm UTC
PURCHASER
J'ai dm l'aventure avec un party (APL 1). Très bonne histoire bien contruit et structurer. Ma table a bien aimé l'aventure. J'ai placé l'aventure entre le chapitre 1 et 2 de Waterdeep: dragon hest. Parfait et cela a même été très de poséder la tarvene et qu'elle était habiter par des itinérants (Bandit). Le seule point boff c'est le case tete beaucoup trop facile. Cela a pris 30 minute a trouver la solution.
Customer avatar
Gabriel T October 09, 2018 4:45 pm UTC
I DM'd this module last night in AL for a table of 6 (APL 2). What follows is a quick review of the module; I can't post it in under "Reviews" because it wasn't paid for with my DMsGuild account.

My group and I had a lot of fun with the module. Overall, it's not -bad-. It does rely very heavily on "Adventurer Logic", by which I mean, no reasonable person would actually undertake most of the activities in this mod. The underlying plot is total nonsense. That aside, it plays ok. There are a lot of overused mechanics (magical light, secret doors and compartments) and the adventure beats the party over the head with clues and preparation, and the central puzzle is so easy that my party solved it before gathering all of the clues. Again, fine.

That said, the module packet itself is a train wreck. The editing is atrocious; there are missing words on almost every page. One of the appendices is ripped from 08-00 and says that this module is tuned for APL 1 (should be 3) and...See more
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Allen W November 22, 2018 7:00 pm UTC
Came here to write a review. Discovered you'd already written it.
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Michael C May 20, 2019 11:33 pm UTC
PURCHASER
Agreed.
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JOHN PAUL B October 07, 2018 7:36 pm UTC
PURCHASER
I was initially wary of this module, in my first read-through, as Season 8 certainly has a different feel, but when I ran this adventure last night, I can honestly say that it was very well received by all seven AL players, and I enjoyed it as well. I found myself using theater of the mind more than I usually do with this group, who love their mini's, but for other than the optional side quest A, there was no need to draw anything out. I highly recommend the side quest A, for it was my players favorite part of the adventure. Everyone was not wowed by the magic item until they received their unlock cards, and then they were super pumped.

I wish these modules did not have the images though, that waste my printer ink.
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Product Information
Platinum seller
Author(s)
Rules Edition(s)
Pages
42
Format
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File Last Updated:
October 02, 2018
This title was added to our catalog on October 02, 2018.
Publisher
D&D Adventurers League
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