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DDAL08-01 The Map with No Names

DDAL08-01 The Map with No Names


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 (63)
Discussions (24)
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Itai G 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
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 C H January 08, 2019 1:14 pm UTC
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
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
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.
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).
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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Scott U December 23, 2018 10:55 pm UTC
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
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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Debit V November 23, 2018 2:33 am UTC
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
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
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
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
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.
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Mark M 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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JOHN PAUL B October 07, 2018 7:36 pm UTC
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.
Customer avatar
Michael P October 04, 2018 5:00 am UTC
Not printer friendly?

Lots of bullets and choose your own adventure? You do realize that we run these in noisy stores where no one can be assumed to know each other?
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Jack J October 03, 2018 4:04 pm UTC
I had a policy, not to write a negative review for an AL module as I didn't want anyone to refrain from buying it because of me. But there is a limit to this ridiculousness. Here are some existential questions to the designers. I hope this will let you understand what DMs expect of you .

1) Do you actually believe that combing together four different vague outlines and plagiarizing some art work from previous WOTC books would make your ‘creation’ worth five dollars? You want me to run a mod with no story development whatsoever and a Peter Jacksonish (hobbit movie) stretched out plot? A DM will have to spend at least two days to prep for this run. You should be the ones paying the DMs to run this mod. 2) We DMs print these mods out. 50%of these pages are a waste. Where is the text version?

3) What if the characters roll an insight /investigation/perception 20 to see if the map is fabricated/ deliberate? What if they decide that it is not worth it? Where is the hook? Just because they...See more
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Jay A October 04, 2018 12:38 pm UTC
In regards to #7, the map of Waterdeep is widely available on the internet. It's also in the Sword Coast Adventurers Guide (page 273 in the book) and in Waterdeep: Dragon Heist.

You can also view the map for free at this link or obtain a high res version here.

If you rather work without the map, then once you feel the players would reasonably discover this, let them know that the treasure map lines up with the map of Waterdeep and tells them the general area of where in the city the circled locations reference.
Customer avatar
CRISTHIAN C H October 04, 2018 12:47 pm UTC
Is it going to be at the right scale for it to work with the handout?, the point is not getting the map, is getting a map that is going to work with the treasure map :/
Customer avatar
Jay T October 05, 2018 1:36 am UTC
If I buy a mod that wants me to use a map shouldn't it be included in the mod? Why do I have to buy, or search for, outside sources? Especially when most books are listed as optional in the ALDMG.
Customer avatar
Jay A October 05, 2018 3:45 am UTC
Cristhian, it is nearly (but not exact) to scale with the map in Sword Coast Adventurers Guide (page 54, the previous page number I gave was incorrect), which is the map the artist based the map on.

The map from Blando's website also scales with it (it's the same map as in SCAG), but requires a bit of adjusting when printing have it line up exactly to scale.
Customer avatar
Travis F October 03, 2018 2:36 pm UTC
I really enjoyed running this adventure, the players had a blast in this one. I can't wait to run the next two in this arc.
Customer avatar
Clark T October 03, 2018 2:35 pm UTC
Wrong cover image (10/3/2018)
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File Last Updated:
October 02, 2018
This title was added to our catalog on October 02, 2018.