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DDAL08-03 Dock Ward Double CrossClick to magnify

DDAL08-03 Dock Ward Double Cross

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You’ve been set up. However, the man you were set against is more than willing to forgive and
forget, if you are willing join forces to seek a terrible vengeance. Part Three of the Umbral
Aristocracy Trilogy. A 2-4Adventure for Tier 1 Characters. Optimized for APL 3.

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Reviews (47)
Discussions (10)
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Michael C May 20, 2019 11:41 pm UTC
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I ran this module for a group of teens. They enjoyed the ability to roleplay their way through it without being forced into combat. I found parts of the module a bit "clunky", and had to modify portions to make it more smooth for playthrough. An improvement on the first two parts. As with many other modules, expect it to run a bit longer than the prescribed length.
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Alistair B April 29, 2019 11:09 pm UTC
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Fun one to DM if you are willing to really be creative and react to how your players decide to solve the mystery. You need to keep your players moving towards the goal as it an run a bit long if they decide to chase wild geese. I found this a fun module to run. I really enjoyed the freedom that was available to me and the fact that my players kept me on my toes the whole session.
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Eran A February 03, 2019 10:02 pm UTC
It's a sandbox so your mileage my vary. I like Artor as a character but I think this module isn't very well organised. My players got lost a lot, didn't know where to go, the clues are vague and I even caught a confusing typo.
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Bruce N November 28, 2018 5:51 pm UTC
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I ran this last night with my full normal table - 6 players, 1st to 3rd level. Unlike DDAL08-01 & 02, this one ran all the up to the FLGS's "hard" get-out time, so just shy of 4 hours. I'm using all 6 T1 mods to lead up to another running of Waterdeep Dragon Heist, this time using the Winter villain, so Waterdeep is frozen solid, with cold winds & heavy snow. As a general note, for those who have not yet read these first 3 modules, I would strongly encourage you to fully read *all three* of them BEFORE you run even the first one. Things get said at the beginning of AL08-03 that I didn't see mentioned a the end of AL08-02 -- which may be the result of my uncareful reading of AL08-02, but whatevs -- which forced me to retcon the end of AL08-02 *just a tiny bit* in order to get my players on the right track. Also, the entire story will make that much more sense if you know what's coming in AL08-03 *before* you run either of the first two ;)

I thought this was *by far* the best of the...See more
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Dan S November 05, 2018 2:53 am UTC
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I ran this module for the second time yesterday and the party decided to go into the basement this time. Since they didn't last time and I didn't do a good job of noticing it, I never mentioned this in my review of the module, but in the sewers you have a drow sleeping. By definition they can't sleep. I'm not sure how you want to handle this, but I told the party that he had drunk so much that he was in the elven state of reverie. I really don't know if this is an accurate way to portray the situation or not but it's what I went with on the fly.
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Bruce N November 28, 2018 5:52 pm UTC
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IIRC, the mod does describe him as sleeping off a drunk, so that's how I described him to my players, so I'd say you handled it properly :)
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Travis W December 19, 2018 1:03 am UTC
Yeah, the intent is that he's unconscious, so feel free to take liberties with the entry. Make it fun for your players.
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Clark T October 03, 2018 2:35 pm UTC
Wrong cover image (10/3/2018)
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Travis W October 04, 2018 3:45 am UTC
Was on DMs Guild end. Should be straight now.
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daniel M October 02, 2018 11:45 pm UTC
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The new format is easy on the eyes, but is not going to be easy on my printer. Will there be a printer friendly version release?
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Travis W October 05, 2018 11:09 pm UTC
This new format is a toe dip into a great big ocean of possibilities. We've been getting alot of feedback on this. Definitely in the realm of the feasible in the future.
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Matthew D October 02, 2018 11:34 pm UTC
PURCHASER
Something unclear: is coming across an enemy who wields a pistol enough to unlock it for characters? Since it's an unlock-required weapon, it seems like the kind of thing that'd have to be under the "Adventure Rewards" section at the end, but it's not, so...

That's something I want to know for sure before mentioning the +1 bullets listed as treasure to my players.
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Travis W October 03, 2018 1:40 am UTC
We'll have some clarification to the ALCC and FAQ in this regard in the next few days.
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Travis F October 03, 2018 2:30 pm UTC
PURCHASER
Awesome, I just got to this part of the adventure and was thinking the same thing Matthew D. I'm looking forward to the clarification pew pew pew lol
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Matthew D October 09, 2018 3:02 pm UTC
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Don't mean to be a bother Travis, but do you have any news on that clarification?
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David E October 15, 2018 9:48 am UTC
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Has there been any clarification. I couldn't find it in the updated ALCC.
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Matthew D October 17, 2018 11:08 pm UTC
PURCHASER
Thank you for the update, Travis! I've found it in the 8.04 update, David E: the line where it talks about "following the rules described in the ALDMG regarding obtaining mundane items in general". The ALDMG says that any magical or non-magical weapons or equipment the party finds disappears at the end of the adventure unless a) it's listed under a Treasure subheading (in pre-S8's case, still ignore mundane weapons and coinage even then) or b) it's explicitly listed in documentation as unlockable for a certain treasure point cost.

Some examples:
- Potion of Healing (is consumable: can't keep after adventure close, is already on the AL evergreen unlock list)
- Potion of Vitality (is consumable: can't keep after adventure close, adds it to a character's One-Time Unlock list)
- +X Ammunition (is consumable: can't keep after adventure close, adds it to a character's One-Time Unlock list)
- Pistol or Musket (mundane weapon with a TCP cost (in the FAQ), so it's added to...See more
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David M October 18, 2018 10:15 pm UTC
@matthew D All consumables are kept after an adventure, unless stated otherwise. It's in the Dungeon masters guide. So potion of healing, potion of vitality, +X ammunition entries above are wrong; you keep all of those things. You also, as far as I can tell, do not unlock it.

The pistols are only unlocked if the CC entry says so, and the CC entry has no mentions here. You do not unlock them. You unlock them via pilfering a certain armory in dragon heist, and *only in that matter*, via the current rules, unless some certificate or DM quest unlocks them.
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Franklin A October 22, 2018 8:49 pm UTC
PURCHASER
David M is correct, Consumables are kept. This includes potions, scrolls, and magical ammo. Unused consumables are divided up between party members at the end of the session.
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Roger M October 02, 2018 8:12 pm UTC
PURCHASER
Where are the Help and Hinder cards?
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Travis W October 02, 2018 9:09 pm UTC
This is a great question. Appears that they were inadvertently removed during layout. Working on getting a separate doc uploaded to utilize for the time being.
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Travis F October 03, 2018 2:30 pm UTC
PURCHASER
Awesome!
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Travis W October 07, 2018 8:56 pm UTC
Still trying to get this sorted. We sent it up, but doesn't look like it's been incorporated yet.
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Travis W October 08, 2018 3:13 am UTC
A placeholder doc with the cards should be all ready for folks. Hopefully, I'll be able to get it implemented into a revision. Time will tell.
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Roger M October 15, 2018 1:25 pm UTC
PURCHASER
Suggestion. Since the plot still involves the map from 08-01, I think it should be included.
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Jeremy F October 02, 2018 5:01 pm UTC
I would take another look at your cover pic here.
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Customer avatar
Travis W October 02, 2018 5:41 pm UTC
Yeah, were trying to sort out what's going on with it. It's all correct on our end.
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Customer avatar
Travis W October 04, 2018 3:45 am UTC
Was informed DMs Guild end. Should be straight now.
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Pages
34
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File Last Updated:
October 07, 2018
This title was added to our catalog on October 02, 2018.
Publisher
D&D Adventurers League
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