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Blue Alley
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Blue Alley

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CAN YOU SURVIVE WATERDEEP'S MOST INFAMOUS DEATHTRAP?

Blue Alley lies hidden in the heart of Waterdeep. Built by a secretive wizard, it is a magic maze full of tricks, traps, strange monsters, and rich treasure. Countless adventurers have ventured inside to test their bravery and skill, yet few have returned. And now it is your turn…

Blue Alley is a 3-4 hour Dungeons & Dragons adventure for characters of 1st to 4th level. It expands upon the material presented in Waterdeep: Dragon Heist, but can be played on its own or as part of any D&D campaign.

This product is a DMs Guild Adepts adventure! The Dungeon Masters Guild Adept program brings highly talented individuals together for creative development. Guild Adept products are identified with the golden ampersand and logo.

This adventure is Adventurers League legal and uses the code DDHC-WDH-03.

Stretch goals:

  • If this product earns Electrum metal status, we will add an all-new, high-resolution map. Unlocked!
  • If this product earns Gold metal status, we will add a Fantasy Grounds version! Unlocked!
 
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Reviews (25)
Discussions (42)
Customer avatar
Joseph B April 14, 2019 8:41 pm UTC
PURCHASER
Fab module, prepping it now and think my players will really enjoy it. I've got some quibbles with rooms 26 (Swinging Peril) and 17 (Bladed Blitz). In both cases, I think the difficulty is off for the skill checks/saving throws

The DC for jumping between between platforms in room 26 is 12. Assuming a pretty athletic character with a +5 athletics (a lot for this tier of play), they'll have a 30% chance of falling on each jump. Given there are 8(!) jumps in total, I calculate the cumulative chance of them falling at least once as about 95%! Falling should be a risk, but as written the game makes it a certainty. Given the hefty fall damage from a 20' drop, this seems harsh

In room 17, the pdf implies that going slowly (half movement speed) is the better option - but the stats actually favour rushing, as far as I can tell. Assuming the corridor is 60' long, and a base 30' movement speed:
Dash: cover whole distance in one turn. 1x DEX save at disadvantage
Normal speed: cover distance...See more
Customer avatar
M.T. B April 14, 2019 11:52 pm UTC
CREATOR
Glad you like the adventure!

With regards to your questions:

Room 26. I agree that an average character has a good chance of falling if they just jump from disk to disk. So, what creative options do they have to reduce their chance of falling? Can they use a belay? Do they have magic that will give them advantage on the roll? Can another character aid the jumper? Do they have to jump all the way? Blue Alley rewards creative problem solving.

Room 17. I'm not saying that either slow, average, or quick is the better option. It is up to the player to decide whether they want one hard roll, or a bunch of lower rolls. I think your system is fine as well.

Let me know how it all goes after you play.

cheers!
MTB
Customer avatar
Craig C April 10, 2019 7:23 pm UTC
PURCHASER
where can I find the Fantasy Grounds version of this adventure? when added to cart it only gives a PDF format to download
Customer avatar
M.T. B April 10, 2019 9:22 pm UTC
CREATOR
Hi Craig,

It should give you 7 files to download, including the .MOD file. If you can't see those files, I recommend you contact customer support for the DMs Guild.

cheers,
MTB
Customer avatar
Dominick M March 11, 2019 9:16 am UTC
Great module, thanks. My players enjoyed it. I did homebrew a few of the rooms and made several modifications to what creatures were being used.

Things I recommend:
Depending on the TPL, have a skeleton minotaur in room 16 instead of five skeletons. Makes it seem more intense and its only 1/2 a CR higher and quicker to kill = less time spent there. I also had the minotaur bull rush out of area 16 only once the players opened the door to the scythes in hall room 17 to add the suspense of they are stuck in this room fighting an undead minotaur or have to take a chance running through scythes.

Took out the will-o-wisp and replaced the minotaur with a yeti in a snow field (also once they were able to grab the key off the yeti, I called that room ... just due to time). They were able to do everything as three level 4 players in 5 hours on the dot. I'd say it could've been done in four hours but I had a lot of behind the sheets story that was already brewing in our Dragon Heist campaign...See more
Customer avatar
Jesse W February 28, 2019 6:27 am UTC
PURCHASER
Why does Mirt have the unicorn? Seems odd that a good character would have a unicorn imprisoned so.
Customer avatar
M.T. B February 28, 2019 11:05 am UTC
CREATOR
I left that as a bit of an open-ended seed for the DM to develop. Perhaps Mirt was looking for a way to reverse the enchantment, but hadn't found it yet. Perhaps Mirt was unaware of the enchantment. Or perhaps this is a rogue unicorn, and Mirt is keeping it imprisoned deliberately. I'm sure there are many other ideas!
Customer avatar
casey F March 02, 2019 2:27 am UTC
so It's a really unicorn and not a trick, f**k now I need a map of mirt house.
Customer avatar
Jesse W March 13, 2019 11:14 pm UTC
PURCHASER
I actually ended up playing it as a fake unicorn. Mirt enchanted it to plead for mercy and assistance from the adventurers. If they tried to save the unicorn, Mirt would know that they are good and can be trusted.
Customer avatar
M.T. B March 14, 2019 1:13 am UTC
CREATOR
That's a GREAT idea!
Customer avatar
James B February 18, 2019 10:06 pm UTC
PURCHASER
Ok, just gotta say, great little dungeon. However, my players weaponized the sovereign glue carpet and used it to obliterate the minotaur and now I'm sure they're going to use that dang carpet to overthrow the Mad Mage himself! ;)
Customer avatar
M.T. B February 19, 2019 2:49 am UTC
CREATOR
Great to hear - we were seriously hoping and expecting people to weaponize the carpet!
Customer avatar
Anna B February 04, 2019 4:50 am UTC
PURCHASER
Hi, question about the Wall of Force.

It says "If anyone writes their name in the book on the podium, they can pass north through the wall and so enter Blue Alley." does this mean that once they pass through the wall, they cannot pass backwards through it? Is that what makes escaping so difficult?
Customer avatar
M.T. B February 04, 2019 6:48 am UTC
CREATOR
Yes, it is a regular wall of force and blocks entry and exit. The only way through it is by signing your name, but that is only one way
Customer avatar
Anna B February 04, 2019 6:53 am UTC
PURCHASER
Yes yes, understood. But once you have signed your name and entered-- can you just walk right back out?
Customer avatar
Anna B February 04, 2019 8:11 am UTC
PURCHASER
I see now! Thanks so much! Ahhh what a fun adventure! Thanks for all of this :)
Customer avatar
john Z February 03, 2019 10:33 pm UTC
PURCHASER
I'm a little confused on how to access the hallway outside of "6. Winery".

I believe it says players cannot access the hallway from the North through the barred window in "26. Swinging Peril".

From the South, do the hallways connect? My interpretation of the map was that they do not.

Thanks! Great Module!!!
Customer avatar
M.T. B February 04, 2019 6:48 am UTC
CREATOR
Hi John, I'm not sure I understand the confusion. There is a secret door to area 6. The hallway outside the secret door goes all the way south until it gets to the entrance.

Or put it another way. You enter Blue Alley, take the first left, then turn right, then left again, then right again, and continue up the long hallway until you get to the secret door.

Does that help?
Customer avatar
john Z February 06, 2019 12:27 am UTC
PURCHASER
YES. Thank you!

I guess I thought the hallway ended where it is overlapped by the hallway from '5. A Sticky Situation' to '7. Hovering Blade'.

Thanks again!
Customer avatar
Patrick B January 31, 2019 5:46 pm UTC
Blue Alley –Guild Adept module

<spoilers>












Summary:

Years ago, a secretive and reclusive mage constructed Blue Alley, a dungeon full of tricks, traps, and strange monsters.

The Waterdeep Lord Mirt has heard that Blue Alley holds a small sculpture called the Celestite Unicorn. He offers the party 250 gp if they secure this treasure for him.

The primary objective of the adventurers is to escape from Blue Alley with the Celestite Unicorn. This adventure contains bonus objectives that the characters can pursue if they have time to do so:

• Bonus Objective A: Open the Golden Door. The adventurers can find out how to open the golden door and claim the treasure behind it. (Lantern of Revealing)

• Bonus Objective B: Solve Keilier’s Riddle. Solve Keilier’s Riddle. The adventurers can solve the riddle Keilier has woven throughout the dungeon...See more
Customer avatar
Michael P January 31, 2019 12:40 am UTC
PURCHASER
Another Fantasy Grounds issue. I think the item descriptions have what the items are for, so if you find a pink key (made up example), the item will say that it opens the pink door in area 14. It really should not have that info as it tells the players DM information.
Customer avatar
John W January 29, 2019 8:15 pm UTC
PURCHASER
There seems to be a room missing. Room 6. Winery says there is a gold-plated door that is locked and opened with the "golden" coin from area 18. but the maps dont show anything and there is no description of whats behind the gold door.

Also, in the Fantasy Grounds module, room 24 has no encounter record with the Specters.
Customer avatar
M.T. B January 30, 2019 7:50 am UTC
CREATOR
Hi John, look at the last paragraph under the "Treasure" heading for location 6. It describes what is behind the gold door.

I will chat to our FG guy about room 24.
Customer avatar
John W January 31, 2019 1:23 pm UTC
PURCHASER
Thanks! While the FG guy is at it, new treasure entries should be made for the item behind the door and the potions of healing. the FG entry has only the alchemist fire entries. there is no entries for either the Potions of healing referenced in the text or the lantern.
Customer avatar
Ryan B January 20, 2019 10:14 pm UTC
The dwarf mentioned a powerful magic shield but we never found one in the dungeon. Did we miss something?
Customer avatar
M.T. B January 21, 2019 12:50 am UTC
CREATOR
It was a false rumour!
Customer avatar
Michael P January 15, 2019 3:06 am UTC
PURCHASER
Any reason why the fantasy Grounds version does not use the nice hi-res map nor have the images from the PDF in it?
Customer avatar
M.T. B January 15, 2019 10:15 am UTC
CREATOR
Which images from the pdf would you expect there?
Customer avatar
Michael P January 15, 2019 12:16 pm UTC
PURCHASER
All of them. When I do a conversion, I put everything from the PDF into the FG version.

I was really surprised there was no player map using the good hi-red map that was done before the FG version was released. In my .mod file there is a DM map, the cover page and a thumbnail.

I also noticed that room 6 should have 2 parcels, one treasure is missing.
Customer avatar
M.T. B January 15, 2019 7:25 pm UTC
CREATOR
Thanks Michael, I don't use FG myself. I'll have a chat to the fellow who did our conversion.
Customer avatar
Tigon - January 12, 2019 11:58 am UTC
PURCHASER
"Stretch goals:

If this product earns Electrum metal status, we will add an all-new, high-resolution map. Unlocked!
If this product earns Gold metal status, we will add a Fantasy Grounds version! Unlocked!"

Any idea when we'll see the Fantasy Grounds module?
Customer avatar
M.T. B January 12, 2019 7:43 pm UTC
CREATOR
The Fantasy Grounds module was created some time back, and is included when you purchase the product.
Customer avatar
Tigon - January 15, 2019 9:18 pm UTC
PURCHASER
AH! Its included!! Splendid! Thank you so much!!
Customer avatar
Matthew K January 05, 2019 5:03 pm UTC
PURCHASER
First time player and DM here DM'ing 3 first time players with 1st level characters. Do I need to adjust this adventure to make it easier? if so, any ideas on how to do that?
Customer avatar
M.T. B January 05, 2019 7:59 pm UTC
CREATOR
There is some scaling info in the appendix.i would recommend sending a couple of henchmen in with them (use the guard stats from MM). Also, they will need to run away sometimes
Customer avatar
Joey P January 05, 2019 5:12 am UTC
PURCHASER
Hi, I'm confused about Area 14, it has a description that doesn't seem to match up with the map given it's connection to Area 15
Customer avatar
M.T. B January 05, 2019 5:25 am UTC
CREATOR
Hi Joey, the door on the east side of the chamber opens to area 15. If that's still not clear, please email me at mtblackgames@gmail.com and we can discuss it further. cheers, MTB
Customer avatar
Sean T December 18, 2018 7:10 pm UTC
PURCHASER
Fantastic module, looking forward to running this with my players as part of DH chapter 2, probably as a Harper mission from Mirt.

Really like the map as well. Can I ask, what tool was used to create it?
Customer avatar
M.T. B December 23, 2018 8:10 am UTC
CREATOR
I'll have to ask the cartography, but I assume it was Campaign Cartographer 3.
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File Last Updated:
November 09, 2018
This title was added to our catalog on September 20, 2018.