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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 (21)
Discussions (38)
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.
Customer avatar
Alfredo P November 28, 2018 11:21 pm UTC
PURCHASER
Which, if any, of these maps have you had success converting it to Roll20 and how?
Customer avatar
M.T. B November 29, 2018 12:19 am UTC
CREATOR
I don't use Roll20 so I haven't attempted to convert any of the maps to it. I imagine you can use the DM Version, though
Customer avatar
Alfredo P December 02, 2018 1:13 pm UTC
PURCHASER
Thanks for the response, I ran session 1 of Blue Alley on 29NOV and had great success.
I used the High Res Player Version w/Grid map and resized it to 4574x5514 pixels.
These are the settings I used: Page Size 29units by 34units; Page set to Transparent; Scale 1 units = 10 ft.; Grid Enabled: Size 0.5 units; Grid Color set to Transparent. You'll probably have to finagle it a bit to get your grid lines matched up, but after a bit of tweaking it turned out perfectly.
Customer avatar
M.T. B December 02, 2018 7:12 pm UTC
CREATOR
Excellent!
Customer avatar
Guy D December 02, 2018 11:37 pm UTC
PURCHASER
I ran it a couple of weeks ago and used pretty much the same approach. The high res player map looks great, but needed resizing to be practical on the VTT Roll20
Customer avatar
Nate H November 28, 2018 3:59 pm UTC
PURCHASER
Very minor typo. When writing about the boggle's oil puddle it says:

If the oil is slippery, any creature that enters the puddle’s
area or starts its turn there must succeed on a DC 1 Dexterity
saving throw or fall prone.

I'm pretty sure that should be a DC 11 Dex saving throw. DC 1 seems a little easy to beat.
Customer avatar
M.T. B November 28, 2018 6:49 pm UTC
CREATOR
Ha! You are right. I'll fix it when I get a moment.
Customer avatar
Karl A November 26, 2018 9:46 am UTC
PURCHASER
Slight spoiler:

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In room 20, the statue is listed as being within a *sphere of force*. It's italicised as if it were a spell, but that isn't a 5e spell. Is it supposed to be Wall of Force used as a sphere, Resilient Sphere, or a permanent Bead of Force? They each act and interact differently, so a clarification would be useful.
Customer avatar
Karl A November 26, 2018 2:40 pm UTC
PURCHASER
Also, another Spoiler:

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It's not explicitly stated anywhere in the module, that I can see, that the PC's can't just walk out again. It's implied, and makes sense, but isn't actually stated anywhere. They write their name in the book and can pass through the wall. It doesn't say they can't pass back.
Customer avatar
M.T. B November 26, 2018 7:08 pm UTC
CREATOR
The intention is a wall of force shaped like a sphere
Customer avatar
M.T. B November 26, 2018 7:10 pm UTC
CREATOR
Regarding the entrance, it is blocked by a wall of force (page 5). You can pass through the wall heading north once you sign your name.
Customer avatar
Michael P November 21, 2018 3:50 pm UTC
PURCHASER
happy that Fantasy Grounds module is now available!
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File Last Updated:
November 09, 2018
This title was added to our catalog on September 20, 2018.