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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 (31)
Discussions (50)
Customer avatar
Patrick H December 09, 2019 11:13 pm UTC
PURCHASER
Hi there! Does anyone know the maps grid dimensions? (How many squares on the x axis and how many on the y axis?)

I'm trying to align the image to my VTT but am struggling to get it right. I don't use Fantasy Grounds sadly.
Customer avatar
Patrick H December 10, 2019 5:23 pm UTC
PURCHASER
One other request if possible.

Would it be possible to release compressed or much smaller files of the maps? Something optimized for VTTs? Less than 10mb. The colored maps are over 100mb.
Customer avatar
David B October 08, 2019 10:30 pm UTC
PURCHASER
Does this contain the fantasy grounds version also? It just says pdf at the top, but searching the site only shows this one and not a separate one for fg, so I'm confused a bit. Thank you for any help!
Customer avatar
M.T. B October 08, 2019 10:42 pm UTC
CREATOR
when you purchase this product, you get the Fantasy Grounds .mod as well as the PDF.
Customer avatar
David B October 08, 2019 11:53 pm UTC
PURCHASER
Thank you! Made my choice easy. :)
Customer avatar
Patrick R July 23, 2019 2:27 pm UTC
Hey, room 27 seems pretty cool but there is not much explanation what happens if a player falls. Will he get attacked by all the mephits down there while wandering in this heavily obscured area? This would probably end in his death. Is there a way up? Is there anything he can do down there (maybe with smoking pots)?
Customer avatar
M.T. B July 24, 2019 1:56 pm UTC
CREATOR
The fall is the main hazard here. Depending on the strength of the party, the DM might rule that the mephits head to the floor and attack.
Customer avatar
Patrick R September 02, 2019 5:13 pm UTC
Okay. I got another question what are the words on the coin in room 18: "Minted in 1364 DR, golden anniversary of the reign of Lord Piergeiron the Paldinson" referring to?
Customer avatar
M.T. B September 02, 2019 9:18 pm UTC
CREATOR
That coin is the key to the gold door. The words are the clue
Customer avatar
Patrick R September 03, 2019 12:33 pm UTC
I understand that the coin is the key. But I don't understand how these words are a clue for that. Could you please explain what is so special about 1363 DR or Lord Piergeiron the Paldinson. Thanks.
Customer avatar
M.T. B September 04, 2019 9:35 pm UTC
CREATOR
It's the fact that it is the "golden" anniversary - that is the clue. The other bits are unimportant
Customer avatar
Halie S July 01, 2019 4:38 pm UTC
PURCHASER
Hello! I use a Mac and I'm having trouble opening the Blue_Alley.mod file. Does anyone have any suggestions for a program I can use?
Customer avatar
Michael P August 02, 2019 5:36 pm UTC
PURCHASER
It is the file to be used for Fantasy Grounds (VTT program).
Customer avatar
Jacob J June 14, 2019 6:09 am UTC
PURCHASER
Really looks amazing! Can't wait to get to play it.
Customer avatar
Vinzenz S June 13, 2019 2:27 pm UTC
PURCHASER
Hi, thanks for the great module!
I am playing on Roll20 with my group and was woundering if anyone (not only the creator) managed to make the map work?
I resized it so it can be uploaded (max. 10mb) but aligning it to the Grid does not seem to work properly since the vertical
parts of the mapgrid and the virtual are not lining up however I scale and play with the width of the map.

Any workarounds or else? I'd really like to make this work on roll20!
Customer avatar
M.T. B June 13, 2019 8:59 pm UTC
CREATOR
There is a gridless version of the map in there that you can use
Customer avatar
Craig C June 14, 2019 1:45 am UTC
PURCHASER
I play on fantasy Grounds and I always have to compress maps in order to share. I find about 1MB is the max I can push out with my crappy Rural Internet. I use Microsoft office picture manager to compress the Jpgs
Customer avatar
MD R May 30, 2019 4:01 pm UTC
PURCHASER
What is the Dexterity save DC for the explosive glyph of warding in area 1?
Customer avatar
M.T. B May 30, 2019 9:37 pm UTC
CREATOR
I've never been asked that - clearly no-one has tried to steal the quill before! Let's say it's DC 15.
Customer avatar
MD R May 31, 2019 12:33 am UTC
PURCHASER
Appreciate the reply.
Customer avatar
Alexander W October 15, 2019 5:33 pm UTC
PURCHASER
do oyu have skale ot enter?
Customer avatar
M.T. B October 16, 2019 12:19 am UTC
CREATOR
Sorry Alexander, I don't understand the question
Customer avatar
Craig G May 22, 2019 6:09 pm UTC
PURCHASER
The lines on that table in the appendix says: Party composition: 3-4 characters, APL less than ___ Party strength = Very weak. Should there not be something in the ___ blanks? or am I just reading it incorrectly?
Customer avatar
M.T. B May 22, 2019 9:07 pm UTC
CREATOR
The text notes above that this is optimized for APL 2.
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
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Product Information
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Pages
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File Last Updated:
November 09, 2018
This title was added to our catalog on September 20, 2018.