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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 (57)
Discussions (81)
Customer avatar
Caesar A August 09, 2022 4:11 am UTC
PURCHASER
Am I missing something or did the shield Oloric Thunderkin mentioned never appear?
Reply
Customer avatar
Caesar A October 04, 2022 1:02 am UTC
PURCHASER
One more try, does anyone know if the magic shield item mentioned appears and if so, what shield was it?
Reply
Customer avatar
M.T. B October 04, 2022 6:02 am UTC
CREATOR
No, it is a false rumour
Customer avatar
Daniel F August 06, 2022 5:02 pm UTC
PURCHASER
I ran this for my group as a detour from Dragonheist because we were short a couple of people. It was so much fun. Highly recommended. Honestly probably the highlight of the campaign so far. Thanks!
Reply
Customer avatar
M.T. B August 07, 2022 5:18 am UTC
CREATOR
Thanks Daniel, we're glad you enjoyed it!
Customer avatar
David K July 16, 2022 3:50 am UTC
PURCHASER
What kind of lighting conditions does the Alley map have? It's an alley, so I assumed whatever time of day lighting because of the Wall of Force above the alley being invisible, but some rooms are domed etc, and there are plenty of monsters that use darkness etc. Clarification por favor.
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Customer avatar
M.T. B July 18, 2022 7:02 am UTC
CREATOR
Except where there is an obvious light source (e.g. the panic room), assume interior rooms are dark.
Customer avatar
Ev R June 01, 2022 2:28 pm UTC
I played this and highly rate this for anyone who wants to play I didn't dm the game but chose to play but it was very enjoyable overall.
Customer avatar
Hawk M March 30, 2022 5:25 am UTC
holy cow, someone chose the worst piece of art from the PHB for a cover?
Customer avatar
Rasmus M March 16, 2022 6:32 pm UTC
PURCHASER
Solid map but a pain in the arse to use on the Roll20 Grid.
Customer avatar
Kejid T March 14, 2022 8:07 pm UTC
PURCHASER
112 mb for png map ,XXX
Customer avatar
Brad T January 28, 2022 9:30 pm UTC
PURCHASER
Looking at room 24. Twisty & Narrow, and I'm trying to figure out a way for the trap ever trigger. I see the players just following the 'Yellow brick road' without any complications. I guess what I'm trying to understand is what is the 'gotcha' moment outside don't touch the grey blocks. Is the room intended to be that simple trap and I'm just overthinking it? (maybe that is the trap.)
Reply
Customer avatar
M.T. B January 29, 2022 8:08 am UTC
CREATOR
It is that simple. A surprising number of players, in our experience, will step off the path to find out what happens. There is also a big contingent of players who will be highly suspicious of the yellow path because it is "too inviting." Will be interesting to see how your players handle it!
Customer avatar
Brad T December 07, 2021 10:04 pm UTC
PURCHASER
From a DMing point of view, how is the hallway between 26 and 6 intended to accessed? If the bars cannot be bent are the players supposed to just chip away at the window with their weapons until it breaks apart?
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Customer avatar
M.T. B December 08, 2021 3:31 am UTC
CREATOR
The hallway is accessed from the south. It is not intended that the players can break through the bars - the purpose of this window is for them to see what's in room 26 but not be able to reach it immediately.
Reply
Customer avatar
Brad T December 08, 2021 3:05 pm UTC
PURCHASER
Thanks for responding! Oh, I was looking at the PNG map files and thought that the south to north passage reaches a dead end because the west to the east passage of 5 bisects it and not that 5 was above that south to north passage. Looking at the map in the PDF I can see how the south to north passage does cut through as you described.
Customer avatar
Brad T December 07, 2021 6:06 pm UTC
PURCHASER
Clarification on room 25:

"Keilier has enchanted the room to claim “ownership” of anything that a visitor can see, so once a visitor leaves the room, anything that they are wearing or carrying is teleported to the center of the room as the wizard’s boisterous laughter rolls through the chamber."

Does this mean that once the players enter and then leave the room they are in essence naked? Assuming the same trick to get the status would apply to getting their gear back.
Reply
Customer avatar
M.T. B December 08, 2021 3:33 am UTC
CREATOR
Yes and yes
Customer avatar
Brian S October 07, 2021 9:11 pm UTC
PURCHASER
Question: what does the clue: “FIFTY FEET SOUTH OF THE BARRED WINDOW IS A SECRET DOOR.” mean? - is it a "gotcha!" red herring or did I miss something? I would have added SOMETHING if I knew how obsessed my players would have become because of it. thanks for the AWESOME adventure and clarification.
Reply
Customer avatar
M.T. B October 07, 2021 9:56 pm UTC
CREATOR
[spoilers]

Roughly 50 feet south of the barred window to location 26 is a secret door to location 6
Customer avatar
Anne Karin V September 20, 2021 10:35 pm UTC
Hi, is this adventure apt for running as TotM?
Reply
Customer avatar
M.T. B October 07, 2021 9:56 pm UTC
CREATOR
Yes!
Customer avatar
Kelly M August 12, 2021 9:48 pm UTC
PURCHASER
after reading the comments to research my answer I came to the observation that the guest book is a one way entry and can be re-entered as often as needed by signing again, but not exited through. That leaves the gates of paradise as the only exit at #22. However, that room description mentions pass or fail the pc leaves everything behind but their bare behind. how do the pc's get the unicorn out? or does the gate gem offer the only way to exit with gear intact? or is there another exit I am missing?
Reply
Customer avatar
M.T. B August 13, 2021 1:19 pm UTC
CREATOR
Hi Kelly, yes, you need the gateway gem to get out at exit #22 with your gear
Customer avatar
Petri K June 03, 2021 5:12 pm UTC
PURCHASER
Just wanted to say that I really appreciate you including the FG version into this, instead of creating a separately purchased product of it. Thank you!
Customer avatar
Patric F May 25, 2021 12:00 pm UTC
PURCHASER
Where can I get the Fantasy Grounds version? Has it even been released?
Reply
Customer avatar
M.T. B May 25, 2021 2:16 pm UTC
CREATOR
Yes, when you purchase this title you also get the FG version
Customer avatar
Chris L April 29, 2021 10:33 pm UTC
PURCHASER
Is there a Roll20 compatible version of the maps?

Roll20 has a max load size (at Plus or above) of 10MB, and this file is 110MB (10X). I've bought Blue Alley, but didn't realize the maps couldn't be used given their size, making the adventure effectively useless for my 100% virtual game (unless I somehow create my own maps).

Any ideas would be really helpful as I and the party were looking forward to this adventure.
Reply
Customer avatar
M.T. B April 30, 2021 1:11 am UTC
CREATOR
Jeff in the comments created a map for Roll 20. Here is the link: https://www.reddit.com/r/AdventurersLeague/comments/hwynyc/map_for_ddhcwdh03_blue_alley/
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Product Information
Adamantine seller
Community Content
Rules Edition(s)
Pages
17
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Original electronic
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File Last Updated:
November 09, 2018
This title was added to our catalog on September 20, 2018.