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DDAL08-04 A Wrinkle in the Weave

DDAL08-04 A Wrinkle in the Weave


The Blackstaff has discovered an oddity in the Weave that surrounds Waterdeep. The enigma may have been there all along or it might be new and the Blackstaff intends to figure it out using an ancient artifact from the reign of Emperor Shoon III. Part One of the Folded Time Trilogy.
A Two-Hour Adventure for Tier 1 Characters. Optimized for APL 3.

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Reviews (51)
Discussions (20)
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George P July 16, 2020 6:26 am UTC
I'm really, really confused by this. At what point have the PCs completed their mission from Vajra - what even is their mission from Vajra? What is the wrinkle? How do they get back!?
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Amie P August 31, 2019 10:39 pm UTC
As much as I enjoyed the post game discussion of what on earth actually happened it definitely wasn’t the easier module to follow along. One of those cases where you prep it. Think it makes sense then the moment it has players even near it you begin to realise all the flaws. Place a nice big set of stairs infrint of them but no description of what’s up said stairs, and no conclusion. If going. To play this is strongly recommend reading the very start of the next module as it provides some useful information in particular regarding one of the characters in case your knowledge of waterdeep lore isn’t amazing! But time shenanigans where you’re told you won’t make an impact does make people wonder why they should help at all! Some form of conclusion or telling the characters how they were meant to get back to the present day post adventure would have helped. (Again makes more sense if continuing to next module but I’m still not quite sure how they return)
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Michael C May 20, 2019 11:53 pm UTC
As much as I'd like to be able to leave a positive review, I just can't. I found this module to be terrible. It is very disorganized and feels like it's unfinished. I (and the entire group) hated the idea of time travel, especially without having to worry about consequences. Had to modify HUGE chunks of this just to make it playable, and both the group and I wanted it over with as soon as possible. Would never run this again.

Note: there are no unlock cards included with this module as there are with most of the others.
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Alistair B May 06, 2019 12:37 pm UTC
I really enjoyed running this module. It is very open and gives lots of opportunity to role play. My group seemed to enjoy it too, though it took a lot of prep and planning and I had to really spend a lot of time understanding what the players were trying to achieve.

A couple of things I stressed to the party before they time traveled.

1. Nothing they could do in the past would alter the present, but they could still do things in the past that would alter local events. The timeline would just fix itself up. I wanted to give them some agency.

2. If they died they would end up back in the present and they would not be able to get back to the past.

Another thing that I did that was a lot of fun was that their bodies changed to different races and they were dressed like nobles of the time, but they were actually still armed but no-one could see their weapons. This lead to some fun moments when bandits were wondering how they just got hit when no-one had a weapon....See more
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Ismael A April 22, 2019 7:39 pm UTC
I ran this module, and though it was very enjoyable, I also had some issues with how the information was presented. I did a lot of filling in for details and important plot elements, but I can see how there would be frustration about the information as presented.

It may sound silly,but if I ran this adventure again, I think I'd use (spoiler alert for Assassin's Creed) Assassin's Creed's later plot elements to explain not only how this adventure won't mess with the timeline, but also the methodology for using the past as a means of exploring and obtaining information that is relevant for the present day.
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Robert G February 22, 2019 6:56 am UTC
I played through this. The objective was completely unclear. When we got projected back into time, and a fight broke out, some of the players jumped into it. I, however, was perplexed what the point of that was since we were unable to alter history in any way. This also raised some questions, like, what happens if a PC dies in the past? Are there alignment concerns if none of your actions have any consequences? Why would the blackstaff trust such powerful magic with a group of relatively inexperienced adventurers? At the end, the DM spoilered for me what the supposed outcome was supposed to be, and I still don't understand the module.
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Brian H February 19, 2019 5:54 pm UTC
I was provided a copy to run for a Adventurer's League meetup at a game store, and after reading through the adventure I'm stunned at how incomplete this adventure is. I'll probably be echoing a lot of things others have brought up.
- No room identification on the map. (Found it by looking at the "Full-size Preview" of the digital map pack at
- No real identification of story objective A and what exactly is needed to complete it.
- In Episode 2 a few people can be found in multiple locations, but "What the NPC's know" for those characters differ from location to location. Why?
- Episode 3, Story objective B is less than clear too. Honestly I'm trying to figure out why the adventurer's are still there after apparently completing the objective of the Blackstaff with Story Objective A.
- The end of the adventure is not described to the adventurer's at all. In...See more
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Peter S February 04, 2019 10:35 pm UTC
There's a kernel of a story here, and a potentially engaging AL module. I just think that module is a few drafts further along than A Wrinkle in the Weave as it is currently. The module as-is includes a completely useless, unlabeled map of Shoon III's palace. It has stat blocks for creatures that are never mentioned explicitly in the text and doesn't have any stats for NPCs who are supposedly helping the party. I get that Artor is important to the Season 8 storyline, and I appreciate the attempt to flesh the character out. I also like the -idea- of modules being a bit more sandbox.

But when you prep for a T2 table and show up to find that you're running T1 and everyone at your table has played at least one of the T1 things you prepared, this is not the module to grab on the fly. It doesn't really have a conclusion, and the hook is interesting but unclear enough that 45 minutes in, I did a retcon on the conversation with The Blackstaff to make it clear to my PCs what they were doing. Until I did that,...See more
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Jemma H January 10, 2019 3:37 pm UTC
The map is all but useless. No locations marked on it. Having to buy the digital map pack as an add on to know what's going on and where is a rip-off.

Without the context of location, game play in this module was a mess. I had to improvise like crazy when I ran this because of the lack of clarity. The connecting tissue between scenes is completely absent. The logic of encounters is likewise missing entirely. Don't get me wrong... I like the concept of the module. But it's a poor resource for actual play.

Also - I've bought the module, so I should be able to review it. Have reviews been blocked thanks to the negativity of those received so far? If so, poor form. People who have forked out their hard-earned cash to buy this content should have the right to provide appropriate feedback.
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Jonathan K December 12, 2018 10:54 pm UTC
The intro/adventure hook to this mod was great. But i felt like the mod did not fully explain itself nor was very organized. Many of my players were confused as to what they were actually doing and how what they did affected anything at all
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Bruce N December 05, 2018 6:31 pm UTC
Ran this mod last night for my regular group -- the same players for whom I ran Dragon Heist & the first 4 T1 mods.

The good parts: this mod, like the other Season 8 T1 mods, is just oozing opportunities for role play, & my RP-obsessed players went to town with it. Only one very short fight, & the rest of the evening was spent in conversation. The story within the mod was interesting, & I loved the expression on their faces when they first saw Artor Morlin ;)

The bad parts: Would it freekin' kill people to actually edit these mods before publishing them? Would it be a total imposition to ask mod writers to label their maps? Would it have seriously hurt anything to include the actual *meaning* to what's going on? I think the answer to all of those questions is "no, it would not." I can only assume the point to this all was simply to figure out who made the ring, because there's no indication -- at least in this mod -- as to why the "resonance" of a...See more
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Terrie F November 25, 2018 10:19 pm UTC
I wish I could review this but my FLGS bought the mod, I volunteered to run it for them when they had a schedule conflict. I was dreading running it when I read it. The mod is incomplete. It's not so much a complete adventure for a shared living campaign as an adventure seed. However, it is a really good seed, and with some work it turned out to be a really good time. There are going to be some spoilers so players beware.
The map is not numbered. You can figure out the maps by reading the room descriptions, but that is additional work - and, as one of the bonus objectives is room specific, it is good to know the correct layout so that hopefully playtest feedback will be used to adjust the difficulty during the chaos and to provide the appropriate level of difficulty.
The main objective is unclear - what did the players learn at the end of this that will help puzzling out the ring's influence on the weave? I guess they have a name... hopefully that is enough.
Next - "mental projection"...See more
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Adam W November 21, 2018 4:54 am UTC
Can we have this fixed and updated already. It is clearly unfinished.
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Terrie F November 24, 2018 11:26 pm UTC
Damn skippy
Customer avatar
Roger M November 15, 2018 4:23 pm UTC
I have Dmed this. I used Quantum Leap tv show to help out the module. Place the PCs in unknown lords bodies but have them use their own stats.
The library which is the scene of main plot and bonus objective is describe either 30 by 30 or 30 by 35 which changes the location. Author has stated it should be to right of the staircase.
Other than Editing problems, this is railroad. No matter what the pcs do they can't change history. (In my game they did.)
Suggestions. Have one or two NPC be time travelers too. Especially Malcar. Promote Morlin to Captain of King's Guard. Have Memp be one of evil guards or Shoon 4 seneschal. Have the head cook met with adventurers somehow if they don't hit the kitchen.
My table comment was to replace the cook book with a frying pan. No one believe the book would be in library.
Customer avatar
Jerrin C November 14, 2018 8:59 pm UTC
Why aren't the maps labelled? This is the second adventure this season where rooms on the are not indicated on the maps given. Yes I can work around it figure where things are, but wastes my time prepping the adventure on something that should been done on the first place.
Customer avatar
Terrie F November 12, 2018 8:34 pm UTC
Where is the library? The maps aren't keyed so I was going by the room size descriptions and had it pegged as the room in the southwest corner. But I watched a recording of an online game that someone ran and the map showed it as the room in the direct center of the house directly west of the throne room. I think it was a Roll20 map.
Customer avatar
Jerry K November 14, 2018 4:49 am UTC
I'm pretty confident based on room sizes and descriptions that the library is in the Southwest, next to the banquet hall which is in the West, followed by the kitchen in the Northwest and the servants quarters to the right of that (although I can't figure out why the servants quarters would have windows facing the street and the garden, and have double doors. The description also calls it a "3 foot by 10 foot room" which I'm guessing is a typo for "30 foot by 10 foot room"). The ballroom is in the Southeast, East of the library. Across from the double doors of the ballroom are the double doors to the throne room. The solarium is East of the throne room and the parlor is West of the throne room.

And not to nit pick, but why couldn't North be facing the top of the page? Why did everything have to be shifted 90 degrees clockwise???
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File Last Updated:
November 06, 2018
This title was added to our catalog on November 06, 2018.