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Blue Alley $4.95
Average Rating:4.7 / 5
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Blue Alley
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Blue Alley
Publisher: Dungeon Masters Guild
by Haley P. [Verified Purchaser]
Date Added: 03/09/2024 07:06:37

Ended up running this as a one shot for my Waterdeep campaign when a few of my players couldn't make it. They had a blast navigating all of the traps and even managed to befriend the minotaur instead of fighting it!



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Marcin B. [Verified Purchaser]
Date Added: 03/02/2024 10:37:27

Really fun adventure to run, and due to it's gimmick quite easy to slot in to existing campaigns. Had to adapt one of the puzzles since it depends on specific words and I'm running my games in another language, but most of the rooms worked well as written. Players enjoyed it and it was a great addition to our Waterdeep Dragon Heist campaign.



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Gary D. [Verified Purchaser]
Date Added: 07/11/2023 23:21:35

Excellent starting adventure for new players and new Dungeon Masters. After running this one-shot with my gaming group, I realize I'm hooked. I purchased all the starter books, and Waterdeep:Dragon Heist. There's something about the City of Splendors that just clicked for me, and knowing there's a crazy wizzard who built a trap infested fun house for his own amusement was a large part of that. Highly recomended.



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Belinda C. [Verified Purchaser]
Date Added: 05/21/2023 19:11:26

Currently running Blue Alley as a side dungeon crawl for my Storm Kings Thunder campaign. Despite the module explicitly stating that this shouldn't be run for players higher than level 4 (why?!) - my players are level 7 and with a few easy mods (added extra monsters as needed and a few blasts of fire in the room with hanging platforms) they are half way through (took 3 hours so far) and absolutely loving it. Highly recommend - even for higher level players - just be a creative DM and add more monsters or glyphs/traps as needed. Easily adaptable to add as a dungeon crawl - I added mine in Luskan and told PCs that the Arcane Brotherhood created it. 4 stars because despite creator advice it IS playable with PCs higher than level 4.

Edit: Updated to add that my party refused to return the celestite Unicorn (Lady Primara) to Mirt. They pretended not to have recovered it and thus begun a whole new ongoing side quest which I thought I'd add here for future DMs to add onto the back of Blue Alley - party discovered Celestite Unicorn is a sentient unicorn trapped under an evil enchantment and have to return her to Shadowtop Cathedral in High Forest (ties into Storm Kings Thunder as party had to go there anyway). Party druid fell in love with said statue and made it their mission to safely return her to the forest weeks later (in game) where, under the light of the full moon she was restored to her Unicorn form. As her true self, Lady Primara the Unicorn gifted the party a magical item to summon her at great time of need (at such time i think i'll allow her to do a high level buff or mass healing word etc). Party loved it and now have a slight enemy in Mirt from Waterdeep



Rating:
[4 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Erik S. [Verified Purchaser]
Date Added: 05/21/2023 07:39:26

Had the pleasure of both running this as a one-shot for a group to fill a gap week, but also to play it in as part of a Waterdeep: Dragon Heist campaign. Very much a classic, funhouse style dungeon -- which isn't for everyone -- but I enjoy them, and this is a good modern example of the type.



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by J. E. [Verified Purchaser]
Date Added: 02/26/2023 10:03:25

This is a solid, enjoyable adventure! It has a nice dungeon crawl structure/setup, but translated to an urban environment. Puzzles, traps, combat, and having to backtrack to get the full experience and context - it's all there!

The flavor is solid, as are the encounters - though many of them feel like they have the potential to be highly-lethal with small or inexperienced parties, so you might need to keep an eye on that and tune it on the fly. Structurally/conceptually, it feels a bit like a "White Plume Mountain for Beginners" in the variety of encounters and elements.

The ALCC suggests that this works best alongside WDH when dropped into chapter 2. I haven't run it as anything but a standalone, and I think it really shines that way -- an isolated dungeon feels a touch at odds with the Ch. 2 "getting to know the city" vibes, but since it's still in Waterdeep, and it does connect to certain important NPCs, it does still make sense/further that purpose. With the eventual macguffin and the choice at the end, I think it could also work as an extended scene for one of the keys required later on (Ch... 4?), especially as it adds a touch of the "heist" vibe that is, perhaps, weaker in the main hardcover.

Telegraphing the "phrase order" puzzle might be helpful, as well - perhaps handouts of the elements as they're found that can be physically moved around? I might also broaden the trigger for the statue to being directly addressed, as well as the listed one, if characters are struggling a bit.

Reward: The rewards are decent for a 4(-or-more) hour T1 adventure. They mostly lack flavor, though -- only 1 of the 5 MIs has flavor; I actually found, when playing it, that the trinkets you can pick up along the way are just as, if not more, fun. Still! 2 Uncommons and a top-tier common with choice make this a solid adventure. Note that, perhaps because it's classed as a hardcover, there is no Rewards handout/summary page, so make sure you're tracking it as they go.



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Clément M. [Verified Purchaser]
Date Added: 02/24/2023 07:55:06

I've been runnign this as a standalone adventure, and my group absolutely loved it! The mix of combat/exploration/puzzles with the overlaying silliness of some aspects was just a blast. In terms of length, it did take 2 full sessions of 4 hours to run, the players having dived full into the schenanigans and explored almost every piece of the dungeon.



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Cameron E. [Verified Purchaser]
Date Added: 02/20/2023 11:37:05

I've been running Waterdeep Dragonheist (Alexandrian Remix) for my friends, and took over as DM after Chapter 2. I introduced Blue Alley to the party early in the adventure but they waited until level 6 to enter it. I ran the dungeon as is except for adding more monsters into each encounter in order to adjust the CR of the encounter.

What I liked: This is a fantastic adventure Even for a level 6 party, just adding in some more skeletons, specters, mephits, etc still does a great job draining party resources combined with all the clever traps. The different keys give a lot of incentive to go back and forth through the dungeon, same with the riddle puzzle. My party got Primara right away, but stayed in Blue alley (mistakenly thinking that the Stone of Golorr was in the Alley) and it slowly chewed them up. The only thing I added to the dungeon was a mini-tiamat in an additional side room. A trapped door leading to a chute with 8 kobolds and 5 chromatic wyrmlings. The adventure as written though it terrific and I see how dangerous and deadly it would be for a level 2 party!

What I didn't like: No real complaints here aside from Primara needing to be a wondrous item in her own right, I turned her into a magic statue that could heal with a version of the Unicorn's Horn ability. But other than that just FANTASTIC!



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Steve W. [Verified Purchaser]
Date Added: 02/12/2023 15:21:21

I ran this as a side quest during a weekend the whole group couldn't make it. Those who made it had a blast and said how much fun the had.



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Ben R. [Verified Purchaser]
Date Added: 01/28/2023 16:03:27

This is a wonderful product for anyone looking to run this iconic piece of Waterdeep in fifth edition. I particularly appreciated the adjustability for parties of different levels, because Blue Alley should always be a deathtrap, but I think there could have been more of that. That said, the alley is a fun romp and a great challenge for your players. I miss the Guild Adepts program!



Rating:
[4 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Bobbi S. [Verified Purchaser]
Date Added: 01/16/2023 06:11:59

This was a good one shot to adapt and insert into "Waterdeep: Dragon Heist". It helped the players to move chapter 2 along.



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Neil r. [Verified Purchaser]
Date Added: 07/19/2022 22:24:53

I've now run this for the third time, once during a WD:DH campaign, once as a one-shot, and now in another campaign where I needed to pause the main story for a session or two becuase a PC was away that I really wanted in the main story. It's easy to fit in in any city or town with not too many changes. I am using it in the current campaign to give the party soem extra clues I have added (if they find them) and some better loot that I created for each PC, but otherwise this runs well as written. And, it's written very well. A lot of humor, puzzles and easily scaled comat encounters.

Two things:

  • Unless you trim and railroad a bit, I don't think you can easily complete with most parties in one session.

  • I would add some incremental treasure depending on level and setting and where it fits into your campaign.

Otherwise, a terrific adventure that is well-written and fun. Thanks M.T. Black for another great module.



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Elena K. [Verified Purchaser]
Date Added: 07/19/2022 07:10:46

I picked this up for a little inbetween in our Waterdeep:Dragon Heist Campaign, since the players were itching for combat. And combat they got. It's easy to run and has a lot of great little details. Only negative (if you can even call it that) points for me would be:

  1. the loot could be more impressive. That's easy to swap out for things fitting your characters, though.
  2. be aware that players might end up finding their way through locked doors and do the dungeon part that gets them the key much later, which could be frustrating depending on the expectations of your group. To avoid frustration I'd either make certain locks unpickable or add other rewards to where the keys are.
  3. I don't know how any group would solve this in 3-4 hours. Without any investigation before entering the Alley, it took my very investigative players a solid 8-9 hours.

All in all, this is a great Dungeon to introduce to your Waterdeep Campaign, and I recommend anyone to check it out if they need a chance in pace for a few sessions.



Rating:
[4 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Marc D. [Verified Purchaser]
Date Added: 05/29/2022 14:51:13

I found this to be an excellent ressource as a first-time DM who is still just learning the game. The adventure was fairly linear which helped immensely in my preparation. We ended up with two sessions, rather than running it as a one-shot -- that may be due to my lack of experience or the whole group's delight in role play. Combat was occasionally challenging, but we only had one PC death and one near-death experience. All in all we had a lot of fun with this adventure.



Rating:
[5 of 5 Stars!]
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Blue Alley
Publisher: Dungeon Masters Guild
by Laura H. [Verified Purchaser]
Date Added: 01/11/2022 14:44:22

Ran this during a Waterdeep: Dragon Heist campaign. It was a lot of fun! This product is very well put together. It was easy to prep and run. And it was a lot of fun! My players enjoyed the puzzles in particular. I loved the variety of encounters throughout the dungeon. Highly recommend.



Rating:
[5 of 5 Stars!]
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