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I don't see why you gussy up the fonts and make it a memory exercise to run the module? Where's the box text? Where's the bold type for NPCs? You pretty much have to have the map printed out to explain anything. Not only am I paying for hard-to-use modules with no store only exclusives any more but the price goes up and the practicality goes down. People are trying to run your game and not all of them are die hard table toppers that go to every con and will loving color print your masterpiece and commit it to memory.

Maybe they can be bundled up and sold as a book at cons! Maybe substance over style? Some things here feel kind of wonky. It's kind of long.

And a bit difficult on the players. Though I solved the code seconds after getting the second clue, when I played it. When I ran this I shamelessly changed the order of the clues so that they got the one with all the letters last. The other two are way more cryptic and open-ended and it was fun to watch the players wonder and debate what they might mean! If we're going to be expected to do more of the work for putting the modules to work with our players, based on the suggestions of how to handle the three pillars for each scene, it would be nice if the pillars were actually provided correctly.

Despite the fact that the ward to which the players need to go is referenced no less than 5 times on page 10, it still managed to be referenced incorrectly the first time it appears under "Wrap-Up. Hope that update The Scene C2's pillar modified. Others, I like this module!!! J'ai dm l'aventure avec un party APL 1. Le seule point boff c'est le case tete beaucoup trop facile. Cela a pris 30 minute a trouver la solution. What follows is a quick review of the module; I can't post it in under "Reviews" because it wasn't paid for with my DMsGuild account.

My group and I had a lot of fun with the module. Overall, it's not -bad-. It does rely very heavily on "Adventurer Logic", by which I mean, no reasonable person would actually undertake most of the activities in this mod.

The underlying plot is total nonsense. That aside, it plays ok. There are a lot of overused mechanics magical light, secret doors and compartments and the adventure beats the party over the head with clues and preparation, and the central puzzle is so easy that my party solved it before gathering all of the clues. Again, fine. That said, the module packet itself is a train wreck. The editing is atrocious; there are missing words on almost every page. One of the appendices is ripped from and says that this module is tuned for APL 1 should be 3 and See more still has the footer on it.

One of the bonus adventures introduces new characters without any prep or explanation; some named NPC just shows up and starts doing things without any indication of who he is. The central mcguffin the treasure map is described as having no distinguishable marks, yet the handout itself is covered in clues. The map is supposed to be overlaid on a map of the city, yet no map of the city is included.

The packet itself is covered with a colored background and images, and no printer-friendly version is available. Contents of various secret compartments are spread across multiple headers.

The scene descriptions themselves are disjointed and disorganized; it takes several reads to figure out what's supposed to happen in any given scene and why. Overall, I can only give it about 2. It takes about twice as long for a DM to prepare this module as it should, given the overall simplicity of the adventure. I was initially wary of this module, in my first read-through, as Season 8 certainly has a different feel, but when I ran this adventure last night, I can honestly say that it was very well received by all seven AL players, and I enjoyed it as well.

I found myself using theater of the mind more than I usually do with this group, who love their mini's, but for other than the optional side quest A, there was no need to draw anything out. I highly recommend the side quest A, for it was my players favorite part of the adventure.

Everyone was not wowed by the magic item until they received their unlock cards, and then they were super pumped. I wish these modules did not have the images though, that waste my printer ink. Not printer friendly?

Lots of bullets and choose your own adventure? You do realize that we run these in noisy stores where no one can be assumed to know each other? Cameron E. A fun adventure that works great in its trilogy and adds some fun roleplaying and exploration of Waterdeep!

I easily recommend adding this into Chapter 2 of a Dragon Heist Hardcover to build on the crazyness going on in the city while the different fac [ Simon T.

I will start by saying that I spent a ridiculous amount of prep setting up this "Umbral Aristocracy Trilogy". BUT, my players loved running this trilogy of adventures, and in this adventure specifically, they had more fun than any other sessi [ Jeremy P. A treasure hunt, with some intresting elements, but just seems to miss the mark everytime it seems to attempt to be anything more than passable.

Bonus missions seem almost just tacked on and don't flow [ Felix S. A fun scavenger hunt if you can hook the party somehow. The starts a little rough, as the characters get little reason to follow the map. You should try to convince them that great treasures await them at the location marked by the X.

Maybe start the [ See All Ratings and Reviews. Browse Categories. DMs Guild. Guild Adept. Wild Beyond the Witchlight. Van Richten's Guide to Ravenloft. Rime of the Frostmaiden. Random Attribute Generation during Character Creation. Skill Based buy or gain skills. Jay Anderson. Claire Hoffman. Travis Woodall. Wizards of the Coast. The Map with No Names. Fans: 0 Become a Fan. Record a Play. Nick: PDF Version 1.

Size: Description Edit History. Publisher's blurb: Rumors abound of a map that leads to a treasure of unimaginable value. Part One of the Umbral Aristocracy Trilogy.

More Information Edit History. This page does not exist. You can edit this page to create it. Category: Language:. No Files Found. Linked Items. Episode 3: Finale In this final episode, the villain makes their move to steal the MacGuffin or get revenge on the characters. If the characters survive, they earn a reward from whichever factions they allied with in Episode 2.

Adapting the Adventure Once in Waterdeep provides suggestions for linking plot points to the backstories of your own group. If none of the suggestions fit, feel free to invent your own connections. You can even pass this challenge onto the players during play by offering inspiration to the player who provides the best link.

Also feel free to reflavor events or characters to better fit your own group. So long as the key encounters of the adventure play out roughly as described, you can remold events around them to best fit your own group.

Make the adventure your own! Two balcony levels overlook the main taproom, reached by sturdy wooden staircases. Comfortable guest rooms adjoin these balconies. The common room is dominated by the 40foot-diameter open well. This shaft plunges feet to the first level of Undermountain and is ringed by magical torches. A rope-and-pulley mechanism is used to transport adventurers into the dungeon. Any character pushed into the well can make a DC 10 Dexterity saving throw to catch hold of the bucket as they fall.

A travelling theater group has constructed a stage at one end of the common room with draped curtains and a painted backdrop. A small, curtained off dressing room lies behind the stage. The stage is empty until the performance begins in Episode 2. Dozens of curios hang from the taproom walls: mysterious statues, bloodied banners, unidentified sigils, and much more. Adventurers returning from Undermountain give these trinkets to the proprietor as trophies for surviving the dungeon.

Rusty Bighat. Other patrons. The tavern is crammed with patrons. If you wish, you can introduce the relevant quest-giving characters from Episode 2 ahead of time to foreshadow their meeting. The Characters are the Stars Remember that the player characters are the stars of this story. Tavern Events Roll on the following table to add flavorful incidents to the game during play.

For further details, see Appendix 1. The proprietor of the Yawning Portal is a tough, taciturn old adventurer. He keeps a magic greatsword hidden behind the bar in case any beasties clamber up out of the well. A few moments later, an echoing belch is heard from below. A tense card game between halflings ends with the winner buying a round of drinks for everyone. A swarm of dusty grey butterflies flutters up out of the well. A storekeeper bemoans the feud between the Xanathar Guild and the Zhentarim.

One of the tables briefly levitates, much to the surprise of those seated there. A goliath gladiator challenges anyone who dares face him to a drinking contest. Marmaduke the tomcat hacks up a hairball containing a single gold dragon coin.

A group of adventurers are lowered into the well to face the horrors of Undermountain. In this episode, the players meet an interesting character in the tavern and learn of the MacGuffin.

Set the Scene Read the following aloud: Waterdeep! Greatest city in all the Forgotten Realms! In these fabled streets, heroes are forged, and adventures begun. Tonight, you gather at the Yawning Portal to hear tales of glory from a troupe of traveling performers. Grant inspiration to anyone who impresses you with their entrance. Before revealing any answers, hand three tokens to each player: poker chips, coins, dice, or anything else you have at hand.

If any answers are duplicated, stack them into a single pile. Categorize the Plot Points Once the plot points are defined, you must categorize them for the adventure. Without conferring, write your answers on index cards, post-it notes, or scraps of paper. Behaviour The brute favours direct action.

The mastermind works behind the scenes, exploiting minions and deception to carry out their long-term goals. Crucially, they can operate in plain sight. Choose a role that fits the interesting character and then check the appropriate box. This character has goals that are generally at odds with the group. After defining your chosen roles, skim through the adventure and mark any checkboxes that apply.

This makes it easier to scan the text during play. A MacGuffin is a plot device that springboards the story: in this case, an object that loosely links to the Waterdeep: Dragon Heist storyline. A clockwork dove whose scratchy voice, when activated, repeats the last sentence it overheard. A mysterious tapestry that depicts the characters inside the fabled Vault of Dragons. A Menzoberranzan longword engraved with a sewer map of Waterdeep. An infernal pact agreement between a devil and noble named Victoro Cassalanter.

The severed yet still living eyestalk of a beholder, preserved in pickling fluid. A property deed that falsely grants the bearer ownership of a large townhouse in the Sea Ward. A coded parchment that identifies one or more of the characters as threats to an upcoming heist.

A fine powder that induces incriminating visions of the Xanathar when inhaled. A schedule of all the City Watch rotas in the South Ward for the coming tenday. A schematic detailing the intricate design of a mechanical hand. A magic skullcap that grants recollection of one forgotten fact when donned. A dragon-shaped kite that tugs toward the Castle Ward when airborne. The disconnected hands of a grandfather clock that count down slowly when fixed to a clock dial. If the players orchestrate this event in a cool way, every player in the group gains inspiration.

For example, an orc warchief could double as a human brute with little to no change required. The Hook The characters encounter the interesting character and learn of the MacGuffin, but their meeting is interrupted by the arrival of two meddling crooks. Drinking the brew grants each character 5 temporary hit points that last until they next take a long rest.

Meeting the Interesting character Shortly after the characters arrive, the interesting character makes their entrance. After spotting the characters in the bar, they invite them to a private booth to show them the MacGuffin. Oblivious to the characters, they hasten to a private booth to hide from their pursuers. The MacGuffin No matter how the interesting character arrives, the presence of the MacGuffin soon becomes apparent.

They acquired the object by chance: perhaps it was given to them by a worried servant, found on their doorstep one morning, or passed on to them as payment for a debt. The ally wants the characters to take this mysterious object off their hands and ascertain its purpose. Any character spying on them or confronting them can take a good look at the MacGuffin without needing an ability check. Shortly after the MacGuffin is revealed, a pair of crooks arrive onsite to steal it.

The crooks use the thug statistics. When the crooks enter, the character with the highest passive Wisdom Insight immediately becomes suspicious of them. Any character who succeeds on a DC 10 Intelligence check recognizes the duo and recalls one or more of the following facts about them, as determined by the result of their check. They work as spies-for-hire, thieves or muscle for whoever has the means to pay them.

He has a terrible fear of fire. Grady and Dwindlejoy have simple instructions: acquire the MacGuffin by any means necessary. Roleplay their actions in whatever manner feels best for your group. What do they know? Let the players deal with the crooks however they please. Carriage Crash Seemingly by chance, a runaway carriage smashes into the tavern! The crooks exploit the ensuing chaos to steal the MacGuffin. Triggering the Carriage Crash This encounter occurs while the characters are still dealing with the crooks.

The tavern wall explodes inwards, showering patrons with dust and rubble! A tangled wreck of iron and wood tumbles through the hole, hitched to a team of frothing horses.

Adjusting the Scene Here are some suggestions for adjusting this scene, according to your group. This adventure is optimized for APL 1. The flames threaten to engulf Marmaduke the tomcat, who is cowering on the curtain rail.

Roll for initiative so the characters can deal with these complications. The broomsticks attack enemy and ally alike! On a successful DC 15 Charisma Persuasion check, 1d4 commoners join them for the rest of the encounter. After the Crash Questioning the Crooks Grady and Dwindlejoy gladly betray their patron to save their own skins.

Having learned of the raid, one of the villains from the Waterdeep: Dragon Heist storyline hired the crooks to steal the MacGuffin beforehand: either Manshoon, the Xanathar, Jarlaxle Baenre or the Cassalanter family.

If the characters warn Durnan about the raid, he offers them free room and board for the night if they stay and guard the premises.

Grady is supposed to meet this contact tomorrow morning. Unknown to the crooks, the traitor tailed them here to spy on them. Soon after the City Watch arrive, the traitor enters the premises see Episode 2. The Carriage The carriage driver confesses that he was speeding to make up for bad traffic earlier on his route.

He skidded while cornering, hit the sidewalk, and flipped the carriage sideways into the tavern wall. The City Watch fine him appropriately for speeding.

While the driver was turning, he was clipped by another carriage that galloped off at speed. The MacGuffin The MacGuffin either remains in the hands of the interesting character or with the group.

Before the players can hatch any major plans, various patrons of the tavern approach them for work. Proceed to Episode 2. Sergeant Lug Grimsditch leads eight veteran officers into the premises to take statements from everyone present.

The Watch can also step in to save the day if Grady and Dwindlejoy try to escape with the MacGuffin, or if the magic broomsticks overpower the characters.

The City Watch refuses to let anyone leave the tavern while they remain on site. Within an hour, the Yawning Portal reopens for business. Durnan pours a round on the house, and the traveling performers announce that their show must go on! Backdrop: The Travelling Players All three quests are set against the backdrop of a variety show.

Halfling master-of-ceremonies Rusty Bighat has assembled a lineup of performers from across the city to delight the patrons. One night, a penniless tiefling named Bravado was searching the sewers for salvage when he tripped and broke his lantern.

When the baron returned, Bravado had no option but to hide in his bath of blood. Alas, the baron found him! Covered in blood, Bravado took a great gamble: he pretended to be the devil lord Asmodeus!

The trick worked, and Bravado tried many unsuccessful ploys to distract the baron and escape. In time, the baron caught on to his ruse, but was so impressed by his cunning that he decided to let him live!

The baron rewarded Bravado by agreeing to swap roles with him one night every tenday. For that night, Bravado would enjoy all the luxuries of the wealthy, while the baron mixed with the poor. The characters need only return to their patrons and request aid. In doing so, they cross swords with a drow mercenary loyal to Jarlaxle Baenre.

Scene 2A If possible, they openly congratulate the characters for their efforts during the crash. The traitor settles down for the show and remains on site for the remainder of the adventure. When the traitor learns that their crooks have been defeated, they assume that the characters have stolen the MacGuffin and begin to plot their downfall.

When the characters perform their variety show, the traitor heckles them from the crowd or pays someone else to do so. He introduces them to Meloon Wardragon, a local adventurer and an open member of Force Grey: a league of heroes sworn to defend Waterdeep.

Wardragon believes Zord has an ulterior motive and wants the characters to find out what it is. If they can get behind stage and spy on the performers, they may learn something of their plans. In return for their help, Wardragon promises the support of Force Grey. Threestrings offers the help of the Harpers. One of them, Nula, carries a mysterious casket that never seems to leave her side. Posing as Performers The characters can get backstage by posing as travelling performers.

The players must invent their own variety show for the evening. Threestrings promises to read the crowd and use his magic to feed the performers hints as they go. Ask the players to choose a prop from the list below. He also has a dressing-up box of costumes that the characters can delve into to find almost anything they need. Theater Props d8 1 2 3 4 5 6 7 8 Prop Two-person centaur costume. Stuffed owlbear. Pyrotechnic flashbang. Wobbly-wheeled unicycle. Talking skull hand-puppet.

Staircase on wheels. Massive bronze gong. Give the players ten minutes to prepare their variety show.



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