Dragon Heist

A haunted tavern. A hidden hoard. A city of masks and motives.

Overview

Welcome to the Road to Waterdeep Arc of our Waterdeep story. This hub collects every recap, NPC, and handout in one place so you can follow the tale—or run your own.

Latest Recap

Session Recaps

  • Session 28: Of Panes, Pints, and Plots

    Session 28: Of Panes, Pints, and Plots

    The party returns from Snobeedle Orchard carrying uneasy answers about the scarecrow mystery, only to find Trollskull Manor under inspection by one of Waterdeep’s most dramatic guild representatives. Between haunted windows, drunken tavern antics, and preparations for a midnight stakeout, Session 28 becomes a quieter but deeply memorable chapter in the growing Dark Harvest arc.

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  • Session 27: Orchard Cider, and Quiet Fears

    Session 27: Orchard Cider, and Quiet Fears

    A quiet night in Trollskull Alley gives way to deeper mysteries beyond the city walls. As music fills the manor, the party uncovers tension between a perfect vineyard and a troubled farm, where something unnatural may already be watching the fields.

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  • Session 26: Vines, Vintners, and Veiled Intentions

    Session 26: Vines, Vintners, and Veiled Intentions

    The party’s first journey into Undercliff leads them to rival vineyards, suspiciously perfect orchards, and a meadery where a simple question nearly ends with a crossbow bolt. The Dark Harvest mystery begins to take root beyond Waterdeep’s walls.

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  • Session 25: Ink, Eggs, and Expectations

    Session 25: Ink, Eggs, and Expectations

    Trollskull Manor wakes to burnt eggs, neighborly errands, and a cheerful halfling carrying a stack of contracts. In this quieter chapter of our Waterdeep: Dragon Heist campaign, the party begins discovering what it really means to open a tavern in the City of Splendors.

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  • Session 24: Riddle and Wraith

    Session 24: Riddle and Wraith

    A riddle hidden in Lif’s ledger leads the party to Trollskull Manor’s attic, where a ghostly troll rises from a cracked skull. Mystery, humor, and haunted memories collide in this Dragon Heist campaign recap.

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  • Session 23: Riddle, Root, and Flame

    Session 23: Riddle, Root, and Flame

    A riddle hidden in Lif’s ledger leads the party deeper into Trollskull Manor’s secrets while new allies in the Emerald Enclave promise work beyond Waterdeep’s walls. When a pigeon messenger arrives with troubling news from a nearby farm, the next chapter of the adventure begins.

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  • Session 22: Ash, Echoes, and Emeralds

    Session 22: Ash, Echoes, and Emeralds

    Fire gives way to stories, bureaucracy, and quiet magic as Trollskull Manor answers the party’s care in unsettling ways. A haunting Dragon Heist session of ash, echoes, and unanswered questions.

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  • Session 21: The Night the House Woke Up

    Session 21: The Night the House Woke Up

    Trollskull Manor answers back on the party’s first night inside. Mischievous urchins, a lingering ghost, a bard’s awakening, and something stirring in the cellar mark the beginning of the Trollskull arc.

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  • Session 20: Where the City Opens Its Arms

    Session 20: Where the City Opens Its Arms

    After blood-soaked tunnels and hard-won survival, the party finally slows down—wandering Waterdeep’s marketplace, claiming Trollskull Manor, and discovering that even welcome doors can creak with warning.

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  • Session 19: Shelter, Survival, and Transition

    Session 19: Shelter, Survival, and Transition

    A psychic threat beneath Waterdeep forces the party to confront something far worse than steel. With Floon rescued and Trollskull Manor deeded into their care, Session 19 closes A Friend in Need and marks a pivotal transition in the Dragon Heist campaign.

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DM Commentary

Welcome to the Grand Game arc of our Waterdeep story. This hub collects every recap, NPC, and handout in one place so you can follow the tale—or run your own.

Ready for the Next Tale?

Catch the newest session recap or jump to a different arc.