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
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Session 40: Skittering Shadows and Silver Tongues
The party returns to Trollskull Manor after strange discoveries beneath the city, only to find that Waterdeep’s troubles have come looking for them. As guild workers transform the manor into a functioning tavern, Davil Starsong arrives with unsettling news, a glimpse into the fractured Zhentarim, and a mission that will lead the adventurers into the…
Session Recaps
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Session 31: Of Lanterns, Lilacs, and Lessons
Trollskull Manor begins to feel like home as the Alley Kids present heartfelt gifts to the tavern’s future owners. But when a mysterious summons leads the party into Waterdeep’s City of the Dead, they uncover disturbed graves, unsettling clues, and a trail that ends at a curious little storefront called Dandymop’s Fine Wigs & Powder.
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Session 30: Of Beams and Backwash
Guild inspectors descend upon Trollskull Manor while the Urchins establish the “Guild of Everything,” Lif quietly settles into tavern life, and something unsettling scratches beneath the floorboards.
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Session 29: Ash and Straw
A midnight stakeout in Undercliff turns deadly when a living scarecrow emerges from the vineyards. Meanwhile, Trollskull Manor faces a different horror entirely: Waterdeep guild inspections.
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Trollskull Alley: Building a Living Neighborhood
Trollskull Alley became far more than a backdrop in my Waterdeep: Dragon Heist campaign. In this DM Diary, I break down how recurring NPCs, guild inspections, slice-of-life scenes, horror pacing, and player investment transformed a single street into the emotional heart of the campaign.
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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
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
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 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
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.
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.
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