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 34: Bones and Better Judgement
The skeletons have fallen silent, but the questions remain. Faced with a necromancer whose mistakes cost innocent lives, the party must decide whether mercy or justice will guide their next steps. Their answer leads them beyond Waterdeep’s walls and into the moonlit fields of Undercliff, where something waits among the orchards.
Session Recaps
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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.
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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
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
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
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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Session 17: Below the Streets, Where the City Watches
The trail to Floon descends beneath Waterdeep, where chalked symbols guide the lost, strange sentries watch the tunnels, and one careless step sparks an ambush in the dark.
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.














