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 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.
Session Recaps
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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.
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Session 16: Keep the Blood Off the Streets
After the fight ends, the City Watch arrives. A tense interrogation, a near arrest, and a warning that draws a hard line between the streets above and the shadows below.
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Creature Feature: Waterdeep Urban Faction Pack
Dragon Heist assumes a Level 1 party. Mine wasn’t. Here’s how I rebuilt Bandits, Thugs, and Kenku into tactical urban encounters that actually challenged a Level 3 table.
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Session 15: Candle Lane
The search for Floon draws the party into Candle Lane, a forgotten street where surveillance collapses into violence and Waterdeep reminds them that it does not wait.
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Session 14: Where the Trail Turned Dark
The search for Floon Blagmaar leads through Dock Ward taverns and into darker waters, where rumors harden into truths and Waterdeep makes it clear it won’t help.
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Session 13: Debts, Doors and a Missing Friend
The fight ends, the City Watch arrives, and Waterdeep starts paying attention. Volo’s missing friend draws the party into the Dock Ward, where debts follow reputation—and every door opens to more questions.
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Behind the Screen: Designing the Road to Waterdeep
A long-form DM Diary examining the design and adaptation of the Road to Waterdeep arc—how authority, pacing, horror, and emotional pivots prepared the table for Waterdeep.
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Session 12: Steel, Smoke, and the Sound of Chanting
Waterdeep doesn’t welcome heroes—it processes them. Doc hits the mud at the gates while Krentz brings violence to the Yawning Portal, Fluffy disappears into the well, and a cheering crowd’s “Dip” becomes a nightmare as something climbs out of the dark.
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Session 11: The City Knows Your Face
The road ends at Waterdeep’s gates—but the city remembers faces. Loss, bureaucracy, quiet magic, and a dagger drawn in the Yawning Portal mark the party’s uneasy arrival.
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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Catch the newest session recap or jump to a different arc.














