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 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.
Session Recaps
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
Session 10: Born of Lightning, Bound for the Road
The road north begins with grief, temptation, and a lightning-scarred birth that should have ended in death—but didn’t.
-
Remixing Dragon Heist
Dragon Heist isn’t really a heist—until you make the city move. This DM-facing deep dive explores how I remixed Waterdeep: Dragon Heist into a living campaign shaped by player agency, episodic prep, and emotional investment.
-
Why I Chose the Alexandrian Remix for Dragon Heist
Why I chose Justin Alexander’s Alexandrian Remix for my Dragon Heist campaign, how it reshaped Waterdeep into a living city, and what it taught me about factions, player agency, and running a mixed-age table.
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.














