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 39: Wood, Water and Whispers
The scarecrows are defeated, but questions remain. As the party returns to Trollskull Manor, they discover a house filled with workers, plans, and possibility. A new companion joins their ranks, a master carver helps shape the manor’s future, and unsettling sounds from below suggest Trollskull’s secrets are far from exhausted.
Session Recaps
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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.
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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.
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.














