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.
Gather. Laugh. Roll
Gather. Laugh. Roll

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 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.

Smoke-choked hallways. A coffin carried through collapsing rooms. A gift from the shadows. A homecoming months too late. Session 9 closes our Death House arc and turns our steps toward Waterdeep.

The chanting grows louder. Shadows rise from the walls. And the house demands its sacrifice. Join us as the party fights through the penultimate horrors of Death House.

A haunting chapter of the Death House arc: the truth of Rose and Thorn, the rise of the chanting below, and the party’s descent into the catacombs.

Dragon Heist • Session 3 Recap • Durst Manor: Shadows & Sacrifice The Children in the Mist They survive their first fight. They find a body. They meet two frightened children in the road. And for the first time since arriving in Barovia… they step inside the house. The party…

A party of strangers is invited to dine with local nobility and asked to evict a group of unwanted guests. What could go wrong?

Every DM dreams of a seasonal adventure. This year, I finally found the perfect party to brave Death House—or as I prefer to call it, Durst Manor—and it all started with a spark of Halloween inspiration.