Waterdeep Dragon Heist Campaign Resources

Waterdeep Dragon Heist cover title

Waterdeep Dragon Heist is an beginner adventure for 5th Edition Dungeons & Dragons. It is designed for PC levels 1 – 5 and is complete urban adventure with a few dungeon crawls. There is a fair amount of investigation and a lot of roleplay. This is not a Hack and Slash adventure. The main antagonists and most NPCs are all several levels higher than the players. Your players will have to use stealth, guile and their wits to defeat them, not brawn.

A unique feature of the adventure is that you can choose from 4 potential candidates for the main villain. You also get to choose what season of the year the adventure takes place; creating a distinct atmosphere for your playthrough. Technically, each villain is attached to a particular season but you can alter that to best suit your campaign.

Nestaurs Summer
My players have arrived at Waterdeep in the month of Kythorn (June), just in time for a hot town, summer in the city, back of my neck getting dirty and gritty.

I like the seasonal aspect of the module but I didn’t want to limit myself to just one. I want my players to experience a full year of adventure in this amazing metropolis. I altered the adventure to allow my players to go up against all four villians at different times, one for each season. There is even the possibility that a previous villain may become an ally to the party. I will include any alterations in case you would like to play the adventure in a similar fashion.

In my campaign, this adventure follows the same group that played through The Lost Mine of Phandelver. As such, my players are already at 5th level at the start of the adventure. I had to modify all of the combat encounters upward in order to challenge my players. This also allows for the possibility that they may decide to take on some of the villains directly in combat. We shall see how that plays out.

As always, before any campaign, I gave my players a brief summary of adventuring and combat basics – Rules FOUR PAGE. I also give my players a Setting Overview which informs them of the common knowledge that a person in the realms would know, such as money, religion, and the calendar. I’ve created one specific to Waterdeep in the year 1492DR, the official year of the adventure. Since Waterdeep Dragon Heist has a unique setup where you choose the season of the adventure, you may need to change the start date to one that suits your campaign. WATERDEEP 1492


WDH session4

What follows is a our complete experience playing this adventure. There are four sections:

The Campaign Diaries – The continuing story of the Saviors of Phandalin, as they spend a year in the grandest city of Faerun, The City of Splendors, Waterdeep. Along the way, they earn a few more titles, open a tavern, get charged with kidnapping and murder, incite a war, and invent popcorn. Oh, and they stumble into the biggest heist Waterdeep has ever seen.

How to Run a Waterdeep Campaign – Running a huge urban adventure is one of the greatest challenges for any DM. To do it successfully, you need a ton of extra materials and information not included in the base adventure. Hopefully, these resources can help you run your own magical metroplois.

The Maps – All the maps I used to run Waterdeep Dragon Heist, including custom maps and battle mats. The Player Maps have all hidden locations, traps, and secret areas removed. They are also great for a virtual tabletop.

The Handouts – The adventure does not present any handouts for the players. I use handouts all the time to seed future adventure hooks, remind players of current quest objective, and to enhance the reality of my world. I usually print them using a variety of construction and specialty papers cut to fit my printer. The Handouts can be printed as is or used as a starting point for your own creative spin.

And if there is anything else that you think I should have here to help you run your own campaign, please leave a comment.


Campaign Diary


WDH session1Session 1 – Enroute to Waterdeep, the Savoirs get lost in a toxic swamp, and almost die immdiately when the DM forgets to nerf the badguys.


WDH session2Session 2 – Still stuck in the mud, the players stumble onto a demon Lizard King doing demonic things. They help him get home to hell.


WDH session3Session 3 – Our heroes finally make it to Waterdeep. But they have hard time getting in when a gaggle of invisible trolls try to crash the gates.


WDH session4Session 4 – Now dubbed The Defenders of Trollgate, the group finds the Yawning Portal, the only inn in town, and almost gets eaten by a plant.


Kenku AmbushSession 5 – That scamp, Volo, sends our heroes on a wide goose chase. They get caught in a gang war, and then rescue the wrong guy.


Crawler BattleSession 6 – The Saviors infiltrate a Xanathar hideout, find their quarry, but then seriously underestimate a mind flayer.


Trollskull Manor 2Session 7 – Now they own a haunted tavern. They attend a noble party that gets crashed by a man and his miniature giant space hampster.


Explosion ThumbSession 8  – The Saviors are back in town. We turn the session into CSI: Waterdeep following a deadly explosion in Trollskull Alley.


Waterdeep Harbor GriffonsSession 9 – The Saviors hunt for the Man with the Golden Arm, they fly a griffon, and meet the most colorful rogue in the Realms, Almost.


Floxin thumbSession 10 – The Gralhund Villa Massacre. The Saviors break into an evil noble’s villa but end up having to rescue them instead.


Sea Maiden FaireSession 11 – Still hunting the metal murderer, the Saviors blow up a warehouse, watch a parade, and open the Trollskull Tavern.



How to Run a Waterdeep Campaign

Waterdeep Map Art

Waterdeep is an enourmous city and it is easy to be overwhelmed by the logistic of running a sandbox campaign is such a vast setting. I posted an extensive article about tips, tricks, and advice about running Waterdeep or another large urban area. You can read the full article here: How to Run a Fantasy City.  And I’ve included several accessories and PDF files that I used to manage all the minutia.



Waterdeep Accessories
As you can see, I’ve used these books often.

If at all possible, I would pick up a copy of “Waterdeep and the North” & “Volo’s Guide to Waterdeep”. Both are chock full of information about the City of Splendors and are invaluable for filling in the details of this incredible city.  Granted both of these products are set in the 2nd edition year of D&D (1358DR), but most buildings and people can be dropped into your game without any changes and your players will never know. If I were to get just one book, I would get Volo’s Guide to Waterdeep. It is a phenomenal read and details the more customary places that the players will go; shops, inns, taverns, back alleys, and such. In contrast, Waterdeep and the North has a lot of info on the guilds, noble families, and the government of the city. Both are available from DriveThru RPG (link below) for less than $10 each and both come with one of the best maps created for the city. I use these all the time running my campaign. DriveThru RPG



A good directory is the first step to organizing the city. Instead of having to read a boring list each time the players want to buy a sword, you can have the players find it themselves. Plus, they’ll feel like a native when they know the address of every tavern in town better than you do. Each address in the directory is keyed to the locations found on the map that comes with both Volo’s Guide to Waterdeep & FR1 Waterdeep and the North. This is another reason to pick up a copy of those book. The number of the address is the map location.

Waterdeep Directory
This directory is invaluable in presenting the enormous volume of shops, taverns, guilds, and landmarks in the city. Volo’s Directory to Waterdeep



To take full advantage of Dragon Heist’s rich seasonal atmosphere you need to have a good calendar to work out a timeline and schedule special events while incorporating the unique festivals and holidays celebrated in Waterdeep and the Forgotten Realms. I often schedule to have a minor event occur during one of the various holidays. For example, my players attended a noble party during Trolltide and later broke up a villanous plot that would have occurred during Dragondown. First, this makes the minor event more memorable, and second it allows you to incorporate the unique favor of the city into the encounter and not just as some trivial detail, tacked on by the lore-loving DM. But for a major event, I might consider placing it on an empty day in the calendar. Who knows, your heroes might create their own holiday.

Faerun Calendar



Waterdeep has popluation of about 100,000 people, from nearly invincible fighters and wizards down to the lowest beggar and street urchin and everyone in between. In Dragon Heist, the players have the chance to deal directly with hundreds of them; all with names, backstories, goals, and secrets. Now if you have a hard time keeping track of them, imagine how your players will feel. It is easy to become overwhelmed and frustrated with the sheer number of NPCs in this adventure. But first, let’s examine something that is barely touched on in the Player’s Handbook: The ethnic races of humans.

Faerun Ethnicity Map
The only known map of Faerun, marking the infestation of human tribes.

Whenever an NPC is listed in any adventure, their ethnic race is listed. For the demi-humans this is never an issue. There are only a couple of subsets for the dwarves, elves, halflings and such, and it is often clear what the differnce is. One can read about or even guess the distinction between a high elf, a wood elf, and a dark elf. But with humans, not so much. For example, Meloon Wardragon, a powerful NPC and possible ally or enemy of the players, is a Chondathan male. What is that? Where is that? Is this important? Following is a list of all the major ethnic human groups found in Dragon Heist. They are listed in order of occurrance and I’ve included the fantasy lands from which they come, and my own (I’m cretain, racist and euro-centric) ideas of a real world conterpart to help decribe their appearance and culture.

  1. Illuskan – Predominant group of the Sword Coast, where Waterdeep is set. Name comes from the northern city, Luskan. Luskan was once called Illuskan, hence the confusing name. Real-world – Northern Europe, Breton, Denmark, Scandinavia.
  2. Chodanthan – Largest geographic group, majority of lands in central Faerun; Cormyr, Sembia, Dalelands, and Zhentarim. Chondath, is a southern country that no one’s heard of . Your classic medieval European land of France and England.
  3. Tethyrian – South of the Sword Coast, countries of Tethyr and Amn, which is often listed as its own ethnic group. A melting pot of cultures and people similar to the lands of the Mediterranean Sea, including Italy, Spain, and Moors of North Africa.
  4. Lantanese – There are no Lantanese NPCs in the book, but listed often as inventors of Nimblewrights and Drow firearms. Lantan is an island nation off the coast of Tethyr. They resemble the people of Ireland and Scotland.
  5. Calishite – One of the smallest lands, Calimsham is a desert land attached to, but isolated from Tethyr on the southwest coast of mainland Faerun. Its people and culture are clearly derived from the Tales of the Arabian Nights.
  6. Chultan – Jungles of Chult is a huge peninsula in the deep south of Faerun. People and culture are based on the tribes of Central Africa. Chult’s largest tribe is called the Tabaxi, which is completely separate from the player race of cat-people.
  7. Mulan – East past the Inner Sea, this group is another melting pot of races that get split into their own ethnic groups; Mulhorand, Thay, Chessenta, Turami, Rashemi. Real world – Eastern Mediterranean; Greece, Turkey, Israel, Jordan, Iran and Iraq.
  8. Damaran – Northern shore of the Inner Sea, between the Chodanthan and Mulan. Damaran consists of its namesake Damara, plus Impiltur, Aglarond and Vassa. I model these people on those of Northern Eurasia; Germany, Poland, and Russia.
  9. Chou – The Chou are located to the Far East in the setting of Kara-Tur. Most closely resembles mainland China. Many groups represent other oriental lands, like Kozakuran (Japan), Koryoan (Korea), Wanese (Okinawa), and Tabotan (Tibet).
  10. Halruaan – Far to the south, this land connects the Chult peninsula to the mainland. Heavily influenced by the Arabian people with a mix of Indian culture as well. India, the country, not Native American. The Native America people and culture of Faerun is called Maztica.

There are a few ethnicities that I might have missed, but this should answer most questions. I am working on a single page list of every NPC in the adventure and will post it here once it’s done.



Factions 8
The factions of Waterdeep: The Harpers, Order of the Gauntlet, Emerald Enclave, The Lords’ Alliance, Force Grey, The Zhentarim, Bregan D’aerthe, & Xanathar Guild.

Dragon Heist make great use of a number of factions and organizations, including some new ones unique to the city. These groups provide a number of side quests that can add excitement, provide local color, and even get the story back on track. But dealing with all of them can be a logistical nightmare. To help manage them, I made a Faction Missions PDF. This sheet has all of the factions and their missions on one page. It lists the locations visited should you need to discreetly lead players to a particular part of town. It also lists the factions that are adversely affected by the mission if you want to avoid or maybe create conflict with that faction. I added alternative faction and location options for each mission shoud you need to change anything. Finally, I included all of the locations for each step in the various Chapter 4 Encounter Chains to keep track of where the players should be and allow you to assign a side quest should they get completely lost.

Waterdeep Faction Missions

Waterdeep Faction Missions



“The press is an invaluable institution, if one knows how to use it.” I use the newspapers to keep the players engaged with the overall story, reminding them of vital elements they may have forgotten, seed potential plot hooks, and present a world greater than just last week’s session. Issue #1 was given to the players after the took ownership of Trollskull Manor.

Waterdeep Wazoo

Waterdeep Wazoo 1
Issue #1 emphasized the gang war pivotal to the Dragon Heist storyline, foreshadowed events during the summer season, and seeded hooks for three different adventures. Waterdeep Wazoo #1


Waterdeep Wazoo Ch 3 Fireball 1479

Waterdeep Wazoo 2
The 2nd Wazoo occurs after the Gralhund Bloodbath and Trollskull Alley explosion and includes an advertisment for the player-owned Trollskull Tavern. Waterdeep Wazoo Ch 3 Fireball 1479


The Maps

As always I’ll provide DM and player versions of all the official maps, and all of the battle maps I made during the adventure. But first you need a good map of the city. The first is the one I used in my campaign and all of the location numbers match up to the Waterdeep Directory that I gave my players. The second is a nicer map but all of the location numbers are changed. The locations are all the same though.

Waterdeep Map 1st editon

Waterdeep Map 2nd edition
If you prefer to use this version, you’ll need to change the “Address” numbers in the Directory and write up your own Locations Index.


Following are all the maps I used during the “Road to Waterdeep” sessions (Sessions 1-3). These are not part of the official adventure presented in Waterdeep Dragon Heist. They follow my party’s adventures in the Mere of Dead Men, a deadly swamp on the only road between Neverwinter and Waterdeep. I present them as part of my campaign’s story and for anyone interested in using them

Map Phandalin to Waterdeep
For some weird reason, this map does not include Leilon, a village just north of the Mere that nearly killed my group.
Mere Dead Men Map
This map of the swamp includes the locations used in an excellent adventure presented in Dungeon magazine, Issues 69-73. My group visited none of them.
swamp finale map
I used no maps within the swamp, since the group spent the entire time lost and confused. This is the battle map used in the finale against the lizard men. I used blocks of wood to represent the columns that the shaman used during their ritual (and placed them out of melee range).
City Gate map
This is the battle map used at the Gates of Waterdeep duringthe encounter with the invisible trolls.

Okay, now we get into the adventure proper, starting with the Yawning Portal.

Yawning Portal map
The Yawning Portal. It is absolutely ridiculous that in all the accessories, adventures, and articles written about Waterdeep that none of them ever had a good map of the most famous tavern in all of Faerun.
Map DH1.1 Zhent DM web
Map 1.1 – Zhentarim Warehouse – DM version
Map DH1.1 Zhent PC web
Map 1.1 – Zhentarim Warehouse – PC version, the secret door and room are removed.
Map DH1.2 Xan Hideout DM web
Map 1.2 – Xanathar Sewer Hideout – DM version
Map DH1.2 Xan Hideout PC web
Map 1.2 – Xanathar Sewer Hideout –  version. Removed secret doors and passages.
Map DH2.1 Trollskull Alley DM web
Map 2.1 – Trollskull Alley – DM version
Map DH2.1 Trollskull Alley PC web
Map 2.1 – Trollskull Alley – PC version
Map DH2.2 Trollskull Manor
Map 2.2 – Trollskull Manor – Since I hand this to my players, I didn’t make a PC version.
Trollskull Tavern Battle
Trollskull Tavern Battle Map – At some point, you’re going to want to have a brawl in the tavern.
Theives Guild test
Theives’ Guild Test. A small map for a thief character to gain admittance into the Guild. Hidden inside the mouth of the broken Sword Maiden statue. See Session 7.
Map DH3.1 Gralhund Villa DM web
Map 3.1 Gralhund Villa – DM version. It doesn’t mention this, but 3 sides of the villa are open onto busy streets. Only the east side offers any concealment.
Map DH3.1 Gralhund Villa PC web
Map 3.1 Gralhund Villa – PC version. I did not use this map during my session. But I did the two battle maps below.
Gralhund Villa Battles
Gralhund Villa Battle Maps – The bottom one is the first floor living room. The upper one is the secong floor landing.
Harko Fight Start
Generic Warehouse – By adding lots of random boxes, you can make a veritable maze to have bad guys hide and isolate your players, making it a much tougher challenge.


The Handouts

Sadly there are no official handouts in the adventure. So, here are a bunch of unofficial ones.


Waterdeep Code Legal
You should give your players a copy of the Code Legal right off the bat. Having the players get in trouble with the law can open up new avenues of roleplay.


Waterdeep Code Legal2
Hear is another version of the Code Legal. I like it even more since it doesn’t tell the players what the penalties are. And looks more like a handout.


City Gate note
Just a simple note found after the attack of the trolls at the gates. This will lead to further encounters with the Xanathar Guild separate for the module’s gang war. I chose Round Again Alley because the buildings in the alley look like an eye. Incredibly, the players did not immediately realize that the graffiti was a beholder.


When my party first entered Waterdeep, I made them fill out this Customs Survey. I made this up just minutes before the start of a session, but you could seed your’s with questions relevant to your campaign and maybe get your players to share their character’s goals and desires.


Alaundo Prophesy
The ancient prophesy that fortells the events of my homebrewed endgame campaign. Many of these “events” will be inserted into Waterdeep: Dragon Heist. First heard from a “madman” outside the Mage’s Guild.


Trollskull Handout
Once the players took over the Trollskull Manor, I gave them this two sided handout with maps of the area and the manor itself.


Theives Guild notes
A few of the notes handed to the thief character to entice him to find the local Thieves’ Guild.


Tesper invitation
This is the invitation I used to introduce the party to noble society in Waterdeep.


Noble Rumors 1
These are the rumor cards that I handed out to my players to overwhelm them with the frivilous and pretentious nature of the nobles without repetitive roleplay. Plus, it gave them a ton of story hooks, foreshadowing and rumors to investigate.


Trollskull Explosion Scene
Following the explosion in Trollskull Alley, I gave the players this crime scene diagram so they could better understand the encounter.


Nimblewright Wanted
Once the players learned the identity of the “man” responsible for the Trollskull Explosion, these wanted poster began to appear around town.


Gralhund Handout 1
Found in Lady Gralhund’s boudoir, this letter claims that Urstul Floxin has betrays the Zhentarim. If Manshoon is the main village this will raise the Gralhund’s status in the organization. If anyone else is the villain, this tries to make Urstul the scapegoat.


Gralhund Handout 2
Found in Lord Gralhund study, this note is just a lark to show how unintelligent Lord Orond is. The doodles are symbols for Asmodeus and Gargauth, the Gralhund family crest, and the Stone of Golor, which my players thought was a loaf of bread.


Gralhund Tome
The trapped Gralhund Family Tome. Lots of infered details like the fact that Lady Yalah, killed her in-laws, switched her demonic allegiance, and had an affair. For a readable copy here is the PDF. Gralhund Family Tome


This is still a work in progress. We have just completed Chapter 4 and are about to start the Summer adventure. As we continue through the module, I will add more material as it is created. Stay tuned.

And if you like these Resources pages, then check out the ones I’ve created for the other campaigns I’m running at the D&D Campaign Resources Page.

Dragon Banner
Follow me to further adventures and excitment!

As always, it’s better to show than tell, and Game On!