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 high-level villains directly in combat. We shall see how that plays out.

In addition to playing through Waterdeep: Dragon Heist as a year-long campaign, I have incorporated the adventures that are included in the Tales From the Yawning Portal campaign book. This book present a series of Funhouse Dungeons that span the entire timeline of D&D. You can follow along with these adventures in my Tales From the Yawning Portal Campaign Resources Page.

WDH session4
Well met, traveler. My name is Volo and I have a tale of adventure and excitment for you.

What follows is a our complete experience playing Waterdeep: Dragon Heist. There are seven 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.

The Charts – Waterdeep: Dragon Heist provides a ton of information that is basically thrown at the DMs. Sadly there is little organization to this info and it is easy to forget or miss crucial details. I’ve compiled all of the charts and graphs that I use to to keep the adventure as neat and concise as a sprawling urban adventure can be.

The Articles – There are a number of unique features to this adventure, from the choice of the main villain, to the heavy use of factions, and the stong emphasis on the seasons and the calendar. Here, I’ve put several articles that should help you manage all these diverse elements.

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 metropolis.

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 great to hand out to your players without revealing what nasty secrets you have in store for them.

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 objectives, 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.

The Ageless One – Interwoven with this adventure is my own homebrewed storyline involving an apocalyptic prophesy, the corruption of one of the player characters, and the creation of the Second Sundering, all centered around something called The Ageless One. I’ve put all the details involving this storyline here.

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 get eaten by a plant.


Kenku AmbushSession 5 – That scamp, Volo, sends our heroes on a wild 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 metallic murderer, the Saviors blow up a warehouse, watch a parade, and open the Trollskull Tavern.


WDH session12 summerSession 12 – We reveal the main villain, but the players don’t know it. One character takes a dark turn, but the players don’t know that either.


WDH session13 JaraxleSession 13 – Our heroes break bread with the main villain of this season, Jaraxle Baenre, but the players are completely out to lunch.


Docks KidsSession 14 – Our heroes finally catch the murderous metal man, but they are still no closer to finding the hidden fortune of gold.


Wall of FireSession 15 – Our heroes invade yet another sewer lair, almost die, pick up a new player, and fail to advance the plot. Again.


Castle WardSession 16 – Our heroes meet a new shady contact, plan a reverse prison break, and worse, it’s all roleplay. Eww.


Drow Docks thumbSession 17  – The plan to get a magical stone goes out the window when their drow nemesis grabs it and dives out a window.


HellraiserSession 18 – The epic showdown between the Saviors and the Bregan Daerth. All during a massive mutiny aboard a burning ship.



The Charts

DM Resources Banner

These first items are items are actually handouts that I give out to all my players. Prior to every campaign, I give my players a folder for their character. The these two-pocket folders hold their character sheets, spell cards, handouts, and other PC related items. The center binder holds four important handouts/charts. For more details about any of these handouts, check out my Dungeon Master Resources Page.

Player folder

The following links lead to PDFs of the 4 handouts I give to each player.

Rules FOUR PAGE – A brief Rules synopsis that includes info on Adventuring and Combat basics to help new players learn and veteran players remember some the of the core rules of D&D.

Critical Hit-Fumble Table – Although this is included in the Rules FOUR Page, some have asked for this expanded Critical Hit / Fumble chart spearately. My players love this chart since it allows them the chance to completely obliterate an enemy at the risk of falling flat on their face, losing a weapon, or even stabbing an ally.

Equipment List & Equipment List Gear – All the basic equipment commonly available for purchase. While it can be fun to role play the shopping spree, usually it’s just easier for players to look it up and tell me what they bought. Plus, it keeps the murder-hobos from killing your shopkeeps. Obviously, prices can be adjusted, based upon the availability of the item and the quality of the shop. There are two files for the equipment lists.

Sword Coast Codex – Waterdeep: Dragon Heist (as well as most of the published adventures) takes place in the official D&D setting, The Forgotten Realms. This two-page Overview gives your players the common knowledge that a person living in the Realms would know. Basic Geography, Known Factions, Currency, Major Gods, the Standard Calendar, and a Brief History of the World are included. I’ve removed any reference to a specific date, so that you can set the start of your campaign whenever you want.

Sword Coast Codex
Welcome to Forgotten Realms 101. And yes, there will be a quiz at the end.


The DM Charts

Up next are all the charts and tables for the DM eyes only. No peeking, you conniving, cheating, double-crossing, lily-livered, dice-fudging, min-maxed, hobo-murdering, meta-gaming PCs! Again, all the links lead to PDF version of each chart.

Party Stats on Screen
Stay back! Everything on this side of the screen is mine. Mine! My precious… I won’t let the nasties players seeeee you.

Party Character Stats – I keep all the important character stats on this Cheat Sheet. You can see it attached to my DM screen above. It helps me plan encounters and keep things balanced, especially when running things on the fly. This PDF is blank so you can pencil in your own player’s statistics.

CHASE Tracking Sheet – The adventure puts the often unused Chase rules from the DMG to excellent use. Each scenario has at least one and maybe two chases in it. So, when I had the opportunity to run a madcap chase along the rooftops and through the streets of Waterdeep, I created this Tracking Sheet to better keep track of all the distances, dashes used, and exhaustion levels. Chases can be fun and exciting for the players, while you get to play with math and bookkeeping. Hopefully this will help make your end of it a little bit easier and maybe even not tedious.

Chase Tracking Sheet
For full details on how I used this chart, plus some tips on running chases, run over to Waterdeep: Dragon Heist, session 17.


Dragon Heist NPC Roster – There are over 200 named NPCs listed in Waterdeep: Dragon Heist; from the 2nd most-powerful wizard in the world to the lowliest street urchin. Some have detailed backstories while other have a just name and a vague description of their ethnicity. Depending upon which main villain you choose, some don’t even appear in your story at all. But all of them will become lost in the shuffle of your notes if you’re not careful. This list gives you every NPC in the adventure, including what faction they belong to, when in the adventure you first find them, their occupation, class or monster level, alignment, race, ethnicity, and gender. For more information regarding the ethnic races, see my article below. Characters printed in bold are major NPCs who have numerous encounters with the players. Also, there are quite a few NPCs who are encountered while in disguise which are indicated by italics.

Dragon Heist NPC Sheet
This is just page 1 of 5. But still better than the adventure which spreads them out over 220 pages!


Dragon Heist Monsters Stats – The thing I miss most about Old School modules is the Monster Stat sheet included in the back. This puts all of the relevant combat data for every creature in the adventure all in one place. No more forgetting a special ability, or hunting through the book for a single stat, or flipping back and forth when running combat with two or more monsters. In this adventure, there are over 120 monsters and NPC classes, including 25 unique NPCs. Keeping track of them all is a nightmare. Until now.

Dragon Heist Monster Stat Sheet
Sadly, what is supposed to be 1 page long is actually 8, but it beats having to rummage through three monster manuals.

For those of you who prefer to write their own lists, here are links to clean, blank versions of all these charts. If you prefer to type your own, I recreated them using Microsoft Excel.

Monster Stats Sheet Blank

Encounter List Blank

Village Roster Blank


The Articles

Some of these articles lead to a separate post, so be sure to click the link to get the full value of this section.


Waterdeep 4Seasons Villains full
So many villains, so little time. Oh wait, we have a whole year to play with!

One of the big selling points about Waterdeep: Dragon Heist is the modular, mix-and-match design that allows the DM to choose one of four main villains and which season the adventure takes place in. But which villain to pick? What if you want to run more than one? What do you do when you realize that most of the villain’s plan are pretty lame?

I’ve put together a separate post that discusses each villain, their plan, and their season. I give some ideas on how to make each evil scheme more villainous. I discuss changing the seasons to better fit your campaign. And I give you some ideas about how to incorporate all four villains into one giant year-long campaign that will truly turn your players into Heroes of the North. Here is the link: Waterdeep: Dragon Heist – The Villains



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 makes 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 in case you want to avoid or maybe create conflict with that faction. I added alternative faction and location options for each mission should 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



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. Here is the link to help you manage all these NPCs. Dragon Heist NPC Roster. 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 Waterdeep: Dragon Heist. They are listed in order of occurrance and I’ve included the Forgotten Realms land from which they come, and my own (I’m certain, 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 they are mentioned 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 derived from Egyptian legends and 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 distinct 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.



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, someday your heroes might create their own holiday. Here is the link:

Faerun Calendar

Calendar Faerun
Named Holidays are marked in grey, week-long celebrations have a single grey line running throughout. Special Festival days come at the end of the month and are not numbered. 


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 fantasy urban area. You can read the full article here: How to Run a Fantasy City.  Below, I’ve included several accessories and PDF files that I used to manage all the minutia specific to Waterdeep..



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. Here is the link: Drivethru RPG logo



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 the name of a local weaponsmith 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. Here is the link to that PDF:

Waterdeep Directory

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



“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. Note that my campaign take place in a month and year that may be different that yours.

Waterdeep Wazoo #1

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 #2 – Ch 3 Fireball 1479

Waterdeep Wazoo 2
Wazoo #2 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


Waterdeep Wazoo # 3 – Ch 4 Jarlaxle

Waterdeep Wazoo 3
Issue #3 reminds the players of things that the first main villain, Jarlaxle, is up to. I also sets up the eventual scheme of the Xanathar and my own Ageless One endgame campaign. 


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 these locations.
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 in Session 2. 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 during the 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 –  PC 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 use 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 used during the Harko side quest – 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.

The Code Legal

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. See below for the full explaination of the prophesy.


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 betrayed Manshoon. Regardles of the main villain, this attempts to raise the Gralhund’s status with the Zhentarim.


Gralhund Handout 2
Found in Lord Gralhund study, this note is just a lark to show how stupid Lord Orond is. The doodles are symbols for Asmodeus and Gargauth, the Gralhund family crest, and the Stone of Golor (to prove they had it in possession at one time), which my players thought was a loaf of bread.


Gralhund Family 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 printable copy here is the PDF. Gralhund Family History


Jarlaxle Love Letter
This letter was found in Lady Yalah Gralhund’s private belongings. It links Yalah with my first Main Villain, Jarlaxle, and it also gives the players a target area to search when they get back on the trail of the rogue nimblewright. And a few other possible plot developments.


Seldarine Blueprint
En route to dinner with Zardoz Zord (really one of the main villains, Jarlaxle Baenre, in disguise), the party encountered one of his drow gunslingers who has gone rogue. He dropped these blueprints which will lead to a plot to blow up the Seldarine, a major elven temple.


Paper Bird
During the contentious dinner with Zardoz, this paper bird gave the players a new assignment from the Harpers and gave them an excuse to leave before combat occurred. Included are the instruction to make your own.


Map Jarlaxle
After the players finally catch the murderous numblewright, they find a map leading them to the first location in the Dragon Season Encounter Chain. Your map may be different based upon your Main Villain. Mine is Jaraxle Baenre and the first encounter is the home of Fenerus Stormcastle in the Trades Ward. These maps can be found in the resourse book, Volo’s Guide to Waterdeep (see above). You can just have the players go to the next location, or you can do as I did and have them actually search for the location first, using this map, plus the large city-wide map and my Waterdeep Directory


The Ageless One

I expect that by the time that we finally run through all four seasons of Dragon Heist, plus all the dungeons in Tales From the Yawning Portal, I expect my players to be up around the 12th – 14th level range. At this point, we will run through my homebrewed endgame campaign, but I’ve been planting the seeds for this adventure since The Lost Mine of Phandelver. But because my players tend to read my posts and this is an active campaign diary, I’ve had to be vague or outright lie about the details. But I will put all of the threads of it here for those who care to read them.

The official year of Waterdeep: Dragon Heist is 1492 DR, but I chose to set our adventures in 1479 DR for a very specific reason. As I mentioned the Sword Coast Codex, each year in the Forgotten Realms is given a pseudo-prophetic name. 1479 is called “The Year of the Ageless One”, but more impotrtantly 1480 DR is called “The Year of Deep Water Drifting”. Since we are doing a year long campaign in “Water Deep”, I just had to find a way to incorporate these elements. And when one of my players said he wanted his character to turn evil, I knew who my “Ageless One” was going to be.

Best homebrewed magic item that I’ve ever invented.

It all begins with a magic item called The Zeitbrille. This is a legendary item that seemed to be a pair of Goggles of Infravision, but has grown more powerful over time. In fact, Zeitbrille means “Time Glasses” in German and the wearer gains the ability to alter and travel through time. It also turns the user Chaotic Evil eventually. These powers have been increasing of the course of the adventure; movement speed is increased, +1 to initiative, the ability to alter one minor event per day. This last ability has been great. The player, Andrew, has used it very effectively, but not game-breakingly so, and the players are very suspicious of the item. But they assumed this is some sort of “luck” ability, and not what it really is. They are also aware that Regizar is slowly turning evil, but they haven’t acted upon this yet.

Alaundo Prophesy

Next, I gave my players the Prophesy of the Ageless One, that they first heard about from a raving madman in Waterdeep. At some point, I’m going to have to make the players go visit some sage in game just to decipher some of these clues, but for you I’ve written a PDF that explains each line and how it affects my plans for this story. Here is the link:

Ageless One Prophesy explained

As various moments of this storyline come up, I have to make sure that my players only learn about a small portion of them to keep up the suspence and surprise. But I will put out a series of PDFs that details the entire backstory so that you, dear reader, can follow along with my intent and reveal what I choose to show my players versus what actually occurs.

The Ageless One – Part 1


This is still a work in progress. We have completed Chapter 4 and are about halfway through the Jarlaxle adventure. As we continue through the adventure, 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.

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