Waterdeep Dragon Heist
Enter a world of adventure, intrigue and mystery. Do you have what it takes to find the Dragons?
$25.00
/ Session
Details
1 player following this game
Weekly / Friday - 10:30 PM UTC
Session Duration / 3–4 hours
0 / 5 Seats Filled
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About the adventure
Welcome to Waterdeep, the grandest city in all of the Forgotten Realms. Known as the City of Splendors, it’s a place of high towers, bustling markets, mysterious alleyways, and powerful guilds. Behind its glittering beauty, though, lies a city full of secrets—noble houses with hidden agendas, criminal syndicates vying for power, and whispers of a legendary treasure lost beneath its streets. In this adventure, you and your companions are more than just visitors. You’ll find yourselves swept into a race for a hidden fortune worth half a million gold coins, all while navigating the politics, rivalries, and wonders of Waterdeep. Will you ally with the city’s factions, play the great houses against one another, or strike out as independent adventurers chasing glory? Every choice you make will shape your reputation and your future. This campaign is perfect for players who enjoy roleplay, intrigue, and exploration. It’s less about delving into endless dungeons and more about solving mysteries, uncovering clues, and making bold moves in a living, breathing city. Expect colorful characters, tense negotiations, the occasional rooftop chase, and more than one surprising twist as you chase down the truth. Whether you’re brand new to Dungeons & Dragons or a veteran adventurer, this game offers a chance to step into a sprawling fantasy metropolis and leave your mark on its history. Waterdeep awaits—will you claim its hidden riches, or be swept aside by those who get there first?
Game style
Puzzle / Mystery Focused
Roleplay Heavy
Sandbox / Open World
Game themes
Meet the Game Master
About me
Hi there! Nick's my name and DND is my game. I've been playing dnd 5e for the past six years and have been a game master just as long. I strive to bring the magic of the real world tabletop to the digital screen and provide an immersive experience. I've run dozens of campaigns over the years and currently have five in progress. My modules of choice are Curse of Strahd, the Lost Dudgeon of Rickedness (Rick and Morty mini campaign), Dungeons of Drakenheim, Strixhaven, and Waterdeep Dragon Heist. I am amenable to other modules, these are just the ones I know well. I'm currently part of a group of DM's starting a podcast Roll 4 DM. I'm extremely passionate about table top gaming and i hope that you'll let me share that passion with you!
View Profile →Character creation
Creating your character
Character Creation Guidelines Starting Level: 1 Ability Scores: Use Point Buy or the Standard Array (15, 14, 13, 12, 10, 8). No rolling for stats. Source Material: Any officially published Dungeons & Dragons 5e race or class is allowed. Guns & Firearms: Not available in this campaign. Stick to traditional fantasy weapons and gear. Setting Fit: This adventure takes place in the bustling city of Waterdeep, so characters with urban ties (guild members, mercenaries, ex-soldiers, street urchins, apprentices, etc.) fit in especially well—but all concepts are welcome.
What to expect
Preparing for the session
This campaign is all about living and adventuring in a massive fantasy city. Unlike dungeon-heavy adventures, much of the action here happens in crowded streets, shady taverns, noble estates, and hidden alleys. To get the most out of the game, here’s how you can prepare: Think About Your Character’s Place in Waterdeep Your character doesn’t need to be born in the city, but they should have a reason to be here—whether that’s chasing work, looking for adventure, trying to join a guild, or running from trouble. Give your character a motivation that ties them to the city so they’ll care about what happens here. Be Ready for Roleplay and Investigation This is a story of intrigue, mystery, and choices. Expect fewer long dungeon crawls and more conversations, negotiations, and clever problem-solving. Bring a character who likes talking to people, gathering clues, or navigating social situations—even if they’re a gruff mercenary or a sly rogue. Work Together as a Party Waterdeep is full of powerful factions and dangerous people. You’ll accomplish much more as a team than as individuals. Think about how your character might connect with others in the group—shared goals, similar backgrounds, or just a willingness to watch each other’s backs. Expect a Mix of Combat and Creativity While there will be fights, this isn’t a hack-and-slash campaign. Sometimes the best solution is a duel in the streets, but other times it’s persuasion, stealth, or knowing the right contact. Don’t worry about building the “perfect” fighter—build someone who feels fun to roleplay. Have Fun with the City Waterdeep is practically a character itself: it’s alive, busy, and full of secrets. Explore the streets, interact with locals, and invest in your home base (yes, you’ll get one!). The more you put into the city, the more it will give back to you.
What Nick brings to the table
This game is all about collaboration and creativity. I run the world of Waterdeep, but you help shape it. Your choices, backstories, and wild ideas will influence the story as much as my prep. If you want to improvise, chase unexpected leads, or surprise me with a clever plan—do it! I’ll usually roll with a “yes, and…” or “yes, but…” approach. If I ever say “no,” it’s almost always followed by a “but here’s another way forward.” Roleplay is encouraged, not required. I do voices for NPCs, and I love when players get into character—but don’t feel pressured. Whether you speak in-character or just describe what your hero does, both are welcome. This campaign is meant to be fun, flexible, and player-driven. Some sessions may lean into mystery and investigation, others into combat or chaos. The important thing is that everyone has space to contribute in their own way. Above all, the goal is for us to tell a story together. Waterdeep is a living city, and you are about to leave your mark on it.
Homebrew rules
Potions: Drinking a healing potion as a bonus action restores the usual dice roll of HP. Drinking a healing potion as a full action restores the potion’s maximum possible healing (no dice roll). Player vs. Player (PvP): Any PvP action (stealing from, attacking, charming, etc.) must have the consent of all players involved. If someone doesn’t want it, it doesn’t happen. Player Comfort: This table is a safe, fun space. If something happens that makes a player uncomfortable, we pause immediately. We then rewind the game and undo that moment—no questions asked, no explanations required unless the player wants to share. Everyone’s enjoyment matters more than any single scene. Play Style: Roleplay is encouraged, but never required. Creative problem-solving, teamwork, and collaboration with each other and the world will always be rewarded.
Equipment needed to play
Internet
Computer
Microphone
Platforms used
Safety
How Nick creates a safe table
Your fun and safety at the table always come first. D&D is about collaboration and creativity, and that means making sure everyone feels comfortable with the story we’re telling together. Lines & Veils: Before we begin, I’ll share a Lines & Veils document (a short list of what’s completely off-limits at the table, and what’s okay only if it stays off-screen or implied). You’ll be able to add your own input privately or openly—whatever feels best for you. Session 0: At the start of the campaign, we’ll spend time talking through: Character creation and party connections House rules (like potion healing, PvP consent, etc.) Safety tools (Lines & Veils, X/N/O cards) Table expectations (roleplay style, teamwork, etc.) This helps everyone start on the same page, both in tone and comfort level. X, N, & O Tools: We’ll use the X, N, O card system for in-game safety: X = Stop immediately, rewind, and change direction. N = “Not now”—let’s steer away from this theme or content. O = “Okay, keep going, I’m good with this scene.” These can be used digitally (chat/message) or held up in video/at the table, depending on how we’re playing. Aftercare: At the end of each session, we’ll do a quick check-in. This gives everyone a chance to share highlights, raise concerns, or flag anything that didn’t sit right. If something heavier came up during play, we’ll take an extra moment to decompress, make sure everyone’s okay, and leave the game on a positive note.
Content warnings
Safety tools used