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Waterdeep: Dragon Heist

Waterdeep: Dragon Heist

Welcome to Waterdeep, the Crown of the North, where a wondrous tale of urban adventure is about to unfold. Adventurers gather at the Yawning Portal Inn and Tavern. Volothamp Geddarm, the famous explorer, has a quest for them—one that entangles them in a bitter conflict between two nefarious organizations. If the adventurers complete his quest, Volo will reward them handsomely. But the real prize lies hidden somewhere in the City of Splendors, waiting to be claimed. Waterdeep: Dragon Heist is an urban heist adventure designed to take characters from first level to fifth. Be sure to check out the follow-up adventure, Waterdeep: Dungeon of the Mad Mage, which picks up where Dragon Heist leaves off.

Authors: Christopher Perkins, James Haeck, James Introcaso, Adam Lee, Matthew Sernett

Game System

Dungeons & Dragons 5e

Release Date

9/18/2018

Themes

Fantasy
High Fantasy
Mystery

Details

4-6 Players
45-60 Hours
15-20 Sessions
Levels 1-5

Waterdeep: Dragon Heist Reviews (13)

See what other Game Masters and players are saying about Waterdeep: Dragon Heist

Tizzy avatar

Tizzy

New review

Ran 52 sessions

D&D's most famous urban campaign. Waterdeep: Dragon Heist throws the players into the streets of waterdeep and tasks them with solving the mystery around a fabled cache of dragons (that's the currency in Waterdeep) that's said to be hidden somewhere under the city. Naturally they're not the only ones - said cache is also being sought by several criminal organizations, all the while several official groups are also interested in it. As part of a small but important group of adventurers, it's your task - and that of your friends - to decide who to ally with, who to antagonize, and how to traverse Waterdeep's own seedy underground in order to find the truth about this hidden cache and get to it before anyone else does. Heavily recommended for players interested in character development and roleplay, all the while wanting combat and dungeons - as this adventure has healthy amounts of all.

Jason avatar

Jason

A solid module that has plenty of intrigue and social interaction as well as plenty of combat, particularly with the Alexandrian Remix my DM used to mix things up. It made a great level 1-5 (hit 6 upon completion) campaign that we've now used to launch into an open-world sandbox around the Sword Coast and the North, based out of Waterdeep.

DuChampion (JJ) avatar

DuChampion (JJ)

Finally, a D&D adventure that isn’t about crawling through dungeons but instead throws your party into Waterdeep’s high-stakes criminal underworld, where they can scheme, betray, and backstab their way to fortune—or die trying. Despite the title, this is NOT a traditional heist adventure. There’s no “gather your crew, break into the vault” moment. Instead, the campaign is more of a city-based treasure hunt, where different factions, villains, and shady nobles are all vying for a massive hoard of stolen gold (aka the “Dragons,” which are Waterdeep’s gold coins). The adventure heavily depends on which villain the DM chooses—each one changes the season, motivations, and key events. Your players will likely get caught up in crime syndicates, noble feuds, and the occasional fireball explosion in a crowded street. Pros: ✔ Fantastic setting—Waterdeep feels alive, full of intrigue, politics, and crime waiting to unfold. ✔ A more social and roleplay-heavy adventure—you can go entire sessions without rolling for initiative (unless you annoy the wrong people). ✔ Multiple villain options keep it fresh—each villain changes the entire campaign’s tone and conflicts. ✔ Your party gets their own tavern—which always leads to ridiculous business ventures and side quests. Cons: ✘ The heist is misleading—there’s no single elaborate vault-breaking moment, just a city-wide scavenger hunt for gold. ✘ Which villain you pick changes a LOT—so if the DM doesn’t prepare, some plot points can feel disconnected. ✘ Combat is light—great for social players, but murderhobos will be confused and frustrated. ✘ The finale can feel rushed—without DM tweaks, the ending can feel more like a footrace than a true showdown. Final Verdict: If your party loves intrigue, roleplay, and urban adventures where every choice has consequences, Dragon Heist is an incredible city-based campaign. If they just want to bash monsters and loot dungeons, they’re going to hate it. 7.5/10 – The Real Heist is the Friends You Betray Along the Way.

Noralf avatar

Noralf

Ran 83 sessions

An urban campaign done right. Waterdeep is alive, brimming with factions and intrigue. Navigate villains in the city underworld. Keep your eyes on the prize. The vault chase feels like an Ocean’s Eleven heist in a fantasy setting. Perfect for groups who love roleplay and city politics. Best run as an urban sandbox. Build a bastion along the way!

Chris avatar

Chris

This adventure set in Waterdeep has some of the best replay ability for a DnD module. With hooks for different villains, events, and interactions, Dragon Heist makes for a great introduction to the setting while helping players find their footing in a massive city. The adventure gives good guide rails for players to help them find the story and stay invested in it. The situations they find themselves in require special thought as the Laws of Waterdeep, and the people that enforce them tend to be pretty powerful compared to the group. I do think that this adventure is made better if the Game Master is able to combine some of the plotlines rather than only focusing on one. The villains introduced are all interesting and favorites of those familiar with the setting, and giving players a chance to interact with them all as friends or foes can lead to some great roleplay. The ‘heist’ of this adventure feels a bit misleading as it ends up being more of a dungeon delve than anything else, but I think adding the tavern and its operation to the players gives them immediate investment into the story. There are a number of resources available to expand this campaign and the city itself which I would encourage anyone planning to run this game to look into. This is a good campaign if you want something short and exciting to introduce a group to the setting. It was written with an expectation that Dungeons of the Mad Mage would be run afterward which if you ended up doing, you likely could do even more to expand the city and the people within. If you are running it to the planned level 5, however, I think it has enough of all aspects of play to keep players coming back to the table for more.

Atari avatar

Atari

Ran 24 sessions

This is one of my favorite DnD modules! So good that is the only module that I have run twice to completion and each time has been very different! It does an extraordinary job at involving politics into a TTRPG setting without making it boring, and the vast and detailed information about Waterdeep makes it a very interesting module to play and run.

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