Waterdeep: Dragon Heist
In the City of Splendors, five adventurers uncover a conspiracy that could change Waterdeep forever…

01 / THE CAMPAIGN
Waterdeep, the City of Splendors. On the western coast of Faerûn stands one of the greatest cities in the Forgotten Realms, a bustling metropolis of commerce, wealth, political intrigue, and adventure. Behind its towering walls, powerful noble families, influential guilds, and secretive organizations compete for power, while the City Watch struggles to maintain order in streets crowded with merchants, travelers, and opportunists. From the magnificent estates of the Sea Ward to the rough-and-tumble taverns of the Dock Ward, Waterdeep is a city of extraordinary contrasts, where fortunes can be made or lost overnight and even the most ordinary residents have secrets worth keeping.
Five unlikely adventurers cross paths at the legendary Yawning Portal, where a chance encounter leads to an assignment from the famous explorer Volothamp Geddarm. Their search for a missing man draws them into a violent struggle between the Zhentarim and the Xanathar Guild, eventually earning them ownership of a dilapidated tavern in Trollskull Alley. But when a deadly explosion outside their new home exposes a conspiracy surrounding a fortune in stolen gold, the party becomes entangled in a dangerous contest involving noble families, criminal organizations, mysterious artifacts, and some of Waterdeep’s most powerful figures. With rivals closing in on every side, the adventurers must uncover the secrets of a hidden vault before someone else claims the treasure.
Waterdeep: Dragon Heist was a Dungeons & Dragons Fifth Edition campaign returning to the Forgotten Realms for an adventure centered on investigation, roleplaying, and urban intrigue. Built around the published Dragon Heist adventure, the campaign expanded into the wider life of Waterdeep, where conversations, alliances, and clever schemes mattered as much as swords and spells, and where the players’ growing connections to the city became part of the story itself. The campaign eventually led directly into Waterdeep: Dungeon of the Mad Mage, taking the same adventurers from the streets of the City of Splendors into the depths of Undermountain.
SYSTEM
D&D 5th Edition
SETTING
Waterdeep, Forgotten Realms
CAMPAIGN YEAR
2019
CAMPAIGN YEAR
1491-1492 DR
STYLE
Urban Mystery / Intrigue
STATUS
Archived
02 / The ADVENTURERS
Mantis Django Heraclitus Evereska
Bard / Journalist
A quick-witted Waterdhavian scribe with a love of history, intrigue, and adventure. Mantis becomes the party’s principal investigator and negotiator, cultivating relationships with the Harpers and Waterdeep’s influential citizens while helping manage Trollskull Manor. His clever schemes, magical talents, and occasional obsession with mysterious artifacts frequently drive the party’s adventures forward.
Shazuu
Tiefling Paladin of Hoar
A righteous but conflicted paladin devoted to Hoar, the god of vengeance and retribution. Struggling to reconcile his infernal heritage with his religious convictions, Shazuu provides the party with formidable combat abilities and a strong sense of purpose. His experiences with Trollskull Manor’s haunting and the Cassalanters’ infernal conspiracies repeatedly test the limits of his faith.
Shining Brow
Tabaxi Rogue
A noble-born tabaxi from a distant land who has come to Waterdeep seeking a better future for his clan. Curious, resourceful, and exceptionally skilled at stealth and infiltration, Shining Brow becomes the party’s principal scout and burglar. His talent for acquiring things that don’t belong to him proves invaluable during the hunt for the Stone of Golorr and its missing Eyes.
Tang Kamma Wu
Monk
A disciplined warrior monk who has spent much of his life in seclusion, venturing into the wider world for the first time in search of fortune and experience. Tang’s extraordinary agility, martial arts training, and occasionally cryptic wisdom make him a formidable companion. His direct approach to danger frequently contrasts with the more elaborate schemes of his fellow adventurers.
Vandar Ashenblade
Fighter
A mysterious traveler who arrives in Waterdeep carrying a troubled past and pursuing a personal mission. Vandar joins the original group at the Yawning Portal and participates in their earliest adventures, but tensions surrounding the Zhentarim eventually drive him away. His departure leaves both his personal quest and his subsequent fate unresolved.
Tygorr von Sune
Celestial-Blooded Sorcerer
A magically gifted healer who first encounters the party while working in Xanathar’s underground fighting arena. Known as Ty to his companions, Tygorr joins the adventurers after they win the arena tournament, bringing powerful sorcery and valuable healing abilities to the group. Despite an unfortunate gambling debt to the Xanathar Guild, he becomes a dependable companion during the final stages of the hunt for Neverember’s treasure.
03 / The Story
Chapter One — 1491 DR: The City of Splendors
The adventure begins, as so many do, in a tavern. But the Yawning Portal is no ordinary tavern, and the five strangers gathered there are about to discover that Waterdeep is a dangerous place to seek one’s fortune.
Mantis Django Heraclitus Evereska, Shazuu, Shining Brow, Vandar Ashenblade, and Tang Kamma Wu find themselves drawn together when a spectacular robbery interrupts an evening’s entertainment. A carriage crashes through the tavern window, animated broomsticks attack the patrons, and a gang of thieves attempts to steal a mysterious magical sword. The adventurers intervene, recovering the weapon and earning the attention of several influential Waterdhavians. Their investigation soon draws them into the escalating conflict between the Zhentarim and the Xanathar Guild, two criminal organizations competing for power in the city.
A subsequent attempt to capture a Zhentarim informant ends badly when the prisoner bursts into supernatural green flames before revealing the location of a mysterious figure named Manshoon. The party learns that both criminal organizations are searching for a hidden vault and the keys needed to enter it, but the significance of the treasure remains a mystery.
Their next opportunity comes from the celebrated author and explorer Volothamp Geddarm, who hires them to find his missing friend, Floon Blagmaar. Following clues through the Dock Ward, the adventurers discover a warehouse filled with corpses and hostile kenku. There, they rescue Renaer Neverember, the son of Waterdeep’s former Open Lord, who explains that he and Floon were kidnapped together. The search continues into the city’s sewers, where the party fights through a Xanathar Guild hideout guarded by strange creatures and criminal thugs. They eventually discover Floon being interrogated by an orc beneath the watchful gaze of a terrifying mind flayer. The adventurers defeat his captors, rescue Floon, and escape before the mind flayer can return.
During his captivity, Floon overheard his interrogators demanding information about a mysterious stone and a fortune hidden somewhere beneath Waterdeep. The party has stumbled upon a secret far more valuable than Volo’s promised reward. Unfortunately, Volo cannot afford to pay them. Instead, he offers the adventurers the deed to an abandoned tavern in the North Ward: Trollskull Manor. They accept. It will prove to be one of the most consequential decisions of their adventuring careers.
Chapter Two — 1491 DR: The Ghosts of Trollskull Manor
Trollskull Manor is a magnificent four-story building in a respectable neighborhood, although years of neglect have left it in terrible condition. Its roof leaks, its basement is flooded, and the property requires extensive repairs before it can reopen as a tavern. It is also haunted. The party’s first nights in the building are interrupted by unexplained noises, moving furniture, disturbing dreams, and an increasingly sinister fresco in the basement depicting terrified children. Shazuu becomes particularly troubled by visions of a former bartender, while the others begin researching the property’s history.
Their investigation reveals that the tavern was once operated by a half-elf named Lif and his companions. Lif disappeared mysteriously decades ago, leaving the building abandoned. Before his ownership, however, the property had served as an orphanage run by a woman accused of murdering children. An angry mob eventually destroyed the establishment, but whatever happened there appears to have left a terrible imprint upon the building.
Meanwhile, the adventurers begin establishing connections throughout Waterdeep. Renaer Neverember introduces them to Mirt, who recruits Mantis into the Harpers. Shazuu attracts the attention of Vajra Safahr, the Blackstaff, and the party undertakes an expedition up Mount Waterdeep to consult an eccentric monk about threats to the city. Their new associations provide valuable information, but also draw them deeper into Waterdeep’s complicated faction politics.
Back at Trollskull Manor, the haunting grows more intense. The party eventually discovers that the basement fresco conceals a magical passage. Stepping through the painting, they enter a hidden chamber containing the remains of murdered children and a powerful undead guardian. After a desperate battle, they destroy the creatures and recover the remains of Lif, whose body has apparently been trapped within the chamber since his disappearance. The adventurers arrange for his burial in the City of the Dead. With the mystery resolved, the Manor’s supernatural occupant becomes considerably more cooperative, and the party resumes its efforts to restore the tavern.
With the spring festivals approaching, the Harpers provide another assignment: steal a nobleman’s monogrammed handkerchief during the Day of Wonders parade. The operation involves an invisibility spell, an unfortunate misunderstanding with an amorous orc, and a street brawl, but the adventurers successfully complete their mission. The next morning, a tremendous explosion rocks Trollskull Alley. Rushing outside, the party discovers dead and injured citizens scattered across the street. Among the victims is a gnome carrying a dagger, while witnesses describe a mechanical man fleeing across the rooftops after throwing an explosive device. The adventurers recognize the description. They saw similar constructs during the parade. The explosion has brought the city’s hidden struggles directly to their doorstep, and the investigation that follows will change their lives.
Chapter Three — 1491 DR: The Grand Game
The dead gnome is identified as Dalakar, an agent of the former Open Lord Dagult Neverember. He had been carrying a mysterious artifact intended for Renaer, but whatever he possessed disappeared in the explosion. Investigating the mechanical assassin leads the adventurers to the temple of Gond and the Sea Maiden’s Faire, a traveling carnival operated by the flamboyant Captain Zardoz Zord. The captain has been selling extraordinarily sophisticated mechanical servants called nimblewrights to wealthy residents and organizations throughout Waterdeep. After tracking the various purchasers, the party identifies a likely suspect: House Gralhund, a noble family whose nimblewright matches the description of the assassin. Before they can act, the adventurers receive an invitation from another influential family.
Lord and Lady Cassalanter explain that the missing artifact is the Stone of Golorr, a magical object that holds the secret location of half a million gold dragons stolen from Waterdeep’s treasury by its former Open Lord. The Cassalanters claim to need the fortune to save their children from an infernal bargain made with Asmodeus, and offer the party a substantial share of the treasure in exchange for their assistance. The adventurers accept the arrangement, at least for the moment.
Their investigation leads to a chaotic nighttime raid on Gralhund Villa, where several factions have already converged. Zhentarim operatives, Xanathar Guild watchers, disguised drow, and the family’s own guards are engaged in a deadly struggle. Taking advantage of the confusion, Mantis and Shining Brow infiltrate the estate while Shazuu fights his way through neighboring buildings. The party eventually confronts the nimblewright and seizes the Stone of Golorr before escaping. But there is a problem. The Stone is incomplete. Three magical gems, known as its Eyes, have been removed, leaving the artifact unable to reveal its secrets. The adventurers must now recover all three Eyes while avoiding the powerful organizations attempting to seize the Stone for themselves.
Their search leads through Waterdeep’s theaters, temples, criminal safehouses, and sewers. They uncover evidence that Zardoz Zord’s sailors are actually disguised drow working for the legendary Jarlaxle Baenre, and learn that the Zhentarim faction loyal to Manshoon is pursuing the same treasure. Meanwhile, Trollskull Manor is attacked by Xanathar Guild assassins. Following clues recovered from the attackers, the party discovers a secret entrance beneath a confectionery shop and uncovers a workshop where duergar are constructing an enormous mechanical beholder.
Another lead takes the adventurers to a hidden fighting arena beneath Skullport. Having bluffed their way into the competition, they find themselves obliged to participate in a series of battles staged for the amusement of Xanathar himself. The party survives its opponents, claims victory in the tournament, and receives an invitation to celebrate with the beholder crime lord. They also meet Tygorr von Sune, a celestial-blooded healer who soon becomes a new member of the group. When Xanathar demands that the champions perform an additional service, they refuse. The adventurers are thrown out of his stronghold, but escape with their lives. The search for the Eyes continues.
Chapter Four — 1491 DR: Secrets, Spires, and Shadows
By now, the adventurers have learned that the missing Eyes are divided among three powerful factions: Manshoon’s Zhentarim, Jarlaxle’s drow, and the Cassalanters. Their next objective is to recover the Eye held by Manshoon. Following leads from Mirt and documents recovered during their investigations, the party discovers a Zhentarim safehouse inside a former temple of Bane. A hidden portal beneath the building provides access to Kolat Tower, an ancient magical complex surrounded by an impenetrable force field. Rather than enter through the portal, the adventurers use recovered magical amulets to bypass the barrier and infiltrate the tower itself. Inside, they encounter animated books, dangerous magical constructs, invisible staircases, enchanted chests, and a group of wizards attempting to summon a powerful demon. The party disrupts the ritual and discovers another teleportation circle hidden within the tower.
Activating the circle transports them into an extradimensional sanctuary suspended in a swirling purple void. There they encounter a metal-armed wizard claiming to be Manshoon. The meeting becomes a battle almost immediately. The wizard unleashes powerful magic, but the adventurers overwhelm him and defeat the defenders who rush to his aid. Searching the hidden sanctuary, they discover a secret compartment containing the first Eye of the Stone of Golorr.
The party returns to Waterdeep with its prize. And not a moment too soon. After weeks of planning, repairs, hiring staff, and navigating the endless demands of Waterdeep’s guilds, Trollskull Manor is finally ready to open. The soft opening draws neighbors, friends, and curious visitors, while the formal grand opening attracts an impressive collection of Waterdeep’s influential citizens. Renaer Neverember, Floon, Mirt, the Blackstaff, and even Volo make appearances. The tavern’s entertainment includes musicians and several rented nimblewrights from the Sea Maiden’s Faire.
The adventurers have succeeded in transforming a dilapidated, haunted building into a functioning business. But the festivities are interrupted by an unexpected visitor. Jarlaxle Baenre arrives at the Manor accompanied by a retinue of drow. He reveals that he knows about the Stone, the Eyes, and the party’s agreement with the Cassalanters. Warning that the noble family is involved in dangerous infernal dealings, he offers the adventurers a competing arrangement: betray their current employers, join him, and divide the treasure.
The adventurers are given thirty-six hours to decide. With the Stone hidden beneath the Manor, one Eye recovered, and three powerful factions closing in, the party must decide who can be trusted. And whether anyone should be trusted at all.
Chapter Five — 1491 DR: The Vault of Dragons
Suspicious of the Cassalanters, the party begins investigating their supposed benefactors. Their search leads to a hidden temple of Asmodeus in the North Ward, where the adventurers uncover evidence of the noble family’s involvement in infernal worship. Beneath the building, they discover a terrifying magical aperture offering a glimpse into the Nine Hells. The experience leaves several members of the party deeply shaken. Shining Brow is driven into a panic, Shazuu temporarily loses his senses, and Tang Kamma Wu emerges with a permanent infernal mark. The adventurers begin questioning whether their own increasingly ruthless behavior makes them any better than the villains they oppose. Nevertheless, the search for the Eyes must continue.
Taking advantage of the Highcoin Ball, which has drawn their enemies away from their strongholds, the party launches a daring raid against Jarlaxle’s flagship, the Eyecatcher. Using magic to breathe underwater, the adventurers swim into Waterdeep Harbor and infiltrate the vessel. After fighting through disguised drow and searching the ship’s elaborate cabins, they discover a secret hatch leading into the Scarlet Marpenoth, an extraordinary submarine concealed beneath the ship. The party battles its way through the underwater vessel and searches its compartments, eventually discovering the second Eye alongside a crystal ball capable of spying through the nimblewrights distributed throughout Waterdeep.
Returning to Trollskull Manor, the adventurers insert the Eye into the Stone of Golorr. The partially restored artifact reveals the location of the third Eye: a hidden compartment inside Lord Cassalanter’s private office. With the Cassalanters still attending the ball, Mantis and Shining Brow infiltrate their estate, recover the final Eye, and escape without raising the alarm. At last, the Stone of Golorr is complete. The adventurers discover that the Stone contains the consciousness and memories of an ancient aboleth, a creature possessing knowledge far beyond mortal understanding. The artifact provides cryptic visions of the hidden vault, pointing toward the Brandath family crypts in the City of the Dead. But the Stone’s influence begins to affect Mantis, leading to a confrontation with his companions over who should possess it. After a tense struggle, the party regains control of the artifact and prepares for the final expedition.
The following morning, they enter the City of the Dead and make their way to the Brandath tombs. Animated trees attempt to drive them away, but the adventurers force their way into the mausoleum and discover a secret staircase leading deep underground. There they find the ancient Melairkyn Vault, a magnificent dwarven complex filled with forgotten chambers, dangerous guardians, and elaborate magical puzzles. Following the Stone’s clues, the party eventually discovers the entrance to the treasure chamber. Inside, an ancient dwarf named Barrack Clanghammer stands guard over an enormous fortune in gold and gems. He explains that Dagult Neverember entrusted the treasure to his protection and refuses to surrender it without proof that its rightful ownership has changed. The adventurers explain that Neverember stole the money from Waterdeep’s treasury. Barrack agrees to release the gold if they can substantiate their claim. Mantis contacts Vajra Safahr, the Blackstaff, and arranges for her to meet them at the vault. Before she can arrive, however, the Cassalanters make their final move.
Lord Victoro Cassalanter enters the vault with a force of cultists, imps, and devils, determined to seize the treasure. He magically dominates Shazuu, turning the paladin against his companions, and the party finds itself fighting for survival against both its enemies and one of its own. The battle is desperate, but the adventurers eventually break Victoro’s hold over Shazuu. Freed from the enchantment, Shazuu joins Shining Brow in defeating Lord Cassalanter. With their enemies vanquished, the party finally brings the Blackstaff into the treasure chamber. Vajra confirms that the money rightfully belongs to Waterdeep, and the ancient dwarf reveals his true identity: Anaurax, a gold dragon charged with guarding the hoard. After a brief negotiation, he agrees to release the treasure and remain in the vault.
The adventurers load the gold into an enchanted portable hole and accompany the Blackstaff to Castle Waterdeep. There, before the Open Lord Laeral Silverhand and her court, Mantis recounts the group’s adventures. At the conclusion of his story, he dramatically turns the portable hole inside out, spilling the recovered fortune across the throne room. The city has recovered its missing treasure. In recognition of their extraordinary accomplishments, Laeral Silverhand names the adventurers Heroes of Waterdeep and awards them fifty thousand gold dragons. She also promises to patronize Trollskull Manor, bringing considerable prestige to the fledgling establishment.
What began as a chance meeting between five strangers at the Yawning Portal has become an adventure involving criminal empires, noble conspiracies, infernal bargains, ancient magic, and half a million stolen gold pieces. The party has made powerful allies, defeated dangerous enemies, and earned a permanent place in the history of the City of Splendors. And, perhaps most remarkably, they now own a reasonably successful tavern.
