MAKE WATERDEEP YOUR OWN
Much has been written about Waterdeep over the years.
This book presents much of that information, but you
aren't bound by it. Feel free to embellish and change what
you will. Your version ofWaterdeep is the only version that
matters for your campaign
Adventure Structure
Waterdeep: Dra~on Heist consists of an introductory
adventure designed to familiarize player characters with
the city of Waterdeep and provide them w ith a base of
operations (chapters 1 and 2). followed by a citywide
treasure hunt (chapters 3 and 4) and descriptions of the
villains' lairs (chapters 5 through 8).
In chapter 1. the characters arrive at the Yawning Por-
tal, where Volo gives them a quest. It's a straightforward
rescue mission with a twist involving a case of mistaken
identity. If the adventurers complete the quest, Volo re-
wards them with a valuable piece of property.
In chapter 2, the characters explore their new home
in Trollskull Alley and attract the attention of factions
interested in recruiting them for special missions.
Chapter 3 begins days or weeks later. allowing char-
acters time to adjust to city life and pursue their own
interests. An explosion tears through Trollskull Alley,
prompting an investigation that hurls the characters into
conflict with some secondary villains, culminating in a
bloody confrontation at a noble estate.
In chapter 4. the characters race to find the gold. The
encounters in this chapter and the order in which they
occur change depending on the villain you've chosen.
The chapter concludes with the discovery of Lord Nev-
erember's treasure vault and a showdown with its gold
dragon guardian. The characters' ultimate goal is to pre-
vent the gold from falling into the hands of the bad guys.
If all goes well, some of the gold will find its way into the
characters' pockets. Characters will have a hard time
claiming it al l for themselves, however.
Chapters 5 through 8 describe the lairs of the story's
villains and can be used at any time, in a ny order, or
not a t all. The characters might have reason to visit one
or more of these la irs in the course of the adventure.
T hwarting the villains doesn't require the characters to
invade their lairs or defeat them in combat, so it's pos-
sible to complete the adventure without these chapters
coming into play.
Be prepared to make adjustments on the fly if the
characters find themselves in a villain's lair prior to
completing chapter 4, as the challenges within each
lair are difficult for characters of lower than Srh level to
overcome. You can gently steer characters in a different
direction, drop hints that urge them to use extreme
caution, or make deadly encounters easier. It also bears
remembering that the villains are meant to be thwarted.
not killed, and they are rarely spoiling for a fight. Ad-
venturers who get in over their heads can be knocked
unconscious rather than killed. Such characters might
awaken in an alley, a sewer runnel, or a prison cell, with
or without their gear. Conversely, they might awaken
safe and sound with all their gear in a private residence,
being cared for by friendly NPCs who took them in.
INTRODUCTION
VoLo's WATERDEEP ENCHIRIDION
The special chapter of this book titled "Volo's Waterdeep
Enchiridion" is a tour of the City of Splendors. If you're
unfamiliar with Waterdeep, review this section before
running the adventure. You can also share this section
with players whose characters would know general in-
formation about the city.
Life in Waterdcep
City-based adventures can be challenging to run. espe-
cially if your player characters are inclined to wander.
Keeping the characters in Waterdeep, where the action
is, requires that they feel at home. To that end, here are
some points to keep in mind:
- Almost anything can be bought or sold in Waterdeep.
There's no need for adventurers to shop elsewhere. - Waterdavians generally hold adventurers in high re-
gard, given that many of the city's most esteemed citi-
zens are former adventurers and that the city has been
saved countless times by adventurers over the years. - Adventurers who are invested in the city are less
likely to want to leave it. As your players flesh out their
characters' backgrounds, encourage them to establish
roots in Waterdeep. The adventure further invests
the characters by awarding them property in the city
and giving them opportunities to join local factions
and guilds.
BREAKING THE LAW
Waterdeep is a city of firm laws and swift justice. Adven-
turers hell-bent on slaughter and plunder won't fare well
in the City of Splendors. The punishments for assault,
arson, theft, and murder are severe, regardless of the
reason for the crime.
If the characters express interest in knowing more
about crimes and punishments in Waterdeep, give them
the Code Legal handout in appendix C.
Characters who overtly engage in criminal behavior
are quickly cornered and arrested by members of the
City Watch. Those charged with committing a crime
are brought before a magister to be judged. Advocates
might intercede on behalf of the characters if they have
allied themselves with influential NPCs and factions.
For example, characters who become agents of the
Lords' Alliance are more likely to be excused for crimes
if Laeral Silverhand, the Open Lord of Waterdeep. has
cause to let them off the hook.
Given how strictly laws are enforced in Waterdeep, it's
possible that the adventure could end with one or more
of the characters being exiled, sentenced to several
years of hard labor, imprisoned, or put to death. Tf that's
how their adventure ends, so be it. Hopefully, your next
group will fare better.
ARRESTING C H A RACTERS
When the authorities show up to arrest one or more
player characters for breaking the law, you can handle
the arrest in one of two ways.
The first approach is to roleplay the encounter with
the arresting officers of the City Watch. The benefit