INTRODUCTION
ELCOME TO WATERDEEP, THE CROWN OF
the North, where a wondrous tale of urban
adventure is about to unfold. Our story
begins with the gathering of adventurers
at the Yawning Portal Inn and Tavern.
Volothamp Geddarm, the famous explorer
and raconteur, has a quest for them-one
that entangles the characters in a bitter conflict between
two nefarious organizations. lf the adventurers com-
plete his quest, Volo rewards them handsomely. Yet a
much greater prize lies hidden somewhere in the City of
Splendors, waiting to be claimed.
Waterdeep: Dragon Heist is a DUNGEONS & DRAGONS
adventure designed for characters starting at 1st level.
By the end of the story, the characters will be at least
5th level. If you're planning to run through the adven-
ture as a player, stop reading now!
If you're looking for higher-level adventure content set
in Waterdeep, a companion product titled Waterdeep:
Dungeon of the Mad Mage explores the vast dungeon
under Waterdeep known as Undermountain and is de-
signed for characters of levels all the way up to 20th.
Story Overview
Waterdeep: Dragon Heist is a treasure hunt set against
an urban backdrop. The adventure's plot can be summa-
rized as follows:
- Half a million gold coins are hidden somewhere in
Waterdeep. Many individuals know about the cache
and are looking for it. Adventurers can join the hunt
and prevent the cache from falling into evil hands. - The city is threatened by escalating tension between
two power groups that is on the verge of flaring into
violence. The Zhentarim, a shadowy network of mer-
cenaries, and Xanathar, the beholder crime lord of
Waterdeep, are at odds, and when they clash, the char-
acters are pulled into the conflict.
CACHE OF DRAGONS
In Waterdeep, a gold coin is called a dragon. Before he
was ousted from his position as the Open Lord ofWater-
deep, Dagult Neverember embezzled half a million
dragons and hid them in a secret vault. As a security
precaution, he arranged for all knowledge of the vault's
location and defenses to be magically erased from his
mind and the minds of his subordinates. The wizard
who performed the procedure trapped this knowledge
within an artifact called the Stone ofGolorr. The wizard
disappeared shortly thereafter, and Dagult hid the stone
in the Palace ofWaterdeep.
Dagult was off rebuilding the city of Neverwinter when
the other Lords ofWaterdeep voted him out of office. He
immediately made plans to retrieve the Stone ofGolorr
and smuggle his cache of dragons out ofWaterdeep. His
spies plucked the stone from the palace but were killed
while trying co leave the city. The stone was stolen and
passed from one hand to another like a common jewel
until it wound up in the clutches ofXanathar.
USING THE POSTER MAP
The map in the back of this book has the city ofWaterdeep
on both sides. One side can be shown to players. The
other side is for the OM and includes tags marking import·
ant locations in the adventure.
The Stone of Golorr is actually an aboleth transformed
by magic. In this inanimate state, the aboleth can read
the mind of any creature that attunes to the stone, as
well as modify that creature's memory. A creature at-
tuned to the stone can also extract information from the
aboleth, including lore about Neverember's vault.
Built long ago by dwarves, the vault is warded against
all forms of magical detection and intrusion. Its current
protector is an adult gold dragon named Aurinax, who
is also the current wielder and guardian of the dragon-
staff of Ahghairon, which bas the power to prevent other
dragons from entering the city. Tn exchange for the staff,
Aurinax promised to guard the gold until such time as
Neverember or his appointed vassals removed it.
WAR IN THE STREETS
Beneath the city streets lurks a criminal underworld,
its leader a beholder called Xanathar. Hoping to gain a
political foothold in Waterdeep, agents of the Zhentarim
(a lso known as the Black Network) recently tried to ally
their organization with the Xanathar Guild. The archi-
tect of this attempt was a clone of the wizard Manshoon,
a founder of the Black Network long thought dead.
While the two sides were negotiating in Xanathar's
lair, the Stone ofGolorr suddenly disappeared from
where Xanathar had hidden it. The paranoid beholder
accused the Black Network of stealing it and slew the
Zhentarim envoys who were present. When the Zhents
retaliated by attacking Xanathar Guild outposts, Xana-
thar took their actions as confirmation of the Black
Network's vile intentions. Now the bad blood between
the Zhentarim and Xanathar has begun to spill into the
streets, threatening peace throughout the city.
Who actually stole the Stone ofGolorr? The answer:
a rock gnome named Dalakhar. After Lord Neverember
used magic to discern the gemstone's location, he sent
forth a succession of spies to infiltrate Xanathar's lair
and obtain it. Dalakhar succeeded where many others
before him had failed, but his success turns out to be
short-lived.
VOLO 's QUEST
The Yawning Portal serves as the default starting point
for this story. One of the first people the adventurers
meet there is Volothamp Geddarm. He has just returned
from a tour promoting his latest book, Volo'.s Guide to
Monsters, and he has a quest for the characters.
One ofVolo's friends, a handsome simpleton named
Floon Blagmaar, has disappeared, seemingly kid-
napped. The search for Floon leads to the revelation
that he was caught up in a case of mistaken identity, and
the characters are actually looking for two victims. The
intended target was Lord Neverember's estranged son,
INTRODUCTION