Session 5: Finding Floon

Following the Trail – Planning Chaos, Playing Mystery
There’s a certain joy in running a D&D session where you know the players are getting close — close to the thing, the truth, the twist, the trap. Session 5 of our Waterdeep: Dragon Heist campaign was one of those nights. A classic “clue chase” through the Dock Ward, woven with humor, urban flavor, and a few unexpected turns.
This was the session where they really started piecing together the disappearance of Floon Blagmaar — and where I, as the DM, had to walk that fine line between guiding the players and letting them lead.
Planning the Session: The Clue Trail
From the DM side, this session is all about pacing and flow. The Alexandrian Remix of Dragon Heist makes this arc richer by fleshing out Floon’s trail into a believable, tangled sequence of events — Floon and Rainier drink here, get seen there, then disappear into the fog of the Dock Ward. It feels like a real city.
I mapped out three main stops:
- The Three Pearls — A seedy but stylish nightclub with a catchy band name.
- The Hanged Man — A smoky poetry lounge with velvet vibes and NPCs who know too much.
- The Sleeping Wench — A loud tavern with real bar culture and a memorable Dragonborn bartender.
Each of these locations had a breadcrumb, but not a full answer. I wanted the players to feel like they were pulling the thread themselves, not just being dragged scene-to-scene.
Running the Session: Embracing Controlled Chaos
This group is mixed-age and full of personality. That’s a gift — and a challenge. Between snack disputes, cross-talk, and jokes about “The Sleeping Snickerdoodle,” I had to keep a steady rhythm without stifling the fun. Honestly? Their chaos made the session better.
What worked:
- NPCs with clear voice and attitude. The Dragonborn bartender at the Wench became a standout — brusque, efficient, but with just enough warmth to get the party talking.
- Letting confusion become character. When they couldn’t remember the tavern name, I leaned in. Doc thought it was the “Sleeping Snake.” Others guessed “Sleeping Spliff.” That joke didn’t slow us down — it bonded the group.
- Player-led inquiry. Kiril took the lead on dialogue. Doc layered in comic relief. Clover asked for water and got philosophical about restaurant pricing. These moments weren’t distractions — they were texture.
What I had to manage:
- Table focus. There were times the energy got away from the story. I nudged gently, repeating key facts, or refocusing with “So what do you do next?”
- Information clarity. I realized midway that I needed to reiterate NPC names more often. In an urban mystery, repetition is your friend — especially when players are juggling jokes, lore, and dice.
Story & Setting Takeaways
This session didn’t have a fight. And yet, it was full of tension — not from danger, but from curiosity. Who’s following Floon? Why is Doc on a wanted poster? Why did that dwarf cackle and vanish?
By the end of the night, the party had:
- Pieced together Floon’s last known movements.
- Learned he was with Rainier Neverember.
- Found out they were being followed.
- Decided to head south, toward a tavern near a big docked ship — possibly where everything went sideways.
For me, that’s a win. They’re invested. They care. They’re joking because they’re immersed, not despite it.
DM Advice: Let Them Wander, Then Tighten the Net
When running an urban investigation:
- Give each location a mood: Sleek nightclub, shadowy jazz club, crowded pirate tavern — the tone shift keeps momentum.
- Use bartenders, servers, and passersby as info hubs. City life runs on gossip.
- Embrace side chatter when it builds character. But be ready with a question that re-centers the story: “What do you do next?” works wonders.
- Keep one eye on the long arc. Even when the players are chasing drinks and debating water prices, you’re layering in the threads they’ll pull later.
Final Thoughts
Session 5 was pure roleplay, pure story momentum — and a reminder that a good mystery isn’t solved in a flash. It’s uncovered, inch by inch, in taverns, alleys, and awkward conversations with sweaty Dragonborn.
I can’t wait to see what happens when they find the next clue.