Session 8: Tracking Floon

Planning, Payoff, and Plot Hooks in Play
“If you continue this investigation… keep it beneath the streets of Waterdeep.”
Session 8 of our Waterdeep: Dragon Heist campaign marked a turning point—not just in the story, but in how I approached balancing mystery, tension, and character development at the table.
After the chaos and discovery of the previous session’s warehouse infiltration, this one had a clear goal: reward exploration, introduce Renaer Neverember in a memorable way, and plant seeds for the next arc. Here’s a behind-the-screen look at how I planned the session and how it all played out in real time.
Planning: Building the Sandbox One Room at a Time
In prepping this session, I leaned heavily on the Alexandrian Remix. That framework gave me the structure I needed, but I wanted to ensure the session also felt personalized to my group’s style. That meant:
- Loot that matters. The warehouse wasn’t just stuffed with treasure—it had personality. A whispering greatsword, used magical pigments, and a crate of wine (two bottles promptly claimed by Raven) gave the players objects to engage with beyond a mechanical bonus.
- Renaer’s reveal. I didn’t want him to just be “the guy we were actually supposed to save.” I gave him guilt, charm, and a proactive offer to join the party. Making him a Swashbuckler-type ally felt organic and gave him weight as a character—more than a MacGuffin with red hair.
- The Watch. I had Captain Staget prepared as both a complication and a test of the players’ moral compass. Watching them squirm their way through an “honest” explanation was delightful. The moment he recognized Renaer and changed his tune gave me a chance to show the city’s political layers.
Execution: Let the Players Lead the Tone
This session was less combat-heavy, but packed with dramatic tension and character choices. Here’s what worked well:
- Giving the party room to breathe. I didn’t rush them through the warehouse. Letting them explore, argue about wine, and hand out magical gear made the space feel real.
- Respecting character quirks. Raven drinking two bottles of wine mid-investigation? I didn’t punish it—I played into it. Letting players explore their characters’ impulses keeps the game alive.
- Planting the hook. Captain Staget’s warning—“keep it beneath the streets”—was my way of setting up the sewer crawl and introducing the idea that the real danger in Waterdeep lies hidden under the surface. Not just literally, but thematically too.
Reflections for DMs and Players
For DMs:
- Don’t be afraid to let treasure tell a story.
- NPCs should have their own goals—even when they’re allies.
- Use downtime moments (like after combat) to deepen party dynamics.
For Players:
- Character quirks can drive story, not just derail it.
- Don’t skip over the “boring” loot—it might whisper to you.
- Lean into the world’s rules. The City Watch isn’t just background noise—they’re a political force.
Looking Ahead
Next session, the players head into the sewers, chasing the trail of Floon and the strange black network that seems to be growing beneath the city. With Renaer at their side and the Watch watching closely, they’ll have to decide what kind of adventurers they want to be.
Stay tuned—and remember: some of the best stories unfold when the swords are sheathed, and the tension comes from a single sentence spoken in the right voice.