Rolling for InspirationCampaignsSession 7: The Watch Arrives
Rolling for InspirationCampaignsSession 7: The Watch Arrives

Planning for Tension, Paying Off the Setup

Last Friday’s session was one of those rare gems that make you pause after the game and just smile. Not because it was flashy or combat-heavy—but because it was balanced. It hit that sweet spot where roleplay, world-building, and story momentum all clicked into place. And as a DM, that doesn’t happen by accident.

This post is part reflection, part behind-the-scenes look at how I planned and ran Session 7: “The Watch Arrives.”

Planning for a Consequential Calm

The players had just survived a warehouse battle against four kenku assassins in Waterdeep’s Dock Ward. The moment after a combat like that can feel like a breathless pause—or a dramatic setup for the next big reveal. I wanted this session to feel like both.

So I asked myself:

  • What are the lingering consequences of this battle?
  • Who might show up next?
  • What are the players expecting—and what might surprise them?

I didn’t need new monsters. I needed new complications.

The Key Beats I Prepared

1. The Investigation Phase

I expected (correctly) that my players would poke around the warehouse, loot the bodies, and try to piece together what the building was used for. I sketched out a few environmental clues and dialogue options for an NPC they would find:

Renaer Neverember, bound in a crate, confused, and mistreated—but still lucid enough to fill in the gaps.

His presence was more than a rescue—it was a story pivot. He revealed the Zhentarim faction split, set up the Xanathar connection, and gave the party their next lead.

2. The Watch Arrives

Timing the appearance of Sergeant Cromley and Barnibus Blastwind was critical. I held them off until just after the party had lowered their guard. Their sudden presence added narrative pressure—the law is watching, and it sees everything.

I roleplayed Cromley as stern and unimpressed, while Blastwind took the diplomatic route. This created a “good cop / bad cop” dynamic, and gave the players multiple social angles to work with.

3. Choice Without Chaos

I didn’t want to railroad the party, but I needed to steer them gently toward the next arc. So when Floon’s name came up, and Renaer urged them to check the sewers, it felt like their idea, not mine.

Execution at the Table

The session was quiet, but charged. I kept things moving without rushing, letting players:

  • Explore freely
  • Interact with the Watch in character
  • Discuss theories about what was really going on

Each player contributed in different ways: some looted, others questioned Renaer, and others stayed alert in case of more danger. The City Watch encounter brought out great roleplay and subtle character reveals, especially from the quieter party members.

What Worked

Tone Control: The mix of suspense and relief gave the session cinematic pacing.
NPC Purpose: Renaer didn’t overstay his welcome, but he mattered.
Player Autonomy: The party felt in control, even though I had prepped the narrative arc.

What I’d Tweak Next Time

Smoother Transitions: A few scene changes felt rough. Next time, I’ll use clearer narrative cues to signal shifts in tone or tension.

More Spotlight Sharing: I’ll aim to more deliberately engage quieter players in tense scenes like Watch interrogations.

Foreshadow Consequences: The Watch let the party go a bit too easily. I may bring back some political fallout or paperwork later—it is Waterdeep, after all.

Advice to Fellow DMs

Let NPCs Ask Questions. Don’t wait for players to interrogate the world—have the world interrogate them. It makes things feel real.

Create Downward Pressure. A session doesn’t need more enemies to feel tense. Law, consequence, and conflicting agendas can do the work.

Keep Your Prep Modular. I didn’t know how the Watch encounter would unfold, just that they would arrive. Prep their motives, tone, and loose outcomes—not their exact lines.

Closing Thoughts

This session reminded me that D&D isn’t always about winning battles—it’s about navigating a world that responds to your players’ actions. The party is deepening their relationships, exploring the layers of Waterdeep, and preparing to descend into the city’s dark underbelly.

Session 7 was the calm before the storm. The sewers await.