Session 5: Finding Floon
Urban intrigue, chaotic tavern names, and a Dragonborn bartender with attitude. Session 5 of our Waterdeep campaign proves that story beats don’t need swords.
Session 4: A Friend in Need
How do you wrangle fiendish fallout, a flamboyant quest-giver, and a chaotic new PC at your D&D table? Here's how our Dragon Heist session played out.
Session 30: The Great Cavern
The party descends into Wave Echo Cave’s great cavern, where undead rise from ancient bones. Fireballs, pitchforks, and lightning fly in a battle of legends
Session 3: The Yawning Portal
This week’s session brought chaos, corpses, and critical hits. Here’s how I planned the Yawning Portal battle—and kept it cinematic, chaotic, and character-driven.
Session 29: Deeper Into the Cave
Venturing deeper into the cave, our heroes faced spectral undead and gelatinous horrors, emerging victorious but covered in goo. What secrets lie ahead?
Session 2: Welcome to Waterdeep
A quiet session of travel and grief becomes a slow-burn horror story as the players bury the dead, face the unknown, and approach the gates of Waterdeep.
Session 28: Entering Wave Echo Cave
Join our heroes as they delve into the treacherous depths of Wave Echo Cave, battling fierce foes and uncovering hidden secrets in their quest for glory and riches.
Session 1: Call to Adventure
A quiet tavern, a rogue’s whisper, and a blacksmith’s forge: how a low-stakes Session 1 became the perfect start to our Waterdeep campaign.
Session 27: Return to Phandalin
After battling King Grol, our party explores the castle, encounters an owlbear, and returns to Phandalin to rest and resupply, ready for new challenges.
Session 26: Confronting King Grol
Facing King Grol, a direwolf, and a drow, our group battles fiercely, navigating traps and strategies to rescue a hostage and secure the map.