Session 13: Ash, Echoes, and Emeralds
Broxley. A talking cat. A riddle in Lif’s ledger. What began with fire ended in whispers. The manor breathes. The city calls. The mystery deepens.
Session 12: Trollskull Manor
See how a haunted house, a hidden guitar, and three orphaned pranksters turned one quiet D&D session into a lasting emotional landmark.
Session 11: Finding Trollskull Manor
In a city of coin and ghosts, a party finds a home. No combat. Just paperwork, pastries, incense—and the first whisper from something beneath Trollskull.
Session 10: Facing Grum’shar
A behind-the-screen look at a climactic D&D session where chaos, creativity, and combat collided beneath Waterdeep. What happens when your druid carries a mattress?
Session 9: Xanathar Guild Hideout
Tension mounts as our Waterdeep campaign shifts underground. Secrets stir, spells run dry, and the party faces its deadliest foe yet: the unknown.
Session 8: Tracking Floon
Loot, lies, and loyalty collide in Waterdeep. A rescued noble, wary Watch, and whispered warnings set the stage for the darkness lurking below the streets.
Session 7: The Watch Arrives
In the aftermath of battle, the City Watch arrives. Secrets unfold, tensions rise, and the party steps deeper into Waterdeep’s tangled web of power and peril.
Session 6: Zhentarim Hideout
Bar brawls, dockside whispers, and a rogue Zhentarim hideout. See how chaos and clues collide in our latest Waterdeep: Dragon Heist session recap.
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.