Session 11: Finding Trollskull Manor

A D&D Session in Three Acts
Planning and Executing a Roleplay-Focused Session in Waterdeep
If you’ve ever run a D&D session with zero combat, a wandering spotlight, and a strong tonal shift, then you know how tricky it can be to keep everyone engaged. That was exactly what I set out to do in Session 11 of our Waterdeep: Dragon Heist campaign—a quiet moment in the middle of a noisy city, where a party of adventurers stops being a group on a job and starts becoming something more: co-owners, co-dreamers, co-haunters of an old tavern.
Here’s how I broke it down.
The Goals:
- Resolve the handoff from Volo and legally transfer ownership of Trollskull Manor.
- Give the players time in the city to breathe, explore, and equip themselves.
- Establish Trollskull Manor as a character in its own right, complete with foreshadowing of the hauntings to come.
That’s a lot to do without swinging a sword. So pacing and tone became everything.
The Planning:
The Magistrate Scene:
I wanted the deed handoff to feel official, not just a formality. Enter Magister Talianna Zor—distant, crisp, and clearly well aware of Renaer Neverember’s name. That little flavor helped anchor the players in the world’s bureaucracy and gave them a taste of how Waterdeep really works: coin, name, and paperwork.
The Market Crawl:
This could have gone off the rails easily, so I framed it like a mini-arc:
- Everyone gets to shop for something meaningful.
- Each character gets a moment in the spotlight.
- Include a few unexpected NPCs to keep things colorful.
The highlight here was Witchswitch, a quirky spell component tent run by a flirty tiefling named Soukaev. He nearly stole the show with his exaggerated compliments and mystical merchandise. Watching Maple squirm through that exchange was DM gold.
Arrival at Trollskull:
This is where I wanted to shift gears. All the bustle and banter gave way to silence. I described the long shadows, the leaning balcony, the urchins watching from upper windows. I didn’t say the place was haunted—I let the manor suggest it. A slammed tap handle was the final punctuation mark. Session cliffhanger achieved.
The Execution:
It worked because I let the players lead.
- Clover wandered toward music and food, as expected, and gave the Market its emotional center.
- Doc grounded everything with practical concerns—nails, sausage, what needs fixing first.
- Maple had a coming-of-age moment dealing with Soukaev.
- Raven and Kiril quietly clocked things others missed—watchers in the crowd, odd magical details.
I stepped in just enough to keep things moving, but backed off when the party created their own rhythm.
What I Learned:
- A session without combat doesn’t need to be slow—it just needs to have texture. Give players things to touch, taste, smell, overhear.
- Give every player a reason to care about a setting like Waterdeep. Not every story lives in a dungeon.
- Pacing tools are essential. I didn’t say “You’ve got 15 minutes at the Market,” but I felt it and managed transitions to keep attention up.
Final Thoughts (For DMs and Players Alike):
This was one of those sessions where nothing big happened—and everything important did.
The party became co-owners of a haunted tavern.
They bought lavender incense, secondhand pearls, and meat pies.
They laughed, they shopped, they settled in.
They were home.
If you’re a DM trying to make the “downtime” matter, remember this: the spaces between the fights are where the characters find out who they really are. Let them linger there. Just long enough.
And if you’re a player?
Lean into those quiet moments. Buy the cloak. Flirt with the vendor. Ask what the incense smells like. You’ll be surprised what haunts you later.them next.