Waterdeep: Dragon Heist First Impressions

I love heist/caper stories and urban fantasy adventures so the minute the D&D team announced Waterdeep: Dragon Heist, I couldn't wait to get my hands on it. Now that I've got it? I'm still excited.

I love heist/caper stories and urban fantasy adventures so the minute the D&D team announced Waterdeep: Dragon Heist, I couldn't wait to get my hands on it. Now that I've got it? I'm still excited.


My full review will follow after I finish reading the book but a few quick impressions.

  1. The choice of four villains to choose from is a nice touch for replay-ability. Each villain is tied to a season. The full reading will reveal why.
  2. I like the adventure flowchart and encounter chains.
  3. It has a pronunciation guide! That makes a DM's life much easier.
  4. Players have three additional factions they can play, one of which is Force Grey. Critical Role fans will love that.
  5. Lots of cool NPCs are in the adventure, including well-known ones like Laeral Silverhand, though she may not be the same as the last time you saw her in an official Waterdeep adventure.
  6. The building maps are nice and could be reused in other adventures.
  7. For background material, it includes a section labeled “Volo's Waterdeep Enchiridion” that should get DMs new to Waterdeep up to speed.
After the freeform aspects of Tomb of Annihilation, the fact that Waterdeep: Dragon Heist has a bit more structure while still a sandbox is a smart choice. Being set in Faerun's most famous city also presents some nice dilemmas for players. Murder hobo tactics are likely to get them killed or imprisoned, so players should have to be more strategic – of course, that's never guaranteed.

While these are just quick takes based on a flip through of Waterdeep: Dragon Heist, they definitely whet my appetite for more. City-based adventures aren't explored enough in D&D, in my opinion, Waterdeep is a rich enough setting to allow for as much variety as any wilderness or dungeon setting.

This article was contributed by Beth Rimmels (brimmels) as part of EN World's Columnist (ENWC) program. We are always on the lookout for freelance columnists! If you have a pitch, please contact us!
 

log in or register to remove this ad

Beth Rimmels

Beth Rimmels


log in or register to remove this ad






Reynard

Legend
Are there any new rules subsystems specific to running a heist style adventure? For example, does it discuss how to use skills to set up a caper, or does it have anything that echoes the Gumshoe or Blades in the Dark heist friendly systems? Thanks.
 

Burnside

Space Jam Confirmed
Supporter
Are there any new rules subsystems specific to running a heist style adventure? For example, does it discuss how to use skills to set up a caper, or does it have anything that echoes the Gumshoe or Blades in the Dark heist friendly systems? Thanks.

No new rules or systems that I can see from skimming it. There are some unique traps and situations that require specific actions or conditions to be met, but they seem to be resolved using standard means (skill checks, spells, etc.).
 

Reynard

Legend
No new rules or systems that I can see from skimming it. There are some unique traps and situations that require specific actions or conditions to be met, but they seem to be resolved using standard means (skill checks, spells, etc.).

Thanks. The other thing I am interested in is what the relationship webs and plot outlines look like. Do they make it seem like you can understand the machinations of the factions at a glance, more or less?
 

Burnside

Space Jam Confirmed
Supporter
Thanks. The other thing I am interested in is what the relationship webs and plot outlines look like. Do they make it seem like you can understand the machinations of the factions at a glance, more or less?

They've done a better job of providing plot flowcharts and outlines than in any previous WoTC 5E book. Having said that, the story is also simpler than any of them except Lost Mines of Phandelver.
 

Remove ads

Remove ads

Top