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D&D 5E Dragon Heist Chapter 3 Fireball

Digital M@

Explorer
Hello all. I am looking for suggestions on chapter 3 of Dragon Heist. A fireball goes off in the PCs neighborhood and the city guard comes shortly after to investigate. There is not really a hook for the PCs to go on their own investigation. I could see my players taking what they learn from the event and letting it go as a little one off event. I thought of adding info of one type or another about the missing gold or having Neverember visiting for morning tea and recognize the dead gnome adviser of his fathers but am wondering what other people have been doing.
 

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Maybe have whoever launches the fireball threaten the PCs with some kind of dialogue along the lines of "the ___ (insert villain of the adventure) doesn't competition. He/She's coming for you . . ."?

FYI, I don't have Waterdeep: Dragon Heist, so I don't know how important said fireball is supposed to be, nor do I know if the identity of the Fireball-thrower is relevant to the adventure later on.
 

the fireball is thrown by a magical construct working on behalf of a third party the PCs have no idea exists. They don't see it. This part of the story is very Railroadish. The investigation on where to go is a skill check on remembering something their characters might have seen before but was never in the story and the PCs have not seen.
 

Just before the big boom, have one of the dead people, or witness be one of the customers. Move the big boom to the front door of TrollSkull Manor.
 

I might be misremembering, but isn't there an NPC who will visit Trollskull Manor after the attack even if the heroes don't start investigating on their own? I recall thinking it was a backstop prod to get them on track.

Don't have the book with me, so I'd have to double check this evening.

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You may use the investigators that come to Trollskull later to talk to them as witnesses to make the PCs curious. Maybe the gnome had thei adress in his pocket in the time of the attack, that would probably rise their curiosity.
 

You may use the investigators that come to Trollskull later to talk to them as witnesses to make the PCs curious. Maybe the gnome had thei adress in his pocket in the time of the attack, that would probably rise their curiosity.

This seems like the easiest solution and makes the most sense in terms of flow.
 

I like having the address or a PC name in the gnomes pocket. That is a good idea. As well as having a PC contact be able to tell them who the gnome is and that he was the last known holder of the stone.

The customer idea is good as well except the PC's tavern or business probably won't be up and running at this point.


I have watched two online groups play through this part of the adventure and it worked but the motivations and clue following was quite forced.

Thanks for the input, and I am open to any more suggestions
 

I don't have the book; take this with a grain of salt.

- The fireball goes off outside a PC's window or sets the building where they are staying on fire. (And others too, most likely.) Describe the scene such that the PCs think somebody may have tried to kill / hurt them but missed.
- The Mages' Guild is going to want to shut down whatever this is, very quickly. Mages who can cast Fireball may NOT be seen by the public as a danger to life limb and property, or the public will chase all mages out of town (maybe tarred and feathered and riding on a rail). The Mages' Guild dragoons the PCs into finding out who did it, with the threat that no other mage will cooperate with them in anything if they don't cooperate in this thing.
- Somebody else who is easily connected to the Fireball caster has been asking after the PCs recently. The Authorities think they have intercepted a gang turf war, or an attempt to build up a new organization.
 

Maybe pervide or suggest speak to the dead for clues. If the players don’t have access possibly they could overhear a town guard cleric or investigators perform the spell.
 

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