Famed explorer Volothamp Geddarm needs you to complete a simple quest. Thus begins a mad romp through the wards of Waterdeep as you uncover a villainous plot involving some of the city’s most influential figures.
A grand urban caper awaits you. Pit your skill and bravado against villains the likes of which you’ve never faced before, and let the dragon hunt begin!
This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!
In this module, the full contents of the book version are fully integrated into the Roll20 module, from the adventure text, from art handouts for your players, to fully laid-out encounters with hidden enemies and traps on the GM layer!
Waterdeep: Dragon Heist is a different sort of module than those that have been released before on the Roll20 platform. Please read this completely before beginning your game setup (these instructions are also available in-game as a handout).
In Waterdeep: Dragon Heist, the GM decides who the villain is of the story. In order to best facilitate running the game on Roll20, we have broken the source material up into one Module and 4 Addons, one for each villain/season.
The core module contains all the information needed to run the beginning of the game up through Chapter 4, where the story truly splits. If the GM would like to prepare for the game by reading through all of the content, we recommend creating a separate game and adding in all 4 parts in order to get the whole story, deleting out pages (maps) if there is a performance decrease.
When it comes time to play with the party, we strongly recommend the GM only add in the ONE relevant season to the main module. Adding others will create duplicate maps and handouts, and overwrite NPCs and creatures.
If at any time the storyline organically switches to another main villain, we recommend removing the first addon, then adding in the second. Adding in another game will overwrite any shared NPC's or Creatures, so always create a backup before doing so just in case.
Module: This product includes an adventure module. To create a new game, click on the Start New Game option from the site menu. The column on the right-hand side of the page is titled Optional: Choose a Module. Clicking on the cover image will select this module as the base for your new game.
Addon: This product includes addons for each of the seasons. To add an addon to a new or existing game, add via the Game Details Page. On the Game Details page, scroll down to the Game Addons section. Select the desired addon from the dropdown menu and then click add to game. Everything from the addon will be available next time you enter the game.
Art Pack: You can access the Art Pack under the Premium Assets section of the Art Library in-app. These assets are only available for in-app use.
Which Character Sheet should I use?
All 5e Open Game License content on Roll20 uses the D&D 5e by Roll20 character sheet.
If you are experiencing any other issues, please let us know on the Help Center.
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License: Roll20 End User License Agreement
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