


Buy anything from 5,000+ international stores. One checkout price. No surprise fees. Join 2M+ shoppers on Desertcart.
Desertcart purchases this item on your behalf and handles shipping, customs, and support to Japan.
🌟 Unlock legendary adventures in Waterdeep — where every roll writes your legacy!
Dungeons & Dragons Waterdeep: Dragon Heist HC is a 256-page hardcover adventure book designed for levels 1-5 characters. Set in the iconic City of Splendors, it offers a rich urban fantasy experience with multiple story arcs inspired by heist films. This campaign enhances critical thinking, teamwork, and creativity, making it a perfect entry point for new players and a compelling journey for veterans. Published by Wizards of the Coast, it features detailed maps, vibrant NPCs, and a dynamic narrative that brings the Sword Coast to life.





| ASIN | 0786966254 |
| Age Range Description | Adult |
| Best Sellers Rank | #51 in Dungeons & Dragons Game #1,083 in Sword & Sorcery Fantasy (Books) #1,474 in Action & Adventure Fantasy (Books) |
| Brand Name | Dungeons & Dragons |
| Color | Multicolor |
| Container Type | Box |
| Customer Reviews | 4.8 4.8 out of 5 stars (5,868) |
| Educational Objective | To improve critical thinking, problem-solving skills, teamwork, and creativity through storytelling and cooperative gameplay. |
| Global Trade Identification Number | 09780786966257 |
| Grenre | Action & Adventure, Adventure fiction, Dragons & Mythical Creatures, FICTION, Fantasy, GAMES & ACTIVITIES, Role Playing, Role-playing, war games and fantasy sports |
| Included Components | Dice |
| Is Assembly Required | No |
| Item Dimensions | 8.6 x 0.68 x 11.1 inches |
| Item Weight | 1.6 Pounds |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Manufacturer Minimum Age (MONTHS) | 12 |
| Manufacturer Part Number | 5A328646CB |
| Material Type | Paper |
| Model Name | D&D Waterdeep Dragon Heist HC |
| Model Number | WTCC46580000 |
| Number of Items | 1 |
| Number of Players | 2 |
| Operation Mode | manual |
| Package Quantity | 1 |
| Product Style | Physical Book |
| Set Name | Waterdeep: Dragon Heist |
| Size | 8.6 inches x 11.1 inches x 0.68 inches |
| Theme | Adventure |
D**T
Thrilling Adventure with Divine Echoes of Courage and Community!
I recently dove into D&D Waterdeep: Dragon Heist HC, and wow—what an immersive ride! The storyline is gripping, the city of Waterdeep feels alive and teeming with intrigue, and every twist—whether you're tracking gold, navigating the underworld, or making surprising alliances—kept me on the edge of my seat. The hardcover format is beautifully designed, with vibrant maps, compelling NPC profiles, and helpful player/advice sections that make it easy to bring this adventure to life. Beyond the excitement, this campaign felt like a journey of faith and fellowship. Just as our adventuring party must trust one another through heists and hardship, Jesus calls us to walk in unity, courage, and truth. The adventure reminded me of Proverbs 27:17: “As iron sharpens iron, so one person sharpens another.” Whether you're battling dragons or navigating moral choices, the bonds you forge and the choices you make reflect the heart of Christian community—loyal, brave, and guided by wisdom. If you’re looking for a D&D storyline that delivers tension, creativity, and a sense of purpose, Dragon Heist is a treasure trove. It shows us that even in the midst of questing and chaos, there’s room to lean on God and on one another—just like a party should. Highly recommend—may your rolls be blessed and your fellowship strengthened! 🎲
A**S
Exciting, interesting -- but lots of work for the DM
This review includes spoilers. The good: the basic setting is truly excellent. A former lord of Waterdeep embezzled a massive amount of gold, and the PCs are hunting for a sentient stone that holds the secret about where the gold is hidden. At the same time, several nefarious groups in Waterdeep are also hunting for the stone/gold. So there's a great ticking clock element. The authors have also done a superb job bringing Waterdeep to life, with more than a dozen truly outstanding (often funny) nonplayer characters. For example, the players are likely: to own a tavern run by a moody poltergeist, to run afoul of the law embodied in the person of spluttering Capt. Hyustus Staget (and then to be tried for crimes in court), to be targeted by the slanderous accusations of a shrewd owner of a competing tavern, to be invited to join one of several really cool factions vying for power in Waterdeep (including factions run by the drow, a beholder, and devil-worshipers), and to discover that several powerful Waterdhavian nobles are deceitful or worse. My players -- particularly the ones that like role-playing as opposed to combat -- have absolutely loved all of these parts of the adventure. Even more than in Phandalin, Waterdeep feels like a place for new adventurers to make a real name for themselves in a complex, fully realized world. In this Waterdeep reminds me of Barovia in Curse of Strahd and the Underdark in Out of the Abyss. Perhaps it's not quite as memorable as either of those places, but it's close, and that's a MAJOR achievement in my view. The bad is that this book is difficult to DM. The main problem is that, as others have pointed out, the book primarily describes not places with maps to be explored by the players, but sequences of events for the players to witness, where the players are fated to remain one step behind the stone as various people run off with it through Waterdeep. I thought this setup denied the players any real chance to change how the story ends. In the case of my own campaign, my players did something really smart and got the stone before they were "supposed" to, which obviated my using a lot of the most interesting material in the book. Another little problem for DMs: I think urban environments, because they are full of NPCs who must be given interesting things to say to move the plotline along incrementally, are just inherently more difficult to DM than most monster lairs. The book also has lots of material that is bound to be discarded -- unless the DM comes up with her own way of integrating it into what's going on her game. In a way this is good, because I feel kind of proud that I've been able to make the material my own, but it is time consuming. Final quibble: players who like combat will at times get a little antsy, as it's hard to pull out swords on the streets of an apparently "civilized" place like Waterdeep. Anyway, overall I say it's still five stars. Clearly better than a good solid adventure like Storm King's Thunder, because more original and fully fleshed out, but slightly inferior to my favorites, which are Out of the Abyss and Strahd. It's more interesting than Lost Mines of Phandelver for 1st level characters, which is high praise as Lost Mines is really good. But at the same time, unlike Lost Mines, the DM must be prepared to do a lot of work!
N**H
Very fun and lots of great content - but not for beginner DMs!
We ran this module as a year-long weekly campaign and had a ton of fun with it in my group. The module is heavier on roleplay compared to other DnD modules due to the urban setting. Waterdeep is a fun city with lots of great characters and locations. The full-size tear-out map is wonderful and I had it framed after the campaign finished. The biggest downside of the book is the organization is weird and, if you run the book as it is intended, you won't even use half of the book (there is a chapter for each villian but you are intended to only run one of them). The chase sequence is also pretty silly and might be fun for some groups, but running it as more of a sequence of more complex and slow heists was more fun for our group. I ran a modified version of the Alexandrian remix so I could run three of the four villians (sorry Manshoon) and to extend the book from an adventure to a full campaign. If you want to run the Alexandrian remix, just be ready to spend a LOT of time reading and preping!
D**S
Quite possibly the best intro adventure ever made
Before my copy of Dragon Heist arrived in the mail, I was skeptical. I'd heard the DM or players have to choose which season the campaign begins and which villains the players face off against. To me, that sounded like too much randomness for an adventure module. Boy, was I wrong. Dragon Heist takes everything I loved about the Lost Mine of Phandelver and pumped it full of intrigue, compelling back-stories, and a cityscape that is teeming with possibilities. Chris Perkins did a masterful job of curating the most interesting historical details about Waterdeep, the City of Splendors, while breathing new life into its old grandeur. In terms of balancing a linear storyline with creative freedom for DMs to improvise, Dragon Heist lands right in the sweet spot, giving DMs many colorful NPCs to choose from, faction intrigues and quests to stir up players' involvement in the heist, and a very well conceived relationship between the book's four major villains. If there is one thing to grouse about, it's the very simple black-and-white maps. At first, they struck me as amateurish and lacking detail. But, after using them in play, I changed my mind. The rudimentary just-the-facts depictions of the game's important locations are very handy and user-friendly. Polygon called Dragon Heist the "state of the art" in tabletop roleplaying. I tend to agree.
A**S
A great place to start
I love this adventure. I really do. But don't buy the book and expect to necessarily sit down and run it just the way it is. The unfortunate fact is that the motivations of the key NPC's in the story just don't make a lot of sense the way they are written. I had to do some significant work to make the whole premise of the hidden hoard feasible, and you should expect to have to do the same (keep reading for my DM spoilers). But, the potential of the story is great, and my players had a great time investigating the mystery and conspiracy rather than just killing everything that moves. If you're like me, you like to modify these modules anyway, and that's why four stars. If you want to have a pre-packaged adventure that requires no tinkering, this is more like 2 or 3 stars for you. It'll play, but get ready to suspend that disbelief. One last caution: this may get the party up to the right level for Dungeon of the Mad Mage, but it is not a lead-in story-wise, so get ready to come up with your own hook if that's important to you as a DM. If you want DM SPOILERS, keep reading: The backstory given by the book is too complicated and lacks a certain plausibility. The best single example of this is that I can think of no reason why Dalakhar the gnome thief wouldn't just attune to the Stone of Golorr himself and go get the treasure. For that matter, why didn't the (nameless) wizard who did the memory erasing do the same thing? Solution: only a Neverember can attune to the Stone, which makes the PC relationship with Renaer a much more dynamic one. The poor guy has 3 crime syndicates who need to nab him, so keeping him safe becomes a fount of side missions. My backstory: Dagult embezzles, gets his wizard to do the memory erasing, disappears. Wizard can't attune, puts the Stone up for the highest bidder. Jarlaxle (or whichever villain) hires Dalakhar (who is the wizard's apprentice) to steal the Stone for him before the auction. Dalakhar wants to get hold of Renaer, and now you can go with the events of the story as written. That's just what felt right to me, you can figure out what works for you. I also had trouble with the idea that a man smart enough to embezzle half a million gold out from under the city's nose would "hide it under a mattress". Solution: the hoard is a shill, and the actual money is in banks and brokerages. If people believe in a secret hoard in a hidden vault, then they won't be looking for that money in more reasonable places. It's D&D money laundering. I also didn't make Dagult the previous Open Lord. I thought it read better when he was a noble, but more of a bureaucrat or accountant. So why go after the treasure? The really valuable thing in the vault is the Dragonstaff, which essentially gives the owner the ability to blackmail the city with the threat of letting hostile dragons in to attack. My Jarlaxle goes toe-to-toe with Aurinax (because the PC's obviously can't) and makes off with the staff, bleeding all the way. Now we get to use the wonderful villian hideout chapter as the PC's run him to ground and reclaim the staff. I had Aurinax show up in the PC's tavern in dwarf form to explain all of this later, just to avoid breaking the action in the vault. And, for the love of game balance, don't give the party that 10% of the hoard. 50k, even split four or five ways, is enough ready cash to break your game if you are planning to continue with DMM. Because my hoard was fake, the PC's get the gems that Aurinax didn't eat yet, which let me tailor the amount to something reasonable, about 1 or 2k each. If the PC's return the Dragonstaff to the city, there are plenty of things they can get that aren't cash; I gave them a bag of holding and a wand of secrets, and sweetened it up with some of those "marks of prestige" from the DMG. Chapter 2 is pretty useless. Missions to earn renown don't advance the story, quite frankly. I decided to break down the costs for repairing Trollskull Manor into little bites instead of one lump payment (fix the roof, repair the plumbing, just look at the list of guilds in the intro and use your imagination), and then I came up with some tasks they could do to help their Trollskull Alley neighbors and their friends from Chapter 1, to earn coin or discounts on repair work. Again, use your imagination, and look at the faction missions for some inspiration and balanced encounters. My PC's got some rare wood for Tally the Woodworker, and dealt with a bigoted supplier for Fala the Gender-Neutral Elf, just to give a couple of examples. The most important thing is to let the players decide when they've had enough of this stuff, and then jump forward until the tavern is all fixed up and in business, and drop the fireball. My players were super stoked about everything to do with the repairs and running the business, but if yours aren't, don't lose momentum and let them get bored. You could even hand-wave the entire Chapter 2 without damaging the story line. My adventure hook to lead into DMM was just having Open Lord Laeral advise the characters that earning respect through valor is much better than strutting around and resting on their laurels. Not inspired, but it did the job. A last note on the maps: I absolutely love the minimalist look. Yeah, the Tomb of Annihilation maps were beautiful, but I much prefer being able to make notes directly on the maps about how things were left when the party was last there. Doors open, treasures found, even quick floorplan changes are much easier to mark than on a full color map. So, that's the best advice I can give you on how to get Dragon Heist working a little more smoothly than it's written. Use your imagination and come up with a story you want to tell, and just keep the story events from the book. It's the difference between what happens and why it happens. The book is good on the what, so take the why and make it your own. Cheers, happy gaming, and Carpe DM!
C**R
Enjoyed by all at the table
Let me first start off by saying this is the 1st adventure path I have ran. I have been DMing and RPing now for 15+ years but I've always avoided adventure paths for one reason or another. I picked up this because I was wanting to run something with a new group but didn't have the time to devote to writing an entire story. I will say though after the game started running I found myself probably spending more time with this then I would have if I would've just came up with something on my own. This should not be viewed as a bad thing though. 1st off if this is your first adventure path I recommend looking into how to run an adventure path. There are tons of videos online about it and believe me it helps a lot. This isn't just a read straight out of it and tell your players what to do. There is A LOT more to running one of these then I realized. In fact in this we never actually finished the story as the party got into trouble and ended up having to take a different course. Again not a bad thing at all. In fact it added so much more. This adventure path made it so I could create a world that seemed much more alive with dozens of NPC's who had detailed backstories that I was able to bring into the game. We are still running our adventure because like I said it took a detour from how this book ends but I would definitely recommend it. My party was mostly new to roleplaying and this was an excellent way to build their first adventure.
M**Y
Good starting campaign
I'm a new DM and have rolled my own few first adventures for my team...took about 6-8 hours to conceptualize, detail, print maps, make bosses and backstories and I wish I had time to do this every time because I was really able to personalize it. This book is great for pre-made adventure running and has a real "choose your own adventure" feel to it that WoTC calls "sandbox." I agree with reviewers that say the room maps are the weak link here they're just too plain to go with the rest of this robust city adventure. I'm trying to figure out the best way to have my adventure team go most of the way down the Xanthar path and then segue into the Jarlaxle path (or vice versa) b8ut my adventurers are rearing to go so I'm going to have to just start and then read ahead and try to DM-Smith it as I go. I wish the book had more descriptions that were in the box of "read this to your adventurers" because I feel as the DM I'm getting all of the lore and history and they aren't (due to spoilers in the DM-only descriptions-manual says on page 3-Stop reading if you're an adventurer only). There so much good fantasy info. and history of Waterdeep here that isn't easily accessible...the DM can pick through it and tell them tidbits but its going to feel disjointed. In the future, they should include a removable section that is the "Players packet" that gives history, lay/laws of the land, etc. so everyone gets an equally good experience. Still, a fine campaign.
H**.
Build your own adventure
Great book, I haven't gotten a chance to start running this yet, but I've read through it all and frankly it looks amazing. Only thing to keep in mind is this story relies heavily on players going out and doing things on their own. One part of the story is literally just the players going out and doing faction quests and getting to know people. This part could be skipped, however it will shorten the run time of the adventure and having less allies will make things much harder for the party in the future. I do not think this is a bad thing, in fact personally I love it. But don't be expecting the kind of story where you can simply let players go from point A to point B and do the mission there, at least not if you want to make the most out of your story. This story does give players a lot of room to go and experience the city, with holidays, a business to run, and factions to join, there are plenty of things for an eager party to discover. TL;DR Great story, better if your party wants to go do their own thing, not great if your party wants a linear story to follow.
S**E
Awesome low level campaign
Probably the second best campaign you can run! Great replay ability Good intro for the ONLY campaign that goes to level 20 I bet it would be a good intro for the best campaign (Curse of Strahd) STRONGLY recommended reading entire campaign before running If you run Spring/Xanathar Guild I recommend VGM (this campaign references that book a lot) Great guide book to Waterdeep included, would recommend reading that mini book to your players. Your players WILL need to avoid most combat in the later sections. Definitely a Roleplaying/creative problem solving campaign. Most of your combat should be in Chapter 1. Chapter 1 feels a little railroady Chapter 1 is incredibly dangerous to level 1 players. Very fun! Yoy could run the same group thought it 4 times having it different each time. Check out Alexandria Remix for players who love to take notes. (very complicated) Check out The Faction Expansion when you reach Chapter 2
M**E
Great product and value
Great product and value
R**S
De regreso en Waterdeep con estilo
Muchos productos de D&D en ediciones pasadas, detallaron la ciudad de Waterdeep con énfasis en detalle y este nuevo libro/aventura, no es la excepción. Contenido: Los años han pasado tanto aquí como en los Reinos Olvidados, este suplemento no pierde de vista sus raíces y extiende nuevas ramas para dar frutos en futuros suplementos y en la historia de la ciudad. Personajes y lugares de antaño son re-visitados y actualizados. El trabajo y amor que han puesto en el contenido, desde un punto de vista de suplemento, es oro puro. El lado de la aventura como tal, tiene cosas MUY buenas que permitirán a los jugadores sumergirse en una interesante aventura llena de intriga. Los jugadores deben tener mucho cuidado al escoger sus "peleas" en esta aventura y se les da la oportunidad de iniciar una carrera (campaña) en Waterdeep al ser propietarios de una casa/negocio muy peculiar y llena(o) de oportunidades. Hay dos "encuentros" o eventos en la aventura que creo que podrían haber sido mejor diseñados, pero un Dungeon Master podría modificarlos sin problema para tomar ventaja de algunos de los personajes y locaciones y traer más vida a la ciudad. Arte /Diseño: Los mapas y el arte han dejado de ser el estereotipo de aquellos generados en computadora con diseño de 3D simulado que caracterizan a la mayoría de los módulos y suplementos recientes. El regreso al estilo clásico le trae mucha vida a las páginas del libro. Los artistas han logrado con éxito el incorporar detalle digital en planos y mapas. Wizards se lleva un 10 en este libro tanto en calidad como en originalidad al combinar elementos narrativos con imágenes y arte conceptual que el Dungeon Master puede compartir con los jugadores y también otra gran carga de material suculento que el DM debe guardar para sí, En resumen: Uno de los mejores suplementos de D&D 5a edición, quizá el mejor. Si tú y tu grupo de jugadores están en los Reinos Olvidados, este suplemento será de gran utilidad y debería estar en tu lista de siguientes adquisiciones (hasta arriba!). Muy recomendado!
M**E
An urban adventure setting!
Waterdeep offers a myriad of city locations, people, and adventures for those who take the effort to read through the pages!
A**V
A good DnD book
Wa good adventure shorter than most DnD campaign as the book actually hold 4 adventures (one for each season you choose)
Trustpilot
1 month ago
1 day ago