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D&D Waterdeep Dragon Heist HC (Dungeons & Dragons) Hardcover – September 18, 2018

4.8 out of 5 stars 4,351 ratings

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Product details

  • Publisher ‏ : ‎ Wizards of the Coast; Illustrated edition (September 18, 2018)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 256 pages
  • ISBN-10 ‏ : ‎ 0786966254
  • ISBN-13 ‏ : ‎ 978-0786966257
  • Item Weight ‏ : ‎ 1.9 pounds
  • Dimensions ‏ : ‎ 8.6 x 0.68 x 11.1 inches
  • Customer Reviews:
    4.8 out of 5 stars 4,351 ratings

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4.8 out of 5 stars
4.8 out of 5
4,351 global ratings

Top reviews from the United States

Reviewed in the United States on September 19, 2018
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4.0 out of 5 stars Good adventure with some problems - and probably no heist.
Reviewed in the United States on September 19, 2018
Waterdeep: Dragon Heist provides a solid level 1-5 adventure. The city setting is very evocative, with lots of hooks for great stories. Over the course of four main chapters (all of which are very strong, although chapter 2 has some caveats I'll get to in a bit), the adventure sets up a treasure hunt in the city. It provides four different villains that can oppose your adventuring party, and each villain receives a custom written version of events for your players to work through. There is also a great section at the end that gives an overview of the city, providing nice details to help understand life and major locations in Waterdeep. And to cap it all off, there is a beautiful fold out map in the back of the book of Waterdeep that is very well crafted.

Unfortunately, there are a couple of problems with this book. First, despite the promising title of "Dragon Heist," there is no real heist contained in this adventure. Finding the hidden treasure smacks more of Indiana Jones than it does Ocean's 11. It is still very entertaining, but for those seeking something a little different, this will require quite a lot of customization to bring it in-line with expectations.

The next issue is the maps. In this edition, Wizards has switched cartographers from Mike Schley to Dyson Logos. This is polarizing to say the least. Schley's maps were rich in detail and color, but some people complain that they were overly complicated and difficult to understand or reproduce at the table. Logos' new maps are the opposite of that style. They are spartan and bare bones sketches with very little detail or nuance. I personally much prefer the style of Schley over Logos (especially for online or digital tabletop play), and feel the new maps fall short in what is otherwise a premium product. Your mileage will vary depending on how you feel about the styles. (Please note, I appreciate the work of Dyson for the gaming community over the years. His trove of free maps available on his website are a bounty of riches for tabletop DM's. However, to me his maps feel out of place in the context of the book they find themselves in - they are rather more suited to Adventurer League or DM's Guild type titles and feel out of place in a premium product that has already established such rich visuals through the previous volumes.)

Villains and their lairs each get a separate chapter in the book, which is great. These lairs are very well designed with lots of fun options, and are maybe the closest thing to a heist the whole book has. The only downside is that if your party sticks to the adventure as written, they will likely never venture one foot even remotely close to these lairs. These are kind of last-resort settings (or options for a resourceful DM who wants to customize the adventure), a way to wrap things up if your party fails at the main "heist."

Last but not least is the page count. Clocking in at 224 pages, it is well short of the 256 pages used for Tomb of Annihilation. It feels like those last 32 pages could have really been used to flesh out the city of Waterdeep beyond the basic primer that is included, or to really flesh out Chapter 2. The second chapter of the book details the running of a business that the players will receive, and also focuses on side quests for the various factions that are represented in Waterdeep. Each quest is about two paragraphs of description that includes the DC of the success roll to solve whatever problem is presented. While I love the idea of this section and can't wait to run players through this open-world portion of the adventure, it is also a bit sad that more pages weren't devoted to developing the city or those faction quests more so this part of the adventure could really open up.

All in all, I really do like this book. It has a few major flaws that are worth pointing out, but it is still a case of the good out-weighing the bad. The city feels lively in the pages, and is a great setting for an adventuring party to start in. It is a good adventure to take a party from level 1-5, providing a good alternative to experienced DM's who want something different than Lost Mines of Phandelver from the starter set. This book is a great start especially for moving on to Storm King's Thunder or Princes of the Apocalypse. Just be prepared as DM to do a little more heavy lifting than you might have expected to fill in for some of the shortcomings.
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Reviewed in the United States on September 19, 2018
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M. Wilcox
5.0 out of 5 stars Excellent.
Reviewed in the United Kingdom on October 12, 2018
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Mr. D. I. Newton
2.0 out of 5 stars Paper Thin
Reviewed in the United Kingdom on July 15, 2019
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Rich & Nowsh
4.0 out of 5 stars Great book despite lazy errors.
Reviewed in the United Kingdom on December 12, 2020
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Neil shaw
3.0 out of 5 stars A mixed bag
Reviewed in the United Kingdom on April 16, 2019
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Varghulf
5.0 out of 5 stars Very Good for RP heads
Reviewed in the United Kingdom on May 14, 2019
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