---
product_id: 69970238
title: "Dungeons & Dragons D&D Waterdeep Dragon Heist HC"
brand: "dungeons & dragons"
price: "755 kr"
currency: DKK
in_stock: true
reviews_count: 9
category: "Dungeons & Dragons"
url: https://www.desertcart.dk/products/69970238-dungeons-and-dragons-d-and-d-waterdeep-dragon-heist-hc
store_origin: DK
region: Denmark
---

# Levels 1-5 campaign depth 256-page hardcover epic Iconic Waterdeep urban setting Dungeons & Dragons D&D Waterdeep Dragon Heist HC

**Brand:** dungeons & dragons
**Price:** 755 kr
**Availability:** ✅ In Stock

## Summary

> 🏙️ Unlock the City of Splendors — where every roll writes your legend!

## Quick Answers

- **What is this?** Dungeons & Dragons D&D Waterdeep Dragon Heist HC by dungeons & dragons
- **How much does it cost?** 755 kr with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.dk](https://www.desertcart.dk/products/69970238-dungeons-and-dragons-d-and-d-waterdeep-dragon-heist-hc)

## Best For

- dungeons & dragons enthusiasts

## Why This Product

- Trusted dungeons & dragons brand quality
- Free international shipping included
- Worldwide delivery with tracking
- 15-day hassle-free returns

## Key Features

- • **Perfect Starter Campaign:** Designed for levels 1-5, ideal for new and veteran players craving a rich, layered roleplaying experience.
- • **Join the Cult of D&D Acolytes:** Be part of the global phenomenon embraced by creatives, tech pros, and storytellers shaping modern gaming culture.
- • **Hardcover Collector’s Edition:** Durable, beautifully designed 256-page book with vibrant maps and detailed NPCs to elevate your game nights.
- • **Immersive Urban Heist Adventure:** Dive into Waterdeep’s City of Splendors with a multi-arc treasure hunt that redefines tabletop storytelling.
- • **Dynamic Storytelling with Social Depth:** Engage with complex factions, political intrigue, and memorable characters that bring the city to life.

## Overview

D&D Waterdeep: Dragon Heist HC is a 256-page hardcover adventure module for Dungeons & Dragons, designed for characters levels 1-5. Set in the iconic urban fantasy city of Waterdeep, it offers a multi-session campaign inspired by classic heist films, featuring rich storytelling, complex NPCs, and immersive faction politics. Perfect for both new and experienced players, this edition combines durable design with vibrant maps and detailed guidance to bring the ultimate treasure hunt to your tabletop.

## Description

Experience the ultimate urban treasure hunt in this adventure for the world’s greatest roleplaying game. “A perfect starter campaign.”—Andrew Whalen, Newsweek “D&D acolytes are everywhere...Tech workers from Silicon Valley to Brooklyn have long-running campaigns, and the showrunners and the novelist behind ‘Game of Thrones’ have all been Dungeon Masters.”—Neima Jahromi, The New Yorker “Want to be part of something big?”—A parchment tied to a flying snake, page 38 of Dragon Heist Welcome to Waterdeep. You’re summoned by Volothamp Geddarm, famous explorer and raconteur, to complete a simple quest. Is anything ever really simple though? • Waterdeep, known as the City of Splendors, is one of D&D’s most iconic locations. Also the setting for the board game Lords of Waterdeeep, it’s the jewel of the Sword Coast—a sprawling melting pot held together by firm laws and swift justice. • Take players through levels one to five in this Dungeons & Dragons adventure. Five story arcs guide players through each level for a multi-session campaign experience inspired by classic heist films. • In D&D, you and your friends coauthor you own legend. Guided by a Dungeon Master, you create characters and play their roles in a story, rolling dice and navigating maps as you unfold a tale as limitless as your imagination. • Dungeons & Dragons is the world’s greatest roleplaying game. Created in 1974, D&D transformed gaming culture by blending traditional fantasy with miniatures and wargaming. “[Waterdeep: Dragon Heist] is state of the art tabletop design. . .one of the best introductions to D&D that I’ve ever come across.”—Charlie Hall, Polygon.com “Waterdeep: Dragon Heist is a shining example of what Dungeons & Dragons can be and should be: fun and unpredictable.”—Gavin Sheehan, BleedingCool.com

Review: 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! 🎲
Review: 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!

## Features

- Dungeons & Dragons adventure for levels 1-5 characters
- Hardcover, 256 pages

## Technical Specifications

| Specification | Value |
|---------------|-------|
| ASIN | 0786966254 |
| Best Sellers Rank | #52 in Dungeons & Dragons Game #1,085 in Sword & Sorcery Fantasy (Books) #1,395 in Action & Adventure Fantasy (Books) |
| Customer Reviews | 4.8 4.8 out of 5 stars (5,857) |
| Date First Available | May 15, 2017 |
| Department | All Ages, Unisex |
| Is Discontinued By Manufacturer | No |
| Item Weight | 1.6 pounds |
| Item model number | WTCC46580000 |
| Language | English |
| Manufacturer | Wizards of the Coast |
| Product Dimensions | 8.6 x 0.68 x 11.1 inches; 1.6 Pounds |
| Release date | September 18, 2018 |
| Type of item | Hardcover |

## Images

![Dungeons & Dragons D&D Waterdeep Dragon Heist HC - Image 1](https://m.media-amazon.com/images/I/81gtzf4N8IL.jpg)

## Available Options

This product comes in different **Style** options.

## Customer Reviews

### ⭐⭐⭐⭐⭐ Thrilling Adventure with Divine Echoes of Courage and Community!
*by D***T on July 12, 2025*

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! 🎲

### ⭐⭐⭐⭐⭐ Exciting, interesting -- but lots of work for the DM
*by A***S on April 23, 2019*

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!

### ⭐⭐⭐⭐⭐ Very fun and lots of great content - but not for beginner DMs!
*by N***H on June 17, 2025*

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!

## Frequently Bought Together

- D&D Waterdeep Dragon Heist HC (Dungeons & Dragons)
- Sword Coast Adventurer's Guide (Dungeons & Dragons)
- Dungeons & Dragons Tales from The Yawning Portal

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*Last updated: 2026-03-08*