Adventure Background
Campaign Overview
A hidden fortune lies somewhere beneath the streets of Waterdeep, and every faction in the city wants it.
In this one-on-one version of Waterdeep: Dragon Heist, you are not one member of a large adventuring party. You are the central character of the story. Your allies, enemies, reputation, and decisions will shape how the city reacts to you.
This is the published adventure, fully adapted into a personal solo campaign experience built around your character and choices.
This campaign focuses on:
- Urban intrigue, mystery, and investigation
- Fast solo combat and meaningful tactical choices
- Recurring NPCs, factions, allies, and rivals
- Persistent roleplay and downtime between live sessions
- A living city that remembers what you do
Table Setup
How We Play
Each week, we meet for a scheduled one-hour live session using Discord voice, D&D Beyond, and D&D Beyond Maps when tactical encounters are needed.
Between live sessions, the campaign may continue through limited text-based roleplay during weekday daytime hours. This is used for downtime, conversations, rumors, letters, investigations, shopping, faction contact, and personal story moments.
The live session is the main weekly game. The between-session roleplay exists to keep the world alive and support the story, not to create an always-on obligation.
Heroic Solo Play
Character Creation
This campaign is designed as a heroic solo experience centered around a single main character rather than a traditional adventuring party.
Allowed Sources
- Player’s Handbook 2024
- Tasha’s Cauldron of Everything
- Xanathar’s Guide to Everything
- Sword Coast Adventurer’s Guide
- Heroes of Faerûn
Characters should feel capable, proactive, and ready for adventure from the beginning while still facing real danger and consequences throughout the campaign.
Solo Campaign Adjustments
Campaign Rules
Inspiration
You begin each live session with Inspiration. This supports heroic decision-making and encourages bold play during important moments.
Healing Surge
As a Bonus Action, your character may use a Healing Surge during combat. This rule exists because solo characters do not have a full party of healers, tanks, and support characters behind them.
Solo Combat
Combat is designed for one player. Encounters are adjusted for speed, danger, and cinematic pacing. The goal is not to grind through long battles, but to make each encounter feel dangerous, tactical, and meaningful.
Between-Session Roleplay
Between-session roleplay may happen during weekday daytime hours. These interactions are used to support the story, develop relationships, explore downtime, and keep the campaign moving between live sessions.
Responses are not immediate or unlimited. The live session remains the primary weekly game time.
The Powers of Waterdeep
Factions of Waterdeep
You do not choose a faction before the campaign begins. As your reputation grows, different groups may approach you, test you, recruit you, or use you for their own purposes.
The Harpers
A hidden network of spies, scholars, and agents who work quietly to preserve balance and protect the innocent from corruption and tyranny.
The Zhentarim
Mercenaries, smugglers, spies, and power brokers operating in the shadows. Some seek profit. Others seek control.
The Lords’ Alliance
A political and military alliance dedicated to protecting the cities of the Sword Coast and maintaining order through influence, law, and force.
Force Grey
Elite operatives called upon when Waterdeep faces threats too dangerous or unusual for ordinary guards and officials.
The Emerald Enclave
Guardians of the natural world who watch for threats that disturb the balance between civilization and nature.
Bregan D’aerthe
A secretive drow organization known for manipulation, espionage, style, and dangerous ambition.
Allies & Relationships
Companion Characters
During the campaign, you may meet allies, rivals, faction agents, mercenaries, scholars, criminals, priests, guards, or adventurers who become important to your story.
Companions are not selected from a menu before play begins. They emerge naturally through the story. If your character decides they need help from a healer, protector, rogue, mage, investigator, or other type of ally, that search can become part of the campaign itself.
Relationships with companions can grow over time through roleplay, trust, loyalty, conflict, and shared danger. A companion may travel with you for part of the adventure, leave when their goals change, return later, or continue with your character into a future campaign.
Your character remains the protagonist. Companions exist to support the story, create roleplay, and make the world feel alive.
Table Expectations
Safety & Comfort
This is a one-on-one campaign experience built around communication, trust, and collaboration between player and GM.
Before the campaign begins, we will discuss:
- Themes
- Boundaries
- Comfort levels
- Preferred tone
- Character goals
- Lines or topics to avoid
The goal is to create an immersive, story-driven experience that remains enjoyable and comfortable. Open communication is always encouraged throughout the campaign.
Checklist
Before We Begin
- Join our Discord server
- Read this campaign guide
- Join the D&D Beyond campaign
- Begin our character and campaign discussion
Character creation, campaign expectations, scheduling, and house rules will all be reviewed before Session 1 begins.