Chapter 3: Fireball is the real 'hook' of Waterdeep: Dragon Heist. It's where the adventure starts in earnest, as an explosion of fire pulls the adventurers from their leisurely lives at Trollskull Manor and right into the middle of a criminal investigation - and a hunt for 500,000 gold dragons! But how to make sure the party actually get involved? And that they find the clues they need to get where they need to go? And how do you handle the chaos of Gralhund Villa?
The goal of this document is to provide you, the Dungeon Master, with tools and thoughts that'll help you make Chapter 3 of Waterdeep: Dragon Heist easy for you to run and enjoyable for your players. This document includes:
The Hook - You'll find advice on how to make sure the fireball-incident causes your players to become interested and get involved.
The Investigation - Going over each step of the investigation, we give advice on how to present clues, adding new optional clues, as well as how to make sure the party gets where they need to go without clumsy DM intervention.
The Confrontation - We take a closer look at Gralhund Villa and the series of encounters that play out here, ensuring that you're ready to plunge your party into the deadly standoff between the Zhentarim and the Gralhunds.
Map - a more detailed version of the Gralhund Villa map in the campaign book, primed for use on your favorite virtual tabletop!
DM's Notes - You'll also find a single page of condensed notes covering the entire chapter, hopefully saving you from flipping through the campaign book at the table.
Monster Stats - Last, the document also includes the statistics for each potential enemy in Chapter 3: A Friend in Need, conveniently put together on the same pages.