Chapter 4: Dragon Season is the grand finale to Waterdeep: Dragon Heist. A frantic hunt for the Stone of Golorr through the streets of Waterdeep that culminates with the heroes delving into the Vault of Dragons. It's where the characters go from hopeful adventurers to legends of Waterdeep – or end up dead and forgotten in a locked vault.
There's a lot of ground to cover in Chapter 4. Both for the characters, but also for you, the DM. You have to orchestrate and manage a chain of encounters, make the party's delve into the vault entertaining, try to ensure that you end up with a challenging and satisfying resolution to the campaign, while also making room for all the other great content of Waterdeep: Dragon Heist.
The goal of this document is to give you resources that'll help you handle the final stretch of the campaign, creating a fun and manageable experience for you and your players. This product includes:
Choosing a Villain – a quick look at each villain and what each of them can bring to your campaign, as well as advice on how to switch your villain for another, if you've already picked one.
Encounter Chains – a closer look at each of the four encounter chains, evaluating each chain and giving suggestions on how to improve or enhance individual encounters. You'll also find advice on how to change your season and putting together your own encounter chain.
Time for Downtime – a description of the different ways you can create time for downtime before, during or after the encounter chains in Chapter 4, enabling your players to finish up faction missions, tend to their tavern or carouse around Waterdeep, as they look for the treasure.
The Vault of Dragons – a deep delve into the Vault of Dragons, including suggestions on how to improve or change certain areas of the vault, as well as dealing with the dragon. You'll also find advice on how to handle the party's showdown with the villain's forces at the end of the chapter.
Maps - six different maps in both player and DM's versions, showing Encounters 4, 7, 8, 9 and 10, plus the Vault of the Dragon, all primed for use on digital tabletops.
Chase Cheat Sheets – two cheat sheets complete with the rules for conducting both street and rooftop chases, both including a table for complications and a tracker for initiative and distance.