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Lonely Hearts of Waterdeep

Dungeons & Dragons

5e

Michelle

2021

Lonely Hearts of Waterdeep

The Yawning Portal thrums with music, spilled ale, and whispered secrets as the Lonely Hearts Club gathers for what should have been a harmless night of gossip. But when spies slip in behind a limping old man named Jax—and a runaway carriage smashes through the tavern wall—the evening erupts into pandemonium. Amid flying brooms, collapsing balconies, and a cat rescued mid‑fall, the adventurers reveal their true colors: Corgaline, the zealot paladin with fire in her eyes; Arvius Blackthorne, the curious eladrin warlock drawn to every forbidden mystery; Gwynla, the iron‑fisted dwarven fighter who solves problems with her knuckles; and Gunther the Loud, the goblin bard whose flair for theatrics is matched only by his hunger for fame.


When the dust settles and the City Watch drags away the surviving spies, two anxious women—Blossom and Savra—plead for the party’s help. A gnome named Deklar, designer of the Lonely Hearts flyer, has vanished, and a noble family with a devil‑tainted reputation is hunting him. The club’s investigation leads them to Deklar’s locked room above the tavern which is thick with occult residue: a ritual circle, a ruby receipt meant for demon‑summoning, and a mirror that whispers secrets only when touched by lantern‑light.


With Waterdeep poised on the edge of secrets and steel, the Lonely Hearts Club takes its first step into a story far larger than any of them imagined.

Notes

Ability Scores: Standard Array

Sources Allowed: Players Handbook (no variant rules (or humans) allowed)

Adventures

Once in Waterdeep (Wizards of the Coast)

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