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THE SKINCHANGERS

A WATERDEEP ADVENTURE FOR LEVEL 6


CHARACTERS

BY: JACOB REED


Credits
Writing, Design, Layout, and Editing: Jacob Reed

InDesign Templates: Nathanaël Roux (http://www.barkalotdesigns.com/)


Cover Illustration: David Baldridge (https://dbaldriart.wixsite.com/mysite)
Interior Illustrations: Dean Spencer, Rick Hershey (Fat Goblin Games), Bradley O'Hanrahan, Wizards of the Coast
Maps: Michael LaBossiere, Wizards of the Coast

Special Thanks: David Baldridge for invaluable feedback, and my regular group of players for being my guinea pigs in The
Forgotten Realms.

All artwork and design templates used with permission from the artists themselves or under commercial license. All rights
reserved.

Content Warning
This adventure contains reference to drugs/alcohol torture, sex, murder, and kidnapping.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos
are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Jacob Reed and published under the Community Content Agreement for Dungeon Masters Guild.

THE SKINCHANGERS
2
Contents Chapter 3 — The Skinchangers’
Adventure Synopsis Hideout
21
4
The Warehouse Level (W)...................................................
Introduction..........................................................................
21
4
The Dungeon Level (D).........................................................
A Brief Word of Warning...................................................
27
4
Conclusion..............................................................................
31
Background Important NPCs
4 32
Vincent Trench......................................................................
Overview.................................................................................
32
5
Zane Luthik, Monster Hunter.............................................
Adventure Hooks...................................................................
33
5
Chapter 1 — Sabotage Stat Blocks
34
6
Party Infiltration.................................................................
6
It Begins...............................................................................
6
Continuing the Sabotage (Encounters)..............................
7
Secret Admirer....................................................................
7
Rumormonger / Libel........................................................
8
Forgery................................................................................
9
Theft....................................................................................
10
Framed for Assault.............................................................
11
Chapter 2 — The Investigation
13
Path 1: Mystery Solving (Adventure)................................
13
Meeting with S (Secret Admirer)......................................
13
Skuld’s Duggery (Forgery).................................................
13
Trollskull Alley / Inn the PCs stay at (Libel)...................
13
PC who was stolen from (Theft).......................................
14
Frewn’s Brews (Assault).....................................................
14
Path 2: Take the Fight to our Enemies (Combat)..............
14
Path 3: Support and Assistance (Role-playing).................
16
The Yawning Portal...........................................................
16
Preparing for the Ball.........................................................
18
The Ball................................................................................
19

THE SKINCHANGERS 1
3
Adventure Synopsis fun for everyone involved. If you think
infiltration might get on your group’s nerves
Introduction and be a downer, just skip it and replace it with
something else.

A
fter concluding the events of
Waterdeep: Dragon Heist (W:DH), If a DM decides their group will like this, the
it’s largely assumed that city-life and
events happening in Waterdeep player who takes on the role of the doppelganger
take a back seat to adventuring into spy should not have their real character’s XP
Undermountain in Dungeon of the or level progression penalized. In the end,
Mad Mage. But why should this be the case? The taking their real character out of the game for
impetus for writing this adventure was to help the adventure is only for an exciting “gotcha”
fill in some of the empty space left in Waterdeep
in the wake of W:DH. Why not include another moment, and shouldn’t be a way to punish the
adventure happening inside Waterdeep just player.
when the players are starting to feel at ease, or
if their initial expeditions into Undermountain For the right group, the doppelganger party
have gotten a bit stale? Waterdeep is one of the infiltration will hopefully provide a really
largest cities in the Forgotten Realms setting,
and the potential for danger is always there, after memorable moment for the players to reminisce
all. Characters choosing to live in the City of about not only during this adventure, but long
Splendors should never be too careful and this after. The details on how to run the infiltration
adventure can serve as a reminder that they need in your game are provided in Chapter 1.
to watch their backs!
Ideally, The Skinchangers adventure should
be placed at the end of W:DH in the city of
Waterdeep for 4-5 characters of 6th level.
Background
However, this adventure can be easily slotted
into any other campaign located in an urban The city of Waterdeep is rife with politics and
environment that has a criminal underworld. intrigue with innumerable groups vying for
power and authority. While the Masked Lords
of Waterdeep and the city magisters (also
A Brief Word of Warning called “Black Robes”) have political and legal
This adventure features doppelgangers as the hegemony, the underworld has its fair share of
primary enemies, who will attempt to sabotage influence as well. In fact, one of the reasons why
the PC’s efforts from the shadows. One particular the Lords of Waterdeep are masked during any
form of sabotage in Chapter 1 will ask the DM proceedings is to make things like coups and
to engage in a conspiracy with one of the players political assassinations all the more difficult to
as their character becomes kidnapped early on pull off.
and is replaced with a doppelganger spy (featured
on the cover!). Later, this PC (in control of the In recent years, a splinter-group of cunning
doppelganger character) is scheduled to betray rogues calling
the group and attack them during Chapter 3 themselves “The
when the party least expects it. Meanwhile, Skinchangers“ has
their real character is tied up somewhere in the attempted to solidify
doppelganger hideout. their position in the city
as high-priced assassins
Some groups may not be comfortable with for hire. What makes
this sort of “player versus player” scenario, The Skinchangers so
especially those who expect something more much more discreet and
traditional from their tabletop experience or are effective at their job than similar groups is that
new to tabletop games/roleplaying altogether. they are all, in fact, doppelgangers.
Therefore, it is wise for DMs intending to use
this particular form of doppelganger sabotage in Originally belonging to a much larger
their game to first gauge group expectations. doppelganger operation within Waterdeep (a
group called “The Unseen”), the leader of the
As the DM, it’s all about making the game Skinchangers — an Elder Doppelganger known
only as The Entity — and those loyal to it were
THE SKINCHANGERS
4
more interested in striking out on their own Adventure Hooks
and having the freedom to engage in their own
selfish, short-term plots.
Unlike other adventures, the impetus for this
Now, an old enemy of the PCs has come into story happens before the adventure even begins,
contact with The Skinchangers and has hired so it requires a little bit of extra DM preparation.
them to use their abilities against the PCs and The Skinchangers are rogues for hire, which
put an end to their lives. It is up to the players means that another person or group that the PCs
to deal with this new threat in the darkness have previously made an enemy of have asked
while also making sure that The Skinchangers’ the Skinchangers to permanently deal with the
nefarious activities within Waterdeep are PCs and make their lives as miserable as possible
brought to a halt. along the way. If your players are just finishing
up “Waterdeep: Dragon Heist,” (W:DH) then the
most likely candidates for this are The Xanathar,
Overview Manshoon’s Zhentarim, or an individual NPC
such as Nihiloor with doppelganger contacts,
“The Skinchangers” is an urban adventure a member or friend of House Cassalanter with
designed for a party of 4-5 6th level characters coin to spare, or even Jarlaxle himself if he feels
based in Waterdeep in The Forgotten Realms cheated after the events of W:DH and you used
campaign setting or another similarly sized city him as the main villain.
with a criminal underworld. The adventure is
broken down into the following sections: For DMs who did not run W:DH and want to
slot this adventure into another urban campaign,
Chapter 1: it is a good idea to have an NPC in mind who
While the PCs are resting/exploring/enjoying bears some kind of grudge against one or more
downtime in Waterdeep, they begin noticing of the PCs. This could be a person from a PC’s
a pattern of regular harassment and sabotage individual backstory or even a villain who got
against them. The sabotage players encounter away in a previous adventure and has the coin
might include rumormongering about them/ to shell out for the Skinchangers’ services (they
their business at Trollskull Manor, fraud/forgery aren’t cheap!).
of documents to swindle them, committing
crimes in their name, and even kidnapping one For the purpose of running this adventure, it
of them/infiltrating their group. doesn’t matter who you choose because the
Skinchangers’ employer is not scheduled to
Chapter 2: appear in this adventure. However, it is definitely
A series of investigations and assistance from best to choose an NPC or group that the PCs
Vincent Trench, Zane Luthik, Volothamp particularly despise or have had bad run-ins
Geddarm, Bonnie, or a faction such as the with. This will make the adventure conclusion all
Doom Raider Zhentarim or The Harpers will the more fun and gives DMs a great opportunity
lead the PCs to “The Skinchangers’” hideout in to bring back an old enemy.
the Dock Ward.
To put it simply: this adventure comes to
Chapter 3: the PCs rather than them coming to it! Of
There, they must overcome the deadly traps and course, it is possible that the PCs try their best
denizens within. This ends in a showdown with to ignore the attacks and sabotage against them
their leader - an Elder Doppelgänger known only in Chapter 1 and/or enlist the aid of authority
as The Entity. figures or other groups within the city to ferret
out the doppelgangers on their behalf. These
If victorious, the PCs will find out the are all perfectly reasonable avenues of plot
motivation of “the Skinchangers” in attacking development, and sidebars throughout the
them which can lead them into the next sinister adventure will help DMs who find themselves in
plot or provide fuel for another adventure. They situations like this.
will also be rewarded for their takedown of a
dangerous criminal organization by the city.
THE SKINCHANGERS 1
5
When the players are resting from their latest adventures
Chapter 1 — Sabotage either at their home base at Trollskull Manor or an
inn or tavern in the evening, read the following aloud to
set the scene:

Party Infiltration You are sitting with your comrades at a dimly lit table, ready
to enjoy some downtime away from the skulking beasts of
Undermountain, the noise and unwholesome stench of the

B
efore beginning Chapter 1, make sure city streets, and the sharp blade of thieves stalking the Dock
that you have decided whether or not you Ward. All in a day’s work. Even the priestess — you think her
will use the party infiltration plot device name is ‘Morgan’ — who wanders around nearby the tavern
described in the synopsis. If you decided not giving food to the poor, has gone home for the night. You
to use this form of sabotage, then skip this thought you were going to spend some hard-earned coin.
Maybe enjoy a mug of ale and recount a tale or two amongst
section and jump ahead.
your friends, sharing in their laughter and good spirits. Or
Otherwise, read on… perhaps you had planned to peruse a book you’ve been
meaning to read for some time now. The realization that
At some point before beginning Chapter 2, one of the none of those plans would happen this evening hits you as a
party members is replaced by a doppelganger named magister of the city — a “black robes” as they are called —
Schade (see the Stat Blocks section for statistics), and the approaches you with purpose. The magister is accompanied
PC whose real character has been replaced will control it by 5 members of the city watch.
in secret. Secretly provide Schade’s statistics to that player Be sure to emphasize the priestess as she can provide a clue
before beginning the adventure. The switch can happen to the characters later on during Chapter 2!
at any time when the PC is isolated from the group during
Chapter 1, or even before Chapter 1 starts. Maybe the The magister’s name is Martras Van Thorp (LN male
character is out shopping in the city, meditating/praying Human), and is actually a doppelganger. He was an easy
alone, crafting an item through downtime, on their way to target for the Skinchangers. He had no immediate family,
a meeting, or anything else. and was considered a social recluse by his peers. The
Skinchangers captured him at his home, stole his bag of
The best character to replace would be a character who holding that he used to collect taxes, and are keeping him in
is a rogue, fighter, or other non-casting martial class a prison cell in their base (see area D5).
with skills that a doppelganger would have an easier time
mimicking. After making your choice, take that player Roleplay Martras as an upright man of the law who
aside and inform them of the situation and their role in the brooks no fools: those who would waste his time or
devious plot. attempt obfuscation of observable facts. As he is a
magister and arbiter of the law in Waterdeep, he is not
Schade’s goal is to sabotage and weaken the PCs in the used to being questioned and expects instant obedience to
city, and then lead them unprepared into the Skinchangers’ his edicts.
hideout in Dock Ward. Schade will reveal its treachery
during Chapter 3 (see area D6) while the party is inside Martras does not introduce himself, letting his black
the hideout, whereupon the DM will reassume control robes do that for him. He calmly explains the situation
of Schade and the player will take over their original and the demands of the city. By law, the passing of a piece
character again. of property from one party to another within the city or
its outlying areas of control is subject to taxation. If you
Finally, Schade Sidebars will appear in the adventure to played through Waterdeep: Dragon Heist, this means the
provide the player controlling Schade and the DM with tavern they inherited in that adventure.
some additional insight into what Schade might do at
certain points. The information in these sidebars should Otherwise, simply make the tax related to another
be secretly provided to the infiltrator if they feel at a loss as matter such as:
to what to do, but should not be used as a means of taking
autonomy away from the player. If the player controlling 1. There is a sword tax being levied on all well-to-do
Schade has their own dastardly ideas on what they think (adventurers, merchant, and nobility class) within
the doppelganger should do and it sounds like everyone Waterdeep to upgrade and maintain the equipment of
would have a good time, go with their idea! the City Guard.
2. A wall tax is being levied on those within Waterdeep to
purchase necessary materials to repair the South Gate.
It Begins
After a mental calculation, Martras announces that each
Once the group has been infiltrated, the stage is set for of the characters must pay a 35 golden dragons tax, or
The Skinchangers to begin their sabotage of the characters’ suffer the consequences: 35 lashes at the nearest guard
reputations, deprive them of resources, and ultimately end post. Make it clear to the players that fighting is not really
their lives. The first sabotage is but a pin-prick in what is an option they could hope to get out of - the 5 City Watch
to come later, but depending on how the PCs react, even are well-armed, they can easily call nearby backup, and
this first sabotage could be deadly. assaulting a magister is punishable by death.

Characters might react in several ways:

THE SKINCHANGERS
6
Refuse to pay anything or not having enough coin
Martras will order anyone refusing to pay taken to the Dear (Character’s Name),
nearest watch post and lashed for each coin they owe. This
lashing deals a total of 7d6 damage (1d6 per 5 lashes), and This is the first time I’ve ever written
characters who fall unconscious are taken to a cell for the anyone like this. Pardon me for the sudden
night (See: “Arrested!” Sidebar for the consequences of nature of this missive.
this). Characters who survive the lashing are let go and I’ve noticed you recently moved into
given five days to come up with the necessary funds (keep the neighborhood, and we haven’t had the
a calendar). Martras will end with something like: ”The chance to properly meet. Perhaps you’ve
lashes have bought you some time. But of course, you still have to caught me glancing at you once or twice,
pay! We’ll be in touch." and if so, perhaps you’ve already guessed
who this is!
Try and talk their way out of paying I’ve never mustered up the courage to
Martras will not back down regardless of the result of any talk to you face to face.
checks players attempt to roll. He says only: ”I am a magister You seem to be quite popular with your
of Waterdeep, not a merchant you can barter with. Kindly hand companions and always in their company or
over the tax you owe, and we shall leave you in peace.” someone else who seems important, so I just
could never find the opportunity to approach
you. What’s worse, I am a bit too shy for
Pay the Coin my own good.
Martras will thank the characters and this sabotage ends I’d like to meet with you privately and
as he and the Watch leave the premises. get to know you a little better. You must have
a lot of interesting stories of bravery to tell
- I’d love to hear about them directly from
Continuing the Sabotage you, if you are available.
(Encounters) Perhaps we could meet for dinner
After this initial annoyance (and assuming no-one got at The Jade Jug in Castle Ward tomorrow
arrested!), the Skinchangers should slowly start ramping evening? Don’t worry about the price of
up their sabotage attempts with the goal of weakening the food and drinks - my father will take
the group enough to make them vulnerable, but also not care of that.
weaken them so much that they would be unable to end up
at the Skinchangers’ Hideout. Ultimately, the Skinchangers’ Your secret admirer,
want to murder the PCs in the bowels of their own lair. In
that way they are able to clean up the mess easier and draw S
no attention to themselves.

It is worth noting that some of the sabotage encounters


reference each other and can compound into very Who is "S"?
dangerous combinations. Therefore, it is recommended
“S” is intentionally vague in this adventure to make them
that DMs read and familiarize themselves with all of the completely moldable in terms of sexual orientation and
sabotages in this chapter first and come up with a tentative biological characteristics. “S” could be a half-elven male
plan. Keeping this in mind, feel free to use the following named Samuel Adarbrent, a human female named Seldanna
encounters exactly in the order they appear or organically Amcathra, or whatever would make them more trustworthy/
as they make sense in your game world. Of course, you attractive in the eyes of the chosen PC. Whoever they are
in your adventure, the real NPC they are impersonating
could entirely skip some or create your own similar is being held in a prison cell in The Skinchangers’ hideout
devious encounters to put the players on edge. (see: area D5).

Secret Admirer
This sabotage can occur at any time during Chapter 1. If the PC ignores the letter or refuses to go to dinner, have
“S” write back disappointed, yet mysterious and suggestive:
If your group is comfortable roleplaying romance/love
relationships in your game, a young and attractive NPC Aren’t you curious who is writing you these letters? You’ll
from a noble house in the city (of course supplanted by have to come to dinner if you want me to tell you. “S” may
a doppelganger from the Skinchangers) will attempt to even hint at a “gift” that they want to give the PC (nothing
isolate one of the PCs by writing them love letters signed worth more than 10 gp). If all else fails, “S” might try guilt
only “S.” They will suggest the character meet with them tripping the PC in further letters: Please, if I don’t make it
privately in order to find out as much information about look like I’m searching for a suitable partner, my father will
them and their group as possible. An example of one such surely force me to marry someone I don’t love. Even if you
letter the PC might receive is on the right. aren’t interested in a relationship with me, at least give me a
chance to avoid such a miserable fate!”

The doppelganger will use its status as a noble to attract


a PC interested in wealth, its flattery to lavish praise and
THE SKINCHANGERS 1
7
inflate the PC’s ego, and will not shy away from sexual Rumormonger / Libel
acts if necessary to maintain its relationship with the
PC. Its sole intent is to build trust and extract as much This sabotage can occur at any time during Chapter 1.
information as possible about the group, their capabilities,
and so on. Keep track of what information is It will play out in one of two ways depending on whether
divulged to “S,” as all of it is passed on to The Entity or not the group has played through Waterdeep: Dragon
shortly after any meeting. This information can be used Heist (W:DH) and own a tavern.
by the DM to plan other sorts of sabotage unique to the
PCs in your adventure, or assist the Entity in preparing If the characters own Trollskull manor and have
effective counters against the PCs combat abilities during converted it to a tavern as suggested in W:DH…

the showdown in Chapter 3. An over-curious garbage collector who is a member of


the Dungsweepers’ Guild (a doppelganger, of course)
The PC’s relationship with “S” may continue throughout claims to have found correspondence between one of
the entire adventure, providing the Skinchangers more the PCs and the Xanathar thieves guild in their trash.
and more information that the Entity will happily leverage The correspondence alludes to the procurement of
against them. Of course, if a player becomes suspicious and “workers” for an un-named agent of the Xanathar, and the
somehow finds out the true nature of S, they can try and implication is that the PCs tavern is a front for an illegal
capture and interrogate them, possibly the catalyst that kidnapping ring in the Underdark. The rumors say that
leads into Chapter 2. the characters are ‘helping’ drunken patrons who pass out
in their tavern into a secret passage into Undermountain
where the unfortunate souls are then handed off and held
for ransom by Xanathar operatives. Another anonymous
Schade (Secret Admirer)
source also claims that several people who went into the
Schade can vouch for “S” and say that they are indeed lonely, characters’ tavern never came home.
but provide very fun companionship. Schade claims to know
“S” on a purely platonic level and will definitely encourage the Of course, none of this is true, and the evidence and leads
targeted PC to meet with them. are full of holes and dead-ends to any who seriously try
to investigate. After a few days, these rumors build until
the City Watch come knocking and ask the PCs to close
down their establishment until the rumors - now spread
throughout the North Ward - can be confirmed or denied.
Doppelgangers Of course, this will cut into the tavern’s profits depending
Doppelgangers are the primary enemies in this adventure, so on how long it takes the watch to search the premises and
it is worth knowing a bit about them and considering how to
run them effectively. Doppelgangers are masters of disguise, interview all of the characters, witnesses, and conduct the
cunning, and manipulation with a presence among urban missing persons searches one by one.
populations across Toril.
Most individuals or small groups of doppelgangers use the Feel free to role-play all or some of these episodes out, or
abilities they have to blend into societies and live off of the skip the roleplaying altogether and simply announce that
riches of others as best they can. The worst of their kind —
the characters have been ordered to close their tavern for
and the majority of doppelgangers the players will face in
this adventure — organize themselves into unsavory criminal business for at least a ten-day, allowing the City Watch to
groups bent on insidiously taking over a society from within. thoroughly check into everything. During this time, they
They do this by kidnapping, interrogating, and then murdering will not be able to earn any income from it, but must still
unsuspecting victims. Afterward, they either attempt to deal with any other fixed costs in your campaign.
supplant them wholly or make them ‘disappear’ without a
trace. This could include a merchant who is the head of a
guild to control trade activity, a homeless vagrant to spy on a
Of course, none of the libelous claims put out originally by
neighborhood, a member of the city watch to memorize watch the Skinchangers are true, and this sabotage is merely an
patrols, or even top authority figures in the city. attempt to starve the group of their tavern income for long
However, their personalities are as variegated as other races, enough to make them realize someone is out to get them.
and many simply wish to live in peace. Unfortunately, they
must live their lives as imposters by definition, only revealing Move on to the Results section below for a suggestion on
their true forms to each other, if ever. The drawback of the
ability to change identities and forms at a whim has a great how to handle the results of the City Watch investigations.
disadvantage for any good-aligned doppelgangers: most any
relationships they attempt to foment between themselves If the characters do not own any business / property…
and other races devolve into distrust and toxicity. Even the Only a few details need to be changed to still use this
most open-minded, accepting individuals would demand trust: sabotage. If the players have a home in the city or are just
“How do I know I’m dealing with the same person I talked to
staying at an inn, have one of the innkeeper’s waiting staff
yesterday? How do I know you won’t change your mind and
turn into someone else tomorrow?” As relationships are find similar correspondence to the above left behind in
built on trust, doppelgangers who make use of their abilities their room. In this case, the note should suggest that one
find it extremely difficult to survive through any other means or more of the characters have been tasked with picking up
but manipulation and lies. Though extremely rare, some and distributing illegal poisons for the Xanathar or another
doppelgangers have been able to overcome these obstacles thieves’ guild of your choice.
and blend into a society with the knowledge of select other
humanoids. Bonnie is one such example appearing in both
W:DH and this adventure (see Chapter 2). In this case, the concerned innkeeper will hand the
information over to the Watch as soon as they can. When
THE SKINCHANGERS
8
the PCs return to the inn, they will be greeted by the name from a merchant named Barnibas Skuld (LN male
Watch who will have questions for them. Some would Human commoner), who is a small-time moneylender
likely be leading questions to try and establish a connection with a shop in the Trades Ward called Skuld’s Duggery.
between them and the Xanathar such as the following: Barnibas employs several others in his shop to deal with
customers and provide security. One of his part-time
•Was anyone other than you in your room last night? employees (a female halfling by the name of Griselda
Honeyfeet) lent 500 gp to the named PC to be paid
•I see you are well-armed. Can I ask why you would need back in five installments of 100 gp plus a 10% interest
something like that in this city? What would you be afraid rate of 10 gp once every 5 days. The contract, signed by
of? a doppelganger posing as the PC, is maintained in the
moneylender’s shop.
•Why would you be afraid of thieves? What do you know of
thieves in this city? Begin this encounter with a message arriving for the
indebted PC from Barnibas. The courier will request
Move on to the Results section below for a suggestion on the character’s signature or seal to confirm receipt of
how to handle the Watch’s investigation. the letter before handing it off. The letter informs the
PC that their first payment of 110 golden dragons is one
Results… day past due, and that he would appreciate it if the money
Feel free to role-play some or all of the exchanges, could be delivered to his shop within two days.
investigations, and isolated interrogations of PCs by the
Watch. Spend some time making them feel the heat. The The players may deal with this either by ignoring the letter
more frustrated they feel, the more likely they will be to or visiting the lender's shop in the Trades Ward.
try and figure out who or what is trying to damage their
reputation by themselves or seeking assistance. As part of If they ignore the letter…
the role-playing (or if you skip the role-playing altogether), If two days pass without a reply, Barnibas accompanied
have the characters roll a group DC 12 Charisma check by five City Watch (use guard statistics), a mage from the
to represent how the Watch feel about the characters’ Watchful Order of Magists and Protectors, and a magister
testimony and defense (at least half the characters must named Thaddeus Wright (LN male Half-Elf noble) go to
pass). If at least half the group pass the check, the Watch the PCs’ place of residence / lodging. The magister opens
will allow the characters to go back to their business and by asking if any of the characters received a letter from
will trust that the characters are likely not involved or that Barnibas recently. If they deny receiving the letter, this
there has been some mix-up. will automatically make the magister suspicious, so keep this
in mind for later. Barnibas has already confirmed with the
On a failure, the Watch may impose restrictions on where courier service he used that the letter was indeed delivered,
the characters can move in the city, disarm them until and they should have the PC’s signature on file.
the facts of the case can be determined. If the PCs become
belligerent, uncooperative with questioning, or fail the If the PC affirms receipt of the letter, Thaddeus will ask
Charisma check by more than 10 points, they may arrest why the PC did not immediately go to Barnibas’ shop to
them (see "Arrested!" sidebar). sort the situation out. He will listen to whatever excuse
is made, and nod, taking notes. Have the PCs roll a
Barring an arrest, the Watch investigation will finally group Charisma check at DC 12 to measure how well
conclude, the bulk of their time spent chasing false leads the characters are at being polite and cooperative with
and being unable to piece together missing and vague Thaddeus. On a failure, he becomes suspicious.
information. After about 10 days of in-game time (keep a
calendar), the PCs will be found innocent of any wrong- They are then shown the signed contract, and are ordered
doing. The Watch will apologize for any hardship that was by the magister to pay back the full amount of the loan
caused and explain: “I’m sure you understand that we were of 500 golden dragons plus 15% interest penalty on the
just doing our job to keep the citizens of this city safe. If principal amounting to 75 golden dragons immediately
you find any information on the Xanathar, do let us know. (total of 575 gp), as stipulated in the contract signed by the
It seems like someone is out to get you.” PC for failure to pay on time.

Finally, unless the players lose a lot of time in Chapter 2, it PCs can attempt to talk their way out of this situation,
is unlikely that the Watch will conclude their investigation deny ever having signed the contract, or whatever they
until after Chapter 3 is finished, and by then the PCs will like. Have the group nominate the PC who is doing the
have all the answers they need. Whether or not they most talking to roll a Charisma (Persuasion) check
inform the Watch at that point is entirely up to them. to plead their case. Allow the PC to have advantage on
the roll if they have particularly compelling arguments.
Depending on whether or not the players have made the
Forgery magister suspicious, the DC is as follows:
Begin this sabotage only after 5 in-game days
have passed. Normal: DC 15
Choose one of the PCs who hasn’t been a target of the Suspicious: DC 20
doppelgangers yet. A loan is taken out in this character’s

THE SKINCHANGERS 1
9
""Let me see that contract!" Theft
If the PC’s think to closely scrutinize the contract and are
This sabotage can be used at any point
in possession of another official document with the PC’s during Chapter 1.
signature (such as the Deed to Trollskull Manor), have them
make a DC 15 Intelligence (Investigation) check to notice Now, the doppelgangers start becoming a bit more up-
the signature of the party member on the contract does not close and personal. Choose one PC who has not yet been
perfectly match the character’s real signature. If they are
the victim of doppelganger sabotage, and have one of their
able to show this information, the magister will withhold
any judgement pending further investigation, and apologize possessions go missing. Assume that the doppelganger
for wasting the PCs time. Barnibas will be furious, but also tries to either pickpocket them in a market, break into
doesn’t want the wrong people punished if his shop has been a their room at an inn whilst they are sleeping or away from
victim of fraud. their home. If possible, make the item something very
This information can also be found later on in Chapter 2 even important to the character such as a wizard’s spell book,
if they don’t think about it now.
a cleric’s holy symbol, a rogue’s thieves’ tools, or a fighter’s
favorite weapon. Whatever item is stolen ends up in the
Skinchangers’ hideout and can be recovered later (see area
On a success, have Thaddeus buy their story for the time D3 in Chapter 3). You might also have them steal a
being and allow them to go about their business, ending dagger off of one of the PCs and tie this sabotage to
this sabotage for now. the next one: “Framed for Assault”

On a failure, however, the magister doesn’t think the PC’s


story adds up or doesn’t trust them. He will again demand
the character pay the full amount to Barnibas: 575 golden
dragons. If the character cannot or refuses to pay, they are
taken into custody (see: “Arrested!” sidebar at the end of
Chapter 1) and informed that some of their assets will be
seized and sold in order to pay off the debt, but will now
include an additional 500 golden dragon fee to the city for
the crime of wanton theft.

If they go to Barnibas’ Shop…


Things will go down much more smoothly. Barnibas is
happy to see the PC appear before him and will explain the
situation calmly, but insist that the PC pay the required
110 gp immediately, and he will not charge any late fees
since they came willingly.

If the PC simply pays the money, then this sabotage will


end for another 5 in-game days (keep a calendar handy),
at which point it will continue until the loan has been paid A word of warning: the items mentioned above can be
off in full. dangerously crippling to a player’s character, effectively
writing their abilities out of the game until they can
More than likely, the PC will deny ever having signed the replace the item. When choosing what item(s) to steal, it
contract and will need to convince Barnibas that his shop is also possible to soften the blow by choosing something
has been scammed. The staff in charge of preparing the like a memento or journal; something with sentimental
contract is present when the PC visits the shop. Griselda or personal value to a character, but not something that
Honeyfeet claims that she saw the PC sign the form right will make them weaker in combat encounters later on in
in front of her eyes. A DC 15 Charisma (Persuasion) the adventure.
check is enough to convince them that something fishy
and fraudulent is going on, and that they should probably To simulate the theft, roll a Dexterity (Stealth) check
be contacting the authorities in Waterdeep to begin an with advantage (the doppelganger uses a potion of
investigation into the matter and find the true criminals. invisibility) against the PCs’ highest passive perception
score. On a success, the item is stolen and the thief gets
On a failure, Barnibas and Griselda will insist on calling away, ending this sabotage. The PC will not notice the
the city Watch and a magister to set things straight item is missing until they either a) want to make use
immediately. If this happens, events will likely play out of it, or b) one day has passed.
somewhat like the “If they ignore the letter..” section above.
However, because the PC was forthright with Barnibas On a failure, a combat ensues with a single Doppelganger.
by following up on the letter, the DC for convincing the Have players roll initiative as normal. The doppelganger
magister that the PCs are not the true culprits should be does not fight to the death. Rather, it will attempt
lowered by 2. to change into a human form, escape and try again
another day of your choosing when the heat is off. If it
cannot escape and is knocked unconscious rather than
killed outright, players can attempt to interrogate it for
THE SKINCHANGERS
10
information. A successful Charisma (Intimidate) check Framed for Assault
opposed by the doppelgangers Wisdom saving throw
determines whether or not the doppelgänger coughs up As this is the most dangerous of the sabotages and the
information about the Skinchangers or whether it keeps one most likely to get one of the PCs arrested, save this
quiet and is willing to die without giving up its employer one for last once the PCs have dealt with everything else
or motives. If the PCs capture and successfully first. You may not even have to use this one at all if the
interrogate a doppelganger, immediately turn characters have already decided that they need to spend
to the sidebar in Chapter 2 entitled: “What the time investigating the sabotage further and are ready to
Doppelgangers Know.” move to Chapter 2.

Either way, if the players catch the creature attempting This sabotage will likely be directed at the PC who has
theft and subdue it, they will now know that it is been meeting with “S,” or a PC who was on their own
doppelgangers that are out to get them. This is enough to where no-one other than themselves and their party
lead them into Chapter 2 of this adventure and begin their members could corroborate an alibi for them.
investigation.
A brewer named Emmek Frewn who owns a rival
Schade (Theft) establishment in the North Ward called “Frewn’s Brews”
claims to have been the target of attempted murder by one
If Schade is informed when the theft will occur, it may of the PCs. Indeed, the Watch were called to the scene by
“accidentally” leave a door or window unlocked to some regular patrons in his bar after one of the PCs walked
aid the thief.
up to the bar, stabbed a dagger into his shoulder, and
fled the scene.

The City Watch will investigate immediately as Emmek’s


Arrested! life may be in further danger. They place patrols around
If one or more of the characters are arrested, they are his establishment and begin a ward-wide search for the
disarmed and taken to the nearest City Watch post for holding PCs, starting at their last known locations. PCs will likely
until the facts of their case can be reviewed by a magister.
Unluckily for the PCs, the doppelgangers have infiltrated
not be hiding, as they wouldn’t have any idea that a crime
the Watch as well. Later the same night as the characters had been committed in their name.
sleep in their cells, 4 members of the City Watch (actually
doppelgangers loyal to the Skinchangers) wake the characters It is likely that this assault investigation by the Watch
up one by one, bind their arms, gag them, put a sack cloth will coincide with other investigations or reports about
over their heads to blind them, and attempt to lead them to
activities related to the PCs in earlier sabotage attempts,
area D5 within the dungeon level of the Skinchangers’ hideout
located in a dreary alley in the Dock Ward (see Chapter 3). which of course will make the watch extremely suspicious
One of the four doppelgangers carries a bag of holding bearing about the entire situation. While there may be unanswered
the symbol of the City of Waterdeep in golden filigree that was questions in some of the other cases (such as the Forgery
once used for collecting taxes by a magister named Martras or the Libel), this one seems very cut and dry as far as
Van Thorp. Now, it is used to pick up and carry all of the PCs the watch are concerned. There was motive (Emmek
confiscated items. If characters ask the Watch what is going
Frewn owns a business that competes with the PC’s own),
on, they are simply told to “be quiet,” and “prisoners don’t get
to ask questions.” there was opportunity (The PC is armed and/or a dagger
A DC 15 Wisdom (Insight) check is enough to know that belonging to the PC was found at the crime scene; see the
the Watch are acting strangely. Similarly, a DC 16 Wisdom “Theft” sabotage), and all patrons in the bar - including
(Perception) check notices that all four of the Watch Emmek himself - are witnesses to the assault.
members are not the same ones in the Watch post before.
Struggling against the rope bonds and breaking them requires
a DC 20 Strength check or a DC 18 Dexterity saving throw
If the PC is unable to establish an alibi for where they
to slip the knot loose. If one or more of the characters break were on the evening of the assault (such as if the PC was
free, begin combat with 4 Doppelgangers in the form of four alone with “S” somewhere; of course, “S” will be nowhere
Watch members. They will attempt to knock out the offending to be found from this point on and doesn’t respond to any
characters once again and carry on with their plans. They will attempted inquiries) or if the only ones who can vouch
not try to call for help from other Watch, as they know their
for them are their now dubious friends, the Watch will
ruse would quickly end (all four of the watchmen whose forms
they are assuming have been dead for two years). immediately place all of the PCs under arrest pending a
Unarmed, the characters likely stand little chance against the magister’s judgement and further investigation. If asked
Skinchangers, but if somehow they succeed in escaping and why, the Watch will claim that they need to investigate
defeating the guards, they can attempt to interrogate them the extent to which the PC’s party members were co-
(see Chapter 2 sidebar: “What the Doppelgangers Know”). conspirators. See the “Arrested!” Sidebar for the results
If they end up killing the guards, they will of course revert to
of an arrest.
their natural doppelganger forms, leaving more questions for
the PCs to answer in Chapter 2.
If the PCs do not struggle or believe that they are being If the players don’t own the tavern from W:DH: Have the
escorted by real Watch members, they are simply taken to target of the assault be a shopkeeper with whom the PCs
area D5 as described before. How characters can escape have had an argument or disagreement in the past. If no
from this much worse predicament is beyond the scope of such NPC exists, just use an innkeeper at an inn the party
this adventure.
frequents, though the motive for attempting to kill this
person is a harder sell.

THE SKINCHANGERS 1
11
Development
At some point during Chapter 1, the characters will have
likely had enough of the sabotage and will have either:
Sidebar: Faction Assistance
• been arrested and delivered right into the
If at least one of the PCs is a member of a faction such as The
Skinchangers’ dungeon Harpers or The Zhentarim (Doom Raiders) featured in
Waterdeep: Dragon Heist, they might petition them for help
Or on their investigation. The Harpers are well-known for their
vast network of spies, and The Doom Raider Zhentarim look
• decided to begin a proactive investigation into out for their members like family. DMs wanting to include one
or both of those factions in this adventure can find specific
who or what is out to get them.
rules for how much and to what degree those factions help
their members based on how much Faction Renown they
At the point the PCs start recognizing a pattern of sabotage have earned through completing faction specific missions.
against them and suspect that it isn’t just one or two
unrelated incidents, move on to Chapter 2 to begin the
investigation.

Of course, this adventure is fairly liquid, and the


doppelgangers will not suddenly stop sabotaging the party
simply because the party is wary and on their guard. Feel
free to jump back to Chapter 1 and use another sabotage
encounter at any point in the adventure if you want to add
some more action to the game or take the Skinchangers on
the offensive again.

THE SKINCHANGERS
12
Chapter 2 — The Path 1: Mystery Solving
Investigation (Adventure)
For the first path, the characters can gather all of the clues

A
s chapter 2 begins, the Skinchangers
realize that the PCs are onto them and that and information arising from each sabotage that happened
their operatives have not been as careful as during Chapter 1. Below is a list of possible clues/leads that
they should have been. Maybe one of their characters might find along with an associated ability check
members was caught and interrogated, to discover the information. Assume that finding all the
or one of their sabotages failed to have information at a location takes 2-3 hours of in-game time
its intended effect. However, this is all according to the looking over documents, moving to/from the location,
Entity’s plan. Remember: it wants the PCs to find its lair, interviewing locals, and so on.
but only after the sabotage has stripped them of resources,
caused problems for their reputation and standing in the Finally, if the players seem to still be stuck or are having
city, and driven them to the point of not trusting anyone. trouble putting the pieces together, introducing the
characters to Vincent Trench from Path 3 will help them
Chapter 2 is divided into three different sections organized fit the clues into a complete picture.
around the three different methods of finding out who
the enemies are (doppelgangers called the Skinchangers) The important pieces of information that the PCs can
and where they are located (an abandoned warehouse discover are:
in the Dock Ward). A summary of the three paths of 1. The perpetrators of the sabotage are doppelgangers.
investigation is listed below: 2. The doppelgangers are part of a group and active
. Path 1: The PCs piece together information and clues within the city of Waterdeep; the PCs are not their only
from each sabotage location by revisiting them and targets.
investigating (adventuring method). 3. They have a base in the Dock Ward located in an old,
. Path 2: The PCs set a trap for their enemies and abandoned warehouse.
attempt to capture and interrogate one of them either
by themselves or with the help of Zane Luthik, the Meeting with S (Secret Admirer)
Monster Hunter (combat method).
. Path 3: A Private Eye named Vincent Trench opens 1. “S” is a doppelganger. If the targeted PC is still meeting
an investigation on behalf of the characters which leads with “S” during Chapter 2 and becomes suspicious, a
them to several helpful NPCs that point them in the Charisma (Deception) or Wisdom (Insight) can be
right direction (role-playing method). made contested by “S”s Charisma (Deception) check to
Before pressing on with this chapter, try and gauge the try and catch “S” in a lie.
play-style of your group. Are the players more into the 2. “S” often wears different clothing - much of it
adventuring, combat, or role-playing aspects of D&D? unbefitting of someone of noble birth such as being dirty
Each of the three investigation methods in this chapter or damaged (DC 15 Wisdom (Perception) to notice
corresponds to one of those core play-styles, so you can and DC 10 Intelligence (History) to understand the
choose the one that you think would be most entertaining significance of a noble wearing damaged clothing.)
for your group. Alternatively, you could leave the floor 3. “S” can be followed back to the Skinchangers’ hideout
completely open and simply ask your players how they after any meeting (DC 14 Wisdom (Survival))
intend to find out what is going on. If they are keen on
looking into it themselves, method 1 might be best. On Skuld’s Duggery (Forgery)
the other hand, if the players are at a complete loss or
aren’t really ‘mystery’ types, introducing a helpful NPC like 1. The signature on the contract is forged (DC 15
Vincent Trench or Zane Luthik and using methods 2 or Intelligence (Investigation)). Must be compared with
3 would likely be best. another document with the PC’s signature.
2. Others in Waterdeep have been the victims of similar
Of course, making the experience as organic as possible fraud perpetrated by illusionists and shape changing
and using bits and pieces from each of the three monsters such as doppelgangers. (DC 15 Charisma
investigation methodologies is also perfectly fine and may (Persuasion) check to get a public official/magister to
make the game more entertaining for all players. divulge this information.)

Trollskull Alley / Inn the PCs stay


at (Libel)

1. An itinerant dawnpriest of Lathander named Morgan


Liechty (NG female human Priest) often wanders the
neighborhood around the PCs’ lodgings giving food to
the poor. If asked what she has seen, she claims to have
seen a group of vagrants putting things into the PCs’
garbage. She did not stare so as not to draw attention to
herself, but when the vagrants left and started walking
THE SKINCHANGERS 1
13
in her direction, she saw that they were not vagrants at performed his duties most (DC 12 Charisma check to
all - but well-dressed noblemen on a morning stroll (DC gather information about him).
8 Charisma check to establish basic trust and hear her
testimony.)
2. An investigation of the broadsheets of Waterdeep
from the last couple of years shows similar malicious Path 2: Take the Fight to our
claims being made about other establishments or groups Enemies (Combat)
of people — that they are supposedly fronts for or
perpetrators of illegal, dangerous, or immoral activity.
Players more interested in combat encounters may have
None of the cases were solved, or they turned out to be
already inadvertently taken this path in Chapter 1. If the
untrue (DC 15 Intelligence (Investigation) check to
group managed to capture a doppelganger such as the one
find this information).
who tries to steal from them in the “Theft” sabotage, they
can attempt to interrogate it to find out the information
PC who was stolen from (Theft) that leads them to Chapter 3 with a successful skill check
(see “What the Doppelgangers Know” below).
1. A door or window on the establishment shows signs of
forced entry (DC 13 Intelligence (Investigation)) In the event that players did not capture a doppelganger,
2. The doppelganger who attempted to steal from the PC were unsuccessful in interrogating one, or do not know
accidentally cut itself on the way to the PC’s location. that doppelgangers are the culprits yet, you can introduce
Some of its rainbow-colored blood is left on the PC’s the party to Zane Luthik, the Monster Hunter. Zane
belongings (DC 16 Intelligence (Investigation) check can either find out about the characters’ plight through
to notice the bloodstain, and a DC 13 Intelligence word of mouth and approach them offering his services,
(Nature) check to determine that it is doppelganger or the party can come across him while out and about in
blood. the city advertising his “Monster Hunting” services at a
Chase Results tavern such as The Yawning Portal or even the players’ own
Successes Results Trollskull Tavern.
1 The monster fled to the south, running too
swiftly for your legs to keep up. Its base must However characters are first introduced to Zane, DMs
be in the South Ward or the Dock Ward -
should prepare for the meeting by familiarizing themselves
somewhere in the southern part of the city.
Not much to go on, but it’s something. with Zane’s personality and motivations written in the
“Important NPCs” section of the adventure.
2 You lose your quarry inside the Dock Ward as it
runs between some buildings into a back alley. After pleasantries are quickly out of the way (Zane
The lair of this shapeshifting creature must be
likes to get down to business), he will offer to set a trap
somewhere inside the Dock Ward. But where?
for whomever is antagonizing the characters. If he is
3 You keep the creature within your sights and informed that doppelgangers are the source of the PC’s
follow it into the Dock Ward. In the distance, problems, a look of disgust and rage will cloud his features
your quarry ducks around a corner suddenly, (see “Important NPCs” to see how Zane would likely
and when you round it yourself and dash
react and how to role-play him). If he doesn’t know that
along, you see the road ends at an old, stone
warehouse at the back. It must have gone in doppelgangers are behind the sabotage, he at least assumes
there. that the enemy is highly intelligent and cunning.

4+ After a long chase into the night, huffing and With this in mind, Zane will suggest a plan to deal with
puffing you come to the threshold of a stone
warehouse located at the dead end of an alley
the PCs' enemies. First, he will cast an alarm spell in and
in the Dock Ward. The creature runs past the around the PCs’ intended lodgings and then give his
front door and disappears around the side of plan as follows:
the structure.

”Let’s make a three pronged plan. We’ll need bait, trackers,


Frewn’s Brews (Assault) and combatants. The bait are just that - the lure for the
enemies to tempt them to come out and play. You all seem
1. The doppelganger left behind the dagger (if it is NOT to be targets, so anyone should be able to fill that role. The
the item stolen from a PC in “Theft:). The maker’s combatants will assist the bait when the enemies arrive and
symbol emblazoned on the hilt is a blacksmith in the attempt to knock out the enemy for interrogation. Finally,
Castle Ward named Mikkel Sykes (DC 10 Intelligence the trackers need to be fast. Their job is to follow any who
(History) check). escape back to wherever they came from; that means we
should let at least one get away if multiple enemies show
2. Following up with Mikkel, the person who bought
up, just in case interrogation doesn’t work. The trackers
it was a magister by the name of Martras Van Thorp. should stay at the entrance of the building and be ready to
Keen players will recall this was the magister from the follow the trail of the one we let get away. When the enemy
very beginning of Chapter 1, but an ability check could moves within the alarm zone, I will know and inform you.
also be made (DC 8 Intelligence check to remember). I don’t mind filling either one of the combatant or tracker
3. Martras has very rarely been seen in public recently roles, so I’ll leave it up to you all. So, who’s who?”
and doesn’t answer his bell when rung. Due to his
home’s proximity to the Dock Ward, that is where he

THE SKINCHANGERS
14
Allow the PCs to completely change the plan to suit their
own abilities, adapt some parts of it, or use Zane’s plan as Schade (Path 2)
is. Zane won’t be offended if the PCs have a better plan and
If Schade is present for all planning and meeting with Zane, it
will go along with them if they have better ideas. What should be very frightened of him. Zane is a well-known killer of
follows assumes that Zane’s plan (or a version of it) is the doppelganger kind, and Schade would likely try and get Zane
one selected by the PCs, so the DM may need to change a to leave the picture as soon as possible. Schade may make
few details depending on what the players decide. excuses such as claiming Zane’s services or products are too
Have thtree doppelgangers attempt to sabotage the PCs in overpriced and unnecessary.
some active way, either through the “Theft” sabotage if you After finding out where the doppelganger’s lair is and
successfully entrapping or tracking one of the doppelgangers,
haven’t done it yet (see chapter 1), or another method of Schade will attempt to convince the group that they can deal
your choosing. with the rest themselves and will not need Zane’s help.

Assume that the doppelgangers take the bait, as they


ultimately want the PCs to find their lair anyway. Begin
combat with the three Doppelgangers. As soon as it
becomes obvious that they have fallen into a trap, one of
the doppelgangers will immediately try and flee back to
their base in the Dock Ward, while two will stay behind
and fight, moving into and maintaining flanking positions
to give them advantage on their attacks. Sidebar: What the Doppelgangers Know

Use this information if the PCs captured a doppelganger


The Chase during Chapter 1 or with Zane’s help in Chapter 2 and
If the party lets one of the doppelgangers escape as successfully interrogate it (Charisma (Intimidate) check
Zane suggested, a chase begins. To chase the fleeing contested by the doppelganger’s Wisdom saving throw).
doppelganger back to their home base requires the If the doppelganger passes its save, it refuses to talk and
completion of a skill challenge. Describe the character(s) chooses to die at the PCs hands rather than to return to the
chasing the doppelganger through the streets of Entity a failure. If the doppelganger fails its save, it becomes
more frightened of the PCs than the Entity, and answers their
Waterdeep at night, the creature shifting its form to better questions. Use the following questions and answers to help
ease itself through small alleys packed with garbage or to role-play the interrogation:
climb up onto low hanging roofs.
Who are you working for?
Have those chasing the doppelganger roll five group I work for my master - an Elder Doppelganger called ‘the
Entity’ who is the leader of our group within this city.
ability checks listed below. At least half of the group must
succeed on each check for it to count as a success. If Zane What is an ‘Elder Doppelganger’ / what is your
is part of the chase, allow the player whose character was master capable of?
the bait or someone else who stayed behind to roll Zane’s ’The Entity’ can exist everywhere and become
ability checks for the chase (Acrobatics -1, Athletics +7, anyone it desires.
Constitution +5, History +2, and Perception +4).
Why is your group targeting us?
• DC 10 Intelligence (History) To know of a shortcut I don’t know - I’m just following orders. Perhaps you crossed
through the city. my master at some point in your past? My master tells us only
what we need to know to get the job done.
• DC 13 Strength (Athletics) To pull yourself over some
obstacles in the way. Where is your hideout? / Where is your master located?
• DC 12 Constitution To maintain a sprint and keep up It’s in the Dock Ward. I can take you there, if you let me live.
with the quick creature down a long road.
• DC 15 Dexterity (Acrobatics) To roll under some low- If the doppelganger takes them to the hideout, it will not
hanging obstacles (e.g. a clothesline) inform them of the secret side entrance and simply point
towards the front door. It will say that it doesn’t’ have a key
• DC 18 Wisdom (Perception) To notice the quarry (and it really doesn’t). It will say that sometimes the Entity
duck into an alley at the last second and change forms. locks the door if it feels it is threatened, or if it has been too
long since its agents haven’t returned. A DC 18 Wisdom
The more successes the characters(s) get in chasing the
(Insight) check is enough to realize that the doppelganger is
doppelganger through Waterdeep, the more information probably not being completely forthright with its information.
they will have about where it ends up going. Consult
the table below for a description of what the tracker
group learns.

THE SKINCHANGERS 1
15
Path 3: Support and Assistance The Yawning Portal
(Role-playing) The Yawning Portal is a famous tavern in the Castle Ward
within Waterdeep. More information about the tavern
Players at a complete loss as to how to deal with their itself can be found within the Waterdeep: Dragon Heist
predicament might try visiting a private investigator adventure or the plethora of other materials published
or finding NPCs to assist them. Before using Path 3, about Waterdeep. For this adventure, suffice it to say that
DMs should familiarize themselves with Vincent the tavern is a local hotspot for the adventurers of the
Trench’s profile written in the Important NPCs section of city, and NPCs of all races, classes, and levels can be found
the adventure. within at any one time.

Vincent will reach out. He might visit their tavern briefly The owner, Durnan, has a lot of respect as an ex-
or deliver a message introducing himself and informing adventurer and is well-liked. Any trouble happening
them of his business. Also, the characters might come within the tavern can be dealt with swiftly by him and the
across an advertisement for his services somewhere adventurers found here.
in the city, which would lead them to his office in
the North Ward. DMs can introduce the NPCs one by one as vignette social
encounters, have them all talking together and introduce
He will explain that, as a private detective, he keeps his them all at the same time, or simply provide descriptions
eyes and ears peeled at all times - especially in his own of them and allow the PCs to decide how they would like
neighborhood where he lives! As a result, he picked up to approach the situation.
on his neighbor’s problem, and is willing to help them
investigate for a discount as a neighborly gesture. He
has not yet had the chance to formally welcome them Rewarding Good Roleplaying
to the community and doesn’t want them to feel they
Within the Yawning Portal section is a list of several NPCs
are unwelcome. He invites them to his office to discuss within the tavern that PCs can talk to and gather information
matters further and hints that, based on his observations about the villains in this adventure. The characters may be
and intuition as a professional, he has an inkling of who or asked to pass a certain ability check or perform some task to
what might be troubling them. get an NPC to reveal the information it knows, but because
this is the role-playing Path, good role-playing should be
rewarded over just rolling high on dice and getting lucky. If the
Once the PCs have met with Vincent at his office, take
players come up with interesting or fun ways to engage with
some time describing the environment to the players. the NPCs, don’t let a single failed ability check get in the way.
Observant PCs will notice his fine tastes and try to use it to Likewise, a high ability check shouldn’t automatically succeed
their advantage in acquiring his services at a discount. if the player doesn’t role-play the situation well.
If the PCs are agreeable, Vincent begins his investigation
into their problem right away by trying to find out what
— if any — enemies the PCs have made during their time
in Waterdeep. He will also try and find out what sorts
Bonnie
Bonnie is a doppelganger, but it is not associated with the
of sabotage the PCs have been subject to, just in case he
Skinchangers or any other sinister group within the city.
hasn’t heard about all of them already. He will end by
It is a good-natured shapechanger who merely wants to
asking the PCs to give him one day and his fee, and then he
fit into the colorful society of Waterdeep as best as it can.
will get to work (see Important NPCs for the results of his
Right now, Bonnie is just working as a waitress in The
investigation).
Yawning Portal and trying to save up enough money to
allow its family members outside of Waterdeep to settle
Following up on Vincent’s investigation, players likely
down permanently.
will go on to The Yawning Portal where they will meet
Bonnie, their old friend Volo, and Lee Ocean the
Just as Vincent explains, PCs can find Bonnie working
fortune teller.
most nights in the taproom of The Yawning Portal. “She”
sleeps during the day in a common sleeping room on
We don’t trust this guy! the second floor. Durnan, the owner of the tavern,
knows Bonnie’s secret and doesn’t charge it for lodging
At this point in the adventure, players may be justifiably or meals. Durnan is a retired adventurer and has learned
suspicious of everyone all the time - especially someone who over the years that not all monsters are malicious (see
would approach them and offer help. To take the edge off, you the “Doppelgangers” sidebar in Chapter 1). And besides,
can explain that Vincent is well-known in the community as
a top-notch private detective whose successful business has
Bonnie is very good at her job, as “she” very much enjoys
earned him a good reputation. If you’d rather have the players the company of others. She has a maternal and caring way
discover this information on their own, have them make a DC with words that sets tired adventurers at ease and makes
10 Charisma check to ask around and find out about Vincent them feel at home.
and his highly reputable business.
If approached by the PCs while working, Bonnie will
politely ask the characters to wait until her shift is over
(around 10 o’clock P.M.). She is happy to talk with and
listen to anyone, and is especially interested in why anyone

THE SKINCHANGERS
16
would be interested in her enough to approach her for drunkards in random taverns and festhalls to fund his
something other than ordering food/drinks. personal addiction: red wine. He serves as a red herring in
this adventure, and has the potential to send the characters
If characters allude to or mention the fact that they know on a wild goose chase and waste
about her true identity either before or during their a lot of their time if PCs aren’t
meeting with her, she immediately expects the worst and very perceptive.
goes on the defensive - many in Waterdeep (such as Zane
Luthik see: Important NPCs) would kill a doppelganger When he notices them arrive,
without a second thought. If they are able to speak with he will immediately target them
Bonnie and are not confrontational, have the party roll as potential victims not having
a DC 15 Charisma (Persuasion) check to get Bonnie to seen them around much before
lower its guard and open up to them about what it knows. and knowing that they are not
On the other hand, if the players decide to go a less friendly familiar with his tricks. He is a
route and threaten force or to expose it to the authorities, failed wizard, but still has the
have them roll a DC 12 Charisma (Intimidate) check to ability to cast simple spells such
scare it into talking. On a failure for either of these checks, as mage hand, minor illusion, and
Bonnie will explain that she is not comfortable with the prestidigitation which he uses to
characters asking personal questions after all, and attempts augment his “performances” at no cost to himself.
to leave the characters’ presence.
He approaches the characters and claims to sense that
Under no circumstances will Bonnie attempt to fight they are troubled and can help them if they will sit
unless its life is being threatened. She will immediately down with him.
inform Durnan that she is being harassed by adventurers.
At that point he will take the characters aside and politely Lee Ocean introduces himself as a gifted fortune teller,
(and quietly) tell them to “Stop harassing Bonnie. Have a seat “touched by Tymora herself, the goddess of Luck.!” The
and enjoy your drinks, or leave the premises.” encounter begins with a cursory chat about the characters’
issues, their past, future dreams, and so on. Lee Ocean uses
If they persist or try and cause a scene, Durnan can this as an opportunity to learn and memorize basic details
easily rally the dozens of other powerful adventurers in about them. This is so that later he can pretend he knew
the tavern and force them out onto the street, ending the what they told him all along and weave subtle details into
encounter prematurely. his fortune.

Assuming PCs are able to get Bonnie to talk through Before beginning the fortune and the communion with
a combination of good role-playing and a successful “Lady Luck,” Lee Ocean informs the characters that he
ability check, have it reveal the following information needs only one spell component: a bottle of fine red wine.
through roleplaying: In The Yawning Portal, assume that a bottle of red wine
costs 10 golden dragons.
• Bonnie knows of several doppelganger organizations
within Waterdeep. One particularly nasty group for Try and make the reading as cryptic, mysterious, and
hire, called “The Skinchangers,” tried to recruit her, but ridiculous as possible, as he chants, waves his hands
she refused after learning more about them. around, uses some basic spells for effect, and takes large
gulps of the wine directly from the bottle. Secretly have
• Bonnie knows that they operate out of the Dock Ward, Lee Ocean roll a Charisma (Performance) check at +4
but doesn’t know where specifically. versus any PC’s Intelligence (Religion), Intelligence
(Arcana), or Wisdom (Insight) checks to pick up
• Bonnie suspects that this might be the group behind the on foul play.
sabotage on the PCs, as the tactics they are using are in At the end of the “ritual” — whether characters have
line with what the Skinchangers were asking her to do if discovered him for the charlatan he is or not — he
she had joined with them. exclaims, wide-eyed and nodding, the following:
• Bonnie is scared of “The Skinchangers,” as she has the ”Tymora, Lady Luck! Thou hast spoken to us this eve! … Did
sneaking suspicion that they want her dead after refusing you not feel her presence, friends?”
to join. She would be happy if that group were dealt Whatever Lee Ocean tells the PCs after this should be utter
with, as she thinks that groups like them are what give nonsense and provide no clues whatsoever. He may tell
doppelgangers such a bad name. them that they can find their enemies “in this very tavern!”
If made friendly through Roleplaying or a DC 12 possibly leading them to suspect Bonnie, at worst. Or he
Charisma check, she will offer characters who intend to may tell them that their enemies were last spotted on a
look into The Skinchangers two potions of greater healing ship, getting ready to set sail across the Sea of Swords.
and one potion of invisibility that she had stashed for After he finishes, have the PCs roll a DC 14 Wisdom
a rainy day. (Insight) check as a group (at least half of the party
rounded up must pass) to notice how he seems to be in a
Lee Ocean the Fortune Teller hurry and trying to rid himself of the characters’ presence
Lee Ocean the Fortune Teller (CN male human wizard as fast as possible (of course, so he can move on to
1) is a scam artist who preys on the weak-minded and the next bar!).
THE SKINCHANGERS 1
17
Further developments of actually following up on Lee ”Why not pose as one of the rich and powerful? Perhaps
Ocean’s nonsense are not detailed in this adventure. following in the footsteps of whomever employed your
enemies will land you in a meeting with them yourselves?
Schade in Path 3 (Lee Ocean) You’d best find yourself some fine clothing if you’re going
to blend in!”
Schade obviously knows that Lee Ocean’s fortune is a farce,
but it of course doesn’t mind the other characters wasting
money on buying wine for him. Ultimately, it is up to the
player controlling Schade to decide, but if the characters seem
Preparing for the Ball
keen on following Lee Ocean’s fortune telling too far, it will If they follow this lead, ask the players how they plan to
discourage the party from following up on it.
prepare for the ball, if at all. Inform the players up front
that the more effort they put into preparing for the ball,
Volothamp Geddarm (Volo)
the better things should go for them. However, they aren’t
Players who finished up “Waterdeep: Dragon Heist” may
required to prepare anything if they don’t want to, and can
recognize their old patron Volo (human male commoner)
simply use some old, worn out masks featuring different
sitting in his usual corner by the hearth in the tavern. A
monsters that Volo is happy to give them. These masks
jovial man well on in years and a pipe in his ink-stained
impart no bonuses or penalties to characters’ rolls later
hands, he appears ‘comfortable sat’ as usual. Prone to
For every extra step or detail added by a PC, give that
exaggerations, Volo loves to brag about himself and his
character a cumulative +1 on their
many accomplishments of travel and authorship (see:
rolls (up to a maximum of +5) to
W:DH and other publications for more information on
gather relevant information at the
this iconic character in the Realms).
ball. Some examples of things PCs
might try to do are:
Whether the party knows him or not, have Volo walking
around and overhear a part of the characters’ conversation • Buy brand new clothing.
with Bonnie, Lee Ocean, Durnan, or anyone else in • Buy a high quality mask.
the tavern. Volo is an unabashed eavesdropper — always • Bring a suitable gift for the host.
looking for new material for his next book, and he very • Purchase and apply richly scented eau de parfum or
much would like to interview the characters. cologne.
To begin, have Volo approach the characters from behind • Use spells to make themselves appear more glamorous
when they have ended a chat in which they mention or wealthy.
their problems: • Arrive to the estate on an exotic mount, a hired private
coach, or other extravagant way.
“Sounds like you may have upset a noble! They are the
• Invent an elaborate backstory to use at the ball.
ones who tend to hire thugs from the shadows, the likes DMs should feel free to add other
of which you seem to be dealing. A truly dreary affair, that. things to the list, and also allow the
I certainly wouldn’t want to be in your shoes, but I am a
players creativity to come up with their
creature of great sympathy. Perhaps I could help you out,
in exchange for a wee favor,” he says with a smile and a wink.
own ideas if they sound reasonable.

Volo’s task is actually simple - he has run out of ink while


in the midst of writing his next book: Volo’s Guide to Spirits Schade in Path 3 (The Ball)
and Specters, and would very much like it if the characters
could give or fetch him a new bottle. A character already Schade will encourage the PCs to spend and prepare as much
in possession of one can simply give it to him. Otherwise, as possible for the ball by encouraging pooling their coin to
prepare lavish, expensive gifts, procure flashy, gem-encrusted
a bottle of fine ink costs 10 golden dragons in the city garments, and maybe purchase magical scrolls of disguise self
of Waterdeep. to help mask their appearance even more. It wants PCs to
waste as many resources as possible to find the answers at the
In exchange, Volo claims to have some very valuable ball so that they are that much worse off when it comes time
information for the PCs that they just “can’t live without!” to go to the Skinchangers’ hideout.
Furthermore, regardless of what the PCs find out at the ball,
A DC 15 Wisdom (Insight) check is enough to realize that
Schade can — at its discretion — pretend to have found out
Volo may be exaggerating the benefits of his information, any information the party is missing and nudge them in the
but that he is likely not the type to tell a harmful lie. right direction. Of course, Schade would omit any information
Assuming characters take him up on his offer and return to about the secret entrance, as it wants the characters to face as
him with the ink, he offers the characters some invitations much danger as possible by going through the front door.
to a three hour long masquerade ball to be held at the
noble villa of house Amcathra in the North Ward. Since
Volo suspects a noble is the architect of their troubles, he
suggests attending the ball and posing as a rich noble with
a similar grudge to find out more information:

THE SKINCHANGERS
18
The Ball Masquerade Ball Investigation Results
Successes Results
Once characters arrive at the ball, read the following aloud: 0-1 You and your friends are almost ousted several
The elite of the city of Waterdeep have flocked to this times by the Amcathra guards and other party-
goers. Some even question how you acquired
ball in droves, and the path leading up to the estate and
an invitation in the first place, and most of your
the immediate area of the North Ward is heavily guarded.
engagements were greeted with blank stares or
Invitations are checked one by one by a pair of nasally
derisive comments.
door attendants, while those around you bemoan the
weather and the fact that things are taking so long. When 2-4 You discover that nobles tend to deal with their
you have finally made it inside, you are led by the crowd problems from a distance and don’t like to let
to an enormous party hall bedecked with the pennants their enemies know who they are. Therefore,
and banners of dozens of noble houses. At seven bells, the they usually do any kind of hiring through an
Host, his Lordship Amcathra, gives a brief speech thanking intermediary or servant and never directly. You
the guests for arriving on time, and apologizing for the are told that you shouldn’t be asking questions
wait. “The food,” he says, “has been especially prepared about things like “hit jobs” so brazenly
by my private chefs, and they assure us all that it shall not
5-6 You find out that there are several groups in
disappoint the most discerning of palates among us. For
Waterdeep that are able to get a “hit job” done
parties wishing a bit more privacy or other diversions,
for a price. The Zhentarim and the Xanathar
any of the chambers on the first floor are open to you
are the most infamous ones, but acquIring their
which include a reading room, a smoking lounge, and a services comes with great risks. “I would think
game room equipped with billiards, Dragonchess, and it best to hire a group that didn’t have as
Lanceboard. As well, there is the veranda overlooking much power to blackmail you later, like this
the gardens just up on the second floor, or the gardens new group: ‘The Skinchangers.’ I’ve heard
themselves are accessible via the row of tall doors behind from the grapevine that they can deal with
you. Enjoy your evening! anyone who’s gotten on your bad side in
the most devious of ways, and that the
target would never know who they were
For the focus of this adventure — finding information dealing with until it was too late!”
on the Skinchangers — have characters at the ball choose
7-9 In addition to all information above in “5-6
up to three of the skill challenges below (one for each
Successes”, you find out that the Skinchangers’
hour of the ball). Remember to modify an individual are a group of doppelgangers and are located
character’s rolls by +1 (up to a maximum of +5) for their in an abandoned warehouse in the Dock Ward.
preparation (if any). You also are given an approximate location
to begin looking for them if you wanted to
DC 15 Charisma (Performance) To properly speak like a petition them for a job. The noble is going off
of hearsay, however, and has never met with or
noble and chat with the peckish crowd at the food tables.
hired them.
DC 15 Dexterity (Sleight of Hand) To win respect at the
billiards table and get some of the players talking about 10+ In addition to all information above, you
“personal matters.” find out that one noble’s friend actually was
DC 15 Intelligence (History) To engage in intelligent going to hire them and sent a servant to the
Skinchangers’ base to negotiate (they don’t
conversation about local politics in the reading room and under any circumstances reveal who it was,
learn about different groups in the city. and it is unrelated to the PCs’ plight at any
DC 15 Constitution To keep up with a group of rate). This noble’s friend’s servant explained
younger nobles taking shots of whisky in the smoking afterward that the warehouse was full of traps,
lounge and try to discover what they might say when and that there was a secret entrance around
they’re inebriated. the back of the building that led to a horrible
smelling room with spoiled wine. Within that
DC 20 Wisdom (Perception) To overhear whispered room, they used another secret door in the
conversations about potentially illicit activities in floor to enter their lair and discuss the job in
the gardens. a secluded underground chamber. In the end,
the noble’s friend didn’t end up hiring them,
Based on the total number of successes, consult the thinking their price too high.
table on the next page for the results of the characters’
At the strike of the eleventh bell, the party ends and the
investigation. Assuming 4 PCs, the range should be
Amcathra guards and servants begin leading all of the
between 0 and 12 successes, but the numbers in the chart
guests — some of them too drunken to walk properly and
can easily be modified to account for a smaller or greater
in dire need of an escort — to the exit of the Villa, ending
number of players.
this encounter.
Making the Ball your Own
Feel free to add a variety of NPCs related to other threads and
side quests involving the nobility of Waterdeep or other plots
in your campaign at the ball. Spend as little or as much time
developing and detailing this part of the adventure as you and
your players would like. For instance, adding a memorable
NPC at the mini-game in the billiards room, finding an old book
in the library leading to a lost dungeon, or recognizing an NPC
known to one of the PCs in the gardens are all interesting side
ventures that could take place.

THE SKINCHANGERS 1
19
Development
Through one or more of the three investigative paths
presented in this chapter, the PCs should be able to find
out at least that…

• The Skinchangers are doppelgangers, and their group


are the saboteurs.

• They have a hideout in an abandoned Warehouse in


the Dock Ward.

At this point, the players can freely move on to Chapter


3 when they are prepared to take the fight to the
Skinchangers’ hideout.

Of course, recall that the doppelgangers want the PCs


to be in as weakened and disarrayed a state as possible
before arriving at the warehouse. Also, there are likely
one or more investigations by the City Watch pending
against the PCs that may be on a timer on your calendar.
The more time PCs waste preparing, the more time the
doppelgangers have to continue sabotaging the characters
through the events in Chapter 1.

THE SKINCHANGERS
20
Chapter 3 — The and creep down the stone walls in places, while cracks in
the foundation, walls, and roof all hint at the building’s age.
Skinchangers’ Hideout Thick, neglected grass and wild weeds grow around the sides
of the warehouse, glistening with pent-up moisture.

C
hapter 3 begins when the party has Allow players to describe how their characters approach
discovered where the Skinchangers’ the structure.
hideout is located and have made their way
there. By the end of the chapter, the party If the players are approaching during the daytime
has hopefully dealt with the doppelgangers and trying to be stealthy, ask the party to roll a group
by defeating their master, The Entity DC 12 Dexterity (Stealth) check to avoid being spotted
(See: “Important NPCs”). They will also discover who hired by nearby dock workers or passerby. For group checks,
The Skinchangers for the hit-job against them, and be at least half of the party rounded up need to pass the
rewarded by the city for exposing and ending a dangerous check for a success. Locals know that this warehouse is
criminal organization. abandoned, and would certainly be curious if they saw
characters attempting to go inside or poking around the
That is, if they can survive. area. Likely, several of them would make their presence
known and ask the characters what they were up to. If the
The Skinchangers’ lair is divided into two sections: the PCs are cagey, feel free to have the dock workers threaten
Warehouse Level (W) and the Dungeon Level (D). The to inform the City Watch if they aren’t paid off. A bribe of
Dungeon Level is only accessible by a secret passage at least 5 gp should be enough to get them to keep quiet,
in the floor. or a DC 15 Charisma (Persuasion), (Deception), or
(Intimidate) check can likewise
If you used the infiltration sabotage and Schade is in the convince them to mind their own
party, then it is a good idea to make sure that the player business. Cunning players whose
controlling Schade knows the general layout and location characters are from Waterdeep
of traps/rooms within the dungeon. Generally speaking, or have the “City Watch”
Schade should try and have the other characters take the background feature from Sword
most dangerous routes in the hopes of ending their lives Coast Adventurer’s Guide could roll
early, or at least weakening them enough so that they are a DC 10 Intelligence (History)
easy prey for The Entity. Schade might relish the idea check to know that the City
of trying to kill all of the other PCs itself if it sees a good Watch hardly ever come to the
opportunity, but it definitely will not blow its cover until Dock Ward, even when called,
it thinks the PCs have no way to survive. The last thing it and can choose to call the dock
wants is to be captured by them! workers’ bluff.

Some details should not be shared with the player If the players are approaching
controlling Schade, however, such as the existence of at night and using light, torches,
Grrglik (see area D3(D)), as neither Schade nor any of or another form of illumination
the other doppelgangers are aware of its presence! to light their way, the same stealth
check should be rolled above to
The Warehouse Level (W) avoid a similar encounter with
Dock Ward locals. The Dock
The alley in which the Warehouse is located in the Dock Ward is the most poorly lit district of the city, and the
Ward is crammed between some other taller tenements, guild of lamplighters hardly have the budget to keep the
casting this area in shadows for longer portions of the day. main streets lit, much less back alleys. If players do not
The stench of mildew and the feeling of loneliness and need to use light to see, (such as if characters all have
abandonment permeate this place. darkvision) this should make the PCs passage to the
structure free of diversions.

W1 - Getting Inside Once players have dealt with the dock workers or gotten
nearer to the warehouse without being noticed, read the
When players can see the warehouse in the distance, read
following aloud:
the following aloud:

As you near the structure, the smell of rain-washed stone,


Your investigation leads you to a lonely, neglected stone
waterlogged wood, and mildew fills your nostrils as the plant
warehouse standing at the back of a Dock Ward alley flanked
matter on the building is so thick that the rains likely remain
by some dingy, flea-ridden apartments. Several pock-
behind long afterward, nourishing the plants and leaking into
marked faces peer out of the tenement windows at times
holes in the stone. The warehouse is built in a rectangular
to deposit refuse on the street below or cast sneers and
shape, has no windows and stands 20 feet tall. The main
throw insults at the few passerby that would venture to this
entrance is a set of sturdy iron doors bearing a large padlock
place willingly. A bit too far from the seaside to have much
to ward off trespassers.
value to a merchant, the warehouse appears in poor repair
and has been left to all but rot away in this bleak corner of
the city. Thick layers of blanket-like moss cover the roof

THE SKINCHANGERS 1
21
THE SKINCHANGERS
22
THE SKINCHANGERS 1
23
THE SKINCHANGERS
24
THE SKINCHANGERS 1
25
The thick iron padlock on the main entrance can be picked notice one of the crates shift slightly. Otherwise, the
by someone proficient with and in possession of Thieves’ Mimics will attack the party in a surprise round, waiting
Tools. A DC 19 Dexterity (Thieves’ Tools) check is until at least one character is within range to attack and
enough to pick the lock. Alternatively, a DC 22 Strength grapple them.
check is enough to break the padlock off of the door, albeit
making a lot of noise which may alert locals at any time of Treasure:
the day or night. Most of the containers hold nothing more but soggy,
moth-eaten linens but if characters want to spend time
If the players decide to look around the building a bit looking through the detritus, they can find a few items
more carefully, have them roll Perception. With a DC that the doppelgangers overlooked when they threw
20 Wisdom (Perception) check, describe the smaller dead victims in here to feed their pets. A DC 18 Wisdom
entrance on the western face of the building hidden behind (Perception) check with 15 minutes of searching is
a buildup of moss that has grown over it (marked with enough to find a single cracked vial containing a potion of
an "S" on the map). The lock on this door is broken, so climbing as well as a small, flawed ruby worth 20 gp.
entry to the building is much easier. Also, allow a DC 15
Wisdom (Survival) check by any trackers in the group to
notice that the long, unkempt grass around this side of the W3 - Wine Room
building is trampled in places. If this information is found,
This small, foul-smelling room is filled with the horrendous
give players advantage on their perception check to find smell of spoiled wine turned completely to vinegar. The
the secret entrance. The side door is the entrance that the offensive odor is coming from the barrels placed around
doppelgangers use to move in and out of the hideout. the room, some tilted, and others with holes eaten through
them by termites.

W2 - Main Warehouse
The door on the eastern side of the room leads to area
When the players enter this part of the warehouse through W2, the main warehouse. The door is locked, but
either entrance, read the following: can be unlocked easily from area W3 by sliding the
bolt mechanism.
The wet stone floor of the main warehouse is cluttered
with an array of wooden crates, clay jars, barrels, sacks, There is a hatch in the floor that leads to the dungeon
and chests. Some of them are open to the air, with most level below, hidden underneath an empty wine barrel. It is
containing a moldy assortment of poor-quality linens left to discoverable with a DC 14 Wisdom (Perception) check.
fester under the leaky roof; clearly the source of the mildew Beyond the hatch is a rusty iron ladder that descends
smell. Between many of the boxes, the glisten of hundreds of
approximately 40 feet down a 5 foot wide circular shaft to
spiderwebs can be seen, indicating that these boxes were not
placed here recently, nor have they been relocated in a very
the Dungeon Level (area D1).
long time. A narrow path has been created to allow passage
through the labyrinth of containers with a pair of double
doors on the south side of the room, and a single wooden
door to the west.

Except for the path leading between the main entrance


and the side door leading to area W3, the room is filled
with clutter and counts as difficult terrain for the purposes
of movement. Unless the padlock was removed from the
main doors located on the outside, it is not possible to
open from the inside without breaking the doors down
necessitating a DC 22 Strength check. The door on
the western wall is locked requiring a DC 14 Dexterity
(Thieves’ Tools) or DC 16 Strength check to open.

Creatures:
This room is only visited by the Skinchangers when they
want to dispose of a corpse. The Entity keeps its pets in
here, providing them with a regular diet of the victims
taken down as a result of the Skinchangers’ murder
contracts. The ‘pets’ are four Mimics disguised as various
crates or barrels around the room. Hungry and having
grown tired of subsisting on days old corpses, 4 living
adventurers wandering into their domain represent a rare
treat indeed. Unless the party chooses to be cautious, roll
one Stealth check for the Mimics with advantage at +5.
If any PC’s passive Perception or roll is higher than the
Mimics’ stealth check, have the player with the highest
THE SKINCHANGERS
26
limit; DC 18 Dexterity (Thieves’ Tools) to jam the
The Dungeon Level (D) opening mechanism to either OPEN or CLOSED).
The Dungeon Level is the heart of The Skinchangers’ If triggered, a DC 15 Dexterity saving throw avoids the
hideout. This is where they hold their prisoners, concoct pit, allowing successful characters to quickly jump to an
their devious plans, and recuperate after finishing a job. unoccupied space on the edge of the pit. If no space exists,
Doors in the dungeon level are all made of iron and locked a success allows the character to hang onto the edge.
(DC 19 Dexterity (Thieves’ Tools) or DC 22 Strength The pit trap itself has perfectly smooth walls and appears
to open.) A master key for all locks is held by The Entity to be a 40 foot drop. In reality the floor is illusory and
(see area D7), and the doppelgangers all have keys to their characters will fall an additional 30 feet after that into a
sleeping quarters only (see area D3). All walls, floors, and zone of silence onto sharpened, 2 feet long metal spikes
ceilings are made of reinforced stone. The ceilings are all adorning the bottom. Characters who fail their saves and
10 feet high, each square on the map represents 5 feet, fall into this horrible trap will suffer 1d4 attacks (+10 to
and the entire dungeon level has no light sources unless hit, 1d8 damage) from the spikes as well as 7d6 damage
otherwise noted. from the 70 foot fall.

Crushing Walls Trap: This trap triggers immediately


D1 - Hatch Entrance after the pit trap closes again (6 seconds later). The stone
walls of the entryway connecting areas D1 and D2 swiftly
The circular shaft ends at the height of the ceiling, ten feet come together to crush anyone standing there.
up, while the ladder continues down along the wall another DC 13 Dexterity saving throw avoids the walls,
10 feet to the floor of this small 10 by 10 chamber. To the allowing characters within the entryway to jump to an
east, a stone entryway without a door or gate extends for
adjacent and unoccupied 5 foot square. This would mean
five feet, and then exits into a dark hallway
jumping back into area
D1, or on top of the pit
Characters who inspect the inside of the entryway can roll trap again in D2 (which
a DC 14 Wisdom (Perception) check to make out several may trigger it again
dry, white specks embedded in the stone on both the left immediately).
and right sides. A follow-up DC 8 Wisdom (Medicine) If a character fails their save
check determines that they are flecks of bone. These are or is otherwise unable to
the remains of the last person (a thief) who fell into the get out of the way of the
Crushing Walls trap (see area D2). crushing walls, allow the
character a DC 18 Strength
Characters who wish to inspect the entryway for traps can saving throw every round to hold back the walls.
roll a DC 18 Wisdom (Perception) check. On a success, On a failure for either saving throw, the character will
they will find that the stone floor appears scuffed and suffer 8d10 bludgeoning damage every round until they
smooth as if something heavy has moved over the area are utterly smashed between the walls. Even one round of
repeatedly. No additional knowledge can be gleaned from this pain will likely end all but the strongest adventurer’s
this location, and no trap triggers can be found as there are life as their own sharp, broken bone fragments shred their
none here (See area D2 for how this trap works). internal organs.
After closing, the crushing walls remain closed for 1
hour, at which time they slowly part and open the way
D2 - Trapped Hallway once again.
This gloomy, stone hallway is flanked by 4 iron doors, two
on the north side and two on the south. The iron doors
There is an emergency switch that controls the opening/
appear very sturdy, are tightly closed, and nothing on closing mechanism for the walls located behind a loose
their surface indicates what might lay within. Further on, stone on the northern wall of the hallway, in between the
the hallway continues to the east and ends at a four way, two doors. It can easily open the walls again by pressing
cardinal intersection. the button within, and can be found with a DC 20
Wisdom (Perception) check.
Characters who listen at any of the doors containing
doppelgangers (see area D3) may hear snoring, chatter,
or movement at the DM’s option with a DC 12 Wisdom Schade (D2 - Trapped Hallway)
(Perception) check.
Schade knows about the traps in this area as well as the
Traps secret panel in the hall used to open/close the crushing trap.
However, it doesn’t want to blow its cover too early and may
Devious Spiked Pit Trap: The 10 by 10 area of the floor even use this as an opportunity to build even more trust with
just past the door frame is triggered to open up when the group at the last moment by “saving” someone from the
at least 50 pounds of weight is placed on it. If triggered, crushing trap if a character triggers it. If the player controlling
the pit remains open for only 1 round (6 seconds) before Schade thinks the party is still quite powerful, they might try
closing again. and get some of the party members to fall inside the pit trap
by standing in the way of their escape.
(DC 18 Wisdom (Perception) to notice; DC 15
Intelligence (Investigation) to determine the weight

THE SKINCHANGERS 1
27
Development belongings of each doppelganger living here. You can
Of course, the doppelgangers come and go from the base choose to roll on the random trinket table or a random
all the time, so a bit of noise or talking in the hallway is treasure table from the Player’s Handbook, Dungeon Master’s
nothing out of the ordinary. However, any loud noises Guide, or Xanathar’s Guide to Everything. Alternatively, you
such as the pit/crushing walls trap being triggered, loud could say that each chest contains an assortment of gems
talking/planning by the PCs anywhere within area D2, and coins worth around 20 gp per chest.
or characters marching around in heavy armor will alert
non-sleeping doppelgangers in the living quarters (see Schade (D3 - Living Quarters)
Tactics in area D3)
Schade’s own living space is within area D3(b). Of course, it
has a key to this room.
If the PCs are attempting to be stealthy, of course allow
the group to roll a Dexterity (Stealth) check vs. any
awake doppelgangers’ passive perception score to notice
something amiss. D3 (d) - Grrglik’s Room
D3 - Living Quarters
This spacious bedchamber and living space is designed
to accommodate up to four individuals at a time. In each
corner, there is a comfortable looking bed with a small chest
at the foot of each one. On one wall, a vanity set stands
complete with a mirror and stunning array of makeup
accoutrements. In the center of the room, a 6 foot tall
cylindrically shaped chest of sliding drawers allows easy
access from any side.

These rooms are where the doppelgangers sleep, store


their personal belongings, and prepare for their missions. Creature
Each of the rooms have the same furnishings as the others Unbeknownst to the doppelgangers, one other creature
except where noted. Currently, the Skinchangers total capable of shapechanging dwells in area D3(d) as well:
around 20 members, with around half in the base at any a highly intelligent green slaad named Grrglik.
one time and the others out performing missions (not Considering itself something of a scientist, Grrglik has
necessarily only against the PCs). used its own shape changing ability to infiltrate The
Skinchangers in an attempt to study doppelgangers. Its
To randomly determine how many doppelgangers are primary research interest is in identifying the special
currently present in the living quarters, roll 4d4 - 2, and properties within The Entity that make its transformative
split them up equally between the four bedrooms. abilities so much more powerful than its kin. In the
long term, it hopes to not only learn the secrets of
Creatures: doppelganger-kind, but wants to attempt to use the The
For each doppelganger in this room, roll a d% to see what Entity’s inborn powers for its own purposes. It hopes that
it is doing at the time the PCs enter the Dungeon Level. by dissecting and studying the unique organic structure
1-40 (Asleep), 41-80 (Awake, but relaxing or practicing a of The Entity, that it may come across something that it
role), 81-100 (Awake and preparing to leave on a mission could use to speed up its own transformation into a more
within the hour). powerful slaad.

Tactics: When the PCs first arrive in this room (and assuming
If any doppelgangers are alerted to noises in the hallway they have dealt with any doppelgangers), Grrglik will
they will spend the first 3 rounds grabbing weaponry, appear before them in its natural form and offer an alliance
waking up their sleeping allies, while one or two of them in a throaty, amphibious sounding voice: “I’ll help you
peek into the hallway. If intruders are spotted, they will deal with The Entity, but only if you agree not to kill
attempt to create as much confusion as possible by taking it and hand its unconscious form over to me. Whatever
on the form of their enemies and using their read thoughts you do after that or with the rest of this place, I care not.”
ability to easily identify their own allies if necessary. Grrglik will not explain its reasoning or goals to the
They may try to back characters into the pit trap (they all inferior life-forms before it, only that it is here to “study”
know where it is), or use the emergency switch to close doppelgangers. The outcomes of allying with Grrglik are
the the crushing walls in an attempt to cut the enemy up to the DM to determine, but know only that it cares
into two groups, prevent their escape, or crush someone nothing for anyone but itself and its research, and will cast
choosing to stand in the entryway. off the PCs the moment it no longer has a use for them.
Treasure: Tactics
Within the chest of drawers is a wardrobe containing a If Grrglik hears noise coming from the hallway and the
variety of different outfits. Just about any outfit in any doppelgangers are fighting, it will of course also take
size from the Player’s Handbook can be found within. The action. If the PCs appear competent, Grrglik may decide
small chests at the foot of each bed contain the personal to lend them its aid.

THE SKINCHANGERS
28
behind it. A character who attempts a Strength check
to break the door inwards can immediately roll a DC 15
(Insight) check to realize that there is something solid
behind it. Similarly, a DC 15 Intelligence (Investigation)
check determines the same information.

If leverage can somehow be established, the door can


be pulled out of the framework with a successful DC 22
(Strength) check. Without any leverage, a character rolls
with disadvantage.

Development:
If loud noises occur here, likely resulting from trying to
break through the false door or through combat, The
Entity will be immediately alerted to the threat. See the
Tactics section in its Stat Block to find out how this might
alter the encounter.

Schade (D4 - False Door)


Development
Assuming the PCs are victorious (and Grrglik helped Schade knows about the false door, and will encourage
them), then it will have that much more bargaining power other characters to try and get through it by using magic or
when it attempts to ally itself with them. other means that will deplete their resources. It won’t break
its own tools, but will at least pretend to try and unlock the
door if asked.
Schade (D3(d) - Grrglik's Room) If anyone watches or attempts to aid Schade in trying to pick
the lock, secretly roll a Wisdom (Insight) check for that PC
Schade is completely oblivious to the fact that its group had against Schade’s Charisma (Deception) roll to realize that
been infiltrated by the slaad. It will discourage the party from their party member isn’t really trying very hard.
allying with “this untrustworthy creature” and attempt to
start a fight (though only if it can convince the other party
members to go along with it; it won’t attack alone!).
D5 - Prisoner Cells
This hallway ends at a dead end to the north, while the
D4 - False Door eastern and western walls contain two cramped and filthy
cells blocked off by iron bars. The smell of unwashed bodies
Approximately 20 feet south of the intersection, a large and urine permeate the air in this area, causing you to flinch.
locked iron door stands defiantly, flush with the stone Two of the cells are empty aside from a pair of manacles
around it. Carved into the stone above the doorway are a dangling from the back wall, while two others are occupied,
series of dwarven runes. each containing an unconscious prisoner.

If someone in the party can understand dwarven, they can The Skinchangers use these cells to hold prisoners in
read the inscription which says: “Doom Befall the Thief of between interrogating or torturing them for information
Dwarven Treasures.” in areas D6 and D7. Of course, the cells are locked and
have iron bars (The Entity has the keys), but they can
Traps: be picked with proper lock picks with a DC 19 Dexterity
False Door: The iron door at the end of the hall is false. (Thieves’ Tools) check or a DC 22 Strength check to
It was installed here as a means to get invaders to waste bend the bars enough to get through.
their time and resources trying to pick the lock or break
through it. Currently, only two of the cells are occupied: one on the
bottom left and one on the upper right.
The lock is designed in such a way so as to appear and
act like a normal lock to the undiscerning thief (DC 20 The left contains Martras Van Thorp, the magister
Wisdom (Perception) to determine that the lock is from the opening of Chapter 1. Martras is currently
actually fake). The lock is rigged to break or snap any unconscious and stable at 0 hp. He has lost all hope and
lockpkcking implement that is able to manipulate the has gone insane long ago as a result of the mental and
tumbler (such as Thieves’ Tools). If a character attempts to physical torture he has experienced at the hands of the
pick this lock, allow a Dexterity saving throw at DC doppelgangers. If resuscitated and interacted with, role-
16 to avoid having their tool broken. If the tool breaks, all play him as completely oblivious and in denial of his
lock picking checks used with it will suffer disadvantage situation; his ego’s last ditch effort of defending itself. He
until repaired. goes from emotional extremes moment by moment, first
pretending to be a high-born noble reprimanding his
Characters may try and break down the door using brute household staff, and then changing to a weeping child who
force or other tools/spells at their disposal. Trying to has lost his favorite toy.
bash the door in is futile, as nothing but a stone wall rests

THE SKINCHANGERS 1
29
On the right, ”S” from the Secret Admirer sabotage in the ones on the doppelgangers are merely clever use of
Chapter 1 lies in the back of the frigid cell like a discarded cosmetics. The ropes are intentionally loosened around
rag doll. Misshapen with broken bones and lesions, they the doppelgangers’ bonds, allowing them to slip free at any
are in a particularly pathetic physical state. The PC who time. However, the real character must struggle against
was the target of the Secret Admirer sabotage will recognize a DC 18 Stength or Dexterity check to break free, and
the real “S” if examined, and this may even be the first time must do so with disadvantage unless they receive some
that PC realizes that “S” had been a doppelganger all along. magical healing.
On arrival, both of these NPCs are unconscious, and
healing magic would somehow need to be administered Role-play this situation as quite hectic and confusing,
at a distance in order to bring them up enough in order to describing all of the prisoners struggling to escape and
speak. Of course, neither of them will recognize the PCs each claiming to be the real person; that their counterpart
and they will assume that the characters are simply their is an imposter. The PCs will likely be on edge at this
captors in another disguise. development and may attempt to interrogate each of
them, or may start questioning their own party members.
Secret Passage Allow the players to direct the flow here and let them
The back wall of the hallway is actually illusory and can be try and work through this dilemma however they see
passed through without any effort. Characters examining fit. If necessary, you could have the doppelgangers roll
the area can discover the illusory wall with a DC 15 Charisma (Deception) checks against an interrogator’s
Wisdom (Perception) check. Wisdom (Insight) to pick up on lies.

Development: Remember, however, that the doppelgangers simply want


Martras’ mind is completely shattered, but if rescued to get a jump on the PCs without them finding out until
and brought to a place where he could be looked after the last moment. To do this, they will try and get the PCs
and healed (such as a good church), he will recover. His to come into the chamber and approach them. Once the
process of re-adapting to life will be a long and hard road, PCs have entered further into the room for any reason,
however, and he will never truly be free of his paranoia. the doppelgangers will reveal their treachery and strike.
Rescuing ”S” is also possible, and this development along Schade will of course try and strike the most vulnerable
with “S” recovery process can become a meaningful part of PC (likely a wizard, sorcerer, or other lightly armored
your campaign later. Perhaps the character who had been character that it has a high chance of hitting). After
duped by the doppelganger will take it upon themselves to Schade’s first attack (likely a surprise attack), control of
make sure they recover. the doppelganger passes back to the DM while the player
gains control of their tied up character.
D6 - Room of Mirrors When combat breaks out, note that ranged combat in
If you used the this room is very disorienting because of the mirrors. Any
inilftration sabotage ranged attacks suffer disadvantage.
and Schade is in the
group, this is where
the real PC is located. D7 - The Entity’s Chamber
The ceiling is 40 feet The double iron doors leading into this chamber are of
high at its highest course locked, and The Entity is the only one with the
point, and the walls / key. Unlocking or breaking it down requires a DC 19
ceiling are all covered Dexterity (Thieves’ Tools) or DC 22 Strength check.
in a reflective metallic
mirror-like surface.
When not being used for interrogation or other purposes, This circular room appears to be used by a highly ordered,
yet neurotic and self-centered being. Dominating the center
The Entity likes to use this room as its personal vanity
is a magnificent, high-backed stone throne set upon a raised
lounge where it narcissistically gazes upon its “pure form” dais, holding court over tables piled with scrolls and ledgers
from all angles for hours on end. rather than courtesans and sycophants. Hanging on the back
wall is an enormous cloth map of the city of Waterdeep,
When the PCs first arrive in this room, describe the scene: upon which various circles, “X” marks, and notes have been
scrawled in dark ink by a strange alien hand.
Passing through the secret wall reveals a large room. The
walls and domed ceiling of this chamber are all made out of The documents and map on the back wall combined
some kind of shiny metal surface that endlessly reflects the reveal The Skinchangers’ plans and detail various
horrific vision that lies before you. Sat in a row in the back organizations that have been infiltrated by them and
of the room, battered and bruised, eyes full of fear, and their
with whom they have contracts. A DC 12 Intelligence
arms securely bound to several chairs bolted to the floor are
people that look exactly like … you! (Investigation) check over about one hour is all that is
needed to comb through the documents and reveal the
following information:
Only the character who was replaced by Schade is real,
while the other characters are all doppelgangers. The • The Skinchangers mainly have contracts to kill
injuries on the PC are real (currently at 1 HP), while individuals or groups throughout Waterdeep and
surrounding areas such as Daggerford. Currently, their
THE SKINCHANGERS
30
main contract is on the PCs themselves, but they also this operation on their behalf free of charge and relish
have other contracts against various merchants, nobles, every moment.
and adventuring groups.
If The Entity survives and escapes into Waterdeep, it will
• The organizations which they have infiltrated include certainly make a re-appearance and become a creature of
the following: The Magisters of Waterdeep, The pure vengeance. It will spend its every waking moment
Dungsweepers’ Guild, The Cellarers’ and Plumbers’ trying to murder all of the PCs in as terrible a fashion as it
Guild, The Fellowship of Innkeepers, and the noble can dream up. It might stalk them into Undermountain or
houses of Adarbrent and Amcathra. onto their next adventure and attack from behind when
they are in dire straits. If this happens, it would not try
• The reasons for wanting to kill the PCs are not given, and escape a second time: at that point, it is “do or die”
but the name of the Skinchangers’ employer is. This name in its mind, as it would have to spend a very long time
or organization should be the one you chose when preparing to rebuilding what it had lost.
run this adventure.
If Grrglik is still alive and was allied with, it will likely
Creatures spend a few days here in The Skinchangers’ hideout in
The Entity dwells in this chamber and will make its final order to study The Entity. However, if characters betray
stand here, only abandoning its base if defeat is imminent it or do not let it have The Entity’s body, it may turn
(see the Stat Blocks portion of the adventure for more on them in their weakened state if it thinks it could win.
information about The Entity including its motivations, Otherwise, Grrglik can become yet another recurring
villain in the city of Waterdeep. Of course, if The Entity
battle tactics, abilities, and more).
escaped, then Grrglik — a prideful creature — will be
Traps enraged and blame the PCs for their incompetence. It will
Pit Traps (DC 13 Dexterity saving throw avoids; DC likely try and chase after and capture The Entity itself,
16 Wisdom (Perception) to notice; DC 16 Dexterity being too caught up to worry about the PCs unless they
(Thieves’ Tools) to disarm). get in its way.

There are two 5’x5’ pit traps here, one in the north and one
on the opposite side of the room on the south. They are
triggered whenever something or someone of at least 50
Conclusion
pounds is placed upon it, and drop down 40 feet suffering Upon defeating The Skinchangers, recovering a lost friend,
4d6 bludgeoning damage. and finding out about the plot against them, the PCs return
to Waterdeep victorious. In the event that the authorities
Because the walls are so close together, a character can are informed about The Skinchangers, their hideout, or
attempt to climb out by applying force to both sides of the what happened to the PCs, they will be contacted by a
pit and hoisting themselves upward. This is quite difficult representative of the city directly (likely Vajra Safahr, the
to do and characters attempting this must expend their current Blackstaff).
turn and attempt a DC 16 Strength (Athletics) check. On
a success, the character will move themselves up the pit She will applaud the PCs victory and award each of the
by 20 feet, and must succeed one more time on the next PCs (including the PC who was captured) an 800 golden
round to exit. On a failure of either check, the character dragon reward as monetary thanks for their effort and
will fall back down to the bottom, and must restart the bravery in defeating the dangerous criminal gang.
process, suffering another 2d6 bludgeoning damage from Any and all outstanding cases against the PCs from
falling back down from approximately the half-way point. Chapter 1 will be attributed to the doppelgangers that
plagued them, and a hunt for doppelgangers by the
authorities will start in the city if the authorities think
Development there might still be a problem (especially if The Entity
When The Entity and its minions elsewhere in the escaped and they are aware of this fact!).
hideout have been defeated, the characters are victorious.
With the evidence they find in the final chamber (area This could spell trouble for good doppelgangers such as
D7), they will have put an end to a dangerous group of Bonnie, of course, so characters who befriended her may
assassins in the city of Waterdeep. They should have all the not want a pogrom of doppelgangers to begin, or at least
information they need to go to the authorities in the city might stand up for Bonnie’s defense.
and report what they have found out.

Any doppelgangers who were not present in the hideout


when The Entity is defeated (“S” for example) will soon
learn of their organization’s demise when they next
return. Vindictive or completionist PCs may attempt to
set a trap for other doppelgangers, thinking that others
may try to return (and they would be correct!). If they are
friendly with Zane Luthik, he would gladly take over

THE SKINCHANGERS 1
31
Important NPCs anything, but will caution them to tread carefully, as
Bonnie could very well be a spy for their enemies.
• Vincent can also put the characters in touch with Zane
Luthik (see Path 2 in Chapter 2 and the Important NPCs
Vincent Trench section).

What he Wants
• Vincent enjoys the finer things in life, and a big smile
crosses his face if he receives gifts of pipe tobacco or
premium single-malt whisky.
• People to listen to. While Vincent doesn’t talk much
himself, he very much is in love with the variety of
accents, tones, and timbres of voices that exist in a
cosmopolitan city the size of Waterdeep. Even though
he speaks very little (see his trait below), he very much
likes to listen (this is part of what makes him a great
investigator).
”Hmmmm….”
What he Hates
- Vincent Trench
• Vincent hates dogs and anything related to them. Too
Vincent Trench is a male human private eye who runs messy, and too noisy. A sign on his front door states
a detective service called “Tiger’s Eye” in Trollskull Alley, clearly: “No Dogs Allowed.”
North Ward. His office on the first floor is rather cramped,
but arranged in a maximally comfortable way and doubles • Vincent hates loud noises or people who speak above a
as a lounge. Lowball glasses and a small assortment of certain volume.
whiskies line one shelf while the smell of smoked meats
mixed with the lingering aroma of pipe tobacco fills the Long Term Goal
room. He dresses impeccably and can always be found Vincent wants to be able to blend into Waterdhavian
with a pipe in hand and his signature notebook with a society completely. He doesn’t want to have to constantly
tiger-paw shaped golden filigree etched into the hard recast disguise self every hour to do this, so he is trying to
cover. His secret is that he is actually a Rakshasa named find some way - magical or otherwise - of permanently
Valantajar who has come to enjoy the City of Splendors shapeshifting into a human.
and the comfortable life his human guise and job have
Traits:
afforded him. He casts disguise self before dealing with any
Vincent speaks very precisely and is curt. He never uses
customers to keep up the ruse. If he is ever discovered,
3 words when 1 will do. He tends to ask questions rather
he pleads with characters not to give up his secret and
than make statements and says “hmmm” a lot in a purr-like
promises to keep an eye out for suspicious characters in the
tone in response to people to show he is listening.
neighborhood near their property whenever they are off
adventuring. Ideal:
Vincent yearns to be free of fearing for his life. As a
What he can Offer castaway from his homeland, he wants to find a new place
With a day or two of work, Vincent can provide private to call ‘home’ and be accepted there.
investigative services within Waterdeep and find the
answers to questions asked to him for a price of 50 golden
Bond:
dragons per job. This price can be entirely waived if he is
Vincent is never seen without his notebook, which
given a gift of pipe tobacco, whiskey, or a combination of
is actually a minor magical item that allows him to
them worth at least 25 gp. Clever players may recognize
immediately recall any information he writes into it as
his tastes and try to give him a gift, but a DC 15 Wisdom
long as he has it on his person and is attuned to it.
(Insight) check is enough to discern this information with
a roll. After payment and one day, Vincent can share the Flaw:
results of his investigation with the PCs: Vincent can’t help but show emotions in his face, even
• The group stalking the party is an unknown, but they when dealing with clients. It is very easy to tell when he is
are likely a group of doppelgangers or at least have some upset, sad, confused, or happy. He also unabashedly writes
among their members. into his notebook whenever conversing with someone,
• Vincent is able to locate a doppelganger who is disguised which puts some on edge.
as a human female going by the name of Bonnie. It
works as a waitress in The Yawning Portal, a large tavern Vincent Trench is originally a lightly-detailed NPC from
in the Castle Ward that caters to adventurers. The Waterdeep: Dragon Heist. He has received a mass overhaul here
bartender, Durnan, seems to be very protective of it. and this version of Vincent should replace the one in W:DH for
• Vincent will suggest trying to make contact with games using that adventure.
Bonnie at The Yawning Portal to find out if it knows

THE SKINCHANGERS
32
Zane Luthik, Monster Hunter demands 50 golden dragons up front, and another 50
golden dragons upon completion of any mission. He is
extremely stubborn and cannot be talked down as he
places high value on his services.
What he Wants
• Zane is not a smith, so he is in constant need of coin
to balance his weapons and repair his armor. He
settles only for the best armor and weapon smiths in
Waterdeep.
• Zane wants contracts, as this is what gets him his coin.
He advertises himself in places like The Yawning Portal
and The Copper Cup.
• Zane wants to love someone, but he just can’t trust
people anymore after his doppelganger experience (See
“Down to business. You got something for me to “What he Hates” below).
kill?”
- Zane Luthik What he Hates
• Zane has an extreme distaste for doppelgangers and any
Zane Luthik (LN Human M Fighter (Eldritch Knight) kind of shapeshifters after someone he had fallen in love
6) is a monster hunter of some local fame who makes a with turned out to be a doppelgänger. The mere thought
living hunting, capturing, and harvesting monsters for or discussion of doppelgangers angers him to a breaking
wealthy patrons in the City of Splendors. Towering over point.
6 feet tall, Zane has a well-honed frame and often can be • Zane has no patience for those who lie or tell half-truths.
found practicing his swordsmanship in wide-open areas If he catches someone in a lie, he will walk away without
or relaxing between jobs with friends or more often alone another word.
in one of several inns he stays at in Waterdeep. He mostly • Zane hates it when he sees people who carry weapons
works alone, but occasionally goes on adventures with and wear armor, but do not take care of them. He openly
a group called The Silver Six. At heart, he is a cold and criticizes such people for being ‘ill-prepared’ or ‘unfit’ for
calculating businessman. Knowledgeable and proficient at fighting.
his trade, he does what he does for the coin, with the ‘thrill
of the hunt’ a distant second. A stone-cold personality, Long Term Goal
he hardly ever smiles or cares to engage in small-talk. He
cares about the quality, appearance, and workmanship of Zane wants to be rich and famous more than anything else.
weapons and armor and will openly criticize anyone with He sees himself as having the same potential for greatness
equipment that looks out of shape. as some of the most storied heroes of the realms. The
bigger and more dangerous-sounding the hunt, the more
What he can Offer likely Zane is to take the contract.

• Zane can provide PCs with information about Traits:


doppelgangers and their tactics. Assume that Zane Once Zane is set on a task/contract, he doesn’t give up
has knowledge of all information in the Doppelgangers until it’s finished. He also prides himself on never lying.
sidebar in Chapter 1 as well as all information about
them from the Monster Manual. He provides this Ideal:
information free of charge, and would tell the characters Zane not only wants to become the most famous
to be careful. monster hunter in all Waterdeep, but he wants to hunt
• Over the years, Zane has learned how to use the blood down and kill every single doppelgänger or shapeshifter if
of doppelgangers against them and has concocted an he gets the chance.
oil he calls Oil of Trueform that can be applied to any
melee weapon as an action. A successful melee attack Bond:
with a weapon to which the oil is applied will force a His equipment. He keeps it in tip-top shape.
doppelgänger or other shapechanger to assume its true
form if it fails a DC 12 Constitution saving throw. Flaw:
The oil lasts for 1 minute (10 rounds). He will sell one Zane can be hot-headed and lose his temper easily. He
vial of this oil for 10 golden dragons, and has 1d10 vials is also extremely jaded and skeptical of others’ motives
on his person at any one time. because of his past.
• PCs might ask him to help them hunt down
doppelgangers, and he is more than willing to help them
track or set a trap to try and capture a doppelganger
to interrogate it. If Zane is present during any
interrogation, he will make sure the doppelgänger is
dead whether it talks or not.
• Zane will accompany characters on a mission as an
NPC cohort controlled by the DM if his fee is paid. He
THE SKINCHANGERS 1
33
Stat Blocks Mimic
Medium monstrosity (shapechanger), neutral

Doppelganger
Medium monstrosity (shapechanger), neutral


Armor Class 12 (Natural Armor)
Hit Points 58 (9d8 + 18)
— Speed 15 ft
Armor Class 14

Hit Points 52 (8d8 + 16) STR DEX CON INT WIS CHA
Speed 30 ft. 17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)
— —
Skills Stealth +5
STR DEX CON INT WIS CHA Damage Immunities Acid
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) Condition Immunities Prone

Skills Deception +6, Insight +3 Senses Darkvision 60 ft., Passive Perception 11
Condition Immunities Charmed Languages --
Senses Darkvision 60 ft., Passive Perception 11 Challenge 2 (450 XP)
Languages Common —
Challenge 3 (700 XP) Shapechanger. The mimic can use its action to polymorph
into an object or back into its true, amorphous form. Its

Shapechanger. The doppelganger can use its action to statistics are the same in each form. Any equipment it is
polymorph into a Small or Medium humanoid it has seen, or wearing or carrying isn't transformed. It reverts to its true
back into its true form. Its statistics, other than its size, are the form if it dies.
same in each form. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies. Adhesive (Object Form Only). The mimic adheres to
anything that touches it. A Huge or smaller creature adhered
Ambusher. The doppelganger has advantage on attack rolls to the mimic is also grappled by it (escape DC 13). Ability
against any creature it has surprised. checks made to escape this grapple have disadvantage.

Surprise Attack. If the doppelganger surprises a creature False Appearance (Object Form Only). While the
and hits it with an attack during the first round of combat, the mimic remains motionless, it is indistinguishable from an
target takes an extra 10 (3d6) damage from the attack. ordinary object.

Grappler. The mimic has advantage on attack rolls against any


Actions creature grappled by it.
Multiattack. The doppelganger makes two melee attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Actions
Hit: 7 (1d6 + 4) bludgeoning damage. Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in
Read Thoughts. The doppelganger magically reads the object form, the target is subjected to its Adhesive trait.
surface thoughts of one creature within 60 feet of it. The
effect can penetrate barriers, but 3 feet of wood or dirt, Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
2 feet of stone, 2 inches of metal, or a thin sheet of lead Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.
blocks it. While the target is in range, the doppelganger can
continue reading its thoughts, as long as the doppelganger's
concentration isn't broken (as if concentrating on a spell).
While reading the target's mind, the doppelganger has
advantage on Wisdom (Insight) and Charisma (Deception,
Intimidation, and Persuasion) checks against the target.

THE SKINCHANGERS
34
The Entity (Elder the acquisition of all memories, feelings, alignment, spells,
and class abilities if present. It can maintain up to three
Doppelganger; True Form) different identities with this ability, and if it tries to consume
a fourth must give up one of its previous identities. An elder
Medium monstrosity (shapechanger), neutral evil doppelganger can only access/use the abilities, memories, and
— spells of an identity it is currently assuming the form of.
Armor Class 15 If an elder doppelganger takes any action that goes against the
Hit Points 80 (10d8 + 30) alignment of the identity it is assuming, it must succeed on a
Speed 30 ft. DC 13 Charisma saving throw or immediately be forced to
— revert to its true form.
STR DEX CON INT WIS CHA Finally, the unfortunate victim of consume identity can no
14 (+2) 20 (+5) 16 (+3) 16 (+3) 14 (+2) 16 (+3) longer be raised from the dead using spells like reincarnate
— or raise dead, and can only be returned by a cleverly worded
Saving Throws CHA +6 wish or a true resurrection as the soul of the original body
Skills Deception +6, History +6, Insight +5, Stealth +8 becomes lost in the plane of Limbo, never truly knowing
Condition Immunities Charmed, Frightened release. If they are brought back from the dead in this way, the
Senses Darkvision 60 ft., Passive Perception 12 elder doppelganger will immediately lose access to the identity.
Languages Common Killing the elder doppelganger will remove any resurrection
Challenge 9 (5,000 XP) restrictions on consumed identities as well.
— Currently, The Entity has two powerful identities at its disposal,
Shapechanger. The elder doppelganger can use its action and is looking for a potential third to complete its repertoire.
to polymorph into a Small or Medium humanoid it has seen, The two identities each have their own stat blocks provided
attained through its consume identity ability, or back into below. When an elder doppelganger takes on one of its
its true form. Its statistics, other than its size, are the same identities, it still retains its reactions and legendary actions
in each form. Any equipment it is wearing or carrying isn't from its true form in addition to its shapechanger traits.
transformed. It reverts to its true form if it dies.

Ambusher. The doppelganger has advantage on attack rolls Reactions


against any creature it has surprised. Precognition. The elder doppelganger uses its mindreading
ability to predict where an enemy's attack will strike. It can use
Surprise Attack. If the doppelganger surprises a creature its reaction to read the thoughts of an enemy it can perceive
and hits it with an attack during the first round of combat, the and give it disadvantage on its next attack roll. This reaction is
target takes an extra 10 (3d6) damage from the attack. declared after an enemy decides to attack, but before rolling.

Inscrutable Mind. Any attempts to read the mind of an


elder doppelganger, or to discern its alignment only return
Legendary Actions
information the doppelganger wants. It usually prepares An elder doppeldfganger can take up to 2 legendary actions
a specific train of thought that is appropriate for its per round and recovers them at the beginning of its turn. It
current form. can take only one action at a time, and only at the end of
another creature's turn.
Special equipment. potion of invisibility, flamedeath (see:
Galar the Thorn identity.) "Now you see me, ..." The elder doppelganger
instantaneously shapechanges into another of its forms/
identitities.
Actions "Now what?" The elder doppelganger can attempt to Disarm
Multiattack. The elder doppelganger makes two an opponent within 5 feet of it (see DMG for Disarm rules).
melee attacks. Reposition. The elder doppelganger uses the disengage
action and moves up to its speed.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 5) bludgeoning damage.
Tactics
Polymorph Rend. Elder doppelgangers are masters of If The Entity is aware of intruders within the hideout, it will
shapechanging and can control lesser shapechangers move to listen at the door. If it knows that intruders have
with ease. As an action, an elder doppelganger can use its entered, it will not confront them head on. It hopes that its
command of psionic abilities to attempt to force a creature it underlings will be able to destroy them without it having to
can see and knows is shapechanged or polymorphed back into expend any energy (or risk marring its beautiful appearance!).
its true form. To do this, it rolls a normal melee weapon attack It will first shapechange into Vani and cast invisibility on itself
(+8), and on a hit the target takes 6d6 physical damage (DC to ensure it has the first strike and allow the characters to
15 Constitution saving throw for half) as its muscles begin enter the room, hopefully triggering a trap before it strikes.
contorting and straining back into their original form.
As Vani the halfling warlock, she uses her spells and ranged
Read Thoughts. The doppelganger magically reads the abilities on the PCs. After firing a spell, she uses her remaining
surface thoughts of one creature within 60 feet of it. The movement to hide behind the throne for cover in the hopes
effect can penetrate barriers, but 3 feet of wood or dirt, that the PCs will be foolish enough to move through the traps
2 feet of stone, 2 inches of metal, or a thin sheet of lead placed throughout the room. If the PCs don't seem to have
blocks it. While the target is in range, the doppelganger can any ranged combatants, she will likely cast fly and attack from
continue reading its thoughts, as long as the doppelganger's above. Vani will also try to cast darkness for cover since she
concentration isn't broken (as if concentrating on a spell). can see through it with her devil's sight. If the PCs get into
While reading the target's mind, the doppelganger has melee range, it shapechanges to Galar the Thorn, the half-orc
advantage on Wisdom (Insight) and Charisma (Deception, barbarian and rains blows down on them relentlessly.
Intimidation, and Persuasion) checks against the target.
It has a single potion of invisibility that it saves to escape and
Consume Identity An elder doppelganger can completely it couples this with its reposition legendary action if necessary.
subsume the identity of a slain humanoid by extracting When it drops to 20 hp or less, it quaffs the potion and heads
and consuming their brain within 4 hours of death. This for the city as fast as it can.
process takes fifteen minutes to complete, and results in

THE SKINCHANGERS 1
35
The Entity (Background) lairs where they thought valuables might be held. The
Entity stalked The Talons on several of their missions,
learning their strategies and sizing them up. On one day,.
The Entity is an elder doppelganger, an extremely rare they made the ill-informed decision to raid the lair of a
breed of its species. Like lesser doppelgangers, it is a lanky fully grown Black Dragon in the Lizard Marsh south of
creature with pristine and advanced musculature necessary Waterdeep. They fought as best they could, but the acidic
for organically altering its appearance. However, what breath and environment of the lair was too much for
sets them apart is the capability of not only assuming the Galar’s comrades.
forms of chosen humanoids, but actually becoming them
and subsuming their identity wholly in a process that It was the first time Galar ever tried to run from a fight,
requires surgically removing and consuming the brain of and his final memory as The Entity drove a sharpened
a victim (See: consume identity in The Entity’s stat block). blade into the back of his neck.
Elder doppelgangers tend to subvert and control lesser
doppelgangers through fear and convincing them that the
lder has their best interests at heart. In the Entity’s case,
this is of course not true, as its motives are completely
self-centered. The Entity is an evil creature through
and through and represents one of the most egregious
examples of doppelganger manipulation and deception.

Goals and Motivation


• The Entity wants to become the foremost authority on
who lives and who dies in the City of Waterdeep, and it
wants to gain power and wealth in the process.
• It is an extremely self-centered, egotistical, and
narcissistic creature bent on forcing everyone and
everything to recognize that it is the most beautiful
creature in existence.
• It wants to find a third identity to consume and complete
its repertoire. Preferably, it would like to find an evil
cleric or anti-paladin to have better access to healing
magic and blessings.

The Entity (Identities)


Currently, The Entity has two powerful identities at its
disposal, and is looking for a potential third to complete
its repertoire. The two identities are summarized here to
assist DMs in roleplaying their personalities as needed.

Vani
The first is Vani, a halfling warlock of Great C’thulhu
from the city of Daggerford. In life, she was a greedy,
despicable and bitter old hag who spent most every waking
moment thinking of new ways of using her dark powers
to cause as much suffering as possible in those around her.
Truly a sadist, she enjoyed the pain she inflicted on her
victims, many of whom were children.

The Entity posed as a child itself and was able to end


her miserable life easily after they were isolated. Few
in Daggerford cared where she had gone, and her
whereabouts are still unknown.

Galar the Thorn


The second is Galar the Thorn, a brawny half-orc
barbarian who was nominally the leader of an adventuring
band calling themselves “The Talons.” Galar, secretly a
worshiper of Bhaal, the god of murder, led the Talons
on many raids upon Uthgardt barbarian tribes, small
undefended villages, isolated monasteries, and other

THE SKINCHANGERS
36
Vani (The Entity) Galar the Thorn (The Entity)
Small humanoid (halfling), neutral evil Medium humanoid (half-orc), chaotic evil

— —
Armor Class 15 Armor Class 18
Hit Points 80 (10d8 + 30) Hit Points 80 (10d8 + 30)
Speed 25 ft. Speed 40 ft.
— —
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 14 (+2) 20 (+5) 16 (+3) 16 (+3) 14 (+2) 16 (+3)

Saving Throws CHA +6 —
Saving Throws CHA +6, Advantage on STR (while raging),
Skills Deception +6, History +6, Insight +5, Stealth +8 Advantage on DEX vs. Spells and Traps
Damage Resistances Psychic Skills Deception +6, History +6, Insight +5, Stealth +8,
Condition Immunities Charmed, Frightened Advantage on STR skills (while raging)
Senses Darkvision 120 ft., Passive Perception 12 Damage Resistances Bludgeoning, Piercing, and Slashing
Languages Common, Halfling, Telepathy (while raging), Fire (from Flamedeath)
Challenge 9 (5,000 XP) Condition Immunities Charmed, Frightened
— Senses Darkvision 60 ft., Passive Perception 12
Lucky. When Vani rolls a 1 on an attack roll, ability check, or Languages Common, Orc
saving throw, she can reroll the die and must use the new roll. Challenge 9 (5,000 XP)

Halfling nimbleness. Vani can move through the space of any



Relentless endurance. When reduced to 0 hit points but not
creature that is of a size larger than hers. killed outright, Galar can drop to 1 hit point instead. He can’t
use this feature again until he finishes a long rest.
Naturally stealthy. Vani can attempt to hide even when
she is obscured only by a creature that is at least one size Savage attacks. When scoring a critical hit with a melee
larger than her. weapon attack, Galar rolls one of the weapon’s damage dice
one additional time and adds it to the extra damage of the
Devil's sight. Vani can see normally in darkness, both magical critical hit.
and nonmagical, to a distance of 120 feet.
Reckless. At the start of his turn, Galar can gain advantage on
Thought shield. Vani's thoughts can’t be read by telepathy or all melee weapon attack rolls during that turn, but attack rolls
other means unless she allows it. Whenever a creature deals against him have advantage until the start of his next turn.
psychic damage to her, that creature takes the same amount
of damage. Rage. As a bonus action, Galar can enter a rage whic last 1
minute or until he is incapacitated/unconscious. The rage
Spellcasting. Vani is a 11th-level spellcaster. Her spellcasting affects Galar's other abilities as noted in this stat block.
ability is Charisma (spell save DC 15, +7 to hit with spell
attacks). She regains her expended spell slots when she Frenzy. When raging, Galar can frenzy to take an additional
finishes a short or long rest. She knows the following melee attack as a bonus action. If he does, he suffers one level
warlock spells: of exhaustion at the end of the rage.

Cantrips (at will): chill touch, eldritch blast, mage hand,


mending, minor illusion, prestidigitation, vicious mockery
Actions
Multiattack. Galar makes two melee attacks.
1st–5th level (3 5th-level slots): armor of Agathys, charm
person, clairvoyance, crown of madness, contact other Flamedeath (Magical Greataxe). Melee Weapon Attack: +7
plane, darkness, detect thoughts, dimension door, dissonant to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) or (1d12 + 5
whispers, dominate beast, dominate person, Evard's black while raging) slashing damage plus 3 (1d6) cold damage.
tentacles, fly, hex, invisibility, mirror image, phantasmal force,
sending, tasha's hideous laughter, telekinesis, vampiric touch Extinguish. Once per hour, flamedeath can be used to
extinguish all flames (magical or otherwise) within 30
feet of it.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) Flamedeath
piercing damage. This axe was crafted for an adventurer long ago by a potent
dwarven runesmith far to the north in a town called Oakhurst.
Reactions After the adventurer was slain by a monster, the weapon found
its way into the hands of Galar, whose corrupting influence and
Entropic Ward. Vani can magically ward herself against attack
evil ways has caused the weapon to emit the battlecries of a
to turn an enemy’s failed strike into good luck for herself.
rampaging orcish warband whenever it strikes an enemy.
When a creature makes an attack roll against her, she can use
Further, whenever this weapon is in a place of extreme cold, it
her reaction to impose disadvantage on that roll. If the attack
emits blue light in a 10 ft. radius.
misses, her next attack roll against the creature has advantage
if she makes it before the end of her next turn.
THE SKINCHANGERS 1
37
Grrglik
Large aberration (shapechanger), chaotic neutral


Armor Class 16 (Natural Armor)
Hit Points 112 (15d10 + 30)
Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 14 (+2) 8 (-1) 16 (+3)

Skills Arcana +5, Deception +6
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception
9
Languages Slaad, Telepathy 60 ft.
Challenge 8 (3,900 XP)

Shapechanger. The slaad can use its action to polymorph
into a Small or Medium humanoid, or back into its true form.
Its statistics, other than its size, are the same in each form.
Any equipment it is wearing or carrying isn’t transformed. It
reverts to its true form if it dies.

Innate Spellcasting. The slaad’s innate spellcasting ability is


Charisma (spell save DC 14). The slaad can innately cast the
following spells, requiring no material components:

At will: detect magic, detect thoughts, mage hand

2/day each: fear, invisibility (self only)

1/day: fireball

Magic Resistance. The slaad has advantage on saving throws


against spells and other magical effects.

Regeneration. The slaad regains 10 hit points at the start of


its turn if it has at least 1 hit point.

Actions
Multiattack. The slaad makes three attacks: one with its bite
and two with its claws or staff. Alternatively, it uses its Hurl
Flame twice.

Bite (Slaad Form Only). Melee Weapon Attack: +7 to hit,


reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Claw (Slaad Form Only). Melee Weapon Attack: +7 to hit,


reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 11 (2d6 + 4) bludgeoning damage.

Hurl Flame. Ranged Spell Attack: +4 to hit, range 60 ft., one


target. Hit: 10 (3d6) fire damage. The fire ignites flammable
objects that aren’t being worn or carried.

THE SKINCHANGERS
38
Schade
Medium monstrosity (shapechanger), neutral

Armor Class 14
Hit Points 36 (6d8 + 6)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 12 (+1) 10 (+0) 12 (+1) 16 (+3)

Skills Deception +9, Insight +4, Sleight of Hand +10, Stealth
+10, Thieves' Tools +10
Condition Immunities Charmed
Senses Darkvision 60 ft., Passive Perception 11
Languages Common
Challenge 3 (700 XP)

Shapechanger. The doppelganger can use its action to
polymorph into a Small or Medium humanoid it has seen, or
back into its true form. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or carrying
isn't transformed. It reverts to its true form if it dies.

Sneak Attack. Functions as the rogue ability of the same


name (level 6 rogue; 3d6 damage).

Assassin. Schade has advantage against any creature that has


not yet acted in a combat round. Furthermore, Schade has
advantage against any creature it surprises, and any hit Schade
delivers in a surprise round is automatically a critical hit.

Uncanny Dodge. As a reaction, Schade can choose to halve


the damage it receives from one attack from an attacker
it can see.

Equipment. Schade has all of the equipment from the


character it is impersonating. It also has a set of Thieves' Tools
and an iron key to its room in the hideout (see: area D3).

Actions
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage.

Read Thoughts. The doppelganger magically reads the


surface thoughts of one creature within 60 feet of it. The
effect can penetrate barriers, but 3 feet of wood or dirt,
2 feet of stone, 2 inches of metal, or a thin sheet of lead
blocks it. While the target is in range, the doppelganger can
continue reading its thoughts, as long as the doppelganger's
concentration isn't broken (as if concentrating on a spell).
While reading the target's mind, the doppelganger has
advantage on Wisdom (Insight) and Charisma (Deception,
Intimidation, and Persuasion) checks against the target.

THE SKINCHANGERS 1
39

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