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Unseen

Waterdeep

A Supplement for Waterdeep: Dragon Heist

James Introcaso
Designer

Will Doyle
Editor

Wizards of the Coast
Cover Art

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Hlaavin Art

Will Doyle & Stacey Allan
Cartography and Unseen Symbol

Wizards of the Coast
Interior Art








DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, 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 2018 by Introcaso Creative LLC and published under the Community Content Agreement for Dungeon
Masters Guild


Introduction Supplement Overview
This supplement is divided into three chapters.
Waterdeep: Dragon Heist is a Dungeons & Dragons Chapter 1. “Revealing the Unseen” includes
adventure released in September 2018 by Wizards background information about Hlaavin and the
of the Coast. The adventure takes place in the organization, tweaks you can make to the adventure
Forgotten Realms city of Waterdeep, a deep, diverse to accommodate the Unseen, and information about
metropolis on the Sword Coast filled with adventure Shieldmeet, the holiday during which the adventure
and intrigue. The characters in this adventure takes place if you choose Hlaavin as the main villain.
attempt to uncover the location of the Vault of Chapter 2. In “Chasing the Unseen” a new
Dragons from the Stone of Golorr, a magic item encounter chain is provided for the Unseen to
coveted by the leaders of four criminal enterprises. accompany the encounters in chapter 4, “Dragon
Unseen Waterdeep: A New Villain for Dragon Heist Season,” in Waterdeep: Dragon Heist.
adds a new villain and criminal organization to the Chapter 3. “Leap Day in the Dark,” details
adventure: Hlaavin and the Unseen. Hlaavin’s lair, a tailor shop called Lacer’s Mercery,
and provides special events for those who choose
Hlaavin as the villain.
Appendix A. Appendix A features the map of
Hlaavin’s tailor shop lair, Lacer’s Mercery.
Appendix B. Appendix B details creatures created
for this supplement, as well as any not included in
the Monster Manual.

UNSEEN WATERDEEP 2

Chapter 1: Revealing the Unseen
Hlaavin’s Unseen is a criminal organization with a the wiser. Of course, uncovering the identity of all
long history in City of Splendors. Many believe the the Masked Lords is no small feat that requires
group is a legend long past and have no idea that the substantial resources. Hlaavin plans to use the gold
Unseen and Hlaavin once again darken the streets of from the Vault of Dragons as bribes to discover the
Waterdeep. That’s just the way Hlaavin wants it. identities of those who govern the city and to keep
the City Watch away.
History of the Unseen Hlaavin takes on many guises, including Orlando
Over a century ago, a band of doppelgangers led by Dunphan Lacer, the proprietor of Lacer’s Mercery, a
illithids from the Underdark city of Ch’Chitl came to tailor shop in the Sea Ward frequented by
Waterdeep to spy for the mind flayers’ elder brain. Waterdeep’s nobles and described in chapter 3. In
When the elder brain died, the group became this guise, Hlaavin plays the innocent shopkeeper
autonomous and the doppelgangers broke from while spying on the most powerful folks in the city.
their illithid overlords thanks to Hlaavin, a half- If the characters cross paths with Hlaavin, the
illithid, half-doppelganger created by the mind great doppelganger would rather try to misdirect
flayers. them or set another group, such as the Xanathar
Hlaavin grew the band’s ranks to include more Guild, onto them rather than risk a direct
doppelgangers, illusionists, thieves, and assassins– confrontation and exposure to the public. If the
people that specialized in deception and operated in characters remain a thorn in Hlaavin’s side, the
the shadows. Trading in information and Unseen attempt to dispatch them in their signature
assassinations, the organization quietly made plans way: quickly and quietly (and Hlaavin keeps its
to take over the city. At the height of their power, a hands free of the actual murder).
member of the Unseen even became one of the city’s If you choose Hlaavin as the villain, the adventure
Masked Lords. takes place on or around Shieldmeet in the Summer.
The Unseen’s luck changed when Volothamp
Geddarm exposed one of the organization’s plots to The Unseen Today
the public. The City Watch set about uncovering Anyone can join the Unseen, though Hlaavin looks
more of the Unseen’s wrongdoings, and the for shapechangers, those skilled in stealth and
criminals were driven underground to Skullport. deception (such as assassins, spies, and thieves), and
There Hlaavin and the Unseen waited for a time illusionists to fill the ranks. The Unseen doesn’t have
when their name was all but forgotten by the official guild status in Waterdeep.
Waterdhavians, and only sent occasional spies to the Before membership is granted, an applicant must
city. Hlaavin knew it was time to return to the complete a mission to gather information or kill for
surface when its doppelganger spies learned of the the Unseen, no questions asked. If this task is
Stone of Golorr. performed well, the potential new member must
allow Hlaavin to read and probe the individual’s
Hlaavin mind using Read Thoughts (see Hlaavin in appendix
Hlaavin is a genderless half-illithid, half- B). If Hlaavin approves, that person joins the Unseen.
doppelganger experiment also known as greater The Unseen operate near or as people in positions
doppelganger. Hlaavin was given an innate desire to of power. The City Watch, the City Guard, noble
learn the secrets of powerful Waterdhavians by the families, the courts, and other official organizations
mind flayers that created it. When the elder brain of have members of the Unseen observing and working
Ch’Chitl died, something broke inside Hlaavin, and within them.
that desire turned into an obsession to rule the city. Advancing in the Unseen is a matter of gaining
This fixation has festered in Hlaavin’s mind for more Hlaavin’s trust by completing missions and not
than a century. getting caught. Those who complete missions
Hlaavin plans to use the Unseen’s doppelgangers without leaving a trace gain more power in the
to quietly replace of the Mask Lords. Once that work organization and in Waterdeep. Those who reveal
is done, Hlaavin plots to kill Laeral Silverhand and themselves or the Unseen in public are cutoff from
take her place personally, with most citizens none

UNSEEN WATERDEEP 3

the organization and left to deal with the mess they members of the Unseen that spy on the tavern’s
created. patrons to get word of the Stone of Golorr. Bonnie

first heard about the stone while reading the minds
Unseen support comes in these ways: of guests who came to the tavern for a drink.
• Members of the Unseen are given access to If the characters cross paths with Bonnie and the
disguise kits and all manner of clothing including other doppelgangers for another reason, such as in
official city uniforms. the mission to recruit them for the Harpers (see
• When on an official mission for the Unseen, “Harpers” in chapter 2, “Trollskull Alley,” of
members might receive a philter of love, a potion of Waterdeep: Dragon Heist) the doppelgangers report
invisibility, a potion of mind reading, or a potion of the characters’ activities back to Hlaavin. If Hlaavin
poison. thinks the characters are a threat, he sends the
• Anyone who can contact the Unseen can hire them doppelgangers to befriend and monitor the
to spy on another person in Waterdeep at a rate of characters or kill them.
50 gp per day for commoners and 100 gp a day for
government officials, nobles, and other people of Hlaavin and Lady Gralhund
importance. If Hlaavin is the main villain, he visited Lady
• Anyone who can contact the Unseen can hire them Gralhund (see “Gralhund Villa” in chapter 3,
to kill another person in Waterdeep. A person who “Fireball,” of Waterdeep: Dragon Heist) pretending to
does not work for the city or another government be Manshoon and told her not to trust Urstul Floxin.
and is not a noble costs 500 gp to kill. A person Believing she is cutting out the backstabbing Urstul,
who works for the government (such as a member Lady Gralhund trusted her nimblewright to take the
of the City Watch) or who is a noble or person of stone to the Ki-Rin’s Magic Theater in the Sea Ward
importance costs 2,500 gp to kill. The Unseen on the orders of “Manshoon” (see “Setting the Stage”
refuses to target people who are exceptionally in chapter 2, “Chasing the Unseen,” for more details).
well guarded, such as Laeral Silverhand or
Manshoon. Unseen Strike Teams
Shieldmeet In “Vault Keys” in chapter 4, “Dragon Season,” of
Waterdeep: Dragon Heist, the main villain sends
Shieldmeet is a leap day holiday added to the forces after the characters if they fail Intelligence
Faerûnian calendar every four years immediately (Investigation) checks to find the vault keys. If
following Midsummer night. Across Toril it is a day Hlaavin is the villain, a doppelganger arrives with
of carnivals, bazaars, performances, and athletic and two spies (50 percent chance), one illusionist (25
magical tournaments. It is a holiday where nobles percent chance; see appendix B), or a second
and rulers make and renew trade pacts, peace doppelganger (25 percent chance).
agreements, and alliances in great halls over In “Leaving the Vault” in chapter 4, “Dragon
incredible meals. Season,” of Waterdeep: Dragon Heist, the main villain
Most importantly, Shieldmeet is a day of open sends forces after the characters as they exit the
council between rulers and their people. In Vault of Dragons. If Hlaavin is the villain, Bonnie (or
Waterdeep, Laeral Silverhand and the Masked Lords a different doppelganger if Bonnie is arrested or
hold a public seminar to hear the concerns of as has died) arrives with four wererats from the Shard
many citizens as they can. Shunners, who are often hired muscle for the Unseen.
Because Shieldmeet comes only once every four
years, the people of Waterdeep make it a grand
celebration. Much of the fun starts tendays before
New Vault Keys
the actual holiday and lingers long after the Masked In “Vault Keys” in chapter 4, “Dragon Season,” of
Lords close their doors. Waterdeep: Dragon Heist, variable keys for the Vault
of Dragons are provided. You can substitute any of
Bonnie and Friends the keys in that section with the following keys,
found in Hlaavin’s lair (see chapter 3, “Leap Day in
Bonnie (see “Bonnie” in the introduction of the Dark”): a silver sword cane (area S6), a magic
Waterdeep: Dragon Heist) and the four other mirror (in areas S9 and S15), or a ring of mind
doppelgangers staying at the Yawning Portal are all shielding (area S15).

UNSEEN WATERDEEP 4

Chapter 2. Chasing the Unseen
If you’ve chosen Hlaavin as your main villain, then (encounter 5, “Rooftop Chase”). The chase ends as
get ready for a wild ride. The information presented Bonnie, holding the stone, is carried off by a grell
here is meant to accompany the information found working for the Xanathar Guild.
in chapter 4, “Dragon Season,” of Waterdeep: Dragon The characters discover Bonnie is being held at a
Heist. The details of Hlaavin’s encounter chain are Xanathar Guild hideout in the sewers (encounter 9,
contained in this chapter. “Cellar Complex”). If they save her, she tells them she
dropped the stone in the City of the Dead near the
Setting the Stage Jardeth mausoleum. The characters arrive at the
Lady Gralhund’s nimblewright from chapter 3, mausoleum to find they weren’t the only people
“Fireball,” of Waterdeep: Dragon Heist delivers the Bonnie told about the stone. Xanathar Guild and
Stone of Golorr to the Ki-Rin’s Magic Theater (see Unseen forces are there, battling over the artifact
chapter 1, “Revealing the Unseen”) and leaves it (encounter 4, “Mausoleum”).
there for Aila and Dallia Illmatti, twin illusionists and If the characters get the stone, they learn there is a
members of the Unseen. When the characters arrive hidden entrance to the Vault of Dragons built
at the theater, the twins have just picked up the beneath a courthouse in the Castle Ward. There they
stone and are holding onto it until they can finish meet Hlaavin in disguise as someone they trust,
their performance. offering to help find and explore the Vault of
If the characters recover Lady Gralhund’s map Dragons (encounter 8, “Courthouse”).
from the nimblewright, they find an X on the map in
the Sea Ward marking the location of the Ki-Rin’s
Magic Theater with the names “Aila and Dallia
Illmatti” written next to it. Symbol of the
Unseen
Shieldmeet Encounter Chain

It’s a leap year and Shieldmeet is just around the
corner. The day after Midsummer, Waterdhavians
fill the streets with music, festivities, bazaars, and
tournaments! Amid the noise, the Unseen silently
grab the Stone of Golorr and plan to make it
disappear.
Order of Encounters
Summary In this supplement, the encounter details are listed
in the order they occur in the chain as opposed to
The characters arrive at the Ki-Rin’s Magic Theater
their numerical order.
in the Sea Ward to find Aila and Dallia Illmatti’s
magic show in progress (encounter 6, “Theater”). As 1. Encounter 6: Theater
the show ends, Aila and an illusion of Dallia take to 2. Encounter 3: Street Chase
the street with the Stone of Golorr and lead the 3. Encounter 1: Alley
characters on a chase (encounter 3, “Street Chase”). 4. Encounter 2: Mistshore
Cornered in an alley, Aila relies on Kelso Fiddlewick, 5. Encounter 5: Rooftop Chase
a wererat, for help and reveals that the characters 6. Encounter 9: Cellar Complex
chased her illusionary sister and that the real Dallia 7. Encounter 4: Mausoleum
got away with the stone (encounter 1, “Alley”). 8. Encounter 8: Courthouse
If Aila or Kelso are captured and questioned, they
reveal Dallia took the stone to a rundown tenement Weather Effects
called the Kraken’s Folly in Mistshore (encounter 2, The Shieldmeet encounter chain takes place in the
“Mistshore”). The characters arrive in the Dock Summer. It has the same “Heat Wave” weather effect
Ward as a band of doppelgangers led by Bonnie and described in “Summer Encounter Chain” in chapter 4,
disguised as children take the stone from Dallia and “Dragon Season,” of Waterdeep: Dragon Heist.
lead the characters on a chase across the rooftops

UNSEEN WATERDEEP 5

Theater: Shieldmeet items, and garbage at the stage. Each creature on
stage must succeed on a DC 12 Dexterity saving
The theater’s areas are detailed in encounter 6, throw or take 2 (1d4) bludgeoning damage. A
“Theater,” of Waterdeep: Dragon Heist. The successful DC 15 Charisma (Intimidation) check
characters come to the theater searching for the made as an action compels the crowd to disperse.
Stone of Golorr after learning of the artifact’s location
from Lady Gralhund’s map (see “Setting the Stage”).
Next Encounter
Illustrious Illusionary Illmattis If the characters chase the Illmattis into the street,
proceed with encounter 3, “Street Chase.”
When the characters arrive at the Ki-Rin’s Magic
Theater in the Sea Ward, a magic show performed by
the “Illustrious Illusionary Illmattis” is in progress.
The ticket sellers (commoners) in area P2 do not Invisible
allow the characters entry into the theater without a Stalker
ticket.
When the show is in progress, Aila and Dallia (LE
female Turami human illusionists with statistics in
appendix B) are on stage when the characters arrive.
The identical twins are in their twenties, dressed
identically, and performing a special show that tells
the story of the Unseen’s rise to power and downfall
called, “Seeing the Unseen.” (This show could reveal
some of the information in “History of the Unseen” in
chapter 1, “Revealing the Unseen.”) The show
consists of the twins creating images, sounds, and
smells using the minor illusion spell. The act is
assisted by an invisible stalker under their control.
Aila carries the Stone of Golorr in a pouch on her
belt. A detect magic spell reveals something in the
Street Chase: Shieldmeet
Twins Aila and Dallia Illmatti (LE female Turami
pouch radiates an aura of divination magic. A
human illusionists with statistics in appendix B)
character with a passive Wisdom (Perception) score
slip into the streets of the Sea Ward outside the Ki-
of 15 or higher notices Aila has something heavy and
Rin’s Magic Theater. Aila gives Dallia the Stone of
round in her belt pouch.
Golorr and casts the major image spell to create an
Aila and Dallia have one hour left in their act when
illusion of her twin sister, and then begins to run,
the characters arrive. After the show they head to
making the illusion do the same to trick the
their dressing room (area P8) to freshen up. Dallia
characters into giving chase. If she has the time, Aila
takes the stone from Aila and casts invisibility on
also casts the phantom steed spell. Meanwhile Dallia
herself, heading to Mistshore, while Aila casts major
casts the invisibility spell on herself and slips off to
image to make it look like her sister is walking with
the Kraken’s Folly in Mistshore.
her as she exits the building.
If the characters try to come onstage during the
show or attempt to steal from or magically influence Chasing Aila
either of the twins, the Illmattis flee the theater and
Aila and her illusory sister lead the characters on a
order the invisible stalker to fight the characters and
chase through the Sea Ward streets, which are
cover their escape.
prepared for Shieldmeet with vendor stalls, carnival
attractions, tournament areas, and stages. The
The Crowd illusion and Aila start the chase 60 feet away from
the characters. Aila stays within 120 feet of the
A crowd of seventy commoners and fifty nobles
illusion so she can maintain it.
watches the performance. If the characters rush the
If the characters catch up to Aila or her illusion
stage or otherwise mess up the act, each round on
ends, she ducks into an alley.
initiative count 0, the crowd hurls food, personal

UNSEEN WATERDEEP 6

Shieldmeet Street Chase Complications Alley: Shieldmeet
If you are running this chase using the rules found in The alley’s areas are detailed in encounter 1, “Alley,”
“Chases” in chapter 8, “Running the Game,” of the of Waterdeep: Dragon Heist. Aila Illmatti (LE female
Dungeon Master’s Guide, you can use the Shieldmeet Turami human illusionist with statistics in
Street Chase Complications table instead of the appendix B) leads the characters into the alley as
Urban Street Chase Complications table. they chase her. A vagrant “child” (see “Vagrant
Child”) appears to be sleeping in the alley whom Aila
Shieldmeet Street Chase Complications yanks to his feet and threatens to harm if the
d20 Complication characters come any closer.
1 You run between two mages having a practice
duel. Make a DC 14 Wisdom saving throw. On a
failed save, you fail to save against the mage’s
Confronting Aila
misplaced polymorph spell and turn into a frog, A successful Wisdom (Insight) check opposed by
per the spell. Aila’s Charisma (Deception) check reveals Aila is
2 A 5-foot-high stage is in your path. Make a DC 10 bluffing and has no plans to harm the “child” and
Strength (Athletics) check to vault the stage or that the two are actually working together (see
use 5 feet of movement to go around. On a failed “Vagrant Child”). If the characters get too close to
check, you fall prone.
Aila, she releases the child, who attacks the
3 Two nobles practicing rapier dueling techniques
characters alongside the illusionist.
for a tournament are in your path. Make a DC 14
Dexterity (Acrobatics) check or a Charisma
Aila fights until reduced to 10 hit points then flees.
(Intimidation) check. On a failed check, you take 5 If captured, she does not reveal the location of the
(1d8 + 1) piercing damage. Stone of Golorr unless magically compelled to do so.
4 You startle a scout playing an archery carnival She knows her twin Dallia took the stone to the
game who misfires a bow at you (+4 to hit; 6 (1d8 Kraken’s Folly in the Mistshore neighborhood in the
+ 2) piercing damage). Dock Ward and is waiting to hand it off to Unseen
5 A vendor stall is in your path. Make a DC 15 agents there.
Dexterity (Acrobatics) check to dive through it or If Aila is magically compelled to do so, she can
use 5 feet of movement to go around. On a failed reveal that the Unseen and Hlaavin are back in
check, you fall prone. Waterdeep, operating out of a tailor shop in the Sea
6 You collide with a bard (see appendix B) who is Ward called Lacer’s Mercery (see chapter 3, “Leap
singing in the street. Make a DC 13 Charisma Day in the Dark”).
(Intimidation or Persuasion) check. On a failed
check, the bard chases after you.
7 You startle a prize pig waiting to be judged (use Vagrant Child
the giant boar statistics) that chases after you.
8 A fighting ring is in your path. Make two DC 10
The vagrant child is actually Kelso Fiddlewick, a
Strength (Athletics) checks or use 10 feet of male lightfoot halfling wererat in humanoid form
movement to go around. If you fail either check, (see “Business Rival: Emmek Frewn” in chapter 2,
you fall prone. “Trollskull Alley,” of Waterdeep: Dragon Heist). He
9 Nearby a loud bell goes off indicating someone was paid by the Illmatti twins to stay disguised in
won a carnival game. Make a DC 10 Constitution this alley and attack anyone who chased after them
saving throw. On a failed save, you are deafened while transporting the stone. Kelso is a wererat
until the end of your next turn. with these changes:
10 A City Watch guard chases after you.
11–20 No complication. • He is Small and has 27 (6d6 + 6) hit points.
• He has these racial traits: He can move through
the space of a Medium or larger creature. He has
Next Encounter advantage on saving throws against being
Proceed with encounter 1, “Alley.” frightened. He speaks Common and Halfling and
knows thieves’ cant.
A successful DC 15 Wisdom (Perception) check
reveals Kelso is an adult halfling and not a child.
Kelso fights until reduced to 10 hit points or until
Aila flees. If captured by the characters, a bribe of 20

UNSEEN WATERDEEP 7

gp or a successful DC 12 Charisma (Intimidation) Dallia paid the bandits 5 gp each. If the characters
check gets Kelso to reveal what he knows. Kelso offer the bandits more money, they turn on Dallia.
knows the following information:
• Kelso is a member of a group of halfling wererats Doppelgangers Arrive
called the Shard Shunners. Just as it seems Dallia or the characters might lose
• The Unseen, a criminal organization that operates the battle or at an appropriately dramatic moment,
in the shadows, sometimes hires the Shard three doppelgangers in the guise of the street
Shunners for muscle. urchins reappear (see “The Three Street Urchins”
• Kelso was hired to help Aila distract any potential sidebar in chapter 4, “Dragon Season,” of Waterdeep:
pursuers while her twin sister Dallia took a magic Dragon Heist). One of the these doppelgangers is
stone to the Kraken’s Folly in the Mistshore Bonnie (see “Bonnie and Friends”), who takes the
neighborhood in the Dock Ward. stone from Dallia while in the guise of Nat, and flees
over the rooftops of Mistshore with the other two
Treasure doppelgangers, Ratzgell in the guise of Jenks and
Mikash in the guise of Squiddly. As the
In addition to their equipment, Aila carries a spell doppelgangers run off, the real street urchins appear
scroll of mirror image and 35 gp, and Kelso carries a on deck pointing to the fleeing doppelgangers and
pouch containing 50 gp. each other in confusion and then chasing off after
their doubles.
Next Encounter
If the characters go to the Kraken’s Folly to pursue Treasure
the Stone of Golorr, proceed with encounter 2, In addition to her equipment, Dallia carries a spell
“Mistshore.” scroll of invisibility and 32 gp.

Mistshore: Shieldmeet Next Encounter


Mistshore’s areas are detailed in encounter 2,
“Mistshore,” of Waterdeep: Dragon Heist. The Proceed to encounter 5, “Rooftop Chase.”
characters come to the Mistshore neighborhood in
the Dock Ward seeking Dallia Illmatti, who has the Rooftop Chase: Shieldmeet
Stone of Golorr. The characters chase three doppelgangers in the
guise of street urchins across the rooftops of the
Approaching the Kraken’s Folly Dock Ward along with the urchins themselves (see
“The Three Street Urchins” sidebar in chapter 4,
When the characters first enter Mistshore, they “Dragon Season,” of Waterdeep: Dragon Heist).
notice three street urchins having a fake sword-
fighting tournament with sticks on the dock (see
“The Three Street Urchins” sidebar in chapter 4, Telling Child from Doppelganger
“Dragon Season,” of Waterdeep: Dragon Heist). To keep identities secret, have the children and
Squiddly, not looking where he is going, accidentally doppelgangers act on the same initiative count. To
backs up into one of the characters and then all three identify an urchin as real or an imposter, a character
children run off laughing. must see the urchin and succeed on a DC 16 Wisdom
(Insight) check made as an action. A character can
Handoff on the Folly make this check as a bonus action with disadvantage.
Dallia Illmatti (LE female Turami human illusionist
with statistics in appendix B) waits on the deck of Doppelganger Gang
the Kraken’s Folly (area D1) to hand off the Stone of The chase begins with the doppelgangers 60 feet
Golorr to a group of doppelgangers that work for the away from the characters and 30 feet away from the
Unseen. Dallia hired five of the bandits on deck to urchins. Bonnie (see “Bonnie and Friends”) carries
defend her while she waits. If she notices the the stone in the guise of Nat with Ratzgell in the
characters, she orders the bandits to attack them. guise of Jenks and Mikash in the guise of Squiddly

UNSEEN WATERDEEP 8

following her. Ratzgell and Mikash defend Bonnie if
the characters get too close, and the doppelgangers Shieldmeet Rooftop Chase
change their appearances if it helps them evade the Complications
characters. The doppelgangers do not harm the
urchins. If you are running this chase using the rules found in
When the characters are close to catching up to “Chases” in chapter 8, “Running the Game,” of the
Bonnie, a grell from the Xanathar Guild sweeps Dungeon Master’s Guide, you can use the Shieldmeet
down out of the sky and snatches her, carrying the Rooftop Chase Complications table instead of the
doppelganger to a sewer complex beneath the North Rooftop Chase Complications table.
Ward. A character who succeeds on a DC 15 Wisdom
(Survival) check can follow the grell as it flies over Shieldmeet Rooftop Chase Complications
the town and track it to the entrance of the sewer d20 Complication
complex. When Bonnie is carried off, Ratzgell and 1 A wayward arrow from an archery tournament
Mikash flee. on the streets below is headed your way (+4 to
If any of the doppelgangers are magically hit; 6 (1d8 + 2) piercing damage).
compelled to do so, they can reveal that the Unseen 2 A wayward steam mephit summoned as part of a
mage tournament chases after you.
and Hlaavin are back in Waterdeep, operating out of
3 A sudden cheer for a performance on the streets
a tailor shop in the Sea Ward called Lacer’s Mercery
below startles you. Make a DC 12 Wisdom saving
(see chapter 3, “Leap Day in the Dark”).
throw. On a failed check, you fall prone.
4 You must leap over a large vendor stall that rises
from a gap between rooftops. Make a DC 12
Strength (Athletics) check to leap over the
obstruction or use 20 feet of movement to find
another way around. On a failure, you fall 20 feet
to the streets below.
5 Dust kicks up from a crowd on the ground below.
Make a DC 10 Constitution saving throw. On a

failed save, you are blinded until the end of your

next turn.

6 An acrobat (use the martial arts adept statistics
in appendix B) performs a routine on the rooftops
for a crowd below and is in your way. Make a DC
14 Charisma (Persuasion) check to compel him to
move or use 5 feet of movement to go around.
On a failed check, the acrobat chases after you.
7 The smell of amazing food from below tantalizes
you. Make a DC 10 Wisdom saving throw. On a
failed save, you lose 5 feet of movement as you
hesitate to think about the food.

The Urchins
8 The wind causes a banner to flutter in your path a
banner in your path. Make a DC 10 Dexterity
Street Urchins saving throw. On a failed save, you are restrained
by the banner. A successful DC 10 Strength
The street urchins begin the chase 30 feet away from (Athletics) or Dexterity (Acrobatics) check made
the doppelgangers and 30 feet away from the as an action ends the condition.
characters in the opposite direction. The curious 9 Pyrotechnics from a performance on the streets
street urchins want to know why they have doubles below shoot up into your path. Make a DC 12
running across the rooftops of the Dock Ward. The Dexterity saving throw. On a failed save, you take
urchins try to get the doppelgangers to stop and talk 5 (2d4) fire damage.
with them, but the doppelgangers pay them no heed. 10 A City Guard griffon cavalry rider (see appendix
When the grell carries off Bonnie, the urchins drop B) on a griffon chases after you.
to the street level and pursue the aberration from 11–20 No complication.
there. They witness the creature entering the sewers
in the North Ward with Bonnie and can point out the
entrance if the characters fail to track the grell.

UNSEEN WATERDEEP 9

Next Encounter Battle Plan
Characters who succeed on a successful DC 13
If the characters go to find Bonnie in the Xanathar
Intelligence (Investigation) check in area B10
Guild sewer complex, proceed with encounter 9,
uncover a sketch map covered in X’s and O’s written
“Cellar Complex.”
on the back of a discarded broadsheet. The map
Cellar Complex: Shieldmeet shows a crudely drawn building labeled “Jardeth
mausoleum.” Any character who succeeds on a DC
The cellar complex’s areas are detailed in encounter 15 Intelligence (History) check knows Jardeth is the
9, “Cellar Complex,” of Waterdeep: Dragon Heist. The name of a noble family in Waterdeep with a
characters come to a Xanathar Guild hideout in the mausoleum in the City of the Dead.
sewers of the North Ward seeking Bonnie (see
“Bonnie and Friends”) and the Stone of Golorr, which
the doppelganger held when a grell carried her to
Drunken Confessions
the complex. The characters can enter the hideout If the characters are unnoticed by Dura and Malla
through area B1. The Xanathar Guild Roster table when they pass by area B6, the characters hear the
provides a summary of the forces stationed pair speaking in Orc. The orcs lament the fact that
throughout the complex. The sections that follow they stayed behind to guard Nihiloor while others
describe some of the hideout’s features. got to go on an important mission in the City of the
Dead. If captured, a successful DC 12 Charisma
Xanathar Guild Roster (Intimidation or Persuasion) check compels Dura or
Area Creature(s) Malla to reveal this information.
B5 Two wicker goblin effigies peer through the
arrow slits here, each containing a starved swarm
of bats. A successful DC 13 Wisdom (Perception)
The Interrogation
check notices the goblins are wicker. Dealing 5 or Nihiloor, a mind flayer that works for the Xanathar
more damage to the wicker goblins causes them (detailed in appendix B of Waterdeep: Dragon Heist),
to break and incites the bats to burst out and
already has information about the Stone of Golorr’s
attack.
location from Bonnie, a doppelganger. Bonnie
B6 Dura and Malla are female orcs that got drunk
wears the clothes of a human child but is now in her
(poisoned) while avoiding guard duty (see
“Drunken Confessions”). They head to area B5 if natural form and tied to a chair (which makes her
they hear the bats attack. restrained). Nihiloor continues to psychically probe
B7 Two intellect devourers are hidden in the rubble her mind for secrets and plans on making Bonnie a
of this chamber, waiting to attack intruders. A thrall. If the characters appear, Nihiloor casts the
successful Wisdom (Perception) check opposed plane shift spell to flee. The mind flayer isn’t looking
by the devourers’ Dexterity (Stealth) check for a fight.
notices the monsters before they attack. If the characters chase away Nihiloor, Bonnie cuts
B8 In this room Nihiloor questions Bonnie (see “The a deal with them. She offers to tell them everything
Interrogation”). she knows about the Stone of Golorr if they free her.
B10 Two grells guard this chamber. Bonnie would rather see the stone in the hands of
B11b An unlocked wooden chest holds four gazers (see the adventurers than the Xanathar Guild (since she
appendix B). The gazers attack whoever opens assumes it’s easier to steal the stone from the
the chest.
characters). A successful DC 14 Charisma
(Intimidation or Persuasion) check compels Bonnie
to reveal a few details about the Unseen as well (see
chapter 1, “Revealing the Unseen”).
If the characters take Bonnie’s deal or magically
compel her to share information, she tells them that
she dropped the stone in the City of the Dead as the
grell flew her over Jardeth mausoleum.



Gazer

UNSEEN WATERDEEP 10

Treasure help the Unseen defeat the Xanathar Guild forces and
recover the stone, Hlaavin agrees to see the
An iron chest in area B8 has AC 19, 27 hit points, and characters in Lacer’s Mercery where the greater
immunity to poison and psychic damage. A character doppelganger offers a deal: help the Unseen recover
can pick the chest’s lock with a successful DC 15 the gold from the Vault of Dragons and the
Dexterity check with thieves’ tools, or force it open characters can keep 5,000 gp for themselves. If the
with a successful DC 20 Strength check. The chest’s characters agree, Hlaavin sends them to recover the
lock contains a poison needle trap (see “Traps” in gold with two doppelgangers and holds up its end
chapter 5, “Adventure Environments,” of the of the deal if the characters hold up theirs.
Dungeon Master’s Guide).
The chest contains 323 cp, 120 sp, 215 gp, and a
potion of diminution.
Where is the Stone?
The three street urchins (see “The Three Street
Next Encounter Urchins” sidebar in chapter 4, “Dragon Season,” of
Waterdeep: Dragon Heist) came to the City of the
If the characters go to Jardeth mausoleum in the City Dead after tracing the flight path of the grell that
of the Dead, proceed with encounter 4, “Mausoleum.” snatched Bonnie. They picked up the Stone of Golorr,
but as they did a wraith emerged from another
Mausoleum: Shieldmeet crypt and chased them into the unlocked Jardeth
The mausoleum’s areas are detailed in encounter 4, mausoleum.
“Mausoleum,” of Waterdeep: Dragon Heist. The Characters with a passive Wisdom (Perception)
characters arrive at Jardeth mausoleum in the City of score of 12 or more spot Jenks’ stuffed owlbear in
the Dead to get the Stone of Golorr dropped by the grass outside the mausoleum door. Any
Bonnie (see “Bonnie and Friends”). character who succeeds on a DC 15 Wisdom
(Survival) check notices that the ground outside the
mausoleum bears the tracks of three children
Graveyard Brawl leading inside.
The characters arrive at the mausoleum just after The wraith is searching area M2 for the children,
the arrival of the forces of the Xanathar Guild and who are hiding in a coffin. A DC 12 Wisdom
the Unseen. The Xanathar Guild forces are led by (Perception or Survival) check can discern that the
Hurgak, a female bugbear chieftain that commands dust around the coffin where the children are hiding
two gazers (see appendix B) and eight kobolds. The was recently disturbed. If the characters rescue the
Unseen forces are led by Grantwith Furnewt, a male children, they gladly hand over the stone.
Illuskan human wereboar in hybrid form that
commands four scouts. When these forces arrive, Treasure
they immediately attack each other. Characters who
succeed on a DC 15 Dexterity (Stealth) check can In addition to their equipment, Hurgak wears a gold
sneak by the forces unnoticed. If the characters do beholder pendant with ruby eyes (worth 150 gp),
not influence the combat between the two sides, and Grantwith carries a bag of holding that contains
after 2d6 rounds the Unseen drive off the Xanathar three obsidians (worth 10 gp each).
Guild. The death toll is six kobolds, one gazer, and
two scouts. Next Encounter
If the villains notice the characters, each side’s
leader calls out to the characters. Hurgak promises If a character attunes to the Stone of Golorr, it reveals
the characters a cut of the gold if they help his side. A the location of the Vault of Dragons, beneath a
successful DC 11 Wisdom (Insight) check reveals the courthouse in the Castle Ward, and the three keys
bugbear is lying; Hurgak does not have the power to needed to enter it. When the characters are ready to
make such promises. The Xanathar Guild forces visit the location, proceed with encounter 8,
immediately turn on the characters if they help “Courthouse.”
defeat the Unseen.
Grantwith promises the characters an audience
with Hlaavin if they help the Unseen recover the
stone. Grantwith is true to his word. If the characters

UNSEEN WATERDEEP 11

Courthouse: Shieldmeet recovered from the vault. If the characters haggle for
more and succeed on a DC 17 Charisma (Persuasion)
The courthouse’s areas are detailed in encounter 8, check, Hlaavin appreciates their bravado and raises
“Courthouse,” of Waterdeep: Dragon Heist. The the offer to 10,000 gp. If the characters refuse a deal,
characters come to a courthouse in the Castle Ward Hlaavin attacks, fighting until reduced to half its hit
that was built over the entrance to the Vault of points and then fleeing. If Hlaavin’s minions are
Dragons. The courthouse is open on Shieldmeet, there to back up their boss (see “Unseen Strike
since many use the spirit of the holiday to settle Teams,” in chapter 1, “Revealing the Unseen”), the
official legal matters. greater doppelganger lets the minions deal with the
characters while it flees with all the gold it can carry.
Unexpected Help
When the characters arrive at the courthouse,
The Path to the Vault
Hlaavin (see appendix B) approaches them with an Any dwarf character, or a character who succeeds on
offer of help in the guise of an NPC the characters a DC 15 Intelligence (History) check knows the
trust. This NPC could be a friend of the characters, courthouse was built on top of an ancient foundation
especially someone who knows about their mission for a fortress made by dwarves and still maintains
to find the Vault of Dragons. Good candidates are that structure’s original floor. The corner records
Renear Neverember, Mirt, Laeral Silverhand, or a room (area H2) holds a secret trapdoor beneath a
faction representative who the characters trust (see shelf stocked with court records. A character who
“Joining Factions” in chapter 2, “Trollskull Alley,” of succeeds on a DC 15 Strength (Athletics) check can
Waterdeep: Dragon Heist) The NPC offers to distract move the shelf far enough aside to allow access the
guards, pick locks or pockets, and do anything else trapdoor. Finding the trapdoor once the shelf has
that helps get them closer to the Vault of Dragons. been removed requires a successful DC 15
Hlaavin plans to escort the characters when they Intelligence (Investigation) check. Opening the
enter the vault and get the gold. After they are out of trapdoor reveals a 5-foot-diameter, 120-foot-deep
the vault or if Hlaavin’s ruse is discovered, the shaft with a stone ladder inside that leads down to
greater doppelganger reveals its true nature to the the Vault of Dragons. The courthouse staff and
characters and offers them 5,000 gp of the gold visitors do not know about the trapdoor.

UNSEEN WATERDEEP 12

Chapter 3: Leap Day in the Dark
Hlaavin harbors a deep-seeded need to rule
Waterdeep. The half-illithid, half-doppelganger Expose the Unseen
brought the Unseen back to Waterdeep to find the If the characters gather evidence that the Unseen are
Stone of Golorr and the Vault of Dragons. With the up to no good in Waterdeep again, Volothamp
gold, Hlaavin can buy the identities of the city’s Geddarm or any broadsheet publisher gladly
Masked Lords and keep the City Watch away while spreads the word through publication that the
the greater doppelganger makes plans to install Unseen are back, which causes Hlaavin to close up
itself as the Open Lord of Waterdeep. For the time Lacer’s Mercery and find a new place to hide in the
being, Hlaavin is laying low, having the Unseen scout city. Such evidence can be gained via a testimony
out the city and earn money through assassinations, from one of Hlaavin’s lieutenants, such as Bonnie
spying, and smuggling black market goods up from (area S14), Mariana (area S1), Galen Redwine (area
the Skullport. S14), or Brasid Vashar (area S15), or by bringing an
adventurous publisher (like Volo) to Lacer’s Mercery
Facing Hlaavin and showing them Hlaavin’s criminal operations
behind the scenes.
A head-on battle with Hlaavin is a bad idea for the
characters, though Hlaavin has no desire to kill them.
The fewer bodies for which the half-illithid, half-
Sabotage the Business of Lacer’s Mercery
doppelganger is personally responsible, the better. It Infesting the store with rats or other vermin, asking
does not want to be driven out of the city by the noble friends such as Renear Neverember to spread
authorities again. Negotiating with Hlaavin or nasty rumors about Lacer’s Mercy, or otherwise
sending the City Watch after the greater finding a way to ruin the store’s reputation causes
doppelganger are wiser courses of action than battle. nobles to stop visiting the shop. Hlaavin still keeps
If Hlaavin has the characters at its mercy, the the criminal operation under the shop functioning,
greater doppelganger lets the characters have their but must find a new way to study nobles.
lives in exchange for the Stone of Golorr, the keys to
the Vault of Dragons (see “Vault Keys,” in chapter 4, Report Hlaavin
“Dragon Season,” of Waterdeep: Dragon Heist), or the If the characters gather evidence that the Unseen are
characters’ service finding those items or retrieving running criminal operations in Waterdeep and
the gold. Hlaavin offers the characters 5,000 gp from deliver that evidence to a member of the City Watch,
the vault if the characters recover the gold. Force Grey, or the Watchful Order of Magists and
If the characters refuse Hlaavin’s deal, the greater Protectors, the authorities converge on Lacer’s
doppelganger locks them up in the cells beneath Mercery and force Hlaavin to find a new hideout.
Lacer’s Mercery (area S13) for a few days while Such evidence can be gained via a testimony from
doppelgangers observe them to learn their one of Hlaavin’s lieutenants, such as Bonnie (area
mannerisms. Hlaavin then lets the characters out of S14), Mariana (area S1), Galen Redwine (area S14),
the cells with a warning: if they try to cross the or Brasid Vashar (area S15), or by giving the
Unseen again, the characters can be replaced, and no authorities the Hlaavin’s writing gem (see the
one will ever find their real bodies. Hlaavin means “Writing Gem” sidebar).
this threat. There is a 25 percent chance that the person the
If Hlaavin is reduced to half its hit points, it flees, characters give the report to is actually on Hlaavin’s
using any means it can to escape and vowing payroll or a member of the Unseen in disguise, in
vengeance on the characters. which case no one makes a move to stop Hlaavin,
and 1d4 hours after making the report an Unseen
doppelganger and an illusionist (see appendix B)
Disrupting Hlaavin’s Operations ambush the characters and tell them to stay out of
The characters can hinder Hlaavin in the following Hlaavin’s way.
ways.

UNSEEN WATERDEEP 13

Lacer’s Mercery DC 15 Charisma (Intimidation) check or a payment
of 50 gp gets a wererat to reveal they are watching
Lacer’s Mercery is a popular new tailor shop in the Lacer’s Mercery for suspicious characters because
Sea Ward where it seems every noble is buying a Hlaavin paid them to do so. The wererats know little
new outfit for the Shieldmeet holiday. During normal else of Hlaavin’s operation.
hours of operation the storefront is always busy and
the tailors, cobblers, and haberdashers that make The Lookout
the store’s unique items craft their wares nonstop. At all times, Hlaavin keeps an archer (see appendix
Orlando Dunphan Lacer, Hlaavin’s foppish alter ego, B) lookout stationed in the bridge that connects the
runs the shop. shop to the carriage house (area S11). The bridge
Meanwhile in the store’s backrooms Unseen has open sides that allow for attacks to be made
doppelgangers watch and learn the mannerisms of through them and murder holds over the door to the
nobles while reading their minds to find patrons that carriage house. The archer has stocked flasks of acid
are Masked Lords. In the basement, the criminal and alchemists fire to use against intruders (for
activity is even more overt. The Unseen plan more information see area S11).
assassinations, question rivals, and unload goods The archer responds to any suspicious activity and
smuggled from Skullport in the Underdark for sale attacks those trying to break into the shop. Sneaking
on the black market. past the archer requires a successful DC 15 Dexterity
(Stealth) check.
Approaching Lacer’s Mercery
During the day, Lacer’s Mercery is open for business Lacer’s Mercery Staff
and the characters can walk right in through the Creatures on the Lacer’s Mercery staff are members
front door. If the characters try to get into another of the Unseen. Unless otherwise noted, these
part of the complex or try to get into the front door creatures must be magically compelled to give any
after the business has closed, they have to contend information about Hlaavin or the Unseen.
with guards (see “Beggars” and “The Lookout”).

Beggars Lacer’s Mercery Customers


Gallo and Ferra, a male and female pair of lightfoot If the characters visit Lacer’s Mercery during the day,
halfling wererats in humanoid form, beg on the they run into nobles and their servants shopping.
streets outside the shop. Each has the statistics of a These customers know nothing of the Unseen, but a
wererat with these changes: successful DC 12 Charisma (Persuasion) check and a
conversation gets one of the following tidbits from
• They are Small and have 27 (6d6 + 6) hit points.
customers:
• Both have these racial traits: They can move
through the space of a Medium or larger creature. • “Business must be doing very well. They keep a
They have advantage on saving throws against guard on the bridge between the shop and coach
being frightened. They speak Common and house day and night.”
Halfling and know thieves’ cant. • “I hear Orlando lives in the private tower. That’s
Sneaking quietly past the wererats requires how dedicated he is to his work.”
success on a DC 12 Dexterity (Stealth) check. Any • “Orlando says if you have a friend who is a Masked
character who succeeds on a Wisdom (Insight) Lord to bring them by the shop and that you and
check opposed by a wererat’s Charisma (Deception) the lord get a free hat!”
check notices that the halflings are on the alert and • “Orlando’s clothes are in such high demand that
watching everyone carefully while begging. his staff can’t stop working. People come and go
Gallo and Ferra work for the Shard Shunners, a from the coach house at all hours of the day and
group of criminal halfling wererats the Unseen hires night.”
as extra muscle. If the wererats notice the characters • “Those poor vagrant halflings are always begging
doing anything suspicious, they shout to the archer for money outside of the shop.”
on the bridge (see “The Lookout”) then attack. The The Lacer’s Mercery customers flee from combat.
wererats fight until one of them falls, and then the
other flees. If captured and questioned, a successful

UNSEEN WATERDEEP 14

Lacer’s Mercery Features day if any members of the Unseen are attacked in
this room, it defends them. At night the mannequin
Lacer’s Mercery has the following features: attacks anyone that enters this area that isn’t
escorted by a member of the Unseen. The
• Lacer’s Mercery is multistory structure, with each
mannequin fights to the death or until a member of
level 12 feet higher than the one below it. Rooms
the Unseen orders it to stop.
are 10 feet high, with 8-foot-high doorways
At night, the sound of combat in this room draws
connecting them.
the attention of the artisans in the workshop (area
• Climbing the outside walls of the shop without
S7).
equipment requires a successful DC 15 Strength
Mariana. When Mariana greets customers, she
(Athletics) check.
takes their coats and hats, reads their minds, and
• Unless specified otherwise, the walls and doors of writes down their information on a piece of paper
the shop are made of oak. Doors have AC 15, 27 hit (along with any other information about the
points, and immunity to poison and psychic customer worth remembering). Then she calls over a
damage. Locked doors inside the shop can be
tailor to help the customer (see area S2). Mariana
picked open with a successful DC 15 Dexterity
does not allow any creature that is not a member of
check with thieves’ tools, or forced with a
Unseen through the private door.
successful DC 20 Strength check. Unless otherwise Treasure. Marianna holds a master key to the
noted in a door’s description, Hlaavin, Mariana, Lacer’s Mercery complex.
Bonnie, Galen Redwine, and Brasid Vashar carry
keys to the locked doors.
• The shop’s windows are latched from within and
swing outward on iron hinges. Opening a locked Doppelganger
window from the outside requires success on a DC
12 Dexterity check with thieves’ tools.
• Areas are brightly lit by continual flame spells cast
on wall sconces.

Areas of Lacer’s Mercery


The following encounter locations are keyed to the
map in appendix A.

S1. Reception
During the day, the door that leads to this area from
the outside is open. At night, the door is locked (see
“Features of Lacer’s Mercery).
The reception area contains the following:
• During the day, Mariana, an Unseen
doppelganger that appears as a female
Chondathan human, greets guests at the door.
• A mannequin wearing a sword and a gorgeous
bridal gown stands in between a door that leads to
area S2 and a locked door (see “Lacer’s Mercery
Features”) marked “PRIVATE” which leads to area
S3.
• A table covered in neat stacks of paper stands in
the center of the room.
• Pegs on the walls hold customer coats and hats.
Mannequin. The mannequin is actually an
animated creature (with the statistics of a helmed
horror without a shield and an AC of 18). During the

UNSEEN WATERDEEP 15

S2. Tailor Shop them. At night the nimblewrights attack anyone who
The tailor shop has two stories: a first floor and a enters this area without an Unseen escort. The
balcony second floor, connected by stairs. It contains nimblewrights fight to the death or until a member
the following: of the Unseen orders them to stop.
At night, the sound of combat in this room draws
• During the day Hlaavin (see appendix B) in the the attention of the artisans in the workshop (area
guise of Orlando Dunphan Lacer can usually be S7).
found here, greeting regulars and taking Spying Salespeople. The spies get to know the
measurements for customers. customers, take notes as they help the influential
• During the day, six Unseen spies work as citizens shop, and report their findings to the
salespeople, walking the floor and helping the 2d6 organization. If attacked, they defend themselves
nobles and their 4d6 servants (commoners) and each other while trying to alert the rest of the
shopping within the store. complex. The spies ask anyone acting suspiciously or
• A display of three mannequins, which are actually bothering the customers to leave.
nimblewrights (see appendix B), wear the latest Treasure. If all of the garments for sale are stolen,
Summer fashion with belted-on weapons and together they make two hundred outfits of fine
stand on a 2-foot-high, 15-foot-diameter dais at clothes (worth a total of 3,000 gp). These clothes
the back of the first floor. weight a total of 1,200 pounds.
• Fine clothing, shoes, and hats for sale are set out
on tables and regular mannequins. S3. Tower Guard Room
Hlaavin’s Alter Ego. Hlaavin spends most of its The door to this room from area S2 is locked (see
time here during the day, reading the minds of “Lacer’s Mercery Features”). A carved inscription on
customers and checking in on the staff to take their the wall reads, “Prove yourself Unseen or die.” A
reports. Once per hour, Hlaavin takes the reports to detect magic spell reveals that the inscription
the office in the tower (area S8). If Hlaavin notices radiates an aura of conjuration magic. The
the characters, “Orlando” introduces himself and inscription has AC 17, 27 hit points, and immunity to
asks the characters if they need assistance, tending poison and psychic damage.
to them personally and trying to read their minds to When one or more creatures enter this chamber,
uncover any information they have about the Stone one of the creatures entering must demonstrate an
of Golorr. ability to change its shape (like a doppelganger’s
If the characters cause trouble or ask too many Shapechanger feature or a druid’s Wild Shape
questions, “Orlando” asks the characters to leave feature) or cast an illusion spell. If a creature does
politely, offering free clothing items to help speed none of these things or fails to destroy the carving
them on their way. If they refuse to leave, “Orlando” within 10 seconds of entering the area, the carving
offers to show them special items in the carriage conjures an air elemental loyal to Hlaavin and
house basement (area S12), where the Unseen hostile to everyone else. The air elemental fights to
attack the characters with the intent to imprison the death or until Hlaavin tells it to stop.
them.
For more information see, “Facing Hlaavin.” S4. Dressing Rooms
Nimblewright Mannequins. The nimblewrights Each of the three dressing rooms has magic two-way
serve as spies and guardians for the Unseen. While mirror, allowing observation from area S5. A detect
they cannot speak, each nimblewright perfectly magic spell reveals that the mirrors radiate an aura
remembers any conversation it hears and can write of illusion magic. Each mirror has AC 13, 18 hit
it down verbatim at any point in the future. This points, and immunity to poison and psychic damage.
feature has been very useful for discovering secrets Destroying a mirror creates a doorway in the space
the nobles in the shop whisper to one another while where the mirror was that leads to area S5.
browsing. During the day, there is a 75 percent chance a
During the day, if any members of the Unseen are dressing room contains one noble trying on clothes
attacked in this room, the nimblewrights defend with the help of 1d4 servants (commoners).




UNSEEN WATERDEEP 16

S5. Tower Observation Chamber Setting off the trap gets the attention of the
The windows in here overlook the dressing rooms in artisans in the workshop (area S7).
area S4, and are the nonreflective sides of magic Mercers. The mercers behind the counter take
two-way mirrors. A detect magic spell reveals each extensive notes on the customers they observe. If
window radiates an aura of illusion magic. These attacked, the mercers fight back, while calling for aid
windows allow creatures in this area to see and hear from the staff in the workshop (area S7). The
what occurs in the dressing rooms. Each window has mercers ask anyone acting suspiciously or bothering
AC 13, 18 hit points, and immunity to poison and the customers to leave.
psychic damage. Destroying a window creates a Pressure Plate Trap. This trap is not active
doorway in the space where the window was that during the day. At night the Unseen activate the
leads to area S4. pressure plate so it can be triggered. They turn off
During the day, three Unseen doppelgangers the trap before the shop opens in the morning.
observe the dressing rooms, reading the thoughts of Any weight of more than 20 pounds placed on the
and taking notes on the people within. The pressure plate triggers the trap. The pressure plate
doppelgangers also practice transforming into the can be spotted with a successful DC 17 Wisdom
nobles they watch. Sneaking past the doppelgangers (Perception) check. A character studying the area
while they’re absorbed in their work requires can determine the pressure plate is a slightly
success on a DC 11 Dexterity (Stealth) check. If the different color than the rest of the floor with a
doppelgangers notice any creatures unescorted by a successful DC 17 Intelligence (Investigation) check.
member of the Unseen, they attack. Each A character who succeeds on a DC 12 Intelligence
doppelganger fights until reduced to 20 hit points (Investigation) check while examining the bins of the
then flees to Hlaavin’s quarters (area S9). wall discovers that each bin has a tightly coiled
string attached to its underside. Wedging an iron
spike or other object under the pressure plate
S6. Haberdashery
prevents the trap from activating.
The place where Hlaavin displays textiles and
When the trap is triggered, all of the bins on the
smaller accessories is open to all clients during the
walls loaded with accessories fly toward the center
day. It contains the following:
of the room, hurled by the springs beneath them.
• During the day, three mercers (scouts) work Each creature in the area must make a DC 15
behind a glass display counter, aiding 1d4 nobles Dexterity saving throw, taking 16 (3d10) piercing
and 3d4 servants (commoners) that shop here. damage on a failed save or half as much damage on a
• During the nighttime, the Unseen activate a 5-foot- successful one. This trap can only be triggered once
square pressure plate in the center of the floor and then must be rest.
that triggers a trap when stepped on. Setting off the trap gets the attention of the
• Rolls of colorful textiles and bins of buttons, artisans in the workshop (area S7).
thread, clips, zippers, pins, brooches, and other Treasure. The display case holds seven gold-
small articles for sewing line shelves on the walls. rimmed monocles (worth 5 gp each), thirty pairs of
gold cuff links (worth 10 gp a pair), sixteen silver
Glass Counter. The glass display counter holds
brooches (worth 15 gp each), eight fine leather belts
several valuable items (see “Treasure”). Its doors are
with ornate silver buckles (worth 20 gp each), six
locked. Hlaavin and the mercers that work here hold
gold hair pins with small diamond studs (worth 50
keys to the counter. The lock on the counter can be
gp each), four zircon-encrusted hats (worth 100 gp
picked with a successful DC 15 Dexterity check with
each), and four silver canes, one of which contains a
thieves’ tools. The counter has AC 13, 27 hit points,
hidden silvered shortsword (worth 200 gp each).
and immunity to poison and psychic damage.

The counter is enchanted with a magic trap. A
detect magic spell reveals an aura of evocation magic
radiates from the counter. If the counter is reduced
to 0 hit points, it explodes in a thunderous burst of
glass. Creatures within 15 feet of the counter must
make a DC 15 Constitution saving throw, taking 11
(2d10) piercing and 11 (2d10) thunder damage on a
failed save, or half as much damage on a successful
one.

UNSEEN WATERDEEP 17

S7. Workshop three characters could spend two days of downtime,
This is the area where all of Lacer’s Mercery goods or four or more characters could spend one day).
are made. It contains the following: Characters who study the files have advantage on
Charisma ability checks made to influence nobles of
• Ten artisans make clothing, shoes, hats, and Waterdeep that have visited Lacer’s Mercery. In
accessories here, day or night. addition, the characters identify the following
• A locked door (see “Lacer’s Mercery Features”) nobles as Masked Lords:
marked “PRIVATE” leads to area S8.
• Two 6-foot-long, 2-foot-wide rectangular tables • Dorgar Adarbrent (LG male Tethyrian human),
and one 6-foot-diameter circular table are set with “the Walking Corpse of Waterdeep,” the venerable
raw materials and sets of cobbler’s tools, leather lord of House Adarbrent.
worker’s tools, jeweler’s tools, and weaver’s tools. • Lammakh Heirlarpost (N male Tethyrian human),
• Ten adjustable mannequins wearing unfinished a petty man and the owner of an importation
outfits line the room. business.
• Gruthgar Hrimmel (NE male Tethyrian human), a
Artisans. The artisans are members of the Unseen
wealthy, unscrupulous landlord who murders dis-
and double as guards for the shop. Each has the
agreeable tenants and is being blackmailed by the
statistics of a scout with proficiency in cobbler’s
Zhentarim.
tools, leather worker’s tools, jeweler’s tools, or
• Halark Tarncrown (N male Chondathan human), a
weaver’s tools. During the day, the artisans inform
wealthy investor and gem merchant who prefers
any intruders that they’re not allowed in the
animals to people.
workshop, before escorting them out of the shop. At
night, the artisans attack intruders, fighting until half Rug of Smothering. The rug attacks any creature
their number fall. that stands on it that is not a member of the Unseen,
Treasure. A successful DC 15 Intelligence fighting to the death or until a member of the Unseen
(Investigation) check unearths a master key to all orders it to stop. If combat breaks out, the artisans in
the doors in Lacer’s Mercery in the pockets of the area S7 come to investigate.
clothing on one of the adjustable mannequins. The A successful DC 15 Intelligence (History) check
artisans use this key if they need to enter the tower. reveals the symbol on the rug is that of the Unseen.

S8. Tower Office S9. Hlaavin’s Quarters


The door to this office from area S7 is locked (see When Hlaavin needs a moment alone, it rests here.
“Lacer’s Mercery Features”). This office contains the The quarters contain the following:
following: • At night, Hlaavin (see appendix B) relaxes here,
• A rug of smothering (with 60 hit points) weaved stretched out on a bed in its natural form wearing
with the image of an eyeless and noseless skull fine foppish clothing, reading a file on a noble.
being grasped by tentacles is on the floor in the • A locked, wooden chest is under the bed.
center of the room. • A gold-rimmed, full-length mirror stands on the
• Ten metal cabinets of drawers cover the walls, north wall.
each sporting a small lock. • A tidy desk and chair stands on the west wall.
• A clean desk and chair stands near the west wall. Chest. The chest has a glyph of warding spell
Cabinets. Each cabinet is locked. Hlaavin holds the inscribed on the lid that is triggered if anyone other
key that unlocks them all. A cabinet’s lock can be than Hlaavin touches the chest (spell save DC 15
picked with a successful DC 15 Dexterity check with with a thunder explosive runes effect as described in
thieves’ tools or forced with a successful DC 15 the Player’s Handbook).
Strength check. The chest has AC 15, 27 hit points, and immunity
The cabinets contain files on the nobles that come to poison and psychic damage. The lock on the chest
into Lacer’s Mercery. In addition to each noble’s can be picked with a successful DC 15 Dexterity
measurements and sense of style, there are notes check with thieves’ tools, or forced open with a
about mannerism, attitudes, secrets, rumors, fears, successful DC 18 Strength check. Hlaavin holds the
debts, and more for every customer. key to the chest.
A character with access to all the files can spend The chest holds several sets of clothing for
four days of downtime studying them (or two or Hlaavin’s various disguises (including a City Watch

UNSEEN WATERDEEP 18

officer’s uniform) and Hlaavin’s treasure (see S10. Coach House
“Treasure”). The door to the coach house’s first floor is locked
Hlaavin. If caught up here at night, Hlaavin acts as (see “Lacer’s Mercery Features”). The coach house is
described in “Facing Hlaavin.” If combat breaks out, a three-story structure, with two balcony floors
the artisans in area S7 come to aid Hlaavin. overlooking the ground floor. It contains the
Hlaavin is reading a file about Mirt, who recently following:
came to the shop to buy an outfit for Shieldmeet. For
more information see “Mirt” in appendix B of • Four Shard Shunner wererats in giant rat form
Waterdeep: Dragon Heist. hide around the levels of the coach house,
Mirror. Hlaavin’s mirror is magic. A detect magic watching the doors.
spell reveals the mirror radiates an aura of • Three draft horses stay in stalls against the north
conjuration magic. Hlaavin wears a magic teleporter wall of the first floor.
ring, which allows it to walk through the mirror into • Boxes and barrels filled with contraband from the
an adjoining mirror in the loading bay (area S15) or Underdark occupy the second and third floors.
vice versa. • A large crane with a massive hook sits on the top
Treasure. In addition to its equipment, Hlaavin of the third floor.
carries a master key to the Lacer’s Mercery complex, • Three coaches made to haul cargo are against the
a key to the cabinets in the tower office (area S8), a east wall of the first floor.
key to the prison cells in the Skullport lair (area S13), • A 15-foot-square secret hatch covered by hay in
and a key to a chest in this room. It also wears a the middle of the first floor covers a spiral
teleporter ring (see “Mirror”). staircase that leads down to area S12 in Skullport.
In addition to the clothes, Hlaavin’s chest contains Crane. The crane is used to bring up goods from
a writing gem, which includes all of the Unseen’s the gang hideout (area S12) and move the goods in
records and information about the hired spying, the coach house. A character can operate the crane
assassinations, and black market trade (see the with a successful DC 10 Intelligence check.
“Writing Gem” sidebar), a gold wedding ring (worth Draft Horses. The draft horses are tended to by
50 gp), a diamond-encrusted brooch (worth 250 gp), the wererats and ready to haul cargo at a moment’s
and a purse embroidered with the image of an notice. They fight only to defend themselves.
eyeless and noseless skull being grasped by Secret Hatch. A character notices the outline of
tentacles containing 543 gp and 22 pp. A successful the secret hatch beneath the hay on the floor with a
DC 15 Intelligence (History) check reveals the successful DC 13 Wisdom (Perception) check. The
symbol on the purse is that of the Unseen. hatch is made of two doors that slide apart.
Stone of Golorr. If Hlaavin has the Stone of Golorr, Wererats. The Shard Shunner wererats are
the greater doppelganger keeps the artifact in the lightfoot halflings named Bergerat, Finnick, Mazen,
chest beneath the bed. and Twintle. Each has the statistics of a wererat
with these changes:
Writing Gem
Wondrous item, uncommon (requires attunement) • They are Small and have 27 (6d6 + 6) hit points.
Writing gems are psionic journals created by mind flayers for • Both have these racial traits: They can move
recording information. While attuned to one of these 6-inch- through the space of a Medium or larger creature.
diameter gems, you share a mental connection with the item, They have advantage on saving throws against
and while you hold the gem: being frightened. They speak Common and
• You can record information to the gem. Halfling and know thieves’ cant.
• You can access any information recorded in the gem. The characters notice the hidden wererats if their
• You can share all or some of the recorded information in Wisdom (Perception) scores are higher than the
the gem with any willing creature you can see within 10 wererats’ Dexterity (Stealth) checks. The wererats
feet of you. wait for the characters to all enter the coach house,
If the gem is attuned to another creature when you touch then attack, attempting to scare the characters away.
it, you must succeed on a DC 15 Charisma saving throw. On a If the characters flee the coach house, the wererats
failed save you take 6d6 psychic damage and drop the gem. do not give chase. Otherwise, each wererat flees
On a successful save, you assert your will over the gem and when it has 10 hit points remaining.
can attune the item yourself, accessing any recorded If captured and questioned, a successful DC 15
information within the item.
Charisma (Intimidation) check or a payment of 50 gp

UNSEEN WATERDEEP 19

gets a wererat to reveal the location of the secret S12. Gang Hideout
hatch, and confess that they are guarding the coach The Unseen gather in this area for meetings and
house and caring for the horses because Hlaavin during downtime. This area contains the following:
paid them to do so. The wererats don’t know what is
in the boxes or where the secret hatch leads. They • If Ratzgell and Mikash, two Unseen
know little else of the Unseen’s operation. doppelgangers, are alive and not arrested, they
Treasure. The contraband goods from the are here observing prisoners in the cells (area
Underdark consist of poisons, mind-altering S13).
substances, strong alcohols, torture devices, and • Four Unseen spies sit a table drinking and playing
other outlawed goods. The total weight of all the a dice game.
goods in the coach house is 4,000 pounds. If the • Four wood tables set with chairs are spread
characters want to sell the goods, they must find an throughout the room.
interested buyer (such as the Xanathar Guild, the • Three 500-pound kegs of duergar ale stand behind
Zhentarim, or another criminal organization). The a bar painted with the image of an eyeless and
buyer offers 1d4 x 1,000 gp for all of the goods. After noseless skull being grasped by tentacles near the
the characters sell the goods, there is an 80 percent south wall.
chance the City Watch arrests them for breaking the • A door on the south wall leads to Skullport (see
law (see “Breaking the Law” in the introduction of Waterdeep: Dungeon of the Mad Mage for more
Waterdeep: Dragon Heist). information about Skullport).
Doppelgangers. The doppelgangers are practicing
S11. Bridge becoming the people they observe in the cells. If they
At all times, Hlaavin keeps an archer (see appendix notice the characters down here, the doppelgangers
B) stationed on the bridge, watching for intruders attack, intending to beat the characters unconscious
(see “The Lookout”). The archer attacks anyone who and throw them in the empty cells (area S13) for
enters this area who isn’t escorted by a member of Hlaavin’s questioning. Combat in this area draws the
the Unseen or a Shard Shunner. The archer flees if attention of the creatures in area S14 and S15.
reduced to 20 hit points or fewer. Spies. The spies are all drunk (poisoned). If the
Two 1-foot-diameter murder holes in the bridge doppelgangers are not here and the spies notice the
floor above the outside entrance to the coach house characters, the spies question the characters, asking
allow the archer to drop flasks of acid and them who they are and what they’re doing in the
alchemist’s fire on intruders (see “Treasure”). hideout. Characters claiming to be members of the
Treasure. A steel box placed near the bridge’s Unseen can convince the spies with a successful
murder holes contains four flasks of acid and four Charisma (Deception) check against the spies’
flasks of alchemist’s fire (see “Adventuring Gear” in Wisdom (Insight) checks. The spies attack creatures
chapter 5, “Equipment,” of the Player’s Handbook). they suspect of being intruders, intending to knock
them unconscious and throw them in the empty cells
(area S13) for Hlaavin’s questioning. Combat in this
area draws the attention of the creatures in area S14
Wererat and S15.
Unseen Symbol. Characters who succeed on a DC
15 Intelligence (History) check identify the symbol
on the bar as that of the Unseen.




Giant Rat

UNSEEN WATERDEEP 20

S13. Prison Cells
Hlaavin keeps five prison cells in the hideout
beneath Lacer’s Mercery. The locked cell doors are Bonnie
made of iron bars. The bars have AC 19, 50 hit points,
a damage threshold of 5, and immunity to poison
and psychic damage. A character can bend the bars
with a successful DC 25 Strength (Athletics) check. A
character can pick the lock of a cell with a successful
DC 17 Dexterity check with thieves’ tools. Hlaavin
and Galen Redwine (see area S14) hold keys to the
cells.
Cell Occupants. Three of the cells are empty, but
two hold individuals captured by Hlaavin.

• One cell holds Win Yuven (LE female Shou human
bandit captain). This woman in her thirties
works for Manshoon’s Zhentarim.
• Another cell holds Amnar Vergoba (LG male
Rashemi human veteran). This man in his fifties is Galen Redwine. Galen is one of Hlaavin’s most-
a captain in the City Watch. trusted lieutenants. The smarmy man is in late
Once the doppelgangers have all the information twenties. A character that observes his interactions
and practice needed to replace the occupants, they with Bonnie discerns Galen is in love with the
are killed and the doppelgangers take their places. If doppelganger with a successful DC 12 Wisdom
the occupants know the characters oppose the (Insight) check. Characters who threaten Bonnie and
Unseen, the prisoners beg for freedom. succeed on a DC 12 Charisma (Intimidation) check
Treasure. The Zhentarim rewards the characters get Galen to spill secrets about the Unseen’s
200 gp for the safe return of Win, and the City Watch operation (see chapter 1, “Revealing the Unseen”).
rewards the characters 50 gp for the safe return of If Bonnie is not here and Galen notices the
Amnar. characters, he questions them, asking who they are
and what they’re doing in the hideout. Characters
S14. Training Hall claiming to be members of the Unseen can convince
The Unseen train for combat in this room. It contains Galen with a successful Charisma (Deception) check
the following: against Galen’s Wisdom (Insight) check.
Galen attacks creatures he suspects of being
• Galen Redwine (NE male Tethyrian human master intruders, intending to knock them unconscious and
thief with statistics in appendix B) practices melee throw them in the empty cells (area S13) for
techniques with Bonnie, a doppelganger in the Hlaavin’s questioning. Combat in this area draws the
form of a barmaid who works at the Yawning attention of the creatures in area S12.
Portal (see “Bonnie and Friends”). If Bonnie is Secret Closet. A character who searches the area
dead or captured, she is not here and Galen finds the outline of the secret closet with a successful
practices alone. DC 15 Intelligence (Investigation) check. The closet
• A secret closet is hidden on the south wall of the contains outfits worn by Waterdeep officials
room. including several City Watch and City Guard
• Two weapon racks line the north and west walls. uniforms and a few fake (nonmagical) Lord’s
• Two straw practice dummies stand in the center ensembles.
of the room. Treasure. In addition to their equipment, Bonnie
Bonnie. If Bonnie is here and notices the and Galen each hold a master key to the Lacer’s
characters, she reads their thoughts while trying to Mercery complex. Galen also holds a key to the
convince them to take an audience with Hlaavin. If prison cells (area S13).
the characters refuse, she attacks, intending to knock The weapon racks hold five longbows, five
them unconscious and throw them in the empty cells shortbows, three hundred arrows, five shortswords,
(area S13) for Hlaavin’s questioning. Combat in this five longswords, five rapiers, and twenty daggers,
area draws the attention of the creatures in area S12. one of which is a dagger of venom.

UNSEEN WATERDEEP 21

S15. Loading Bay organization). The buyer offers 1d8 x 800 gp for all
The loading bay contains the following: of the goods. After the characters sell the goods,
there is an 80 percent chance the City Watch arrests
• Brasid Vashar (LE female Calishite human them for breaking the law (see “Breaking the Law” in
illusionist with statistics in appendix B) manages the introduction of Waterdeep: Dragon Heist).
four bandits that load and unload cargo.
• A tarp covers a magic full-length mirror. S16. Docks
• A large crane hangs over the docks. Ships carrying illegal contraband for the Unseen
• Several large boxes of contraband from the come up from the Underdark. Mertil, a deep scion
Underdark sit against the south wall. (see appendix B), watches this area, calling up to
Bandits. The bandits are paid members of the Brasid whenever a ship approaches. The deep scion
Unseen who are fanatically loyal to Hlaavin and was given purpose by Hlaavin after her kraken
follow Brasid’s every command. If ordered to attack, master was killed by adventurers and is willing to
they fight to the death. give her life defending the area from intruders.
Brasid Vashar. Brasid runs Hlaavin’s black River. The river of dark water that flows along the
market trade with the Underdark. She checks in with docks is 20 feet deep.
Hlaavin daily and memorizes a manifest for items he
keeps on his writing gem (see the “Writing Gem”
sidebar). This woman in her forties is no-nonsense
and has no time for idle chatter.
If Brasid notices the characters, she questions
them, asking who they are and what they’re doing in
the hideout. Characters claiming to be members of
the Unseen can convince the Brasid with a successful
Charisma (Deception) check against Brasid’s
Wisdom (Insight) check. Brasid attacks creatures Deep
she suspects of being intruders, intending to knock Scion
them unconscious and throw them in the empty cells
(area S13) for Hlaavin’s questioning. Combat in this
area draws the attention of the creatures in area S12.
Brasid wears a ring of mind shielding because she
does not want the doppelgangers to read her
thoughts. She removes the ring whenever she
interacts with Hlaavin.
Crane. The crane is used to bring up goods from
the docks (area S16). A character can operate the
crane with a successful DC 10 Intelligence check.
Mirror. The mirror beneath the tarp is magic. A
detect magic spell reveals the mirror radiates an
aura of conjuration magic. Hlaavin wears a magic
teleporter ring, which allows it to walk through the
mirror into an adjoining mirror in his quarters (area
S9) or vice versa.
Treasure. In addition to her equipment, Brasid
holds a master key to the Lacer’s Mercery complex
and wears a ring of mind shielding.
The contraband goods from the Underdark consist
of poisons, mind-altering substances, strong alcohols,
torture devices, and other outlawed goods. The total
weight of all the goods in the coach house is 800
pounds. If the characters want to sell the goods, they
must find an interested buyer (such as the Xanathar
Guild, the Zhentarim, or another criminal

UNSEEN WATERDEEP 22

Special Events chapter 7, “Treasure,” of the Dungeon Master’s
Guide).
You can use one or more of the special events before,
during, or after the characters explore Lacer’s
Mercery and the Unseen hideout.
The Walking Corpse Goes Mad
Dorgar Adarbrent (LG male Tethyrian human noble)
Doppelganger Replacement is so old that he is known as “the Walking Corpse of
Waterdeep.” The venerable lord of House Adarbrent
If the characters make an enemy of Hlaavin, it tries is a Masked Lord, and Hlaavin knows this fact.
to capture one of them and replace that character Hlaavin recently attempted to bribe Dorgar through
with a doppelganger. If one of the players is absent anonymous channels into taking a long vacation
for a game session and circumstances allow it, without telling anyone, but the incorruptible noble
Hlaavin targets that character for replacement while refused. Hlaavin plans to send the Masked Lord a
the rest of the party is distracted by other matters. message.
You don’t need to roleplay the character’s capture; As the characters travel the crowded city streets
just assume it happens. Once captured, the on Shieldmeet, they notice an Unseen doppelganger
doppelganger reads the character’s thoughts and in the guise of Dorgar wearing a Lord’s ensemble,
observes their mannerisms while the character is without the mask. “Dorgar” is drunkenly cavorting
imprisoned in area S13. Then the doppelganger through the streets, yelling lewd phrases at
approaches the party in the guise of the character passersby and demanding all bow before the
and spies on them from within while trying to greatest Masked Lord Waterdeep has ever seen.
undermine their mission. Suspicious characters know Dorgar is putting on a
If a doppelganger replaces one of the characters, show rather than actually drunk with a successful
talk privately to the player whose character has been Wisdom (Insight) check opposed by the
replaced. Then have that player run the doppelganger’s Charisma (Deception) check.
doppelganger until it dies or the replaced character If the characters intervene, “Dorgar” insults them.
is reintroduced. If the characters attack, the old man is suddenly very
spry and runs away, leading them on a chase
Party Boat of Fungi through the city (see “Shieldmeet Street Chase” in
chapter 2, “Chasing the Unseen” for chase
As the characters explore the Unseen hideout complications). If the characters capture the
beneath the coach house, a ship approaches the doppelganger, they clear Dorgar’s name.
docks (area S16). This ship is manned by four If the characters do not intervene “Dorgar”
duergar merchants that have come to trade with continues to make a fool of himself, and the next day
Hlaavin. Their cargo is four 5-foot-square iron cages, they read about the incident in the broadsheets. A
each of which holds a myconid adult captured in Masked Lord was missing from the open Shieldmeet
the Underdark. Hlaavin is interested in harvesting assembly and it is presumed it was Dorgar. Dorgar
the spores from the myconids and selling those contacts the characters, asking them to look into the
spores on the black market. situation, explaining that he was home taking care of
Each locked cage has AC 19, 50 hit points, a his sick wife on Shieldmeet and that is why he was
damage threshold of 5, and immunity to poison and not with the other Masked Lords. If he cannot prove
psychic damage. A character can bend the bars of a his innocence to Laeral Silverhand, the old man
cage with a successful DC 25 Strength (Athletics) stands to lose his position as a Masked Lord. If the
check, or pick the lock with a successful DC 17 characters ask around, they find that “Dorgar” was
Dexterity check with thieves’ tools. Each duergar last seen in front of Lacer’s Mercery with a
holds keys to the cages (which are handed over to successful DC 15 Charisma (Investigation) check. If
Brasid after the exchange). the characters can prove to the public that Lacer’s
If the characters free the myconids and give them Mercery is crawling with doppelgangers, they clear
a way to return to the Underdark, the grateful Dorgar’s name.
creatures gather around one of the characters and If the characters clear Dorgar’s name he rewards
perform a ritual that involves chanting, dancing, and them with a special favor (see “Special Favors” in
takes 1 minute. The character the myconids choose chapter 7, “Treasure,” of the Dungeon Master’s
gains the charm of darkvision (see “Charms” in Guide).

UNSEEN WATERDEEP 23

Appendix A. Lacer’s Mercery

UNSEEN WATERDEEP 24

Appendix B. Monsters Bard
Medium humanoid (any race), any alignment
Archer Armor Class 15 (chain shirt)
Medium humanoid (any race), any alignment Hit Points 44 (8d8 + 8)
Armor Class 16 (studded leather) Speed 30 ft.
Hit Points 75 (10d8 + 30)
STR DEX CON INT WIS CHA
Speed 30 ft.
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) Saving Throws Dex +4, Wis +3
Skills Acrobatics +4, Perception +5, Performance +6
Skills Acrobatics +6, Perception +5 Senses passive Perception 15
Senses passive Perception 15 Languages any two languages
Languages any one language (usually Common) Challenge 2 (450 XP)
Challenge 3 (700 XP) Spellcasting. The bard is a 4th-level spellcaster. Its
Archer’s Eye (3/Day). As a bonus action, the archer can spellcasting ability is Charisma (spell save DC 12, +4 to
add 1d10 to its next attack or damage roll with a hit with spell attacks). It has the following bard spells
longbow or shortbow. prepared:
Cantrips (at will): friends, mage hand, vicious mockery
Actions 1st level (4 slots): charm person, healing word, heroism,
Multiattack. The archer makes two attacks with its sleep, thunderwave
longbow. 2nd level (3 slots): invisibility, shatter
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 Song of Rest. The bard can perform a song while taking
ft., one target. Hit: 7 (1d6 + 4) piercing damage. a short rest. Any ally who hears the song regains an
Longbow. Ranged Weapon Attack: +6 to hit, range extra 1d6 hit points if it spends any Hit Dice to regain
150/600 ft., one target. Hit: 8 (1d68 + 4) piercing hit points at the end of that rest. The bard can confer
damage. this benefit on itself as well.
Taunt (2/Day). The bard can use a bonus action on its
turn to target one creature within 30 feet of it. If the
target can hear the bard, the target must succeed on a
DC 12 Charisma saving throw or have disadvantage on
ability checks, attack rolls, and saving throws until the
start of the bard’s next turn.

Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

UNSEEN WATERDEEP 25

Deep Scion Gazer
Medium humanoid, neutral evil Tiny aberration, neutral evil
Armor Class 11 Armor Class 13
Hit Points 67 (9d8 + 27) Hit Points 13 (3d4 + 6)
Speed 30 ft., walking 20 ft. (in hybrid form), swim 40 ft. Speed 0 ft., fly 30 ft. (hover)
(in hybrid form)
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 3 (–4) 17 (+3) 14 (+2) 3 (–4) 10 (+0) 7 (–2)
18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 14 (+2)
Saving Throws Wis +2
Saving Throws Wis +3, Cha +4 Skills Perception +4, Stealth +5
Skills Deception +6, Insight +3, Sleight of Hand +3, Condition Immunities prone
Stealth +3 Senses darkvision 60 ft., passive Perception 14
Senses darkvision 120 ft., passive Perception 11 Languages –
Languages Aquan, Common, thieves' cant Challenge 1/2 (100 XP)
Challenge 3 (700 XP) Aggressive. As a bonus action, the gazer can move up
Shapechanger. The deep scion can use its action to to its speed toward a hostile creature that it can see.
polymorph into a humanoid-piscine hybrid form, or Mimicry. The gazer can mimic simple sounds of speech
back into its true form. Its statistics, other than its it has heard, in any language. A creature that hears the
speed, are the same in each form. Any equipment it is sounds can tell they are imitations with a successful DC
wearing or carrying isn’t transformed. The deep scion 10 Wisdom (Insight) check.
reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can Actions
breathe air and water. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1 piercing damage.
Actions
Eye Rays. Eye Rays. The gazer shoots two of the
Multiattack. In humanoid form, the deep scion makes following magical eye rays at random (reroll duplicates),
two melee attacks. In hybrid form, the deep scion choosing one or two targets it can see within 60 feet of
makes three attacks: one with its bite and two with its it:
claws.
1. Dazing Ray. The targeted creature must succeed on
Shortsword (Humanoid Form Only). Melee Weapon a DC 12 Wisdom saving throw or be charmed until the
Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) start of the gazer’s next turn. While the target is
slashing damage, or 9 (1d10 + 4) slashing damage if charmed in this way, its speed is halved, and it has
used with two hands. disadvantage on attack rolls.
Bite (Hybrid Form Only). Melee Weapon Attack: +6 to 2. Fear Ray. The targeted creature must succeed on a
hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing DC 12 Wisdom saving throw or be frightened until the
damage. start of the gazer’s next turn.
Claw (Hybrid Form Only). Melee Weapon Attack: +6 to 3. Frost Ray. The targeted creature must succeed on a
hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing DC 12 Dexterity saving throw or take 10 (3d6) cold
damage. damage.
Psychic Screech (Hybrid Form Only; Recharges after a 4. Telekinetic Ray. If the target is a creature that is
Short or Long Rest). The deep scion emits a terrible Medium or smaller, it must succeed on a DC 12
scream audible within 300 feet. Creatures within 30 Strength saving throw or be moved up to 30 feet
feet of the deep scion must succeed on a DC 13 directly away from the gazer.
Wisdom saving throw or be stunned until the end of
If the target is an object weighing 10 pounds or less
the deep scion’s next turn. In water, the psychic
that isn’t being worn or carried, the gazer moves it up
screech also telepathically transmits the deep scion’s
to 30 feet in any direction. The gazer can also exert fine
memories of the last 24 hours to its master, regardless
control on objects with this ray, such as manipulating a
of distance, so long as it and its master are in the same
simple tool or opening a container.
body of water.

UNSEEN WATERDEEP 26

Griffon Cavalry Rider
Medium humanoid (any race), any alignment
Armor Class 17 (half plate)
Hit Points 58 (9d8 + 18)
Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Skills Animal Handling +3, Athletics +4, Perception +3
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 2 (450 XP)

Actions
Lance. Melee Weapon Attack: +4 to hit (with
disadvantage against a target within 5 ft.), reach 10 ft.,
one target. Hit: 8 (1d12 + 2) piercing damage, or 9
(1d12 + 5) piercing damage while mounted.
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
2) piercing damage.
Light Crossbow. Ranged Weapon Attack: +4 to hit,
range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

Reactions
Feather Fall. The rider wears a magic ring with which it
can cast the feather fall spell on itself once as a
reaction to falling. After the spell is cast, the ring
becomes nonmagical.

UNSEEN WATERDEEP 27

Hlaavin
Actions
Medium aberration, neutral evil
Multiattack. Hlaavin makes three melee attacks.
Armor Class 16 (natural armor)
Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Hit Points 162 (25d8 + 50)
target. Hit: 11 (2d6 + 4) bludgeoning damage.
Speed 30 ft.
Mind Blast (Recharge 5–6). Hlaavin magically emits
STR DEX CON INT WIS CHA psychic energy in a 60-foot cone. Each creature in that
11 (+0) 18 (+4) 14 (+2) 19 (+4) 17 (+3) 18 (+4) area must succeed on a DC 19 Intelligence saving throw
or take 31 (6d8 + 4) psychic damage and be stunned for
Saving Throws Int +9, Wis +8, Cha +9 1 minute. A creature can repeat the saving throw at
Skills Deception +14, Intimidation +9, Insight +8, the end of each of its turns, ending the effect on itself
Perception +8, Persuasion +9, Stealth +9 on a success.
Damage Resistances bludgeoning, piercing, and Read Thoughts. Hlaavin magically reads the surface
slashing damage from nonmagical attacks thoughts of one creature within 60 feet of it. The effect
Condition Immunities charmed can penetrate barriers, but 3 feet of wood or dirt, 2
Senses darkvision 120 ft., passive Perception 18 feet of stone, 2 inches of metal, or a thin sheet of lead
Languages Common, Deep Speech, Dwarvish, Elvish, blocks it. While the target is in range, Hlaavin can
Undercommon, telepathy 120 ft. continue reading its thoughts, as long as Hlaavin’s
Challenge 13 (100 XP) concentration isn't broken (as if concentrating on a
Shapechanger. Hlaavin can use its action to polymorph spell). While reading the target's mind, Hlaavin has
into a Small or Medium humanoid it has seen, or back advantage on Wisdom (Insight) and Charisma
into its true form. Its statistics, other than its size, are (Deception, Intimidation, and Persuasion) checks
the same in each form. Any equipment it is wearing or against the target.
carrying isn't transformed. It reverts to its true form if
it dies.
Ambusher. Hlaavin has advantage on attack rolls
against any creature it has surprised.
Innate Spellcasting (Psionics). Hlaavin’s innate
spellcasting ability is Intelligence (spell save DC 19). It
can innately cast the following spells, requiring no
components:
At will: hold person, levitate
1/day each: dominate monster, polymorph
Magic Resistance. Hlaavin has advantage on saving
throws against spells and other magical effects.
Mimicry. Hlaavin can mimic simple sounds of speech it
has heard, in any language. A creature that hears the
sounds can tell they are imitations with a successful DC
19 Wisdom (Insight) check.
Regeneration. Hlaavin regains 10 hit points at the start
of its turn. If Hlaavin starts its turn with 0 hit points, it
does not regenerate (and likely dies).
Surprise Attack. If Hlaavin surprises a creature and hits
it with an attack during the first round of combat or if it
hits a stunned creature, the target takes an extra 20
(6d6) damage from the attack.

UNSEEN WATERDEEP 28

Illusionist Martial Arts Adapt
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor) Armor Class 16
Hit Points 38 (7d8 + 7) Hit Points 60 (11d8 + 11)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (–1) 14 (+2) 13 (+1) 16 (+3) 11 (+0) 12 (+1) 11 (+0) 17 (+3) 13 (+1) 11 (+0) 16 (+3) 10 (+0)

Saving Throws Int +5, Wis +2 Skills Acrobatics +5, Insight +5, Stealth +5
Skills Arcana +5, History +5 Senses passive Perception 13
Senses passive Perception 10 Languages any one language (usually Common)
Languages any four languages Challenge 3 (700 XP)
Challenge 3 (700 XP) Unarmored Defense. While the adept is wearing no
Spellcasting. The illusionist is a 7th-level spellcaster. Its armor and wielding no shield, its AC includes its
spellcasting ability is Intelligence (spell save DC 13, +5 Wisdom modifier.
to hit with spell attacks). The illusionist has the
following wizard spells prepared: Actions
Cantrips (at will): dancing lights, mage hand, minor Multiattack. The adept makes three unarmed strikes
illusion, poison spray or three dart attacks.
1st level (4 slots): color spray,* disguise self,* mage Unarmed Strike. Melee Weapon Attack: +5 to hit,
armor, magic missile reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
2nd level (3 slots): invisibility,* mirror image,* damage. If the target is a creature, the adept can
phantasmal force* choose one of the following additional effects:
3rd level (3 slots): major image,* phantom steed* • The target must succeed on a DC 13 Strength saving
throw or drop one item it is holding (adept’s choice).
4th level (1 slot): phantasmal killer
*Illusion spell of 1st level or higher • The target must succeed on a DC 13 Dexterity saving
throw or be knocked prone.
Displacement (Recharges after the Illusionist Casts an
Illusion Spell of 1st Level or Higher). As a bonus action, • The target must succeed on a DC 13 Constitution
the illusionist projects an illusion that makes the saving throw or be stunned until the end of the
illusionist appear to be standing in a place a few inches adept’s next turn.
from its actual location, causing any creature to have Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
disadvantage on attack rolls against the illusionist. The one target. Hit: 5 (1d4 + 3) piercing damage.
effect ends if the illusionist takes damage, it is
incapacitated, or its speed becomes 0. Reactions
Deflect Missile. In response to being hit by a ranged
Actions weapon attack, the adept deflects the missile. The
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 damage it takes from the attack is reduced by 1d10 + 3.
ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage, or If the damage is reduced to 0, the adept catches the
3 (1d8 – 1) bludgeoning damage if used with two hands. missile if it’s small enough to hold in one hand and the
adept has a hand free.

UNSEEN WATERDEEP 29

Master Thief Nimblewright
Medium humanoid (any race), any alignment Medium construct, unaligned
Armor Class 16 (studded leather) Armor Class 18 (natural)
Hit Points 84 (13d8 + 26) Hit Points 45 (6d8 + 18)
Speed 30 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 11 (+0) 12 (+1) 12 (+1) 18 (+4) 17 (+3) 8 (–1) 10 (+0) 6 (–2)

Saving Throws Dex +7, Int +3 Saving Throws Dex +6
Skills Acrobatics +7, Athletics +3, Perception +3, Sleight Skills Acrobatics +8, Perception +2
of Hand +7, Stealth +7 Damage Resistances bludgeoning, piercing, and
Senses passive Perception 13 slashing from nonmagical attacks
Languages any one language (usually Common) plus Condition Immunities exhaustion, frightened, petrified,
thieves’ cant poisoned
Challenge 5 (1,800 XP) Senses darkvision 60 ft., passive Perception 12
Cunning Action. On each of its turns, the thief can use Languages understands one language known to its
a bonus action to take the Dash, Disengage, or Hide creator but can’t speak
action. Challenge 4 (1,100 XP)
Evasion. If the thief is subjected to an effect that allows Magic Resistance. The nimblewright has advantage on
it to make a Dexterity saving throw to take only half saving throws against spells and other magical effects.
damage, the thief instead takes no damage if it Magic Weapons. The nimblewright’s weapon attacks
succeeds on the saving throw, and only half damage if are magical.
it fails. Repairable. As long as it has at least 1 hit point
Sneak Attack (1/Turn). The thief deals an extra 14 remaining, the nimblewright regains 1 hit point when a
(4d6) damage when it hits a target with a weapon mending spell is cast on it.
attack and has advantage on the attack roll, or when Sure-Footed. The nimblewright has advantage on
the target is within 5 feet of an ally of the thief that Strength and Dexterity saving throws made against
isn’t incapacitated and the thief doesn’t have effects that would knock it prone.
disadvantage on the attack roll.
Actions
Actions
Multiattack. The nimblewright makes three attacks:
Multiattack. The thief makes three attacks with its two with its rapier and one with its dagger.
shortsword.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 one target. Hit: 8 (1d8 + 4) piercing damage.
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
Light Crossbow. Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 +
range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing 4) piercing damage.
damage.
Reactions
Reactions
Parry. The nimblewright adds 2 to its AC against one
Uncanny Dodge. The thief halves the damage that it melee attack that would hit it. To do so, the
takes from an attack that hits it. The thief must be able nimblewright must see the attacker and be wielding a
to see the attacker. melee weapon.

UNSEEN WATERDEEP 30

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