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Showing posts with label Doppelganger. Show all posts
Showing posts with label Doppelganger. Show all posts

Saturday, August 20, 2011

Doppelganger Mirror


I was reading through the Swords & Wizardry rulebook and an idea popped into my head. I'm not sure what trigger the idea, but here it is. The Doppelganger Mirror is a nasty little item to spice up a campaign. Even the destruction of it is going to cause problems for a long time. Enjoy.

The Doppelganger Mirror is made of a high quality, polished glass. It is framed within a large oval silver steel frame. The frame is sculpted in a sea theme with waves adorning the edges and clam shells at each corner. It weighs 100 pounds and is meant to lean against a wall for support. It looks to be of elven craftsmanship, but its weight and thick frame suggest it is only elven influenced.

The mirror reflects a depth to objects and people that regular mirrors are incapable of doing. The mirror is able to see around things. When a person stands before the mirror and desires something that object or thing will appear in the reflection.

If the player concentrates on the object the surface of the mirror will begin to ripple. At this time the player can reach through the mirror's surface. If a player chooses to do this he must make a saving throw vs. spell or be imprisoned within the mirror. The doppelganger of the player is now free to move through the real world. This doppelganger has gleaned most of the surface knowledge from the person, but does not know the background or secrets. It will use its ability to read minds to find more information. A character can resist this with a successful saving throw.

The doppelganger will provide substance for the imprisoned player by bringing drinks and food within the range of the mirror's reflection. It is in the doppelganger's best interest to keep the prisoner alive. If the player dies then it dies. The player can interact with the objects that are reflected in the mirror and use them as they normally would. However, magical properties cannot be transferred through the mirror. A +3 sword would be a regular sword within the mirror.

Once the mirror has taken someone it reverts to a normal mirror until that person dies. Only the doppelganger can see the prisoner within. To all others it is just a fancy mirror.

Only a magical weapon or object can shatter the mirror. Smashing the mirror will instantly kill both the imprisoned and the doppelganger. The magical explosion will tear through the fabric of reality making the affected area weak. 

Friday, November 12, 2010

Top Monsters


What monsters do you favor when developing an adventure?  Maybe there is a monster that you like the idea of, but never come up against or used as much as you have liked.  I know there is a list for me that is a mixture of both, ones I like and ones I like the idea.

Cyclops - One of my favorite creatures since I was kid watching Ray Harryhausen do his magic.  I always thought the cyclops was an underutilized monster.  Recently, in the Kingmaker Adventure Path by Pazio the boss for the 3rd in the path, The Varnhold Vanishing had a cyclopean lich.  Yeah, it is cool.

Doppelgangers - Another underutilized mid level ranged creature that I think can add a ton to an adventure and the overall campaign.  My god the havoc they can spread.  Taking the form of this or that person.  They are walking virus of paranoia.

Devourer - This one would be more in the line of a monster I like the idea of, but I have never put it in an adventure and never came across one.  But the concept of this undead definitely has it making the list.

Owlbear - This one is the first monster I remember from playing in the very early days.  I dunno there is something about the simplicity of the odd mixture of the two creatures that I like.  Plus it was my first.  You never forget your first, unless you drink too much.

And Goblins - The simplicity and flexibility of goblins makes them a favorite over the orcs.  They can be fierce little obstacles that can throw hundreds of bodies at a problem or in my world there are large groups who adapt to living next to other races and the ultimate scavengers of culture.  They make good companions and comic relief. 

What are you top five monsters?  Hell, I might try to figure out that poll thing-a-ma-bob and add it on the side for people to vote.  But what monsters do you like the fight or put in your adventures?

Monday, January 11, 2010

The Doppelganger Mirror

I was reading through the Swords & Wizardry rulebook and an idea popped into my head. I'm not sure what trigger the idea, but here it is. The Doppelganger Mirror is a nasty little item to spice up a campaign. Even the destruction of it is going to cause problems for a long time. Enjoy.

The Doppelganger Mirror is made of a high quality, polished glass. It is framed within a large oval silver steel frame. The frame is sculpted in a sea theme with waves adorning the edges and clam shells at each corner. It weighs 100 pounds and is meant to lean against a wall for support. It looks to be of elven craftsmanship, but its weight and thick frame suggest it is only elven influenced.

The mirror reflects a depth to objects and people that regular mirrors are incapable of doing. The mirror is able to see around things. When a person stands before the mirror and desires something that object or thing will appear in the reflection.

If the player concentrates on the object the surface of the mirror will begin to ripple. At this time the player can reach through the mirror's surface. If a player chooses to do this he must make a saving throw vs. spell or be imprisoned within the mirror. The doppelganger of the player is now free to move through the real world. This doppelganger has gleaned most of the surface knowledge from the person, but does not know the background or secrets. It will use its ability to read minds to find more information. A character can resist this with a successful saving throw.

The doppelganger will provide substance for the imprisoned player by bringing drinks and food within the range of the mirror's reflection. It is in the doppelganger's best interest to keep the prisoner alive. If the player dies then it dies. The player can interact with the objects that are reflected in the mirror and use them as they normally would. However, magical properties cannot be transferred through the mirror. A +3 sword would be a regular sword within the mirror.

Once the mirror has taken someone it reverts to a normal mirror until that person dies. Only the doppelganger can see the prisoner. To all others it is just a fancy mirror.

Only a magical weapon or object can shatter the mirror. Smashing the mirror will instantly kill both the imprisoned and the doppelganger. The magical explosion will tear through the fabric of reality making the affected area weak, allowing outer world creatures to enter.

Wednesday, May 6, 2009

Mr. Doppelganger Part 2

Chgowiz asked a question that made me dig out some old notes so I could answer his question. "What prevents doppelgangers from essentially wiping out civilization and humanity?" The only answer I can give is what I use for my background for my campaign as to why doppelgangers are not a super race.

1) There are just not enough of them. They come together when they can and do rule small sections, but if one is discovered others know there are more around and the hunting begins.

2) The rise of organized mage guilds has put a price on the doppelgangers precious blood and other gooey parts for potions, spell components and enchanting magic items. Guilds will pay a hefty price if you can bring one in that still squirms.

3) When they reproduce their offspring is inside a pod gestating for nearly a year. The smell of these pods is distinctive and attracts all kinds of wild critters. So they must use valuable resources protecting their young.

Again this is my background for my campaign. Their powers did not develop to dominate, but to survive. Rob can attest to my love of twisted plots and damned if you do damned if you don't situations. Doppelgangers have always been a favorite of mine. They are terrifying, inhuman, and yet somehow tragic.

Tuesday, May 5, 2009

A Kinda New Look at Mr. Doppelganger

Ah, the doppelganger, one of my favorite critters in the Monster Manual. A nasty enemy who can create gobs of paranoia within the party. I took the time to flesh out their abilities and psychology for an adventure Dwayne and I wrote. There is nothing earth shattering or reinventing going on here, just my extrapolation on well known abilities and then I throw in a little of my own flavor to make it a more unique experience when my players encounter them. That was my intent at least. And maybe there will be something you can use in your campaign. The stats are arbitrary numbers and I used a system neutral approach to present the rules.

Doppelgangers are a feared race because they can alter their form to match any humanoid creature within 50% of their mass. Their transformation power is nearly instantaneous. Coupled with their frightening ability to read minds makes them a threat to every civilized race. Doppelgangers can send information, both verbal and images, instantly. Their range limit for full communication is 500 yards, but can deliver pieces of non-verbal information up to 1000 yards. Doppelgangers cannot be contacted while sleeping or critically injured.

A person needs to be in sight for a doppelganger to read their mind. When a doppelganger attempts to read the mind of a player, a contest between the player’s intelligence (and any bonuses or penalties that the DM sees fit) vs. the doppelgangers skill level should be rolled. If the player wins he will know someone is prying into his thoughts and can make a resist roll. A resist roll is the same as above. Detecting the attempt will not give the player insight into who tried to read his mind unless a critical success is rolled.

In combat doppelgangers use their mind reading to their advantage. They can anticipate attacks and coordinate with other doppelgangers. This gives them a bonus +2 to hit and defense.

Doppelgangers prefer to stalk their victim before killing. They gather as much information as they can before taking the place of their target. They work in small groups to assist one another and to minimize detection. All doppelgangers are skilled at digging and camouflaging the graves of their victims. Doppelgangers feel no remorse when they kill. They kill to survive, as a hunter kills a deer.

Alcohol cripples a doppelganger’s mind reading and shape shifting ability. It acts as a poison in their system, causing extreme pain. In such a state they are unable to focus on the form they have taken and shift between their original form and other forms taken in the past. Alcohol blocks their mind reading and sending ability. Even after the alcohol has left their system they are disoriented for a few days. Because of this weakness and the need to blend into communities doppelgangers have become experts in pretending to drink and be drunk. A player that actively observes the behavior of a doppelganger can make an intelligence roll to detect its deception.

Doppelgangers work together to improve the situation of the group. They travel in groups of twelve or less fearing more would make them easier to detect. And all doppelgangers are aware that if they are discovered they would be slaughtered.