By author Klancy Kennedy,
Copywrite 2001
To be distributed nonprofit,
for nonprofit use and entertainment.
Foreword: I
write my plots in a fashion which is highly adaptable. They can be used
for any system but are specifically designed for the medieval genre. Unlike
most writers, you'll find that my plots are open ended, and NONLINEAR!!
Players are constantly challenged with difficult choices that will actively
direct their fates and the possible outcomes of the scenario. Roleplaying
is all about challenging the mind, and having fun, not rolling the dice
or giving & listening to lengthy descriptions and disortations about
the countryside and its townships. You will find no pregenerated monster
descriptions or stats here, and few descriptions of people, places, and
things. My focus is on the challenging and entertaining aspect of roleplaying.
That is what I do best and I hope you are prepared for the best because
that's all I deliver. -No B.S.
Doppleganger:
HOOK:
Players encounter this scenario while
passing through or stopping at a community. First, one player is accused
of a crime and arrested. The justice system is terribly backlogged so it
will be a great deal of time before any trials can take place. More PCs
may be arrested at GM's discretion. As the party spends time in the community,
it will come to their attention that this community has an unusually high
crime rate and the criminals are anything but the usual suspects. Women,
children, outstanding citizens, etc... Something is very wrong. Even members
of the local clergy have had charges brought against them.
LINE:
An outworld being is stirring up trouble
by committing crimes while assuming the guise of different people. This
being apparently takes great joy not only in committing crimes, but seeing
innocents brought to justice for them. Its favorite tactic is to committ
such crimes before the eyes of neighbors who will easily identify whoever
it is mimicking and seek resolution.
Crimes start out as simple misdemeanors
and slowly escalate. The goal is to cause as much haterid, strife, and
conflict as possible. As tension escalates, some NPCs should take justice
into their own hands.
The community is suspicous of itself and
many members are accusing each other of crimes that they saw with their
own eyes. Of course, the 'criminal' always denies any knowledge of the
crime.
Adding to the suspicion and chaos is the
fact that some of the 'criminals' have solid alibis that place them outside
the crimescene.
Some people are now staying indoors because
they fear they may be next. Abut 1/4 of community suspects some sort of
foul play, possession, oppressoin, corrupt magic, corrupt law enforcement...
The local court and justice system has
been having a heyday and accusations are flying from every direction for
every thinkable crime, small and large.
The doppleganger may assume the identity
of any one it chooses. Doppleganger may not speak while using mimick skill.
The doppleganger has the ability to knock a target unconcious with touch.
The target will revive a short time later with no recollection of what
transpired, even if they struggled with the doppleganger.
If players visit the accused player (who
is being held by justice system) - they will receive information that almost
everyone else in jail wholeheartedly believes they are innocent. A few
claim to have seen what appears to be duplicates of themselves or others
at about the time that crimes occured. They have seen townspeople behave
strangely, not recognizing their friends, wandering around where they don't
normally go and doing things out of the norm.
PLOT IDEA
?Prison break by someone who wishes to
free a friend/relative who has been wrongfully incarserated and awaits
justice. - The outside party members may be approached with an oppertunity
to aid in the escape.
After the GM has set the mood for suspicion
and caution, the players should have their first encounter with the doppleganger...
Two possabilities are listed below.
Doppleganger assumes guise of party
member:
If any single player leaves the party,
have them behave strangely, cause a little trouble, and then leave before
returning to the party again, with no recollection of what transpired.
PC will be unaware of passage of time.
Doppleganger assumes identity of townsperson:
Party should see a double of a townsperson,
the double behaves strangely, committs a minor crime, and begins to silently
leave the crime scene. Perhaps an attempt to steal fruit from a merchant
before the merchant's astonished eyes. If the merchant attempts to intervene,
a few bites are nonchallantly eatten before fruit is discarded to ground
and doppleganger walks away.
Doppleganger attacks a party member:
Doppleganger approaches a party member
but is detected before the being has a chance to subdue with it's touch.
The party member will find him/herself struggling with him/herself. If
he/she cries for help, other players wil not be able to differentiate between
the player and the beast. The beast will retreat if outnumbered.
Plot twist: Just for shits and giggles,
let one of the townspeople have a twin brother. Perhaps let the twin brother
committ a crime or behave strangely enough to draw the PCs attention and
action. If the PCs try to subdue the twin, the other twin defends his brother
and all hell breaks loose.
OR
Players encounter the twins fighting with
each other.
OBJECTIVES:
Locate doppleganger, destroy doppleganger,
bring it to court and set things right.
SINKER:
The accused PCs are pardoned of their
crimes.
Freed townspeople may reward players.
Players will have empathy of community
and justice system.
If party joins the prison break effort,
they will be outlaws in the community.
Afterword:
I hope you enjoyed this adventure module.
Please share it with others who will enjoy it, please give feedback, and
be sure to
enjoy the rest of my
works! |