A Fantasy Core and D&D 5th Edition Southland Adventure
© Jerry Harris 2015
(This link will take you to the Fantasy Core Playtest Rules.)
6) The purpose of this section may not be immediately apparent as it fell into complete disuse during the war. The entry chamber is a ruined mess of circular and rectangular tables for games of chance and skill played for money. Unfortunately, the games and currency will be alien and worthless to the Characters. The crook in the north passage featured a table and small lockbox (busted). The small bedrooms down the hall are entirely too functional to be residences. Let’s just say the occupants were in the entertainment business for the miners’ enjoyment. The best that can be said is that this area is that it is very quiet and deserted. Grimlock and Giant Spider patrols usually overlook it unless following someone.
Ref’s, do you like playing chatty monsters and have been somewhat frustrated with this adventure so far? Here’s an option for this space. There are intelligent non-humanoid creatures peppered throughout the
complex. This particular one, the Doppelganger, is alien to this world
and was brought in by the Ancients. (For
what, we’ll never know. Even it doesn’t
remember.) It is extremely long-lived
and obviously able to blend in well. Given the dubious nature of this
particular area, the Doppelganger could be introduced in any number of bad and
embarrassing ways. Mount Connor
News of Stone Grave being opened up brought the Doppelganger inside to find magic items from Ancient times. It snuck in with the Humanoids, but got careless and was detected and had to run for its life. Then it ran into the Gargoyles, who seem to be able to detect it naturally, and it won’t risk going back in.
For the moment, the Doppelganger is hungry and hurt and can only change form with painful effort. In exchange for healing and food, it will be will to impart its knowledge of the Humanoid forces on the next level (give a general overview of type, numbers, and zones of control). The Doppelganger will stay behind after the Characters leave.
From here, perhaps it returns to the Residence Level, after the party has taken out the Gargoyles. Certainly it won’t be able to make it past the Gnolls guarding the Noble Level without allying with the group or the group taking out the Gnolls first. On the top level with its riches, the Doppelganger may stalk and infiltrate the party and try to take off with any choice items it can carry. Or, if the group has had some losses, maybe it remembers their kindness and becomes a replacement Character. Whatever seems most interesting.
HD 4d8+4, Hp 9 (full strength 36), AC 15 (Natural), Enhanced Init +3
Fort +4, Ref +5, Will +6
Melee: Slam +5 to hit 1d6+1
Ranged: 2 x Darts (8) +7 to hit 1d4 +
12 Fort Sv or Stunned (with pain) 4 rds
Disguise +9, Dopplegangers physically take another’s form. They need to see and hear someone in person to do so. It takes them only 1 rd to change form. Their disguise will only drop if killed. A True Seeing spell or some other magical sight device will see their true form, a pale, almost featureless humanoid.
Telepathic +6 (+4 Int, +2 HD)
DC 12 Sense Thoughts and Psychometry: These abilities are used to enhance their subterfuge.
The Doppelganger (5e)
HD 8d8 + 16, Hp 12 (full strength 52), AC 14 (None)
Str +0, Dex +4, Con +2, Int +0, Wis +1, Cha +2
Deception +6, Insight +3, Passive Perception 11
Condition Immunities: charmed
Darkvision 60 ft.
Shapechanger: The Doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
Read Thoughts: The oppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the Doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Multiattack: The doppelganger makes two melee attacks.
Melee: Slam +6 to hit 7 (1d6 + 4) bludgeoning
Ambusher: The doppelganger has advantage on attack rolls against any creature it has surprised.
Surprise Attack: If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.