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Eltern
Here for a while
(12/26/02 3:00:59 pm)
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This is great!
I've been struggling to find good story elements and roleplaying opportunities for my party, and now I've just latched on to two which I think will be lovely! First, I've got a monk with amnesia, who has been getting her memory back in dreams and little bursts in stressful times. I actually haven't known what her history is, so I've kinda been making it up as I went. "You remember warmth" "The warmth intensifies" "You are engulfed in flames" kinda thing. Vague, and I don't know where I'm going. But THEN I looked at the random encounters page on Wizard's site. Monks of the Burning Tiger is PERFECT! I am very happy. :lol Just have her be a failed initiate, who was knocked sensless and thrown outside the walls, taken for dead during her trials. Now she needs to come back, for honor :-D Oh, and because she's good now and wants to lay the smack down on their LE buttocks. I'm thinking that this should be something that occurs after RttToEE, simply because of the ever-ticking clock, and how powerful the monk needs to be to take on the Trials by herself. Anyone think different? www.wizards.com/dnd/artic...e20021209x
That's the page.

Secondly, as I talked about in another thread, I've got an imprisoned Master Dunrat in Hommlet, along with the doppelganger and 2 others. Now the party is coming back, wanting to ask around about things and "interview" Dunrat about the ToAC. They're still heavily confused about what is up, so I think they're doing the right thing. Unfourtanetly, the doppelganger is going to "replace" the party's fighter. Ol' doppel will kill the fighter in his sleep, and then the fighter's player will play the doppel. mwuaha. All this will be at the order of Master Dunrat, who is looking for the artifacts that the party stole. Once those are accounted for, the doppel will most likely stay with the party for awhile, until an appropriate time to ruin their plans. Questions? Comments? I want some critquing on this, because I want to do it rather well. Is there anything wrong with beefing up the doppelganger with a level or two of fighter, primarily so that the party won't notice when he's replaced?

Oh, and any tips and tricks on running doppelgangers?

Eltern

Eltern
Here for a while
(12/27/02 7:37:33 pm)
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Ehh...
Ok, I know most of that was rant, so maybe my questions weren't really read. But I do want to know about the doppelganger: Any tips and tricks with running them? Would it be viable/legal to up the doppelganger a bit, either with fighter or monster levels?

Had an interesting run-in with Jaroo. The party knew of a "deep undercover agent," and were asking Jaroo about some other things. Off hand, the party's rogue decided to do a sense motive. Uhoh, she matched his bluff roll! "You sense something isn't as it seems" This gets the others thinking, and so everyone rolled for sense motive. Nobody else got close, save one, who got the exact same roll. However, -that- sense motive vs bluff didn't win, because the doppel rolled higher for his bluff that time. "You don't sense anything out of the ordinary" This gets everyone thinking more, and they confront Jaroo about it. He says he has the runs, which is the reason for his odd-ness. It works, and the party believes him. whew, close one!

Eltern

ZansForCans 
Here for a while
(12/27/02 9:12:53 pm)
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Re: Ehh...
Quote:
But I do want to know about the doppelganger: Any tips and tricks with running them?


I think the major thing to keep in mind about them is their detect thoughts ability. This gives you great latitude especially if your players talk out loud (out of character) about what they think or are going to ask him before or even in the middle of a conversation with him. You can assume he knows these things and will use them to his advantage. The only caution is not to preempt their questions with answers. That might tip them off too much.

Quote:
Would it be viable/legal to up the doppelganger a bit, either with fighter or monster levels?


Do what's best for your campaign, but I didn't really see Jaroo as being a big combat impediment for them. He's more of a RP plant that can cause serious insider damage to the party's efforts early on. IMC, he kept the cultist informed of all their moves before they made them. This give the paltry forces in Hommlet and the moathouse just a bit of an extra edge.

Now, having said that, IMC, I did give him 2 levels of real druid for fictional purposes related to on of the characters and I know someone else said they gave him even more. As I said, do what's best for your own story here :)



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Eltern
Here for a while
(12/28/02 3:33:08 pm)
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Second guessing myself
Alright, now I'm second guessing myself. :rolleyes I was previously thinking that I'd replace a party member with the doppelganger, but now I'm wondering if that's the best option for Dunrat.

Presuming that Dunrat can get the artifacts from the moathouse back, which he can and already has in my campaign, and knows what manner of things the party has been up to, does the hivemind think that he'd give up "Jaroo" to gain a foothold in the party? He'd still retain Maridosen and Chatrilon Unosh as Hommlet spies, but not as high quality spies as Jaroo. Also, there's the fact that Jaroo's position is failing; Yundi knows something wierd's happening, and he has no animal companion. ::shrug::

Also, what are some suggestions for the doppelganger's history? I'm thinking that he was hired freelance by the little cult of EEE. He took the job for the fun of it, and does not truly care about his employers. SO, if worse comes to worse, he may flee or possibly switch sides.

I really want to get this right, as if it is done well, when the party finds that one of their own was a doppelganger for so long....it'll be priceless :rollin

Eltern

melanikus2000
Looking around
(12/28/02 7:02:32 pm)
Reply
Re: Second guessing myself

--------------------------------------------------------
This gets everyone thinking more, and they confront Jaroo about it. He says he has the runs, which is the reason for his odd-ness. It works, and the party believes him. whew, close one!
--------------------------------------------------------

I had a similar situation in my campaign. The party, including a druid, went to see Jaroo, who kindly asked them to go into a nearby swamp and bring back a rare flower for a spell that he needed to cast. The party plodded off and ran into the Swamp Master, a huge black dragon called Sable. He tells the party that whoever sent them here must have wanted them dead. The party bluff's their way out of this leaving a tribute of a magical item behind.

Confronting Jaroo, he suddenly bursts into tears and says that he did it because the cult they are investigation has taken his animal companion hostage, and is making him do terrible things for them. Yundi, backs up this story by saying that Jaroo HAS been acting strangely and his animal companion HAS gone missing.

The party buys it and I have to spend the rest of the session trying to keep a straight face. :lol

Chris.

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