Doppelgangers

I wanted to write this post a long time ago, but somehow I never got around to actually do it. The upload date on the image files is from over one and a half year ago. Such is the life of an AD&HD gamemaster.

I first encountered doppelgangers all the way back in my first introduction to RPGs, and really to fantasy other than The Lord of the Rings and kids TV shows, Baldur’s Gate. They are pretty prominent monsters in the last part of the game and apparently meant to play a big role in the story, but while their appearance looked really cool to me, the way they were presented was rather strange and felt quite disappointing to me even back then. They are these grey naked humanoids that can assume the appearance of other people and have at least some degree of telepathic ability to read your mind, which helps with impersonating the person convincingly. But in the game, you see people you know in the middle of a dark dungeon where they shout incoherent mad ramblings at you and then drop their disguise to charge at you with their claws. What was that all supposed to be about? There is another semi-hidden quest involving doppelgangers infiltrating a merchant company and wasting all its money in bad trades, as an attempt to help a rival merchant company to rise in power. That works better, but they still were really not subtle about it at all. And again, they drop their disguises to attack with their claws as soon as you confront them about something fishy going on.

In the 3rd edition Monster Manual, doppelgangers have one of the coolest illustrations in the book. I love all the Sam Wood illustrations in the book, but I think the Di’Terlizzi interpretation from 2nd edition still looks like a more interesing monster. But this was the first good closeup view of a doppelganger that I’ve encountered and it made me fall in love with them even back then. But even getting proper descriptions of these creatures from the 3rd and 2nd edition monster books, I still found them a bit difficult to make sense of. As described, doppelgangers are a race of humanoid creatures who have the ability to assume the form of humans and other people, and use this ability primarily to replace rich people and enjoy a life of luxury for as long as they can keep up the deception and the money doesn’t run out. Basically just being social parasites. Alternatively, they sometimes offer their services as mercenaries to spy on the enemies of their employers.

That does make some degree of sense, but I also find it really disappointing. Just look at these weird alien things with their featureless faces and blank eyes! They could be anywhere and anyone, with no way to tell how many of them there are and for how long they’ve already been in a place before their presence was discovered. And all they want to do is to eat other people’s porridge, sit on other people’s chairs, and sleep in other people’s beds? That’s so lame. These are some nightmarish horrors from that come to replace your friends and family and you might never even know it.

I always like to approach worldbuilding with the assumption that the world came into being as a product of more or less natural processes rather than the deliberate work of a creator, and that the supernatural forces at work in the world are vastly older than even the primitive ancestors of the civilized peoples inhabiting it today. Monsters existed long before people walked the earth, and any abilities that are directly targeted at humanoid victims would have evolved in these creatures alongside the mortal races. Comfy town houses for doppelgangers to infiltrate are a fairly recent new thing in mortal society, and an ancient creature perfectly adapted to infiltrate cities and palaces wouldn’t make much sense. And that raises the question of what doppelgangers would have been doing all day for the long eons in which mortals inhabited caves and roamed through the wilderness searching for food. There wouldn’t be any space for these creatures as they are commonly described and what would they use their unique ability to replace people use for instead?

There is a really simple and obvious answer to this question: To feed on the flesh of people.

The ability of doppelgangers to perfectly mimic the appearance of people, and to read the minds of people they approach to impersonate a person without acting suspiciously, is a perfect mechanism to get close to their victims and to lure them away from groups where they can kill them without being noticed. And then continue to devour them. When suspicion arises, the doppelganger can simply assume the appearance of a different person. Not only does it make it impossible for searchers to find the real murderer, it also leaves them with a false trail to the person last seen with the victim. A doppelganger that plays things careful and smart can feed on a single community for months before it becomes too dangerous and it disappears silently into the night.

The description of doppelgangers in the Basic Rules say that they assume the form of a PC and attempt to kill it, and if they can do it without being seen, they will use that PCs appearance to get close to others. That just doesn’t make any sense. If you take the appearance of your target it’s really the most straightforward way to tell it that you are some kind of shape stealing monster. This is just stupid. When you can immitate anyone, at least make an attempt at pretending to be someone trapped in a dungeon and in need of rescue. The players might not fall for it, but immitating the person you’re about to attack is literally the worst possible shape to pick.

A doppelganger as a monstrous spy or assassin hired by a villainous antagonist, perhaps even unknowingly, still is can make for really cool adventures. But it all becomes much more interesting and many times more creepier if the doppelgangers are not motivated by laziness but by the taste for human flesh.

Doppelganger
Armour Class 14
Hit Dice 4* (4 – 32 hp)
Attacks Bite +3 (1d12)
Movement 30’
Saving Throws D6 W7 P8 B8 S10 (10)
Morale 10
XP 125
Number Appearing 1d6 (1d6)

Shape stealing: Can adopt the form of any human-like creature (7’ tall or less) observed.

Trickery: Will attempt to kill a PC, retainer, or hireling, take on their role, then lure further victims away from the group.

Reversion: If killed, reverts to its original form.

Spell immunity: Unaffected by sleep and charm spells.

Source

Also, in the fantastic awesome movie The Thing, why are they always talking about “the Thing”. Clearly there are multiple of it running around, as at least two of them are seen to be killed.

From the Collective Cultural Subconscious

I was once again browsing through old posts on Planet Algol to help me get into the right mindset for overhauling Planet Kaendor as a more wild, more weird, and more quirky world than it’s been before. And there I stumbled upon this:

Also known as pack lizards, Nguamodons are a horse-sized species of iguanodon. Herbivores that can survive for two weeks without food or water, they are commonly used as pack animals although any burden limits them to a quadrupedal gait that reduces their speed and renders them unable to use their thumb spikes in combat. They are placid, stupid and easily spooked.

I know that thing! That’s a droha! Seen in the wild over six years before I thought about the idea. I based the droha on a hadrosaurus instead of an iguanodon, but otherwise it’s really the same thing. I even set it at the same 3 HD as the nguamodon.

So someone had the same identical idea, years before me. So what. It actually only proves that there is at least one person out there who agrees with me that this is the cool shit for making great alien fantasy settings.

Improved Rules for Foraging and Hunting

A while back I wrote about a somewhat more detailed version of the rules for foraging and hunting from the Expert Set. Forget all of that. This is better.

Foraging: When a party is travelling through an area that has a decent amount of plants growing in it that humanoids can eat, there is a 1 in 6 chance that the PCs can collect 1d6 rations of food per day by simply picking up what they spot growing next to the trail they are travelling on. If the party includes characters with special wilderness skills, they have a 2 in 6 chance to find things they can eat.

Hunting: When a party is staying at one campsite for a whole day, they can send out hunters or hunting parties to hunt for food. At the end of the day, each hunting party returns with 1d6 rations of food (1d8 if the party includes a character with special wilderness skills). While the hunters are out hunting, a wandering monsters check is made for each hunting party and for the camp.

Water: Unless otherwise specified by the GM, the party comes across sufficient sources of drinkable water each day they travel through the wilderness. No rations of water have to be consumed at the end of the day. (Assume all characters refilled the water rations they consumed during the day when they had opportunities.) Characters spending most of the day inside dungeons do not have access to sources of water unless the GM specifies otherwise, and must consome a ration of water at the end of the day.

Lack of Food: Characters who do not eat one ration of food in a day, suffer 1 hit point of damage and can not heal damage naturally without magic.

Lack of Water: Characters who do not have one ration of water in a day, suffer 1d4 hit point of damage and can not heal damage naturally without magic. After 3 days + 1 day per CON bonus, the character dies.

The idea here is that in an average wilderness environment, parties will not have much trouble keeping themselves fed by hunting, but replenishing their supply of rations will either take a considerable amount of time or require splitting the hunters up into several smaller groups. Both options mean an increased number of wandering monster encounters before the party makes it back to a town or their base. It’s a very simple mechanic but gives the players a lot of variables they have to pick, like the amount of food supplies they keep, how they pack them among their PCs, hirelings, and pack animals, at what point low supplies might be a reason to turn back, how to split the party, deciding which hirelings to send into the woods to uncertain fates or who to leave behind to guard the camp, and when it might be worth it to keep pushing ahead while starving instead of stopping to hunt. I see a huge potential for amazing unscripted adventures simply because a randomly encountered wyvern made off with the mule carrying half of the party’s food.

Extensive playtesting will be needed to dial in on the best die to roll for the amount of rations provided by hunting so that it severely inconveniences the party without getting it completely stuck and unable to continue towards their destination. But otherwise I’m really excited to give this a test run.

Mapbashing

Every model builder should know what kitbashing is. Why isn’t mapbashing an established technical term among map makers?

While I was working on a new map layout for Kaendor that better reflects some design changes I’ve decided on, I was comparing notes with other mappers and noticed that on my scale reference Europe map, that the Adriatic Sea had almost the exact dimensions as the narrow sea in the middle of my sketch, and Italy was a close match to the mountain range I want to put to the West of it, if you just rotate it a little bit. On a map of Europe, there’s something very close to any geographic shape I had in mind, and so I just kept cutting out more pieces from my reference map and cutting and rotating them until it looked like this. I didn’t even use scaling and mirroring, with is additional options you can use for something like this.

And two hours later, I had something looking like this. I really like this.

Like with my hugely popular technique to make hex maps, I’ve been using GIMP for this. Though I am certain PhotoShop has all the features for doing this as well.

There’s no better way to get more realistic looking shorelines, river systems, and islands than tracing actual shorelines, river systems, and islands. And by using topographical maps like I did with this map, you also get some information about what kinds of mountain formations further inland contributed to creating these shapes.

That is not dead what can eternal lie

…and with strange aeons even my Kaendor setting may be finished.

As far as I am able to trace back, I first started working on Kaendor in February 2011. It’s undergone so many overhauls and revisions in the 11 years since then that I don’t even recognize many of the things I wrote about back then. Some elements I had discarded at some point but then had come back again in a later version. But overall, the general broad strokes concept has remained very much the same. A low-ish level D&D setting set on a forest world with small Bronze Age populations, abandoned by the ancient fey, and with sorcery being a demonic power that corrupts the people it touches and the lands around it.

There’s been many times I started to get tired of always working on the same concept, and it never turning out quite as I wanted, and so after some months of not really doing much with it, I sat down to start working on something completely new from scratch. But always I keep bringing back old ideas for places and creatures from Kaendor, until the whole place starts to look just like the one I just left behind.

I think I’ve now accepted that I am destined to keep coming back and working on this world forever.

And that is fine.

Because it’s a really cool concept.