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The Dragonlance 15th Anniversary Collection

© 1999 by Eric Jwo. All material on this website may not be copied for any reason whatsoever without the expressed consent of its author.

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Scene Three: Dark Mirror

The heroes have braved the dangers of Trollwood, and, after many trials, have arrived at the last test of their resolve.

Overview

The heroes must face dark versions of themselves before they can confront the master of Trollwood.

Getting Started

In this adventure, the Narrator will run exact duplicates of the heroes. The Narrator needs to obtain copies of all of the heroes "Hero Sheets" immediately. Every weapon, every stat, and every item must be noted. The Narrator should also pay special attention to the hero wielding the dragonlance.

First Impressions

The darkness of Trollwood relents slightly, giving way to twilight. The dangers that you have braved show on your weary bodies, but still you manage to trudge onwards. A strange, eerie fog creeps in over the land and surrounds you. You cannot make out anything in this fog, except a distant structure looming in the gathering darkness. The fog relents somewhat and you can see the imposing edifice. It is a tomb, with figures of demons and dragons carved on the sides. In front of the tomb lie several graves.

To your horror, the names on the tombstones are your own! Even Kara gasps as she spots "Kara Half-elven" carved into the head of a cracked tombstone. What shocks the half-elf even more, though, is the tombstone next to hers, which reads, "Alain Dargeth,"

"No!" Kara cries out as she collapses to her knees. "No . . ."

The ground suddenly shifts slightly beneath the fog. A hand thrusts itself out of the earth, followed by another, and another. Kara can only stare mutely on her knees as dirt-covered figures haul themselves out of the earth. The figures burst from their graves and silently approach. Before you can react, the light of the single moon shines on their rotting faces, and you face yourselves!

"Turn back!" { insert a hero's name here } yells. "You, we, can't die! Not again!"

"The entire mission was cursed!" { insert another hero's name here } laments. "Don't suffer our fate! Save us!"

Moaning and groaning pitifully, you wade forward through the gathering fog and approach.

The Story Continues

This entire scene actually takes place within the heroes' minds. They are merely faced with phantasms of themselves. However, since this is a mental battle, the heroes can still be hurt and even killed by their counterparts.

As the doppelgangers approach, they beg the heroes to turn back and save them all. Although the doppelgangers will listen to the heroes' reply, they will attack anyway.

As the doppelgangers attack, the fog will roll in and engulf the area. The heroes and the doppelgangers will be separated and forced to fight each other.

The Doppelgangers

Their is one doppelganger for each hero, as well as one for Rezik and one for Kara. The doppelgangers should be easy to create. The Narrator simply uses the heroes' true stats to create the characters. To mimic the health that the heroes' have, the Narrator add the total of each hero's Hand and make that the corresponding doppelganger's health. The Narrator needs to make sure that every time and ability that the heroes have is noted and reflect in their doppelgangers.

The Battle

The magical fog that separates the heroes may send them up against each other. In the fog, it is difficult to discern whether a figure is the original or a doppelganger. The Narrator should draw a secret diagram of where each hero and each doppelganger is and show the heroes a copy (a copy that does not note which are the originals and which are the doppelgangers).

Therefore, the heroes may attack each other. The doppelgangers would like to attack their counterparts, but they will attack any of the heroes if their counterparts are not around. The doppelgangers never attack each other and always focus on the heroes.

The heroes can tell the difference between an original and a doppelganger if they are close enough { melee range }. The doppelgangers are all rotting slightly and covered with dirt. Magical items that the heores may have picked up will also reveal the magic behind the doppelgangers and serve to distinguish between them and the original heroes.

The Narrator should also feel free to switch doppelgangers with players. For instance, if a hero believes (truthfully) that he has found another hero and the two team up against the doppelgangers, the Narrator could suddenly take control of one of the heroes and reveal that it's a doppelganger. While both players might protest, the scene is one of chaos where reality has no bearing. The chaos makes even the original heroes doubt their very identity.

The doppelgangers are exact duplicates of the heroes with every piece of equipment, every steel piece, every weapon, and every magical item that the heroes possess. If the heroes defeat the doppelgangers, they can take some of the doppelganger's equipment. Any nonmagical items can be taken, as well as any treasure. Also, any healing items can also be taken by the heroes. If the heroes try to take any magical equipment, the items simply turn to ash.

Atmosphere

This scene should be one of chaos and confusion. The heroes should be disoriented and caught off guard the entire time. The Narrator might having the players pass notes to him or her instead of declaring their actions verbally. In this way, none of the other players have a clue about who is real and who is the doppelganger. For instance, if a player declares verbally that his hero cries out, "Est Sularus oth Mithas," then all of the rest of the heroes will know which version of the hero is the original. However, if the player hands a note to the Narrator expressing his wish, the heroes won't know whether the hero shouted the oath, or his doppelganger did.

Actions

The heroes may attempt to discern whether a figure is an original or a doppelganger if they are within melee range. To succeed, the hero must make an average Perception (Agility) action.

Characters

The doppelgangers of the heroes must be created by the Narrator. Since the scores will vary according to the heroes abilities, the statistics for the hero doppelgangers will not be shown.

Narrators should simply use Kara and Rezik's statistics for their doppelgangers.

  • Kara Half-elven. Qualinesti half-elf female young adult, rash demeanor, Adventurer. Ag 8X, Dx 7A, En 6C, Str 6B, Re 7B (49), Pe 6A, Sp 5D, Pr 7C, Dmg +4 (cutlass), Def -2 (leather armor), also sorcery (pyromancy), secondary weapon (dagger/+2), and missile weapon (longbow/+6).
  • Rezik. Human middle-aged male, cantankerous demeanor, Novice. Co 4, Ph 5, In 4, Es 3, Dmg +0 (fists), Def -2 (leather armor).

Outcome

Unbeknownst to the heroes, the hero who wielded the dragonlance has been replaced by a doppelganger. The real version of that hero was secured by the daemon warrior and will be returned in the next scene. However, none of the players, especially the hero's player, need know this fact.

Once the heroes have defeated the doppelgangers, go to Scene Four: Chaos Ascendant.

However, if the heroes all fell, go to the Epilogue.

 


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