Ancalagon
Dusty Dragon
Now you might think I was trolling there, but hear me out!
Let the players know through vague hints that this will be a doppelganger themed campaign.
There is a town, somewhat isolated, but that trades with others. It's all doppelgangers. They were refugees or whatever, they pretend to be normal, and now they are doing pretty well for themselves. So this wizard moves in, moderately powerful but not an archmage. The locals try to get him to leave (they won't kill him, he's not a bad guy, just not one of them) but the mage doesn't get the hint. He thinks something is wrong.
Through a complicated, finicky test, he manages to discover that *one* towns person is a doppelganger. He calls in outsiders - the heroes - to investigate. They learn that this townperson hasn't been himself lately (due to relationship problems, illness, whatever...) and this confirms the heroes fears. They investigate further and discover that he is corresponding with an orc - a doppelganger agent who's infiltrated the tribe.
The heroes go to confront this fake orc and avert the threat the orc tribe represents. They are victorious. In reality, the doppelganger was in the tribe to make sure the orcs didn't threaten the town, but the players miss it. They find there are more correspondence - more doppelgangers in town!
The towns-doppelgangers realize that the heroes are paranoid about the "doppelganger menace" and create a fake conspiracy for the heroes to discover and twart, sacrificing a few of their members to make it convincing. But alas, they aren't used to subterfuge and while the heroes uncover the fake conspiracy, they aren't convinced that the menace is over.
Once the heroes have exposed too many doppelgangers, there is a great reveal at night. The heroes realize that *everyone is a doppelgangers - the vendors, the farmers, the kids, everyone*. The doppelgangers tell the heroes that they have won, and now that they have been exposed they must flee and scatter to protect themselves. They leave in all directions, leaving the heroes and the dumbfounded wizard behind.
Conclude the campaign by telling the players that this is how, a thousand years ago, the great doppelganger plague was set loose upon the world. Play the last song from bladerunnber by Vangelis.
https://www.youtube.com/watch?v=JAwo7DPUFUM
Let the players know through vague hints that this will be a doppelganger themed campaign.
There is a town, somewhat isolated, but that trades with others. It's all doppelgangers. They were refugees or whatever, they pretend to be normal, and now they are doing pretty well for themselves. So this wizard moves in, moderately powerful but not an archmage. The locals try to get him to leave (they won't kill him, he's not a bad guy, just not one of them) but the mage doesn't get the hint. He thinks something is wrong.
Through a complicated, finicky test, he manages to discover that *one* towns person is a doppelganger. He calls in outsiders - the heroes - to investigate. They learn that this townperson hasn't been himself lately (due to relationship problems, illness, whatever...) and this confirms the heroes fears. They investigate further and discover that he is corresponding with an orc - a doppelganger agent who's infiltrated the tribe.
The heroes go to confront this fake orc and avert the threat the orc tribe represents. They are victorious. In reality, the doppelganger was in the tribe to make sure the orcs didn't threaten the town, but the players miss it. They find there are more correspondence - more doppelgangers in town!
The towns-doppelgangers realize that the heroes are paranoid about the "doppelganger menace" and create a fake conspiracy for the heroes to discover and twart, sacrificing a few of their members to make it convincing. But alas, they aren't used to subterfuge and while the heroes uncover the fake conspiracy, they aren't convinced that the menace is over.
Once the heroes have exposed too many doppelgangers, there is a great reveal at night. The heroes realize that *everyone is a doppelgangers - the vendors, the farmers, the kids, everyone*. The doppelgangers tell the heroes that they have won, and now that they have been exposed they must flee and scatter to protect themselves. They leave in all directions, leaving the heroes and the dumbfounded wizard behind.
Conclude the campaign by telling the players that this is how, a thousand years ago, the great doppelganger plague was set loose upon the world. Play the last song from bladerunnber by Vangelis.
https://www.youtube.com/watch?v=JAwo7DPUFUM