
Ted |

If the PC's don't get arrested and shipped off to the Sodden Hold AND if they don't catch/kill Elaxan to get his unique key, are there any other pointers to the Sodden Hold? I can manufacture some but thought I must be missing something.
What ended up happening in your campaign? I'm prepping this one right now for my party and I had the same fears. I know I'll have to come up with some contingency plans just in case they don't get arrested or find Elaxan's key.

Gold Katana |

I talked with a player before the game and got him to agree to let his PC be kidnapped. We then played out the attack in front of the other players, although it appeared the PC beat off the attackers. He came back to the party and "told them what happened - i.e. what they just watched us battle out, without knowing we were fudging dice rolls, and he was actually now the doppelganger. Part of the incident was having the PC snatch a pouch off his attackers which contained the unique key. They were hot to trot to the dockside area. They were (are!) confused, freaked out, and paranoid after the PC betrayed them for no reason and without any signals from the DM.

Russell Jones |

The key things to remember, IMHO, are that the dopplegangers have abducted and assumed the identities of plenty of people throughout the Free City/Greyhawk/Sharn, and they're keeping the PCs under surveillance.
I planned to drop information via Gather Information checks (and via doppleganger "informants") that Elaxan has been seen frequenting the Sodden Hold. If your players just don't want to investigate, let Elaxan try, try again. Eventually he'll kill one of them, or they'll get tired of the frequent ambushes and hunt him down.