SwiggitySwole

joined 1 year ago
[–] SwiggitySwole@lemm.ee 2 points 3 months ago (1 children)

On the off chance that happens I'd probably give them one of the beast traits, probably one of the ones that's less useful like keen smell or web sense

[–] SwiggitySwole@lemm.ee 4 points 3 months ago (1 children)

This is a really good idea, I might make their laws very simplistic. I might even steal the ones from Animal Farm.

In my mind the mongrelfolk definitely won't be inherently evil. Paranoid or scared of outsiders, definitely. But they should have near-human intelligence, but slightly diminished.

Professor Moreau to me is the evil one but purely because he doesn't hold much regard for the lives of the people he has experimented on, especially in a world with polymorph magic and Druidic wildshape. Though Moreau will be helpful to the players and give them no good reason to kill him, since they're his chance to regain control of his lab.

I've been going back and forth on if Moreau will want the mongrelfolk dead, since they'd hold more scientific value to him kept alive.

[–] SwiggitySwole@lemm.ee 9 points 3 months ago (1 children)

I've not seen either of those but a quick search shows me that's 51 episodes of one series, 64 of another and a movie. That might be a little bit too much for the amount of prep time I have

 

I recently watched the Simpsons Treehouse of Horror episode in which they did a parody of "The Island of Dr Moreau" and thought a mad scientist trying to turn people into animals could make for a fun minor character in my campaign. My players are en route to a dungeon and should be there in a few sessions, I'm thinking of making the dungeon the lab of a mad scientist who has gotten locked out of the lower levels due to a containment breach.

The details I have so far is that he is a gnome, currently named Prof. Moreau, who has created mongrelfolk while trying to turn a human into an animal.

The mongrelfolk are safely contained in the lower levels and have started to create their own society, I think the boss of the dungeon should be a Gibbering Mouther called One, as in Attempt One.

I think the Mongrelfolk should worship one as their leader and hate Moreau for keeping them locked in the lab.

What I'm stuck on now is what life is like for the mongrelfolk, what they believe and how they have organised society.

[–] SwiggitySwole@lemm.ee 2 points 3 months ago (1 children)

I'm using flee mortals for my current campaign wherever possible, I have a werewolf quest planned, which isn't in FM. Though I might pivot to a basilisk hunt.

[–] SwiggitySwole@lemm.ee 3 points 9 months ago

I know a handful of people who thought it looked like an impending disaster and gave it a wishlist so they could see the early negative reviews pour in

[–] SwiggitySwole@lemm.ee 15 points 9 months ago

I don't want to make a "lifetime commitment" to a game, I've already tried that with my ex-wife.

[–] SwiggitySwole@lemm.ee 5 points 11 months ago

!lfg@ttrpg.network

[–] SwiggitySwole@lemm.ee 3 points 11 months ago (1 children)

Isn't this basically the plot of fable 3?

[–] SwiggitySwole@lemm.ee 1 points 11 months ago

There are a few on the horizon, look into paralives and life by you

[–] SwiggitySwole@lemm.ee 1 points 11 months ago (2 children)

Didn't that come out years ago?

[–] SwiggitySwole@lemm.ee 2 points 1 year ago

99% of the time, PCs abilities aren't your concern, all you need to worry about is knowing if it sounds like they something they might be able to do. Worst case scenario just ask them to read the ability description.

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