Thanks for the tips last time folks! This week’s question: The Bogeymen are heading into the sewers to take some Turf from the Dimmer Sisters. (A magnificently bold and stupid move). We’ve established that ‘grey-skinned mutant humanoids live down there already, but what horrible complications could arise as they try to take the Duskvol Sewers? (I’m using Ryan Dunleavy’s map).
Thanks for the tips last time folks!
Thanks for the tips last time folks!
Parasites! Fungus growing on sensitive areas! Make these consequences to be resisted, make them the base of devil’s bargains, make them complications if sloshing squelching activity goes wrong.
What are they using for light? Put beetles down there that swarm the luminescent fungal light sources, put thirsty moths down there that are drawn to flame, put piles of ancient writing down there that can only be read by those who see in the dark.
Crocologians. What are they? Sewer monsters based on the scariest parts of a crocodile; feel free to embellish. There’s one per area, because they are mega-predators that don’t share territory. Work in an anglerfish element where they can manipulate will ‘o wisps.
Poison/explosive gas buildup.
Traps to protect safehouses, in use or otherwise, some decades (maybe centuries) old. The most basic defenses are algae ropes or long shroom stems with roofing tacks put through them, laying in the muck; you get your skin punctured while in sewage, that’s not good for you.
Catacombs of the desperately insular poor families of a neighborhood, where they preserve their best fighters upon death so their spirits can guard the other remains.
There’s stories that the old cults used to make drowning pools that they suffused with death by sacrificing so many living things and people to their god. If you look into one of these drowning pools, somewhere nearby your ghost rises, out of joint, spawned from a future past where you died; your existence causes it agony until it can destroy you and free itself. Or, if you’re a total bastard, it will try to burn you out and take over the body. These are called Reflections. One rises from teach Trauma you survived, or if none, from the future where you die.
Maybe the Dimmer Sisters made a getaway retreat, an underground grotto turned into a radiant garden, where the “plants” are twisted meaty shells of their foes with their life forces stripped of the Mirror so they glow on both sides, for the decades it takes them to die. Take Ursela the sea witch from the Little Mermaid, and amp up her hallway of cursed debtors, then turn it into a topiary of agony where the Sisters can relax.