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Old 12-03-2018, 06:05 PM   #21
mr beer
 
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Default Re: [DF] Sewer Monsters

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Giant slugs, giant conesnails (adventurers think it's funny until the snail launches toxic armor-penetrating shell-made harpoons at them.
Squick version: they are mating harpoons and the snail winches them in for some mollusc-on-man love action.
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Old 12-03-2018, 07:14 PM   #22
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Default Re: [DF] Sewer Monsters

What about... Thieves? I know they're pretty mundane, but you've got to start somewhere.

More exotically... Were-Rats.

Also, a few putrid undead are not out of the question. It wouldn't be the first time some old burial crypts got repurposed. Then the disturbed dead got mad, some sewer workers went missing, and somebody has to find out why.

Smugglers like using sewers in some places, so what if something they were smuggling got loose. Then you could have a very sickly... anything.
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Old 12-04-2018, 06:18 AM   #23
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Default Re: [DF] Sewer Monsters

Has anyone suggested fanatics hiding from the law? In real history Marat claimed to have hidden in the sewers of Paris. Ordinary humans with bloodthirst make fairly scary monsters.
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Old 12-04-2018, 06:20 AM   #24
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Default Re: [DF] Sewer Monsters

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Originally Posted by khorboth View Post
What about... Thieves? I know they're pretty mundane, but you've got to start somewhere.

More exotically... Were-Rats.

Also, a few putrid undead are not out of the question. It wouldn't be the first time some old burial crypts got repurposed. Then the disturbed dead got mad, some sewer workers went missing, and somebody has to find out why.

Smugglers like using sewers in some places, so what if something they were smuggling got loose. Then you could have a very sickly... anything.
The Were-rat legends started (possibly as a joke/tall tale) when Philadelphia but in their first major municipal sewers. So it is doubly appropriate.
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Old 12-04-2018, 09:15 AM   #25
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Default Re: [DF] Sewer Monsters

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Originally Posted by khorboth View Post
What about... Thieves? I know they're pretty mundane, but you've got to start somewhere.

More exotically... Were-Rats.

Also, a few putrid undead are not out of the question. It wouldn't be the first time some old burial crypts got repurposed. Then the disturbed dead got mad, some sewer workers went missing, and somebody has to find out why.

Smugglers like using sewers in some places, so what if something they were smuggling got loose. Then you could have a very sickly... anything.
Ghouls. Probably attracted by dumped corpses, then they tunnel into the cemeteries ...then they surface and go hunting. No-one has ever confirmed if having a ghoul problem prevents a zombie problem ... you might expect it to but who knows?

Outcasts, criminals, fugitive slaves and mole people are all possibilities - as are part humanoids, full humanoids and other lore-compliant underclasses. Goblins are traditional, or kobolds, xvarts or whatever. Fugitive magical experiments are fun as well.
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Old 12-04-2018, 10:37 AM   #26
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Default Re: [DF] Sewer Monsters

The 2015 Adventurer's League adventure, "Foulness Beneath Mulmaster," featured Flumphs, of all things, in a sewer. GURPS stats for a Flumph have been written up at the GURPS Repository, though it should have telepathy added to its traits. A sewer adventure is a perfect opportunity to upgrade your game by introducing lawful good aerial frisbee-jellyfish.
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Old 12-04-2018, 01:31 PM   #27
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Default Re: [DF] Sewer Monsters

Sewer Mutants. Hit up After the End for some ideas on making mutants.
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Old 12-04-2018, 02:05 PM   #28
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Default Re: [DF] Sewer Monsters

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The 2015 Adventurer's League adventure, "Foulness Beneath Mulmaster," featured Flumphs, of all things, in a sewer. GURPS stats for a Flumph have been written up at the GURPS Repository, though it should have telepathy added to its traits. A sewer adventure is a perfect opportunity to upgrade your game by introducing lawful good aerial frisbee-jellyfish.
A circular war beneath the streets - where in Floofs*, Eyes of Death, and Spheres of Madness fight for control of territory.



* Reskinned Flumphs, just big puffs of adorable fur that float through the air. Only a menace to delvers when they desecrated enter† the Lawful Good sacred spots they are guarding.

† Floofs often don't understand the difference between entering and desecrating. Or maybe it's just the muddy footprints delvers tend to leave all over that riles them up.
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Old 12-04-2018, 02:57 PM   #29
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Default Re: [DF] Sewer Monsters

I feel electric jellies belong in here somewhere.
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Old 12-04-2018, 04:44 PM   #30
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Default Re: [DF] Sewer Monsters

Mold covered Rock Mites or Zombies that barf out Slimes?
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