Gone Fishing
Besides algae and plankton processing some denizens of the drowned world opt for a much more dangerous form of food gathering. Fishing can be dangerous, with mutant sea life, rogue forgotten sea cleaning bots from the before time, and toxic fiends lurking beneath the waves. But for the seasoned fisherman, the risk is well worth the reward.
Fishing Game
Place a cup in the middle of the table and have the player who is fishing overhand throw their d12 into the cup. If the dice land inside the cup consult the I Think We Have a Big One table if it lands outside the cup consult the Pass Me Another Beer Table.
I Think We have a Big One
(d12)
1. Derek, this rainbow colored glowing purple fish with 3 eyes goes great with some BBQ sauce! +2d4 HP when eaten cooked 3 uses.
2. Slimy Wicket, green colored slimy 5 finned mutated mackerel with human like teeth. 2d4 HP when eaten cooked or raw 5 uses.
3. Buck tooth Snaggler, Dark Brown buck with buck teeth and 4 eyes. Only edible if soaked in lime juice, 2d6 HP when eaten cooked 3 uses.
4. The Manripper, yellow with red stripes, this fish has a large mouth with rows of many sharp teeth. 2d6 HP when eaten raw or cooked 5 uses.
5. Chainsawfish, iridescent blue with pink stripes. This fish has a flattened face resembling a chainsaw with a row of turning teeth. +2d8 HP when eaten cooked 5 uses.
6. Tatter McDude, the legendary surfing dog! He hangs around and wants to be part of your crew! He is great at sniffing out treasure.
7. The Goldtailed Shankwallow, This large Silverfish with a gold tail is a prime choice for any fisherman! 2d10 HP when eaten raw or cooked 8 uses.
8. The Shark Jumping Fonz, lime green with magenta spots. This fish can breach large heights. 2d10 HP and +2 agility for 1d4 hours when eaten cooked 4 uses.
9. A water-logged Spire Cop, I think they are still breathing?!
10. Large stash!, Worth 12 Gizmos and 6 rolls on the Look What I Found table
11. The Shifty Eyed Spewer, Green with orange leopard spots. This fish always seems to be up to something. It can spit a toxic ooze out of its shifty looking eyes, dealing 1d8 dmg at a range of 60ft. 2d10 HP when eaten cooked 4 uses.
12. Octo-Shark, Half octopus half shark all danger! You managed to catch this monstrosity and it can be sold as meat for 10 gizmos to the right buyer! 2d12 HP when eaten cooked or raw 10 uses.
(If a fish is cooked improperly i.e. it is not prepared in the manner specified in the description then have the punk make a DC 12 Fort save. On a failed save they take 1d4 damage and must roll a d4 on the Nautical Mutations table.
Pass Me Another Beer Table
(d12)
1-4. Nothing
5. Octo-Shark!, It attacks the ship.
Octo-Shark: Init +3; Atk bite +2 melee (1d10) or tentacle +2 melee (1d8, 15’ reach); Crit M/d10; AC 16; HD 5d12 (hp 28); MV 30’ swim; Act 2d20; SP random nautical mutation (see p. XX); Fort +4, Ref +2, Will +1; AL C.
6. Toxic Fiend!, As you pull up your line you notice a glowing radioactive skeleton arising from the water with it.
Toxic Fiend: Init +1; Atk swipe +0 melee (1d4 plus radioactive); Crit M/d6; AC 10; HD 2d4 (hp 3); MV 30’; Act 1d20; SP radioactive; SV Fort +1, Ref +0, Will -1; AL N.
Radioactive: On a successful attack, the target must make a DC 10 Fortitude save or suffer 1d4 Stamina damage each hour until healed.
7. A Map, It's in a language you can't read.
8. Rogue Cleaner Bot! This ancient tech has gone mad and thinks you are the trash that needs cleaning!
Rogue Cleaner Bot: Init +0; Atk laser blast +1 missile fire (1d8, 60’ range); Crit M/d6; AC 14; HD 2d6 (hp 8); MV 30’; Act 1d20; SP immune to mind-altering spells; SV Fort +0, Ref +2, Will +0; AL C.
9. The Dead Body of a Spire Counselor, you here patrol ships in the distance.
(1d12) Spire Cops: Init +0; electro baton (1d8 plus stun); Crit III/d8; AC 18; HD 3d8 (hp 14); MV 30’; Act 1d20; SP stun (DC 10 Fort save or stunned for 1d2 rounds); SV Fort +3, Ref +0, Will -1; AL L.
10. A Message in a Bottle, a cry for help!? a lost love letter? or maybe a recipe for a killer cocktail.
11. An Invitation to a Party at Steve's House.
12. Active naval Mine, it starts ticking! If not disarmed or discarded it does 1d12 dmg in a 60ft radius.