Showing posts with label fish. Show all posts
Showing posts with label fish. Show all posts

Tuesday, February 20, 2018

8 Cave Fish

[1] Stalactite Hunters
Unassuming, medium sized predatory fish. Mostly eat tiny minnows and eels, but has excellent out of water eyesight and senses when stalactites on the cavern ceiling above are going to fall. Then, they lure larger fish under them at just the right moment, and lay their clutch in the large predator's body to reproduce. Exceptionally patient- juice from a gland in their head can be added to tonics to make anyone who drinks them exceptionally patient and calm for 1d6 exploration turns.

[2] Punch-Jaw
Pinkish coloration around head. Bottom jaw has two 'batter' bones that can be used to crack shells and the heavy armor of other fish. One of the few fish capable of swimming up aquifers and hunting in lakes and coastal regions. Must journey back to home cavern to lay eggs in great migration.

[3] Helmet Fish
Have harmless sucker cups inside their mouth- jump onto bipedal creatures that pass by and wrap their mouth around their head. Since the majority are either undead, golems, or wearing helmets they often don't notice and the fish can use them to jump between different underground bodies of water. Very startling to get your head swallowed by a fish if you aren't in the above category, but not dangerous. You get +1 AC to the first attack aimed at your head with this fish on it.

[4] Hero Fish
Looks white or colorless like the other fish, but rubs off its scales during the mating season to reveal bright and colorful skin underneath. The fish is not special, but is rewarded as a special dinner to some underground cultures for those who commit great feats of heroism.

[5] Bat-Killer Fish
Fish with dark tops and long, powerful fins to jump out of the water. Can rocket out at high speeds ot ram into, and then bite and kill bats flying too close to the surface of the water. Long teeth are sometimes used to make arrowheads or the teeth of various weapons or traps for primitive cave-dwelling cultures.

[6] Jewelbrain
These fish are uncommon and live a long time. They must dig for and insert a rough gemstone into the heads of their developing offspring, to “activate” them and have them grow to adulthood. These fish have minor magic powers, including the ability to heat a small amount of water ahead of them to boiling as a defense mechanism, or to mutate other fish into still-standing filter feeding creatures that the jewelbrain can feed off of. The blood of these fish can be used as magic ink, and their skin as leather for spellbooks or wand handles and are obviously much prized by magicians.

[7] Wave-Walker
This fish can excrete a strange slime that allows it to 'solidify' a small amount of water on the surface of a body of water. It usually uses this to stay above the water until a predator that is hunting it goes away, but makes it vulnerable to predators out of water. Large numbers of these fish are kept and 'milked' to create oils that allow the user to walk on water, if enough is dumped into a body of water, such as from the shore or on a boat.

[8] Quagmire Shark
This large fish often attacks humans, drow, and other large creatures that swim in cavernous waters. They are mostly known for being able to swim and live just fine in mud as well, and whenever a mudslide happens in a village these sharks may well be among the sludge, roaming for victims.

Tuesday, September 26, 2017

10 Fishing Village Rumors + 4 Magic Boats

You get a rumor each time you ask a fisherman in town for a story or rumor. Each rumor has a 1 in 6 chance to be true. If multiple rumors are true, they are all tied together in some strange way. If none of them are true, then this is the most peaceful town in the world.

 Fisherman Tales – 1d10
[1] He once caught a huge eel, which the family cut into round slices that never spoiled. He says his wife has still got one sealed away somewhere.

[2] Once he took a nap in his boat, and when he woke up he saw a river shark dancing on the surface of the water. As soon as he gasped, the shark jumped back into the water and pretended like nothing happened.

[3] Strange orange flickering lights are seen under the water on Sunday nights. If there was a new baby born that day, the lights turn blue and spin in circles instead.

[4] Secretly there is a current in the lake that can whisk a boat out to sea in the span of an hour. You have to knock on the right rock three times.

[5] The fish in this lake are just fine with worms, but if you want to catch the really big ones you have to bait your hook with human flesh.

[6] When it rains, a lonely fish man comes to the shallows to look for his lost love. If you leave a necklace of shells and bones by the shore, you'll sometimes get a glimpse of him dashing out of the water to grab it, before retreating to the depths.

[7] Once, I caught a talking fish. It said it was my grandmother, and said if I let her go she'll tell me about buried gold. I did let her go, but that bitch just swam to the bottom and disappeared.

[8] There was once a little boy in the village who could clap his hands and fish would jump onto shore or into his boat. But he became a soldier and went off to war.

[9] There's a giant crab in this lake. It's shell could be made into nearly impenetrable armor. The only thing that draws it to land is the music of a flute.

[10] Many years ago, an evil cult sacrificed virgins in this lake by tying rocks to their feet and drowning them. Their bones are still down there.

Fishing Boats1d4

Each fishing boat can be purchased from the master fisher or local lord of the village. He has 1d4+1 boats. If you roll a 4+1 assume that they are all collecting dust and he'll give a 20% discount.

[1] Armor Boat
Very strangely painted boat, with all kinds of metal joints, rivets, and straps on the inside of it. If dragged onto land and given about an hours time to twist the knobs, the boat collapses and reforms into a bulky suit of armor. Counts as platemail, but made of wood and has its AC permanently lowered by -1 each time an axe strikes it. Takes half as long to snap it back into boat form.

[2] Magician's Canoe
The front of this small boat has a carving of a horned woman, with polished stones for eyes. By smacking the side of the boat with an oar three times, the eyes release a blast of Magic Missile straight ahead, dealing 2d4 damage. It will require a large amount of skill to coordinate the boat's facing with the three oar taps to hit a moving target, but its trivial to hit something stationary.

[3] Razor Hull
Fatter then a normal fishing boat, this one has metal straps built down the sides studded with very sharp hooks and spikes all along its underside. Creatures who try to ensnare or ram the boat will take 1d6 damage if they do, and creatures with tentacles will be unable to get a grip.

[4] Unsinkable Raft
Large flat square raft, no sail or discernible features beyond its strong ropes that bind its logs together, which have been painted white. If the raft ever sinks, you can simply speak a keyword to raise it from the depths, lashing itself back together on the surface as much as it needs to and tightening its ropes around whatever is left of the wood. It is actually the ropes that are magic, not the logs, and by simply tying the ropes around anything underwater and saying the keywords they will raise it up. It can lift something as heavy as a boulder.