"The Sea Elf's Daughter" is a large, modern, well-lit tavern in Warren's Deep. The place is a popular haunt with local fishermen and if adventurers are looking to commission a boat, there are worse places for them to look. The proprietor, the bushy bearded, swaggering, Captain Odysseus Marinos, is reputed to have made his fortune at sea, though the details of how vary wildly from the fantastic to the improbable.
But those far-fetched rumors aren't the topic of this post. The topic of this post is Captain Marinos' assortment of specialty tackle, some of it publicly on display, some hidden away and only shown to potential buyers with an eye for the unusual and prodigious quantities of gold burning a hole in their pockets. At any one time, he'll have 2d3 of these items in stock. He restocks pretty irregularly.
Since players may use these in a a variety of ways, consider the mechanics below to be suggestions, with an invitation to DM's to improvise appropriate mechanics where needed. Also, note that 25% of the items will be forgeries, fakes, or duds with no special properties.
Nets
Barbed Net 50GP/10SqM- handmade net with wondrously formed barbs of some translucent material that don't tangle the net itself. Reputedly of the type made and used by the mysterious Sea Elves themselves. Whatever you're doing with it, you can generally give it a +3 bonus to catch/entangle/snag stuff, compared to a normal net. So, for instance, if you're throwing the net in combat as per the SRD, then give yourself +3 to the attack roll to see if you entangle your opponent. While entangled, victims take 1HP damage from the barbs every round they spend struggling to get out.
Net of Entanglement 3300GP- enchanted net that will entangle any creature that touches it once deployed. If laid as a trap, give the target a DC 20 Reflex/Str save to avoid/escape. If it's damaged badly enough, the enchantment fizzles away.
Line
Iron Line 150GP/10m- 3mm thin and weaved from the filament of the giant sea spider, it is virtually unbreakable. Str test of 25 required to break it.
Fendrich's Invisible Filiment 100GP/10m- this line is made from an unknown material and is super-thin and transluscent. Spot checks at -4.
Fishing Rods
Masterwork Marsh Willow Rod 170GP- bends but doesn't break. Great for casting and hauling in those big fish(+2 to skill rolls against big fish).
Rod of Far Casting 4200GP- enchanted fishing rod. A skilled caster can cast light or heavy tackle up to 1000m, unaffected by wind. Tricks (like hitting a precise location) will require a skill check as appropriate(the enchantment on the rod conveys distance, not precision).
Harpoons
Harpoon of Kraken Slaying 2100GP- contains one colossal dose of potent neurotoxin, harvested from 1000's of Death's Head Cone Snails. The toxin is spring-injected when the harpoon penetrates a few inches into a fairly solid substance. DC 30 Constitution Save or death. Failed save does 6d8 damage, in addition to the harpoon's 1d6.
Masterwork Bloodcoral Harpoon 5000GP- A small, weirdly beautiful, handheld harpoon, made with coral, with strange, nautical carvings in it. The hunting weapon of a Sea Elf prince. Who knows where Captain Marinos got hold of it? Could prove very awkward if found in one's possession by any Sea Elves encountered. 1d6 damage. Modified attack roll of 15 or higher means a critical hit and it's stuck in. Well-formed barbs mean it can't be pulled out without inflicting another 2d6 damage.
Explosive Harpoons 500GP- black powder shaped-charge explosion triggered by penetration of a few inches into solid substance does 4d10 damage. Handle with care! If shaken/dropped/heated 50% chance it will be triggered, sending a cone of shrapnel in the direction of the point. Ruined if soaked in water for more than a few minutes.
Bait
Mermaid Bait 80GP- Mermaids and even some Mermen can't resist this bait. A bag of crumbly greenish-brown substance. Tastes a bit like very salty dark chocolate. If any Mer-people are in the water within 1km of where it's deployed, then they will come check it out within 1/2 hour's time. Any who fail a DC15 will save throw caution to the wind and swim at maximum speed until they reach the bait.
Lures
Leviathan Lure 60GP- a large wooden lure shaped like a mix between a harp seal and a sea sprite. It has "limbs" that flap realistically when trolled at high-speed through the water. It has a well-hidden triple-barbed cast-iron hook. Any large, carnivorous whales in the area must make a DC 15 Intelligence test or mistake the trolling lure for prey and give chase.
- On roll of 2-6, summons 2d100 local fish with 1/2 hour's time.
- On roll of 1, perform a google image search on the string "#whenattractfishgoeswrong". The 1d20'th image is what happens.
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