Tunas & Trawling - A Brief Vacation from Dungeoneering
Jan 23, 2019 9:30:26 GMT -5
zanshin likes this
Post by falconious on Jan 23, 2019 9:30:26 GMT -5
Tunas & Trawling
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Premise
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There is good money to be made on the sea, and not just from piracy! You have decided to sign onto a fishing vessel for its five-day trip. You have to help with chores everyday, but there is plenty of time for fun in the off-hours. The one downside? It's not very restful, so no natural healing or recovering WIZ on the trip.
Daily Schedule
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1. Chores
2. Random Encounter
Chores
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Each day, you are assigned a chore: roll 1d6 and consult the table below. Keep track of what chores you have done, as each time per trip you repeat a chore, the difficulty increases by one level. Also record how many chores you succeed at. The chore difficulty starts at L1, and you take damage equal to the margin of failure.
1-2. Tie nets (SR on DEX)
3-4. Apply pitch (SR on CN to resist fumes)
5-6. Pump bilge water (SR on STR)
Random Encounter
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Roll 1d6 and consult the chart below.
1. Customs official
2. Traders
3. Pirates
4. Water elemental
5. Flying fish
6. Kraken
**Customs Official**
If you have any contraband, it and all your money are seized.
**Traders**
Traders will sell you goods in lots worth 100 gp each. They may be sold at port or to other traders with a price modified as described in section **Trade Goods**. They will also sell a one-use **Wave Breaker** for 50 gp, useful against water elementals. If you make an L2 SR on CHR, they will sell you contraband in lots worth 100 gp each, which may be sold at a price modified as described in **Trade Goods**.
**Pirates**
You must fight a human pirate armed with a cutlass (4d6). Roll up a pirate using 4d6, with an extra die each time per trip you encounter a pirate. If you win, you get a cutlass and 1d6 random coins.
**Water Elemental**
You see ahead of you a massive waterspout with many tentacles on it. Cast Dis-Spell or use a **Wave Breaker** to banish it. If not banished, make an L3-SR on LK to avoid damage from the buffeting.
**Flying Fish**
Make an L2-SR on DEX to catch one of the fish, which may be cooked to give a +3 on your next chore SR.
**Kraken**
You are fighting a seven-tentacled kraken. Each tentacle has MR 25. The kraken starts with one tentacle and brings up another each round until all seven are engaged.
Final Day
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On the fifth day you return to port. Your proceeds from the fish are 1d6*10*(Chore SRs passed + 1) gp. You also sell any remaining trade goods and contraband as described in **Trade Goods**.
Trade Goods
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Trade goods are worth a varying amount. Roll 2d6. If the number is odd, then the price for which you may sell the goods increases and you make a profit. If even, the price decreases and you take a loss. For regular goods, increase or decrease the price by (Roll value * 100%). For contraband, increase or decrease the price by (Roll value * 5 * 100%).
================
Premise
-------
There is good money to be made on the sea, and not just from piracy! You have decided to sign onto a fishing vessel for its five-day trip. You have to help with chores everyday, but there is plenty of time for fun in the off-hours. The one downside? It's not very restful, so no natural healing or recovering WIZ on the trip.
Daily Schedule
--------------
1. Chores
2. Random Encounter
Chores
------
Each day, you are assigned a chore: roll 1d6 and consult the table below. Keep track of what chores you have done, as each time per trip you repeat a chore, the difficulty increases by one level. Also record how many chores you succeed at. The chore difficulty starts at L1, and you take damage equal to the margin of failure.
1-2. Tie nets (SR on DEX)
3-4. Apply pitch (SR on CN to resist fumes)
5-6. Pump bilge water (SR on STR)
Random Encounter
----------------
Roll 1d6 and consult the chart below.
1. Customs official
2. Traders
3. Pirates
4. Water elemental
5. Flying fish
6. Kraken
**Customs Official**
If you have any contraband, it and all your money are seized.
**Traders**
Traders will sell you goods in lots worth 100 gp each. They may be sold at port or to other traders with a price modified as described in section **Trade Goods**. They will also sell a one-use **Wave Breaker** for 50 gp, useful against water elementals. If you make an L2 SR on CHR, they will sell you contraband in lots worth 100 gp each, which may be sold at a price modified as described in **Trade Goods**.
**Pirates**
You must fight a human pirate armed with a cutlass (4d6). Roll up a pirate using 4d6, with an extra die each time per trip you encounter a pirate. If you win, you get a cutlass and 1d6 random coins.
**Water Elemental**
You see ahead of you a massive waterspout with many tentacles on it. Cast Dis-Spell or use a **Wave Breaker** to banish it. If not banished, make an L3-SR on LK to avoid damage from the buffeting.
**Flying Fish**
Make an L2-SR on DEX to catch one of the fish, which may be cooked to give a +3 on your next chore SR.
**Kraken**
You are fighting a seven-tentacled kraken. Each tentacle has MR 25. The kraken starts with one tentacle and brings up another each round until all seven are engaged.
Final Day
---------
On the fifth day you return to port. Your proceeds from the fish are 1d6*10*(Chore SRs passed + 1) gp. You also sell any remaining trade goods and contraband as described in **Trade Goods**.
Trade Goods
-----------
Trade goods are worth a varying amount. Roll 2d6. If the number is odd, then the price for which you may sell the goods increases and you make a profit. If even, the price decreases and you take a loss. For regular goods, increase or decrease the price by (Roll value * 100%). For contraband, increase or decrease the price by (Roll value * 5 * 100%).