Fisk Borg Digital 3.3.22
Fisk Borg Digital 3.3.22
Fisk Borg Digital 3.3.22
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Rights:
Fisk Borg’s text, save for the parts that are already covered under
the MÖRK BORG Third Party License, is CC BY NC Richard Kelly. Fisk
Borg’s art, layout, and all other visual elements not covered under
the MÖRK BORG Third Party License belong to Adam Vass. If you
want to make something based on this, you’ll still need to comply
with the MÖRK BORG Third Party License, but you can reach out
@SprintingOwl and I’m happy to give advice or provide support.
Publishing
Adam Vass and Richard Kelly
Pu
Establishing A Tether Between Predator
And Prey - 4
And A Wretcheedd
Fisk Combat - 5
Bloody and Forbidden Fishing Practices - 6
Rods, Cursed And Tormented - 8
Miserable, Fetid, Wriggling Bait - 11
Benighted Mires To Plumb For Riches - 12
d66 Worthless Specimens - 14
d20 Wretches That Fly, Swim, Or Crawl - 28
d12 Damned Leviathans - 37
d10 Salt-Stained Scrolls - 42
Class: The Weary Angler - 44
o i l
Hirelings For Solo Fishers: The Drowned
Crew - 45
C
Fishing Excursion: Gifts For Grendel - 46
Alternate Fishing Rules - 58
A
An empty field. A crumbling well. A
cold wind across dead grasses.
Nothing living for miles.
eterminate species.
A shape. Hunched. Cloaked. Ind th.
that has forgotten its own dea
Maybe little more than a corpse
Even so, it leans over the wretched mouth of the well,
feeding a single line down into the dark.
An eternity passes.
No sun rises.
WHY
would anyone fish Besides
anything can be fished.
in this setting? ...so long as you can dip a line into it.
Fisk Combat, like regular combat, At the end of the first Round of
is divided into Rounds and Turns. Fisk Combat, the Fisk’s identity is
Unlike regular combat, unless a revealed.
Fisk has a special ability that says
so, it does not usually get a Turn. At the end of a number of Rounds
equal to the Fisk’s Fisk Timer, the
Instead, the Active Fisher acts Fisk automatically gets away. If a
before all other players, and Fisk is lost or gets away after
must test to Grimly Stand Firm. you have learned its identity,
This is a test against the Fisk’s you suffer its Consequence.
Stand Firm DR which will be
listed in its entry. The Fisk’s entry The Fisk also gets away if the
will also list the Ability that the Active Fisher is knocked out,
Active Fisher must test. killed, or otherwise rendered
unable to hold onto the rod,
or if they fail a Grimly Stand
Firm test.
If the Grimly Stand Firm test
succeeds, the rest of the party may
make attacks against the Fisk. The
u gain its
party may also use items or Powers If you land a Fisk, yo
should they choose. Attacks and Reward Reaped.
Powers used against the Fisk Typically, both the
reduce its Subdual HP. If the Fisk’s Consequence and
Subdual HP are reduced to 0 or Reward Reaped only
below, it is subdued and caught. apply to the Active Fisher.
5
Bloody And Forbidden Fishing Practices
Anglers from Sarkash to Lake Onda gather in tight
claves, hoarding the secrets of their trade.
But a few techniques are more widely known.
6
7
RODS: Cursed and Tormented
roll d20
inus
Body, M
Skeleton a boo
m
rrying B
Head, Ca thing.
. Says no nd
Pole. 15s S ta
Grimly
M akes the ha
A Splintered Wheel Of r you, it
w
F irm test fo s relevant
Fortune Connected To A test’
+1 in the up
Rickety Pulley. 13s. When frees you
A bility. This acking the
you cast into a fishing spot, on att
to join in tand
you may choose to roll 1d6 and uld the S
Fisk, sho
treat the fishing spot as having a succ d.
e e
Firm test
Habitat Type matching your roll. 1-2
Aqueous, 3-4 Heap, 5-6 Organic.
POOR
BAIT
1s. -1 to all Grimly Stand
Firm rolls this Fisk Combat.
NORMAL
BAIT 5s. Pick Rock, Paper, or Scissors.
When you use that Gambit and win
during this Fisk Combat, you gain an
extra +1 to your Grimly Stand Firm roll.
N A RY
R D I
T R AO Grimly Stand Firm
EX 15s. +1 to
all
is Fisk Com
bat.
T
BAI
d u r in g th
rolls
11
12
The following types
of fishing spots may
be found in this world.
• 5-8, go to [d20
7. Ocean (d8, Habitat: Aqueous)
Wretches That Fly,
Swim, Or Crawl] and 8. Crumbling Ruin (d8, Habitat: Heap)
roll for a specific Fisk.
9. Gangrenous Husk Of An
• 9+, go to [d12
Damned Leviathans]
Earthbound Colossus (d8, Habitat:
and roll for a specific Organic)
Fisk.
10. Fathomless Abyss (d10, Habitat:
If the specific Fisk Aqueous)
has a Habitat Type
that matches the
Habitat Type of the 11. Disaster-Stricken City (d10,
fishing spot, then Habitat: Heap)
that is what you have
hooked. 12. Rotting Body Of A God (d10,
If the Habitat Type
Habitat: Organic)
doesn’t match, the
GM chooses the next
closest Fisk that does
match the Habitat
Type, and you must
face that instead.
13
D66 WORTHLESS
◊ 11. Rancid Clump Of
Seawrack (Aqueous)
◊ 13. Morbid Grave-Crawler
(Heap)
A worthless weed, scorned by anyone who plies A thick-shelled crustacean that feeds on
the waves. carrion and must be chased out of burial sites.
Subdual HP: 7
Stand Firm DR: 9 Agility
Timer: 3
SPECIMENS
impressive thing you could
drag out of a fishing spot,
but they are not wholly
without use
◊ 14. Gargantuan Silverfish ◊ 16. Leaden Gray Ball Of
(Heap) The Soul (Organic)
An insect of the order Zygentoma, grown to The sum of a person’s earthly presence, dun-
troubling size. colored and extracted through the mouth.
Special: At the end of each Round, bites Special: When struck, causes a sound like
randomly at three PCs, dealing d4 damage if it a hollow bell to ring and everyone in the vicinity
scores a hit. suffers 1 damage. Armor provides no protection
against this.
Consequence: Bites randomly again, for d4
damage, then scuttles away. Consequence: Ascends into the sky, dragging
the rod (and potentially the fisher) along with
Reward: Can be domesticated just like a hound- it. It does not stop ascending, and will reach the
--but is not loyal, and only craves red and bloody abandoned heavens in d6 days’ time.
meat. Fights at your side in combat with HP 6,
Morale 6, and a DR 10 d4 damage bite. Difficult to Reward: If swallowed, gives you a second soul.
hit (DR 14.)
◊ 21. Leporous Minnow
◊ 15. Malfeasant Flatworm (Aqueous)
(Organic) A common fish, the type a man might crunch
Worms that dwell in the guts of gossips between his teeth, but beset with a ghastly
sometimes pick up bad habits. creeping rot.
Special: Difficult to hit (DR 15) and misses Special: Difficult to hit (DR 15.)
have a 2-in-6 chance of striking an ally.
Consequence: None. Perhaps it’s better not
Consequence: Shouts abuse at you, to have caught this.
damaging your self esteem and applying a -1 to
your Toughness tests for d6 hours. Reward: If eaten, inflicts you with its disease.
Your skin begins sloughing off d4 days later,
Reward: Tells you a helpful fact about your reducing your maximum HP by 1 point at the end of
environment! 2-in-6 chance this fact is not a trap. every following day. You also suffer -2 to Presence
tests while afflicted.
SPECIMENS 15
◊ 22. Darting Gar (Aqueous) ◊ 24. Buttoncap Burrower
Also known as a ‘needlefish’, this is an ancient (Heap)
bony predator. An industrious rodent parasitized by a
mushroom that is slowly leeching the life from
Subdual HP: 7 their body. Has beady black eyes and bright
Stand Firm DR: 11 Presence white teeth.
Timer: 3
Subdual HP: 2
Special: The active fisher must also test Stand Firm DR: 13 Presence
to Grimly Stand Firm at the end of each Round, Timer: 2
and every Stand Firm test after the first is at a
cumulative +1 DR. Special: Difficult to hit (DR 14.) Puffs out
spores at the end of the first Round to increase
Consequence: The Maiden Of Gars will visit this to DR 16.
you when next you dream. If you submit to her, she
will turn both your hands to gar mouths (deals Consequence: Burrows deep into the fishing
d6 damage in combat, powerful grip strength and spot, which will be rampant with giant mushrooms
swimming ability, and must be fed 1 food per day). and no longer fishable within d4 hours.
If you rebuke her, you take d6 damage and wake
screaming. Reward: Yields d4 mushrooms which, if treated
for a week with a mixture of urine and stone dust,
Reward: Provides food for two. stop being powerful emetics and instead heal d2
HP each. Alternately, the rodent can be kept as a
◊ 23. Rambling Lichen (Heap) short-lived pet.
A composite organism from northern Sarkash,
these algae and fungi have learned to migrate
during times of inhospitable cold.
◊ 25. Head-Sized Bacillus
Subdual HP: 5 (Organic)
Stand Firm DR: 9 Presence A large, mobile, single-celled organism.
Timer: 5 Snuffles hopefully at sources of sugar, but will
attempt to digest any unattended matter.
Special: Tough hide provides -d2 armor.
Reanimates and must be defeated a second time Subdual HP: 13
before it is caught. Stand Firm DR: 7 Presence
Timer: 4
Consequence: Overwhelming weariness
strikes you as you watch the lichen escape. -2 to Special: 1-in-8 chance of simply chewing
all tests for d6 hours. through the hook at the end of each Round.
Reward: Can be boiled into d6 doses of a tea Consequence: Explodes in a shower of lytic
that alleviates all fatigue, causing the drinker enzymes. All opponents test Agility DR 11 or take
to ignore all penalties to tests from tiredness or d2 damage and reduce the tier of their worn armor
mental effects for the next d4 hours. However, by -1.
while under the effects of the tea, tempers are
very short and violence always feels like a good Reward: Can be kept as a living trash disposal.
solution. Will gladly consume scraps from your campfire,
16 making it easier to hide your trail.
WORTHLESS
◊ 31. Forsaken Mudskipper
(Aqueous)
Neither born of land, nor of sea, it plies the
muck in between. Toxic spines discourage the
attention of would-be predators.
Subdual HP: 7
Stand Firm DR: 10 Strength
Timer: 3
Consequence: Fishers’ souls yearn to leave Consequence: Your rod snaps and is useless
with the wraith. A random PC tests Presence DR 7 until repaired. This costs the rod’s normal value in
or expires immediately. silver.
Reward: Can be made into a broth and consumed Reward: 2d6 thick pieces. Bitter and crusted
by d4 people. Drinkers of one dose of wraithbroth with shells, but nominally edible and can be used
permanently become partially ethereal, gaining +2 to replace food so long as you only do this once
to Defence tests. They also gain a 1-in-6 chance per week.
of dropping everything in their hands each Round.
Anyone who drinks a second dose is instantly freed
from their body like corn from a husk (and can be
made into more soup). 17
SPECIMENS
◊ 33. Arboreal Frogsnake ◊ 34. Ominous Moldbeing
(Heap) (Heap)
Combines the most powerful traits of both frog A visitor from the intelligence that lives at the
and snake. Flings itself at birds like a missile. heart of all molds, the air around it buzzes with
billion-voiced communications.
Subdual HP: 9
Stand Firm DR: 8 Strength Subdual HP: 18
Timer: 1 Stand Firm DR: 7 Strength
Timer: 7
Special: At the end of the first Round, launches
itself at the Active Fisher. They test Agility DR 15 or Special: Variable hide provides -d2 armor.
take d2 damage. If struck, they also test Toughness Suffers double damage from fire and chemical
DR 14 or suffer powerful hallucinations of bygone sources. A random fisher must test Toughness
days for d4 hours. Regardless of whether the DR 12 or suffer anaphylaxis at the end of each
frogsnake hits its target, after performing this Round. Anaphylaxis lasts for 2d4 Rounds, dealing
maneuver, it is caught. d2 damage that ignores armor at the beginning of
each, and the anaphylactic attack begins again
Consequence: The snake is disappointed. instead of ending if the Ominous Moldbeing is still
nearby.
Reward: d4 doses of a powerful hallucinogenic
toxin (DR 14 or be lost in reverie for d4 hours.) It Consequence: A random PC carrying scrolls
is used recreationally by tragic nobles, and can be has a random one of their scrolls spontaneously
sold for 20s per dose. consumed by black rot.
18 WORTHLESS
◊ 35. Butcher’s Maggot ◊ 41. Vengeful Bream
(Organic) (Aqueous)
A thick larva with powerful jaws. Prized in its Seeks retribution for every member of its kind
current form, but will eventually grow up to that has been dragged to a choking terrestrial
become the fearsome Butcher Fly. death.
Special: After each time it is attacked, it Special: Makes a Gambit each Round and
snaps at its attacker, dealing d4 damage if it hits. applies a -2 to the Active Fisher’s Grimly Stand
Firm on a tie. At the end of each Round, snaps at an
Consequence: Your stomach grumbles at the opponent for d4 damage.
sight of so much rich maggot meat getting away.
Suffer -1 to tests until you next rest and eat. Consequence: Shatters your rod. If you
weren’t using one, shatters your hand.
Reward: d6 food.
Reward: Yields d6 chunks of meat, each rich
with the rage of the fish. After eating one, so long
◊ 36. Brain-Walker (Organic)
as your only action each Turn is to attack, you gain
A neural parasite that vaguely resembles a sea
a continuous +1 to Strength tests.
star. Used in welcoming ceremonies on certain
lonesome atolls in the Endless Sea.
Subdual HP: 9
Stand Firm DR: 9 Strength
Timer: 3
SPECIMENS 19
◊ 42. The Crab That You Will ◊ 43. Feral Cherub (Heap)
Become (Aqueous) Scavengers from deep underground, Feral
At the end of every path in life, there waits a Cherubs will sometimes surface to gibber at
crab. It holds its claws apart, welcoming you in. surface-dwellers or to rip chunks from their
legs.
Subdual HP: 9
Stand Firm DR: 12 Toughness Subdual HP: 11
Timer: 4 Stand Firm DR: 9 Toughness
Timer: 3
Special: -d4 armor.
Special: Declares a Gambit every Round. If it
Consequence: Test Presence DR 12. On a throws Rock and wins, the Active Fisher suffers -4
failure, there’s a moment of curious dislocation more to their Grimly Stand Firm test. Difficult to
and then you feel the familiar water of the tidepool hit (DR 14.) Also makes a d4 bite attack against its
around you. A bit of organic ocean debris floats attacker after each time it is attacked.
past, and you reach out and take it with your claw,
transferring it to your grinding mouthparts. Life is Consequence: Chants curses in a language
good, has always been good. long forgotten, causing all opponents to fail their
next Toughness test.
Reward: You may consume the crab. If you do,
roll d4. On a 1, replace one of your hands with a d8 Reward: Reluctantly gives up d4 occult baubles.
claw, but suffer -1 to Strength tests to do anything Each can be clutched while invoking a Power to
other than grip things when using that hand (using gain +2 on that Presence roll.
the hand to grip things gives you +3.) On a 2, gain ◊ 44. Rock-Eater Lizard
-d4 shell plating over your skin and neither armor (Heap)
nor clothing fits your new form. On a 3, you can Considered (by heretics) a very distant cousin
breathe underwater, but anything that pierces your of the basilisk, these creatures brim with an
torso also hits a lung. On a 4, you gain the ability to inner heat, allowing them to survive in cold
spend an action, test Presence DR 11, and blow a places like the crypts of Graven-Tosk. There
jet of bubbles, blinding and annoying targets in a were also members of this species in Bergen
straight line for d2 Rounds. Chrypt, but the basilisks systematically
exterminated them.
Subdual HP: 12
Stand Firm DR: 11 Toughness
Timer: 4
SPECIMENS 21
◊ 51. Abyssal Filth Wyrm ◊ 52. Isopod Sorcerer
(Aqueous) (Aqueous)
A dweller of lightless places, it emits clouds of A small, shelled magician. Up until now it has
noxious sulfuric compounds when startled. fed exclusively on the tongues of fish, but it
might be willing to try something more exotic.
Subdual HP: 13
Stand Firm DR: 11 Fisher’s Best Ability Subdual HP: 7
Timer: 7 Stand Firm DR: 8 Fisher's Best Ability
Timer: 4
Special: -d2 armor. Emits a reeking burst at
the end of each Round. All opponents must test Special: -d2 armor. Difficult to hit (DR 15.)
Toughness DR 13 or begin retching and be unable Uses a random Salt-Stained Scroll at the end of
to take action or Grimly Stand Firm during the next each Round, targeting as appropriate.
Round.
Consequence: A random PC is struck with
Consequence: The fishing spot is tainted. the effect of a random Unclean Scroll.
Anything else that would be pulled from it is now
too noxious to touch. Reward: Provides a PC with the nearby
location of a Salt-Stained Scroll in exchange for
Reward: Careful excision (Agility DR 14) its freedom. 2 in 4 chance of keeping its word.
removes the filth glands from the creature without Alternately, you may feed the isopod your tongue
rupturing them. The rest of the wyrm is delicious, and a small recurring portion of your blood, in
and may be eaten as a meal by up to three people which case it will climb into your mouth and speak
or pickled and sold for 50s. The filth glands sell for for you going forward. While the isopod inhabits
70s, or may be thrown at a target to force them to your mouth, you will also be treated as having 3
make a Toughness DR 9 every Round for the next random Salt-Stained Scrolls in your inventory (roll
d4 days. Each failure means an action wasted them now.)
vomiting. Anyone who passes within arms’ reach
of the ruptured glands must also make the same
test. After the duration, the smell still lingers on
the target (and will continue doing so for the rest
of their life), but it no longer bothers them.
22 WORTHLESS
◊ 53. Folded Tiger (Heap) ◊ 54. Sacred Borzoi, Fallen
An intruder from distant lands, it resembles a (Heap)
beautiful painting until it moves. Its preferred Once a guardian of the abandoned heavens, this
prey is paper rabbits, but none dwell here and dog was cast out for its great crimes. It has
it is starving. spent the time since digging in rubbish heaps
and begging for handouts.
Subdual HP: 13
Stand Firm DR: 11 Fisher's Best Ability Subdual HP: 17
Timer: 4 Stand Firm DR: 11 Fisher's Best Ability
Timer: 4
Special: Declares a Gambit every Round. If it
throws Paper and wins, the Active Fisher suffers Special: At the end of each Round, lets out a
-4 more to their Grimly Stand Firm test. At the end ringing Borzoi Bark, forcing all opponents to test
of each Round, attempts to rake a random PC with Toughness 11 or take 1 damage bypassing armor.
its claws for d6. Then follows up with a Borzoi Bite against the
Active Fisher, who tests Agility DR 13 or takes d8
Consequence: Withdraws into the shadows damage.
with a fluttering snarl. Any Hirelings with you test
Morale or leave, fearful of its retribution. Consequence: Gives you a piteous look, then
walks away.
Reward: You may attempt to tame the tiger, or
sell it as a painting. It sells for 150s to a curious Reward: Test Presence DR 14. On a success, it
noble. If tamed, it has 13 HP, Morale 7, papercut deems you worthy and will tell you where it has
claws d6 plus 1 damage bleed at the end of every buried its holy Blade Of The Borzoi (d8 damage, +d6
Round until bandaged, and the tiger tests DR 8 to to hit or and damage against demons, fills the air
hit foes. It will also starve in d8 days unless fed with melodic choral howling when unsheathed.)
proper prey. 1-in-6 chance the blade is somewhere nearby.
SPECIMENS 23
◊ 55. Accretion Of Bilious ◊ 56. Newborn Fleischgeist
Humours (Organic) (Organic)
A stuck wad of fluids and solids from the bile A wriggling sheet of a dead thing’s skin, these
duct and liver of a dead thing. Corrosive, but creatures sometimes hatch from rotting
capable of improving the health of a mortal corpses left exposed to the elements. They are
body if prepared with great care. not particularly dangerous, but can nip when
irritated or cornered.
Subdual HP: 11
Stand Firm DR: 7 Fisher's Best Ability Subdual HP: 11
Timer: 5 Stand Firm DR: 11 Fisher’s Best Ability
Timer: 3
Special: -d2 armor. Active Fisher suffers
-2 to their Grimly Stand Firm test if they tie on a Special: At the start of each Round, 1-in-4
Gambit. At the end of each Round, Active Fisher chance of bolting and adding +5 DR to that Round’s
tests Agility DR 11 to avoid acid spatter or takes Grimly Stand Firm test.
d4 damage and permanently reduces their current
worn armor's protection by a tier. Consequence: Sprints away into the upper
atmosphere and spreads horrible rumors about
Consequence: The task of attempting to hold you there. For the next week, 1-in-4 chance birds
and subdue this thing proves exhausting, as does will attack you on sight. Also a 1-in-20 chance you
the failure at the end. All PCs suffer -1 on all tests will be hit by a falling star at the end of the week
until they next rest. (3d8 damage.)
Reward: Gain d6 doses of corrosive bile, which Reward: Either gain a fine hide (worth 20s,) or a
deals d4 damage per Round to anything it is somewhat grisly flying carpet (HP 11, Morale 7, nip
smeared on until it's washed off or neutralized. d2, supports one person on its back for d6 minutes
Alternately, test Presence DR 15 and tinker with DR 9.) Each additional person who would ride the
a dose of the bile in an alchemical lab to gain a Fleischgeist adds +2 to the DR for the support-a-
potion that restores 2d4 Hit Points if the drinker person-on-its-back ability.
passes a Toughness DR 9 to keep it down. ◊ 61. Newt Man (Aqueous)
One of many watery cannibals. Lurks near
shorelines, tail straight, knives sharp, and
mouth open.
Subdual HP: 14
Stand Firm DR: 11 Fisher's Best Ability
Timer: 3
Special: -d4 armor. Special: Difficult to hit (DR 14.) 1-in-4 chance
of unhooking itself each time it is struck.
Consequence: You are dragged into the
water where you must fight a skeleton (HP 7, Consequence: You contract Goblin Cough. In
Morale 11, -d2 armor, billhook d6.) If it kills you, you stressful situations, make a DR 5 Toughness Test
too become a second Skeleton On The Other End. not to cough. If you cough, you turn into a goblin.
The disease lasts for 2d4 days unless you turn into
Reward: A pouch of rings and trinkets taken off a goblin, which is permanent.
of adventurers, selling for d6x10s.
Reward: Shorn coat provides a year's worth
◊ 63. Stray Malk (Heap) of good firestarter. The actual goblin itself is not
A rangy, ragged-eared cat has taken an interest especially useful.
in the bait.
Subdual HP: 4
Stand Firm DR: 4 Fisher's Best Ability
Timer: 4
SPECIMENS 25
◊ 65. Accretion Of Sanguine ◊ 66. Gore Owl (Organic)
Humours (Organic) A burrowing species, notable for its choice of
Blood that has quit its job in a body and is finally burrowing substrate.
going on that vacation it had planned. Inches
along, burbling merrily, pseudopods held high. Subdual HP: 7
Stand Firm DR: 11 Fisher's Best Ability
Subdual HP: 9 Timer: 3
Stand Firm DR: 9 Fisher's Best Ability
Timer: 4 Special: After each Grimly Stand Firm roll
when the owl is not inside someone's body, it
Special: -d4 armor. Active Fisher suffers attempts to jump into a host. A random PC tests
-2 to their Grimly Stand Firm test if they declare Agility DR 13 or gains a new occupant in their
a Gambit and tie. 1-in-4 chance at the end of body, taking d4 damage at the end of every Round
each Round that a random combatant has to the owl is in there. Furthermore, while the owl is
test Toughness DR 11 or else their blood goes on in a body, any Subdual HP damage the owl takes is
vacation and joins the Accretion. also taken as regular damage by the body.
Consequence: Active Fisher's blood develops Consequence: If the owl was inside a body,
a bit of a crush on the Accretion, and pines over it it's still in there. Otherwise it escapes, to the
for d6 days. During this time, Active Fisher takes possible relief of the PCs.
an additional +1 damage each time they are cut or
pierced. Reward: If prepared by drowning it in strong
alcohol and keeping it submerged for 24 hours, it
Reward: Can be rendered into d4 bottles of provides d4 doses of gore owl wine, which impart
blood, each of which provides d8 healing if you can upon the drinker 24 hours of night vision and the
figure out how to get it directly into someone's ability to rotate their neck all the way around.
veins. Drinking a bottle counts as eating a meal,
but only if you can pass a Toughness DR 7 to keep
it down.
26 WORTHLESS
SPECIMENS 27
FLY,
that may be
d20 Wretches
miserably
difficult to
extract from
their lairs,
SWIM,
but the catch
is more
rewarding.
CRAWL
or
A predator from far away. Shedding its Special: -d2 armor. At the end of each Round,
◊ 1. Bone Gharial (Aqueous)
skin, its blood, and its muscle has helped it a random opponent tests Strength DR 11 or the
become accustomed to the cold. gharial breaks one of their limbs at random. The DR
for this test increases by +2 if the gharial calls for
Subdual HP: 17 a Gambit and uses Rock during that Round.
Stand Firm DR: 11 Agility
Timer: 3 Consequence: The gharial claims a Fisk from
one PC’s inventory and swims away majestically.
Special: Difficult to hit (DR 15.) After Reward: Test Presence DR 14. On a success, the
each time it is attacked, it snaps at its Wriggling Wolf befriends you and will serve as a
attacker for d4 damage. hireling (HP 6, Morale 5, no armor, invasive bite d6,
difficult to hit (DR 15,) can be comfortably stored
inside your stomach.)
An invasive species that has crawled out Consequence: The pattern on the turtle’s
◊ 4. Morphean Snapping Turtle (Aqueous)
of dreaming, the shifting patterns on the shell haunts a random PC. They see it whenever
turtle’s shell can induce trances from which they close their eyes. If this is the second time a
some never wake. PC has been affected with this, the next time they
fall asleep, they never wake.
Subdual HP: 13
Stand Firm DR: 11 Agility Reward: For 20s, you may fashion the turtle
Timer: 4 shell into a shield. When you devote your efforts to
holding it at eye-level in front of human foes, they
Special: -d4 armor. Anyone who attacks test Presence DR 8 or fall asleep for d4 Rounds.
the turtle must first make a Presence DR 9. No creature may be forced to test Presence this
On a failure, they fall asleep on their feet way more than once per combat, and intelligent
for d6 Rounds. At the end of each Round, enemies quickly realize they should avert their
the turtle makes a d4 damage bite attack eyes.
against a random opponent.
29
◊ 5. Holy Diver (Heap) Descended from the abandoned heavens, off towards the sky for 3d6 Rounds.
this being of shifting violet light wears a
flexible lead suit to protect itself from the Consequence: The Holy Diver explosively
terrible pressures of the earthen realm. decompresses. All opponents test Agility DR 12 or
take d8 damage.
Subdual HP: 18
Stand Firm DR: 12 Agility Reward: The Holy Diver offers to inscribe a
Timer: 5 Sacred Scroll for them if the party will spare it.
Special: -d4 armor. Easy to hit (DR 8.) If they decline, they can instead take its Holy Dive
Each time the Holy Diver is struck, and again Suit (-d4 damage, tier 2, blocks radiation, 200s)
at the end of each Round, a random PC tests from the dissipating gasses of its corpse.
Agility DR 14 or is struck with a prismatic
beam from the suit’s glass faceplate.
Anyone who is hit by a beam rolls d4. On a
1--3, the beam is a laser and they take d8
damage. On a 4, the beam is mesmeric and
they test Presence DR 14 or stare blissfully
The mushroom-grubbing philosopher Special: Has armor equal to the most heavily
◊ 6. Opposite Self (Organic)
Kaarsark teaches that for every person, armored PC. Furthermore, each time the Opposite
there are several perfect antitheses of Self is hit, it attacks a random PC using another
that person crowding the air around them, PC’s weapon. At the end of each Round, it may use
pressing at the dimensional veil, trying to a Power that one of the PCs knows.
get through and kill their hated duplicate.
Kaarsark is not popular at parties. Consequence: Everyone’s opposite selves
are briefly frenzied by the prospect of breaking
Subdual HP: Equal to healthiest PC through the veil and killing their true selves.
Stand Firm DR: 14 Presence All PCs suffer -1 to all tests for d2 days as
Timer: 4 phantasmal fingers relentlessly grab and snatch
at them.
30
Two human legs, arms, and a human upper Consequence: Spreads slander about the
◊ 7. Walking Catfish (Aqueous) body trunk. Catfish head. Has a mercantile PCs to anyone who will listen, increasing the
license. prices of vendors by 50% for the next week.
A wretched fishing-victim-enthusiast,
◊ 8. Bargault The Human Prey (Heap)
31
◊ 10. Choir Of Dirge Eels (Aqueous) Somewhat valued by sailors, who use the Special: Difficult to hit (DR 14.) Bites at one
eels’ eerie, lilting melody as forewarning combatant for d6 damage after each Grimly Stand
of reefs or other underwater hazards on Firm test and again at the end of each Round.
the present course. These creatures are At the end of every Round, combatants must
nevertheless twice as long as a person and test Toughness DR 11 or be lulled by the eelsong,
perfectly capable of slithering over a bow suffering -1 to all tests for the next d4 Rounds.
and dragging a crew member away into the
drink. Consequence: The song lingers in your head.
It becomes impossible to concentrate. You suffer
Subdual HP: 16 -1 on Presence tests to use Powers for d4 weeks.
Stand Firm DR: 13 Presence
Timer: 4 Reward: d8 food and enough eelhide to make
one set of either boots or gloves. The boots absorb
sound, perfectly negating your footsteps. The
gloves expel it, and can be clapped once every 12
hours to force everyone present to test Toughness
DR 12 or be deafened for 2d8 minutes.
32
A bold, hexapodal fighter with grit, gumption, Consequence: Immediately spawns several
◊ 12. Cockroach Warrior (Organic) and the ability to hatch new young from its fully-armed young and they all enter combat
corpse. against you. The Cockroach Warrior is HP 12,
Morale 8, -d2 armor, roach axe d8. It also has d6
Subdual HP: 16 Baby Cockroach Warriors, which are HP 4, Morale
Stand Firm DR: 13 Strength 5, -d2 armor, roach dagger d4. If you defeat them,
Timer: 5 you gain the Reward, plus 1 food and 1 roach dagger
per Baby Cockroach Warrior you killed.
Special: -d2 armor. Easy to hit (DR
10.) Makes a d8 roach axe attack against Reward: Gain a roach axe (d8, 12s, very
an opponent at the end of each Round. lightweight, if broken turns into two d6 damage
When it would be caught, there is a 1-in-4 roach swords). Also gain d6 food if you lightly fry
chance that one of its young clambers out the corpse.
of its body and takes its place on the hook
(Subdual HP 6 but otherwise unchanged
stats.)
Made of porcelain. Patrols the waters. Special: -d2 armor from porcelain hide. 1-in-
◊ 13. Dolls’-Eyed Shark (Aqueous)
Nothing inside its stomach digests. 4 chance of reducing the Timer by 2 at the end of
each Round.
Subdual HP: 21
Stand Firm DR: 12 Strength Consequence: The Active Fisher is dragged
Timer: 9 off into the water and devoured.
A sinuous, scaled creature with powerful Consequence: There were more of them.
◊ 14. Cenozoic Throwback (Heap)
rending talons and a maw like a cutlery d4+2 Cenozoic Throwbacks (HP 8, Morale 9, -d2
block. Fast. Agile. Behind you. armor, rending strike d6 and reduce armor by a tier,
difficult to hit (DR 13)) ambush the party.
Subdual HP: 14
Stand Firm DR: 11 Strength Reward: d6+2 food and a cenozoic hide.
Timer: 2 Curing the hide and turning it into leather armor
causes its wearer to always feel warm and
Special: Difficult to hit (DR 15.) Makes moist, and to breathe extremely oxygen-rich air-
a d4 claw attack at its attacker after each --even underwater. This takes some adjustment
time it is attacked. At the end of each (Toughness DR 13 after d8 minutes or pass out),
Round, a random combatant tests Agility but provides +1 to Strength and Agility tests for
DR 13. If they fail, the throwback leaps on everything other than attack or defense.
them and tears away a layer of their armor,
reducing it by a tier.
33
◊ 15. Slime Mold Diplomat (Organic) The fruiting body of an amoebic colony, Consequence: Decomposition accelerates
here to converse with higher order beings. rapidly in the surrounding area. All of the PCs’ food
Unfortunately, this diplomat can only supplies are ruined.
be understood by corpses. With living
creatures, it has to kill them to start a Reward: Any PC may ingest the slime mold to
conversation. gain a portion of its power. Characters who do so
immediately develop swarming motility and can
Subdual HP: 10 climb up any surface. However, on the afternoon
Stand Firm DR: 9 Strength of every day after they do this, they must test
Timer: 4 Toughness DR 6 or die. If they die this way, the fully
reassembled diplomat crawls from their corpse,
Special: Takes 1 damage from all its mission complete.
weapon attacks. When the slime mold is
struck, all combatants test Toughness DR 11
or take 1 damage ignoring armor and begin
coughing heavily.
Just an ornate iron lantern, dangling in
Attached Seemingly To Nothing (Aqueous)
Consequence: Nothing.
the dark.
Reward: You are now fighting an Industrial
◊ 16. Small Wrought-Iron Lantern,
Subdual HP: 6 Angler Fish. HP 30, Morale 13, -d4 armor, 2d6
Stand Firm DR: 9 Toughness ghastly jaws. May lantern breath at the end of a
Timer: 1 Round to force all opponents to test Agility DR
13 or take d4 damage. May glare at the start of a
Special: -d6 armor. Round to force a target to test Presence DR 13 or
become paralyzed until the end of the Round. Both
special abilities deplete after use but have a 2-in-
6 chance of recharging each new Round.
Still gawky and coltish, but more than Consequence: Will stampede over the PCs
◊ 17. Juvenile Chicken-Footed Cottage (Heap)
capable of stamping a bystander into a wet again later, within d6 days’ time or whenever is
paste. most inconvenient.
Subdual HP: 23 Reward: A fully stocked, folksy cottage.
Stand Firm DR: 14 Toughness Contains 2d8 food as well as an assortment
Timer: 6 of rustic tools, some lace pillows, and several
bundles of drying herbs (1-in-4 chance of d6
Special: -d2 armor. Each time it takes doses of antiparasitics, 1-in-4 chance of a dose of
4 or more damage, it stampedes and all black poison, and 1-in-4 chance of a dose of red
opponents test Agility DR 11 or take d6 poison.)
damage.
34
Strangles people from the inside. Consequence: Escapes after spattering a
◊ 18. Constrictor Tapeworm (Organic) black mess of eggs everywhere. The GM tests
Subdual HP: 16 Toughness DR 11 for every combatant, without
Stand Firm DR: 12 Toughness telling them the result. D4 days later, anyone who
Timer: 3 failed begins requiring 2 food per rest and starving
twice as fast if they don’t eat. D4 weeks after that,
Special: Immediately begins strangling if the condition isn’t treated, they begin testing
the Active Fisher. They can no longer Rotate Toughness DR 9 every hour and taking d2 damage
Fishers, and at the end of every Round ignoring armor each time they fail. At this point,
they must test Toughness DR 14 or take d4 the worm can be removed through surgery, but
damage ignoring armor. All attacks that fail surviving the process is difficult.
to hit the tapeworm hit the Active Fisher.
Reward: You have gained an ugly, disgusting pet.
HP 11, Morale 9, bite d2, slither into an open mouth
and begin strangling from within for d4 damage
per Round DR 7. Additionally, after each week of
traveling with this thing, every character must
test Toughness DR 11 or contract a constrictor
tapeworm as per the Consequence.
35
Regarded as a pest in the House Of Special: Difficult to hit (DR 14.) The first time
All Knowledge from deep in dreaming, an attack would hit the spider during a Round, it
◊ 20. Akashic Burrowing Spider (Any)
sometimes these creatures wash up on is rerolled. At the end of each Round, a random PC
terrestrial shores where they become tests Toughness DR 11 or loses all knowledge and
terrible monsters. memory for d8 minutes.
◊ 4. A Boat Made Of Dead Men’s Nails. No, Not That One. The Other One (Aqueous)
Special: -d4 armor. d2 zombies, blood-drenched skeletons, or We’ll call it Raflgan.
berserkers disembark at the end of each Round, entering combat
with the PCs.
Special: Difficult to hit (DR 16.) At the start and end of each Round, picks an
opponent. That opponent immediately attacks another opponent in a manner
of the Cosmic Ball’s choosing.
Consequence: For d4 hours, no character who witnessed the Ball can trust
their perceptions.
Special: Easy to hit (DR 5.) -d2 armor. At the end of Reward: As much food as you need to completely
every Round, all combatants test Presence DR 5 or fill your packs and then more food on top of that.
die. This DR is increased by +1 per time the whale Enough to feed a village for a season, if properly
has been struck this Round. harvested and dried. Also d12 gallons of death oil,
which can be burned to illuminate ghosts or to
Consequence: Leaves you in peace. show the ways into the void on the other side of
living.
39
◊ 8. Settlement-Bearing Crab (Heap) Not even scholars could guess how many
Tveland settlements are actually built upon
the shell of one of these sleeping creatures.
Special: -d4 armor. Easy to hit (DR 5.) Three times per Round, a random PC must
test Agility DR 11 or take 2d6+2 damage from a claw smash.
Special: -d6 armor. Expels digestive juices at the end of every Round and every
time it takes 5 damage or more, causing all opponents to test Agility DR 11 or
take d6 damage and suffer -1 tier to their armor.
Consequence: None, but the Gallwyrm cannot be found again in this fishing spot.
Reward: Scales can be used to make Gallwyrm Plate. Gallwyrm Plate is -d6, tier
3, DR +4 on Agility tests and DR +2 on defense tests, but it’s immune to effects
that would corrode or reduce its tier, 250s. D8 doses of strong acid (2d4 damage
and -1 tier to armor) can also be harvested from the Gallwyrm, provided you
have a container that they will not melt through.
Special: At the start of each Round, all PCs test Presence DR 12 or become
entranced by its shimmering spines and frills until the end of the Round.
Attacks with a powerful bite at the end of each Round, targeting a random PC
for d8 damage. Always calls for a Gambit, and inflicts an additional +4 DR on the
Active Fisher’s Grimly Stand Firm if it wins or ties.
Reward: d20 food as delicate fish meat (the stripes run all the way through.)
Also d4 fragile lionfish lances, which deal d8 damage, contain d4 doses of
inotropic venom (Toughness DR 14 or +2 DR on all rolls for d2 days,) and cost 75s.
40
They’ve built the pinnacle of decency, with bone
tools and herbs and mutual care, and here you
◊ 11. Neolithic Civilization (Heap)
are hunting them for sport?
A practitioner of occult
methodologies involving ◊ 12. Bezoar Mage (Organic)
calcified digestive masses.
41
D1Scrolls
0
If you would
Salt-Stained
receive
another 1. Bitter Regrets
type of
Every misdeed
you’ve ever co .
you cry copiou mmitted fills yo
scroll during sly. The tears st ur mind and
gather around ream to your ta
character their face and rget and
for d4 damage mouth, suffocat
creation, you at the end of ea ing them
reduce this dam ch Round. Arm
may take age, and the eff or cannot
dies, or when yo ect ends when
a random u do. Targets th the target
do not breathe at breathe wat
Salt-Stained are not affecte er or that
effect against th d, and you can
Scroll em after observ end the
the effect ends ing its uselessn
instead. , you suffer d2 ess. W hen
damage from de
hydration.
2. Ship In A Bottle. owing
into a small bottle, all
You cram a large item o use
th ease. You may als
you to transport it wi intoa
you have crammed
this to extract an item g zoa.
n To Uluaches
ea kin
its normal size. Br
bottle, restoring it to ve up to 3. Inv i t a t i o
e effect. You may ha llyfish re
the bottle has the sam d no ne A celest
ial je il and
this way at a time, an ne tendr ey
four items in bottles city. t w it h o
s your Carrying Capa ou
e target.
Th
of them count toward st r ok e s t h
5 or
ity DR 1
test Agil mage from
8 da
suffer 3d ic venom at
t
a hem ly he Round
o
d o ft
the en cids
u n d s later. A .
d4 Ro om
e the ven
4.
You ink a tattoo Shifting Tattoos. neutraliz
deep into som
damage. The ta eone’s skin. The
ttoo feeds off of y take 1
they receive no their blood, an
w restores 1 po d all healing
this way touche int less. W hen
s a target, they someone tattoo
accumulated ta may send some ed
ttoos over, whe or all of their
piranhas, dealin re they will fren
g 1 da zy like inken
end of each Rou mage per tattoo, ignoring ar
nd. The tattoo mor, at the
tattoos with an ’s owner may re
other touch, bu claim their
before the grap t only if they ta
hical parasites ke them back
tattoo that retu have killed thei
rns this way de r new host. Eac
person may no als 1 damage to h
t carry more th the owner. A
an 8 of these ta
ttoos at a time.
42
5. Teeth As Reeds.
rwater for d4 hours,
You can breathe unde
are exposed.
so long as your teeth
6. Drowning In Wax.
Target tests Strength DR
10 or
takes d6 damage and for
feits
their next action. You ma
y also
cast this on yourself (takin
g the
same damage) to weatherp
roof all
scrolls you carry for the
next week.
n.
. Ti lt T he Horizoion.
7 al direct
rdin
Pick a ca t d6 minutes,
n ex
For the mile (1.6
in g in a one
eve r y t h d at a 30
) r a d iu s is tippe rds in
km nwa
ngle dow 8. Dead Man’s Reel.
degree a n. Everything in
ctio e A dead target of your
that dire also knows wher
e r a d iu s u ’r e choice gets up and fights
th yo
and that for you for d4 subsequent
you are, t h is .
causing Rounds, then collapses
into unresurrectable
sewage and ichor.
s Eye.
9. Black Bolts From Heaven’ a or
are
A storm brews, filling the
cur rently inh abit. For
building you
get who
d8 Rounds, a random tar
elements
is not sheltered from the
bolt of
is struck by a d10 damage
h Round.
lightning at the end of eac
10. H ellbo
t tests und Anchor
Targe
is insta Streng
th
.
nt
They ly dragged o DR 9 or
app ut
attemp ear the nex of view.
t to go t time
immun fishi you
e to th ng and are
is Pow
er.
43
CLASS
the
W eary
er
A
A sense of chronic tediu
your soul. There is no cu
ng l
m has seized
re for it
d6 Former
Careers
1. Dipping hooks in cold
ponds in remote Sarkash
that you know. All activ for no real reason.
ities are
equally unbearable, so yo
u have found 2. Robber-gondolier in
there is no difference betw
een the slow Grift, fleecing passengers
chore of monitoring a fis and then dumping their
hing rod and
anything else in your lif bodies for the sharks.
e.
3. Royal fisher
employed by the court
Begin with at Alliáns, remarkable
† d4 x 10s for the things you could
† d2+1 Omens catch from air or sea.
Bait
† d8 Extraordinary
d6 + 3 Graven-
† HP: Toughness + 4. Cemetery-fisher in
s from
Tosk, exhuming bo die
† Canny - gain +1 on all Grimly cketing
earthen mounds and po
Stand Firm rolls. stone symbols or rings
.
† Cantankerous - when you
use a rod as an improvised 5. Hermetic 6. Fisher of
fish-cult on men, hanged
weapon, increase its damage
the shores of in Wästland
by a dice step (typically from Lake Onda. for your
d4 to d6.) crimes (it
† Prepared - Roll twice on the didn’t take.)
rod table. Do not roll on the
weapon or armor tables at all.
44
begin 1. Sea’s Claim.
with one You begin with a Salt- 2. Saltwater Heritage.
of the Stained Scroll. W hen need to make a
You never
g
following: you carry Salt-Stained test to swim. Folk in fishin
trust.
Scrolls, whenever villages view you with dis
udgel.
you rest, each one
Cap t a in ’s C
3.You used to command
turns into a different
random Salt-Stained
Scroll. Your pack is a crew not through
always damp. loyalty but through fear.
When you use a rod as
4. Perch-Kraken. an improvised weapon,
You have a small, do
mesticated, increase its damage
land-dwelling octopu
s that sits by another dice step
on your shoulder and
thieves (typically from d6 to d8.)
morsels from your m
W hen it can be persu
eals.
aded to
5. Devil’s Drink.
help with a task that
involves You have a bottle of foul,
ohol.
manual dexterity or
wriggling utterly unconsumable alc
12 to
limbs into narrow sp
aces, it You may test Agility DR
eyes,
provides +3 to Agility
tests. swig and spit it in a foe’s
Ro un ds.
blinding them for d4
Trellestad was a fishing village many years ago. How You Met
Now its ruins lie on the cold shore of the Endless Sea. Grendel (d4)
1. He sauntered out
You came here seeking shelter, forgotten valuables, and of the night, near the
perhaps even something to blunt the gnawing hunger in Neglected Fields.
your guts.
2. He clambered
down a wall and
Unfortunately, you miscalculated. hissed in your ear,
near the Outlying
Trellestad was not as empty as you had hoped, and the Huts.
cold, lanky thing that stepped out of the coastal night has
3. He emerged from
saddled you with an unfortunate task. the grasses, near
the Crumbling Stone
Present it with a great bounty of fish before you leave, or Well.
it will eat you from skull to boots.
4. He was waiting
for you, near
the Abandoned
Commons.
fish.
When all rests are exhausted, Grendel shows up and demands his
Facing Grende l.
If he does not receive them, violence ensues. See
a
Furthermore, each time the party rests, there is a 1-in-4 chance of
random encounter as they break camp.
3. Seaweedfolk. 6 kelplings,
48
1.
Neglected Fields
Abandoned fields under a black sky. Nothing of value has grown here in ages.
• Bitter, tiny pumpkins. • The wormy corpse of a large bird.
Test Toughness DR 9 when eating or Left by Grendel, who grew bored with
suffer cucurbitacin toxicity, causing it as soon as he’d killed it. Serves as a
intermittent vomiting, hair loss, and -1 Worm-Ridden Corpse fishing spot.
Toughness for d4 days.
• Human bones, unearthed by time
• A rusted scythe. and weather.
Worthless. Breaks the moment it’s There are a lot, and it looks like
used. someone long ago meant to hide
them here.
2.
Outlying Huts
Mouldering thatch. Weather-worn stone. Dark interiors.
• Nesting birds. • Wooden idol.
Bitter and wary of slings. A carved old man’s face, mouth
yawning wide, conveying a strong
• Scant possessions. sensation that it’s going to swallow
Lead spoons, moldy rushes, scraps of the holder. Test Presence DR 12 or
fabric chewed by moths and mice. suffer -3 on next test rolled.
4.
House of Sinners
A solid, two-story stone home. Its empty windows and missing
door gape like the sockets of torn-away teeth.
• Ground floor. • Graves out back.
Unlooted furniture, partially sheltered Old. Neglected. Names for a small
from the elements but still moldy. A family are clearly marked on the
small shrine marked with iconography monument stones, but no one was
of a somewhat terrifying old man ever buried here.
• Second story.
l bait in a rotting box.(d4)
A hole in the ceiling, letting in a torrent 1. d6 norma
of moonlight. A child’s bedroom. 2. One very annoyed bird, which
A master bedroom. Bird leavings seems to have found its way in here
everywhere. and doesn’t have a short enough
wingspan to comfortably navigate
• Basement. the inside of the house. 2 food if you
Door is blocked. Strength DR 13 to seize the opportunity.
unstick. Inside, rampant illustrations, 3. d4 crooked, dried mushrooms in
iconographies, painting on the walls a small box. If eaten, d4 hours of
calling out to the Basilisks imploring night vision and vomiting (-2 to
them for salvation. Also a handful of Agility tests) and all colors are either
holy trinkets, worth 50s. Taking the magenta, teal, or yellow for a week.
trinkets stirs up a wraith. 4. d4 anonymous doses of red poison
in a wooden box tucked under a
bed, marked ‘for emergencies.’
50
5.
House of Gulls
Barely even visible as a building underneath the
• The birds. massive accumulation of seabirds that have infested it.
Swoop and harass those who get
The House
sufficient show of force.
51
6.
A Blackened Church
Fire-scarred and silent.
• Small graveyard.
Small stones, old and faded.
Mosswhyte grows between the graves
and d6 doses can be picked. If made
into a tea, restores +1 HP while
resting.
• Bleak nave.
Barely recognizable pews amid other
scorched debris.
Church Guardians:
• Scorched chancel. Two slender grotesques
(HP 12, Morale -, -d4
A ritual circle has been scraped into marble hide, claws d6,
easy to hit (DR 10,)
the floor. With a sacrifice of 50s or 10 random PC tests Presen
ce DR 13 at the start
Hit Points, a Presence DR 13, and of each Round and tries
to flee on a failure)
the prayer book from the House Of hang from the ceiling,
unmoving. They will
Gulls, the PCs can call Yllwraeth to strike when the party tri
es to leave.
the shore, exchanging their current
8.
Abandoned Commons Grass and moonlight. A low, cold wind.
• An empty expanse.
A few little brown mushrooms grow on
the cold ground. Why not experiment?
53
9.
The Stone Stairs
Damp and treacherous.
• Wet steps. • Heave crabs.
They shouldn’t be. The sea is far 5 of them. Blessed by nature with
below. Test Agility DR 7 when moving scoop-like claws, strong limbs, and a
quickly or fall for 3d6 damage. bastardous nature. HP 2, Morale 6,
-d4 chitin, 0 damage but victim tests
• Seaweed growths. Strength or Agility DR 8 or is heaved
Nourished by the walls somehow. The off the side of the stairs. More crabs
tide doesn’t reach here. Edible, but below feast on the remains.
causes shaking and snapshot visions
of a kelp forest far below the surface.
10.
Seaweed Heaps
Filthy piles of reeking, decaying kelp.
• Flies. • Eerie shrine.
A glittering, noissome cloud of them. A fetish of driftwood, kelp, and fish
They fill your teeth when you try to guts vaguely resembling an old man
speak. Test Presence DR 9 every 10 with a beard. Looking at it for too long
minutes or leave the area and refuse causes your vision to blur and dim.
to return until after your next rest.
• The heaps.
• Occupants. Treated as a Fly-Bloated Behemoth
7 kelplings (HP 6, Morale 6, sharp fishing spot.
teeth d4, difficult to hit (DR 14))
puttering in the sand around the • Ocean.
heaps. They fly into a shrieking, rabid A fishing spot of the same name.
frenzy at the sight of fresh meat.
eed Heap
Scavenge A Reeking Seaw
1. Tiny shells and barnacles. (d4)
2. A chunk of silver worth 20s.
3. A very aggressive crab and 1 damage.
4. 3 food worth of sea urchins.
54
11.
Ruined Dinghy Sailed its last some time ago.
Now sits high in the sands of the beach, enduring the passage of time.
12.
Shore-Washed Leviathan
A knellsong whale, driven shoreward by some calamity out in the waves.
Never recovered.
Taking Parts
From The W
ha le
• Swarming parasites.
(d4)
The whale’s body is thick with them. 1. Fell ambergris. 150s. You can
It can’t be fished or scavenged until see your death in the reflection.
they’re cleared away. HP 20, Morale If made into perfume, it can also
5, swarm d6, attacks all opponents restore a semblance of life to
with a single action, takes only one the undead for 2d6 minutes per
damage from single-target attacks. spritz.
2. Solace bristle. 20s. If stuck
• Gangrenous husk of an through an undead creature’s
earthbound colossus. heart, they turn to dirt.
The whale body. Serves as a fishing 3. Bottled song. Causes morbid
spot of the same name. thoughts and intense longing for
the grave in all within close range.
• Ocean. Brings some measure of peace to
A fishing spot of the same name. the whale if uncorked.
4. Knochenhander. Extremely long
whale bone. Two-handed, d10
damage, and a 1-in-2 chance
of ignoring Salt-Stained Powers
used on you while you wield it.
200s. 55
13.
Grendel's Lair
A fetid hole in the cliffside, leading down into a chest-deep hypersaline pool.
• Deep places. • Low light.
The pool runs shockingly deep in a A few glow worms dangle from the
few places where there are channels ceiling, but otherwise there is nothing
out to the open ocean. 1-in-4 chance but blackness and the lap of water.
a PC steps into one if not moving
cautiously. If weighed down by armor, • Single inhabitant.
test Agility DR 12 to swim back out. Grendel uses the pool as a lair and
does not take kindly to intrusions from
• Slick walls and floor. guests who are not bringing gifts.
Moving at speed is difficult here and
gripping the walls is all but impossible. • Tar chest.
Strength DR 19 to climb the walls Water-proofed and stored at the back
without unusual aid, and test Agility of the cave. Contains 500s, 3 random
DR 11 if moving fast along the floor. Salt-Stained Scrolls, and a random
On a failure, slip and plummet into the fishing rod.
water.
Feeding Grendel
Grendel scores Fisk based on their
impressiveness.
Grendel has HP 33, Morale 10, His form looks like the head of an
-d4 scaly hide, rending claws d6 old hermit rising up from the surf,
that reduce victim’s armor by a tier, except about as large as a boat. He
swims and climbs and tracks PCs is covered in kelp and will devour a
effortlessly, and can use the Salt- random PC or hireling before starting
Stained Powers Invitation To Uluzoa, the conversation.
Bitter Regrets, Drowning In Wax,
and Tilt The Horizon, as well as the Yllwraeth is willing to get Grendel off
Unclean Power Foul Psychopomp at their backs, but they will have to settle
DR 7. here and begin fishing.
Furthermore, at the end of each They will also have to observe the
Round in combat against Grendel, seasonal pattern of sacrifices that the
a random combatant tests Agility old villagers practiced.
DR 11 or is devoured. Grendel can
accidentally target himself with this And as with the old villagers, there
effect, in which case he takes 2d6 is nothing to prevent him from later
damage ignoring armor. amending the terms of the agreement.
Grendel will not fight until the end, Yllwraeth can be fought, but this is
and he will begin trying to escape at probably not wise.
12 Hit Points. If he gets away, he will
absolutely take this whole encounter He has HP 70, Morale -, -d2 kelp
personally, and he will plan to return matting, giant palm 2d6, devour DR
violence upon the PCs as soon as he 14, resist Powers DR 12, immunity to
is mended. all Salt-Stained Powers, knowledge
of all Salt-Stained Powers, and swims
at shocking speeds. He may use two
Powers as part of the same action,
and he activates Powers with DR 6.
57
Alternate Fishing Rules
Every time you dip a fishing line, you pull up:
r r y
La rWksh o
Lu
HP: 15
Morale: 7Beneath
Thick Hide -d4,
Razored Claws And Red Grin d6.
A charred ghoul Special: Larry is cursed,
who dwells at the and may not die before
bottom of every the final obliteration of
abyss, seeking the world. Even if every
watery reprieve molecule of his body is
from the pyre he destroyed, and even if he
was burnt upon. is imprisoned in a cell
beyond time and space, he
will immediately reappear
on the hook the next time a
PC goes fishing.
58
◊ Fanged Trout Of The Future (Any Habitat Type)
I cannot tell you what perils and wonders this Fisk contains.
You will have to determine them for yourself.
Subdual HP: ______
Stand Firm DR: ______ _________________
Timer: __________
Special: _________________________________________________
_________________________________________________
__________________________________________________________
__________________________________________________
__________________________________________________________
__________________________________________________
Consequence: _____________________________________________
______________________________________________
__________________________________________________________
_________________________________________________
__________________________________________________________
_________________________________________________
Reward: __________________________________________________
_______________________________________________
__________________________________________________________
_________________________________________________
__________________________________________________________
_________________________________________________
Richard Kelly and Adam
Vass present FISK
BORG: Brutal Fishing
in an Accursed World,
a supplement for the hit
RPG Mörk Borg.