Rockport Waters DM Handout

Rockport Waters — DM Handout

Spring‑fed quarry lakes linked by an underground river and caves. Use this page to run fishing, foraging, eel runs, and quick encounters.


The Three Lakes (at a glance)

Water notes: hard, slightly alkaline; trace copper keeps fungal fish diseases low. Villagers blue‑steep seed in copper kettles at springs.


Quick Harvest Rules (system‑light, 5e‑friendly)

Choose a method and make a Wisdom (Survival) or Tool: Fishing Tackle check.

Method Time Base DC On Success On Fail
Rod/Line 1 hr 12 Roll lake table once; 1d4 rations Nothing
Nets (cast or seine) 1 hr 13 Roll lake table twice; take both; +1d6 rations Lose 1 use of net on 1–2
Traps/Weirs 8 hrs 10 Roll lake table once; +1d6 rations; persists daily Empty on 1–2
Spear/Gig 1 hr (night/clear shallows) 14 Roll lake table; +1d4 rations; advantage if torch‑spotting Spook fish (disadvantage next hour)

Lake modifiers: Deepstone −1 hr if using fly/line near upwelling; Willowmere −2 DC with baited traps in reeds; Millpond −2 DC for carp with dough or corn; +2 DC during hard frost. Seasons: −2 DC in spring dawn/dusk; +2 DC midsummer noon.

Yields: Each “ration” equals ~1 lb dressed fish/crayfish. Double yield on a check ≥ 20. Selling fresh catch yields 2 sp per ration (smoked/salted: 5 sp per ration). Pearls & alchemy bits noted below.


Seasonal Highlights


Lake Catch Tables (roll 1d12; swap entries as you like)

Deepstone (cold, rocky)

1–2 Trout/Char • 3 Grayling • 4 Whitefish • 5 Bullhead/Sculpin • 6 Pike (large) • 7 Crayfish (rock piles) • 8 Stonewort‑snails (for bait) • 9 River Mussels (see pearls) • 10 Watercress • 11 “Copperback” darters (minnows) • 12 Rare: River‑pearl mussel (check below) or a cave‑strayed white eel.

Willowmere (warm, silty)

1–2 Carp • 3 Catfish/Bullhead • 4 Eel (common; +2 to roll at night) • 5 Sticklebacks (bait) • 6 Mussels (muddy beds) • 7 Lily tubers/seeds • 8 Snapping Turtle (hazard) • 9 Duckweed (fodder) • 10 Leech swarm (CON save vs disease if barefoot) • 11 Lost Hook/Net (1d4 sp salvage) • 12 Rare: Golden carp (curio; 1d6 gp alive).

Millpond (reeds & willows)

1 Perch • 2 Tench • 3 Roach/Dace • 4 Minnow bait shoal • 5 Crayfish (good pot) • 6 Frog/Newt forage (rations 1) • 7 Pond Snails (feed) • 8 Small Pike (weedline) • 9 Duck/Eggs (ethical DM’s choice) • 10 Reedmace/cattail starch • 11 Turtles (nuisance) • 12 Rare: Glow‑shrimp jar (1 gp; dim blue for 1 week).


Pearls, Crystals & Other Finds


Cavern River (quick use)

Tiny Sketch (not to scale)

 [Deepstone]==spring throat=={Upwelling}
        \
         \
         (Tall Gallery)---{Pearl Beds}
            |                 \
            |                  (Sump to Willowmere seep)
        (Weir Narrows)==[Festival Weirs]==(Down‑river black)

Weirs: During the Eel Run, villagers drive stakes and wattle into the Weir Narrows, forming V‑shaped guides into basket traps. Setting festival weirs takes 2 hrs, DC 10 Tools (woodcarver) or Survival; each dusk they yield 2d6 eel rations plus a 1‑in‑6 chance of a lamprey string (1d4 rations).


Safety & Stewardship


Fast Hooks

  1. Sinkhole drains Millpond into the caves; rescue trapped workers and fish pens.

  2. Something eats eelfishers at the Weir Narrows; drag marks lead to a flooded crack.

  3. Guild caravan demands pearl and lamprey monopoly; elders split.

  4. Carp blight—only copper‑rich spring pens stay healthy; sabotage suspected.

Prepared for the village of Rockport (independent, elder‑ruled). Use, print, and scribble freely.