Fountains make me flash back to good old Telengard where drinking from one was a big tactical decision because it could heal you, poison you, do nothing, grant a bit of XP, or otherwise screw up your life forever… like most things in that game, to be honest.
What is this? (d12)
- Natural fountain, a basin of rocks that water burbles or tumbles into.
- Statue of a nymph or other good humanoid pouring water out of a pitcher or ewer.
- Face of one or more gargoyles (roll d4-1, minimum of 1) spitting water into a basin or small trough.
- Statue of a dragon breathing a stream of water instead of fire
- Relief of a fierce animal head (lion or bull or something similar) with water pouring out of the mouth and eyes.
- Carvings that look like a pile of skulls with water coming from all the eyes, noses and mouths.
- Ornate sculpture of d6-1 (minimum 1) humans (roll d6 for class – 1-3 Fighters, 4 Clerics, 5 Magic Users, 6 Thieves) standing on a platform with water pouring out between their legs.
- Pillar (d10+1 feet tall) with water flowing out of the top and down the sides.
- Dwarf or other miner with a pickaxe – water flows out from where the pickaxe hits the ground.
- Religious figure (roll 1d4: 1 – cleric, 2 – deity, 3-4 angelic or demonic servant) holding a basin that constantly replenishes.
- Statue of a serving wench or a drunken man (50/50) with water pouring out of a tilted flagon.
- Mosaic of a natural scene with the fountain built into a scene of a waterfall.
Water Pressure (d6)
- Dried up – no pressure at all, and no water left, just the fountain.
- Barely a trickle – basically no pressure left, a bit of fluid trickles out and has accumulated in the appropriate basin.
- Trickle – the water dribbles out and down in a constant, albeit light, flow
- Burble – the fluid burbles and pours out as you would expect from a small fountain
- Gush – a lot of fluid pours out of this fountain – probably more than was expected – it overshoots and overfills the basin and the area around the fountain is wet.
- Variable – Roll 1d6 on this table every hour or every turn, treating a 6 as a 1.
What is That? (d6)
- Crystal clear, pure cold water.
- Typical water.
- Hot water.
- Hot water with lots of sulfur and iron content discolouring the fountain and likely also leaving behind some crystalline deposits.
- Filthy water, slimy and gross.
- Something Special.
Special Fluids (magical fluids lose their effect if removed from the fountain)
- Poison – roll again on What is That to determine what it looks like.
- Potion – roll again on What is That to determine what it looks like, and roll on the appropriate magic item table. Each imbiber can only benefit from it once per day.
- Ooze – roll 1d6: 1-2 Grey Ooze, 3-4 Ochre Jelly, 5-6 Black Pudding
I also occasionally roll on the table in the Labyrinth Lord Advanced Edition Companion “Attributes Features” list for additional ideas on how to make a fountain into something special. Well, I actually put numbers beside the entries on the similar list in the 1e DMG, page 216, but close enough.
This is post 6 in the A to Z Challenge where bloggers make an alphabetically themed post six days a week for the month of April. F is for Fountains.