Dungeon Classics – The Fountain
“This room feels cooler, the air more damp and much fresher. The trickling sound of running water crackles in your ears.”
In the center of this room is a fountain with a statue. Roll a d4 and refer to the table below to determine the type of statue.
1. A marble statue of woman clad in clinging wrappings pours the water of the fountain from an endless urn.
The waters produced from this fountain are clean and refreshing. While the water and the statue are not magical, Detect Magic or a DC 15 Investigation check will note that the urn is not attached to any water source and produces such water infinitely. If the players decide to remove the urn it’s magic disperses and no longer has an infinite supply of water.
2. Three stone men clad in ancient bronze armor stand atop a pylon in the center of the fountain, each posing to defy the overwhelming monstrous forces painted on the walls around them.
A DC 12 Religion check will note that these three men represent different champions of the God of War.Drinking the water from this well provides each player the effects of Bless as long as they never move away from an enemy combatant or 1 hour, whichever applies first. Once a player has drank from the fountain, they may not gain the benefits again until 24 hours have passed.
3. A stone statue of the Goddess of Harvest, Nature or Fertility stands above the fountain with her arms wide as if gifting the bounty of fresh fruits this room contains to you.
This room is under the effects of Plant Growth, allowing the plants in this room to provide 1d4 worth of rations each dawn. If a player eats one of these rations and does not offer prayer to the statue either before or 1 hour after they will be struck blind for 24 hours, or until they pray for forgiveness to the statue. A character would know this upon entering the room with a DC 12 Religion check.
4. A bloated, wooden statue of the God of Entropy, Time or Decay sits upon a stump in the center of this mossy, nearly stagnate fountain. Throughout the room are many different mosses and fungi.
This room is slick with moss and filled with mushrooms. This room can provide 1d8 worth of rations each dawn, but 1d4 of the rations are poisonous and cause a creature to become poisoned for 8 hours and gain one level of exhaustion. The poisonous mushrooms can be detected with a DC 13 Nature check.
I will be continuing to make “Dungeon Classics” all month of March, so let me know what you would like to see either in the comments below or on Twitter .