TEXT: Type to enter text
  DUNGEON DRESSING: 
  RAGING SWAN PRESS
  FOUNTAINS & POOLS
  OSR
  
  	
  YOUR TIME IS PRECIOUS 
  MAKE YOUR CAMPAIGN PREP. EASIER 
  JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN 
  PATREON.COM/RAGINGSWANPRESS 
  
  DUNGEON DRESSING: FOUNTAINS & POOLS 
  Tired of your dungeons lacking in verisimilitude? Want to add cool little features of interest to your creations but don't have the time to come 
  up with non-essential details? Want to make your dungeons feel more realistic? Then Dungeon Dressing is for you! Each instalment focuses 
  on a common dungeon ﬁxture such as stairs, pillars or pools and gives the harried GM the tools to bring such features to life with interesting 
  and cool noteworthy features. 
  This instalment of Dungeon Dressing presents loads of great features and details to add to the fountains and pools in your dungeon. 
  Designed to be used both during preparation or actual play, Dungeon Dressing: Fountains & Pools is an invaluable addition to any GM's 
  armoury! 
  C RE DI TS 
  Design: Ben Armitage and John Bennett 
  Development: Creighton Broadhurst  
  Art: Jeff Freels, William McAusland, Bradley K. McDevitt and Matt 
  Morrow. Some artwork copyright William McAusland, used 
  with permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2020. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  Contents 
  1 
  .................................................................................................
  Fountains 
  2 
  ................................................................................................
  Fountain Subject 
  2 
  .............................................................................
  Major Fountain Features 
  2 
  ................................................................
  Random Encounters 
  3 
  .......................................................................
  Water Quality 
  3 
  ..................................................................................
  Magical Properties 
  3 
  ..........................................................................
  Minor Fountain Features & Dressing 
  4 
  ............................................
  Fountain Tricks & Traps 
  6 
  .........................................................................
  BoneHold 
  6 
  .........................................................................................
  Tree of Weal & Woe 
  6 
  ........................................................................
  Variant Fountains 
  7 
  ............................................................................
  Pools 
  8 
  ........................................................................................................
  Major Pool Features 
  8 
  ........................................................................
  Magic Pools 
  9 
  ............................................................................................
  Necrotic Pool 
  9 
  ...................................................................................
  Pool of the Forgotten Gods 
  9 
  ...........................................................
  Minor Pool Features & Dressing 
  10 
  .................................................
  Pool Tricks & Traps 
  12 
  ..............................................................................
  Black Tentacle Trap 
  12 
  .......................................................................
  Pools of Insight 
  12 
  ..............................................................................
  Vortex Trap 
  13 
  ....................................................................................
  OGL V1.0A 
  14
  ...........................................................................................
  OSR
  
  F O U NTA IN S 
  While often crafted to represent beautiful people, ferocious 
  beasts, heroes or deities fountains also serve a vital function by 
  providing fresh drinking water. Fountains in a dungeon or cavern 
  setting may be artistic creations of the current or past occupants, 
  altars to deities (fair or foul) or results of forced labour. 
   
  Without proper care and maintenance, fountains can clog, 
  leak or serve as watery homes to aquatic creatures. Current 
  dungeon occupiers may convert the fountains into cunning traps 
  designed to deter invasion, exploration or slow the encroachment 
  of their rivals.  
  FOUNTAIN SUBJECT 
  Fountains are often crafted to represent a person, power or 
  monster of signiﬁcance to the designer or owner. One of the ﬁrst 
  questions characters normally ask about a fountain is what does it 
  look like. Use this table to determine a fountain’s basic features 
  before choosing speciﬁc characteristics suitable for inclusion in 
  your dungeon. 
  MAJOR FOUNTAIN FEATURES 
  Use this table, to generate your fountain’s notable characteristics. 
  Some features listed below may be inappropriate based on your 
  dungeon’s setup—ignore or modify such entries as appropriate. 
  D%
  FOUNTAIN DEPICTS A…
  01-10
  Tree or other large plant
  11-20
  Is featureless; it may be a hunk of stone or a block 
  of dressed masonry
  21-30
  Deity or otherworldly, legendary power
  31-40
  Magical beast or creature
  41-50
  Animal
  51-60
  Local hero
  61-70
  Legendary hero
  71-80
  Intricate pattern
  81-100
  Is a tableaux and has two subjects; roll again on this 
  table ignoring this result
  D%
  MAJOR FEATURE
  01-05
  Water forcefully sprays from the mouth of a carved 
  granite minotaur positioned in the centre of a pool. 
  The minotaur holds a trident above its head.
  06-10
  A red liquid seeps from the eyes of a marble female elf 
  bust and slowly drips into a surrounding pool.
  11-12
  A fast-moving stream of water falls from a waist-high 
  trough in the chamber’s wall.
  13-14
  Alternating coloured stone ﬂowers intertwine to 
  decorate a three-tiered basin fountain. The stones are 
  beautifully carved.
  15-16
  A single ﬂagstone path leads past a large double basin 
  water feature. Mist from the bubbling fountain slickens 
  the surrounding stones1.
  17-18
  Water tumbles from a hole chiselled in the cavern wall 
  and onto the ﬂoor, creating a narrow rut in the stone.
  19-20
  Five lion heads spout water from their mouths into a 
  rectangular sink. Each face has a different expression.
  21-22
  Ten levels of miniature steps surround a tall fountain. 
  Water tumbles down the steps.
  23-24
  In the centre of an deep pool stands a tall pillar; water 
  cascades down the pillar’s sides.
  25-26
  In seemingly random patterns, cylinders of liquid 
  shoot back and forth across the room and over a 
  central walkway. The mechanism for powering the jets 
  is hidden2 and must be found to be disabled3.
  27-28
  Water projects vertically and forcefully from holes in 
  the ﬂoor. The ﬂoor is slick1.
  29-30
  Three spouts protrude from a wall; water dribbles from 
  all three, but is more forceful from the left-hand spout.
  31-32
  Water falls from a hole in the ceiling into a round hole 
  in the ﬂoor.
  33-34
  Stagnant water ﬁlls a basin and seems to have been 
  undisturbed for some considerable time.
  35-36
  Crude piping, including a tap valve, runs along one 
  wall at human waist height.
  37-38
  Six bowls, hanging from chains at various heights, 
  collect and distribute water.
  39-40
  The fountain comprises a shard of black rock. Water 
  oozes down its ﬂanks.
  41-42
  Great stone archways hold the ceiling aloft above this 
  ornate fountain.
  43-44
  A wide, shallow pool ﬁlls the room, its surface mirror-
  like and calm. Two matching statue-fountains stand in 
  the pool, but neither is spewing forth water.
  45-46
  The fountain partially blocks a hallway.
  47-48
  The fountain runs along both sides of a hallway.
  49-50
  Small fountains ﬁll all corners of the room.
  51-52
  Four small fountains emerge from the room’s ﬂoor. The 
  ﬂoor is slick1 but the water drains away through many 
  small holes.
  53-54
  The water tumbling from the fountain is effervescent.
  55-56
  Runes dedicating the fountain to the god of revels 
  decorate its basin.
  57-58
  Inlaid on the inside of the fountain’s basin, a mural 
  depicts a battle scene.
  59-60
  Various coins—glimmering invitingly—lie in the pool 
  surrounding this fountain.
  61-62
  A loosely stacked pile of well-worn buckets stands 
  beside the fountain.
  2
  
  1.
  Double the cost of moving through the area. 
  2.
  Successful ﬁnd concealed doors roll discovers. 
  3.
  Successful ﬁnd/remove traps roll disables. 
  RANDOM ENCOUNTERS 
  Fountains are great places to spring an unexpected encounter on 
  characters as dungeon denizens are often drawn to water. 
  Additionally, the difﬁculty of ﬁghting in water can present new and 
  interesting tactical challenges for the characters. 
  WATER QUALITY 
  Exploring characters may stop to drink from a fountain’s waters or 
  reﬁll their water ﬂasks. Use this following table to determine the 
  fountain’s water’s condition:  
  MAGICAL PROPERTIES 
  Sometimes, magical effects lurk in a fountain’s waters. Normally, 
  these effects fade if carried away from the fountain and must be 
  drunk directly from the pool if the beneﬁts are to be gained. Other 
  fountains only affect a certain number of individuals each day or 
  only affect a given individual once. 
   
  63-64
  A poem, in metallic script, wraps around the fountain’s 
  base and praises the wisdom, wealth and mercy of the 
  original dungeon’s master.
  65-66
  The fountain’s spout rotates in a circular fashion, 
  spraying water about the pool in a predictable pattern.
  67-68
  A faint blue light pulsates at the bottom of the 
  fountain’s pool.
  69-70
  Water from the fountain smells sweet, and a white froth 
  gathers at the edges of the surrounding pool.
  71-72
  Mortared together, bones comprise the fountain’s 
  basin and a mound of skulls serves as the fountain. 
  Water pours from several skulls’ mouths.
  73-74
  Large translucent ﬁsh swim lazily in the fountain’s pool.
  75-76
  Water slides down opposing slopes at a 45 degree 
  angle and spills into a narrow pool. The water emerges 
  from a narrow slit on either side.
  77-78
  Water cascades down the entire rear wall of the room 
  into a narrow trench.
  79-80
  The fountain’s crystal-clear water reveals the pool’s 
  ﬂoor of checkered black and tan squares.
  81-82
  A dribble of water leaks from the fountain’s spout, 
  barely wetting the basin. A small, yet operational, hand 
  crank stands nearby, but the fountain is clogged with 
  debris and must be cleaned for it to function properly.
  83-84
  Mist rises from the waters surrounding this 
  energetically ﬂowing fountain. The ﬂoor is slick1.
  85-86
  Water runs over and through the sodden remains of an 
  ageing ballista before ﬂowing into a basin.
  87-88
  Moulded crudely from the clay ﬂooring, the shallow 
  basin collects moisture steadily dripping from cracks in 
  the ceiling.
  89-90
  Four metal legs support an overﬂowing bowl placed 
  near the fountain.
  91-92
  Two streams jet from the fountain and cross above the 
  bowl; the water is turbulent at their conﬂuence.
  93-94
  This fountain is partially submerged; the water froths 
  and roils.
  95-99
  The fountain feeds a hanging plant garden through a 
  series of cleverly constructed irrigation channels.
  100
  Life-like carvings of monstrous frogs decorate the 
  fountain; water spurts from their mouths
  D%
  THE WATER…
  01-10
  Has dried up
  11-25
  Is stagnant (the fountain is non-functional).
  26-35
  Is invigorating
  36-40
  Is warm
  41-59
  Is cold
  60-90
  Is clean and fresh
  91-99
  Is fouled, poisoned or carries disease
  100
  Has magic properties
  D%
  THE WATER’S MAGICAL PROPERTY IS…
  01-10
  Cause blindness
  11-20
  Bless
  21-30
  Protection from evil (or good)
  31-40
  Bestow curse
  41-80
  Cure light wounds
  81-100
  Sleep
  3
  
  MINOR FOUNTAIN FEATURES & DRESSING 
  Use this table, to generate interesting features for your fountains. 
  Some features listed below may be inappropriate based on your 
  dungeon’s setup—ignore or modify such entries as appropriate. 
  D%
  MINOR FEATURE OR DRESSING
  01
  A smear of blood covers part of the fountain.
  02
  A thick layer of dust covers the dry fountain.
  03
  Cracks in the basin funnel the fountain’s water across 
  the ﬂoor1.
  04
  The fountain’s statue has been decapitated and water 
  weakly trickles from its neck stump.
  05
  The fountain is overﬂowing and the surrounding ﬂoor 
  is wet and slick1.
  06
  Small bones litter the bottom of the fountain’s basin.
  07
  The fountain reeks with stagnation and rot.
  08
  Steam rises from the water’s surface.
  09
  The faint smell of red wine lingers in the air. A 
  discarded wine ﬂask ﬂoats in the pool.
  10
  Soggy mould ﬁlls the fountain’s basin and has begun 
  to grow up the fountain itself.
  11
  Bits of ﬁsh carcasses line the rim of the fountain’s pool.
  12
  Moss and lichen cover the fountain and clog the basin.
  13
  A rotting, bloated humanoid corpse ﬂoats facedown in 
  the pool. 
  14
  Soot coats the fountain.
  15
  A small pair of boots and neatly folded clothes lie near 
  the edge of the pool.
  16
  Small bubbles rise through the water.
  17
  A long strand of twine, strung across the fountain’s 
  edge, holds a damp burlap shirt and trousers.
  18
  Debris piled near the fountain’s spout interrupts the 
  water’s ﬂow.
  19
  Dozens of booted footprints stand out in the dust 
  around the basin’s edge.
  20
  A large round rock has been forced into the fountain’s 
  spout. The fountain’s pool is stagnant.
  21
  A small toy boat ﬂoats near the edge of the pool.
  22
  The once majestic fresco lining the rear wall of the 
  fountain now displays crude and distasteful alterations 
  done in charcoal.
  23
  Two small ﬁshing poles lean by the pool.
  24
  Cracked and dried mud covers the bottom of this 
  broken fountain’s pool.
  25
  Thick, odious mushrooms emerge from the water’s 
  surface like small islands.
  26
  Three cups and a ladle rest on the fountain’s edge.
  27
  A swarm of rats tumbles and crawls over each other in 
  an effort to feed on a recently deceased goblin 
  sprawled at the fountain’s base.
  28
  A knocked-over lamp (now at the bottom of the pool) 
  has left a small oil slick in the water.
  29
  Fresh bloodstains smear the fountain’s basin and lead 
  into an adjacent room.
  30
  Gurgling water can be heard through the thick layers 
  of glistening spider webs covering the fountain.
  31
  The beauty of an ornate canopied fountain contrasts 
  with the piles of guano covering the ﬂoor2.
  32
  Giant cockroaches scurry over the basin.
  33
  Frost creeps up the stone basin. A thin layer of ice 
  reﬂects from the surface.
  34
  A rusty battleaxe leans against the fountain’s basin.
  35
  The remains of several portions of trail rations lie 
  scattered about the area—as if explorers stopped here 
  for a meal.
  36
  Water pouring from a corroded copper bowl has 
  turned the fountain’s water a greenish hue.
  37
  A thick web of roots hangs down from the ceiling and 
  cover the top of the fountain.
  38
  A crude carving of a gigantic water snake decorates 
  the fountain’s basin lip.
  39
  Before reaching the brackish waters, the characters 
  may spot3 a hastily written, smudged message 
  “drink...turn back” on the fountain’s basin.
  40
  Thick moisture hangs in the air, making the stone ﬂoor 
  within 15 feet of the fountain slick with wet algae2.
  41
  Yellow mould creeps from a crack where the ﬂoor 
  meets the fountain’s basin.
  42
  Clearly used as a toilet by some large creature, the 
  fountain’s basin reeks of faeces and urine.
  43
  Water drips into the pool from the ceiling, mimicking 
  the sound of light rain.
  44
  A small, sodden book ﬂoats in the fountain.
  45
  Two makeshift ladders lie across the fountain’s basin.
  46
  A small sack containing bandages and a poultice lies 
  half-open near the the fountain.
  47
  Both arms of the fountain’s statue lie at the bottom of 
  the pool.
  48
  The fountain’s water escapes the basin through a hole 
  near the wall, soaking the ﬂoor. The basin was clearly 
  deliberately broken.
  49
  Clearly visible in the water, two large eels swim in the 
  fountain’s pool.
  50
  The fountain has been snapped in half; water trickles 
  from its stump.
  51
  Two human corpses dressed in padded armour hang 
  by the neck from a rope slung over the fountain’s apex.
  52
  Brown mould covers the basin and some of the room’s 
  nearby walls.
  53
  Two torches, extinguished in the fountain’s basin, ﬂoat 
  lazily in the water.
  4
  
  1.
  Characters must roll equal or under their Dexterity on 3d6 or 
  fall over when moving through the area. 
  2.
  It costs double the normal amount of movement to move 
  through the area. 
  3.
  Successful ﬁnd concealed doors roll spots. 
  54
  A (harmless) swarm of insects lives on the fountain and 
  its basin.
  55
  Red candles, half-lit and symmetrically positioned, 
  ﬂicker around the fountain’s edge.
  56
  The fountain smells of urine.
  57
  A hardened bucket of mortar and a trowel lie beside 
  the fountain. Roughly cut ceramic tiles cover a portion 
  of the fountain’s rim.
  58
  Smashed completely, the fountain’s original bust is 
  unidentiﬁable.
  59
  Wooden scaffolding surrounds the tall, ornate 
  fountain, which appears to be in mid-repair.
  60
  A veritable ﬁeld of animals and humanoid skeletons 
  surrounds the fountain.
  61
  Pure white crayﬁsh scuttle on the basin’s bottom.
  62
  Thin, straw-like reeds grow in the water.
  63
  A broken crowbar lies pushed up against one wall. 
  Signs of prying between two stones are visible.
  64
  Bright yellow stones glimmer in the water.
  65
  Gem-shaped empty sockets line the basin’s exterior.
  66
  A small mirror and shaving razor lie on the pool’s rim.
  67
  Diverted by years of corrosion, acidic water now 
  trickles through many holes in the fountain.
  68
  The fountain’s water tastes salty, and offers no 
  refreshment for weary explorers.
  69
  Thin stalactites and stalagmites surround the fountain.
  70
  Lighter coloured stones sit atop the original basin’s 
  foundation, indicating a renovation or addition to the 
  original design.
  71
  Dozens of shortswords and daggers lie piled up inside 
  the fountain. Rust and poor craftsmanship render them 
  unusable and valueless.
  72
  Two piles of rugs and wall banners lie beside the 
  fountain: one pile is neatly folded while the other is 
  soiled and in disarray. A washtub and bar of soap, 
  recently used, rest on the fountain’s edge.
  73
  The fountain’s water runs red (from some mineral in 
  the rock).
  74
  A brass pipe, oddly positioned and obviously a recent 
  addition, runs into a crudely chiselled hole in the wall.
  75
  Dry sand ﬁlls the fountain’s basin.
  76
  Although still functional, the fountain’s large columns 
  lean drunkenly toward each other, forming an arch.
  77
  Lumps of sodden wood ﬂoat in the pool.
  78
  The fountain has been daubed in whitewash.
  79
  A small wooden trough diverts the water from the 
  fountain into three large, overﬂowing barrels.
  80
  Constructed of limestone, the fountain is now a 
  mottled yellow-black colour.
  81
  The corroded metal fountain forms a dull metallic pile 
  of wet bowls and basins.
  82
  Three verdigris-wreathed bronze reliefs of winged 
  angelic ﬁgures overlooking the fountain seem to weep 
  black tears. (This colouration is the result of minerals in 
  the water.)
  83
  A homemade snorkel sits at the water’s edge of the 
  fountain’s deep surrounding pool.
  84
  Three black iron statues of demonic ﬁgures loom over 
  this corroded fountain.
  85
  The fountain’s water is black with corruption. At the 
  bottom of the pool lie two slain and rapidly 
  decomposing zombies.
  86
  The fountain’s water smells of roses.
  87
  Two empty liquor bottles ﬂoat in the water. Neither has 
  any label or other markings.
  88
  Small, grey mice scuttle in and out of the pock-marked 
  and many-holed fountain’s base.
  89
  Water pours into a large basin, divided by a central 
  partition. One side holds a blue liquid, the other a 
  green substance.
  90
  Hanging precariously from the top tier of the fountain, 
  a rusted grappling hook sways gently.
  91
  Disguised as a pile of rocks in the fountain’s dry basin, 
  a cave scorpion defends its lair if disturbed.
  92
  A wooden plank, held in place by a heavy rock, 
  extends over the three-foot deep fountain. Wet 
  footprints lead from the water back up onto the plank.
  93
  Four sections of ill-ﬁtting panelled wood cover the 
  fountain’s basin.
  94
  Two soggy leather balls—both much chewed—ﬂoat in 
  the water.
  95
  Worn playing cards lay scattered in and around the 
  fountain. If collected, a character may notice3 all the 
  sixes are missing from the pack.
  96
  Each basin of the non-operational fountain holds a 
  small pile of ashes. Three bundles of neatly stacked 
  sticks and sweet-smelling leaves line a wall nearby.
  97
  A broken basin allows a steady stream of water to 
  escape the fountain. A small wooden paddlewheel 
  turns a shaft leading through a small hole in the wall 
  into some adjacent, but hidden space.
  98
  Red and yellow ﬂower petals ﬂoat lazily in the water.
  99
  A metal coif hangs from the fountain, disrupting the 
  ﬂow of the water from the fountain’s spout.
  100
  The water slowly boils and bubble. It is heated by 
  some hidden source.
  5
  
  F O U NTA IN T R I CKS & TRAPS 
  Of course, fountains are not always safe. Occasionally, the 
  dungeon’s designer hides clever traps and tricks in key locations 
  throughout the complex. The traps and tricks here are examples 
  of such features that can be used to protect fountains and the 
  surrounding room.  
  BONEHOLD 
  Skeletons are restrained by intricately carved stone chains to the 
  four sides of this plain, black stone fountain. Water spurts from the 
  top of the fountain. The skeletons stand in the pool of water 
  surrounding the statue.  
  •
  Fountain: Of featureless black rock, the fountain is 10 ft. high 
  and hard to scale. It stands in the middle of the pool. 
  •
  Pool: The pool is 3 ft. deep, contains calm water and has a 
  radius of 30 ft. Characters wading through the pool treat it as 
  difﬁcult terrain. 
  Activation: A character entering the fountain’s pool activates the 
  trap. The trap resets after ten minutes. 
   
  Find the Trap: A character using detect magic (or similar spell) 
  ﬁnds the trap by detecting the alteration aura of the animate 
  objects spell on the chains. 
   
  Defeating the Trap: A character casting dispel magic can 
  attempt to dispel the trap as if the trap’s creator was an 13th-level 
  cleric. Alternatively, a character making a successful ﬁnd secret 
  doors roll spots a small switch atop the fountain which controls the 
  trap. Destroying the chains (see below) also defeats the trap. 
  Effect: When triggered, this trap has the following effects:  
  As you enter the pool, the skeletons stir in their chains. 
  •
  Grappling Chains (Round 1): The four chains release the 
  unanimated skeletons (that fall into the water) and then attack 
  living creatures in the pool. A grappled target is ignored by 
  the other chains. 
  • Chain: AC 3, hp 25, THAC0 12 (20 ft. reach) +10 (2d4 plus 
  grapple [+24%]). A chain drags a grappled target 5 ft. 
  toward the fountain with each successful grapple attack. 
  •
  Oozing Slime (Round 2): The fountain stops spewing forth 
  water and instead green slime begins to ooze down its ﬂanks. 
  There is enough green slime in the fountain for the trap to 
  operate three times. 
  TREE OF WEAL & WOE 
  A fountain carved to represent a huge tree, whose branches 
  shade the surrounding pool, dominates this chamber. A steady 
  stream of water cascades down the tree’s trunk and into the pool. 
  Ten large ﬁst-sized acorn-like objects hang from the tree’s boughs 
  and high up in its trunk gold glimmers invitingly from a hollow. A 
  stepping stones path crosses the pool. 
   
   
  •
  Pool: The pool is 5 ft. deep, contains calm water and has a 
  radius of 30 ft.  
  •
  Stepping Stones: A character can leap from stepping stone 
  to stepping stone by rolling equal or under their Dexterity on 
  3d6. A successful ﬁnd secret doors roll reveals the stepping 
  stones are unstable and will likely shift when stood upon. A 
  character on a stepping stone when this occurs must roll 
  equal or under their Dexterity on 4d6 or fall into the pool 
  (which triggers the trap). There are six stepping stones.  
  •
  Stone Tree: The tree rises out of the pool and stands 20 ft. 
  high. Its trunk is slick and a character weighing less than 100 
  lbs. can scale the tree’s branches. Ten stone acorns hang from 
  the tree’s branches. A hollow in the tree holds a fabulously 
  wrought golden statuette of a crouching dryad. It is worth 
  1,500 gp. 
  Activation: A character raising the water level of the pool by 
  stepping or falling into the water activates the trap. 
   
  Find the Trap: A character making a successful ﬁnd/remove 
  traps roll ﬁnds the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove traps roll disables the trap. A character failing this check 
  by 20% or more accidentally activates the trap. Alternatively, a 
  character making a successful ﬁnd secret doors roll spots a small 
  button, which controls the trap, hidden on a low overhanging 
  branch reachable from without the pool. Destroying each acorn 
  (AC 3, hp 20) defeats that part of the trap. 
  Effect: When triggered, this trap has the following effects: 
  As you step onto the stepping stone, it shifts beneath your feet! 
  •
  Falling Acorn: When a character enters the pool, a stone 
  acorn falls from the tree. Each acorn contains a mixture of 
  burning oil and smoke powder, and releases copious 
  amounts of blinding, burning smoke (with a similar effect to 
  the pyrotechnics spell) in a 20 ft. radius when it hits the water. 
  Characters caught in the cloud suffer 4d6 ﬁre damage 
  (successful saving throw against spells halves) on the ﬁrst 
  round of exposure and 2d6 ﬁre damage (successful saving 
  throw against spells halves) on the second round. The cloud 
  dissipates after three rounds. The tree has ten acorns. 
  •
  Scything Branches: If a stepping stone shifts, but the 
  character does not fall into the water, a branch scythes down 
  and attacks the character (THAC0 10, 2d6 damage). 
  6
  
  VARIANT FOUNTAINS 
  While the overwhelming majority of fountains spurt forth water, a 
  few rare examples channel other liquids. Remember when placing 
  such strange fountains that their placement and purpose must 
  make sense within the dungeon. For example, a fountain spurting 
  holy water might stand at the entrance to a grand tomb or at the 
  centre of a temple dedicated to a good-aligned god.  
   
  In some circumstances a fountain can appear normal until a 
  lever is pulled or command word spoken; at that time other pipes 
  open within its mechanism and the alternate liquid spurts forth. 
   
  Characteristics & Dressing: When designing a nonstandard 
  fountain, you can still employ the tables on the preceding pages 
  but should be careful to add some hint as to the fountain’s special 
  feature. Perhaps a fountain spewing forth sewerage smells terrible 
  or the water in its bowl is foul and polluted. Such hints give 
  perceptive players a chance to realise something is wrong, reward 
  careful play and build verisimilitude 
   
  Complications: If a fountain spews forth special liquid—
  (un)holy water, oil, water carrying a magical affect and so on—you 
  should expect the characters to try and carry away as much of the 
  liquid as possible. In some cases, for example if a fountain is 
  spewing forth cheap wine or beer this is no problem, but if the 
  characters manage to collect a sizeable amount of valuable liquid 
  (such as holy water or water with healing properties, for example) 
  you should impose limits to preserve game balance. Perhaps, the 
  liquid fouls quickly—losing its potency and value—or the water’s 
  magic can only affect a drinker once. 
  ACID 
  Often the acid spewed forth by fountains looks like normal, 
  harmless water; the only clue to its actual characteristics are the 
  lack of ﬁsh in its pool and an acrid smell hanging in the air. 
  •
  Immersed: 10d6 acid damage per round of exposure. 
  •
  Direct Hit: 1d6 acid damage.  
  •
  Splattered: Every creature within 5 ft. takes 1 acid damage. 
  ALCOHOL 
  Often found in feast halls, feasting chambers and temples 
  dedicated to the god of revelry, fountains of alcohol are legendary 
  among adventurers. Some such fountains jet forth wine; others 
  produce beer. While such features rarely injure or kill explorers, 
  they can slow down or stop explorations as eager adventurers 
  drink their ﬁll (or collect as much alcohol as they can carry).  
  FLAMING OIL 
  Often set as dangerous and deadly traps, ﬂaming oil fountains 
  normally jet forth water until activated at which point they drench 
  intruders with ﬁre.  
  •
  Direct Hit: 1d6 ﬁre damage followed by 1d6 ﬁre damage in 
  subsequent round. 
  •
  Splattered: Every creature within 5 ft. takes 1 ﬁre damage. 
  HOLY/UNHOLY WATER 
  Often found in tombs and temples, fountains of holy or unholy 
  water are expensive and almost always have a magical 
  component. Holy or unholy water rarely continual jets from such 
  features; rather instead several times a day they can create a 
  certain amount of the requisite water. 
  •
  Direct Hit: 2d4 damage to undead or creatures from the 
  lower planes.  
  •
  Splattered: Undead or creatures from the lower planes within 
  5 ft. take 1 damage. 
  Unholy Water: Unholy water injures paladins and certain other 
  creatures. 
  LAVA 
  Lava fountains always employ magic in their construction, 
  otherwise their delicate inner workings would melt when the lava 
  courses through them. 
  •
  Immersed: 20d6 ﬁre damage per round of exposure. 
  •
  Splattered: 2d6 ﬁre damage per round of exposure. 
  •
  Ongoing Damage: Half damage from lava continues for 1d3 
  rounds after exposure end. 
  SEWERAGE 
  Fountains are rarely designed to spew forth sewerage, but 
  sometimes their plumbing fails or is deliberately modiﬁed by a 
  deranged individual (perhaps by a follower of the god of disease). 
  Characters exposed to the sewerage often contract a disease:  
  •
  Immersion: Saving throws made to resist the disease suffer a 
  -2 penalty. 
  •
  Direct Hit: The character makes an unmodiﬁed saving throw. 
  •
  Splattered: Saving throws made to resist the disease gain a 
  +2 bonus. 
  7
  
  PO O LS 
  Pools add an element of mystery to a dungeon. In their often 
  murky depths, they can hide both treasure, monsters or other 
  secrets. Dungeon pools can be magical or mundane. Some are 
  naturally occurring with swiftly ﬂowing water, while others feature 
  elaborate fountains, traps or other features. It is a brave 
  adventurer who willing steps into unknown waters. 
  MAJOR POOL FEATURES 
  Use this table, to generate your pools notable characteristics. 
  Some features listed below may be inappropriate based on your 
  dungeon’s setup—ignore or modify such entries as appropriate. 
  1.
  Characters move at half speed through the area. 
  2.
  Successful ﬁnd secret doors roll spots. 
  D%
  MAJOR FEATURE
  01-05
  Small, brightly painted tiles encircle the edge of the 
  pool. The tiles are slippery1.
  06-10
  The walls of the pool slope gently down to the bottom.
  11-12
  A small 10 ft. by x 10 ft. pit pierces the pool’s bottom. It 
  is 15 ft. deep.
  13-14
  The pool’s water is scaldingly hot.
  15-16
  The ﬂoor of the pool is exceptionally rough and 
  uneven; many small niches within could hide treasures, 
  carnivorous ﬁsh and the like.
  17-18
  Stalactites hang from the ceiling, almost touching the 
  surface of the pool.
  19-20
  Hewn stone steps descend into the pool.
  21-22
  Two continual light spells light the pool’s depths.
  23-24
  Perfectly aligned, tiny holes2 pierce the pool’s walls.
  25-26
  The pool water is salty.
  27-28
  Narrow chutes sloping downwards into the pool are 
  spaced every 3 ft. along the pool’s edge.
  29-30
  The glittering water radiates faint necromantic magic. 
  Once a day, a creature drinking from the pool receives 
  the beneﬁts of a cure serious wounds spell.
  31-32
  A fountain of a halﬂing spouting water from an 
  upraised tankard stands at the pool’s centre.
  33-34
  A small submerged cave hollows out one of the pool’s 
  rugged natural stone walls.
  35-36
  A natural underground stream feeds the pool.
  37-38
  The pool’s walls are shaped like wide stairs.
  39-40
  In the middle of the pool, a natural stone pillar rises 
  mere inches about the water—like a stepping stone.
  41-42
  Half of the pool’s walls are of ﬁnished stone and the 
  other half are unworked as if the workers stopped 
  halfway through construction.
  43-44
  A short, twisted tunnel leads away from the bottom of 
  the pool and runs 90 ft. and ends in a small cave 
  boasting a small shelf of dry rock.
  45-46
  The water is black and oily. A creature drinking from 
  the pool is affected by a bestow curse spell.
  47-48
  The room's ﬂoor slopes steeply downward to the pool, 
  and no wall encircles the pool meaning unwary 
  explorers could slide straight into it waters.
  49-50
  Medium-sized holes in the pool’s walls lead to 
  perfectly circular chambers.
  51-52
  Hymnals praising a long forgotten deity decorate the 
  pool’s bottom.
  53-54
  Small statues of ﬁsh stand on the pool’s bottom. One 
  larger ﬁsh is depicted chasing the others.
  55-56
  The north and south walls of the pool are set at an 
  angle while the east and west walls are perfectly 
  straight, giving the pool an odd “bent” aspect.
  57-58
  The bottom of the pool is tiled with smooth pebbles.
  59-60
  Stone carvings of demonic heads line the the pool; 
  pipes in the demon’s mouths feed the pool.
  61-62
  The pool’s walls are lined with numerous handholds.
  63-64
  Four marble pillars, one at each corner of the square-
  shaped pool, support a domed roof.
  65-66
  The pool coils downwards, much like a snake; it is 40 ft. 
  deep at its deepest point. 
  67-68
  Slippery narrow stone archways covered in mould and 
  slime crisscross the pool just above the water’s surface.
  69-70
  The pool water is near freezing.
  71-72
  Small streams of water sprout from multiple ﬁst-sized 
  holes in a nearby wall feed the pool.
  73-74
  The pool’s still surface acts like a mirror.
  75-76
  The pool’s water is strangely thick and heavy.
  77-78
  Shelves of rock jut from the pool’s walls.
  79-80
  Thousands of tiny spikes cover the ﬂoor of the pool, 
  acting like caltrops.
  81-82
  The pool’s greenish water is acidic; anyone touching 
  the water suffers 1d3 acid damage while those 
  entering the pool suffer 1d6 acid damage a round.
  83-84
  The pool is shaped like an inverted pyramid.
  85-86
  The pool’s water swirls anti-clockwise for 1d4 rounds 
  and then clockwise for the same length of time.
  87-88
  A hidden lever2 operates a metal grate that slides out 
  to cover the surface of the pool.
  89-90
  The small statue of a girl holding an orb lies on its side 
  at the bottom of the pool.
  91-92
  Sediment ﬁlls the pool, reducing vision to 1d4 x 10 ft.
  93-94
  The pool is shaped like a snarling beast.
  95-99
  Roll twice on this table, ignoring results of 95-100.
  100
  Roll thrice on this table, ignoring results of 95-100.
  8
  
  MAGI C POOLS 
  Magic pools go beyond mere spell effects, their powers being 
  truly wondrous. These pools are designed to capture that feeling 
  of mystery and danger. 
  NECROTIC POOL 
  A three-foot high wall of well-mortared brownish stone encircles a 
  pool of smoky black water. The characters may learn more about 
  the pool, using their observations and recollections: 
  •
  The stone’s unique colouring is due to copious amounts of 
  dried blood. 
  •
  Faint writing is carved into the pool’s encircling wall. The 
  writing is arcane and deals with the school of necromancy. 
  •
  The spells woven into the pool deal with binding necromantic 
  energy in the same way it is used to create undead. 
  •
  A wizard recalls certain cabals of necromancers create 
  necrotic pools to aid them in the creation of undead minions. 
  The creation of such pools is difﬁcult and complex and 
  requires the sacriﬁce of countless souls during construction. 
  The pool can manifest several effects, depending on how a 
  character interacts with it: 
  •
  Drinking the Water: Any creature drinking from the pool 
  suffers 3d8 damage as if they had been targeted by an inﬂict 
  serious wounds spell. In addition, the water induces zombie 
  rot in the drinker. A skilled healer can identify the malady after 
  the ﬁrst day. The rot can be removed with remove disease.  
  • Zombie Rot: A character infected with zombie rot can 
  save against poison to negate the disease. If they fail this 
  saving throw, the symptoms manifest one day later. Every 
  day a character is infected with zombie rot, they suffer 
  1d8 damage unless they make a successful saving throw 
  against poison. This damage cannot be healed (magically 
  or otherwise) until the zombie rot is removed with 
  remove disease. A character killed by zombie rot 
  animates one day later as a zombie. 
  •
  Immersing a Living Creature: A living creature in the pool 
  suffers 3d8 damage as if they had been targeted by an inﬂict 
  serious wounds spell each round. As long as they do not 
  swallow any of the water, they do not suffer from the zombie 
  rot effect. 
  •
  Immersing a Dead Creature: The pools animates any mostly 
  intact corpse placed into the pool into a zombie. This takes 10 
  minutes. Unless a creature has a way to control undead, the 
  zombie immediately attacks nearby creatures. The pool can 
  create 20 HD of zombies a week. 
  POOL OF THE FORGOT TEN GODS 
  A small altar squats in front of this crystal-clear pool. Tiles 
  depicting human-like creatures in supplication to titanic beings 
  surround the pool and altar. The faint smell of musky incense 
  lingers in the air. 
   
  The characters may learn more about the pool, using their 
  observations and recollections: 
  •
  The humans on the tiles appear to be offering items of value 
  such as gems, weapons and jewellery to giant, fat human-like 
  creatures. 
  •
  A cleric or paladin recalls a now extinct pantheon of ﬁckle 
  gods were renowned for the high level of devotion they 
  demanded from their subjects. The gods demanded 
  worshippers offer up their wealth on altars like the one here. 
  These gods were known to bless those who offered up large 
  sums of wealth and they cursed those who were stingy with 
  their offerings (which is why people eventually decided to 
  forget them). 
  The pool can manifest several effects, depending on how a 
  character interacts with it:  
  •
  Drinking and Immersion: The effects of the pool are the 
  same whether a creature drinks or immerses itself in the 
  water. To activate the pool’s power, a creature must place an 
  object or objects of value on the altar. The object immediately 
  disappears and the pool’s water glows a golden colour. The 
  effect the waters bestows is a function of the value of the 
  objects sacriﬁced. Only the creature offering the sacriﬁce 
  gains the beneﬁt of the pool. Each creature may gain the 
  pool’s beneﬁts once a year. 
  • 0-50 gp: The forgotten gods consider the paltry sacriﬁce 
  an insult. Though the water turns gold, it drains 1 life 
  energy level from the worshipper. 
  • 51-100 gp: The forgotten gods consider this a triﬂing 
  award, but decide to bestow the worshipper a +1 to one 
  d20 roll. The boon expires at the end of the day and must 
  be used before the roll is made. 
  • 101-1,000 gp: The forgotten gods are glad someone 
  remembers the old ways and bestows the worshipper a 
  +2 bonus to attack rolls and saving throws until sunrise 
  the next day. 
  • 1,001-2,500 gp: The forgotten gods smile upon the 
  obviously wise worshipper and bestow on it their 
  protection—a +4 bonus to saving throws and immunity to 
  nonmagical weapons for the next three days. 
  • 2,500-5,000 gp: The forgotten gods weep in joy that 
  someone has remembered them. During the next month, 
  the worshipper may commune once with the gods as the 
  cleric spell of the same name, and ask 5 questions. 
  • 5,001 gp: The forgotten gods consider the worshipper 
  to be a truly wise, noble and benevolent being. The 
  pool’s water permanently boosts one random ability 
  score by +1. 
  9
  
  MINOR POOL FEATURES & DRESSING 
  Use this table, to generate interesting features for your TBCs. 
  Some features listed below may be inappropriate based on your 
  dungeon’s setup—ignore or modify such entries as appropriate. 
  D%
  MINOR FEATURE OR DRESSING
  01
  A sodden, decaying goblin, or other humanoid, ﬂoats 
  face down in the pool.
  02
  2,000 copper pieces cover the pool’s bottom.
  03
  The pool’s water glows with a strange luminosity like 
  torchlight (that lasts for one hour if bottled).
  04
  Small white ﬁsh swim languidly in the pool.
  05
  The pool water is artiﬁcially dyed red.
  06
  Stone spouts depicting fairy creatures along the pool’s 
  perimeter spray coloured water into the pool.
  07
  Mirrors line the walls of the pools; some are broken.
  08
  Three humanoid skeletons lie entwined at the bottom 
  of the pool.
  09
  A gnawed rope dangles into the pool.
  10
  Garbage and waste litter the pool’s bottom.
  11
  Anyone staring into the pool is subject to a 
  programmed illusion depicting a kraken racing 
  upwards to attack them.
  12
  Bones from many humanoids ﬁll the pool.
  13
  Dozens of tiny, almost translucent, ﬁsh blink from 
  colour to colour as they swim in the pool.
  14
  A skeleton at the bottom of the pool wears a suit of 
  rusty full plate armour.
  15
  The water of the pool has an oily smell and feel. It is 
  highly ﬂammable, and burns like oil.
  16
  A decorative golden plaque set above the pool reads 
  in Aquan, “Alas, here is all that remains of Aguaneos 
  the water elemental.”
  17
  Bloody footprints lead up to the pool’s edge.
  18
  Any creature submerged in the pool hears beautiful, 
  but faint and indistinct, singing in Elven.
  19
  A single long brazier set into the ground encircles the 
  perimeter of the pool.
  20
  A bloodstain smears the side of the pool.
  21
  Several dead ﬁsh ﬂoat in the pool.
  22
  Fifty red opaque gems (hematites worth 10 gp) are set 
  underwater into the pool’s walls; each gem must be 
  carefully removed1 if the characters want them intact.
  23
  The bottom of the pool is painted black so it appears 
  deeper; horrible things could lurk in the shadows.
  24
  Statues of headless maidens dance around the pool’s 
  edge. Their heads lie in the pool.
  25
  Half a wooden shield ﬂoats ominously in the pool.
  26
  Giant lily pads (that can each hold up to 50 lbs.) cover 
  the surface of the pool, obscuring the water.
  27
  Parts of the pool’s side has crumbled away into the 
  water. The rubble forms a ramp of sorts into the pool.
  28
  Algae has turned the water blood red in colour.
  29
  A blocked-up dragon headed spout overlooks the 
  pool, and once fed it. 
  30
  Shards of armour and weapons litter the edge of the 
  pool.
  31
  Foul smelling bubbles pop on the pool’s surface.
  32
  Rubble half ﬁlls the pool.
  33
  Purple slime covers the pool and swaths of the nearby 
  ﬂoor, rendering it slippery2 and malodorous.
  34
  Obvious signs of recent ﬂooding—water marks, 
  scattered rubbish and so on—surround the pool.
  35
  Thousands of gold pieces appear to litter the pool’s 
  bottom. In fact, the coins are a permanent image. 
  Anyone seeing through the illusion hears a faint 
  mocking laughter.
  36
  A ring of demonic statues thrust pitchforks into the 
  pool’s water. Their faces wear expressions of ecstasy. 
  One of the statue’s pitchfork is missing.
  37
  Small, glowing stones are set in alcoves along the 
  pool’s walls. The stones immediately stop glowing if 
  taken from the pool.
  38
  A series of metal hoops ﬂoat in the centre of the pool, 
  getting narrower in circumference as they descend 
  towards the bottom.
  39
  A humanoid skeleton clings to the pool’s edge; its 
  lower half appears to have been dissolved.
  40
  One wall of the pool has collapsed.
  41
  A character underwater detects faint music playing 
  from an indeterminate source.
  42
  Slime chokes this half-full pool.
  43
  Thick cobwebs stretch across the pool.
  44
  Wooden planks are nailed over the pool.
  45
  A fountain in the middle of the pool depicts two 
  gnome lovers in an obscene pose. Extensive grafﬁti, 
  telling crude jokes, covers the statues.
  46
  The pool abuts a dungeon wall carved into the 
  likeness of a human face with exaggerated features. 
  One of the face’s eye has crumbled into the pool.
  47
  Large dents mar the pool’s walls.
  48
  A complete city, crafted in miniature, covers the pool’s 
  ﬂoor. Although some buildings are ruined, it is clearly a 
  work of genius.
  49
  Golden-hued ﬁsh swim lazily in the pool.
  50
  A dead tree languishes in a pot by the pool.
  51
  Debris from the unsafe ceiling occasionally falls into 
  the pool with a loud splash. Nearby dungeon denizens 
  are accustomed to these sounds and ignore them.
  52
  Old, well-used toys lie covered in dust next to the pool. 
  A splatter of dried blood coats one toy.
  10
  
  1.
  Successful ﬁnd/remove traps roll removes. 
  2.
  Characters move at half speed through the area. 
  3.
  See against poison to resist. 
  4.
  A dwarf, ranger or druid identiﬁes. 
  5.
  Successful ﬁnd secret doors roll spots. 
  53
  A small silver placard set just above the waterline in 
  one of the pool’s walls reads, “Beware the lurkers 
  below” in Aquan
  54
  The pool’s walls have many small niches and recesses 
  carved into them.
  55
  Carved into a wall near the pool are the Dwarven 
  words: “Built by Zar to commemorate the crowning of 
  King Narganthal.”
  56
  Rubbish and excrement foul the pool.
  57
  A crude map of the surrounding rooms is chalked onto 
  the wall near the pool. 
  58
  Numerous wooden holy symbols of various gods ﬂoat 
  in the pool. Several are scorched or broken.
  59
  An old wooden bucket attached to a length of sodden 
  rope bobs in the pool.
  60
  A dead humanoid lies next to the pool, clutching a 
  waterskin in its hands.
  61
  A wooden ladder is thrust into the pool.
  62
  The pool is ﬁlled with old and vinegary wine. A 
  character drinking feels vaguely unwell for 1d4 hours.
  63
  The pool’s water is warm and relaxing.
  64
  A horrible smell, like rotting corpses, wafts from the 
  pool to nauseate creatures while they are nearby3.
  65
  Extinguished tea lights bob on the surface.
  66
  Discarded clothing ﬂoats lazily in the pool.
  67
  The moulds and algae living near a hot vent in the 
  pool’s bottom are both edible and nutritious4.
  68
  Under a layer of slime at the pool’s bottom lie ten 
  ancient platinum coins5.
  69
  A large mirror hangs above the pool; scum and algae 
  grow on it.
  70
  Deep furrows left in the walls by huge claws indicate 
  something huge and powerful crawled from the pool.
  71
  Grafﬁti scratched into one of the walls reads in 
  goblinoid, “Boeg smells like a kitten.”
  72
  The pool’s walls appear to have been recently 
  scorched with ﬁre. In places, the heat was so intense 
  the stone has melted.
  73
  The scales of a silver dragon are crudely nailed into 
  the walls of the pool. The dragon’s cracked skull lies on 
  the pool’s bottom.
  74
  Several dead and half-eaten ﬁsh ﬂoat in the pool. The 
  water is cloudy and covered in scum.
  75
  A statue of a humanoid bent down to drink from the 
  pool squats by its edge.
  76
  A shattered wooden barricade surrounds the pool; 
  pieces of it ﬂoat in the pool.
  77
  Large puddles dot the ﬂoor near the pool, as if 
  someone recently took a swim.
  78
  The skeleton of a humanoid is chained to the bottom 
  of the pool.
  79
  Many rusty crossbow bolts lie on the pool’s bottom.
  80
  A, underground stream has broken through one of the 
  pool’s walls, polluting the water with muddy sludge.
  81
  The pool sits at an odd angle on a crumpled ﬂoor as if 
  victim to a minor earthquake.
  82
  The bones of an enormous ﬁsh lie in the pool.
  83
  Discarded ﬁshing gear sits next to the pool, in a 
  puddle of dried blood.
  84
  The water is muddy and obscures the pool’s bottom.
  85
  Muddy footprints surround the pool.
  86
  A smashed rusty cage lies at the bottom of the pool; a 
  chain and crank link it to a stout hook in the ceiling.
  87
  A red eye of painted glass, set into the ceiling above 
  the pool, casts a reddish glow on the water.
  88
  The pool smells of urine and excrement.
  89
  Slightly luminescent edible green algae4 covers the 
  pool’s surface.
  90
  Cloying 5 ft. deep mud covers the pool’s bottom. 
  Walking in the mud kicks up a cloud of sediment.
  91
  A treacherous, difﬁcult to spot5, underwater current 
  moves through the pool’s depths between two cracks 
  in the walls. Swimmers may be pulled into one the 
  cracks that leads to a long submerged tunnel before 
  plunging over a series of small waterfalls.
  92
  The pool has raised walls; in two places breaches in 
  the walls allow much of the water to drain away.
  93
  A crude, dry stone wall surrounds the pool. Bleached 
  skulls are set atop the wall and glare at anyone 
  approaching the pool. The remainder of the 
  unfortunates’ skeletons choke the pool’s depths.
  94
  An island of rubble emerges from the rough centre of 
  the pool. Hundreds of copper and silver coins glitter 
  enticingly from the island.
  95
  Part of the pool’s wall has collapsed to form a rubble 
  ramp leading down into its waters.
  96
  Wet footsteps lead away from the pool; investigation 
  reveals they belong to a man-sized humanoid.
  97
  A single gold coin lies on the ﬂoor by the pool. 
  98
  A gelatinous cube is trapped in the pool. It ceaselessly 
  patrols the pool bottom, blindly searching for a way 
  out. It immediately senses any disturbance in the 
  water, and moves to investigate.
  99
  Roll twice on this table, ignoring results of 99-100.
  100
  Roll thrice on this table, ignoring results of 99-100.
  11
  
  PO O L T RI CKS & TR APS 
  Of course, pools are not always safe. Occasionally, the dungeon’s 
  designer hides clever traps and tricks in key locations throughout 
  the complex. Sometimes they are designed to protect great 
  treasure but more often, they are planted as a cruel joke to harass 
  foolhardy adventures. The traps and tricks here are examples of 
  such features used to protect pools.  
  BLACK TENTACLE TRAP 
  This trap is designed to trick explorers into believing they are 
  ﬁghting some monstrous creature of the depths. The black 
  tentacle spell has been slightly modiﬁed to allow it to pull a 
  grappled creature underwater. Additionally, this trap can be 
  centred in a small cave in one of the pool’s walls, furthering 
  disguising it as a monster. 
   
  Activation: A character touching or entering the pool 
  activates the trap. The trap resets after one hour. 
   
  Find the Trap: A character casting detect magic (or similar 
  spell) discovers an evocation aura (the grasping hand spell) and 
  an alteration aura (the darkness spell). 
   
  Defeating the Trap:  A character casting dispel magic can 
  attempt to dispel the trap as if the trap’s creator was a 17th-level 
  spellcaster.  
   
  Alternatively, a character making a successful ﬁnd secret doors 
  roll spots a small magic rune near the pool which controls the trap. 
  Destroying the rune (AC 3, hp 20) defeats the trap. 
   
  Effect: When triggered, this trap has the following effects:  
  Writhing tentacles reach up out of the pool to attack you. 
  •
  Darkness (Round 1): A darkness spell (duration 6 turns) 
  activates just under the pool’s surface. 
  •
  Grasping Tentacles (Round 1): The trap unleashes a 
  grasping hand spell (hp 29) modiﬁed to make the hand look 
  like a mass of writhing tentacles. The inky black tentacles 
  thrash about madly to appearing like some monstrous beast 
  hidden in the darkness of the pool. The tentacles attempt to 
  grab any creature within reach.  
  •
  Grappling Tentacles (Subsequent Rounds): The grasping 
  hand continues to grapple its target. It pulls any grappled 
  foes into the pool, in an attempt to drown them. 
  •
  Disappearing Tentacles (End; Round 17): The tentacles 
  disappear, but the darkness remains. 
  POOLS OF INSIGHT 
  This three-tier pool and 10-foot high fountain stands at the centre 
  of a small chamber. Water falls into each of the fountain’s pools 
  and the noise of it ﬁlls the chamber with a pleasant patter. Many 
  archways pierce the surrounding walls; this room is a central 
  meeting chamber of sorts and sees much trafﬁc. 
   
  While these pools and attendant fountain is not a trap as such, 
  each of its three tiers has a different magic effect—a party 
  investigating the fountain could potentially waste much time here 
  allowing the dungeon’s inhabitants to organise their defences. 
   
  The dungeon’s denizens also use the fountain for several 
  things. They drink from the bottom pool to gain guidance on day-
  to-day activities and from the middle pool when they want to 
  discern the guilt or innocence of an accused fellow. They drink 
  from the top pool when they wish to contact the Slumbering One 
  (as they refer to the nameless deity bound to its waters) when they 
  want speciﬁc insights. 
   
  Activation: A character drinking from one of the fountain’s 
  pools activates that pool’s powers. 
   
  Find the Trap: A character casting detect magic (or similar 
  spell) discovers the various magic auras lurking in the area. See 
  below, for more details. 
   
  Defeating the Trap: A character casting dispel magic on a 
  pool may dispel the magics therein. A character casting dispel 
  magic can attempt to dispel the trap as if the trap’s creator was an 
  13th-level spellcaster. A separate roll must be made for each of 
  the three pools. Destroying a pool’s wall (AC 2, hp 50) destroys 
  that pool's magic. 
   
  Effect: When triggered, this trap has the following effects:  
  Water falls enticingly into each of this fountain’s three basins. 
  •
  Drinking from the Lower Basin: The waters in this pool 
  radiate divination magic. Characters drinking from the basin 
  beneﬁt from an augury spell. The augury remains in effect for 
  ﬁve minutes. If during that time, the character asks a question 
  about whether a course of action will bring a good or bad 
  result the augury has an 79% chance of providing a 
  meaningful reply.  
  •
  Drinking from the Middle Basin: The waters of this basin 
  radiate enchantment magic. Characters drinking from the 
  water are affected by a confusion spell (duration 9 rounds). 
  •
  Drinking from the Upper Basin: The waters of this basin 
  radiate divination magic. Characters drinking from the water 
  are affected by a contact other plane spell that sends their 
  mind to a distant, chaotic outer plane where they contact an 
  ancient and forgotten slumbering lesser deity. When a 
  character drinks the water, they feels their consciousness 
  leave their body and merge with the slumbering deity. The 
  character then receive a strong impulse to ask questions. A 
  character can ask ﬁve questions, before his consciousness 
  returns to their body.  
  12
  
  VORTEX TRAP 
  This trap sucks swimmers into a ﬂooded chamber to drown. 
   
  Activation: A character touching the pressure plate at the 
  bottom of the pool activates the trap. It resets after one hour. 
   
  Find the Trap: A character making a successful ﬁnd/remove 
  traps roll discovers the trap. 
   
  Defeating the Trap: A character making a successful ﬁnd/
  remove traps roll disables the trap. A character failing this check 
  by 20% or more accidentally activates the trap. A character 
  making a successful ﬁnd secret doors roll spots a small switch near 
  the pressure plate which controls the trap. Destroying the 
  pressure plate (AC 3, hp 20) defeats the trap. 
   
  Effect: When triggered, this trap has the following effects:  
  The bottom of the pool suddenly slides open and a whirling vortex 
  of water quickly forms around you. 
  •
  Swirling Vortex (Round 1): Touching the pressure plate 
  causes a 10 ft. by 10 ft. section of the pool ﬂoor to slide away, 
  creating a swirling vortex as the water begins to drain into a 
  shaft. Creatures within the vortex must roll equal or less than 
  their Strength score on 4d6 or be sucked 5 ft. toward the 
  shaft. The vortex stretches 15 ft. downwards through a shaft 
  into another chamber. 
  •
  Spreading Vortex (Subsequent Rounds): The vortex 
  spreads 5 ft. in all directions, each round. The water 
  completely drains out of the pool four rounds after the vortex 
  ﬁlls the pool. Creatures in the vortex must roll equal or less 
  than their Strength score on 4d6 or be sucked 5 ft. toward the 
  shaft. Trapped creatures can make try to swim away from the 
  turbulent water. Each round a creature remains trapped, it 
  moves 5 ft. closer to the shaft. If the creature is in the shaft, it 
  moves 5 ft. downwards. Creatures free of the vortex can roll 
  equal or less than their Strength score on 3d6 to move in the 
  pool.  
  •
  Water Drains Away (End; Round Varies): Once the water 
  drains from the pool, the shaft door slides shut. Creatures 
  trapped in the pool’s reservoir can try to break through the 
  stone door (AC 4, hp 45). Alternatively, a 10 ft. wide iron grate 
  (AC 4, hp 20) in the reservoir’s wall leads to a narrow tunnel 
  used to pump water back into the pool. 
  13
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
  1. Deﬁnitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modiﬁcation, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open 
  Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement 
  over the prior art and any additional content clearly identiﬁed as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works 
  under copyright law, but speciﬁcally excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic 
  and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identiﬁed as Product identity by the 
  owner of the Product Identity, and which speciﬁcally excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must 
  afﬁx such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be 
  applied to any Open Game Content distributed using this License. 
   
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufﬁcient rights to grant the rights conveyed by this License. 
   
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are 
  copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product 
  Identity. 
   
  8. Identiﬁcation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
   
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Dungeon Dressing: Fountains & Pools. ©Raging Swan Press 2020; Author: Ben Armitage and John Bennett. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
  characters, artwork and trade dress are product identity as deﬁned in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
  Open Content: Except material designated as Product Identity, the contents of Dungeon Dressing: Fountains & Pools are Open Game Content as deﬁned in the Open Gaming License 
  version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The moral 
  right of Eric Hindley to be identiﬁed as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988.
  14
  
  �2
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
    
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Dungeon Dressing/Raging Swan Dungeon Dressing Fountains & Pools.pdf