In the wilderness where rations and clean water are critical resources, discovering a spring can mean the difference between a failed expedition and a successful one.
Water is life…but it can also mean death…drop a freshwater spring into your next forest.
1. The Spring’s Quality (d6)
Not all water in the world is life-giving; some is deceptive or ancient.
| Roll | Water Type | Description & Effect |
|---|---|---|
| 1 | Crystal Pure | Unnaturally clear. Drinking here removes the Deprived status. |
| 2 | Effervescent | Bubbling with natural gasses. Drinking it tastes like sulphur, but it is safe to drink. |
| 3 | Starlight Pool | Reflects the night sky even during the day. Water glows in a bottle for 1 Watch. |
| 4 | Heavy Mineral | Thick with a mineral taste but it is safe to drink. |
| 5 | Opaline Silt | Swirling with iridescent particles. Drinking it makes it feel like the character has put on a very dark pair of sunglasses, but they can see invisible things. This lasts for 1 watch. |
| 6 | The Deep-Chill | Freezing cold glacial water. Drinking it clears 1 Fatigue, but you must make a STR Save or take 1 damage from the shock. |
2. The Protective Feature (d6)
A spring is “Hidden” for a reason. This table determines what keeps it secret.
| Roll | Obfuscation | How to Find / Bypass |
|---|---|---|
| 1 | Hollowed Stump | The spring is inside a massive, hollowed-out ancient tree. Requires a DEX Save (d4 STR damage) to avoid slipping when climbing in. |
| 2 | Waterfall Veil | Hidden behind a thin, freezing waterfall. Crossing it requires a STR Save to avoid being swept away. |
| 3 | Illusory Briars | Looks like a wall of thorns but is not silent. |
| 4 | The Silent Spring | The spring makes no sound. It can only be found by following the tracks of local wildlife. |
| 5 | Subterranean Grate | Found at the bottom of a dry well or stone fissure. Needs to be pried open to descend - this could lead do a dungeon |
| 6 | The Fog-Vent | The spring is boiling hot, creating a permanent 20ft cloud of steam that obscures the area. |
#3. Guardians & Cohabitants (d4)
A source of clean water attracts more than just the players.
| Roll | Entity | Demeanor |
|---|---|---|
| 1 | The Wounded Bear | A large, territorial bear is here licking its wounds. It is injured (4 HP) but will fight to the death to keep the water. |
| 2 | Peaceful Hermit | An NPC who has built a small hut over the spring. They will trade rumours for “Salt” or “Metal Tools.” |
| 3 | The Spirit of the Well | A non-hostile ghost that demands a tribute before allowing anyone to drink. |
| 4 | The Desperate Outlaws | A group of 1d6 Bandits using the spot as a hideout. They are paranoid but can be bribed. |
Warden’s Tip: The Logistics of Water
Water is a heavy resource.
- Inventory Capacity: A standard waterskin takes 1 Inventory Slot.
- The Water of Life: Resting at a spring could be a “Safe spot”. Each Watch spent here triggers a Wilderness Event check, though the Warden may choose to make it a “Neutral” encounter (animals or travellers) rather than “Hostile”.