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”.