Pool of VisionsA large silver basin eight feet in diameter balanced on three marble pedestals about the size of a halfling. Each pedestal weighs about 220 pounds (100 kg,) while the basin weighs six times as much and is worth 15,000 silver coins, less is melted down.
If water is poured into the basin and a person, creature or location is named, then the water is disturbed, the ripples will sparkle and the surface will glow, revealing an image in the waters. If an object is named and you know who owns it or where it is currently, use that person, creature, or location as the target.
Roll d4+d8 and consult the table. If a flask of wine is used, add +1 to the roll. If ale is used, roll 2d4 instead of d4+d8. Curses and blessings affect the roll as for other dungeon features.
On the even results, if both of the individual dice rolled are also even, the vision is false. If the basin has been removed from its original location, the basin cracks and loses its enchantment.
|d4+d8 Roll||Random Pool Effect|
|1 or less||Malign spirit emerges and attacks.|
|2||Cloudy vision, viewer is cursed.|
|3||Cloudy on this end, transmits to named creature/location instead.|
|4||FATAL MISTAKE connected to target (trap, special deadly power.)|
|5||Location other than one named.|
|6||SPECIAL ITEM connected to target.|
|7||Monster other than one named or in named location.|
|8||KEY to the target, or item sought by target.|
|9||Good, clear vision of a location and the creature in it.|
|10||ROAD or route to the target.|
|11||Cloudy vision, but may ask again tomorrow.|
|12||DEATH of named target or in the named location.|
|13+||Friendly spirit emerges, answers yes/no questions about target|
The spirits that emerge from the pool have dice equal to dungeon level x 3, but in general can’t be attacked except by ethereal beings and magic. The friendly spirit can’t attack non-ethereal creatures.
The general theme of the table is to provide details that might provoke interesting adventures. The odd results provide little new information, either the basic information (9) or random information the players might not know what to do with (5, 7.) The even results (bold words) can provide new information: image of character dying when opening a trapped door, magic item hidden in location, object the guardian of a location desires (and can be used to bargain with,) the path to take to reach the location.)
False visions should drop hints that lead to trouble. A false vision of a Fatal Mistake would show one of the characters using a trapped door with no problem, as if it were a safe route. False visions of special items either show a valuable item that doesn’t exist or a mundane item demonstrating magic powers. Note that the Death vision, showing a creature’s present or future death, is almost always false; in the rare event that it isn’t, you can opt to actually have a previously-living creature slain, or show a vision of how to kill the creature. You can also show one of the adventurers killing the creature in the future and leave the truth or falsity up to fate.
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