Quasqueton Room #31 - Room of Pools Building / Landmark in The Realm of Ard'Vanwa | World Anvil
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Quasqueton Room #31 - Room of Pools

Purpose / Function

This room is filled with with 14 different pools, about ten feet across. No one is sure what the purposes of these pools are for, but the entire room gives off an enchanted aura.

Design

This room is the largest of Caverns of Quasqueton.

Entries

The door out is on the western wall, and the secert door leading to Room #32 - Advisor's Chamber is just south fo it.

Sensory & Appearance

This room is filled with fourteen pools that are ten feet across. Each pool is raised up about three feet at the brim.

Contents & Furnishings

A) Pool of healing
This pool contains a strange pinkish liquid that will cause instantaneous healing when ingested. It will also cure disease, but will not restore hit points in doing so. Whenever a drink is taken. 1d6 hit points of individual damage are restored immediately to the drinker, although this can only be done once per day per person (any further consumption will have no additional effect).

Although the liquid can be placed into containers and removed from the pool, the healing properties will immediately disappear once it is taken from this room.

Show spoiler
This pool disappears and reappears from time to time magically, so if adventurers make a return to this room, there is only a 30% chance that the liquid will be present again then (although it will always be there upon their first visit).


B) Acid pool
This pool is filled to the brim with a clear, fizzing liquid which gives off a strange and unpleasant aroma to those near it. It is full of acid, and most deadly. If any adventurer falls or leaps within it, certain and immediate death will result. Putting a hand or other body member within it will result in an immediate 2-5 hit points of damage more if a greater portion of the body is exposed to the liquid. Drinking any of the liquid (even but a sip) will cause immediate gagging and cause no less than 5 hit points of damage, plus a saving throw against poison to survive.

Putting just a drop or two to the tongue will cause the loss of 1 hit point, plus induce gagging and choking for tweny seconds, although no saving throw for poison will be necessary.

Weapons or other objects dipped into the acid will deteriorate (swords will be marked and weakened, wooden items warped and cracked, etc.) and may even be ruined completely at the discretion of the Dungeon Master (who can roll a die for each item to determine how adversely it is affected). The strength of the acid is such that it will eat through any 1ype of container within two melee rounds of time.

A single brass key of large size (about six inches long) is visible at the bottom of the pool, seemingly unaffected by the acid.
Show spoiler
This key, if somehow retrieved, will be worthless and it does not correspond to any of the locks within the stronghold.


C) Pool of sickness:
This pool is filled with a murky gray syrup. If any of it is consumed (even but a sip), the victim will begin to suffer sickness, but not until one hour afterwards. If this occurs. there is no loss of hit points. but the victim suffers from strong and recurring stomach pains for 1-4 hours which make fighting and even movement impossible for that period (although a victim could be carried by others). after which all symptoms pass and the character returns to normal.

Placing a drop of liquid upon the tongue will give a sweet taste. but will cause no symptoms. Weapons or other items placed within the liquid will be totally unaffected. Any portion of the liquid removed from the pool will lose its special properties within thirty seconds.

D) Green slime pool:
The horrid contents of this pool are immediately obvious to any gazing into it. The Green Slime is covering the walls of the basin most of the way from the bottom to the edge.

E) Drinking pool:
This pool is filled with icy cold spring water which will refresh anyone who takes a drink from it. The water is pure and good. but has no other special characteristics.

F) Pool of wine::
This pool is filled with powerful wine of a deep red color.

Not only is it excellent wine, it has a taste so inviting that anyone tasting it will be prone to drink more and more until intoxicated! If a sip is taken. the taster will have a 60% chance of drinking more (regardless of the player's wishes).
If this is done. three 6-sided dice are thrown and compared to the character's constitution rating;

If the number rolled is greater than the character's constitution score, then the difference is figured, and this is the number of houn the character will be intoxicated (if the roll is equal or less. the character "holds his liquor" and is unaffected).

Any character so intoxicated will suffer the following penalties: -2 on all rolls "to hit" in combat. -3 to dexterity rating, and any other disadvantages to being drunk that the DM may deem in effect (prone to loud and boisterous speech, stumbling about, a greater chance to be surprised, etc.). After the allotted number of hours have passed. The character returns to normal. Any intoxicated character who returns to the pool of wine will have a 90% chance of drinking too much again, and the check against constitution will then be necessitated once more.

If any of the wine is removed from the room, it will immediately lose its potency and be considered as normal wine, but actually rather weak in its effects.


G) Dry pool
This depression is completely dry, and there is no trace of any liquid within it. nor any clue as to whether any type of matter was ever within it.

The basin itself seems to be some kind of yellowish ceramic origin. but it will be impervious to striking or any similar attempt at crocking or fracturing.

H) Hot pool
This steaming and bubbling cauldron is filled with boiling water, which will be obvious to any observer.

The water itself is completely normal in all othier respects. although it hos a relatively high mineral content. as evidenced by a whitish crust built up around the edge of the pool.

I) Aura pool
This pool of shimmering water (which otherwise appears normal in every respect) is less full than many of the others. The water itself seems to glisten and sparkle. and will be seen to radiate magic if on attempt to detect it is made. The water tastes normal in every respect. but those drinking as little as a single sip will experience a strange effect.

Upon swallowing the liquid, the drinker will feel his or her entire body tingle, and at the same time the character and others in the area will see a visual phenomenon: an aura of color will glow around the character's entire body for approximately a full inute.

 
The color apparent will depend totally upon the character's alignment:
It will glow blue for an alignment of lawful.
Yellow for chaotic.
Neutral characters will exhibit a white aura.


Of course, upon first consuming the liquid the players will have no idea what the strange appearing colors may mean. so they may be puzzled by the effectsand there ore no clues around the pool to explain the colors.

The water will retain its special magical characteristics even if it is removed from the pool. but there are only 10 suitable drinks possible due to the small amount of liquid present.

This pool. just like the pool of healing previously described, disappears and reappears from time to time.

J) Pool of sleep
This pool is full of a greenish liquid of varying shades, with a swirling pattern evident on its stagnant surface. Putting a drop on the tongue reveals a sort of fruity taste, but no special effects will be noticeable. Taking a sip will be tasty refreshment. but within ten seconds a real drowsiness will set in which may even cause a 50% chance an immediate sleep to begin which will last from 1 to 6 minutes .

Drinking any greater volume of the liquid will certainly induce a comatose slumber of from 1-8 hours , with no saving throw possible. Any removal of the liquid from the room will totally negate its effectiveness. although removing anyone who has consumed the stuff will not awaken them.

K) Fish pool
This pool of normal lake water holds numerous small fish.

It has no other special properties, nor are the fish unusual in any way.

L) Ice pool
This basin is filled with steaming dry ice. although for some unknown reason it never seems to dissipate.

The ice is "hot" to the touch due to its extremely low temperature. Since it is highly doubtful any character has ever seen dry ice. the entire spectacle will be highly mysterious, appearing as some kind of whitish rock giving off eerie vapors and feeling hot to the touch. If any pieces are broken off and removed from the pool. they will dissipate into carbon dioxide gas as normal dry ice would do.

Such pieces could be handled with a gloved hand, but the nature of the substance will still likely be unapparent.

M) Treasure pool
This basin, filled with normal water, seems to hold a great treasure underneath the water. A pile of gold pieces appears to lie on the bottom of the pool, and the golden image is sprinkled with an assortment of sparkling jewels.

Alas. this treasure trove is nothing more than a magicol llluslon. which will be dispelled once the surface of the water is broken or disturbed.
Once the waters are calm again, the image will reappear.

N) Pool of muting
This pool is almost empty, but a small amount of water remains.

Although the liquid appears to be normal water (and has no unusual odor or taste to believe its actual nature), it is actually a magical substance.

This liquid, when swallowed,. causes a complete loss of voice and verbal capabilities for 1-6 hours . This muting will become apparent only when it has been swallowed; merely putting a drop on the tongue will give no clue as to its effect, and it will seem like normal water.

Any character drinking the water will suffer the effects, and that means that the players will be affected likewise.

Thus. the referee informs the player or players of their limitation. and they are baned from any further communication by verbal means with the other players in the party for the duration of the muting effects.

In such cases, they must remain completely silent (no grunts or groans allowed), and can only communicate with other players via nods, head shaking, hand signals, etc.

If any player who is caller for the group is so affected, another player must take his place.

Written communication is possible only if the muted player has an intelligence of 14 or more, and any such message can only be read by another character with a similar intelligence rating.

Special Properties

Any liquid form the pools loose their effects thirty seconds after they are removed from the room.

Architecture

The walls are the same as the rest of the stronghold, but the floor covered with ceramic tiles arranged in a mosaic fashion. The majority of the tiles are golden brown in color, but the patterns of white and black tiles appear in various places to enchance the effects of the very striking designs thus formed.

The designs of flowing lines are purely decoritive and cary no mysterious meaning that can be discerned.

RUINED STRUCTURE
968
Founding Date
958
Alternative Names
The Pool Room
Type
Room, Common, Swimming Pool
Parent Location
Environmental Effects
Entering the room, even the most magically blind can feel the raw power emitting from these pools.
Ruling/Owning Rank
Owning Organization

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