The Fountain of Fenom the Blasphemer
Date: Thu, April 25, 2013 Topic: Arcana of Oerth
The Mad Wizard is dead, assassinated long ago for his blasphemies, but his
Fountain still exists. Its magic is as twisted as it is powerful, but there
just might be some foolish enough to drink from it. The water of the small
spring looks innocuous but it holds the power to make or break great heroes or
villains.
History of the Fountain and creator Fenom the
Blasphemer (CE male human (Rhennee/Suel) wizard 21†) was born in the Kingdom of
Keoland in the late 200s. Not much is known about his early life, expect that
his mother was a rhennee wise woman who had an illegitimate son with a nobleman
from the house of Neheli. The bastard was well taken care of and received his
education in Niole Dra’s college of magic, but he was never publicly
acknowledged by his father.
What is well known about Fenom is his
apparent madness. He created a theory of deicide through non-worshipping. He
believed that if people refused to believe in gods, they would eventually
disappear and everyone could live free without their influence. He was
eventually half-forced to go into exile. He chose Stark Mounds as his new home
in the early 300s. At this point it seems that he had virtually no support,
family or friends.
It’s unknown if the fountain is a part of his
theories or not, but it is, unquestionably, his greatest arcane achievement.
While trying to spread the word of his theories and refining his ideas, he was
able to create an artifact under the rocky hills of Stark Mounds, far away from
civilization.
Some say that the fountain was already there and he
merely discovered it. Some say that his theories gave him the vision how to
create the fountain. Few dare to say that Tharizdun awarded it to him. There is
no accurate data about the birth of the fountain, but the mad wizard’s death is
an old, near-forgotten legend. Clergies of various deities, such as Wee
Jas, Syrul and Hextor, received a divine omen that Fenom must die. There was an
unusual harmony and consensus amongst deities, some even considered good, that
he should perish. In the mid-300s an assassin, reportedly a powerful cleric of
Pyremius, murdered Fenom. The common end to the legend is that the assassin was
equally rewarded by Pyremius, Hextor and Syrul. Fenom’s death was forgotten as
quickly as possible by the entire Flanaess. Apart from the assassin, no one
found Fenom’s hideout. Over the years the deadliness of the mounds grew and
Fenom became a sad and disturbing story which had little value for
bards. Location and description
In the
middle of Stark Mounds, almost in an impassable area where nothing grows there
is a cave entrance. Occasionally evil creatures and undead have found the cave
and took shelter there or even lived there for a short period of time. In the
depths of that cave there is a crude stone chamber that has some phosphorescent
fungi. The fountain itself is actually a very small spring and few can drink
from it until it’s dry. Above the fountain there is a metal plaque which never
rusts. It says in Common: ”O you who reads this, Know that you are
standing in front of the fountain of Fenom the Blasphemer. Kneel and pray to
your foolish gods! Only those who are worthy may drink from the fountain.
Woe to those who are weak! Only the worthy may feel the power of the
fountain. But know that everything has its price.”
How the
Fountain works?
In order to activate the magic, you must drink
one ounce of the water in one round.
The fountain holds approximately
four ounces of water. It will replenish itself one ounce bimonthly.
Once
you have drunk, roll 1d100 and consult the table below. Note that you will need
Unearthed Arcana (UA), Complete Divine (CoD), Complete Arcane (CoA) and Lords
of Madness (LoM). All effects are permanent unless mentioned
otherwise.
1. Alignment change. Roll the new
alignment randomly. Nothing short of a Wish, Miracle or divine intervention can
restore the old alignment. 2. Immediate transmorphation.
Treat as an instantaneous Reincarnate-spell, expect the subject does not need
to be dead and has no choice whether to change or not. The subject’s level, HD
or Con is not reduced. 3. Frail
(UA) 4. Feeble (UA) 5. Inattentive
(UA) 6. Meager Fortitude (UA) 7. Poor
Reflexes (UA) 8. Shaky (UA) 9. Slow
(UA) 10. You lose 4 points from a random ability score and
gain 4 points to a random ability score. 11. Unreactive
(UA) 12. Vulnerable (UA) 13. Weak
Will (UA) 14. Noncombatant (UA) 15.
You become extremely unlucky. Whenever you roll a natural 1 on the d20, it’s an
automatic failure and something negative (potentially lethal) happens. This is
not cumulative with fumble-rules, which means that rolling a natural 1 on an
attack roll has no additional penalties (fumble-rules override this effect).
Furthermore, you are permanently unable to take 10 or 20 on any
roll. 16. Lose all body hair
permanently. 17. Vulnerability to energy of player’s
choice. 18. Become a vegetarian. Unable to digest
meat. 19. Terrifying black tattoos suddenly appear all
over your torso (the warning of Fenom the Blasphemer in ancient draconic).
20. -4 racial penalty to any skill and this skill is never
a class skill to you. Skill’s name must begin with the same letter as the
player’s surname. Otherwise reroll. 21. Horrific physical
change (change into a monstrous humanoid). The new form offers no additional
benefits. 22. Lose all memories (Heal
restores). 23. You are unable to Take 10 in any roll and
you have -1 penalty to Concentration (you develop concentration
problems). 24. Immediately age 20
years. 25. Become grossly overweight (Ex), re-roll the
racial weight modifier and multiply it by 100. Additional effects: -10 ft. base
speed and -2 Dexterity. 26. Whenever you are dying, you
automatically lose four hit points per round instead of one (Diehard feat
negates this effect). 27. Gain bite attack (vampire’s slam
attack damage). * 28. Gain poisonous bite attack
(skeleton’s claw attack damage, 2/day – black adder poison, save DC is 10 + ½
racial hit dice + Con modifier). You are immune to your own poison.
* 29. Gain poison spit 2/day (Ex). Ranged touch attack up
to 15 ft. Poison is identical to sassone leaf residue and becomes inert in one
minute after spitting. You are immune to your own poison.
* 30. Gain claws (skeleton’s claw attack damage).
* 31. Gain talons (skeleton’s claw attack damage).
* 32. Gain hoof attack (one leg turns into a hoof,
vampire’s slam attack damage). * 33. Gain gore attack
(vampire’s slam attack damage). * 34. Gain a tail with
sting attack (skeleton’s claw attack damage). * 35. Gain
tentacled mouth (vampire’s slam attack damage). * 36. You
now have a camel’s hump (CoD page 43). * 37. Gain fur (+2
to saves vs. nonlethal heat damage). 38. Gain webbed feet
(CoD page 43). * 39. Become faster (+10 ft).
* 40. Gain climb speed (equal to primary movement speed).
* 41. Your comeliness increases (+4 to diplomacy).
* 42. Sprout leaves & become photosynthetic (CoD page
43). * 43. Gain low-light vision. If you already have
low-light vision, you gain superior low-light vision (see Giant
Owl).* 44. Gain octopus’s skin adaption (CoD page 43).
* 45. +2 racial bonus to any skill and this skill is
always class skill to you. Skill’s name must begin with the same letter as
player’s first name. Otherwise reroll.* 46. 5 resistance
to energy of player’s choice. * 47. Gain scent.
* 48. Grow one size category (instantaneous
effect). 49. Shrink one size category (instantaneous
effect). 50. Speak with an unnatural echo in your voice
(+1 intimidate checks). 51. Change
gender. 52. Permanent insanity (UA - Table 6-10: Long-Term
Temporary Insanity Effects). 53. Change sexual
orientation. 54. Became a reptilian (gain reptilian
subtype). 55. Gain Cold elemental
subtype. 56. Gain Fire elemental
subtype. 57. Subject’s tongue transforms into a long
mandible (capable of holding, but not using, a light weapon).
58. Darkvision (+)60 ft.* 59. Gain
constrict special attack (see Special Abilities). Damage is equal to a
shortspear of your size category plus your Strength modifier. Basically you
gain powerful squeezing power with your forelimbs. 60. +1
to initiative. 61. Breadth of Knowledge (UA).
* 62. Random Trait (UA). 63. Learn a
random language, see Table A1 below. 64. Faintly glowing
blood-red eyes without pupils (+2 intimidate checks, -4 to hide unless eyes are
closed). 65. Life Leech (UA). 66.
Acid blood. Any slashing or piercing weapon that damages you receives one point
of acid damage (hardness doesn’t help). 1 lb of your blood is treated as acid
(which becomes inert in 24 hours). * 67. +2 luck bonus to
one d20 roll of your choice per day. 68. Grow a prehensile
tail (+1 to climb checks). 69. Photosynthetic Skin (UA).
* 70. Polar Chill (UA). * 71.
Residual Rebound (UA). * 72. Telepathy (see Special
Abilities). * 73. Your skin color changes. Roll
((1d20+1d6)*10)-5 for every RGB scheme. This is your new skin
color.** 74. Your hair color changes. Roll
((1d20+1d6)*10)-5 for every RGB scheme. This is your new hair
color.** 75. Your eye color changes. Roll
((1d20+1d6)*10)-5 for every RGB scheme. This is your new skin
color.** 76. Gills. * 77. Mage Hand
(including magical objects) as a spell-like ability at will (Sp). CL
1st.* 78. +1 natural armor.* 79. +1
saves vs. magic and magical effects.* 80. Random minor
bloodline. (UA) 81. Secret of Aboleth
(LoM).* 82. Secret of Beholder
(LoM).* 83. Secret of Choker
(LoM).* 84. Secret of Destrachan
(LoM).* 85. Secret of Ettercap
(LoM).* 86. Secret of Gibbering Mouther
(LoM).* 87. Secret of Mind Flayer
(LoM).* 88. Secret of Otyugh
(LoM).* 89. Immunity to fumbles (if optional fumble rules
are used) (Su). 90. Damage Reduction 1/-. Cumulative with
any DR/- you already have.* 91. Gain pseudonatural
creature template (CoA, page 161). 92. Immunity to level
loss and level drain. Lose extra 1000 XP.* 93. 1/week –
Charm Animal (Sp). The save DC is 10 + ½ racial HD + Cha modifier. CL
9th.* 94. 1/week – Contact Other Plane (Sp). Negative
Energy Plane only. CL 9th.* 95. 1/day – Improved Magic
Missile (Sp). This functions like magic missile, expect that you launch only
one missile which deals 1d20 force damage. CL 1st.* 96. At
will – Suggestion (Sp). Only usable against targets with 1 HD or less and base
Will save +0 or less. The save DC is 10 + ½ racial HD + Cha modifier. Lose
extra 1000 XP. CL 5th.* 97. 1/day - Corrupting gaze
without charisma damage (see Ghost from Monster
Manual).* 98. 1/day - Overland Flight (with Clumsy
Maneuverability) (Sp). While flying you are unable to attack, cast spells,
concentrate on spells, or do anything that requires attention. You also lose
extra 1000 XP. CL 9th.* 99. Regeneration 1 (Ex). You
regenerate only if mostly immersed in water. A lost limb or body part can be
reattached by holding the severed member to the stump. Reattachment takes 1
minute. If the head or some other vital organ is severed, it must be reattached
within 1 minute or you die. Please note that reattachment can happen only when
mostly immersed in water. You cannot regrow lost body parts. You also gain
permanent -2 penalty to constitution.* 100. Roll
twice.
*Optional: Lose 500 XP. If this reduces you to -1 XP or
less, you die instantly by melting away. Note that the DM has the option to
forgo XP penalties if the Fountain seems too punitive in his or her
opinion. **Optional rolling method: First roll hundreds: 1d3-1. Then rolls
tens: 1d6-1. Finally, roll ones: 1d6-1. The fastest option is to use a random
generator, such as http://www.darkart.com/cgi-bin/colors.cgi (link tested on
April 13, 2013).
Re-drinking: Once a creature has
drunk from the fountain, drinking again will have no effect. The Fountain only
works once per creature.
TABLE A1, roll 1d20 (reroll if
the language is already known)
Language Typical Speakers /
Alphabet 1 Abyssal Demons, chaotic evil
outsiders / Infernal 2 Aquan Water-based
creatures / Elven 3
Auran Air-based creatures /
Draconic 4 Celestial Good
outsiders / Celestial 5
Draconic Kobolds, troglodytes, lizardfolk, dragons /
Draconic 6 Treantish
Treants / Elven 7
Dwarven Dwarves /
Dwarven 8 Elven Elves
/ Elven 9 Giant Ogres, giants /
Dwarven 10 Gnome
Gnomes / Dwarven 11
Goblin Goblins, hobgoblins, bugbears /
Dwarven 12 Gnoll Gnolls /
Common 13 Halfling
Halflings / Common 14
Ignan Fire-based creatures /
Draconic 15 Infernal Devils, lawful evil
outsiders / Infernal 16 Orc Orcs /
Dwarven 17 Sylvan Dryads, brownies,
leprechauns / Elven 18 Terran Xorns and
other earth-based creatures / Dwarven 19
Undercommon Drow /
Elven 20 Unique language You’re the
first speaker! / Common
Strong (all schools); CL
20th.
Tuomas Ali-Hokka, a Greyhawk-fan from Finland
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