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15

Fountain of Two Mouths

RoomSanctuary2 exits
Illustration: Room 15 — Fountain of Two Mouths

Someone built a nymphaeum down here. A half-round of fluted stone, a shell hood, a basin of clean water a foot deep spilling over its lip and running away down a channel in the floor.

Two bronze mouths pour into it, side by side. The left one is a boy's face, plain and worn smooth, with a fig root come through the stonework beside it and moss on the lip. The right one is a lion, crisp and bright, with nothing growing near it at all, and above the lion somebody has carved four words in good clean letters:

DRINK AND BE WELL.

DM summary. One mouth heals and the other is a purgative, and the labelled one is the liar. A safe room with a single decision in it, and the decision is whether the party trusts a sign or trusts the moss.

Terrain & Features

Battle map: custom map. A 25 × 25 ft fountain room — sketch the basin, the apse, and the two mouths; laying a page for it is more work. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

Telling the mouths apart. Any one of these settles it. They do not stack and the party does not need more than one.

Element Value
Nature DC 13Moss and a fig root live on the left. Nothing lives on the right, and the stone under the lion is bleached the way stone goes under something caustic
Medicine DC 14The left water smells faintly of iron and turns a linen strip rust-coloured. The right smells of nothing whatsoever, which is not what a spring does
Survival DC 12The tracks. Something small and sensible has been drinking from the left mouth daily and has never once approached the right
Perception DC 15The chisel work. The inscription is two centuries newer than the fountain and it was cut by someone standing on a box
Purify Food and Drink, detect poison, or any similar effectAutomatic and unambiguous. Let it be
Reading the inscriptionDC 10 to read Linear B, or free with any relevant language. Reading it is not the same as believing it

The left mouth — the true one. Drinking is an action. Regain 2d8 + 4 hit points and end one disease or poison affecting you. Three drinks in total, ever, and then the flow thins to a trickle for the rest of the session. Say the number out loud when the party finds out what it does; three is a resource and a resource that nobody knows the size of is not a resource.

The right mouth — the liar. Drinking is an action. Constitution save DC 14: on a failure, 3d6 poison damage and poisoned for one hour; on a success, half and no condition. It is a purgative, not an assassin — a character reduced to 0 hit points by the lion's water is stable automatically and comes round in a minute feeling wretched. Nobody dies in a sanctuary.

A character who drinks from the lion and then the boy is cured by the second drink, which costs one of the three. That is the room's mercy and it is worth knowing.

Exits

AObviousThe colonnaded way out, directly opposite the apse. No check.
BHiddenThe overflow channel behind the basin runs into a low arched drain a man can crawl down on his elbows. Investigation DC 13.Rider: you leave by the water's road and come out at a low outfall. Anything tracking the party by scent loses the trail entirely, and everyone is wet to the waist in cold spring water — which is refreshing exactly once.
Loot

Room-specific: The Second Draught. A stoppered clay ampulla in the votive niche, sealed with wax and a thumbprint, holding one dose of the boy's water from the day it was collected.

Off-table. It consumes no d100 slot, and it is the only thing in this room worth carrying away.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Four drinks rather than three, and the lion's water is 2d6 with a DC 12 save. All DCs to identify −2
9As written
12Two drinks. The lion's water is 4d6, DC 15, and the poisoned condition lasts until a short rest. DCs to identify +1 — the moss has been scraped off the boy's lip by someone who wanted the trick to keep working
15Two drinks, and the mouths have been swapped — the fountain was re-plumbed and the moss is on the wrong side now. Every identifying check is +3 and each gives a conflicting answer; only the tracks and purify food and drink are still reliable, because animals and magic do not read signs
DM Notes
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