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63

Bath of the Cold Spring

RoomSanctuary2 exits
Illustration: Room 63 — Bath of the Cold Spring

A bath-house, or a third of one: a sunken basin eight feet across, a bench, two hooks for clothes, and a drain. The water in the basin is moving. It comes in at one end through the mouth of a limestone lion worn down to a suggestion of a lion, and it goes out at the other, and it is so cold that the air above it aches.

The walls are clean. Not swept — clean, the way a thing is clean when nothing has been able to grow on it for a very long time.

DM summary. A cold spring that will take one affliction off one person, once, and then cloud and refuse for the rest of the session. Safe, small, and a real decision: somebody has to be chosen.

Terrain & Features

Battle map: custom map. A 20 × 20 ft bath closet around an 8-ft basin — sketch the basin, bench, and drain. Browse the book if a page half fits your table better.

Traps / Puzzles / Checks

The spring. Ten minutes of immersion, one creature, once per session.

Element Value
Recognising what it isReligion DC 12, Nature DC 13, or Medicine DC 13. On a failure, the water is still just very cold water and nothing is lost
The riteNone. Get in, stay in ten minutes, come out. No words, no components, no roll
The costConstitution save DC 12 or one level of exhaustion, and ten minutes of session clock
It will endOne disease, one curse (as remove curse), one poison, or one level of exhaustion — the bather's choice, declared before immersion
It will not endPetrification, death, a missing limb, a charm effect, a Resolution's price, or anything a Final Encounter has done. Say so plainly if asked; the spring is kind, not a god
Solved stateThe water clouds grey from the drain end outward and stays clouded. It will not do it again this session for anybody, and it is not sulking — it is spent
Short restOne short rest is available here, and this is one of the rooms where the DM should offer it rather than wait to be asked

If nobody in the party is afflicted, the spring still works, and the correct move is to tell them so: it is one cure, held, and it expires when they leave the room. A party who walks out of a free cure they did not need has still had the scene, which was the choosing.

Exits

AObviousThe arch opposite the one they came in by, standing open, with a worn threshold — this was a corridor with a bath in it long before it was a refuge. No check.
BHiddenThe drain. Investigation DC 13 to spot that the grate lifts, then a 40-ft crawl in four inches of moving ice-water. Athletics DC 13 or arrive with one level of exhaustion.Rider: you come out soaked to the skin and freezing — advantage on saves against fire and heat for the first minute in the next room, disadvantage on Stealth for one room, and every hinge and buckle you own now squeaks.
Loot

None. There is nothing here to take. The hooks hold nobody's clothes, the gravel is gravel, and the water does not keep — a flask of it drawn from the basin is cold water in an hour and ordinary water in two. Say that before a player plans a business around it.

Scaling — APL 6 / 12 / 15
APL Adjustment
6Constitution save DC 10, and the spring will also close one open wound: the bather ends the immersion at full hit points
9As written
12Constitution save DC 13, and the choice narrows: disease or curse only
15Constitution save DC 15, the immersion is twenty minutes, and the water has been used already this month — the cure works once and then the basin runs dry, which the party will discover only after somebody is wet
DM Notes
← Room 62 Deck tables Room 64 → Room 63 of 100