The Cult of Iuventus
An expansive room is carved out before you. Ceilings vault up in this natural underground wonder, reaching heights of at least 50’. Somewhere, echoing through the great cavern, you hear the slow, solitary drip of water whose presence has patiently sculpture these walls for centuries.
The floors of this area have been leveled- and it looks to be an assembly hall capable of seating several hundred. At the end of the hall is a small, elevated platform of about two foot in height. In the center, you see a fountain with the same dark burgundy substance as the fountains in your last sleeping quarters. This piece is substantially less ornate and has a sinister look about it. A small pool, about 5’ in diameter, has been built from bulging and jagged cave formations- ripped from their natural origins and desperately reaching out from the basin like swollen fingers. Dried liquid (blood, if they already know) has collected around the sides and pooled in small uneven crevices on the floor.
_The fountain can be used for healing- one taste will bring a character of even negative health back to full strength. However, each drink withing a 12 hour period will temporarily affect the character’s alignment towards chaotic evil. I.E. a character of the alignment Good Lawful will become Neutral Lawful for 12 hours. If drank again, the character will become Neutral Neutral for the next twelve hours. More than two drinks within a twelve hour period will cause the character to permanently loose one degree of goodness/lawfulness, respectively, for each successive drink. Here is the order in which these alignments progress:
Lawful Neutral/Neutral characters must make a DC 7 will save when rolling initiative for a fight to not turn on other PCs. Neutral characters must make a DC 10 will save. Characters who become evil, even temporarily, turn on the other PCs and must turn in their character sheets and be considered lost to the party.