
The water in the basin appears clear, clean, and almost sparkling… almost too perfect. It could be a precious source of healing… but what price will you make your adventurers pay?

REWARDS

22x16 Map
Gridded and gridless versions
Water, Empty versions!

22x16 Map
Gridded and gridless versions
Water, Empty, Magma, Toxic, Haunted, Haunted Empty, Massacre, Massacre Empty versions!
Printable PDFs

22x16 Map
Gridded and gridless versions
Water, Empty, Magma, Toxic, Haunted, Haunted Empty, Massacre, Massacre Empty, Light Off, Light Off Empty, No Altar Empty, No Altar Water, No Altar Massacre, Blood, Cursed, Cursed Empty versions!
Printable PDFs
MAP DESCRIPTION
Healing Fountain Chamber is a large hall divided by a long, carved walkway and dominated by two wide pools of shimmering blue water, crowned with an elegant, finely chiseled statue.
At the statue’s feet rests a small stone basin, encircled by five engraved Stone Discs, with a sixth already set into place
What do those discs mean? Is it worth trying to pull the fitted disc free and swap another in its place? Does the water behave in a way that helps… or hurts?
To find out, your players will either research the chamber’s secrets… or dive right in and discover the consequences themselves.
NOTES

Healing Fountain Chamber is ideal for brutal, tactical combats thanks to the Healing Waters mechanic: a tool that can sustain the party during a fight and encourage careful resource management.
Healing Waters: this map is designed so the party can recover large amounts of HP quickly, allowing them to push deeper into the dungeon or endure a sequence of tougher encounters.
Enemies can use it too: foes may open the chamber or retreat into it to recover, making fights here heavily focused on positioning and tactical decisions.
The Mechanism: The fountain only releases its healing flow when the correct disc is placed into the basin at the statue’s feet.
The correct disc is the one decorated with three concentric circles (visible in the base version of the map); its motif echoes the three small basins and the surrounding ornamentation.
Other Discs: each disc could be bound to a different version of the fountain. Swapping discs may change the chamber’s properties, creating terrain that advantages (or punishes) certain creature types, summoning hazards, or otherwise altering the battlefield.
The Vases: scattered jars and pots may hide clues (riddles, fragments of lore, sketches)that point to the correct disc.
Unexpected Effects: healing need not be free of consequence. The waters might restore HP at the cost of temporary stat drains, strange debuffs, curses, or goofy but gameable penalties. After all, nobody promised that drinking dungeon water is wise.

Welcome Back, Fellow Darkish!
Healing Fountain Chamber expands our dungeon collection with another combat-centric room. These maps push players to squeeze every spell, potion, and buff they have, and to think about when to take risks. To avoid breaking tension with constant long rests, this chamber gives you a convincing reason to let the Party recover inside the dungeon… and a solid excuse to crank up the difficulty once they know they can heal.
Of course, stingier DMs are free to make that pretty, glittering water mere water, or to tie its benefits to quirky penalties.
We know you’ll have plenty of fiendish ideas.
If you like this addition, leave us a comment below and tell us how you used the map, what disc your players chose (or stole), and any chaotic outcomes we should know about. Also: send requests and suggestions for future maps!
That’s all for this month, dear Fellow Darkish, thanks for being with us!
We can’t wait to meet you again for the next maps.
We wish you great adventures and NAT20s,
The Darkest Maps Team
Asherett
2025-11-22 22:22:14 +0000 UTC