The garden is a series of roofs gardens, windowed rooms and balconies linked together by bridges and stairs. Helped by the Witches or maybe by the Wyverns he weaved a charm that protect the garden from the cold of Vornheim.
The gardeners are wood golems created by Lamaril. They are busy tending the garden and will usually ignore intruders if they don't interfere with their work and don't harm the garden or steal from it.
To explore the garden improvise the map and roll a d20 to determine the locations that the group encounters.
Each result of the d20 feature 3 entries. The first one is the main entry, the other ones are secondary entries that you can use before the main entry if you prefer to place the main entry later. Dont be afraid to often roll the d20 when you improvise the map. Oh and it ok to let the players find new path to explore behind walls of vegetation (like secret doors, but easier to find).
When you roll a number that you already rolled on the d20 simply use a secondary entry for the that number (they work as random encounters). If you already used the 3 entries and you don't want to repeat them, simply use gardeners or some intruders/visitors. If the group make noise or disturb the garden, roll to see if this attract a bunch of gardeners (like a chance of random encounter).
The garden feature some save or die situations.
d20 (note that there is plenty of ordinary vegetation in every locations)
- Elegant shed full of gardening tools, a wood carved statue of the Lady of Pain, blood encrusted chisels in a casket. / Half finished wood statue. / Bleeding tree, will sprout spiky fruits if healed. Each fruit heal 1hp, you get 1 fruit by hp that you healed the tree with. When cut in half the fruit inward form the face of a sleeping woman.
- Locked seed house, birds enter by the roof, d4 bags of random magic seeds. / Planting area, pots of earth, tools, bag of seeds opened by birds. / Small tree sprouting from a corpse, empty sac of seeds folded in mouth.
- Green house, meat compost, laboratory, some potions (including a blue poison antidote), a strange plant sprouting from a head pot, a book about the Rot in the rotting box in location 20. / Gardeners spreading meat compost. / Gardeners collecting a corpse.
- Pool of rejuvenation: restore 2d6 HP by rejuvenating the same amount of years (the pool heal the Rot of the Rotting Box by rejuvenating 4d6 years). If you rejuvenate under 18 year old reroll your DEX, also reroll your STR if you get under 14 and also reroll your CON if you get under 12. If you drink too much and rejuvenate under 0 reroll your character, including your gender. Years past 0 grow you older. If you get stuck at 0 you are a new born baby. / Stagnant pool full of vegetation. / Empty pool recently drained, a children corpse lay at the bottom, adventurer gear.
- Golden peaches of wisdom. The peaches turn to gold if picked (minor treasure). If eaten while they are hanging from the tree: make a save, if you pass you gain +1WIS, if you fail you die as your organs turn to gold. Eating multiple peaches is bad. / A gold peach laying on the ground. / Opened corpse, no organs inside.
- Vines of Love, smell sweet, move & try to caress. Eating the grapes: make a save, if you pass you feel super well (heal 1 hp) and you fall in love with the next person to eat the fruits and you can now share a dice roll once by session (exp.: both lovers roll for a test or something and they take the best result). On a fail you get blissful cramps and loose 1d4 hp. / Statue of a sexy nymph doing sexy things with grapes. / Strangled small animals.
- Hungry carnivorous plants / Smashed plants (by intruders) / A carnivorous plant digesting a victim, find something interesting if you search the corpse.
- Beehive protected by bird cages, the honey give a +2 to save vs a random magic fruit (d6: 1 gold peaches, 2-3 love grapes, 4-5 blue berries, 6 dragon fruits) (the honey taste like the fruit). / Busy giant bees / A gardener collecting honey from a caged beehive.
- Statue of Lamaril petrified by the "love" of a medusa. Still holding the key of the Rotting Box / handsome male statue near a closed gate. / Broken statue near a open gate.
- Tornchilds, quite territorial / Wall of ordinary thorn bushes. / Lone tornchild, curious maybe friendly, will follow group.
- Woodcutting workshop, various wood carving and half finished gardeners. Spellbook or scrolls in a wood carved box. Book about plant armors and the dryads chest. / Busy gardeners / Broken gardener, unpredictable: make reaction test.
- Hallucinogen pollen: make a save or hallucinate sexy stuff (and everything seem tasty). / Strange flowers that mimic sounds (but have no special effect) / Bridge covered in flowers.
- Clockwork shrine of the insect god. Can pull or push 4 mechanisms: #1 activate the shrine, #2 prime a effect, #3 action a bad effect, #4 action a good effect. Bad effects: lock everything lockable in the garden, release mechanical insect darts, activate dart traps in the garden. Good: unlock everything, grant a pet insect dart, grant a blessing (as the spell) that also protect from bees. / patrolling insect darts / rusty dart trap / folded mechanic ladders that reach a upper or lower level of the garden.
- Shadow Tree, if someone neutral or chaotic walk near the tree, make a save: if you pass the tree will whisper you a clue when you visit the next location, if you fail the tree will whisper a lie. / Gardener whispering to a shadow tree. / There was a tree there, but now only it shadow remain.
- Creepers block the path, will attack if group hack at them. But friendly with the lone thornchild / Gardener stuck in creepers. / More nasty creepers.
- Flower Queen: marvelous flower growing in a woman head pot. Talkative and precious, remember Lamaril, will give clues or lies about other city locations. Know the location of the Rotting Box, she can place it on the map. Defend herself with hallucinogen pollen that overload the senses or that mimic spells. If harmed gardeners will be on alert. / Gardeners tending rare but normal flowers / Rarer but normal flowers (worth something as a treasure).
- Blue berries growing on blue shrubs, poisonous make save, pass: take 1 dmg, fail: turn blue and die in 2d6 turns (antidote in green house). / blue corpse / blue birds (immune to the poison, love the fruits).
- Dragon fruits, if you taste them make a save. If you pass: +1 STR, +3 save VS fire, breath fire for d6 dmg as a free action, last 2d6 turns. If you fail: start breathing fire and turn into a fire breathing lizard in 2d6 rounds. Oh yeah because of it protection charm, fire have a hard time spreading in the garden. / Giant fire breathing lizard / Shred & burned clothes.
- The Rotting Box: if opened a cursed gem unleash the rot (the gem can be a major treasure). Save or start rotting (lose HP until you die and become undead) (The rejuvenation pool can save you). The rot will spread to other locations of the garden: now each time you visit a location you have a cumulative 1 chance on a d6 that the rot will be there (reset at 1 on d6 once you encounter a rotting location). Rotting locations don't infect the characters but will ruin plants and will turn everything into aggressive monsters (including corpses). / a rotting small animal or some other ordinary rotting stuff / a rotting wood statue of the Lady of Pain.
- Frozen area, the garden charm don't work here, everything is frozen except for some cold resistant plants (like tornchild, creepers & the blue berries shrubs). / Frozen bridge with ice on it / Frozen balcony. Invaders: someone or something is getting into the garden.
Random seeds d10 (most of them are very hard to grow without proper lore or books on the subject):
- Golden Peaches of Wisdom
- Vines of Love
- Carnivorous plants
- Torn Child
- Hallucinogen flowers
- Blue Berries
- Dragon Fruits
- Shadow trees
- Flower Queens (need head pot to grow)