Vicious Venues06/20/2003


The Forgotten Garden



A verdant patch of delight grows among the cold stones of a city. Discover its secrets.

Background for the DM

This forgotten garden was once part of a private courtyard in an affluent part of town. Residents of the surrounding buildings used it as a hidden refuge from rest of the world. The garden's well-tended plants offered appealing colors year round -- scented blossoms, showy foliage, or both, depending on the season. Many colorful birds and insects, particularly butterflies, also lingered in the garden, adding to its charm.

Over the years, the buildings surrounding the garden aged and fell into ruin, and the residents abandoned them. The garden grew wild for a time, becoming a tangled mass of vines and stems that nevertheless retained some of its original charm. Recently, Iolanthe, a mysterious wanderer who keeps mostly to herself, has settled down near the garden and taken it in hand. Iolanthe has tamed the garden's wild beauty and turned it once more into a work of art. She has removed the garden's choking weeds and trimmed back the more aggressive plants, uncovering the maze of stone pathways that wind through it, along with several stone benches nestled in shady corners. The garden's two ancient fountains, once clogged with debris, now flow freely again. Iolanthe has left several wild plants in place, and the garden now also features berry vines and a few fruit trees. These have proven a boon to wildlife and to many poor folk who live nearby.

The old courtyard containing the garden can be located in any urban setting, but a large, old city is best, especially one that once saw better times or that has recovered from a temporary decline.

The garden itself is located in a generally decrepit area, where once-stately buildings have been gutted and converted into warehouses or just left to stand empty.

The Setup

The PCs might learn about the garden by coming upon it unexpectedly, perhaps by taking a wrong turn somewhere and winding up at the end of an unfamiliar alley. They also might hear tales of Iolanthe, the mysterious "moonlight gardener" who tends the place, or they might come upon the garden while investigating some the activities currently connected with it.

Entering the Garden

The garden fills a quadrangle between ruined buildings that surround it like ancient ramparts. The following description is suitable for the garden on a fairly warm day in spring, summer, or fall. In winter the garden is slightly less splendid and much quieter.

Here lies a verdant paradise amid the crumbling stones of the old city. A square, covering perhaps two acres, seems alive with green, growing things. Hundreds of blossoms delight the eye and perfume the air. The tranquil scene is quiet but hardly silent. Droning bees and the tinkling of an unseen fountain (perhaps even two fountains) can be heard, along with some glorious birdsong.

The grimy cobblestones leading into this place give way to clean stepping stones marking winding, mossy paths that quickly disappear among the stems, vines, and tree trunks.

Even the ruined buildings that surround this place have an air of dignity, thanks to the handsome coats of variegated ivy clinging to their walls.

Iolanthe dwells near the garden, perhaps in one of the buildings overlooking the place. She does most of her gardening by moonlight, or very early in the morning, when she can work mostly unobserved. The garden is her gift to the people of the city.

Iolanthe might be just an eccentric druid, or she might be something more. Whatever her true nature, she is generally reclusive and usually avoids showing herself except when someone tries to harm the garden or do harm to a visitor.

Below are four options for Iolanthe: a human druid at two different levels, or a silver dragon (disguised as a human) at two different ages. Use whichever option best matches the other activities you have planned for the garden (see below).

Iolanthe: Female Druid 3; CR 3; Medium-size humanoid; HD 3d8+3; hp 20; Init +2; Spd 20 ft.; AC 17, touch 12, flat-footed 15; Atk +3 melee (1d6/18-20, masterwork scimitar), or +5 ranged (1d6, sling with masterwork bullet); SQ animal companions (Titus, Zeke, and Myrtle), nature sense, trackless step, woodland stride; AL NG; SV Fort +6, Ref +3, Will +5; Str 10, Dex 14, Con 13, Int 12, Wis 15, Cha 8.

Skills and Feats: Concentration +7, Heal +10, Knowledge (nature) +7, Profession (gardener) +8, Profession (herbalist) +8, Wilderness Lore +8; Dodge, Great Fortitude, Scribe Scroll.

Nature Sense: Iolanthe can identify plants and animals (their species and special traits) with perfect accuracy. She can determine whether water is safe to drink or dangerous.

Trackless Step: Iolanthe leaves no trail in natural surroundings and cannot be tracked.

Woodland Stride: Iolanthe may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.

Druid Spells Prepared: (4/3/2; save DC 12 + spell level): 0 -- cure minor wounds (2), mending, resistance; 1st -- cure light wounds, entangle, goodberry; 2nd -- barkskin, charm person or animal.

Possessions: Hide armor, large wooden shield, masterwork scimitar, sling, 20 masterwork bullets, bead of force, potion of blur, Quaal's feather token -- tree, scroll of heat metal, scroll of 2 magic fang, scroll of 2 cure light wounds, scroll of dispel magic, wand of summon nature's ally I (48 charges).

Titus (Riding Dog): hp 13; see Monster Manual.

Zeke and Myrtle (Ravens): hp 1 each; see Monster Manual.

-

Iolanthe: Female Druid 6; CR 6; Medium-size humanoid; HD 6d8+6; hp 37; Init +2; Spd 20 ft.; AC 18, touch 12, flat-footed 16; Atk +5 melee (1d6/18-20, masterwork scimitar), or +7 ranged (1d6, sling with masterwork bullet); SQ animal companions (Vrutis, Catta, Zeke, and Myrtle, nature sense, resist nature's lure, trackless step, wild shape (Small or Medium-size animal 2/day), woodland stride; AL NG; SV Fort +8, Ref +4, Will +8; Str 10, Dex 14, Con 13, Int 12, Wis 16, Cha 8.

Skills and Feats: Concentration +10, Heal +14, Knowledge (nature) +10, Profession (gardener) +12, Profession (herbalist) +12, Wilderness Lore +12; Dodge, Great Fortitude, Scribe Scroll, Track.

Nature Sense: Iolanthe can identify plants and animals (their species and special traits) with perfect accuracy. She can determine whether water is safe to drink or dangerous.

Resist Nature's Lure: Iolanthe gains a +4 bonus to saving throws against the spell-like abilities of fey creatures (such as dryads, nymphs, and sprites).

Trackless Step: Iolanthe leaves no trail in natural surroundings and cannot be tracked.

Wild Shape (Sp): Iolanthe can change into a Small or Medium-size animal and back again twice a day as per the polymorph self spell. Unlike the standard use of the spell, however, she may adopt only one form per use of the ability. Iolanthe regains hit points as if she has rested for a day. She does not risk the standard penalty for being disoriented while in her wild shape. She gains all the creature's special abilities when she does so.

Woodland Stride: Iolanthe may move through natural thorns, briars, overgrown areas, and similar terrain at her normal speed and without suffering damage or other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect her.

Druid Spells Prepared: (5/4/4/3; save DC 13 + spell level): 0 -- cure minor wounds (2), guidance, mending, resistance; 1st -- cure light wounds, entangle, goodberry, magic fang; 2nd -- barkskin, charm person or animal, delay poison, flame blade; 3rd -- cure moderate wounds, protection from elements, remove disease.

Possessions:+1 hide armor, large wooden shield, masterwork scimitar, sling, 20 masterwork bullets, bag of tricks (gray), bead of force, pearl of power (1st-level spell), Quaal's feather token -- tree, potion of blur, scroll of call lightning, scroll of 2 magic fang, scroll of 2 cure light wounds, scroll of dispel magic, wand of summon nature's ally I (48 charges).

Vrutis and Catta (Lions): hp 32 each; see Monster Manual.

Zeke and Myrtle (Ravens): hp 1 each; see Monster Manual.

-

Iolanthe: Female juvenile silver dragon; CR 9; Large dragon (air); HD 16d12+48; hp 136; Init +0; Spd 40 ft., fly 150 ft. (average); AC 25, touch 10, flat-footed 25; Atk +19 melee (2d6+4, bite) and +14 melee (1d8+2, 2 claws) and +14 melee (1d6+2, 2 wings) and +14 melee (1d8+6, tail slap); Face/Reach 5 ft. by 10 ft./10 ft.; SA breath weapon (40-ft. cone of cold or paralysis gas), spell-like abilities, spells; SQ blindsight 120 ft., cloudwalking, darkvision 400 ft., immunities (acid, cold, paralysis, sleep), low-light vision, polymorph self; SR 16; AL LG; SV Fort +12, Ref +10, Will +14; Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18.

Skills and Feats: Bluff +16, Concentration +14, Diplomacy +20, Disguise +16, Gather Information +10, Heal +18, Hide -4, Intimidate +6, Jump +20, Knowledge (nature) +13, Listen +20, Profession (gardener) +10, Profession (herbalist) +16, Search +21, Sense Motive +16, Spellcraft +21, Spot +20, Wilderness Lore +10; Expertise, Flyby Attack, Hover, Power Attack, Wingover.

Breath Weapon (Su): Once every 1d4 rounds, Iolanthe can breathe a 40-foot cone of cold or paralysis gas. Each creature in the area of the cold breath takes 8d8 points of cold damage (Reflex DC 20 half); each creature in the area of the paralysis breath must make a successful Reflex save (DC 20) or be paralyzed for 1d6+4 rounds.

Spell-Like Abilities: 2/day -- feather fall. Caster level 4th.

Spells: As 3rd-level sorcerer.

Cloudwalking (Su): Iolanthe can tread on clouds or fog as though on solid ground. This ability functions continuously but can be negated or resumed at will.

Polymorph Self (Sp): Iolanthe can use polymorph self, as the spell, three times per day, except that each use allows only one change, which lasts until she assumes another form or reverts to her own (which does not count as a use of this ability).

Sorcerer Spells Known: (6/6; save DC 14 + spell level): 0 -- cure minor wounds, detect magic, mage hand, mending, virtue; 1st -- charm person, command, mage armor.

Possessions: Ring of protection +1,bag of tricks (gray), bead of force, potion of blur, Quaal's feather token -- tree, wand of summon monster III (48 charges).

-

Iolanthe: Female young adult silver dragon; CR 12; Large dragon (air); HD 19d12+79; hp 180; Init +0; Spd 40 ft., fly 150 ft. (poor); AC 27, touch 9, flat-footed 27; Atk +24 melee (2d6+6, bite) and +19 melee (1d8+3, 2 claws) and +19 melee (1d6+3, 2 wings) and +19 melee (1d8+9, tail slap); Face/Reach 5 ft. by 10 ft./10 ft.; SA breath weapon (40-ft. cone of cold or paralysis gas), frightful presence, spell-like abilities, spells; SQ blindsight 150 ft., cloudwalking, darkvision 500 ft., DR 5/+1, immunities (acid, cold, paralysis, sleep), low-light vision, polymorph self, SR 20; AL LG; SV Fort +15, Ref +12, Will +17; Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18.

Skills and Feats: Bluff +20, Concentration +20, Diplomacy +24, Disguise +20, Gather Information +13, Heal +23, Hide -4, Intimidate +22, Jump +25, Knowledge (nature) +23, Knowledge (religion) +11, Listen +24, Profession (gardener) +13, Profession (herbalist) +21, Search +26, Sense Motive +20, Spellcraft +26, Spot +24, Wilderness Lore +13; Expertise, Flyby Attack, Hover, Power Attack, Track, Wingover.

Breath Weapon (Su): Once every 1d4 rounds, Iolanthe can breathe a 40-foot cone of cold or paralysis gas. Each creature in the area of the cold breath takes 10d8 points of cold damage (Reflex DC 22 half); each creature in the area of the paralysis breath must make a successful Reflex save (DC 22) or be paralyzed for 1d6+5 rounds.

Frightful Presence (Ex): When Iolanthe flies or attacks, each creature within a 150-ft. radius that has 18 or fewer Hit Dice must make a successful Will save (DC 23) or be panicked (if 4 or fewer HD) or shaken (if 5 or more HD).

Spell-Like Abilities: 2/day -- feather fall. Caster level 5th.

Spells: As 5th-level sorcerer.

Cloudwalking (Su): Iolanthe can tread on clouds or fog as though on solid ground. This ability functions continuously but can be negated or resumed at will.

Polymorph Self (Sp): Iolanthe can use polymorph self, as the spell, three times per day, except that each use allows only one change, which lasts until she assumes another form or reverts to her own (which does not count as a use of this ability).

Sorcerer Spells Known: (6/8/7/5; save DC 15 + spell level): 0 -- cure minor wounds, detect magic, disrupt undead, mage hand, mending, purify food and drink, virtue; 1st -- charm person, command, mage armor, shield, shield of faith; 2nd -- blur, detect thoughts, silence; 3rd -- protection from elements, searing light.

Equipment: ring of protection +2, bag of tricks (gray), bead of force, potion of blur, Quaal's feather token -- tree, stone of good luck, wand of summon monster IV (48 charges).

Encounters in the Garden

For those who know of it, the forgotten garden can be a private meeting place or a sheltering haven. During its days of neglect, the local thieves' guild used it as a meeting place and a drop point for stolen goods. Beneath one of the flagstones in the recently restored garden path is the entrance to a tunnel that connects with the guild's main tunnel network. Though Iolanthe's presence has largely put a stop to this usage, thieves on the run occasionally still make use of this secret entrance to the tunnels to escape pursuit -- especially since she is not usually in the garden during the darkest part of the night, when they are most active.

Smugglers too have often used the garden as a meeting place to pass along contraband goods. A few continue to use the place as a handoff point, but they are careful not to trade here in goods that would arouse the ire of a good creature devoted to nature (such as hostages or rare plants) and to leave her a little something for their use of the place (a bit of money or a new plant).

The garden is also well known in the area as a lovers' trysting spot. Young people (and even those not so young) who cannot meet in public for fear of family repercussions often come to the garden to share a few romantic moments in the moonlight. The shelter of the overhanging tree boughs provides several private bowers within the garden's confines for such meetings. Occasionally, Iolanthe even aids couples who wish to run away together by sheltering them within the garden or her home and spiriting them away by night.

By day, beggars frequent the garden to help themselves to berries and fruit. Iolanthe ensures that enough food plants grow there to meet the needs of the local people who are hungry, and they do her favors in return for her generosity. Even in winter, a supply of dried fruit is always available in caches beneath the stone benches for the hungry. The beggars who come here often have information about local happenings that may not be available elsewhere, making this an excellent spot for characters to practice their Gather Information checks.

About the Authors

Skip Williams keeps busy with freelance projects for several different game companies and has been the Sage of Dragon Magazine since 1986. Skip is a co-designer of the D&D 3rd Edition game and the chief architect of the Monster Manual. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden (his borscht get rave reviews).

Penny Williams joined the roleplaying game industry as Game Questions Expert for TSR, Inc. in the 1980s. Since then, she has served as RPGA Network Coordinator, Polyhedron Newszine editor, and Senior Editor and Coordinating Editor for the RPG R&D Department at Wizards of the Coast, Inc. Now a busy freelancer, Penny edits for several game companies and runs the online playtesting program for Wizards products. When not enhancing the cruelty of the deaths PCs will suffer at the hands of designers, Penny puts up jam, works jigsaw puzzles, and tutors students in math and science.

Recent Vicious Venues
(MORE)
Recent Articles
(MORE)

About Us Jobs New to the Game? Inside Wizards Find a Store Press Help Sitemap

©1995- Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.

Terms of Use-Privacy Statement

Home > Games > D&D > Articles 
You have found a Secret Door!
Printer Friendly Printer Friendly
Email A Friend Email A Friend
Discuss This ArticleDiscuss This Article