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Wilderness Garden

st tier (
Challenge
DC
Area
(less than 1 hour)

While heavily overgrown, this clearing is full of trellised vines, winding paths, tiered garden beds, and other signs of cultivation.

Overstayed Welcome. Staying more than a day in this garden is likely to attract the attention of local creatures, such as dryads , ettercaps , green hags , shambling mounds , or kech .

Private Garden. The plants in this garden have been carefully bred, shaped, and cultivated—only to be left behind for years. Any who are not an expert in this particular jungle will have their work cut out for them. Adventurers without experience with this region’s plantlife can’t benefit from any specialities in Medicine, Nature, or Survival such as herbalism, plant lore, or foraging.

Possible Solutions

Each adventurer can choose to make a Medicine, Nature, or Survival check to harvest materials. Materials can only be harvested once a day from this garden.

Critical Failure. Each adventurer that failed the check finds 1d6 plants that you are certain serve as medicine. When consumed, they are revealed to have been misidentified. Creatures who consume them make a Constitution saving throw, becoming poisoned on a failure. They may repeat this saving throw every 10 minutes, ending the effect on a success.

Failure. Each adventurer that failed the check can’t reliably identify anything and errs on the side of caution.

Success. Each adventurer that succeeds on the check rolls on the effects table below and accurately identifies their effects.

Critical Success. As success, plus the adventurer finds a plant that they believe to be a rare varietal. A cutting can be sold for 10 (1d20) gold pieces to the right collector if the cutting is delivered alive (requiring a DC 12 Nature or Survival check each week), or a quarter of that if it dies in transport.

  1d4   Plant Type   Effect
  1   Food   Gain 3 (1d6) + your proficiency modifier Supply from the garden.
  2   Poisons   Gain 2 (1d4) uses of basic poison.

  3

  Medicines   Gain 3 (1d6) uses medicinal plants which work as potions of healing .

  4

  Delicacies   Popular herbs and spices that are in high demand. The adventurer is able to sell these for 31 gold pieces when next visiting a major city center.

 


Leave It Be

The adventurers can always leave the semiwild garden alone, though going around costs an additional 2 (1d4) hours of travel and yields no experience.