Contents
- 1Introduction: Ascend to Adventure
- 2Chapter 1: The Infinite Staircase
- 3Chapter 2: The Lost City
- 4Chapter 3: When a Star Falls
- 5Chapter 4: Beyond the Crystal Cave
- 6Chapter 5: Pharaoh
- 7Chapter 6: The Lost Caverns of Tsojcanth
- 8Chapter 7: Expedition to the Barrier Peaks
- 9Appendix A: Magic Items and Technology
- 10Appendix B: Creatures
- 11Credits
Chapter 4: Beyond the Crystal Cave
[image: Caerwyn and Porphura, two powerful spellcasters in love, relax in the fairytale garden they created together]
The city of Sybar on the small island of Sybarate serves as a hub for fishing and trade. Its people are industrious and friendly, and they eagerly share stories with visitors. One popular tale surrounds the Eternal Garden, a magical paradise created by two lovers ages ago. Legend states the entrance to the garden lies deep within a crystal cave that whispers secrets of the future to those brave or foolish enough to enter. More recently, two young paramoursâone of whom is the daughter of the island's governorâfled their feuding families in search of the fabled utopia.
[image: A Door to the Eternal Garden]
The Eternal Garden is real. Past the dangers of the cave, the garden is tucked away in the Feywild, far from the pressures of the world. Whimsical Fey, talking animals, and a benevolent archfey ruler await visitors to the garden. So does the Fountain All Heal, a miraculous fountain whose waters cure most ailments but also enchant those who drink from it, lulling imbibers into a comfort that makes them never want to leave. None of the garden's denizens are inherently malicious, but they defend their own. Wits, clever words, and compassion are more effective weapons here than swords or spells.
The paramours' families, once long-standing rivals, have put aside their enmity in hopes that when the missing lovers are found, they will then be willing to come home. It's been two years since the couple's disappearance, but neither family has abandoned hope. The families turn to adventurers to rescue their missing loved ones.
"Beyond the Crystal Cave" is designed for four to six 6th-level characters.
Background
Long ago, an elf archdruid named Caerwyn retired to Sybarate with her soulmate, a human archmage named Porphura. There on Caerwyn's estates, they laid out and built a sprawling garden. It was an earthly paradise, serving both as a symbol of their enduring love and an idyllic retreat.
Caerwyn and Porphura stocked their garden with the loveliest of plants and encouraged gentle forest creatures to make it their home. Porphura used magic to extend her life so she could remain with Caerwyn throughout the elf's longer life span.
To protect their paradise, the lovers struck a bargain with an old friend, an archfey known as the Gardener. Together the three of them drew the garden into the Feywild, where the Gardener became its caretaker. The domain maintained a connection to the Material Plane through a fey crossing in a magical cave on Sybarate, the Cave of Echoes.
When Caerwyn's life reached its inevitable end, Porphura worked one last undertaking. She raised a tomb inside their home and sealed off the palace from the rest of the garden, so the pair could rest undisturbed together forever. Porphura then laid down beside Caerwyn for the last time and let the magic that sustained her own life finally unravel.
Using the Infinite Staircase
If you're using Nafas as a patron, he summons the characters to the x (detailed in chapter 1), where he recounts the following wish:
Nafas then teleports the characters to a door that leads to Sybar. After the adventure, the characters can return to the staircase through the same portal.
Adventure Hooks
If you're not using Nafas as a group patron, consider the following ways to involve the characters in the adventure:
- From the Sea. The characters arrive on a ship or wash ashore from a shipwreck. They learn the governor of Sybar is seeking adventurers to rescue her missing daughter.
- Missing Friends. One or more characters are old friends of one or both of the missing lovers, Juliana and Orlando. The governor sends for the characters, desperate for their help after a string of failed rescue attempts.
Setting the Adventure
On the world of Oerth in the Greyhawk campaign setting, the island of Sybarate is located in the mouth of Jeklea Bay, about a mile south of Fairwind Isle.
If you'd like to place the adventure in another campaign setting, consider the following suggestions:
- Dragonlance. On the world of Krynn, Juliana and Orlando might be from rival kingdoms that don't typically get along, such as Qualinesti and Silvanesti. Amid the smoldering ashes of war, the story of the missing lovers can remind the heroes what they fight for and warn of the divisions that weaken the free peoples of Ansalon.
- Eberron. The cave is a manifest zone of Thelanis, the Faerie Court, and the Eternal Garden resides on that plane. Juliana and Orlando are scions of rival Dragonmarked houses, fleeing prohibition against their relationship.
- Theros. The Cave of Echoes is sacred to Karametra, a god of harvests who shepherds the mortal need for love, security, and belonging. She cradles the Eternal Garden in the godly realm of Nyx, and the native creatures that dwell there are Nyxborn.
Adventure Summary
"Beyond the Crystal Cave" begins when characters approach the governor of Sybarate, who is offering a small fortune for an urgent rescue mission. The characters learn the tale of Caerwyn and Porphura's garden, where two new lovers, Juliana and Orlando, have fled to escape their feuding families. Only one path leads into the hidden refuge: a cave with a mystical reputation. After besting the cave's guardians, the characters find a waterfall frozen in time and unravel its mysteries to discover a fey crossing into the Eternal Garden in the Feywild.
As the characters explore the garden, they likely meet the Gardener, the archfey who rules the domain; this is especially likely if they clash with any denizens of the garden, which abounds with eccentric Fey creatures. Various beings can offer cryptic clues to the missing lovers' whereabouts in a hidden palace within the garden. While in the garden, the characters might learn of a fountain that cures almost any ailment but enchants those who drink it to want to remain in the garden forever.
The adventure concludes when the characters free Juliana and Orlando from the fountain's enchantment and convince them that their families are no longer enemies. When they all arrive back on the Material Plane, they might discover they've been gone longer than they realized, thanks to the divergent flow of time within the garden.
Character Advancement
If you want to use story-based level advancement, the characters receive experience points for achieving milestones rather than defeating monsters.
When the characters leave the garden, with or without Juliana and Orlando, everyone in the party gains 1 level. If you follow this method, the characters should reach 7th level by the adventure's conclusion.
Sybar
[image: Governor Isabela Folcarae]
A small fishing and port city, Sybar is the capital of Sybarate and the island's center of administration and trade. The governor's mansion and various executive offices are situated here, along with a temple to the sea god Procan.
Sybar is situated on the north coast of the island. Fishing and farming villages dot the remainder of Sybarate, which is lush with vineyards; vegetable farms; and extensive olive, lemon, and orange orchards. The people of the island are orderly and law abiding, but many of the old families hold longstanding grudges against one another.
Merchants and artisans are plentiful in Sybar, as are sailors and traders in the port. The locals tend to be talkative over meals, stiff drinks, or hot beverages on chilly evenings. If the characters mingle with the people of Sybar, residents can relate the story of the x (as presented in this adventure's x) or any of the rumors in the Sybar Rumors table, only some of which are true.
Sybar Rumors
| d8 | Rumor |
|---|---|
| 1 | There is a magical fountain in the Eternal Garden that grants eternal youth. (False) |
| 2 | It is always summer within the Eternal Garden. (True) |
| 3 | Fire, both natural and magical, won't burn within the garden. (False) |
| 4 | Sometimes people find their way into the garden, but most have little or no memory of it when they find their way out again. (True) |
| 5 | The archmage Porphura isn't dead at all. She lives still as a lich who rules the island in secret. (False) |
| 6 | Singing sea chanteys charms creatures in the garden. (True only for leprechauns; see x) |
| 7 | Eating or drinking the garden's bounty traps a person there forever. (Partially true; refers to the Fountain All Heal) |
| 8 | There is a cave near the garden in which wishes are granted. (True; refers to the Cave of Echoes) |
Meeting the Governor
Governor Isabela Folcarae (lawful good, human bandit captain) receives the characters shortly after they call at her mansion. Read or paraphrase the following text to begin the adventure:
The governor can offer the following information:
- Juliana and Orlando eloped when their feuding families forbade their relationship.
- The couple fled south and disappeared into the x, a cavern steeped in local legends of oracular voices and granted wishes.
- In their shared grief, the families have settled their differences and resolved to do all in their power to rescue the missing couple.
- The families have sent numerous adventurers in search of the couple; the few that returned did so empty-handed.
Governor Folcarae can also relate the legend of the x, but she doesn't know details about its inhabitants or dangersâshe doubts it even exists. In exchange for Juliana and Orlando's safe return, she promises a reward of 5,000 gp.
Cave of Echoes
The Cave of Echoes is a day's ride south of Sybar. Originally, the cave was the underground course of a river that flowed from a lake in the x before the garden was drawn into the Feywild. The caverns were worn smooth by the water that once rushed through them.
The cave entrance yawns in the southwest side of the small hill where the garden once stood. A fey crossing in the Cave of Echoes links it to the Eternal Garden and saturates the caverns with fey magic. The hilltop is now barren, and the river, which still flows through the portal, has been reduced to a mere trickle. The meager stream ends at a muddy chamber in the cave, depositing what little magic it still contains there.
Locals know of the Cave of Echoes, and many believe a specific chamber has oracular powers. Most Sybarate citizens either have sought answers from the cavern or know someone who did. The magic of the Feywild whispers into the cavern, offering aid to those of good heart and true need, as it did with Juliana and Orlando when it whisked them away to the garden. Few venture beyond this chamber, wary of dangers that lurk deeper within the cave.
Cave of Echoes Features
Unless otherwise noted, the Cave of Echoes has the following features:
- Ceilings. Ceilings in chambers are 20 feet high and bristle with stalactites.
- Echoes. Sounds echo strangely throughout the cave, distorting into fleeting whispers.
- Lighting. The cave isn't illuminated. The current occupants rely on darkvision to see. Area descriptions assume the characters have a light source or other means of seeing in the dark.
- Tunnels. The tunnels connecting caverns are roughly round and 10 feet in diameter.
Cave of Echoes Locations
The following locations are keyed to map 4.1.
C1: Empty Cavern
The entrance cavern is empty save for the tracks of Humanoid entrants, most of whom stopped here before turning back. A few follow the tunnel to the south.
Writing on the Walls
Names and initials are inscribed on the walls. Some are the results of dares or tests of bravery; others were left by those marking their visit to the Cavern of Echoes (x). Older markings left in ink, charcoal, or paint are faded and illegible. A character who leaves their name or initials in the cave sometimes hears their name whispered among the echoes of the cave.
Characters who examine the walls find the initials "C + P" carved into the stone and circumscribed by a heart. A character who studies the wall and succeeds on a DC 14 Intelligence (Arcana) check determines these initials weren't carved by tools, but rather were magically engraved into the stone. Caerwyn and Porphura marked the wall using the Stone Shape spell.
C2: Cavern of Echoes
The ceiling in this oracular chamber is 80 feet high and smooth like the walls and floor.
Loud Echoes
Sounds in this area echo loudly. Noises louder than a typical conversationâsuch as shouting or playing an instrumentâreverberate painfully. If this occurs, each creature in the chamber must succeed on a DC 15 Constitution saving throw or take 13 (3d8) thunder damage and have the deafened condition for 1 minute. The echo then dissipates and doesn't compound.
Whispers of Fate
The magic of the Feywild whispers into the cavern, offering aid to those in true need and without selfish intent. When such a creature requests help in this area, the cavern can offer answers or intervene by duplicating any spell of 8th level or lower (your choice, not the creature's). The most common assistance provided by the cave comes in the form of the Greater Restoration, Heal, and Plane Shift (to the Eternal Garden only) spells; when duplicating the effect of a spell, the cavern targets the creature that requested its aid.
A creature that asks a question here receives a truthful, albeit cryptic, answer in Common with clues to its goals. Those who can help themselves, such as the characters, receive only this benefit from the cavern. If the characters inquire about the whereabouts of Juliana and Orlando, disembodied voices tell them their quarry is just beyond the crystal cave (x). The cave's oracular power is similar to a Divination spell.
A creature that makes a selfish or destructive request causes thunderous reprimands to reverberate through the chamber, triggering the effects of loud echoes (see the "Loud Echoes" section). Once a creature asks a question here and receives a benefit, no matter how small, the creature can't do so again for 1 year and 1 day.
C3: Haunted Cavern
Three poltergeists (variant specters) haunt the main chamber of the cavern, venting their fury on intruders. The restless spirits hurl broken stalactites at unsuspecting entrants or toss creatures onto pointed stalagmites in the cavern.
A cavity to the north collects moisture dripping from the ceiling. An ochre jelly lurks here, content to feed on fungus and the remains of the poltergeists' occasional victims. It slithers into the main cavern if battle breaks out.
Stalagmites
The rock formations throughout this cavern are dangerously sharp. A creature pushed into a stalagmite takes 11 (2d10) piercing damage.
Treasure
The skeleton of a decades-dead human knight rests in the south chamber, impaled on a stalagmite by the poltergeists. Most equipment the knight once carried has rusted or rotted away, but a Necklace of Adaptation hangs around the dead warrior's neck. Scattered on the floor beneath the skeleton are 8 pp, 22 gp, and a yellow topaz (250 gp).
C4: Living Mud Cavern
The stream flowing from x ends here in a 1-foot-deep mud pool. The mud is difficult terrain.
The magic-infused water bestowed animate life on the mud, creating two mud elementals that lurk in the pool. A character who surveys the pool and succeeds on a DC 17 Wisdom (Perception) check notices the mud elementals.
Each mud elemental uses the water elemental stat block with the following changes:
- It has advantage on Dexterity (Stealth) checks made to hide in mud.
- Its speed isn't reduced in difficult terrain composed of earth or mud.
The elementals attack any creatures that approach the mud or the mounds of dried mud, but they don't pursue creatures out of the area and sink back into the mud if foes flee.
Treasure
The mounds encase the desiccated remains of two adventures slain by the mud elementals. The adventurers were sent by the governor to find Juliana and Orlando but never returned. Once the elementals are dead, weapons or tools can easily break away the mud shells covering the remains.
One mound entombs the remains of a human warrior. His chain mail, shield, and longsword are rusted but still functional, and he has 20 gp in a crumbled purse.
The other mound holds the remains of an elf thief with a set of thieves' tools, 50 gp, and 50 pp. Her shriveled hand clutches a +1 Dagger with the name "Madrigal" carved into its ivory handle in Elvish.
C5: Stream Tunnel
The stream flows from the waterfall in x to the mud pool in x.
Treasure
The pool is 3 feet deep, with a bottom of smooth rocks and pebbles that have washed down the stream. A character who searches the pool and succeeds on a DC 15 Wisdom (Perception) check realizes that seven of the smooth rocks are uncut gemstones: two garnets (10 gp each), two blue tourmalines (15 gp each), an amber (20 gp), a moonstone (25 gp), and a cloudy diamond (50 gp). A character who spends 10 minutes sifting through the river bottom succeeds on the check automatically.
A character who has proficiency with jeweler's tools can cut the gems with two days of work per gem. Doing so multiplies each gem's value by ten.
C6: Crystal Cave
[image: A waterfall in a crystal cave hides a fey crossing to the Eternal Garden]
This crystal chamber is tethered to the Eternal Garden and by extension the Feywild. The waterfall isn't truly unmoving, but it pours so slowly it appears that way to casual observation. It takes 20 minutes for a droplet to fall from the ceiling into the pool.
Crystals
Any bright light in the room refracts through the crystals and fills the chamber with a soft glow and dazzling rainbow patterns.
Music
The disembodied melody carries the emotional resonance of the Feywild and evokes nostalgia in those who hear it. Characters who listen to the music can feel it tugging at memories from their pasts, whether joyful or otherwise.
The music causes momentary ripples in the seemingly frozen waterfall. A character who studies the waterfall and succeeds on a DC 15 Intelligence (Investigation) check notices the ripples and their connection to the music.
Pool
The pool is 5 feet deep. At the end the waterfall pours into, it too appears frozen in time, while at the far end, the water perceptibly flows into the stream. Within 10 feet of the waterfall, the pool is solid enough to walk on, though anything stationary on the water's surface slowly sinks to the bottom over the course of 1 minute.
Waterfall
The waterfall blocks passage to the fey crossing in x. Like the pool, the waterfall is nearly solid, and it blocks the tunnel except for a 1-inch gap on either side. The waterfall is 5 feet thick. A creature that looks through it with a light source can make out a passage hidden behind the falls.
Traversing the waterfall is difficult but can be accomplished through the following means:
- Brute Force. As an action, a character can force their way through the falls with a successful DC 20 Strength (Athletics) check. A character who fails the check still manages to push through but gains 1 level of exhaustion from the exertion.
- Song. A character can create a temporary passage through the water by humming, singing, or playing a song. As an action, a character who performs a song and succeeds on a DC 15 Charisma (Performance) check creates a 5-foot-wide opening in the waterfall for 1 minute.
- Spells. Magic offers the following solutions:
- Control Water parts or raises the waterfall for the spell's duration.
- Create or Destroy Water cast to destroy part of the waterfall destroys a 5-foot-cube of water, which fills in after 1 minute.
- Teleportation bypasses the waterfall as normal.
- A creature under the effect of a Slow spell more closely matches the waterfall's altered time and can move through the waterfall as if it were difficult terrain.
- A successful Dispel Magic spell (DC 15) cast on the waterfall causes it to flow normally for 1 minute, during which time creatures can move through the water as if it were 3.
At the DM's discretion, other solutions to bypassing the waterfall might exist.
C7: Observation Parlor
This was once a lounge Caerwyn and Porphura used to relax and enjoy the view of the crystal cave through the waterfall.
Alcove
This alcove is a fey crossing, a place of beauty where the Material Plane and the Feywild converge. Its walls are carved with a triptych woodland scene depicting forest animals and reveling satyrs, pixies, and sprites. The alcove radiates an aura of conjuration magic if observed with a Detect Magic spell, and any creature that moves into it vanishes, transported to x of the Eternal Garden (detailed later in this adventure).
Eternal Garden
Since being drawn into the Feywild, the Eternal Garden has become a Domain of Delight: a realm subject to the whims of the archfey who rules it. The overall composition and layout of the garden remain consistent from its days in the Material Plane, but Feywild magic has suffused it with a vibrancy beyond reality. Colors are more saturated, sounds are almost musical, and sensations pluck at a visitor's emotions, like the scent of a beloved childhood meal or the melody of a cherished tune.
Caerwyn and Porphura's magnificent home, the Palace of Spires, disappeared from the garden long ago. In the place where it once stood now looms an ever-changing hedge maze. Leaves growing throughout the garden act as keys to a magic sundial at the heart of the maze that transports those who solve it to the hidden palace.
Garden Denizens
Fey creatures, awakened animals and plants, and wanderers both Humanoid and otherwise call the garden home. Some of its long-standing residents were once visitors from faraway places who elected to stay in the garden, which transformed them into Fey over time. These sapient beings tend to form communities, though some prefer solitude, and they all are free to wander the garden as whim or errand dictates. The residents' demesnes are indicated on map 4.2.
Awakened Animals
Feywild magic has bestowed sapience on some of the Beasts that dwell within the Eternal Garden. Awakened animals in the garden speak Common and Sylvan.
The Gardener
The archfey who governs the Eternal Garden is known simply as the Gardener. The Gardener was a lifelong friend of Caerwyn and Porphura and gladly bound themself to the garden. Now, the Gardener lovingly tends the garden as much because it is their own home as to honor their dear friends' memories. The Gardener doesn't tolerate any attempt to damage or significantly alter the garden, nor do they accept the killing of any of its residents. Digging a hole, breaking branches, or foraging for food is fine. More intrusive or violent actions such as damming a river, clear-cutting a forest, or slaughtering pixies draw the Gardener's ire.
The Gardener demands an explanation for transgressions worthy of their attention, and if the characters aren't contrite, the Gardener attacks to knock them unconscious and leaves them at the mercy of the leprechauns' mischief (see x). This is a one-time chance for the characters to amend their behavior. If the characters continue to be a problem, the Gardener forcibly ejects them from the garden, teleporting the characters to the mouth of the Cave of Echoes. If the characters later return to the garden, its residents advise them to tread lightly.
Love in the Garden
Juliana and Orlando have spent two days in the Eternal Gardenâequal to two years on the Material Planeâwandering the garden's meadows in awed delight, thrilled and relieved to have found a sanctuary where they can live and love each other in peace. The garden's Fey and awakened residents feel a glimmer of their lost friends Caerwyn and Porphura in the young couple; many denizens are convinced Juliana and Orlando are the garden's creators reincarnated. As such, they're fiercely protective of the couple and become hostile toward intruders who threaten the lovers.
Random Encounters
You can breathe life into the garden by introducing random encounters as the characters explore the realm. A random encounter occurs whenever you want one to, such as while the characters are traveling between locations. To determine what they find, roll on the Eternal Garden Encounters table. If you don't like the result, choose a different encounter you think would be fun.
Eternal Garden Encounters
| d8 | Encounter |
|---|---|
| 1 | Two awakened giant badgers (see the "x" section) fret as they prepare their burrow for a visit from one of the badger's in-laws. |
| 2 | Two leprechauns repair a large pile of worn-out shoes and boots. If the characters help, the leprechauns might give the characters a hint to one of their limerick riddles (see x). |
| 3 | Three satyrs argue as they pick berries for making wine. They ask the characters to settle a dispute over which of the satyrs has the best muscles. |
| 4 | Stargleam and Silverlily, the unicorns from x, discuss philosophy while on a walk. |
| 5 | Gnarlroot, the irascible treant from x, lumbers through the garden, grumbling to himself about the antics of a prank-loving leprechaun. |
| 6 | A fun-loving awakened tree uproots and blocks a character's path, mimicking their movements. |
| 7 | Gorguth the chimera (see x) flies overhead and lets out a fearsome roar. If the characters draw Gorguth's attention, he descends to meet them. |
| 8 | The Gardener strolls through the area, humming merrily to themself, inspecting plants, and greeting the garden's inhabitants. |
Eternal Garden Features
The Eternal Garden has the following features:
- Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds itself back where it entered the border, returning to the garden.
- Eternal Summer. The climate in the garden is a perpetual, lovely summer, but weather conditions reflect the emotional tone of creatures in the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters throughout the domain.
- Gardener's Vigil. The Gardener senses when anything dies in the garden. If a creature dies in the garden, roll a d6. On a 1, the Gardener appears on initiative count 20 of the next round (losing initiative ties) to investigate.
- Lighting. The sky above the garden is a perpetual twilight range of orange, red, pink, and yellow hues with no visible sun, moon, or stars. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead.
- Memory Loss. Unless otherwise stated, a creature that leaves the domain must make a DC 10 Wisdom saving throw; Fey creatures and creatures with the Fey Ancestry trait automatically succeed on the saving throw. On a failed save, the creature remembers nothing of its time in the garden or the Palace of Spires. On a successful save, the creature's memories remain intact, but they're hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature's memories.
- Time. Time passes slower in the Eternal Garden relative to other planes. For each day spent in the garden, one year passes on the Material Plane.
Eternal Garden Locations
The following locations are keyed to map 4.2.
G1: Fairy Ring
When the characters pass through the fey crossing in the Cave of Echoes (see x), they vanish and reappear in the center of this fairy ring. The characters all appear at the same time, even if they entered the alcove at different times.
Leprechauns
The five creatures are leprechauns named Brunnick, Cellia, Flenas, Layleen, and Nerwyn. They are mischievous but fun loving, and all are genuinely delighted to see new visitorsâmostly because they have new people to tease, as the rest of the garden's inhabitants have long grown weary of their antics.
Toadstools
The toadstools form a fairy ring that acts as a permanent teleportation circle, which can serve as the destination of teleportation magic and spells such as Plane Shift. Though the fairy ring once provided an exit from the garden, the fey crossing is now one-way, allowing exit only with a special key (see the "Returning to the Garden" section of this adventure's conclusion for more on exiting through the fairy ring).
What the Leprechauns Know
The leprechauns greet newcomers happily, responding to questions about themselves, the garden, and Juliana and Orlando with one or more of the cryptic rhymes shown in the Limericks table.
If the characters ply the leprechauns with amusements (leveraging the leprechaun's Reluctant Refusal trait), the charmed leprechauns let slip some hints to their riddles or their belief that the young lovers are the incarnations of the garden denizens' beloved friends, Caerwyn and Porphura.
If the leprechauns are attacked, they confuse foes with illusions or turn invisible and flee. They take care to return later to plague the characters with irksome pranks such as the following:
- Steal a weapon or magic item
- Steal a component pouch or spellcasting focus
- Fill armor, clothes, or packs with itching powder
[image: A boisterous gaggle of leprechauns greets entrants to the Eternal Garden with japery and merriment]
Limericks
| Limerick | Describes |
|---|---|
| The river o'er yonder appearing, Has five bridges of which you're hearing. The problem we set, Is how do you get, Across each and return to this clearing? | Endless River (x) |
| A fountain rests here in the garden, Whose waters, we hear, like to harden. But a drink now and then, Cures all in our ken, And may even bring cries of "Pardon!" | Fountain All Heal (x) |
| There's a lovely building just here, With turrets and domes far and near. 'Tis a shame you can't spy it, As we urge you to try it. Solve the puzzle and see it appear! | x (detailed later in this adventure) |
| Some may think our maze is a pest, But it shelters a haven of rest. And ere anyone leaves, They must leave more than leaves, And then honor our master's request. | Hedge Maze (x) and x (detailed later in this adventure) |
| There are leaves in the garden to trace, And a maze with a clear central space. With a leaf in your hand, You could stand and stand, But to leave, leave the leaves in place. | Hedge Maze (x) |
| There once was a young man from Sybar, Who was stung on the nose by a wasp. We said, "Does it hurt?" He replied, "Not at all, It can do it again if it likes." | Nonsense, but it sends the leprechauns into gales of laughter and knowing winks |
G2: Leprechaun Woods
The leprechauns in x often roam this forest. They hide here after pulling pranks on the garden's denizens.
Key Leaves
The shamrock leaves that grow in this area function as a key to the teleportation sundial in the maze (x).
G3: Great Oak Tree
Several leprechauns live inside this great oak. The interior is sized for Small creatures and is brightly lit by cage lanterns full of fireflies. At any given time, 1d4 friendly leprechauns are here, enjoying the comforts of their home.
Hidden Home
An illusion hides the front door to the tree house at ground level. A character who studies the tree trunk and succeeds on a DC 14 Intelligence (Investigation) check discerns the illusion for what it is.
The first floor of the tree home is a circular kitchen with wooden furnishings and simple flatware for five. It's stocked with nutritious food, water, and wine. A spiral staircase carved into the interior wall of the trunk rises to a bedroom with five crisply made beds arranged radially around the wall. A chest at the foot of each bed holds fashionable clothingâmost of it redâand blankets.
Kitchen Pit
Beneath the kitchen table is a secret trapdoor. A character who searches the kitchen and succeeds on a DC 15 Wisdom (Perception) check discovers the door. It leads to a tunnel that ends in a cave-in with several crushed humanoid skeletons visible at its edge, but this is an illusion concealing a 6-foot-deep pit. A character who searches the tunnel and succeeds on a DC 14 Intelligence (Investigation) check, or who tries to interact with the illusion physically, discerns the illusion for what it is.
Key Leaves
The shamrock and oak leaves that grow in this area function as keys to the teleportation sundial in the maze (x).
Treasure
A character who digs at the bottom of the kitchen pit discovers a pouch with an Ioun Stone (sustenance) and two dull-gray stones that lost their magic long ago. Digging deeper reveals a copper crock filled with 2,500 gpâthe leprechauns' collected gold. If the gold is stolen, the leprechauns stop at nothing to retrieve it.
G4: Endless River
[image: Vuuthramis, a timid bronze dragon, gambols in the river when no one is watching]
The river is home to Vuuthramis, a shy but playful young bronze dragon. She lives in a cave hidden beneath the river. Vuuthramis drank from the Fountain All Heal (x) and succumbed to its enchantment. As a result, she has no desire to keep a treasure hoard. She's content to swim and frolic in the river, occasionally venturing onto its banks.
Vuuthramis cautiously observes characters near the riverbank. Characters who survey the river or enter its waters and succeed on a DC 14 Wisdom (Perception) check spot the dragon, who keeps her distance. If a character reacts peacefully and succeeds on a DC 15 Charisma (Persuasion) check, Vuuthramis overcomes her reticence. Otherwise, she darts away, only to return later.
Capricious River
The river ranges from 10 to 20 feet in depth and 10 to 50 feet in width. Its flow is unpredictable, reversing at various points along its ovular length. Roll a die for any 100-foot stretch of river. On an even number, it flows clockwise; on an odd number, it flows counterclockwise.
What Vuuthramis Knows
Vuuthramis watches and listens along the course of the river and knows the surrounding inhabitants. If a character overcomes the dragon's shyness, she tells the characters about a few of the garden's denizens, such as Gnarlroot, the treant in x, who "seems extra grumpy today."
In addition to this general knowledge, Vuuthramis witnessed Juliana and Orlando stop to picnic with a group of pixies and sprites from the fairy forest (x) on the riverbank two days earlier, before the pair continued west.
G5: Dryads' Woods
Two dryads, Sonna and Yvra, tend to this stretch of woods. Sonna and Yvra were once knights in service to rival Fey courts who fell in love. As punishment for defying their rulers to pursue a relationship, they were bound to oak trees and separated. The Gardener heard their lamentations, and when Caerwyn and Porphura approached the archfey to take charge of the domain, the Gardener stole Sonna and Yvra's trees from their jailers and planted them here, where the dryads could finally be together.
The dryads enjoy playing card games, especially a simple bluffing game known as myriad. If the characters behave peacefully, the dryads challenge a willing character to a quick round. To win the game, a character must succeed on a DC 17 Charisma (Deception) check to out-bluff the dryads or a DC 17 Wisdom (Insight) check to catch them in a lie.
What the Dryads Know
The dryads correctly suspect Juliana and Orlando are in the x but are hesitant to say anything. They see themselves in the missing lovers and won't risk bringing them to harm. However, if a character beats Sonna and Yvra at myriad, the dryads reluctantly suggest that Gnarlroot, the treant in the south ravine (see x), might know more.
Key Leaves
The oak leaves here are a key to the teleportation sundial in the maze (x).
Treasure
Fluttering in the branches of Sonna's tree is a Cloak of Elvenkind. Yvra's tree has the set's matching Boots of Elvenkind hidden in a hollow. One of the boots holds a leather pouch containing thin ivory plates whose illustrations resemble those of the storied Deck of Many Things. The deck is nonmagical and worth 100 gp. Yvra uses them to play a solitary card game called patience.
G6: Satyrs' Forest
Five satyrs revel in this forest. The largest clearing in the woods is surrounded by flowering shrubs and has a single towering elm tree in the center. The satyrs live here, sleeping on pallet beds surrounding the elm tree. Their leader, Xanim, carries a set of panpipes and leads their carousing.
Xanim and his kin (Kren, Vella, Zamuel, and Liss) are incorrigible gossips. They gleefully greet any newcomers and urge them to join the revelry.
Trapped Hollow
The satyrs' treasure is tucked into a hollow formed by the elm's gnarled roots and guarded by a hidden noose snare. A creature that steps close enough to search the root hollow must succeed on a DC 16 Dexterity saving throw or be hoisted 20 feet into the air. The creature has the restrained condition until it gets free by cutting the rope or slipping out as an action with a successful DC 16 Dexterity (Acrobatics) check. A character who surveys the hollow from a distance and succeeds on a DC 16 Wisdom (Perception) check discovers the trap, which can be disarmed by poking it with a stick or tool to set it off.
What the Satyrs Know
If the characters share any juicy tidbits of gossip with the satyrs, such as the name of a secret crush, the satyrs respond with stories about other denizens of the garden, particularly the leprechauns. The satyrs show open annoyance at the leprechauns' pranks and hint that by offering the leprechauns a dance or fine meal, the characters might be able to persuade them to part with more information. The satyrs know of Juliana and Orlando but haven't met them; they eagerly look forward to partying with the "new arrivals."
Treasure
In the tree hollow is a leather sack containing 400 gp and a locked wooden box. As an action, a character can pick the lock with a successful DC 20 Dexterity (Sleight of Hand) check using thieves' tools. The box holds three sapphires (200 gp each), a Potion of Animal Friendship, a Potion of Diminution, a Potion of Healing (greater), and a set of fine reed pipes worth 25 gp.
G7: Chimera's Crag
Gorguth the chimera drank from the x and became enchanted by it. The chimera now lairs on a crag at the back of the ravine. Over the years, the magic of the garden kindled a spark of understanding in the creature. He is indifferent toward the garden's denizens and peaceful visitors.
Gorguth is a chimera with the following changes:
- His alignment is chaotic neutral.
- He speaks Common and Draconic.
Gorguth enjoys flying over the garden, occasionally performing threatening but harmless swoops near anyone he sees. When he spots the characters, he makes an intimidating display, scorching the ground with his fire breath before landing on his crag to observe their reactions. Each character must succeed on a DC 15 Wisdom saving throw to keep their composure. Characters immune to the frightened condition automatically succeed on this save. If any characters keep their composure, Gorguth becomes friendly and willing to chat. If every character fails the save, the chimera laughs and returns to the sky.
What Gorguth Knows
Gorguth observed Juliana and Orlando during their travels and knows they've spent a great deal of time talking with the Gardener, who lives in a cave across the lake (see x).
G8: Bears' Range
A mated pair of awakened brown bears (see the "x" section) and their awakened cub (use the black bear stat block) live in the cave and claim the surrounding area as their territory. The adult bears are hostile toward strangers but not violent unless provoked. Suspicious of visitors, they warn trespassers to back away from their den. The cub is indifferentâcurious but skittish.
What the Bears Know
The bears' attitudes improve by one step if the characters offer them food or if a character explains the party's presence and succeeds on a DC 12 Charisma (Persuasion) check.
The cub observed Juliana and Orlando two days ago. She followed them to the Fountain All Heal (x), where the pair quenched their thirst. If the characters improved the cub's attitude, she gladly agrees to lead the characters to the fountain.
G9: Fountain All Heal
[image: The enchanting waters of the Fountain All Heal make its drinkers never want to leave the garden]
Caerwyn and Porphura worked together to create this miraculous fountain; over the ages, entrancing Feywild magic has permeated its waters. The basin is 4 feet wide and 3 feet deep. The water spilling from the basin streams down the slope toward the lake (x).
Curative Water
The fountain's waters are cool, pure, refreshingâand a potent magical elixir. A creature that drinks from the basin gains the benefits of both the Greater Restoration spell (all its benefits) and the Heal spell, and any entities possessing the drinker are forced out.
Any water scooped from the basin must be drunk immediately to benefit from its properties. If bottled or removed from the fountain, the water loses its magic and turns into gravel.
Entrancing Draught
A creature that drinks from the fountain must succeed on a DC 18 Wisdom saving throw or permanently lose all desire to leave the x. Fey and creatures with the Fey Ancestry trait automatically succeed on the saving throw. An affected creature resists any attempt to forcibly remove it from the garden. If the creature is removed from the garden, it is overcome with an irresistible desire to return. This effect can be removed only by a Wish spell (such as those granted in the x, detailed later in this adventure); a carefully worded wish can free multiple creatures from the water's trance.
Key Leaves
The dog-rose leaves here are a key to the teleportation sundial in the maze (x).
G10: Fairy Forest
This stretch of forest is home to a gathering of Fey folk. Six pixies and six sprites are present in and around the willow tree at any time. Though there are dozens of the Fey in total, most of them are gallivanting about the woods and the greater garden.
When the characters first enter the fairy forest, the six sprites here sneak up invisibly and attempt to learn more about the visitors. The sprites and pixies are hostile to any evil creatures they discover and try to drive such foes away.
Fairy House
The pixies and sprites live in an abandoned badger burrow in the willow hill. Only Tiny creatures can fit through the foot-tall fairy door set into the burrow's entrance. The Fey furnished and decorated the burrow like a tiny house; it has four rooms.
What the Fairies Know
To non-evil beings, the pixies and sprites are perfectly amiable, revealing themselves and welcoming such characters to their home. If the characters inquire about the garden or any of its residents, the Fey huddle up and whisper among themselves before a spokes-pixie cheerfully announces they'll happily help in exchange for a gift. The pixie accepts any magic item, anything shiny or sparkly, or anything with a story imparted by the character who offers it.
After receiving an acceptable gift, the fairies disclose that several of them spent some time at a picnic with Juliana and Orlando on the couple's first day in the garden and eventually led them to the Fountain All Heal (x) to quench their thirst.
Treasure
Hidden in the fairies' burrow are a Potion of Clairvoyance and a gold ring (250 gp) set with a Pearl of Power.
G11: Barkburrs' Grove
[image: Spooky faces haunt the burled trees of the barkburrs' gloomy thicket]
The smaller oak trees here evoke looming figures because they were all once people before they were transformed into trees by the two barkburrs that cling to the central oak. The barkburrs attack any creature that comes within 20 feet of the tree. The Gardener doesn't punish creatures that defend themselves against the barkburrs, knowing more barkburrs will grow off the knobby oak in short order.
A creature petrified by the barkburrs can be returned to its true form by dunking its roots in the Fountain All Heal (x). It takes 1 minute for the transformed creature's roots to "drink" from the fountain's waters.
Key Leaves
The oak and mistletoe leaves here are keys to the teleportation sundial in the hedge maze (x).
Treasure
A sheathed +1 Longswordwith a gem-encrusted hilt pokes up from the central oak's roots. The sword sheds light as a torch when drawn. Hanging from the high branches of a smaller oak is a black opal pendant (1,500 gp). A character who searches the grove and succeeds on a DC 16 Wisdom (Perception) check notices the pendant.
G12: Treant's Stand
A curmudgeonly and venerable treant, Gnarlroot, lives near the cave in the back of the ravine. He watches newcomers from afar and reveals himself only if they damage any plant life or approach his cave. When Gnarlroot emerges, he grumpily tells the characters to respect other people's homes.
Hidden Cave
A mossy cave hidden toward the back of the ravine holds a simple table and stool and a rack full of gardening tools. The furniture is for the Gardener's benefit, and both they and Gnarlroot use the tools to tend various plants in the garden. Characters who search the ravine and succeed on a DC 15 Wisdom (Perception) check find the cave behind a curtain of ivy.
What Gnarlroot Knows
Gnarlroot often converses with the Gardener when the archfey stops by. He knows about Juliana and Orlando thanks to a recent visit from the archfey. If the characters agree to get off his lawn, Gnarlroot tells them the paramours were seen gathering leaves throughout the garden before entering the hedge maze (x).
Treasure
Hidden in a leather sack under some mossy rocks in the cave is a Potion of Growth. A character searching the cave finds the stash with a successful DC 20 Intelligence (Investigation) check.
G13: Cave of the Toads
The stream runs into a crack in the rock at the back of the 30-foot-deep cave. Two giant toads lair in the cave, guarding their clutch of eggs. The toads are indifferent to the characters unless the characters come more than 10 feet into their den, at which point the toads croak angrily in defense of their eggs. A character can use an action to try to calm the toads, doing so with a successful DC 15 Wisdom (Animal Handling) check. Once calmed, the toads allow the characters to explore the cave unhindered. The toads attack if their eggs are threatened.
Treasure
Wedged into the crack where the stream begins is a +1 Shield emblazoned with the image of a brightly painted frog.
G14: Centaurs' Meadow
The meadow and structure are home to a family of four centaurs. The parents, Heraq and Persella, are initially wary of the characters and tersely ask them to state their business. The centaur children, Kari and Vinz, spend most of their time running through the meadows and swimming in the lake with the giant otters (x). If the characters are respectful, the centaurs invite them inside for tea sweetened with honey.
The bees are docile unless their hive is damaged. If a creature damages the beehive, a swarm of insects (wasps) erupts from the hive and attacks until the offending creature dies or flees.
Shelter
The centaurs' home has an open-air common room with a large trestle table, cooking utensils, and fresh fruit and nuts. Three bedrooms behind it house the family, two for the children and one for their parents. The rooms are appointed with straw mattresses and lockers containing brushes and simple upper-body clothing.
What the Centaurs Know
Kari and Vinz saw Juliana and Orlando enter the hedge maze (x) yesterday, but the couple never returned.
Treasure
A character can carefully harvest a single dose of magical honey from the hive without upsetting the bees with a successful DC 10 Wisdom (Survival) check. The honey collected functions as a Potion of Vitality.
[image: With sharp horns and even sharper wit, the unicorns Stargleam and Silverlily delight in philosophical debates]
G15: Unicorns' Meadow
Two mated unicorns named Stargleam and Silverlily live here. They enjoy walking the paths of the hedge maze (x) and occasionally assist the Gardener in protecting the domain. It's been decades since their help was required, but they remain vigilant and intensely question newcomers to the garden.
What the Unicorns Know
The unicorns are initially standoffish and try to get the measure of anyone pumping them for information with a philosophical debate, such as when it's okay to lie to someone you love. A character who engages the unicorns in their debate and succeeds on a DC 15 Charisma (Persuasion) or Intelligence (History) check earns the unicorns' grudging respect. Thereafter the unicorns are willing to discuss the garden and its inhabitants, including the entrancing power of the Fountain All Heal (x). The unicorns then reveal Juliana and Orlando are under its sway.
G16: Yellow Rose Arbor
Two hedge-walled arbors mark the east meadow. The northern arbor grows yellow roses, while the southern arbor (x) grows red roses.
Hedges
The hedge wall is 5 feet thick and immune to all damage. A creature can force its way through the wall, spending 4 feet of movement for each foot traveled. Creatures that push through a hedge wall must make a DC 15 Dexterity saving throw, taking 31 (7d8) piercing damage from its thorns on a failed save or half as much damage on a successful one.
Roses
The lovely scent of the roses fills the arbor inside the hedge walls, causing a drowsy euphoria in creatures that inhale it. A creature that breathes the scent must succeed on a DC 15 Constitution saving throw or have the poisoned condition for 24 hours. A creature that succeeds on the save is immune to the roses' perfume for 24 hours.
G17: Red Rose Arbor
Aside from its position and the color of the rosesâthe ones here are a deep, rich redâthis arbor is identical to x.
G18: Lake
Two friendly giant otters (giant weasels with a swimming speed of 40 feet) frolic in this shallow lake, which slopes gently from the shore to a depth of 10 feet. The otters are curious and playful; they dart up to investigate anyone in the lake.
The otters delight in bumping small boats and tugging on their rails. Each time an otter bumps a boat, creatures in it must succeed on a DC 10 Dexterity saving throw or fall into the water. The otters are easily distracted by anyone tossing them small objects; they play with such objects in their paws, pass the objects between each other, or play fetch with whoever threw the objects.
Boat
A wide rowboat boat is tied to the jetty on the western bank. The boat can comfortably hold up to six Medium creatures and has two oars.
G19: Water Palace
The water palace is a lovely place for relaxation and quiet meetings. It's open to all.
Main Floor
The main room is open and airy, with a long white table in the center surrounded by four padded chairs. A crystal decanter and four matching glasses sit on a silver tray.
Otter Den
The otters have a den in the flooded "basement" of the palace. A hole in the wall under the west side of the docking platform allows them to swim in and out of the den. The floor is covered in gravel, fish bones, and shells. Stairs ascend to a loft with a nest and four playful baby giant otters (weasels with a swimming speed of 30 feet).
G20: The Gardener's Rest
This is the Gardener's home. The tunnel leads into a roughly hewn stone room with terraced shelves and many soil beds on the floor. Plants, mushrooms, moss, and lichen of all kinds grow in the beds. A door in the back wall leads to a room with a moss bed and stacks of books from other worlds, all discussing botany and nature.
The Gardener is present the first time the characters arrive. The archfey is friendly toward the characters and curiously inquires as to their business in the domain. After some initial investigation of the characters' intentions, the Gardener offers refreshment. If the characters have behaved peacefully toward the garden's denizens, the Gardener also casts the Heroes' Feast spell to produce a repast of delicious vegetables for the characters.
If the characters attack the Gardener, the archfey defends themself, all the while admonishing the characters for their rudeness and offering several chances to have a more polite discussion.
What the Gardener Knows
The Gardener is happy to answer general questions about the garden and its creators. If the characters are respectful, the archfey confirms that Juliana and Orlando are present in the domain. If asked either where the lovers are now or how to leave the garden, the Gardener encourages the characters to solve the hedge maze (x) to find what they're looking for.
Key Leaves
The dog-rose leaves here are a key to the teleportation sundial in the maze (x).
G21: Hedge Maze
This shifting hedge maze surrounds the means to enter the x: a magic sundial.
Maze
Each time creatures enter the maze, the path through is different. To successfully navigate the maze, a creature must succeed on a DC 15 Intelligence (Investigation) or Wisdom (Survival) check or reemerge at its starting point. Groups that enter the maze together make this check as a group check. A creature can create a more direct route by pushing through the walls, but it risks running afoul of the hedges' thorns (see the "Hedges" section below). A straight path between the center of the maze and its starting point has 1d3 + 1 hedge walls in the way.
Residents of the garden and any creatures that have succumbed to the entrancement of the Fountain All Heal (x) instinctively know the correct path through the maze, automatically succeeding on checks to navigate it.
Hedges
The hedge wall is 5 feet thick and immune to all damage. A creature can force its way through the wall, spending 4 feet of movement for each foot traveled. Creatures that push through a hedge wall must make a DC 15 Dexterity saving throw, taking 31 (7d8) piercing damage on a failed save or half as much damage on a successful one.
Sundial
In the center of the maze is a rose-quartz sundial with a silver gnomon. The dial always shows noon during the day. Leaf-shaped impressions carved into the four corners of the sundial's face depict plants found throughout the garden: dog rose, mistletoe, oak, and shamrock. A character can identify the leaves with a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check.
The leaves act as keys to the sundial. If all the appropriate leaves are placed in their respective impressions, the sundial glows, and every creature in the center of the maze is transported to x of the x (detailed in the following section). The leaves are then consumed.
The Sundial Keys table outlines where each type of key leaf can be found in the garden.
Sundial Keys
| Key Leaf | Location |
|---|---|
| Dog rose | Fountain All Heal (x), Gardener's Rest (x) |
| Mistletoe | Barkburrs' Grove (x) |
| Oak | Great Oak Tree (x), Dryads' Woods (x), Barkburrs' Grove (x) |
| Shamrock | Leprechaun Woods (x), Great Oak Tree (x) |
Palace of Spires
[image: Tucked away in a demiplane of its own, the Palace of Spires shields inhabitants from the worries of the world]
Porphura constructed this magnificent palace to house herself and Caerwyn, her beloved. The palace once stood where the hedge maze (x) now does, facing the lake in the garden. Composed of striking purple-red porphyry stone, the palace remains a comfortable domicile for those who find their way here now.
After Caerwyn's death, Porphura built a tomb for them both in the palace's crystal dome. With the Gardener's help, the grieving wizard performed her last great work: drawing the entire structure into a demiplane accessible only through the sundial at the heart of the maze. When all was arranged, she laid down with Caerwyn for the final time and let the magic that preserved her own life beyond its natural span end. The Gardener said their final farewell to Caerwyn and Porphura, sealed the tomb, and left the palace forever. Out of respect for their late friends, the Gardener won't enter the Palace of Spires for any reason.
Palace of Spires Features
Unless otherwise specified, the Palace of Spires has the following features:
- Ceilings. Ceilings in the palace are vaulted and 40 feet high.
- Indestructible. The palace and its furnishings are immune to all damage and can't have their forms changed.
- Lighting. Soft light permeates the demiplane. Light outside the palace matches that of the Eternal Garden (see the "x" section), while interior areas are brightly lit by Continual Flame spells.
- Secret Doors. Some doors in the palace blend in with their surroundings. A character who searches for a secret door and succeeds on a DC 20 Wisdom (Perception) check finds it.
- Time. Time in the demiplane moves at the same rate as in the x.
Palace of Spires Locations
The following locations are keyed to map 4.3.
P1: Gatehouse
Creatures who solve the sundial puzzle in the maze (x) arrive here. The silver gates can't be opened or damaged. If a creature slips through the bars or teleports past them, they can't travel beyond the haze, which is the boundary of the demiplane in which the palace resides.
P2: Walled Garden
The outer wall is 20 feet high, and the flowers in the garden remain perpetually in full bloom. The reflecting pool is 1 foot deep.
Sundial
The sundial here functions identically to the one in the hedge maze (x), but the leaves required to operate it don't grow within the demiplane. If the characters didn't bring extra leaves with them when they entered, they must find the reusable keys carried by the current occupants of the palace (see x and x) to leave it. Activating this sundial returns the characters to the center of the maze.
P3: Corner Bowers
These bowers are compelling spots to rest. The disembodied music soothes worry and weariness. A drowsy feeling washes over a creature that enters, though it is under no compulsion to sleep.
Refreshing Rest
A creature that finishes a short rest in the bower instead gains the benefits of finishing a long rest. The creature can't benefit from this property again for 24 hours.
P4: Entrance Porch
The two column statues are depictions of Caerwyn and Porphura. The statues are living guardians (use the earth elemental stat block). They animate and attack anyone who tries to force the doors open by any means. The columns stop attacking a creature that ceases its attempt and lays down any weapons it's wielding. If all creatures do so, the guardians return to their original positions. If the guardians are destroyed, they reform at the next dawn.
Doors
The words above the door appear written in the preferred language of whoever reads them. The doors open for a creature only if that creature approaches the doors with no weapons bared. A character can force the doors open with a successful DC 25 Strength (Athletics) check or with a Knock spell, but doing so prompts the guardians to attack.
P5: Entrance Hall
Natural light fills this vast entry hall. The atrium's ceiling rises to 80 feet, while the fountain's water jet peaks at 60 feet. The opaque shape above the atrium is the sarcophagus in the tomb (x).
Disturbance
Sounds of combat or other loud, alarming noises in this area draw the attention of Juliana and Orlando in x as well as Argus and Hamish, a pair of former adventurers in x. The latter two arm themselves and come quickly to investigate. Argus and Hamish ignore any ruckus that doesn't sound dangerous, attributing it to Juliana and Orlando and leaving the young couple their privacy.
Treasure
The decanters hold sweet wine, and the fruit is fresh and scrumptious. The two decanters are worth 50 gp each, and the ten glasses are worth 10 gp each. As long as they remain in the palace, the decanters and bowls refill every 24 hours.
P6: Juliana and Orlando's Room
[image: Juliana and Orlando lounge carefree in the palace, unaware two years have passed since they absconded]
This bedroom once belonged to Caerwyn and Porphura, but the denizens of the garden insisted that Juliana and Orlando inherit it. A secret doorway in the northwest corner opens onto a spiral staircase leading to x.
Juliana and Orlando (neutral good, human nobles with Armor Class 11 and no armor or weapons) recline together here on the suspended couch, relaxing and chatting. They're dressed in bright lounging robes with slippers. The pair are surprised but not perturbed by the characters' arrival if it's peaceful. They are indifferent to the characters, and to their perception, they have been in the Eternal Garden for only two days, not the two years that have already passed on the island of Sybarate.
Juliana and Orlando gladly relate their tragic tale of forbidden love with sincerityâif a touch melodramaticallyâand lament that their families can't see past the old feud. Eventually, it becomes clear the paramours have no intention of going home. A character who listens to the couple's story and succeeds on a DC 14 Intelligence (Arcana) check realizes they have fallen under the enchantment of the Fountain All Heal (x). Characters who visited the fountain earlier make this check with advantage.
Breaking the Enchantment
Juliana and Orlando are under the enchantment of the Fountain All Heal and regard the palace as their new home. Until they're freed from the domain's allureâsuch as by a Wish spell granted in the tomb (see x)âthey won't entertain any notion of leaving. If the effect on them is broken, the couple entertains reasonable arguments to return home and speak to their worried families.
Disturbance
Sounds of combat or other loud, alarming noises draw the attention of Argus and Hamish in x, who arm themselves and come quickly to investigate. The two ignore any noise that doesn't sound dangerous, preferring to give Juliana and Orlando their privacy.
Key Leaves
Juliana and Orlando each carry a set of gilt silver keys to the sundials in x and x. The keys are metal replicas of the required leaves in lifelike detail. Unlike normal leaves, these keys aren't consumed by the sundial and travel with the user to the destination.
Treasure
The 20-foot-square tapestry depicts Caerwyn and Porphura, is worth 1,000 gp, and weighs 300 pounds.
Julianna and Orlando's possessions are stored in the secret closet behind the tapestry and include two sets of fine clothes, two rapiers, two breastplates, a purse containing 30 gp and three diamonds worth 300 gp each, and a gold signet ring worth 50 gp bearing Orlando's family crest.
P7: Argus and Hamish's Room
This well-maintained room includes a secret doorway in the southwest corner that opens onto a spiral staircase leading to x.
Argus Velon (lawful good, human mage) and Hamish Parth (neutral good, human gladiator) are romantic partners and mercenaries. Sent by Governor Folcarae to rescue the young couple shortly after they absconded, Argus and Hamish succumbed to the Fountain All Heal and resolved to stay. When first encountered here, Argus is on a couch reading, and Hamish is whittling. Both wear silk lounging robes and slippers, with no other weapons or equipment. The couple are initially indifferent to newcomers but become friendly if approached peacefully.
The men tease each other fondly during conversation. They're grateful their dangerous vocation brought them together and eventually here. Like the other garden residents, Argus and Hamish believe Juliana and Orlando are the reincarnated creators of the gardenâand they see their own love reflected in the couple. They're fiercely protective of the pair.
Breaking the Enchantment
If the characters break the fountain's enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain in the garden together of their own free will.
Key Leaves
Argus and Hamish each carry a set of gilt silver keys to the sundials in x and x. The keys are metal replicas of the required leaves in lifelike detail. Unlike normal leaves, these keys aren't consumed and travel with the user to the destination. The couple also keeps sets of spare key leaves in a secret closet (see the "Treasure" section).
Treasure
The 20-foot-square tapestry depicts Caerwyn and Porphura, is worth 1,000 gp, and weighs 300 pounds.
A secret closet in the southeastern corner of the room holds Argus' spellbook, which contains all his prepared spells; a Wand of Magic Detection; an ivory inlaid box (150 gp) holding five sets of spare key leaves (see the "Key Leaves" section above); two Potions of Healing (greater); and a bag with 10 pp, 20 gp, 15 sp, and a flawed emerald worth 500 gp.
P8: Gallery
The art in this room all depicts Caerwyn and Porphura. The pieces are affixed to the building and can't be moved from their positions or destroyed.
P9: Roof Gardens
The roof gardens are lovely spots to sit and relax while enjoying an excellent view of the walled garden below (x).
P10: Crystal Bridges
The crystal bridges are perfectly sturdy despite their appearance and offer a safe but bracing walk to the upper rooftop garden.
P11: Upper Roof Garden
This garden leads the way to the tomb of Caerwyn and Porphura (x), offering a moment of serene contemplation and fresh air.
P12: Tomb of Caerwyn and Porphura
[image: Long after their happily ever after, Caerwyn and Porphura remain by each other's side]
As with other crystalline structures in the palace, the floor of this tomb is perfectly safe thanks to the indestructible nature of the demiplane's materials.
Final Rest
The sarcophagus holds the perfectly preserved remains of Caerwyn and Porphura. The carved figures on the lid are exquisitely lifelike in their rendering. As an action, a creature can open the sarcophagus with a successful DC 25 Strength (Athletics) check.
Inscription
The gold lettering on the foot of the tomb is written in Common and reads as follows:
Treasure
The true treasure of the tomb is indicated by the inscription. If a creature visits the tomb but leaves its sarcophagus undisturbed, the magic of the palace grants the creature one casting of the Wish spell, fulfilled by the spirits of Caerwyn and Porphura on the creature's behalf. As the creature departs the tomb, a pair of joyful voices whisper to it in unison. The voices thank the creature for its respect and inform the creature that its next wish spoken aloud before it leaves the garden will be granted. A creature can gain only one wish from the tomb, no matter how many times it visits.
The tomb errs toward the spirit of a wish rather than the strict letter and doesn't twist the wisher's intent, especially if the wish is made to free a creature from the x enchanting draught. Feel free to allow wishes to be partially granted, or to simply inform a player their stated wish isn't fulfilled and they can try again.
If a creature opens the sarcophagus, the palace grants no further wishes, and any it has granted within the last 24 hours are immediately undone.
Inside the sarcophagus lie the perfectly preserved bodies of Caerwyn and Porphura in each other's arms as if only sleeping. Dressed in simple, white, linen robes, they wear matching gold rings (100 gp each). The interred lovers have no wish to return to life, and any magic used to resurrect them or speak to their corpses fails.
Conclusion
If Juliana and Orlando are freed from the fountain's enchantment, they can easily be persuaded to return home to their families if the characters mention that two years have passed for their families or that their families have settled their feud. The couple takes some time to change into their original clothes and gather their equipment. They bid Argus and Hamish a fond, emotional farewell and depart with the characters.
Returning to the Garden
When the characters leave the x and return to the garden, the Gardener is waiting for them in the center of the maze. How they greet the party depends on how the characters dealt with the tomb.
Respected the Tomb
If the characters didn't open the sarcophagus in Caerwyn and Porphura's tomb, the Gardener joyfully greets the characters as if they were old friends. The archfey speaks to each character of the character's individual exploits as if the Gardener witnessed them all, with sincere excitement and admiration. If anyone asks the Gardener about the other garden denizens' belief that Juliana and Orlando are the reincarnations of the gardens' creators, the archfey smiles and requests the characters allow the others to hold onto their beliefs, and to realize the truthâwhatever it may beâin their own time. When asked directly if the young lovers are Caerwyn and Porphura reborn, the Gardener is slyly evasive with a twinkle in their eye.
After offering their well wishes, the Gardener hands each character (and Juliana and Orlando if they're present) a white flower petal and informs them the fairy ring (x) can take them home if they carry the petal into the circle. The archfey then gives a fond farewell and takes their leave.
When a creature carrying one of the petals steps into the fairy ring, a whirl of multicolored flower petals engulfs the creature and gracefully transports it to the mouth of the x. The Gardener allows the characters, as well as Juliana and Orlando, to return to the Material Plane with their memories intact. A year has passed on the Material Plane for each day they spent in the Eternal Garden.
Desecrated the Tomb
If the characters opened the sarcophagus, a sense of creeping dread settles over them when they return to the maze, and the air has an uncomfortable chillâthe garden's endless summer has ended. The hedges of the maze appear withered and dead, and the Gardener is furious. The archfey scolds any characters who participated in the desecration of the tomb, barely resisting resorting to violence.
With a final curse, the Gardener waves a hand, and an icy gale rips through the area, depositing the characters unceremoniously outside the x. The fey crossing to the x never functions for them again.
Should the characters return to the garden by other means, the domain has become twisted and bitter. Plants are wilted, denizens are vicious, and the climate bears the cold bite of winter. The Gardener no longer eschews violence and seeks to vent their fury on the characters.
Completing the Quest
Once returned to the Material Plane, the characters can deliver the news of their success (or failure) to Governor Folcarae. If the characters lingered in the garden, the governor is astonished to see them, remarking that she thought they'd never return.
With Juliana and Orlando
If the characters bring Juliana and Orlando home, the governor is overjoyed, letting her elation and relief crack her usually measured exterior. After a tearful reunion with her daughter and a slightly awkward but heartfelt welcome to Orlando, the governor pays the characters their promised reward in the form of 10 platinum trade bars. Each bar weighs 1 pound and is worth 500 gp.
Empty-Handed
If the characters failed to bring the missing lovers home, the governor is crestfallen but recovers her composure quickly. She thanks the characters for their efforts, but it's clear she's merely being polite. After the governor bids them a terse farewell, the characters can remain in Sybar for a few days before their welcome is obviously worn out. Word spreads of their failure, and merchants and innkeepers raise prices, add steep "taxes" to their goods, and eventually refuse service altogether.