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Delver’s Guide: Hanging Gardens

The cavern you’re in opens wide into a vast, roughly spherical chamber, dug out from the dirt and rock: 60 feet high with a 50-foot diameter at the centerline where you stand at the cavern entrance halfway up the western side of the chamber, a last stony outcropping before plunging steeply 30 feet to what appears to be a lake. Directly ahead and filling the majority of the space are fungal pods that appear to be floating throughout the room. On closer inspection, you realize they are dangling at various heights from ropey stalks that anchor them to the ceiling. The pods glow, filling the space with dim light. There appear to be an additional three similar cave entrances equidistant around the room.

If you’re going adventuring, you best be prepared. Know what you might be getting yourself into and be ready for anything. It’s important to be mindful of your environment. Use it to turn any situation to your advantage.

Hanging Gardens

This particular variety of fungal bloom is not at all uncommon. The fungal pods can be found anywhere in open underground spaces, often as a lonely individual pod or in a small copse. But given the right conditions, they will quickly reproduce to fill the space.

Fungal Pods. The pods—up to 5 feet in diameter—dangle from the ceiling and sway in the eddies of wind that percolate throughout the tunnels. They can take the weight of a medium creature and are packed closely enough that they could be potentially traversed. The pods tend to fill the 20-foot central band of the room, at varying heights; below that is a 20-foot band of mostly empty air and the lake surface, and above is a 20-foot band of just the ropey stalks.

A creature must succeed a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check to move 5 feet, stepping onto and balancing on one of the pods; for each additional 5 the check is over, the creature can move an additional 5 feet. On a failed check, the creature falls, landing prone (but taking no damage) on another pod below its starting point; each additional 5 the check fails by is treated as an additional fall. For each fall, roll a d6; on a 6, the pod bursts, resulting in yet another fall and erupting in a cloud of phosphorescent spores, and the creature is treated as if effected by a faerie firespell for 1 minute (or until submerged in water) and takes 1d6 poison damage and must make a DC 12 Constitution save or be poisoned for 1 minute. If a creature suffers three falls (no matter the cause) before making a successful movement roll, the creature falls to the water below, taking 2d6 bludgeoning damage.

There are several other considerations with the pods:

Additional Hazards

The following are all things I’ve witnessed within a subterranean hanging garden:

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The Delver's Guide series explores the exciting world of dungeoneering by giving you interesting new locations to explore! Each is intended to give encounters a little something extra, designed to complicate encounters with more varied, dynamic, and exciting options, with hazards to avoid and features to utilize and surprises for the unwary. Are you ready for the delve? —by Scott Gable (Warlock Editor).


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