Chapter 1
The garden
Before the creatures, the ground they came out of. This chapter covers how a plant wakes and advances, the five kinds of ground that produce something other than the usual, what a party can read off a field before they step into it, and what they can take home afterward.
The growth cycle
Which stage a party encounters is a fact about the place, not about the fight.
| Stage | Form | Typical CR | Tier of play |
|---|---|---|---|
| 1 — Rooted | Awake, aware, immobile | 1/8 – 1/2 | Levels 1–3 |
| 2 — Uprooted | Tears free, walks, hunts | 2 – 6 | Levels 4–8 |
| 3 — Crowned | Enormous, territorial, sovereign | 9 – 16 | Levels 9+ |
What drives advancement
Left in ordinary loam, a Stage 1 plant stays Stage 1 indefinitely. Advancement requires one of:
- Season and surplus. Roughly one growing season per stage in genuinely rich soil. This is how a neglected estate garden ends up dangerous.
- Interment. Something was buried there. A battlefield, a plague pit, a single powerful corpse. The most common cause, and the most useful, because it comes with a reason the party is already investigating.
- Ambient magic. A ley line, a wild magic scar, a druid’s failed working, a wizard’s leaking laboratory drain.
- Deliberate cultivation. Somebody is farming these — the version that comes with an antagonist (see chapter 6).
What arrests it
- Harvesting removes a plant permanently.
- Salting the bed prevents any further advancement in that soil for a year.
- Hard frost knocks a plant back a stage if it’s caught rooted.
- Crowding. A patch that grows too dense starves itself. Stage 3 specimens are almost always solitary, surrounded by a dead zone of stunted plants that never got their share.
Bedding down
A Stage 2 creature that wants to advance must root itself again and hold still for a season — the most vulnerable thing it will ever do. A bedded-down Stage 2 uses the Rooted trait but keeps its Stage 2 statistics otherwise. This is the best opportunity a party will ever get to kill something before it becomes a problem.
The soil
Soil determines more than size. Two gourds from the same seed, grown forty feet apart, can be entirely different problems, and the ground says which one is coming before anything moves.
There are no modifiers here and nothing to recalculate. Bad ground produces a different creature, and those creatures have their own stat blocks.
Ash ground. Burned-over fields, charcoal pits, the site of an old fire. Rinds come out dry, brittle, and full of gas. Ash ground produces things that move when they shouldn’t and come apart on purpose — the Rollrind and the Tumblewrack.
Grave ground. A battlefield, a plague pit, one powerful corpse. What grows here knows the names of what’s under it and is not shy about using them. See the Gravegourd.
Ley ground. A ley line, a wild magic scar, a druid’s failed working, a wizard’s leaking drain. Growth here comes out wrong in ways that have nothing to do with strength: the Chimeweed silences, the Fondvine makes people love it.
Bog ground. Waterlogged bottom fields and drainage ditches. Slow, heavy, foul, and much harder to kill than it looks. See the Drownbulb.
Starved ground. The dead ring around anything crowned. Too many plants, not enough soil, nothing gets its share. What survives is small, numerous, and desperate — the Runt Patch.
To add a variety that isn’t in this library, write it as a new creature with its own name. Don’t adjust an existing creature’s numbers. Give it different traits instead — that is what makes a variety worth running.
Reading the bed
A party that looks before it walks can tell which stage is in the field, and often what kind of ground grew it. Each sign below is a single Intelligence (Nature) or Wisdom (Survival) check made from the edge of the bed — on a success, tell them what it means. Signs grow easier to read as stages advance.
| Stage/Ground | DC |
|---|---|
| 1 | 15 |
| 2 | 13 |
| 3 | 10 |
Increase the DC by 4 to detect Ash and Grave ground, by 3 to detect Ley ground, and by 2 to detect Starved ground.
Signs vary from bed to bed and from ground to ground. Some examples:
| Sign | Stage/Ground |
|---|---|
| Furrows disturbed from beneath, no tracks leading away | 1 |
| Leaves that track a walking figure instead of the sun | 1 |
| Drag-marks: a broad trailing groove between prints | 2 |
| A crater where something was rooted, the taproot torn out whole | 2 |
| Wide dead zone, stunted plants, soil gray and depleted | 3 |
| One plant taller than the wall, nothing growing within a stride of it | 3 |
| Scorched hardpan, rinds cracked and weeping sap | Ash |
| Rinds gone hollow, ringing when they are kicked | Ash |
| Soil that smells of iron; bone fragments turned by the plow | Grave |
| Rows nobody planted, following the cuts of older graves | Grave |
| Compass needles drifting; frost in summer, dew in drought | Ley |
| A hum off the bed that stops when listened for | Ley |
| Standing water that never drains, skinned over and sweet-smelling | Bog |
| Root mats firm enough to walk on, sinking a hand’s breadth each step | Bog |
| A ring of stunted plants around bare soil, every one the same height | Starved |
| Seedlings crowded so tight that none has room to swell | Starved |
Harvesting
A creature within 5 feet of any Stage 1 or Stage 2 plant at 0 Hit Points can take an action, with an Herbalism Kit or sickle, to make a DC 13 Wisdom (Medicine) or Intelligence (Nature) check — DC 16 for Stage 2 — to sever the taproot cleanly. Stage 3 plants cannot be harvested.
- Success: permanently harvested, yields 1 usable component.
- Failure by 4 or less: dead, but the component is ruined.
- Failure by 5 or more: the taproot retracts into the soil and regrows at half its Hit Point maximum within 30 feet, after 1 minute at Stage 1 or 1 hour at Stage 2.
An ash-grown plant’s component always detonates for 2d6 Fire if the harvester fails the check by any margin.
| Species | Component | Suggested use |
|---|---|---|
| Pumpkin | Ember seed | 1 flask alchemist’s fire; 3 from a Gourdstalker |
| Onion | Bitter tear | Antitoxin, or 1 dose of blinding powder |
| Maize | Whisper husk | Casts Alarm without material cost |
| Cabbage | Layered heart | Restores 1 Hit Die on a Short Rest |
| Tomato | Caustic fruit | Improvised grenade: 2d6 Acid, 5-ft radius, DC 12 Dex |
| Potato | Black eye | Poison that reduces Hit Point maximum (DC 12 Con, 2d6) |
| Garlic | Blessed clove | Undead have Disadvantage on attacks against the holder for 1 hour |
| Chili | Ember pip | Adds 1d4 Fire damage to a weapon for 10 minutes |
| Asparagus | Spear frond | Improvised spear, +1 damage against charging creatures |
| Pea | Rattle pod | Thrown: 10-ft area of Difficult Terrain for 1 minute |
| Carrot | Snapped point | Improvised piercing weapon, +1 to hit while it lasts (1 hour) |
| Ginger | Numbing root | Chewed: Advantage on the next Constitution saving throw against poison, within 10 minutes |
Cultivated species
The twelve cultivated species, each across all three stages of growth.
Variants are their own creatures, not modifiers: Rollrind, Chimeweed, The Runt Patch, Drownbulb, Gravegourd, Fondvine, Tumblewrack. See The Soil in Chapter 1 for which ground produces what.
| Species | Stage 1 | Stage 2 | Stage 3 |
|---|---|---|---|
| Pumpkin | Grinning Gourd | Gourdstalker | Pumpkin King |
| Onion | Weeping Onion | Tearmonger | Lachrymose |
| Maize | Maize Sentinel | Stalkstrider | Harvest Crown |
| Cabbage | Thistleheart Cabbage | Bramblehead | Thistle Colossus |
| Tomato | Bloodvine Tomato | Vinelasher | Bloodvine Sovereign |
| Potato | Blightspud | Hollowman | Long Root |
| Garlic | Wardbulb | Censerhead | Reliquary |
| Chili | Emberpod | Scorchvine | Scald |
| Asparagus | Speartip Row | Pikeling | Serried Crown |
| Pea | Podswarm | Tanglepod | Green Multitude |
| Carrot | Snaproot | Rootlance | Deepspire |
| Ginger | Numbknot | Gingerling | Torpor |