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66

The Petrified Garden

RoomAvoidable ThreatDeadlyGorgon Brood (W04)3 exits
Illustration: Room 66 — The Petrified Garden

Roots have come down through the ceiling here in a hanging curtain, and under them something has been growing for a long time in a shaft of grey light: moss, pale fig, a knee-high ground cover with waxy leaves. It is the first green anything you have seen since you came underground.

There are fourteen people standing in it. A woman with a sack over her shoulder. Two soldiers back to back. A man with his arm up in front of his face. All of them limestone, all of them weathered soft, all of them facing different directions.

Low in the ground cover, something long and dun-coloured shifts its weight to keep the warm patch of light.

DM summary. Two basilisks basking in a root-shaft, and fourteen statues that are both the cover the party wants and the warning they were given. The statues face their killers, and the newest one is pointing.

Terrain & Features

Battle-map thumbnail: The Thick Scrub

Battle map: The Thick Scrub — page 5, 55 × 75 ft (one half of The Scrubland)

The thick scrub is the petrified garden: the printed bushes are the waxy ground cover, the scattered stones read as fallen statues. Chalk the fourteen standing statues, the root-curtain line across the middle, and the daylight circle at centre.

Bypass Options

The intended paths through — every one has a number and a consequence
Bypass — Read the statues and walk their sight-lines

The fourteen statues are a map of every angle that has ever been fatal in this room, and the two clean ones say where the live ones are.

  • Reading them: no check for the fact that they face different ways; Investigation DC 13 to work out that they face their killers and that two are new. A character who says the idea out loud gets it free.
  • The crossing: the room can be crossed at more than 30 ft from the bright circle the whole way, along the south wall, in cover the entire distance. It is group Stealth DC 14 — against the creepers' tremor-sense, not the basilisks' eyes, so armour is the problem and speed is not.
  • One failure: one creeper wakes and rustles. The basilisks lift their heads. The party has one round to be behind stone before anything has a sight-line.
  • Two failures: the creepers are up and one basilisk is turning. Roll initiative, but note that the party is still in cover and still 40 ft from the gaze — retreating out the door they came in is free this round.
  • Cost: the crossing takes four rounds at half speed and passes none of the statues worth looting.
Bypass — Push the marble ahead of you

A fallen statue is a hundredweight of limestone with a person's silhouette. Behind one, a gaze has nothing to look at.

  • The check: Athletics DC 15 to tip and then shove a fallen statue along the ground cover, 10 ft per round, one character pushing, up to two more in its shadow. While behind it a creature has total cover from the gaze and can move through the bright circle safely.
  • Failure: the statue jams in the ground cover or breaks. Loud — the creepers wake — and the pusher is standing in the open in the middle of the room. That is the worst single position in R066 and you should say so as it happens.
  • Cost: it is slow (five rounds to cross), it is noisy, and it breaks a statue that was a person. One of the fourteen has a child's height, and if the party chooses that one to push, let somebody at the table say something about it.
  • The reverse trick: a statue tipped into the bright circle blocks the sight-line permanently and gives the party a cover corridor. This is the clever play and it deserves to work.
Bypass — Take nothing, and withdraw

The basilisks are guarding a warm patch of floor, not a door.

  • The condition: none. The party may leave the way they came at any point before a basilisk has a sight-line, and after that at the cost of one round of movement in the open. Neither basilisk pursues past the root-curtain and the creepers do not leave the room at all.
  • Cost: the time, this room's clue, and the pockets of the two clean statues, which are the only loot here.
  • If the party fights anyway: it can end the session for two characters. A ninth-level party will probably win this fight on hit points and still leave R066 carrying somebody who is now furniture. Say the word "petrified" out loud before the first save, so that the choice is made with open eyes — and then hold to the consequence, because the room also contains its own cure and finding it is the reward for engaging honestly.

Encounter

Deadly · Gorgon Brood (W04) · Budget at APL 9: 14,400 XP

Two basilisks in the light and four creepers in the scrapes. Nobody is hunting; everybody is digesting.

Count Creature XP each
2Garden Basilisk1,800
4Creeper of the Petrified Garden700

Base 6,400 XP; ×2 for six bodies = 12,800 adjusted, under the APL 9 Deadly budget of 14,400 — and this room is still Deadly, because the currency here is not hit points. Two failed Constitution saves and the party has lost two characters for the rest of the session and possibly the campaign. Rate the room by what it can take away, not by what it can bring to zero.

Why they are not already attacking. Basilisks are cold, slow, and mid-meal. There is a half-digested goat in the northern one and it has no interest in anything it would have to chase. They react only to movement inside 30 ft, and their gaze reaches 30 ft and no further — this is stated on the bestiary card and it is the room's whole geometry. The creepers are torpid in the scrapes and wake on noise, not movement.

Round 1, if it starts. The nearer basilisk turns its head, which is the only attack it makes on round 1 — one target, one Constitution save. It does not advance. The creepers take a full round to uncoil and reach anything. Nothing here gets a surprise round, because the statues were the warning and the party had it.

Tactics. The basilisks fight from the warm circle and will not leave the light for more than 20 ft; they cannot be baited out of it and they do not pursue past the root-curtain. The creepers lash and withdraw into the cover to re-coil. If a basilisk drops to half hit points it retreats to the north-west scrape and stops fighting — it is an animal, not a soldier, and it has already eaten today.

Traps / Puzzles / Checks

Petrification, and the garden's own answer to it.

Element Value
The gazeRange 30 ft, and only against a creature that can see the basilisk. Constitution save DC 13: fail, and the creature is restrained; fail again at the end of its next turn, and it is petrified
Averting eyesA creature that averts its eyes has advantage on the save and attacks the basilisk at disadvantage. Say this out loud once
Total coverA statue, the root-curtain, or a shield raised at Dexterity (Acrobatics) DC 13 blocks the line entirely
The cure, in this roomBasilisk blood, painted on stone flesh within one hour, undoes it. One basilisk yields enough for two statues. A wounded basilisk that escapes takes the cure with it
Recognising the cureNature DC 14, Arcana DC 13, or History DC 12 from anyone who has heard a hunter's story. If nobody makes it, the two clean statues are still standing there with blood-stains on their feet
Solved stateBlood applied: the stone goes warm, then soft, and the creature comes back where it left off, confused, cold, and hungry. It does not remember being stone

The oldest statues cannot be saved. Twelve of the fourteen are two centuries past the hour. Do not let the party spend twenty minutes painting all of them; say that the moss-grown ones are past it, and let them save the two that are not.

Exits

AObviousA collapsed doorway in the south wall, half filled with fallen masonry, entirely open from the waist up. No check. It is 40 ft from the bright circle, which is what makes this room survivable.
BHiddenA root-tunnel where the fig has forced the wall apart, behind the hanging curtain. Investigation DC 14, or free for anybody who pushes through the curtain.Rider: you arrive smelling of green things and daylight, which is wrong down here — anything in the next room that lives underground and hunts by scent notices you a round early.
CConditionalThe shaft. Thirty feet of root and stone, climbable at Athletics DC 15, and it goes up rather than on — it comes out in another corridor of the maze, not the surface, and the roots make that obvious to anyone who looks up. Requires the party to be standing in or beside the bright circle, which means dealing with the basilisks one way or another.Rider: you leave by the ceiling. The party arrives above wherever they are going and chooses when to come down: one free round of observation before entering the next room.
Loot

Conditional — one roll on the loot table. The two clean statues still have what they were carrying: a sack over one shoulder, a purse on the other's belt. Both stand inside 15 ft of the bright circle, which means the roll costs a round in the gaze's reach.

If the party restores a petrified statue instead of robbing it, they get the roll anyway — the woman with the sack hands them something out of it, because she has been standing here holding it for nine days and she is not sentimental about cargo. Tell them that only after they have chosen.

Scaling — APL 6 / 12 / 15
APL Adjustment
6One Garden Basilisk, two creepers. Gaze save DC 11, and the cure works within two hours. All DCs −2
9As written
12Three Garden Basilisks, six creepers, and the bright circle is 25 ft across, so the safe corridor along the south wall is 5 ft wide instead of 15. DCs +1
15An Elder of the Pale Sisters asleep against the north wall with her face wrapped, two basilisks, and six creepers. She wakes on the third round of any fight and her gaze is not a 30-ft cone. DCs +3, and give the party the mirror-bright fallen shield in the ground cover — they will need it
DM Notes

Creature Cards

Both belong to Gorgon Brood (W04) and recur across the deck, so the numbers live in the bestiary. The basking behaviour, the 30-ft geometry, and the blood cure are this room's and stay here.

Shared across rooms, so the full cards live in the bestiary: Garden Basilisk, Creeper of the Petrified Garden. Every mention above opens the numbers here on this page.

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