|||

Gardens, Deserted or Fallow

Like any garden, the Gardens Below become overgrown without a caretaker. Plots that take careful maintenance are choked out by hardier seeds that would be removed by hand were a caretaker present, are encroached on by wild flora and fauna, and end up in a state where they were once recognizably cared for but no longer abide by a singular vision.

When players enter a deserted or fallow hex in the gardens, roll 1D6 to determine what manifests there:

1. Thin and gently domed towers rise from a lightless abyss. Narrow bridges span the gaps between them. The building surfaces are formed of polished clay which has been carved and stamped with ornate designs. Each tower has a circular exterior walkway and a doorway to the dome interior. Inside the domes are rooms with concave floors and ceilings, both worn smooth and painted with scenes of luxurious parties thrown by sphinxes.

2. Cramped and mazelike tunnels wind through a monolithic glassy stone. The ceiling is a little too low to be comfortable. Hidden somewhere near the center of the tunnels: a perfectly circular hole is filled with razor sharp glass shavings, as though something drilled straight downwards.

3. A flat and barren plain of sandstone stretches above and below, as though a one mile layer was slid cleanly out to form this cavern. On the ceiling are signs of former habitation: rope bridges and pulley systems suspended, worn thin with time.

4. A shallow lake. The water is stagnant, weedy, and foul smelling. It is dotted with defunct fountains now choked in lichens. When entering from a different biome, there is a 1-in-6 chance of a working (but fragile) boat being docked along the shore. More of these boats are trapped below the surface and held in place by the aquatic plant life, as are various human and animal bones.

5. Petrified orchards. Leaf litter and fallen fruit, old but definitely organic, carpet the ground. Long-empty irrigation channels are often concealed by the detritus and make for tripping hazards. A warmth emanates from below, and the sweet smell of slowly cooking fruit fills the space like the worlds most overwhelming pie. Home to many insects and worms.

6. Hills and bridges of basalt columns. Ocean spray spits from gaps in the formations every few hours, but does not land upon the stones themselves, rather forming an ominous haze above in which lightning occasionally flickers. Lines of salt have been poured in intricate patterns and unidentifiable lettering across the vast majority of stones. Unlike the other deserted garden landscapes, it is impossible to become lost here.

Upon leaving a hex, if some process is not taken to maintain its form, it will be different when returned to.

The hexes are nearly always traversable, but not always in a convenient or accurate way — travel that does not take some extraordinary precaution has a 50% chance of being off course.

Up next TNU Play Report 9 - cleo The Gardens Below hex keys
Latest posts Tunnelers entries 0104 through 0804 MAILBOX – Tunneler’s Ritual Magic Tunnelers entries 0303 through 0803 Tunnelers entries 0102 through 0802 Tunnelers entries 0101 through 0501 Tunnelers hexcrawl-in-progress entry Dundarave 0203 Play Report 36.1 – Hiatus and The Cast 1d8 Bird Memories Some Thoughts On Some Books I Read This Year Play Report 36 – Jellunculus Play Report 35 – What’s In The Closet 0414 – The Village of Buckets Gardens 0407 – The Vault Of A Kingdom’s Citizens Play Report 34 – Orb Incident Gardens 0506 – Runalt’s Castle Gardens 0806 – Satyr Garden Heart Gardens 0309 – A Captive Author Play Report 33 – Workshop Play Report 32.1 – Some Ongoing Concerns Play Report 32 – Basement Freaks An idle observation Play Report 31 – Worlds Dampest Physician Gardens 0603 – Subterranean Tidepools Play Report 30 – Holy Water 0506 – Runalt’s Watchtower Thickets Campaign Adjustments to Micah Anderson’s The Black Manse Firmament 0213 – Synthetic Signal Fire Play Report 29 – Now Again I Climb Firmament 0212 – Transcendentalist Refuge Village 1211 – Prospector’s Campsite Firmament 1310 – Furnace of the Sky