Living Echoes of the Weaver’s Garden
1. The Bloom of Forgotten Names#
Location:
Nestled in a cracked stone planter along the left path.
Description:
A single silver-and-blue lily, delicate but unearthly in color, grows stubbornly among withered vines.
As the players approach, they notice faint glyphs carved into the planter — ancient Elvish sigils of names, oaths, and promises.
Interaction:
- If a player speaks their own name aloud while touching the lily,
the flower flares with pale light, and for a moment they hear a whispered memory — a voice they once loved, a forgotten friend, or an old teacher. - Mechanically, this grants Advantage on the next Wisdom saving throw made within the garden.
2. The Fountain of Fading Dreams#
Location:
Near the center, a cracked marble fountain choked with mist.
Description:
Instead of water, a silver mist pours endlessly from the mouths of sculpted fish and dryads.
Looking directly into the mist reveals fragmented visions — flickers of the past and possible futures.
Interaction:
- A player who gazes into the mist for more than a few heartbeats sees three fleeting images:
- A moment from their past they regret.
- A shadowy threat looming over the land (perhaps a Hollow Threshold cracking open).
- A veiled figure standing at a loom, weaving darkness.
- If a player touches the mist, they must succeed on a DC 14 Wisdom save or be haunted (disadvantage on Insight/Perception checks) until they leave the garden.
Success grants foresight (Advantage on Initiative) in the first combat inside the castle.
3. The Path of Wilting Footsteps#
Location:
The right path, leading toward the broken arch.
Description:
The grass underfoot looks pristine — vibrant green and gold — but the moment a living being steps upon it,
their footsteps leave blackened, wilting imprints, as though life is being drained by their passing.
Interaction:
- Walking this path creates a visible trail marking where they have been.
- If a player lingers too long in one place, the wilting spreads to form shadowy vines that grasp at their ankles — requiring a DC 13 Dexterity save to avoid being lightly restrained (flavor only, no damage yet).
- Burning the vines or using radiant magic causes them to recoil and shrivel instantly.