FLAVOR:
### Abandoned Garden
This was once an expansive estate of some noble, but it has long since been abandoned. Roll or determine the reason that the estate was abandoned:
| d4 | Reason |
| --- | -------------------------------------------------------------------------------------------------------------------- |
| 1 | The head of the estate died without any heirs to claim the estate. |
| 2 | Many people died there under mysterious and uncanny circumstances, leading to the rumor of a curse. |
| 3 | The cost to maintain the estate became too much for a family much diminished in wealth. |
| 4 | The estate is not in fact abandoned, but its current inhabitant is unable or uninterested in maintaining the estate. |
Whatever the reason, the abandoned gardens have become a labyrinth of overgrown plants and collapsing structures. A gazebo sags sadly down one overgrown path; a gardener's shed has collapsed entirely under the weight of a wisteria vine. The scene is not without its wistful beauty; however, it is difficult to navigate and harder to see through.
#### Might be inhabited by:
Hound of Tindalos
---
# Winding Labyrinth
*3rd tier (constructed)*
**Challenge:** 13 (10,000 XP) **DC:** 19/16
**Area:** Local (1 hour)
This labyrinth shifts with magic, making the exit almost impossible to find.
#### Changeable
If you need to determine the exact nature of the maze, roll on the table below each time the party chooses a direction - including if they turn around.
| d6 | Direction |
| --- | -------------- |
| 1 | Bends left |
| 2 | Bends right |
| 3 | T-junction |
| 4 | Y-junction |
| 5 | 4-way junction |
| 6 | Dead end |
#### Quiet
A [[03-Mechanics/6-Ability Scores/Perception|Perception]] check notices the sound of the maze shifting behind the adventurers.
#### Supernatural
An [[03-Mechanics/6-Ability Scores/Arcana|Arcana]] check reveals that the walls of the maze are magical. A *[detect magic](https://a5e.tabletopbytheik.nl/compendium/spells/detect_magic)* spell reveals an aura of transmutation magic.
#### Covered?
If the maze is uncovered, such as in a hedge maze, adventurers may be able to award half XP. Alternatively, magic or aerial threats can discourage doing so.
#### Poor Sight Lines
At any given time, adventurers can only see between ten and fifteen feet in any direction; the walls block the rest.
## **Possible** **Solutions**
The party will likely figure out quickly that the maze is unsolvable. A *[dispel magic](https://a5e.tabletopbytheik.nl/compendium/spells/dispel_magic)* spell with a sufficient ability check will return it to a stable state, as does an *[antimagic field](https://a5e.tabletopbytheik.nl/compendium/spells/antimagic_field)*. Otherwise, a group [[03-Mechanics/6-Ability Scores/Investigation|Investigation]] check, made with advantage if the party uses a tool such as a ball of string, allows them to catch the maze in the middle of shifting and navigate their way out. Alternatively, a group [[03-Mechanics/6-Ability Scores/Athletics|Athletics]] check may, at the Narrator's discretion, allow the party to smash their way out.
**Critical Failure.** The party is trapped in the maze for a full day and each adventurer takes a level of fatigue and a level of strife from the constantly changing circumstances.
**Failure.** The party makes it out after eight hours and each adventurer takes a level of fatigue.
**Success.** The party escapes the maze in three hours.
**Critical Success.** The party becomes so good at navigating the maze that they discover something within it. Roll twice on the Boons and Discoveries table.
___
**Source:** Stranger Sites