Here is the lair of an herbalist. One adventurer contracted lycanthropy from a werewolf and the party searches the forest for a cure. When the rainstorm gales become too strong, they seek shelter via a staircase descending into a wondrous herbalist's garden. The freshly picked herbs and tamed violet fungus plants, along with a wide assortment of odd growth ends with a trapped door. Various rooms are here, along with an earthen trail of earth droppings, as though the master herbalist has brought her harvest to a laboratory at the far end of the hall.
This is a great side-trek adventure for PCs, and an opportunity for the GM to "plant" a journal depicting some evil entitity's life, but fortunately she is not home, although her traps and magical symbols ward the passageways.
Enjoy!
-Pax
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