Room 5/13 is a small garden. The ground is covered in transplanted soil, grass, and flowers. Small vegetable plots are off to the side. A large statue is in the center, covered completely in flowers that hides it's elf design. The western end of the room is blocked off by a makeshift wooden wall with a troll-sized door set in it.
#The Tree & The Tower
Room 5/12 is a mirror of the one to the south - rows of wooden benches with divots to hold grave urns. The walls are carved with plentiful nooks filled with more urns. A the western end is a wooden gate.
The eastern edges of the room are coated in slime and its urns are knocked over. Further in, the slime stops, but a murmur of a woman's voice starts up. The sound grows stronger the closer one gets to the gate.
The gate itself is covered in fresh cut chrysanthemums at the top. But hidden within is a small bunch of umbral althaeas. The the althaeas are not dealt with, attempts to open or pass through the gate cause the murmur to turn into a banshee-like, soul-freezing scream. Anyone in the room when one occurs must make a Save vs Petrification. On failure, they are gripped with paralyzing fear and cannot move for 1d3 turns. The noise is loud enough to attract Rest and Gargu... as well as any Vampire Slimes from the room next door!
Room 5/11 opens into rows of wooden grave urn holders. More holders, and their urns, are carved into the divider wall and the walls of the room. All of them are covered in slime.
On the western side, flashes of light meet wet squelches as a number of Vampire Slimes try to bust down an intricate wooden gate. Each time one slams its body against the gate, magical light flashes, suggesting it is warded against the Slimes.
Room 5/10 is a dark graveyard filled with rows of wooden platforms. The platforms are covered in small divots, designed to hold urns. The walls are filled with nooks to fit even more urns in. All the urns themselves are overturned, ashes spilled forth. The platforms are smashed and the walls burnt and battered.
A locked gate sits to the west. A wind rattles its wooden bars.
If adventurers spend more than a few moments inside, the wind picks ups and collects all the loose ashes into a giant form - a Pyre Revenant. This manifestation of despair can be fought and dispersed, or it can be temporarily placated by performing goblin funeral rites and hymns.