TEXT: FL   WER 
  
  A game for big people who dare to be little people and 
  for little people who dare to think big. 
  By Matthew Haines 
   
  For my daughter Poppy. 
  
  WELCOME 
   
  Flower is a role-playing game for two or 
  more people. It tells the story of the Sprouts, 
  the tiny guardians of the Garden. Every year 
  they must send a pilgrimage to the Flower at 
  the far end of the Garden Realm so that the 
  bees will return and ensure the survival of 
  the garden for another year. This journey is 
  fraught with danger and abundant risks. 
  One of you will play the Garden Monarch, 
  your job is to create and moderate the story 
  of Flower. You will need to know the rules of 
  the game and the Garden Realm setting. 
  Mostly, you will need to know how to listen 
  so you can guide the story as told by yourself 
  and the Sprouts. The remaining players play 
  the role of the Sprouts, the tiny heroes who 
  must journey to and protect the Flower. You 
  will need to work as a team on your perilous 
  journey and prepare to sacrifice all to gather 
  the wisdom of the Flower. 
   
  
  Choose or roll which Community you come from. 
  Roll 1d6 
  Community 
  1 
  Rosemary Verge 
  2 
  Herb Planter 
  3 
  Weedy Crack 
  4 
  Strawberry Planter 
  5 
  Woodpile 
  6 
  Lushlands 
  GROWING A SPROUT 
   
  Your character is a Sprout, a tiny plant 
  being smaller than a blade of grass. You and 
  the other Sprouts live a life of fun in loose 
  communities. Sprouts come and go from 
  these communities and the communities 
  themselves move with time. Sprouts have no 
  need for food or shelter and are perfectly sat-
  isfied if they have sun, breeze, water and 
  each other. 
   
   
  Choose a name from this list or make 
  one up that suits your sprout. 
  Brittlebrier, Carrot-top, Clover, Fennel-
  wort, Flax, Grapetail, Nettles, Huckle-
  berry, Posy, Mulberry, Redroot, Rum-
  cherry, Sugarplum, Sweetpea, Wild-
  weed. 
  Your Sprout will also have a Bloom, a special 
  Sprout ability, and a Talent, something that they are 
  really good at. 
  
   
  Your Sprout has a Bloom, a special ability. 
  Roll 1d6 on the chart below to decide your Bloom. 
  1d6 
  Bloom 
  Description 
  1 
  Anchor 
  You can grow your roots into 
  the ground or any other object 
  and cannot be budged until you 
  choose to release. 
  2 
  Call 
  You can call an Insect to you. It 
  will be willing to listen to you if 
  you haven’t been fighting with it 
  or its allies. 
  3 
  Drift 
  You can drift on the breeze, as 
  light as a dandelion seed. 
  4 
  Float 
  You can float on water and 
  carry one other Sprout to the 
  other side. 
  5 
  Grow 
  You can grow up (or down), 
  creating a ladder that others 
  can climb 
  6 
  Repel 
  You can repel an Insect or 
  Swarm, making it scuttle or 
  buzz away. 
  Your Bloom starts with a score of 6. Each time you use it 
  your Bloom score will drop by 1. There are other ways to 
  use Bloom; your GM will outline them when they become 
  applicable. 
  You can regain 1 Bloom at night if you had access to Sun, 
  Breeze and Water during the preceding day. If your Bloom 
  score drops to 3 or lower, you can only recover to Bloom 3. 
  If Bloom drops to zero, your Sprout has gone to seed and 
  will take no more part in the story. 
  
  Your Sprout has a Talent. Roll 1d6 on the chart be-
  low to decide your Talent. 
  Roll 1d6 again for your starting Talent score. 
  If your Sprout is in a situation where you think their 
  Talent will come in use, let the GM know. When 
  your Bloom score drops to 3 you can choose an 
  additional Talent for your Sprout. 
  1d6 Talent Description 
  1 
  Craft 
  You can make useful things out of 
  the materials at hand. 
  2 
  Fight 
  You are a warrior and the Insects 
  should fear you. 
  3 
  Find 
  If it is lost or hidden, you will find it. 
  4 
  Guide You can navigate by the Sun and the 
  Breeze. 
  5 
  Move 
  You are quick and efficient. 
  6 
  Sneak You can hide and move without be-
  ing noticed. 
  PLAYING A SPROUT 
   
  Sprouts are fun loving and naive. They like the sun, 
  breeze and rain. They love the Flower.  They are cautious 
  around insects. They spend most of their time competing in 
  all kinds of games that they make up on the spur of the mo-
  ment and then chatting about who won and how much fun 
  it was. As long as they have sun, breeze and water they 
  don’t worry about a thing. Sprouts are active during the 
  day. When the sun sets they settle their roots and go dor-
  mant, recovering from a busy day and awaiting the first 
  touch of sunlight to move again. 
   
  Example Sprout 
  Rosehip sprouted in Rosemary Fields. Her Bloom is Call, 
  starting with a score of 6. Her Talent is Move and she rolls 
  a starting score of 6. 
  
  Challenges 
  You and your Sprout friends will encounter many challenges 
  on your Journey to the Flower and many more when you get 
  there. The key to resolving Challenges is the Flower Clock. 
  You can see several on your Sprout sheet. You will see that 
  it shows the numbers 1 to 6 on a circle so that progressing 
  clockwise past 6 returns you to 1. 
  To resolve a challenge roll two differently colored d6’s. One 
  is the Challenge Die and the other is the Effort Die. For an 
  Ideal result, they will roll a match. If not, the challenge result 
  will be less favorable if the difference between the Effort and 
  Challenge dice is greater. Count the shortest distance 
  around the Flower Clock from the Effort result to the Chal-
  lenge result and consult the Result Chart. 
  For Example Rosehip needs to climb a stalk to get a 
  closer look at a glittering thing. She rolls Challenge 6 
  and Effect 1. Counting the shortest distance around 
  the clock she gets a difference of 1. This is a Suc-
  cess. Rosehip scurries up the vine. 
  If a Sprout has a Talent they can use the current Talent 
  score instead of the Effort roll. The Talent score then rotates 
  1 position clockwise around the Flower Clock. 
  For Example Rosehip has the Move Talent at Score 6. 
  She can use this instead of the Effort Roll of 1. This 
  means that her Effort and Challenge are both 6 with a dif-
  ference of 0. This is a Triumph result. Rosehip scurries up 
  the vine, securing a path for her fellow sprouts to follow. 
  She then rotates her Move Talent from 6 to 1. 
  If Rosehip’s Move Talent score had been 3 she would 
  have kept her Effort roll of 1 as it ensures a better result. 
  A Sprout can swap the Challenge result for their current Bloom score. This 
  is usually done to Match Effort, Challenge and Bloom and will result in an 
  Achievement, a truly spectacular result. Bloom is then reduced by 1. 
  Rosehip scrambles up the vine with Effort 6 (using her Move Talent) 
  and Challenge 6. Her Bloom is also 6 and she chooses to expend a 
  point. From the top of the vine she can see that it tethers a spider 
  line stretching all the way across to the shovel in the distance, a 
  way to bypass the ant highway! Her Bloom is now 5 and her Move 
  Talent is now 1. 
  Result 
  Difference 
  Consequences 
  Achieve-
  ment! 
  Effort, Chal-
  lenge and 
  Bloom match. 
  This endeavor went in your 
  favor in ways that you could 
  never have expected or 
  dreamed of. 
  Triumph 
  0 
  You get exactly what you 
  wanted in the best possible 
  way. 
  Success 
  1 
  You get the job done. 
  Escalate 
  2 
  Maybe you succeeded, 
  maybe not; the situation has 
  just gotten a whole lot more 
  complicated. 
  Fail 
  3 
  You didn’t get what you 
  wanted. 
  
  CONSEQUENCES 
  Some Challenges are risky. Fighting, falling and fire are just 
  three ways that a Sprout can get hurt. A fail result will mean 
  that a Sprout will lose 1 or even 2 Bloom. 
   
  NARRATING A CHALLENGE 
  Flower is a game of exploration and adventure so Chal-
  lenges should be intense yet resolvable (or at least avoid-
  able!) A Challenge roll defines the entirety of the Challenge; 
  it is not played in rounds. This means that a failed Chal-
  lenge often means a blocked path and the Sprouts will need 
  to find another way to the Flower. 
  For Example, Rosehip fails her swim check across a 
  puddle. A sudden burst of rain transforms the puddle 
  into a stream and she is washed away. When she 
  finally scrambles up on shore she is in unfamiliar ter-
  ritory. 
  An Escalate result won’t usually harm a Sprout but will ex-
  pand the Challenge to make it more complicated or risky. 
  For Example, Rosehip is fighting a swarm of Aphids. 
  She scores an Escalate result. Just as she van-
  quishes the last one she hears the scuttle of a sec-
  ond swarm as it surrounds her... 
  USING BLOOM 
  Bloom is a resource and a special ability. Using it as a special ability 
  will often resolve a challenge or stop a situation from becoming a 
  Challenge. This will cost the Sprout a point of Bloom score so the 
  GM will give the Player plenty of narrative leeway. 
  For example, Rosehip’s Bloom ability is Call. She uses it to 
  call over a pack of aphids. She chats with them while her com-
  panions sneak past. Rosehip has spent a point of Bloom so 
  the other Sprouts don’t need to pass a Sneak Challenge. 
  Bloom can also be used as described in the Challenge section to 
  convert a Triumph result into an Achievement if the Effort, Challenge 
  and Bloom score all match. This costs 1 Bloom. 
  Bloom recovers 1 point overnight if the Sprout had access to sun, 
  breeze and water during the day. If they didn’t have all three, Bloom 
  cannot recover. 
  The first time Bloom drops to 3 or less the Sprout can choose an-
  other skill from the remaining 5 available skills. Thereafter, Bloom 
  cannot recover higher than 3. 
  If Bloom drops to 0, the Sprout has gone to seed. They have set their 
  roots and will live as a regular plant from now onwards. 
  A Sprout can spend a point of Bloom to grow a seed on any day they 
  have experienced sun, breeze and water. If they plant the seed that 
  evening, there will be a new Sprout in the morning. 
  
  The Garden Realm 
  
  GUIDES 
  Four Guides are included for the GM.  Firstly, a Guide to the 
  Nearlands, the domain of the Sprouts. Next, a Guide to 
  Random Events. Use dice and your judgment to add some 
  spice to the journey. Then, the Guide to the Garden Realm 
  will help you structure your story of the journey to the 
  Flower. You will need to embellish this section to create a 
  truly satisfying story but it is a good start. Use the random 
  events guide and think about the kinds of creatures the 
  Sprouts might encounter who can help, hinder or entertain 
  their journey. Finally, a Guide to Opponents is an outline of 
  the most populous threats likely to spook the Sprouts. 
   
  A GUIDE TO THE NEARLANDS 
  Rosemary Verge 
  Located at the southernmost tip of the Verge, Rosemary 
  Verge is the most militaristic of the Sprout communities. 
  Settled in the shade of a tremendous Rosemary bush, 
  Rosemary Verge guards the Sprout communities from incur-
  sions from the Northern Verge. Sprouts native to this com-
  munity play games like `Flee the pack’ and `Mothdodge’. 
   Herb Planter 
  Set against the Back Wall, Herb Planter is a community 
  nestled amongst sprigs of coriander and thyme. Great phi-
  losophers and rhetoricians thrive here in the safety provided 
  by the wide path. They play games like `Convince me...’ and 
  `Why?’ 
  Weedy Crack 
  Equidistant to Herb Planter and Strawberry Planter, Weedy 
  Crack stretches North across the Path to the Lushlands. Nu-
  merous weeds cling to this crack in the concrete despite the frequent 
  Whipper Storms that grind away at them. The Sprouts here are a 
  hardy bunch who has learned the value of resistance. They play 
  games like `Ant Race’ and Whipper Slipper’. 
  Strawberry Planter 
  This second Planter community hosts a vivid community of crafters 
  and makers. Almost all of the cleverest devices come from Straw-
  berry Planter. Sprouts here play games like `You think it I make it’ 
  and `Leafigami’. 
  Lushlands 
  The Lushlands are the Grass Plains stretching North from the Path. 
  They are divided into East and West Lushlands by the Path that 
  leads North to the Clothes Line. The Sprout communities in the Lush-
  lands value freedom above all else and move and live as they see fit. 
  They have complicated and deeply felt beliefs about freedom and 
  East and West Lushland communities occasionally clash over their 
  differences although Sprouts from other communities cannot tell the 
  difference between their creeds. Sprouts play games like ‘Sproutball’ 
  and `Hide and seek’. 
  Woodpile 
  The Sprout communities of the Woodpile like the darkness and quiet-
  ness of their retreat. They still emerge for some sunlight occasionally 
  but spend most of their time in the deep crevices and cracks between 
  the titanic wooden blocks that make up their home. They claim to 
  speak to the Earth down there and despite having no direct view of 
  the Flower; the Woodpile sprouts are always the first to know when it 
  will bloom. Native Sprouts play games like `Fungi, fungyou’ and 
  `Deeper,deeper, deepest’. 
  
  A Guide to Random Events 
  Location 
  1 
  2 
  3 
  4 
  5 
  6 
  Nearlands 
  A long line of Ants 
  rush towards you. 
  A bird is 
  watching 
  you from 
  the clothes 
  line. 
  Suddenly 
  a Leafhop-
  per 
  pounces! 
  A deadly Whipper Storm is 
  coming around the edge of 
  the Lushland towards you! 
  A cloud crosses the sun 
  and raindrops start to fall. 
  Will it flood? 
  A bunch of Sprouts want 
  you to join in a game. 
  Grass 
  Plains 
  The grass rustled 
  nearby! 
  Are you 
  still head-
  ing in the 
  right direc-
  tion? 
  Suddenly 
  a Leafhop-
  per 
  pounces! 
  A worm pokes up his head 
  to say hello. Maybe he 
  knows something useful. 
  Wow it’s windy out here 
  in the Grass Plains! Bet-
  ter not blow away. 
  What is that deafening 
  roar? Could it be the Mow-
  pocalypse? 
  The Verge 
  An Aphid pack is 
  stalking you. 
  Crunch 
  crunch 
  goes the 
  caterpillar! 
  Something 
  flickers 
  against 
  the sun. 
  Moths! 
  You walk around the edge 
  of a leaf to find a Snail 
  bearing down on you! 
  A towering irrigation stalk 
  has cracked turning the 
  ground into a muddy bog. 
  A ladybug shouts out a 
  `heloooo’ as she buzzes 
  by. 
  Tool Shed 
  Giant drops of oil 
  drip down from 
  above. Will you risk 
  crossing the spill? 
  Falling like 
  a tower 
  towards 
  you, a 
  shovel has 
  slipped 
  from its 
  rack. 
  It is dark in 
  here, are 
  you lost? 
  A long limbed spider slides 
  down a line to say hi and 
  play a game of shadow 
  puppets. 
  You hear booming foot-
  steps and then the loud-
  est roar in the word. Is it 
  the Mowpocalypse? 
  You look up and see a 
  picture of the Flower high 
  on the wall. You feel 
  heartened in this lonely 
  place, regain a point of 
  Bloom. 
  
  Location 
  1 
  2 
  3 
  4 
  5 
  6 
  Compost 
  Highlands 
  Aaaaah, you are 
  sinking. 
  A giant bird lands 
  and starts throwing 
  compost around 
  looking for worms. 
  A worm sticks his 
  head up and asks if 
  you have seen any 
  birds. 
  With a pop a stinking va-
  por surrounds you. 
  Beetles are throwing 
  balls of compost at each 
  other. 
  You can see a Leaf-
  hopper chasing 
  Aphids in the dis-
  tance. 
  Lemon 
  Tree 
  A line of ants 
  rush past shout-
  ing `Clear the 
  way!’ 
  A Moth flutters 
  nearby. 
  A pack of Aphids leap 
  out and ambush you. 
  A caterpillar has a sore 
  foot. 
  Ants and Aphids fight an 
  epic battle nearby. 
  A blackbird asks if 
  you know where her 
  shiny thing is. 
  BBQ Area 
  A line of Ants 
  rush past carry-
  ing strips of pork 
  belly. 
  Ants are stuck in a 
  blob of sweet chili 
  sauce, can you 
  help? 
  Oh no, it’s raining. The 
  bricks will flood! 
  With a whoosh the BBQ is 
  lit. 1000 creepy crawlies 
  come running out towards 
  you. 
  Blobs of grease dot the 
  landscape here. If you 
  get it on you the ants 
  might attack! 
  Whoa! A gust of wind 
  is tumbling you! 
  Polytunnel 
  You see a line of 
  dead Moths. 
  What killed 
  them? 
  Blue crystals have 
  dissolved in water to 
  make a cerulean 
  slime and it is 
  spreading towards 
  you! 
  You look at the label 
  on the planter you are 
  walking through. What 
  does Venus Flytrap 
  mean? 
  Pressing your face to the 
  plastic you can see the 
  Flower in the distance! 
  Regain 1 Bloom. 
  Suddenly the misters 
  flick on and everything 
  gets slick. 
  A bottle has drooled a 
  line of thick black fluid 
  across your path. Can 
  you leap across? 
  Apple Tree 
  A bird asks you 
  if you are a twig 
  from its nest. 
  A caterpillar decides 
  to snack on you. 
  A bunch of Aphids are 
  running around with a 
  dead Leafhopper do-
  ing an impromptu 
  dragon dance. 
  A Moth is determined to 
  knock you off this branch. 
  A gust of wind makes 
  the Apple tree shake. 
  Will you fall? 
  You look out from the 
  branch and see a 
  whole other garden 
  over the fence! 
  Pond 
  A giant goldfish 
  is circling. 
  You’re gonna 
  need a bigger 
  boat. 
  A bunch of Skippers 
  are line dancing in 
  the distance. 
  A leaf falls from the 
  Apple tree. If only you 
  could craft it into a 
  boat! 
  A beetle falls from the Ap-
  ple Tree. `Help me, I can’t 
  swim!’ 
  The pond pump starts 
  up. You are being 
  sucked towards a whirl-
  pool! 
  You see the reflection 
  of the Flower in the 
  Pond. Regain 1 
  Bloom. 
  A Guide to Random Events 
  
  A GUIDE TO THE GARDEN REALM 
  The Garden Realm is a vast landscape extending out from 
  the familiar Nearlands, hosting the Sprout communities. The 
  Farlands begin as the Sprout communities peter out and it is 
  generally agreed that one will rarely encounter a fellow 
  Sprout beyond the Toolshed or clothesline, three days jour-
  ney from Herb Planter. At this point the Wilds begin and an 
  intrepid Sprout is only one third of the way to the Flower. 
  The central path through the Garden Realm cuts di-
  rectly through the Grass Plains. These plains are the exten-
  sion of the Lushlands but host deadly Leafhoppers and in-
  explicable Whipper Storms. The terrible Mowpocalypse oc-
  casionally descends to suck and chop everything into obliv-
  ion. Without visual cues it is easy to be lost in the Grassy 
  Plains and the thick grass can conceal nearby threats. If a 
  Sprout strays a bit to the East they will emerge from the 
  Grasslands at the Apple Tree a week after departure. Other-
  wise they will encounter the Lemon Tree within five days. 
  The Lemon Tree looms into the heavens above the 
  Grassy Plain. Ant Highways race up and down its trunk and 
  branches. The Ants are locked in an endless war with the 
  Aphid packs that infest the outer branch tips and blooms of 
  the Lemon Tree. Moths also swoop and dive amongst the 
  branches. Numerous Ant Highways lead to and from the 
  Lemon Tree, linking it to the Verge and the BBQ Area. 
   
  The BBQ area is a hot barren of brick extending one day’s 
  journey to the North and two days travel from where it connects to 
  the Verge to its Easternmost border. This area gets very hot during 
  the day and has no Water. And Highways snake across it and the 
  roar of an approaching line of traffic is quite frightening. An enormous 
  structure at the Western end seems to exist solely for the purpose of 
  burning gigantic chunks of dead animals. Various dollops and rivulets 
  of grease and flung chunks of meat are the prize the Ants come here 
  to retrieve. Numerous beetles and other vermin are attracted too and 
  are hunted by the spiders that spin silken halls far above. The delica-
  cies that the spiders crave are the Moths that are attracted to the 
  night lights that shine out from the tall towers that fringe the BBQ 
  Area. To the North is the Pond and to the North East is the Apple 
  Tree. 
  If they take the Western route, a Sprout will follow the verge all 
  the way to the Pond. This journey takes a week and is fraught with 
  danger. Departing from Rosemary Verge, a Sprout will follow the 
  raised bed of the Verge North. If they stray to the East they will find 
  that the Verge is bordered by a brick wall, dropping three entire 
  bricks down to the Grassy Plain. This wall is all that stops the major-
  ity of the predators that stalk the Verge from invading the Plains and 
  streaming into the Lushlands. In the Verge a Sprout can expect to 
  find good access to Sun, Breeze and Water and little to fear of the 
  Whipper Storms that occasionally wash the edges of the Grass 
  Plains. The Mowpocalypse is unknown here. Snails and slugs cleave 
  paths of destruction and Aphid packs infest the upper storeys of flow-
  ering shrubs that hug the Fence line and flowering annuals that grow 
  between the shrubs and the brick wall. Caterpillars chomp through 
  the under storey and occasionally ascend to make fearsome war 
  upon the Aphids.  
  
  The Brick Wall itself is hot during the day 
  and has no water. It is a good place to retreat to 
  during the day because it also hosts an Ant High-
  way speeding North/South. During the night it is a 
  thoroughfare for Slugs and Snails. 
  The Eastern Route starts at Woodpile. Af-
  ter journeying for a day, assuming a Sprout does-
  n’t swing West into the Lushlands, they will come 
  to the Toolshed. This impossibly tall structure is 
  easily infiltrated through cracks and fissures in 
  the slatted wooden walls. Within this massive 
  space slumber enormous machines of unknown 
  design. Mad prophets have even claimed that the 
  Mowpocalypse and Whipper Storms originate 
  here. It will take two days to cross the floor of the 
  Tool Shed during which there will be no access to 
  Sun, Breeze or Water. It is a damned place.  
  Passing through the Northern wall a sprout will 
  find that they are facing a difficult day’s journey 
  upslope into the Compost Highlands. A Sprout 
  who swings West before climbing the Compost 
  Highlands will find themselves on the Eastern 
  border of the Grass Plains. The Compost High-
  lands ascends to dizzying heights, a sticky, stink-
  ing morass of rotting vegetation. Beetles and 
  Slugs are abundant here. Occasional packs of 
  Aphids and confused Caterpillars are transported 
  here on cuttings brought from the Verge. Sink-
  holes and mushy bugsucks threaten to devour an 
  unlucky Sprout. 
  The reward for ascending the Compost Highlands is an unparalleled view 
  of the Garden Realms and a glimpse of the Flower in the far distance! Hopefully 
  a Sprout will not be disconcerted when they discover that they are only half way 
  there. A secondary advantage is that there is access to the Polytunnel. The 
  Polytunnel is a mystical edifice so massive it takes four days to walk the length 
  of it. An arched frame supports a clear yet impervious skin that lets the sun in 
  but keeps the breeze out. A sprout can climb in via a small tear in this material 
  and can then traverse the rim of the Polytunnel along a wide ledge that extends 
  Northwards  along its Western side. Within the Polytunnel beautiful and strange 
  Orchids recline in humid languor. Strange and colorful chemicals are stored in 
  tubs.  It is a sealed world full of exotic plants and deadly chemicals. The occa-
  sional Moth swoops here but the Polytunnel is otherwise barren of insect life. A 
  Sprout who has survived this strange leg of their journey will exit via a branch of 
  the Apple Tree that has speared through the transparent wall of the Apple Tree. 
  The Apple Tree casts a shadow two days travel across and soars far into 
  the sky. Giant buds form on the branches and armies of Aphids and battalions 
  of Caterpillars vie for the harvesting rights. Moths flitter high and low and bee-
  tles stomp about on mysterious missions. Leafhoppers pounce and snap up 
  whatever morsel they desire. The Apple Tree is a dangerous domain but it pro-
  vides an alternative route to the Flower because a long branch stretches out 
  over the Pond. An intrepid company of Sprouts just needs to be able to descend 
  safely from this dizzying tip to get there. 
   
  
  The Pond is two days journey across East/ West 
  and one day from the Southern shore to the 
  North. Skippers run along the surface of the wa-
  ter and consume everything they can catch.  
  They are essentially the same as Leafhoppers 
  except that they run on water. Colossal orange 
  beasts lurk in the depths, ascending to pluck a 
  struggling fly or mosquito to a horrid doom. 
  These fish will easily mistake a Sprout for a meal 
  and suck them down to a watery grave. Occa-
  sional lily pads provide relief from these threats 
  but the open waters must be risked to get across 
  the Pond. The Flower is at the Northern end of 
  the Pond, occupying a sacred island. 
   
  The Flower stands tall, ready to bloom. It 
  will take a day to climb and moths may harass 
  the brave Sprouts. At the top, as the sun rises, 
  the flower will open. Wisdom will flow into the 
  Sprouts. The first bees of the Season will fly over 
  the Fence and land on the Flower. They will 
  laugh and buzz and offer to fly the Sprouts back 
  home. The journey will take mere minutes and 
  the Sprouts will see all the challenges and threats 
  that they surpassed to get to the Flower. They 
  will be welcomed back to the Nearland Sprout 
  communities as Heroes and Gurus, spiritual war-
  riors who will guide the Sprouts for the coming 
  year. 
  WHAT HAPPENS NEXT? 
  The Bees may have returned, ensuring a bountiful season but that is not the 
  end of the role of the Sprouts in the Garden Realm. This bounty could cause a 
  great migration of Aphids South towards the Nearlands. Maybe the Ant Queen 
  needs a favor and her workers have seen the Sprouts crossing the Ant High-
  ways. What if there is a chemical leak from the Polytunnel threatening the Apple 
  Tree? What if a terrible fire at the BBQ area ignited the Verge? Would the 
  Sprouts respond if the Bees came to them and explained that there was a 
  whole other Garden Realm on the other side of the fence and something horrify-
  ing had happened to the Sprouts there? 
  Use your imagination and think small to continue the story of the Sprouts in the 
  Garden Realm. 
   
  
  OPPONENTS 
  Sprouts face all kinds of threats in the Garden Realms. Interestingly, they are rarely threatened by critters that sting or bite like wasps and spiders. 
  These predators feed on insects and are generally beloved by the Sprouts. It is the plant eating insects and pests that threaten the Sprouts when 
  they journey out into the wilds. 
  APHIDS: 
  Aphids run in packs, each about knee high to a Sprout. They shout and threaten like drunken hooligans. They seek to latch on and suck the sap out 
  of any plant they find, especially flowering plants. When in direct conflict a pack of Aphids will do 2 Bloom damage on a fail. They will either do 1 
  Bloom damage on an Escalate result and be vanquished or another pack will arrive. 
  CATERPILLAR: 
  Caterpillars are like hungry freight trains to a Sprout. They range in color and diet. They are very mobile and will pursue with great tenacity but they 
  are also stupid and have short attention spans. Caterpillars are often quite knowledgeable about the area because they are always on the move. 
  Failing a conflict challenge with a caterpillar will cost 2 Bloom. 
  BEETLE 
  There are many varieties of beetle. Most are much larger than a Sprout. They are generally quite willing to have a chat because they are very in-
  quisitive. They are mortally afraid of spiders and birds and will trade information for any tips from the Sprouts about them. Beetles will only attack if 
  threatened or cornered. 
  LEAFHOPPER 
  Leafhoppers are about waist to shoulder high to a Sprout. They can leap great distances and will pounce from afar on a tasty Sprout if the opportu-
  nity arises. They speak in whispers and are creepy and unlikeable in every way. 
  MOTH 
  Moths of various types flutter and swoop, stripping leaves down to skeletal frames. A Moth will grind up a Sprout in a moment and flitter away before 
  anyone can react. A perched moth stands about as tall as a Sprout but is many times longer and has a very wide wing span. Moths tend to dine and 
  leave rather than pluck a sprout to eat on the wing. On the other hand, they are keen to chat because it is lonely being a Moth. 
  SNAIL or SLUG 
  Snails and Slugs are more like natural disasters than opponents that can be fought. A Sprout Field will move to avoid an oncoming snail or slug. 
  They are slow and relentless. Only the heat of the direct sun will stop them. They are completely self centered and talk out loud about whatever 
  comes into their narrow minds. 
  ANT 
  Ants form speeding highways, linking food or water to their nest. They are the ultimate workaholics and will only stop to chat if a Sprout offers a tip 
  for an undiscovered source of food or water. The only threat ants provide is when crossing their multilane freeways. Ants are capable of incredible 
  and rapid feats of engineering and transportation for a Sprout who performs a great service for their Queen. 
  
  Hi, my name is                                            and I am from 
  My special Bloom ability is:  
  My special Talent is:  
  My special Talent is:  
  
SOURCE: textdata/thevault/Kid Friendly/3. Rules Lite Collection/Flower.pdf