The Garden's Grip

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The Garden's Grip

The players wake up inside a vast, green organic chamber; naked, and with no idea how they got there.


Escape

After struggling free of some undersolidified bonds and retrieving their weapons from a nearby bundle of vines, the players are set upon by patrolling tentacle creepers!

Fight: [Party Size] x Vine Creeper

Progress

After defeating the Creepers, the players have options.

The second fight allows the players to choose between three different monster types based on preference. There is a sweet-smelling path to the left (Sap Storage, sticky stuff/goo), there's a floral-smelling path to the right(Conversion Chamber, MC/hypnosis), and a vaguely gurgling path down the middle(Captive Processing, vore).

Completing any one of these pathways will allow the players to proceed to the Core.


Sap Storage

If the players go left, they will enter a room filled with sweet-smelling amber goo; bubbling and stirring in great reservoirs. Some specimens lay preserved on the walls, but ultimately this is where the Garden stores its energy-rich fuel, and where Sundews tend to it, distribute it... and guard it.

Trap: There are many pools of sap on the floor here. Rolling a 1 will result in the players stepping into a sap pool for 1d3 levels of Sinking bondage.

Fight: [Party Size] x Sticky Sundew

Captive Processing

Before their escape, this would have been the players' next destination. This is where pod plants return, carrying their cargo to the inescapable milking sacs of the Core.

Trap:

Fight: [Party Size] x Pod Plant

Conversion Chamber

More aggressive captives are made docile first by the Alraunes, siren-dryads capable of reducing minds to compliance so they can be milked... or possibly worse.

Trap: The air in here is thick with the Alraunes’ will-sapping pollen. Roll once on initial exposure to the room.

1-4: -2 Willpower

5-10: -1 Willpower

11-20: Resisted

Fight: [Party Size] x Alraune

To the Core

Once the second fight has been completed, players will discover a very large Sap Bomb; This will allow the players to gum up one of the previous chambers, preventing one add type from appearing in the Core Fight, and preventing the Core from using one of its attacks.

Tossing the Sap Bomb towards Sap Storage gums up the works and prevents the Sundews from not only appearing, but from doing their jobs tending to the sapworks; The Floral Core will not be able summon enough sap to use Sap Wave.

Tossing the Sap Bomb towards Captive Processing will keep the Pod Plants at bay, and back up the flow of prisoners to the point where the Core will not attempt to Devour anyone.

Tossing the Sap Bomb at the Conversion Chamber prevents Alraunes from getting down the passage, and prevents the manufacture and transfer of sufficient pollen to use Mass Dispersal.


Floral Core

To escape, the players must destroy the Core!

Fight: 1 x Floral Core