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Dangers

Animate Vines of the Maker Greenhouse

The greenhouse keeps what it catches; the green here has its own hunger.

Slow-creeping, aggressive vines infesting the Old Maker Greenhouse Near Sajra's Lair. They could be written up as a monster, but they can't really be fought — chop one tendril and ten more grow back.

Presented as a GM-moves-plus-instinct hazard — escalation in writing, so the GM is more likely to actually do the awful thing in the moment.

Instinct: to ensnare.

GM moves

  • Make quiet noises as they slowly grow and creep (foreshadow)
  • Seem to be moving, but stop when looked at directly (foreshadow)
  • Reveal a mass of vines entwining a desiccated crinwin corpse (foreshadow)
  • Slip a tendril around a limb, slowly and quietly (hinder)
  • Sprout thorns and inject a numbing, euphoric poison (harm)
  • Lash out with more tendrils to subdue struggling prey (escalate)

How it harms

Not through damage — the vines restrain, drug into bliss, and slowly suffocate. Anyone injected with the euphoric poison must Defy Danger to do anything other than relax and enjoy themselves.

Approach Gm Moves · Kind Ensnaring Hazard

Telegraph: Quiet creeping noises; vines that seem to move when not watched; a desiccated crinwin tangled in tendrils