Greener Pastures: The Green House


The Green House


This is the Queen of Sensimilla’s domain. The tree is both home and garden, grown for beauty, comfort, and crop. Characters arriving here are met with an upset hag. The Eastland Gangstas have reached the grove first and are inside the hollow trunk, smashing her grow room.   The grove seed is meant to be planted here. Its power will take root only if the Queen accepts the delivery. First, the gang must stopped.


Read Aloud. A thick tree rises from the heart of a grove, crowned with tangled fruits of all kinds. From within, crashing and shouting come through the branches. Nearby you hear someone crying.


The Green House

The Green House

The Queen of Sensimilla
C/N, Female, Fruit Hag   Otherwylders call her Mother Sense, the Fruit Sensai, or Sweet Merry. The Queen of Sensimilla isn’t a cruel hag. She’s soft, sweet, and smells like cloves and ripe fruit. Older than the tree she lives in, she has long helped those in need with calming teas, slow smoke, and a warm word. Her magic comforts more than it curses, though she can still go bad quickly if things turn.   The Queen is upset by what is happening. Despite her peaceful nature, nothing would please her more than removing the riff-raff inside.   Roleplaying the Queen of Sensimilla
Personality Trait. “Let me help you.”
Ideal. “Peace. The world is all one.”
Bond. “Food is how I comfort others.”
Flaw. “When things change too much, I tend to overripen and panic.”

Queen of Sensimilla

Queen of Sensimilla

Eastland Gangstas


This crew hails from the east side of Pathriam, part of a rival operation looking to disrupt Samson’s reach. They came to intercept the grove seed and found little resistance. So they began to trash the Queen’s grow room instead.
Womack and the Shambling Goatleaf
Womack Summoning


  • Womack (M, Human). Fast-talking and frantic. He awakened the plant and is watching it.
  • Rod (F, Dwarf). Short fuse. Started smashing things and doesn’t want to stop.
  • Thorny (F, Human). Claims she’s here for revenge but won’t say why.
  • Rabbit (M, Aarakocra). A duck who walks like a man. Doesn’t talk. Just stares.
 

The Grow Room


The grow room lies within the hollow of the great fruit tree. The space stretches 60 feet deep and 30 feet at its widest, divided loosely into four chambers and a much larger back area. It is covered in broken equipment and plant beds.   Encounter: Overgrown Growroom. 1x cultist, 3x thug, and 1x shambling goatleaf are inside. The shambling goatleaf thrashes at the far end, animated by the cultist Womack, who stands nearby. The rest of the crew is spread across the room, turning over crates and shouting insults. If subjected to fire, the shambling goatleaf may cause characters or enemies to fall asleep with its Goatleaf Haze.  
Read Aloud. The inside of the tree is bigger than expected. Glowing poles remain standing between ruined plant beds and broken tables. A leafy mass heaves in the far back, lashing out with tangled limbs as the gangstas tear the operation apart.
  Shambling Goatleaf Roll Initiative
Large Plant, Unaligned
Armor Class 15 (Natural Armor)
Hit Points 136 (16d10 + 48)
Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
17 (+3)
11 (-)
12 (+1)
3 (-4)
12 (+1)
6 (-2)
Skills Stealth +2
Damage Resistances Cold
Damage Immunities Lightning
Condition Immunities Blinded, Deafened, Exhaustion
Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 10
Languages -
Proficiency Bonus +3
Traits
Goatleaf Haze. When the shambling goatleaf takes fire damage, it releases a cloud of smoke in a 10-foot radius. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. A creature awakens if it takes damage or another creature uses an action to shake it awake.

Lightning Absorption. Whenever the shambling goatleaf is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.


Actions
Multiattack. The shambling goatleaf makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling goatleaf uses its Engulf on it.   Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 ( 2d8 + 4 ) bludgeoning damage.   Engulf. The shambling goatleaf engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the goatleaf’s turns or take 13 ( 2d8 + 4 ) bludgeoning damage. If the goatleaf moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.


Hashing it Out


The gangstas aren’t here to kill anyone, only cause problems for Samson and stop the delivery. Given the chance, they will surrender or flee.   Failure. If victorious, the Eastland Gangstas mock the characters, smash a few more things, including the grove seed, and leave.   Success. If the characters defeat or drive off the Eastland Gangstas, the Queen of Sensimilla gratefully accepts the grove seed. The ritual to root it begins shortly after.

Queen’s Reward. A portable hole packed with fresh fruit. The fruit remains preserved inside due to the sealed environment.   Returning. The Queen can offer transport via plants to send the group back to the White Castle. Otherwise, travel proceeds in reverse. Signs are no longer active.   Samson’s Reward. If successful, when the characters return, Samson pays them 420 gold and says nothing more on the matter. Whether it’s a one-time job or the start of something bigger is up to you.

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