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#The Tree & The Tower


The north wall of room 7/22 writhes more than the other plant walls on the floor. If an individual walks across the room, fully visible, briar vines snake from the wall and attempt to grab them. On a successful Save vs Paralysis, the adventurer avoids the vines. On failure, they take piercing damage and are pulled into the briar wall. From there, they emerge from another briar wall of the GM's choice, with a good default choice being the central stairwell for the floor.



Room 7/21 is dark except for any stray light that makes its way through gaps in the briar walls on its north and east sides. Giant-sized counters and cabinets line the western wall while part of the southern-end of the room is blocked off by a transparent, nigh-indestructible material. The barrier ends part way across, and debris and two fallen doors suggest maybe there was a wall here once that the barrier joined with.

In the middle of the room, etched into the floor, is the outline of a circle. It once was filled with reagents and drawn runes to assist with summoning.

By the north, briar wall, a pair of large knives fashioned into a crude hedge trimmer click steadily and rhythmically. A giant-sized unseen servant spends all its time trying to trim back the hedge wall, which perpetually regrows from each snip.

Two round doors lead out of the room, one to the northeast and one to the southeast.



Room 7/20 is comfortably lit by a glowing stone affixed to the top of a maypole. A small table and chairs, sized for all sorts, is positioned in the southeast corner. A northern door is covered in impenetrable briars that regrown when cut. Three round doors open to the northwest, southwest, and northeast. When these round doors are closed, cartoonish faces painted on them animate and begin to converse.

These doors - Dor, Hatch, and Melinda the III - are friendly and chat quite a lot in elvish or sylvan. They're so ready to chat that they will lock themselves from this side for several Turns as they try to hold a conversation with adventurers. This lock is one way, and any sort of wandering encounter might come through the door from the other side.