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#The Tree & The Tower


Room 7/15 is full of counters, cabinets, and tables, all sized for giants. In the southwest corner, beyond brass railings, is a stone and metal platform engraved in silvery runes or writing. The air smells of cleaning solution, but the entirety of the room is covered in floral paintings and fey taunts. Tittering voices dance through the air as invisible pixies move about.

The pixies take interest in any visitors, but a designated Big Brother resignedly tries to learn about the party. Once he has any information at all, he retreats through a secret path hidden in a cabinet to the north. After, the remaining pixies dance around the party, casting a group enchantment. All adventurers must save vs spell. Any who fail fall asleep and are glamoured with illusion, such that they appear and sound like another member of the party.

Hidden in cabinets at the south and north ends of the room are secret doors. These are passages to adjoining rooms that appear as paths of branches and leaves, and moving through them is much like crawling through or under a bush.



A cage hangs from the ceiling of room 7/13 over a charred patch of flooring. Inside the cage is a Tower Cord, the missing member who the Circle Green prisoner in room 7/3 has a crush on.

Depending on if Flamecrackle the fiery spear was drawn by an adventurer in room 6/17, the room is either aflame or is still. If aflame, the room does not burn away, but the cage floor does. If the Tower Cord is not rescued, they fall into Flamecrackle and are consumed, their remains becoming a Flame Skeleton. If the spear was drawn, the room is still.

If Flamecrackle is present, adventurers can attempt to draw it, following the same rules as described in room 6/17.



Room 7/12 is a maze of polished, bronze mirrors that stretch from the floor to the ceiling. As the adventurers move through the maze, a fiery animal residing in the mirrors begins to stalk their reflections. If the adventurers take too long navigating the room, the animal pounces on one of their reflections. At that point, the reflection's owner must make a saving throw vs spell, igniting into flame on a failure. The stalker cannot be attacked directly, but reflected items, spells, and effects can hit it, though aiming such things is awkward.