Room 7/14 is partly cluttered with step ladders, buckets, brushes, and other accoutrements of cleaning. The western half of the room is freshly cleaned, but the eastern is covered in a variety of fey graffiti.
#The Tree & The Tower
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.
Room 7/11 is crammed full of wood, stone, metal and more taken from other rooms on the floor and in the Tower. The floor of the room is sticky and the culprit appears to be a magical drink tap dispensing a stream of slushie over the floor. Before the floor can be fully coated, the ice-drink melts in the heat of the floor.