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#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 7/10 is a long hallway stretching east-to-west. The western end opens through a secret door while the eastern end contains a giant-sized mirror that is a portal to elsewhere in the Tower. An empty umbrella stand sits next to the mirror.

The hall is lit from every surface, managing to obliterate all shadows inside. Any attempt to move down it makes the hall seem to stretch infinitely. After a few dozen steps, the light gets overwhelmingly bright and any adventurer inside must make a saving throw vs spell - on failure, they are blinded. If one throws a shade over theirself, such as with an umbrella, they can walk down the hall with no issue.