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#The Tree & The Tower


A large hole in a wall opens into room 7/5, where a Fiery Lick holding a brass clipboard and sporting round glasses (whose glass has long melted away) directs a cadre of goblin skeletons who themselves are ablaze to erect brass wall panels. The supervisor is surprised and delighted by the appearance of adventurers, presuming they are either here to swear fealty to the Crescendo of Flame or else have arrived to deal with the fey infestation on the floor. As the supervisor chats, the skeletons stop their work and take a break. Arches lead to doors heading east and west out of the room.



Room 7/4 is another part of the central stairwell of the Tower. The door opening to the floor bears a metal plaque with an inscription repeated in Common and in Goblin, warning not to open the door because a great, living flame of vast destruction resides on the other side. The door is unlocked, slightly open, and clearly has been in use for years.



Room 7/3 sits across a large gap, with long planks in the hallway outside acting as the only way across... when set-up. Inside, the room acts as a prison for the rare folk the Tower Cords take captive. Right now, the room plays home to a teenage goblin girl who belongs to Circle Green. The young woman insists she's not a prisoner, and instead is spying for Birdie Blanc.

The girl is concerned for a missing Tower Cord who used to guard the prison and chat with her. The Cord went up the Tower, fortune hunting, and hasn't returned. If adventurers can rescue the Cord, or at least find out what happened to them, the girl will teach them a song and a dance.



The door to room 7/2 is barred from the outside hallway. Inside, the room is a partially collapsed lab sized for giants. Step stools and ladders are built into parts of the room to allow smaller races to move about. A large table is precariously perched on the collapsing floor, ready to tip over and crash into the roof of Twinkle Bitterberry's home well below.

A large, brass barrel filled with peculiar holes moves about the room, animated by a water elemental bound inside it. The elemental slides ribbons of water out of slats in the brass body. It is aggressive and attacks any intruders it notices before moving back to eternally cleaning the remains of the lab.

A similar, smaller barrel sits on a cabinet. This is large enough to bind a water sprite, if one were cruel.