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#The Tree & The Tower


Room 6/3 is dimly lit by moonglow moss growing along the walls of a house. In front of the house is a wood deck, itself raised above the wooden floors of the space. A small table and a worn but comfortable chair sit on the deck. Off to the eastern side is a small, bubbling pond, a tree, and a garden plot. The garden and tree manage to grow despite there being now soil or grass in the space. A door on the deck leads further in.



Room 6/3 is a patch of spongy earth and grass floating in a misty space. The fog and clouds at the edges drift inward in ribbons, collecting around a spindle whorl spinning on its own in the center. Around the spindle is a skein of elemental creation. Removing this from the spindle causes an explosion of mist. Anyone caught in it must make Saving Throw vs Poison. On a failure, their lungs fill with a noxious blend of vapor, mist, embers, and dust that causes them to suffocate. If they don't find a way to quickly clear it out, they risk death.

The skein of elemental creation can be used to create any number of crafted goods, and is used by Strum to expand his pocket dimension.

Two paintings connect to other patches in the branch.



The door from the kitchen in room 5/31 leads to stepping on stage in room 6/1. The stage looks out onto an audience of anthropomorphic instruments. A violin with cartoon arms and legs steps up in-front of the stage and taps a conductor's baton to settle the audience down, then starts conducting the adventurers on the stage.

If the adventurers fail to perform the song expected, the audience gets restless and rushes the stage, trying to push the adventurers back into the kitchen. If they perform the song well, the audience applauds as the conductor offers some feedback on minor issues. The crowd parts and allows them to reach a painting at the far side of the seating.



Adventurers who reach the bottom of the whirlpool and touch the painting there come into room 5/31 through a painting on the front door of a small bar. The room is tastefully lit by moonglow moss. A stage sits in the northwest corner. A bar takes up the western wall of the cramped building. Behind the bar is a water elemental in a cap, busy polishing the counter. It is surprised by the arrival of the adventurers and offers them a drink. It then tries to suss out who the adventurers are and what their intent is.

If the elemental grows suspicious, it first tries to point the adventurers back the way they came. If they refuse, it directs them through the kitchen. If the adventurers seem like folks Strum should talk with, it directs them to a secret painting hidden behind stage curtains.