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#The Tree & The Tower


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.



The images show as broken when I edit the draft, but work when I save it. Fingers-crossed they post alright!

Room 5/30 is the small, wooden floored room pictured in the painting adventurers touched to access it. The harp in the painting continues to play all on its own. Looking around the room, only the wall immediately behind the harp exists - the rest of the space is open sky. Directly behind the adventurers is a painting that looks like the room they came from; if touched it returns them to room 5/26. Below them, the wood floor remains steady as it rotates in a great gyre.

Below the floor is a large whirlpool of paper musical notation and a cacophony of music. In the center of the whirlpool is another painting that, when touched, leads to another room in this extradimensional space. Entering the whirlpool without somehow protecting one's entire body causes 1d4 slashing damage each round from waves of paper cuts. The noise in-turn sickens and disorients, requiring a Saving Throw vs Spell for each person who hears it; on failure, the character has a random ability score exhausted. An unguided trip through the whirlpool takes 1d4 minutes.