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#The Tree & The Tower


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.



Room 5/29 is dark and still, as magic or sound construction muffles all noise between it and the adjoining rooms. The room is untouched by the fires outside, but this lounge still shows signs of an old battle. In the southwest section, several goblin bodies lay on the ground, long decayed. One, dressed in soiled by fine vestments, has a hammer lodged in its skull. Another, holding the hammer, is dressed in frail workman's clothes and a pristine tool belt.

If the adventurers have traced the route from the map in room 3/27, the belt calls out to them, offering itself as equipment. It refuses to partner with anyone wielding the Cop Sword from room 4/24.



Room 5/28 is an old church hall, once used for dances and get-togethers. Now it is the site of a fight between several Fiery Licks and one Massive Water Elemental. Either side would appreciate help from passing adventurers.

The southern part of the room is a kitchen, long disused. Hidden behind a standing cabinet is a patch of wooden wall that's a different color from the rest - a false wall that can be moved to reveal a door into the room to the south.