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#The Tree & The Tower


Room 5/6 is badly damaged, but enough moonlight moss remains to still light it, if barely. The front room has burnt and broken picture frames on the walls and an overturned, broken desk in the middle. The door to the southwest opens into an office area. The door to the north is burnt open.

Smoke fills the north room and the loud crackle of flames spills forth. Inside sits rows of damaged benches and, at the far end, a podium. Behind the podium and among the benches are several chattering Flaming Licks. The elementals hold forth a mock - mocking - debate that revolves around insulting water elementals.



Room 5/4 is an intricate wooden gate that swings westward into the Graveyard Branch of the Tree. The carvings are full of maudlin goblin imagery about life and death. Past the gate, adventurers can see the Graveyard Branch, but a bit distorted as all the gate's openings are covered in magical slime - the ectoplasmic remains of Ghost Slimes.

If one tries to open or get by the gate without singing the passtune (known to Gargu and Rest, but no others of note), the spirits of the slimes animate as small, cube-like, biting mouths. Adventurers must save vs paralysis. On a failure, they are restrained by the biting ectoplasm. Regardless, the enchantment notifies Rest.



Room 5/3 is a pub dimly lit by moonglow moss. Despite the room keeping moss, the rest of the interior is smashed and looted. Despite the damage, indistinct goblin voices and music fills the space. If adventurers spend more than a few minutes inside, the voices get louder and more distinct. Just as they become legible, they turn to arguing over class dynamics and the use of fire magic. As the arguing and clarity intensify, smashed objects start flinging about the bar. Each round an adventurer remains inside, they must save vs Breath Weapon, taking 1d6 bludgeoning damage on failure. But as they stay inside, they start to get more-and-more information about the conflict that drove the goblins who used to live here!