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Spire Dormitory


hoverfrog

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A1. SOARING SPIRE
This spire looks identical to the other three around the dormitory: a narrow pillar of stone that tapers to a blunt point 50 feet above the ground. However, a strange gravitational anomaly surrounds this spire. A creature within 15 feet of the spire can High Jump up to 60 feet into the air without an Athletics check and land without falling damage. Magaambyan students mostly use this zone to slingshot each other into the air for fun or to access the sloped roof of the dormitory for some privacy. Unsurprisingly, Haibram uses  it as a launching point for hang gliding and tries to fly as far as he can.

A2. COMMON ROOM
Decorated with a colourful and intricate mosaic on the walls and floors, this large room has a number of plush couches for students to relax, socialize with one another, or simply take a quick nap.

A3. WEST BATH
Magic keeps the water in this large bath fresh and warm. The antechamber to the south serves as a washing and changing room but has informally turned into a laundry. There are just about always piles of laundry stacked here.

A4. WASHROOMS
The dorm has two major washrooms that each contain toilets, mirrors, and washbasins for the students to freshen up.

A5. ANCHOR ROOT’S ROOM
Anchor Root’s room is mostly neat, save for the occasional dried chicken dropping. Stacks of small, cleaned animal bones sit in the corners, and several large tubs serve as homes to her collection of pet fruit beetles, many of which are the size of a human fist.

A6. ESI’S ROOM
This room is crammed to the brim with hiking and sports sticks, cut pieces of leather, carving supplies, book glue, parchment, stray books, and half‑done sewing projects. Despite this quality, Esi occasionally comments on the strangeness of having such a large room to herself and how it often feels empty.

A7. OKORO’S ROOM
Games of all kinds, from wooden board games to dart boards and hoops, have been piled high in this room. Everything appears impeccably organized with not even a speck of dust or mud on anything.

A8. CHIZIRE’S ROOM
This room most notably features a fully functional moonshine still. Chizire happily shares his recent brewing projects with anyone who happens to pass by, regardless of whether they’re interested. Despite this contraption taking up most of his room’s free space, Chizire also keeps a few shade‑loving plants from Kibwe in pots.

A9. MARIAMA’S ROOM
This room formerly belonged to Haibram, but the dwarf wagered it in a high‑stakes card game against Mariama and lost. Mariama’s room is filled with wooden practice weapons, old scrolls, impressive but magically inert knickknacks, and a stuffed lizard toy. The room also smells heavily of narcotics. Her familiar, a fat monitor lizard named Kedu, is usually asleep near the window.

A10. TZENIWE’S ROOM
Due to her two children, Tzeniwe received the largest dorm room, which the other residents have grudgingly admitted is fair and thus off‑limits from various student gambits. As one might expect from the presence of two rambunctious spiderlings, the room looks messy with toys, webs, and weaving projects stuck to various walls and the ceiling.

A11. IGNACI’S ROOM
Glass alchemy equipment primarily occupies the room, scattered across the extra chest, desk, and bookshelf that Ignaci misappropriated from elsewhere on campus. Ignaci sells common alchemical elixirs of 3rd level or less and alchemical tools of 4th level or less; he has a one in four chance of having something specific the heroes ask about right on hand. If he makes bombs or poisons, he certainly doesn’t admit to it.

A12. HAIBRAM’S ROOM
After losing his large room to Mariama in a card game, Haibram remained true to his word and moved into this smaller chamber—clearly, he’s more sore about losing than about the smaller accommodations. Haibram has an impressive collection of weapons, both real and fake, but his most impressive possession is a pair of cloth and reed dragon wings big enough for flight.

A13. NOXOLO’S ROOM
This room contains a large collection of dance outfits, several small chests of medical supplies, and a tall jug of water Noxolo keeps on hand as an emergency fire extinguisher. Almost all of the room’s furniture and her possessions have been crammed against the walls of the room, leaving a large amount of clear floor space at the centre for dancing.

A14A. ANNAH'S ROOM
Annah enjoys the light from the window.

A14B. KRAAWKAW'S ROOM
The image of Nethys on the wall pleases Kraawkaw.

A14C. AVAILABLE ROOM
This room is unoccupied. It is neatly made and ready for someone to move into it. 

A14D. OLI'S ROOM
A south facing window provides light for morning devotions.

A14E. MARICA'S ROOM
Close to where everything is happening.

A14F. CAELIRIA'S ROOM
This large room pleases Caeliria.

A15. EAST BATH LOW 1
Kept slightly cooler than the west bath, this large bath sees less use from the residents, as does the laundry room to the south. The east bath has a few heaps of clothes that have been here for months but which no one has claimed.

A16. ALL-SEEING SOLUTIONS
This well‑rendered drawing of the black‑and‑white mask of Nethys, god of magic, adorns the wall at the end of the hall. The words “All‑Seeing Solutions: Pay in Light, Let the Darkness Show Wisdom!” is inked onto the wall next to the mask.

A17. MAINTENANCE HATCH

A18. FROG POND
Though various puddles and pools spring up all over campus during Nantambu’s rainy season, this deep pond remains all year round. While Mariama is convinced that the frogs in the pond are enchanted and deliberately jump on her, the frogs are entirely ordinary but attracted to the bright colours and unusual scents Mariama wears.

Edited by hoverfrog (see edit history)
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