Here is a modular dungeon node to connect to others, with potential connectors left exposed for the GM. Since I showed my brainstorming process before, I'll skip doing it for this week and get right to the good stuff.
This next dungeon patch is set in the dungeon seed called the Spires, which is basically like this level from Dungeon Meshi. Each area is a Ewok treehouse-like platform connected by rope bridge hallways. The skeletal trees glow with ghostly mushrooms.
1. Fairy Toll
- Tooth fairies: Tooth fairies look like the kind from Victorian children's books, but wear arms and armor made from milk teeth. Each tooth fairy present demands 20g to put under children's pillows. They'll waive the fee for gnomes, who they see as children.
- Those who fail to pay the toll have 1-14 extra teeth magically grown into their mouth. There is no test to avoid this.
- Sign post: The Cant reads: (West) Down Staircase | (East) Monsters
2. Shrine
Tucked into the hollow of the giant, desiccated tree is a small wayside shrine. On a cairn of stones sits a wide, shallow brass bowl with a few teeth (various kinds) in it. A tiny bell hangs above the bowl. Behind the bowl is an empty pedestal. The trunk of the tree bulges out to offer a semicircular bench near the shrine.
- Bowl: A place where offerings of teeth can be made. Already present is an orc's tusk, a pig's tooth, and a handful of bat teeth.
- Bell: If the bell is rung, in a couple of minutes a tooth fairy will zip in from area 3 to inspect the offering.
- If there is no new offering, the tooth fairy will pull a tooth (painlessly) from whoever rang the bell and put it in the bowl.
- If there is a new tooth in the bowl, the tooth fairy will bless the character. They can draw 1 minor arcana card and use it instead of drawing a card (for either a test or Challenge) at any time until the end of the next City Phase.
- Empty pedestal: Obviously, something important is missing here. A statue or idol?
3. Northern Ruined Spire
One of the towers of the Castle of Crossed Destiny stabs upthrust like a skeletal finger here. Inside the tower is a winding staircase down to another level.
This area key is intentionally left mostly blank to be used in service of a connecting dungeon patch. Fill it with a quest item, key, treasure, gate, rumor, lore, or other item needed to make a connect patch work.
4. Kingdom of Teeth
The rotting trunk of this colossal tree is patched and held together with a gigantic papery nest, like that of a paper wasp: where it bulges from the top of the tree, it is shaped like an extracted human tooth. Tooth fairies buzz hither and thither from the nest.
- Papery nest: This is the castle of the tooth fairies. They have bored countless hexagonal chambers into the tree and reinforced it from the outside with chewed pulp and calcium-rich spit. It is home to Dentania the Queen of the Kingdom of Teeth. It is too small for adventurers to enter.
- Tooth fairies: The tooth fairies will challenge anyone approaching the castle or crossing through the area. Tooth fairies have the logic of toddlers playing make believe. Each time the guild crosses through this area, generate a random disposition (core book, p. 100).
- If the tooth fairies ever feel intensely surprised or frightened, they will summon Queen Dentania to handle the situation.
5. Wood of Webs
These wooden walkways, supporting towers, and branches of colossal trees are all covered in the ghosts of cobwebs, covering everything like Spanish moss.
Refer to the top card of the discard pile for a special encounter in this area:
- Swords: Four sword spiders descend from above, ambushing the guild unless they specifically mention looking up. They weave webs as their initial attack.
- Pentacles: Attached to the side of the stone tower, about 12' high, is a bulging bundle of webs around an adventurer's backpack. It potentially contains loot, but how will the guild approach the task?
- Careful inspection reveals almost invisible gossamer tripwires attached to the backpack.
- If the tripwires are severed (by pulling the backpack down, etc.), a web trap is activated: a web net falls, automatically capturing any adventurers in the area, then is pulled into 25' into the air.
- Four sword spiders will return within a watch to inspect their captured prey.
- The backpack is full of 100g.
- Cups: An adventurer with a Cups 4 will notice that there are 3 webbed bodies hanging under the wooden walkways. These are the mummified remains of adventurers. They potentially contain loot, but how will the guild approach the task?
- If successfully looted, each body has 40g on their person, as well as the starting equipment package of a random adventurer.
- Wands: The first adventurer in the marching order walks through a web (unless probing the area with a 10' pole, or similar). It is gross, but not harmful.

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