DM Brainiac’s Strength of Thousands (INACTIVE) (Inactive)

Game Master Brainiac

Map of Magaambya
Map of Spire Dormitory


spoiler=Initiative][dice=Anabel]d20+3[/dice]
[dice=Bahili]d20+6[/dice]
[dice=Drazhan]d20+5[/dice]
[dice=Firinn]d20+5[/dice]
[dice=Unya]d20+7[/dice]
[dice=Witchling Okapi]d20+3[/dice]
[dice=Umbo]d20+8[/dice][/spoiler]

Key to Spire Dormitory Map:

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.

A2. COMMON ROOM
Decorated with a colorful 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

A6. ESI’S ROOM

A7. OKORO’S ROOM

A8. CHIZIRE’S ROOM

A9. MARIAMA’S ROOM

A10. TZENIWE’S ROOM

A11. IGNACI’S ROOM

A12. HAIBRAM’S ROOM

A13. NOXOLO’S ROOM

A14. AVAILABLE ROOMS
There are six rooms available from which the heroes can choose. Each is neatly made and ready for someone to move into it. Upon each bed, the heroes find a scrap of yellow cloth folded around a sunburst‑shaped glass bead to add to the string of beads they wear as initiates.

A15. EAST BATH
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
The secret door to this hallway is well-hidden, but marks on the floor and the wall nearby give away its frequent use. A hatch at the end of the hall leads to a maze of decommissioned water and delivery tunnels beneath the campus. The other students know about these tunnels and mostly use them for exploring, playing card games, or engaging in other private endeavors. Anyone in the tunnels can sometimes hear echoes of conversations from distant parts of the campus.

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.