Friday, October 30, 2020

Seraphim's Gate Rooms

 


Seraphim's Gate is a strange, twisted place, an otherworldy cancer manifesting itself into an everchanging maze, getting more elaborate as you go deeper within. Shallow layers resemble what you could find in a humble abbey; near the center, it's a exaggerated gothic mess. Here are some of the rooms you can find within. To roll for them, roll 1d10 and add the number of layers you are in. You start at layer 0.

  1. Garden: Sad, withered plants looking out onto a sad, withered wasteland
  2. Kitchen: Sparse, with most of the food having rotted away. Has a couple knives, if you're desperate for weapons
  3. Wine Cellar: Plain stone floors, 1d12+2 large casks of wine.Only 1d4-1 of them is actual good wine, the rest having been severely watered down by holy water, milk, honey, and/or blood
  4. Sleeping Quarters: Simple bunk beds lay in rows. Hidden under a mattress is  1. A dagger  2. A bottle of whiskey  3. A pouch of 1d20 gold  4. Cheap erotica
  5.  Base Camp: Several fine tents in a cleared out room, with the few remaining contents shoved against one wall. Steamer trunks are filled with fancy clothing, high-quality alcohol and tobacco, rapiers, flintlock pistols, and occult notes.
  6. Crypt: Dark and dusty. Dead wrapped in white cloth are interred in stone niches. One of them is new, bearing distinctive wounds, as if they were killed by a random creature within.
  7. Chapel: A humble chapel, with 1d6+2 rows of pews and a bare stone altar. The decorations remaining on the walls look old and faded.
  8. Bell Tower: A spiral staircase winding around a central shaft, the top of which has a giant bell. If rung, it automatically triggers an encounter. It can also be cut to crash through the floor, creating a shortcut 1d4+1 layers lower, and attracting an encounter from that layer as it investigates.
  9. Great Hall: A massive hallway that extends into the horizon. High visibility, and very easy to get flanked and cornered.
  10. Confessional Chamber: Rows of confessionals set across the walls. The first character to go inside one and speak hears  1. The slurred advice of a Drunken Visionary  2. Strange, chiming angelspeak  3. Blasphemous scripture from a Penitent Demon  4. The gnashing jaws of a Confessional Mimic!
  11. Library: 1d4 stories high, and filled with books on religion, philosophy, and the occult. Behind a bookshelf is a secret chamber that  1. Has a spellbook within it  2. Leads 1d2+1 layers deeper  3. Hides a bulky Golden Flame machine designed to speak to spirits  4. Has an encounter from 1d3 layers deeper hidden inside.
  12. Statuary: A room filled with statues of saints and humanoid angels. They  1. Each have offering slots, with 1d20 gold in each one  2. Contain the bones of actual dead saints  3. Will animate to punish anyone who uses violence within
  13. Fountain: A fountain centered around a statue of an angel gifting water to begging men and women. The water  1. Turns anything dipped within to gold  2. Can render those soaked in it invisible to holy creatures  3. Is contaminated by milk and honey  4. Is so holy that everything that isn't angelic is dissolved by its touch
  14. Anchorite's Hideout: What can only be described as a tiny, spartan stone house built into the cathedral. The exit is sealed and must be broken down, and the anchorite within is  1. Dead  2. Is mad and babbles in angelspeak  3. Will give well-meaning advice  4. Will give treacherous advice
  15. Saint's Shrine: A large altar and surrounding artwork dedicated to a specific saint, with gifts lying on it. Depending on whether the altar is offered to or looted/desecrated, the saint will bestow an oddly specific blessing or curse related to its portfolio/quickly-scanned Wikipedia page 

  16. Reliquary Chamber: Filled with holy artifacts, dead saint parts, and the like. Among all the religious bric-a-brac is a magic item
  17. Choral Chamber: A semicircular room, with raised seats for choir singers. Those who try to sing inside  1. Manifest a choir collar  2. Cause ghostly singers to appear alongside them  3. Are filled with a sense of inner tranquility  4. Attract a Castrato Choir
  18. Sacred Flame: A chamber centered around a stone basin with a golden-white flame burning inside. Those who stoke the flame are rewarded with its loyalty, while those who try to extinguish it are attacked by a Sacred Flame Elemental
  19. Prayer Labyrinth: A massive labyrinth design, spread across the floor. Those who follow the path the entire way have one question vaguely answered. Those who cross any lines are struck down with holy fire.
  20. Organ Room: A pipe organ dominates one part of this room. Playing it is very loud, and triggers an encounter roll, as well as  1. Giving one the ability to understand angelspeak  2. Causing 1d20*50 gold to blast out of the pipes  3. Deafening the player  4. Shaking the chamber hard enough to make it collapse
  21. Grand Cathedral: 1d20+10 rows of pews, elaborate altar, stained glass windows, grand gothic excess. High traffic, so you'll always have an encounter here.
  22. Ossuary: A crypt for saints, where everything is made of bones. Should one disturb the valuable-strewn graves, all centered around a magic item here, the bones will lash out to attack, and assemble themselves into guardians
  23. Outdoor Grotto: A room open to the starry night sky, far lovelier looking than actual night. A grove of trees ring the room, guarded by an invisible angel wielding a flaming sword that punishes anyone who sins within the room
  24. Bridge: A long bridge, connecting two huge floating chunks of cathedral across  1. A massive, Blame!-esque expanse of more cathedral on all sides  2. Empty void  3. Blue skies  4. Blinding white light. In any case, don't fall!
  25. On a 25 or over, you suddenly exit onto a ledge near the top of a blasted crater. Far down, the wracked, dying body of Araquiel can be seen, chunks of cubic gold weeping milk and honey.


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