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Sanctum.

Posted by ylvaFor group 0
ylva
GM, 2 posts
The wind stirs the sand
Fri 12 Feb 2021
at 05:33
  • msg #1

Sanctum

A thread for descriptions of the sanctum.
Cornelius Shaw
player, 2 posts
Sat 13 Feb 2021
at 08:04
  • msg #2

Sanctum

General Sanctum Description:
  • Total Area: 48 cubes, 20x20x20 ft each

https://www.d20pfsrd.com/alter...Archmage/#Sanctum_Su

The Sanctum opens into a sort of gatehouse. There is a well-fortified door to both the left and the right, and a grand portcullis straight ahead. Underfoot, the floor can be raised like a giant trap door, revealing a stairway/ramp to a lower dungeon area. The door in the entrance to the left leads to a supply room and armory (Which itself connects to a large vault), while the door to the right leads to a stabling area for horses, riding dogs, and all manner of farm animals. There is even a spot suited to an elephant or similarly large beast.

Straight ahead, "North" through the portcullis itself, the Sanctum opens up into a large grassy park with a huge oak growing in its center underneath a domed ceiling painted to look like a bright blue sky. There are flowers and a small koi pond in the park, and the area is obviously designed for relaxation. Surrounding the park are several types of workshops with open-air "storefronts" that open right into the park area. There is a smithing area next to the portcullis entrance that also connects to the supply area. A jeweler station and a wood shop too. Next is the leatherworking are and the textiles stations. There is a bookmaking station, an arts and crafts area, and even a spot for stone carving and an elaborate alchemy laboratory. Basically, for any workspace someone might need to craft any conceivable object, there is a workplace available with a nice view of the park.

Above the bookmaking area, a spiral staircase leads up into a lavish bedroom with two levels, and every amenity Cornelius might want for a master bedroom. Including an area devoted to his familiar's personal space. There is even a balcony that opens up over the park area. Taking the stairs even higher leads to a nice quiet private library/study.

Back down near the park, a hallway leading "East" goes past the stabling areas that connect to the entrance. On the opposite side of the hall is a greenhouse area where a wide variety of plants grow. Some for eating, but most for various magical uses. Making up the back wall of the greenhouse area are two enormous aquariums: one saltwater and one freshwater. There is a viewing tunnel that allows a person to circle them "underwater" and return back to the greenhouse. Even further down the east hall is a darkened room where various mushrooms and fungi grow. The end of the hall turns northward again and connects to the guest areas as a back entrance.

If you take the Northward hall back at the park area, it connects to a large dining hall like you might find in a grand tavern. Eastward is a hall that bears numerous guest rooms and connects with the back hallway from the stable and garden areas. In the back corner of the guest room area there is a small space reserved for religious purposes (non-denominational). There is access to a bath area where these hallways join. Northward are the kitchen and larder areas for preparing simple meals and grand feasts. Westward is a large room set up for various games, as well as a pool area for relaxing and swimming.

Back at the central park area, if you take the westward hall you find doors that open into a sparing area and archery training range.  Additionally, there is a large room designed for council-type or planning meetings. In this room there are numerous maps available, and the table doubles as a battle planning board. Beyond the board room is a grand multi-level library that stretches back all the way to connect to the game room. Its ceiling is painted to look like an accurate depiction of the night sky (on the material plane).

Back at the entrance, if one were to take the path through the trap door, you would find yourself in a dungeon area with cells made to hold humanoids, beasts, and other critters. Perhaps even an ooze tank. Beyond the cells, there is an area that looks specifically designed for anatomical dissections or other similar experiments



Sanctum Inhabitants:

Cornelius Shaw - the sanctum's creator
Flit - Cornelius's clockwork dragonfly familiar
Eight Unseen Servants - can travel anywhere within the sanctum
This message was last edited by the player at 00:51, Sun 21 Feb 2021.
Cornelius Shaw
player, 3 posts
Sun 14 Feb 2021
at 04:43
  • msg #3

Sanctum

Area Name:

  • Total Cubes (48 total)
  • Dimensions (long = north/south, wide = east/west, high = up/down)

Description + noteworthy architecture

Connected Rooms:


Noteworthy Inventory:



Sanctum Entrance:

  • One Cube
  • 20 long, 20 wide, 20 high

The sanctum's entrance is a mostly empty square room made of rough stone. There is a large, sturdy trap door in the center of the room that leads down to the dungeon area. The the right ("east") is a large retractable door that leads to the stables. To the left ("west") is a smaller (but still large) door that leads to a gear-storage and treasure-sorting area. Both the left and right doors are heavily reinforced and can be barred shut from the opposite side. Directly across from the entrance to the sanctum ("north") is a large iron portcullis that leads to the park area. The portcullis is usually kept open, but can be closed by lever if required.

Connected Rooms:
Stables: East
Gear Room: West
Central Park Hub: North
Dungeon Cells: Below

Noteworthy Inventory:
None



Stables:

  • Three Cubes
  • 20 long, 60 wide, 20 tall

Description + noteworthy architecture

Connected Rooms:
Sanctum Entrance: West
Mushrooms and Compost: North (on east end)

Noteworthy Inventory:
Cart
Animal Feed (20 days)
Animal Feed - birds (20 days)
Animal Feed - carnivore (20 days)
Riding Saddle



Mushrooms and Compost:

  • One Cube
  • 20 long, 20 wide, 20 tall

Description + noteworthy architecture

Connected Rooms:
Stables: South
Greenhouse Garden: West

Noteworthy Inventory:
None



Greenhouse Garden:

  • Two Cubes
  • 20 long, 40 wide, 20 tall

Description + noteworthy architecture

Connected Rooms:
Mushrooms and Compost: East
Central Park Hub: West
Saltwater Aquarium: North (West side)
Freshwater Aquarium: North (East side)
Hall toward guest rooms: Northeast corner

Noteworthy Inventory:
None



Aquariums:

  • Two cubes
  • 20 long, 40 wide, 20 tall

Description + noteworthy architecture

Connected Rooms:
Greenhouse Garden: South
Hall toward guest rooms: East

Noteworthy Inventory:



Central Park Hub:

  • Eight Cubes
  • 40 long, 40 wide, 40 tall

Description + noteworthy architecture

Connected Rooms:
Smithing Area: West South side
Fabric/Leather Crafts: West North side
Paper/Alchemical Crafts: Northwest corner
Woodworking Area: North West side
Stone/Painting Crafts: North East side
Greenhouse Garden: East South side
Sanctum Entrance: South East side
Master Bedroom: Balcony access near Northwest corner

Noteworthy Inventory:



Smithing Area:

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Fabric/Leather Crafts:

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Paper/Alchemical Crafts:

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Woodworking Area:

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Stone/Painting Crafts:

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Master Bedroom:

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Combat Training Area:

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Planning Room:

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Grand Library:

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Game Room:

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Pool:

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Grand Dining Hall:

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Guest Quarters:

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Baths:

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Non-denominational Shrine:

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Dungeon Cells:

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Infirmary:

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Grand Vault:

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Gear Room:

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Area Name:

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This message was last edited by the player at 20:20, Wed 24 Feb 2021.
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