#Hundred-Doors Shrine (百門神社) — Progressive Unlock Mega-Dungeon
Contents
100 doors. Progressive unlock. Edge of Avici. Door types: Encounter (30) · Puzzle (25) · Treasure (20) · Trap (15) · Narrative (10). Completing all 100 doors unlocks a Divine Treasure-grade relic.
Main Rulebook References
- Required: Yoma Bestiary Templates · Zone Gimmicks · Loot Table
- Reference: Enma-doji Seal · Three Ways and Six Hearts
- In this supplement: Index · Sunken Mandala · Spirit Realm Relics
#§ Scent (香) — Dungeon Atmosphere
The Hundred-Doors Shrine is the boundary of stopped time. Located at the edge of Avici, it is a semi-independent space severed from the infinite suffering of Avici's core. Inside a square courtyard built of massive stone, 100 doors are set into the walls on all four sides. Each door is different — wooden door, iron door, paper door, half-collapsed door, sealed door, blood-red door, rusted door. Some doors are human-sized, some giant-sized, some child-sized. Above each door is an unnamed seal carved in stone — a symbol the PCs must decipher.
At the center of the courtyard stands an ancient stone stele. Carved into it: "百門皆開者, 得一奇寶" — Those who open all hundred doors shall obtain one wondrous treasure. The air in the courtyard is always that of a late autumn evening — cold and dry, darkness falling early. The sky is invisible. Above the courtyard, only grey mist drifts.
Pilgrims appear from time to time — beings whose faces cannot be remembered. They open one door, step inside, and never return. Even if PCs speak to them, they do not respond. Yet from their presence the PCs sense that others came to this shrine before them. Some perhaps succeeded; most probably failed.
The heaviest sensation of this shrine is choice. Which of the 100 doors to open first? Which to leave for last? Which to never open at all? Each door does not reveal what lies inside — only the seal and intuition serve as clues. And once a door is opened it cannot be closed (unless a purification rite is performed). A player's choices are permanent. Each choice accumulates Spirit Realm Exposure (shrine scale) — the shadow of Avici gradually seeping into the PCs' souls. Those who complete the shrine gain much, but lose just as much.
#GM Guidance — Show All Doors; Describe Only Some
The GM is better served by not describing all 100 doors at equal depth from the start. Each visit, bring only 5–7 doors currently in the foreground, leaving the rest as a "silent wall." That is how the sense of making a choice stays alive.
- Within a single session, make only 2–3 doors strongly memorable. For the rest, give only brief cues — color, material, sound.
- Doors already opened leave traces that change the courtyard air: cracked stone, thickening mist, the unnamed seals growing sharper.
- At every 10-door milestone, describe how the courtyard itself has changed. The shrine that quietly transforms is the Hundred-Doors Shrine's true boss.
#§ Law (法) — Entry, Progression, and Rewards
#Entry Requirements
- After Chapter 2: Up to 10 edge doors accessible (door numbers 1–10). Exploring the edge of Avici itself is only possible from Chapter 2 onward.
- After Chapter 4: All inner 90 doors accessible (door numbers 11–100). Must satisfy Avici entry conditions.
- A Spirit Realm map or pilgrim guide required. The shrine's location is fluid and shifts slightly with each revisit.
- Agreement to accumulate Spirit Realm Exposure (shrine scale) — notify players in advance: "This dungeon accumulates Spirit Realm Exposure (shrine scale). It has an indirect effect on the Return Ending."
- Party consensus — understand this is a long-term parallel content.
#Recommended PC Rank
Per-door variance. Door difficulty ranges from rank 5 to rank 10.
| Door Difficulty | Recommended Rank | Door Proportion |
|---|---|---|
| Lower (下) | rank 5–6 | 20% |
| Middle (中) | rank 7–8 | 50% |
| Upper (上) | rank 9–10 | 25% |
| Supreme (極上) | rank 10+ | 5% |
PCs open doors starting from lower ranks — difficulty has no relation to door number. The GM checks the d100 table for that door's difficulty and adjusts as needed.
#Estimated Session Count
| Completion Condition | Sessions | Time Frame |
|---|---|---|
| 10 doors (1st milestone) | 2–4 | Early campaign |
| 30 doors (3rd milestone) | 6–10 | Mid campaign |
| 50 doors (midpoint breakthrough) | 12–18 | Late campaign |
| 100-door full run | 20–40+ | Campaign 1 year+ |
Average doors opened per session: 2–3 doors (short session), 4–5 doors (long session).
#Key Rewards
- 100-door full-run reward — 1 Divine Treasure-grade relic — a legendary item surpassing the main rulebook's highest grade. Major Ending bonus (see § Reward Summary below).
- Milestone rewards (1 time per 10 doors) — choose 1 of 3 types: core, item, or clue.
- Narrative fragments — 1–2 background pieces per door. Accumulated pieces reveal the true nature of Avici.
- Spirit Realm Exposure (shrine scale) penalty — accumulated Exposure affects Ending branches.
#§ Spirit Realm Exposure (Shrine Scale) System
#What Is Exposure
Spirit Realm Exposure (shrine scale) quantifies how much Avici's influence a PC has absorbed. It does not replace the 0–10 Exposure of ordinary Spirit Realm travel; it is a 0–150 long-term scale used only inside the Hundred-Doors Shrine.
Starting value: 0.
Maximum value: 150 (functional). Exceeding this forces Transformation status.
Accumulation:
- Each door opening: basic +1.
- Certain doors add extra Exposure (trap/narrative doors: +3 to +5).
- Reaching a milestone: additional +10 to +25.
#Exposure Stages
| Exposure | Stage | Effect |
|---|---|---|
| 0–20 | Faint | No symptoms. Heart (心) checks -1 (faint) |
| 21–50 | Moderate | Strange dreams. Heart wavering rolls -2. Occasional ghostly hallucinations |
| 51–80 | Marked | Physical changes begin. Eye color shift, skin markings. Return Ending check -2 |
| 81–110 | Severe | NPCs become wary. Commerce/Negotiation checks -3. Return Ending check -3 |
| 111–130 | Critical | Psychic fracture begins. Intermittent action loss. Return Ending check -5 |
| 131–150 | Terminal | Transformation imminent. Return Ending check -10. Transformation Ending check +10 |
| 150+ | Transformation confirmed | Character loss. Yoma-ization |
#Exposure Purification
Exposure does not decrease automatically. It must be purified deliberately:
| Purification Method | Effect | Cost |
|---|---|---|
| Onmyoji purification rite | Exposure -5 | Consume 5 talismans |
| Dialogue with main-campaign monk NPC | Exposure -3 | Requires side quest completion |
| Mandala Blessing (reward from layers 5 and 12) | Exposure -10 | 1-time |
| Divine Treasure-grade purification relic (Spirit Realm Relic) | Exposure -30 | Relic consumed |
| Time passage (3+ months without visiting shrine) | Exposure -2/month | Natural |
| Staying near the Enma-doji Seal | Exposure -1/session | Multiple constraints |
Exposure management is the core of long-term parallel play. Periodic checks with players are essential.
#Exposure and Ending Branches
| Exposure (at 100-door full run) | Return Ending bonus | Transformation Ending bonus | Settlement Ending bonus |
|---|---|---|---|
| 0–50 | +0 | -3 | +0 |
| 51–80 | -2 | -1 | -1 |
| 81–110 | -3 | +2 | -1 |
| 111–150 | -5 | +5 | -3 |
Low-Exposure completers favor Return and Settlement. High-Exposure completers lean heavily toward Transformation.
#§ Door Opening Procedure
#Procedure Steps
- Choose a door: The player selects one unopened door from the courtyard. The GM describes its appearance.
- d100 roll: GM internal reference — determines which of the 100 doors this is. Players may directly choose a number 1–100, or indicate "2nd from the left in the 3rd row" and the GM maps it.
- Decipher seal: PCs may attempt to decipher the seal above the door (Wisdom check target 14). Success partially reveals contents (type only — "looks like an encounter").
- Open: PC decides to open the door. Opening costs 1 round.
- Resolve contents: Resolve the door's contents — combat, puzzle, treasure, trap, or narrative.
- Close out: Contents resolved. PCs return to courtyard. Exposure +1 + door special Exposure.
#Door Deciphering (Optional Clues)
When deciphering the seal before opening:
- Check 14: Reveal type (encounter / puzzle / treasure / trap / narrative).
- Check 17: Reveal difficulty (Lower / Middle / Upper / Supreme).
- Check 20: Reveal major contents (primary yoma type, major reward, etc.).
Failing the check means opening in "unknown" status — increased risk.
#Doors Opened at Once
- Per session recommended: 2–3 doors (short session 1–2 hours), 4–5 doors (long session 3–4 hours).
- Consecutive opening penalty: opening more than 5 doors in the same session imposes -1 to all checks (reflects continuous-progress fatigue).
- No more than 6 doors between sessions (prevents player fatigue; GM discretion).
#§ 100-Door d100 Table
The table below is the GM's reference when players choose a door. Fixed mapping of door number to contents. The GM encourages varied number choices from players (to avoid the same order repeating).
#Doors 1–10 — Edge (accessible from Chapter 2)
| No. | Type | Name | Difficulty | Summary |
|---|---|---|---|---|
| 1 | Encounter | Three-Buddha Jizo Gate | Lower | 3 high monks serving Jizo Bodhisattva. Dialogue or combat |
| 2 | Puzzle | Ascetic's Scales | Lower | Balance puzzle. Match the weight |
| 3 | Treasure | First Offering Box | Lower | Simple reward chest. 5 silver + 2 talismans |
| 4 | Trap | Slippery Stone | Lower | Speed check. Failure: 1 Wound |
| 5 | Narrative | Unnamed One's Journal | Lower | Basic records of a previous drifter. Entry clue to Avici |
| 6 | Encounter | Wolf Pilgrim | Middle | Wolf-form pilgrim. Combat or negotiation |
| 7 | Puzzle | 3-Character Riddle | Middle | Puzzle to guess a three-character word |
| 8 | Treasure | Lost Seal | Middle | A domain lord's seal. Narrative value + 20 silver |
| 9 | Trap | Shallow Pitfall | Middle | Floor trap. 1 Wound + cannot move 1 round |
| 10 | Narrative | 1st Milestone Forewarning | Lower | Warning text just before reaching the 10-door milestone |
#Doors 11–20 — 1st Inner (accessible from Chapter 4)
| No. | Type | Name | Difficulty | Summary |
|---|---|---|---|---|
| 11 | Encounter | Iron-Gate Guardian | Middle | Armored yoma. Combat required |
| 12 | Puzzle | Mirror of Sound | Middle | Reflect sound by adjusting angles |
| 13 | Treasure | Incense Chamber | Middle | Rare incense + talisman crafting materials |
| 14 | Trap | Crumbling Floor | Middle | Floor collapses in stages. Successive Finesse checks |
| 15 | Narrative | Pilgrim's Diary | Middle | Records of a previous pilgrim. Mid-level Avici clue |
| 16 | Encounter | Nameless Warrior | Middle | Faceless warrior. Cannot dialogue — combat |
| 17 | Puzzle | Numeric Coffer | Middle | Number combination puzzle. Wisdom check |
| 18 | Treasure | Silver Bell | Middle | 1 bell. Nullifies mental damage 3 times |
| 19 | Trap | Spider-Web Chamber | Middle | Caught in webs. Physique check |
| 20 | Narrative | Merchant's Secret | Middle | A previous merchant's financial records. Clue to 30 silver location |
#Doors 21–30 — 2nd Inner
| No. | Type | Name | Difficulty | Summary |
|---|---|---|---|---|
| 21 | Encounter | Burning Knight | Middle | Flame-incarnate knight. Burn gimmick |
| 22 | Puzzle | Rotating Labyrinth | Middle | Floor rotates. Orientation check |
| 23 | Treasure | Carved Blade | Middle | 1 high-grade weapon (Spirit Realm Relic, mid-grade) |
| 24 | Trap | Poison Mist | Middle | Toxic mist. Physique check; failure: Exposure +3 |
| 25 | Narrative | Warrior's Testament | Middle | Testament of a 3rd-party witness. Mandala clue |
| 26 | Encounter | 3 Black Hounds (黑犬) | Middle | 3 black dogs. Sorcery damage |
| 27 | Puzzle | Door of Names | Middle | Puzzle reading the PC's own name in reverse |
| 28 | Treasure | Mirror Chamber | Middle | Hidden loot inside the mirror chamber |
| 29 | Trap | Freezing Stone | Middle | Cold damage. Physique check |
| 30 | Narrative | 3rd Milestone Signal | Middle | Mid-reward notification |
#Doors 31–40 — 3rd Inner
| No. | Type | Name | Difficulty | Summary |
|---|---|---|---|---|
| 31 | Encounter | 2 Shadow Warriors | Upper | Warriors inside shadows. High-difficulty combat |
| 32 | Puzzle | Riddle of Time | Upper | Question-and-answer puzzle about past, present, and future |
| 33 | Treasure | Mandala Fragment | Upper | 1 mandala shard (linked with Sunken Mandala dungeon) |
| 34 | Trap | Psychic Trap | Upper | Mental Save failure: Exposure +5 |
| 35 | Narrative | Monk's Bones | Upper | A monk's remains from 100 years ago. Detailed records |
| 36 | Encounter | Mid-Grade Screaming Yoma | Upper | Screaming yoma rank 8 |
| 37 | Puzzle | Three-Sided Testimony | Upper | Contradictory testimony from 3 NPCs. Infer the truth |
| 38 | Treasure | Gold-Bar Chamber | Upper | 3 gold bars. Large sum by main-campaign prices |
| 39 | Trap | Gate of Temptation | Upper | Illusory desire. Mental Save; failure: Exposure +5 |
| 40 | Narrative | 4th Milestone Message | Upper | 4th milestone notification + warning |
#Doors 41–50 — 4th Inner (Midpoint Reached)
| No. | Type | Name | Difficulty | Summary |
|---|---|---|---|---|
| 41 | Encounter | Pilgrim Horde | Upper | 10 pilgrims. Negotiation priority |
| 42 | Puzzle | Ring of Cause and Effect | Upper | Causality puzzle. Infer chronological order |
| 43 | Treasure | Chamber of Rare Relics | Upper | 1 rare relic (Spirit Realm Relic, rare grade) |
| 44 | Trap | Memory Thief | Upper | Lose 1 memory fragment. Roleplaying penalty |
| 45 | Narrative | Record of Grudges | Upper | A previous drifter's grudge record. Narrative weight |
| 46 | Encounter | Avici Manifestation (無明) | Upper | Lower manifestation of Mumei (Chapter 5 Lord-grade fragment) |
| 47 | Puzzle | 0 and 1 | Upper | Binary logic puzzle |
| 48 | Treasure | Stored Blade | Upper | 1 masterwork weapon (equivalent to Sunken Mandala masterwork) |
| 49 | Trap | Infinite Corridor | Upper | Spatial distortion. Complex orientation checks |
| 50 | Narrative | Midpoint Breakthrough — Major Reward | Upper | 50-door milestone — major reward distributed |
#Doors 51–60 — 5th Inner (Late Phase)
| No. | Type | Name | Difficulty | Summary |
|---|---|---|---|---|
| 51 | Encounter | Black Hound Pack | Upper | 7 black hounds. Chained sorcery |
| 52 | Puzzle | Screaming Equation | Upper | Sound-wave puzzle quantifying scream pitch |
| 53 | Treasure | Rare Talisman Set | Upper | 5 rare talismans |
| 54 | Trap | Time Warp | Upper | 1 round elapsed consumes 3 rounds |
| 55 | Narrative | Origin of the Sealing Stone | Upper | Background of the sealing stone's creation. Chapter 5 clue |
| 56 | Encounter | Mid-Grade Hellfire Yoma | Upper | Hellfire yoma rank 8 |
| 57 | Puzzle | 3-Dimensional Mandala | Upper | 3D mandala restoration check |
| 58 | Treasure | Jewel Chamber | Upper | 12 gems. Monetary value + talisman materials |
| 59 | Trap | Reversed Mirror | Upper | Self-copy from mirror. Similar to main-campaign layer 4 |
| 60 | Narrative | 6th Milestone Signal | Upper | 6th milestone notification |
#Doors 61–70 — 6th Inner
| No. | Type | Name | Difficulty | Summary |
|---|---|---|---|---|
| 61 | Encounter | Mid-Grade Lord Forerunner | Upper | Lord-grade yoma's forerunner — clue encounter |
| 62 | Puzzle | Smoke Riddle | Upper | Recognize shapes within smoke |
| 63 | Treasure | 2 Rare Relics | Upper | 2 rare relics (obtained simultaneously) |
| 64 | Trap | Ambush Chamber | Upper | Concealed attack. Evasion check |
| 65 | Narrative | Domain Lord's Records | Upper | Records of a domain-lord drifter |
| 66 | Encounter | 2-Phase Mid-Grade Yoma | Upper | Mid-grade yoma but 2 phases |
| 67 | Puzzle | Mandala Cipher | Upper | Convert mandala symbols into cipher |
| 68 | Treasure | Divine Treasure Preview Chamber | Upper | Clue to the Divine Treasure. 1 incomplete divine treasure |
| 69 | Trap | Reinforced Psychic Trap | Upper | Exposure +7 + Heart change |
| 70 | Narrative | 7th Milestone | Upper | 7th milestone |
#Doors 71–80 — 7th Inner
| No. | Type | Name | Difficulty | Summary |
|---|---|---|---|---|
| 71 | Encounter | Lord-Grade Yoma Manifestation | Supreme | Lord-grade yoma's manifestation. Rank 9 opponent |
| 72 | Puzzle | Labyrinth of the Heart (心) | Supreme | Must unravel the PC's own heart depth |
| 73 | Treasure | Latent Divine Treasure | Supreme | 1 Divine Treasure candidate (unawakened) |
| 74 | Trap | Space Shatter | Supreme | Space severed. 2 Wounds |
| 75 | Narrative | End of a Previous Drifter | Supreme | Full account of a previous drifter's failure |
| 76 | Encounter | 3 Emissaries of Avici | Supreme | Avici manifestations. High difficulty |
| 77 | Puzzle | Ring of Infinity | Supreme | Infinitely repeating riddle. Time check |
| 78 | Treasure | Grand Vault | Supreme | Enormous wealth + danger |
| 79 | Trap | Erosion Chamber | Supreme | Forced Exposure +10 |
| 80 | Narrative | 8th Milestone | Supreme | 8th milestone + warning |
#Doors 81–90 — 8th Inner (Critical)
| No. | Type | Name | Difficulty | Summary |
|---|---|---|---|---|
| 81 | Encounter | Guardian of the Seal | Supreme | Guardian deep within the shrine. Rank 9–10 |
| 82 | Puzzle | Sealing Stone Replica | Supreme | Test the principles of the sealing stone |
| 83 | Treasure | Divine Treasure Materials | Supreme | 1 set of divine treasure materials |
| 84 | Trap | Soul Fissure | Supreme | PC 1 splits. Recovery rite required |
| 85 | Narrative | True Nature of Avici 1 | Supreme | 1 fragment of Avici's true nature |
| 86 | Encounter | Lord-Grade Mid-Level | Supreme | Lord-grade yoma, rank 10 equivalent |
| 87 | Puzzle | True Name Puzzle | Supreme | Decipher the PC's own true name |
| 88 | Treasure | Divine Treasure Fragment A | Supreme | Divine treasure assembly material |
| 89 | Trap | Threshold of Death | Supreme | Wounds minimized. Large round consumption |
| 90 | Narrative | 9th Milestone + Major Warning | Supreme | 9th milestone + final warning before full run |
#Doors 91–100 — 9th Inner (Final)
| No. | Type | Name | Difficulty | Summary |
|---|---|---|---|---|
| 91 | Encounter | Final Guardian ×1 | Supreme | Boss-grade rank 9–10 |
| 92 | Puzzle | Mirror of Avici | Supreme | Full-party Heart wavering rolls |
| 93 | Treasure | Divine Treasure Fragment B | Supreme | Divine treasure assembly material |
| 94 | Trap | Boundary of the Spirit Realm | Supreme | Break through Spirit Realm boundary. Special evasion |
| 95 | Narrative | True Nature of Avici 2 | Supreme | 2nd fragment of Avici's true nature |
| 96 | Encounter | Composite Lord-Grade | Supreme | Multiple Lord-grade yoma simultaneous encounter |
| 97 | Puzzle | Structure of the World | Supreme | World lore puzzle. GM discretion |
| 98 | Treasure | Divine Treasure Fragment C | Supreme | Final assembly material for divine treasure |
| 99 | Narrative | True Nature of Avici 3 | Supreme | Complete revelation of Avici's true nature |
| 100 | Treasure | Divine Treasure Unlock | Supreme | 100-door full-run reward — 1 Divine Treasure |
#§ Milestone Reward Details
#1st Milestone (10 doors opened)
Unlock condition: 10 doors opened.
Reward (choose 1 of 3):
- Core — 3 mid-grade material set (for equipment crafting).
- Item — 3 rare talismans or weapon upgrade materials.
- Clue — 1 basic information fragment about Avici (Chapter 5 Return Ending +1 bonus).
Exposure added: +10 (cumulative +20 including 10-door base +10).
Narrative staging: "十門皆開" (ten doors opened) is carved into the central stele, and the next doors glow with new light.
#2nd Milestone (20 doors opened)
Unlock condition: 20 doors opened.
Reward (choose 1 of 3):
- Core — 3 high-grade material set.
- Item — 1 mid-grade relic + 5 rare talismans.
- Clue — 1 previous drifter's shrine-related record.
Exposure added: +10.
#3rd Milestone (30 doors)
Reward (choose 1 of 3):
- Core — 5 high-grade materials.
- Item — 1 high-grade weapon.
- Clue — Sealing stone location clue (Return Ending +2 bonus).
Exposure added: +10.
#4th Milestone (40 doors)
Reward (choose 1 of 3):
- Core — 3 rare materials.
- Item — 1 rare relic.
- Clue — 1 fragment of Avici's true nature.
Exposure added: +10.
#Midpoint Breakthrough (50 doors) — Major Reward
Unlock condition: 50 doors opened.
Special rewards (all distributed):
- 1 rare relic (Spirit Realm Relic, rare grade).
- Divine Treasure Fragment 1/3 (assembly material for 100-door full run).
- 1 fragment of Avici's true nature (Chapter 5 all Endings +2 bonus).
- Purification Talisman Set (Exposure -15).
Exposure added: +15.
Narrative staging: The central stele emits light. Hints that the next 50 doors contain parts of the Divine Treasure. Recommend the GM say: "Do you wish to stop here?"
#6th Milestone (60 doors)
Reward (choose 1 of 3):
- Core — 5 rare materials.
- Item — 1 rare relic.
- Clue — 1 true name of a main-campaign Lord-grade yoma.
Exposure added: +10.
#7th Milestone (70 doors)
Reward (choose 1 of 3):
- Core — 1 set of divine treasure materials.
- Item — 1 masterwork weapon.
- Clue — A previous drifter's Return record.
Exposure added: +10.
#8th Milestone (80 doors)
Reward (choose 1 of 3):
- Core — 2 sets of divine treasure materials.
- Item — 1 very rare relic.
- Clue — Conditions for the Transformation Ending (choose Transformation: +3).
Exposure added: +15.
#9th Milestone (90 doors) + Major Warning
Unlock condition: 90 doors opened.
Special rewards:
- Divine Treasure Fragment 2/3 (100-door full-run material).
- 2 rare relics.
- 2 fragments of Avici's true nature.
- Transformation-Resistance Talisman (Exposure -20, 1-time).
Exposure added: +20.
GM major warning staging: The stele turns black. Message: "If you open the last 10 doors, there is no return. Will you continue?" Obtain explicit narrative consent from players.
#10th Milestone (100 doors) — Final
Unlock condition: 100 doors opened. However, Door 100 cannot be opened beforehand — Door 100 opens only after 1–99 are complete.
Final rewards:
- 1 Divine Treasure-grade relic (contents of Door 100):
- Name: Gate's Divine Treasure (百門神器) (or named by the party).
- Type: party chooses — one of weapon (sword/bow/spear/staff), armor, talisman, or ring.
- Traits: all checks +3 at all times, attacks against Lord-grade yoma +5, Heart stability +3 at all times.
- Detailed stats: see the Divine Treasure-grade entry in Spirit Realm Relics.
- Full revelation of Avici's true nature (major narrative turning point).
- Major Ending bonus activated — player's chosen Ending +5 (Return/Settlement) or +10 (Transformation).
Exposure added: +25 (final cumulative ~125).
#§ Selected Door Scripts
Describing all 100 doors in detail is at GM discretion. Below are detailed scripts for 15 representative doors — GMs may use these as references when writing the remaining doors themselves.
#Door 1 — Three-Buddha Jizo Gate (Encounter · Lower)
Appearance: An old wooden door. "三尊地藏" (Three-Buddha Jizo) carved above it. 2 small Jizo statues flanking the door.
Opening description: Inside is a small shrine. At its center, a giant Jizo Bodhisattva statue. Before it, 3 high monks are seated.
NPCs present:
- High Monk Shoku (rank 1, middle-aged): Dialogue role. Gentle.
- High Monk Genjin (rank 2, elderly): Check role. Strict.
- High Monk Myoken (rank 1, young): Support role. Taciturn.
Possible branches:
- Dialogue: Ask about Jizo Bodhisattva's teachings. The monks present a simple question-and-answer. Wisdom check 12 or higher passes. On pass: "Jizo's Blessing" — Exposure -3 + 1 talisman.
- Offering: PC donates 3 or more silver. Counts as passing. 1 "Jizo Guardian Talisman."
- Combat: PC acts hostile. All 3 monks attack simultaneously (weak but collective). On passing: plunder the shrine — 5 silver + 2 talismans + Exposure +5.
Narrative reward: 1 fragment of Jizo Bodhisattva's teachings (the phrase "The end of Avici is compassion"). Long-term Transformation resistance +1.
Base Exposure: +1. Combat chosen: +5.
#Door 2 — Ascetic's Scales (Puzzle · Lower)
Appearance: A small stone door. A carved scale motif above it.
Opening description: Inside is a small room. At its center, a large scale. 3 stones placed on each pan. On the wall by the entrance, 6 additional stones of different weights.
Puzzle: Balance the scale precisely.
- Current state: left pan 5kg, right pan 3kg. Left is heavier.
- 6 stones on the wall: 1, 2, 3, 4, 5, 6 kg each.
- Add stones to both pans to balance.
- Answer: add 2kg to the right (total 5kg) + adjust. Or remove from both sides.
- Military Science / Perception check target 12: succeed to infer the answer.
On failure: The scale collapses. 1 stone falls on a PC. 1 Wound.
On success: A hidden door at the back of the room opens — 2 talismans + 3 silver.
Base Exposure: +1.
#Door 10 — 1st Milestone Forewarning (Narrative · Lower)
Appearance: A stele-shaped door. The number "10" carved above it.
Opening description: Inside is a small room. 1 stone stele at the center. Inscription:
"You have come this far. 10 doors. That is a beginning.
The next 10 are deeper. Exposure is accumulating within you. Do not forget purification.
And remember this: Avici does not hate you. It merely absorbs you."
Deciphering: The above text revealed as-is. Further deciphering check (Knowledge 14 or higher) reveals additional text:
"At the end of 100 doors there is a Divine Treasure. However, it is not yours. You belong to it."
Narrative reward: A hint about the shrine's true nature. Affects later Ending choices.
Base Exposure: +1.
#Door 16 — Nameless Warrior (Encounter · Middle)
Appearance: A black iron door. A broken armor crest above it.
Opening description: A long corridor. At the far end, 1 faceless warrior standing. The armor is rusted but the blade is sharp.
NPC present (yoma):
Nameless Warrior:
| Item | Value |
|---|---|
| Rank | 6 |
| Wounds | 6 |
| Defense | 15 |
| Attack | Blade of Avici: 2 Wounds + Name Deletion check |
| Evasion | Willpower 14 |
| Weakness | True name call (no true name clue in this layer) |
| Trait | Attacks while faceless. Cannot dialogue |
Combat progress: Recommend defeating within 5–7 rounds. Cooperation from PC 2 or more recommended.
On defeat: 1 PC enters "Name Deleted" status — cannot use their name for the remainder of that session (roleplaying penalty).
Reward: Can recover the Nameless Blade — 1 mid-grade weapon.
Base Exposure: +1. Combat: +2.
#Door 33 — Mandala Fragment (Treasure · Upper)
Appearance: A circular door. Mandala symbol above it.
Opening description: A circular room. At its center, 1 mandala fragment floating on a pedestal. 4 guardian pillars on the four sides of the room.
Condition: To take the fragment, all 4 pillars must be pressed simultaneously.
Puzzle:
- Pressing all 4 pillars simultaneously requires PC 4. A 3-PC party must have 1 PC press 2 pillars simultaneously — Speed check 17 or higher.
- Pressing in the wrong order fires arrows from the pillars (1 Wound each).
On success: Obtain the mandala fragment — recreation material when linked with the Sunken Mandala dungeon. Alternatively, use as a mid-grade relic (checks +1 at all times).
On failure: 1 Wound from arrows + fragment destroyed. Not restored on next visit.
Base Exposure: +1.
#Door 42 — Ring of Cause and Effect (Puzzle · Upper)
Appearance: A circular-ring door. "因果" (Cause and Effect) above it.
Opening description: The entire room is a time labyrinth. The floor is covered in many rings of cause and effect. Each ring shows pictures of "cause → effect."
Puzzle: Arrange the rings of cause and effect in the correct order.
- 5 rings. Each ring has event pictures.
- Correct chronological order: (ring 1) sowing → (ring 3) growing → (ring 2) flowering → (ring 5) bearing fruit → (ring 4) rotting.
- Correct sequence: 1, 3, 2, 5, 4. Wisdom / Reasoning check 16 or higher.
On success: The treasure chest at the room's center opens — rare talisman set (5 talismans).
On failure: The rings operate in reverse. PC 1 moves 1 round into the past — cancel the action for that round.
Base Exposure: +1. Failure: +3.
#Door 46 — Avici Manifestation (Encounter · Upper)
Appearance: A massive door of black stone. The two characters "無名" (Nameless/Mumei) above it.
Opening description: A vast space. At the center, 1 lower manifestation of Mumei. It is a fragment of the main-campaign Chapter 5 Lord-grade yoma "Mumei."
Yoma present:
Lower Manifestation of Mumei:
| Item | Value |
|---|---|
| Rank | rank 9 equivalent |
| Wounds | 12 |
| Defense | 17 |
| Attack | Name bestowment: 3 Wounds (Willpower 16 check; failure: PC partially becomes Mumei) |
| Evasion | Willpower 16 |
| Weakness | True name call (requires Chapter 5 clue) |
| Trait | Dialogue possible. Tests PCs as a forerunner to a main-campaign Lord-grade |
Dialogue options:
- "Who are you?" — Manifestation: "I have no name. But I am the one who gives names."
- "Are you the lord of Avici?" — Manifestation: "I am only a part of it. And it is part of me."
- "Will you let us return?" — Manifestation: "There is no place to return to. You merely believe you can return."
Combat progress: Combat if dialogue fails or PC acts hostile. 6–8 rounds for a rank 9 party.
Rewards:
- Peaceful dialogue conclusion: 1 "Name Fragment" from the manifestation — Chapter 5 true name call check +3.
- Combat victory: core + mid-grade relic + narrative reward.
Base Exposure: +1. Combat: +5.
#Door 50 — Midpoint Breakthrough Major Reward (Narrative · Upper)
Appearance: A massive golden door. Light seeps in from all four sides.
Opening description: A vast hall. 4 treasure pedestals + 1 stone stele at the center.
Stele inscription:
"五十門 皆開. You have passed the halfway point. Your souls are now half yours and half Avici's.
You can return. But the temptation of the remaining 50 doors will call to you.
If you continue, at the end of 100 doors you will obtain one Divine Treasure. However, it is not you who obtain the Divine Treasure. The Divine Treasure obtains you.
The choice is yours."
Major rewards (all distributed):
- 1 rare relic — choose from Spirit Realm Relic, rare grade.
- Divine Treasure Fragment 1/3 — assembly material. 100-door full run required.
- 1 fragment of Avici's true nature — Chapter 5 all Endings +2.
- Purification Talisman Set — Exposure -15 immediately.
Present GM choices:
- "Do you wish to stop here?" — ask players explicitly. Stopping makes the Return Ending check relatively favorable.
- "Will you continue?" — continuing opens the Divine Treasure's temptation. Possibility of final full run opens.
Base Exposure: +15.
#Door 72 — Labyrinth of the Heart (心) (Puzzle · Supreme)
Appearance: A door made of mirrors. Your own reflection shows.
Opening description: Each PC's inner labyrinth. Each PC independently enters their own labyrinth.
Puzzle: Each PC must unravel their own Heart (心) structure.
- Uses the PC's Heart Depth (心度) value from their sheet.
- Bright Heart dominant over Dark Heart: natural pass.
- Dark Heart dominant: Mental Save target 18 required.
- Critical failure: PC trapped in the labyrinth — requires another PC's "calling" to rescue.
On success: PC has confronted their own Heart — all checks +1 for 1 session afterward.
On failure: Exposure +7. Heart Depth changes (Dark side +2).
GM staging: Place an individual roleplaying moment for each PC. Invest 10 minutes each. Reference main-campaign Three Ways and Six Hearts.
Base Exposure: +1.
#Door 85 — True Nature of Avici 1 (Narrative · Supreme)
Appearance: No door. Just dark space.
Opening description: There is no room. In its place, an infinite void. When PCs enter, they float within the void.
Narrative content:
Within the void, a voice is heard. A nameless voice:
"This is the true nature of Avici: having no end.
Other hells have endings. There is suffering, there are punishments. But Avici has no end. There is not even suffering. There is only existence.
You came to Avici. As long as you are here, you have no end. Returning is the act of seeking an end. But before you return, you must know the end.
In a place with no end, how do you seek an end?
That is the role of the sealing stone. The sealing stone is an artificial end. An end you created. As long as the sealing stone exists, the nameless door does not open."
Narrative rewards:
- Understanding the essence of the sealing stone. Chapter 5 Return Ending +3 bonus.
- Additional dialogue choice unlocked with the Onmyoji NPC in Chapter 5.
Base Exposure: +5.
#Door 99 — True Nature of Avici 3 (Narrative · Supreme)
Appearance: No door. The shape "99" drawn on the wall.
Opening description: The central stele glows. PCs find themselves back in the courtyard (no movement).
Final message emitted from the stele:
"99 doors opened. You have reached the shadow of the Divine Treasure.
True Nature of Avici 3: The Divine Treasure awaits your name.
The 100th door opens tomorrow — no, when you reach it in the next session. When you open that door, you must choose: do you accept the Divine Treasure, or refuse it?
If you accept the Divine Treasure, one among you will have their soul become one with the Divine Treasure. That PC is no longer human.
If you refuse the Divine Treasure, it is locked forever deep within Avici. You return empty-handed — but your souls are yours."
Narrative rewards:
- Conditions for the 100th door revealed. Players may deliberate in advance on the final choice.
- Ending branches hinted.
Base Exposure: +5.
#Door 55 — Origin of the Sealing Stone (Narrative · Upper)
Appearance: A stele-shaped door. A gold-foil "印" (seal) character above it. Talisman remnants on all four sides.
Opening description: A radiance-filled space. 1 great stone tablet at the center. Ancient characters on the tablet.
Tablet contents (after deciphering):
"The sealing stone was not made by humans.
They came here. Hundreds of years ago. To stop Avici.
The names of those who made the sealing stone: unknown. They too were drifters.
The sealing stone blocks the nameless door. But the seal is not eternal.
If you are here, the seal has already weakened. Can it be strengthened again?
To strengthen it, five clues are needed.
First, 1 name of a previous drifter.
Second, 1 mandala fragment.
Third, 3 or more fragments of Avici's true nature.
Fourth, 1 object near the sealing stone.
Fifth, the sincere heart of PC 1."
Deciphering check: Wisdom check target 16. Failure: only partial deciphering possible (only some conditions revealed).
Narrative rewards:
- 5 conditions for strengthening the sealing stone revealed. Direct contribution to Chapter 5 Return Ending — satisfying all 5 conditions: Return Ending +5.
- Connected with previous drifter records — combined with 3 records (Sunken Mandala layer 14) amplifies the effect.
Base Exposure: +1.
#Door 60 — 6th Milestone Signal (Narrative · Upper)
Appearance: A stele door. "六十" (60) above it.
Opening description: A narrow room. 1 stele. Inscription:
"60 doors. You have passed the majority. Your Exposure to Avici deepens.
I ask once more: why are you here?
For the Divine Treasure? For the clues? Or merely out of curiosity?
Whatever the reason, your choice is your own. The shrine respects that.
But do not forget — the Divine Treasure demands a price."
Narrative reward: Prompts player introspection. 6th milestone notification.
Base Exposure: +1.
#Door 65 — Domain Lord's Records (Narrative · Upper)
Appearance: A door bearing a noble family's crest.
Opening description: An old study. 1 desk at the center. 1 diary + seal on the desk.
Diary contents:
"I, the domain lord of Taira. I leave this record.
My domain was near Kagamiyama in the north. 100 years ago a Spirit Realm gate opened and it was absorbed.
I came here to save my domain's people as their lord. The result was failure.
However, I learned one thing — a domain lord cannot fully complete this shrine. The reason: their sense of responsibility for their domain accelerates Exposure.
If you are a domain lord, stop at 50 doors. Otherwise you become part of the shrine.
This is the only advice I can leave."
Narrative rewards:
- If a PC in the party is a domain lord (e.g., the young domain lord of main-campaign Chapter 1), special bonus:
- Stopping at 50 doors: Return +5.
- 100-door full run: Transformation forced (domain lord confirmed to transform on accepting Divine Treasure).
- PCs who are not domain lords: no special bonus.
Base Exposure: +1.
#Door 75 — End of a Previous Drifter (Narrative · Supreme)
Appearance: A shattered wooden door. Blackened burn marks.
Opening description: A destroyed room. 1 skeleton at the center. A final message written in blood on the wall.
Blood message:
"75 doors. I came this far. I can go no further. I was exposed too deeply to Avici.
Warning to you: the shrine does not lie. It simply does not tell you everything.
The Divine Treasure is real. But so is the price. One person transforms. Without fail.
If the party is not in agreement, that one person is forced. Who among you will it be?
I stopped here because I feared that. And I was consumed by erosion.
Choose wisely.
— The Unnamed One"
Narrative rewards:
- True warning about accepting the Divine Treasure. Guides players to consider rejecting it.
- The forced nature of transformation revealed. This is actually false — the GM may leave the truth of this warning ambiguous for players.
Base Exposure: +5.
#Door 80 — 8th Milestone + Warning (Narrative · Supreme)
Appearance: A tall stele door. Blackened burn marks.
Opening description: A vast space. 1 massive stele. The following message:
"80 doors. You are now at the point of no easy return.
Your Exposure is at stage [X]. Your souls are already part of Avici.
20 doors remain. At the end of those 20 doors lies the Divine Treasure.
But I ask you now: why do you want the Divine Treasure?
Power? Strength? Protecting your domain? Or simply the achievement of completing?
That reason determines your choice.
Those who continue, go. Those who stop, end it here.
The choice is yours."
Concurrent with 8th milestone major rewards:
- The Divine Treasure fragment is 1/3 at Door 50; Door 80 is the warning stage, not a fragment. 2/3 is at Door 90.
- 1 very rare relic.
- 1 Transformation-Resistance Talisman (Exposure -15, 1 use).
Base Exposure: +15.
#Door 90 — 9th Milestone Major Warning (Narrative · Supreme)
Appearance: A massive door where the entire wall has turned black.
Opening description: The moment PCs step inside, the air presses in. A message written in blood on a massive stele:
"90 doors. There is no more turning back.
Your names have already been recorded in Avici. Whichever Ending you choose, you will remember this place.
Half of the remaining 10 doors are Supreme. This does not simply mean they are hard to overcome.
They test your essence.
Who are you? Where do you belong?
If you cannot answer these questions, the Divine Treasure will reject you.
Prepare."
9th milestone major rewards:
- Obtain Divine Treasure Fragment 2/3.
- 2 rare relics.
- Avici true nature fragments (cumulative 8/10).
- 1 Transformation-Resistance Talisman.
GM special staging:
- If PCs are at Exposure 70+ at this point, describe each PC's physical changes:
- Eyes turning black.
- Fine markings appearing on skin.
- Shadows growing long.
Base Exposure: +20.
#Door 95 — True Nature of Avici 2 (Narrative · Supreme)
Appearance: No door. A space within a large stone circle.
Opening description: Entering the stone circle, a vast void. From within, a voice:
"True Nature of Avici 2: The Paradox of Observation.
Avici is observing you. And you are observing Avici.
This mutual observation is the source of Exposure. The more you are conscious of Avici, the more Avici is conscious of you.
To reduce Exposure you must forget — but to forget here is to deny that you are here.
Resolution lies only within the paradox.
The method of resolution: observe without clinging. Accept without assimilating.
Only PCs who resolve this paradox can complete the 100 doors."
Narrative rewards:
- A PC who directly understands this phrase gains a full-run bonus of +3 (based on roleplaying check).
- Exposure resistance bonus +2.
Base Exposure: +5.
#Door 96 — Composite Lord-Grade (Encounter · Supreme)
Appearance: A 3-layered iron door. Difficult to open.
Opening description: A vast hall. 3 Lord-grade yoma appear simultaneously at the center.
Yoma list:
- Lower Manifestation of Mumei (rank 9).
- Fragment of Chinmanya (fragment of the Sunken Mandala boss, rank 8).
- Emissary of Avici (rank 9, shrine-exclusive yoma).
Combat progress: Supreme difficulty. Even a rank 9–10 party faces extreme danger.
Alternatives:
- Separation negotiation: Dialogue with 1 of the 3 yoma. 2–3 can be separated. Wisdom check 17 or higher + 1 true name required.
- Evasion: Full party Finesse checks all successful. Difficulty 18 or higher.
Combat rewards (all defeated):
- 1 core each from 3 Lord-grade yoma.
- 1 rare relic.
- 1 Avici true nature fragment (cumulative 9/10).
Base Exposure: +5. Combat: +10.
#Door 97 — Structure of the World (Puzzle · Supreme)
Appearance: A circular door. Cosmic symbols above it.
Opening description: An infinite space. PCs float in mid-air. On all sides world elements float as abstract symbols — sky, earth, water, fire, soul.
Puzzle: Align the structure of the world.
- 5 elements (earth/water/fire/wind/void) arranged in correct order.
- Based on Buddhist cosmology: Void (空) at center, four great elements (earth/water/fire/wind) surrounding.
- Answer: center = void, east = earth, south = water, west = fire, north = wind.
- Wisdom check target 18.
On success: A Truth Talisman manifests at the room's center. Its owner achieves full understanding of Avici's true nature afterward.
On failure: The world falls into chaos. Exposure +10 + mental damage 2 Wounds.
GM discretion: This puzzle is customizable by the GM. Adjust to fit player knowledge and interest.
Base Exposure: +1.
#Door 98 — Divine Treasure Fragment C (Treasure · Supreme)
Appearance: A perfectly spherical door. Cannot be touched (pass-through only).
Opening description: A small room. Divine Treasure Fragment 3/3 floating on a central pedestal.
Acquisition conditions:
- Must already possess Fragments 1/3 and 2/3 to open this door.
- No check required. Simple acquisition.
On acquisition:
- 3 Divine Treasure fragments automatically merge.
- Fragments glow and reconstitute into a pre-complete Divine Treasure form.
- The Divine Treasure awakens at Door 100.
Narrative rewards:
- Just before completion — peak campaign tension.
- Gives the party the sense of "finally."
Base Exposure: +1.
#Door 100 — Divine Treasure Unlock (Treasure · Supreme)
Appearance: A massive golden door. Larger than any other door in the courtyard. "百" (hundred) above it.
Opening condition: All doors 1–99 opened.
Opening description: The door opens by itself (PCs do not open it). Inside: a vast radiance. At the center, 1 Divine Treasure-grade relic floats.
Divine Treasure stats — Gate's Divine Treasure (百門神器):
| Item | Value |
|---|---|
| Type | PC's choice (weapon / armor / talisman / ring) |
| Grade | Divine Treasure |
| Base trait | All checks +3 at all times |
| Trait 1 | Attacks against Lord-grade yoma +5 |
| Trait 2 | Heart (心) stability +3 at all times |
| Trait 3 | Exposure resistance — 50% reduction of accumulated Exposure |
| Sacrifice condition | Receiving PC's final Ending branch "Transformation" probability +10 |
Acceptance alternatives:
- Accept: PC 1 receives the Divine Treasure. That PC gains the title "Inheritor of the Gate's Divine Treasure." Major effect on subsequent Ending branches.
- Refuse: Abandon the Divine Treasure. The treasure disappears. All party members gain the title "Refuser" — Return Ending +5.
- Hold: Store as shared party possession. Anyone may use it thereafter, but the permanent-ownership decision is at the Ending.
Subsequent narrative for the receiving PC:
- Very favorable for Transformation Ending — the scene of becoming one with the Divine Treasure.
- Usable in Return Ending as well — on returning, the Divine Treasure is sealed and taken home to the domain (as a legendary relic).
- In Settlement Ending, the Divine Treasure becomes the domain's guardian relic.
Additional major rewards:
- Exposure +25 (final).
- Full revelation of Avici's true nature.
- Major Ending bonus activated.
Recommended narrative staging:
- This scene is campaign-climax-grade staging. Allocate 30 minutes to 1 hour.
- Hear every player's final opinion.
- GM: reinforce staging with BGM, lighting, food, etc.
Base Exposure: +25.
#§ Narrative Fragments — True Nature of Avici
#Collection Structure
"The true nature of Avici" consists of fragments distributed across 10 narrative doors (doors 5, 10, 15, 20, 25, 30, … 100) among the 100 doors. Collecting each fragment progressively reveals the essence of Avici.
#10 Fragments (Collection Order)
- Fragment 1 (Door 5): Entry clue to Avici. "Avici is a hell with no end."
- Fragment 2 (Door 10): Warning about Exposure. "Your souls slowly become part of Avici."
- Fragment 3 (Door 25): Hint about the sealing stone. "The sealing stone creates an end for Avici."
- Fragment 4 (Door 30): Lesson from previous drifters. "They came too. Most did not return."
- Fragment 5 (Door 50): Midpoint breakthrough. "The Divine Treasure is not yours. You belong to it."
- Fragment 6 (Door 60): The lord's name. "Mumei (無明) — that is its name. Being without name is the name."
- Fragment 7 (Door 70): The price of return. "Those who return — what will they leave behind?"
- Fragment 8 (Door 80): The temptation of transformation. "Those who remain — what will they become?"
- Fragment 9 (Doors 85 and 95): Sealing stone principle + Avici's structure. "Create Avici's end yourself."
- Fragment 10 (Door 99): The essence of the Divine Treasure. "The Divine Treasure awaits your name."
#On Full Collection
A party that collects all 10 fragments:
- In the final dialogue of main-campaign Chapter 5 (Enma-doji NPC), they are recognized as those who know Avici's true nature.
- Special dialogue unlocked in Ending roleplay.
- Cumulative bonus of +3 to all Ending checks.
#On Partial Collection
- Fewer than 5: No effect on Ending.
- 5–7: Return Ending +1.
- 8–9: All Endings (Return/Settlement/Transformation) +2.
- All 10 completed: +3 + special dialogue.
#§ Reward Summary
#Cumulative Milestone Rewards (up to 10th)
| Milestone | Main Reward | Additional Item | Exposure Added |
|---|---|---|---|
| 1st | Choose 1 (core/item/clue) | — | +10 |
| 2nd | Choose 1 | — | +10 |
| 3rd | Choose 1 | — | +10 |
| 4th | Choose 1 | — | +10 |
| 5th (50 doors) | 4-item major reward | Divine Treasure Fragment 1/3 | +15 |
| 6th | Choose 1 | — | +10 |
| 7th | Choose 1 | — | +10 |
| 8th | Choose 1 | 1 very rare relic | +15 |
| 9th (90 doors) | 4-item major reward | Divine Treasure Fragment 2/3 | +20 |
| 10th (100 doors) | 1 Divine Treasure-grade relic | Major Ending bonus | +25 |
Cumulative Exposure (full-run baseline): approximately 135. Adjustment via purification rites required.
#Narrative Rewards
- 10 Avici true nature fragments: Ending +3.
- Previous drifter records: 5 volumes collectible from doors 20, 36, 45, 55, and 75.
- Sealing stone clues: 3 clue fragments from doors 25, 55, and 85.
- True name knowledge: 2 Lord-grade yoma true names from doors 46 and 87.
#Ending Bonus by Exposure Level
At 50-door completion (Exposure approximately 65):
- Return Ending: -2
- Transformation Ending: 0
- Settlement Ending: -1
At 100-door full run (Exposure approximately 135, assuming 50% purification rites):
- Return Ending: -3 or -5 (depending on purification level)
- Transformation Ending: +5 or +10
- Settlement Ending: -3
#Divine Treasure-Grade Relic — Final Reward
The pinnacle of the 100-door full run. See § Selected Door Scripts — Door 100 above.
#§ Progress Guide
#Progression Speed Per Session
| Sessions | Expected Opens | Milestone |
|---|---|---|
| 1 | 2–3 doors | — |
| 2–4 | 4–6 doors | 1st achieved |
| 5–8 | 2–3 doors/session | 2nd–3rd |
| 9–15 | 2–3 doors/session | 3rd–5th |
| 16–25 | 2–3 doors/session | 5th–7th |
| 26–40 | 2–3 doors/session | 8th–10th |
Recommended: Open 2–3 doors per session. Do not push too many (increases pacing fatigue + rapid Exposure spike).
#Recommended Parallel Placement
The Hundred-Doors Shrine is designed to run in parallel with the main campaign:
- Main campaign Chapters 2–3: Open edge doors (1–10). 1–2 doors every 5–10 sessions.
- Main campaign Chapter 4: Enter inner section. Open doors 11–40. 2–3 doors every 2–3 sessions.
- Main campaign Chapter 5, Acts 1–2: 50-door midpoint breakthrough. Obtain major rewards.
- Main campaign Chapter 5, Act 3: Open late-phase doors 51–90.
- Just before main campaign Chapter 5 Ending: Final full run of doors 91–100. Receive Divine Treasure.
#Pacing Advice
Ritualize the act of opening a door itself. Each time a player chooses a door, there must be a weight to the moment:
- Courtyard description: At the start of each session, describe the courtyard atmosphere in 1–2 sentences. Day/night, cold, quiet, etc.
- Door selection: Allow players time to deliberate which door to open. 3–5 minutes.
- Decipher attempt: If players wish to decipher, roll. Even on failure, they may still open.
- Opening moment: Describe the act of opening the door with care. Door sound, light, change in air.
- Resolve contents: Run that door's content. 10–30 minutes.
- Return to courtyard: Convey the sense of returning to the courtyard. State the Exposure increase explicitly.
- Rest choice: Ask within the session whether to open the next door immediately or rest briefly.
#Exposure Management
Each session the GM explicitly states Exposure to players:
- "Your current Exposure is [X]. The stage is [Y]."
- On reaching Critical stages (50/80/110): warn — changes beginning, recommend roleplaying it.
Provide purification opportunities:
- Purification possible during main-campaign progression between sessions (Onmyoji NPC, monk NPC).
- When running Mandala dungeon in parallel, purify with Mandala Blessing.
- When Exposure enters Severe stage (80+), GM explicitly warns: "You need to find a purification rite."
#Emphasizing Narrative Weight
Make the meaning of each door live:
- Encounter doors: Do not reduce to simple combat. Give each yoma a name and story.
- Puzzle doors: Not just a check, but guide players through their reasoning process.
- Treasure doors: Not just loot, but describe the past of that loot in 1 sentence.
- Trap doors: Not just damage, but hint at why this trap is here.
- Narrative doors: Most important. Read-aloud style staging. GM reads directly, or asks 1 player to read.
#Traps for the GM to Avoid
- Consecutive same-type placement: So players don't feel "combat again" — mix types. Encounter → Puzzle → Treasure → Narrative cycle.
- Ignoring Exposure: Exposure is the core gimmick. Don't forget — track it every session.
- Skipping milestones: Execute each milestone without fail every 10 doors. Skipping destroys players' sense of achievement.
- Premature Divine Treasure reveal: Divine Treasure only at door 100. Never reveal the full picture at doors 50–90.
- Rushing Door 100: Door 100 is the campaign's pinnacle. Devote an entire session to it.
#Presenting Divine Treasure Acceptance Alternatives
When players struggle with the acceptance decision after completing 100 doors:
- The GM briefly illustrates the narrative outcome of each of the 3 alternatives (Accept/Refuse/Hold).
- Nominating the accepting PC: consensus first. If no volunteers, the GM suggests a narratively appropriate PC.
- Decision time: minimum 10 minutes. Do not rush.
#Guiding Transformation Ending (With Player Consensus)
When players actively want the Transformation Ending:
- GM loosens Exposure management (suppress purification guidance).
- Recommend accepting the Divine Treasure.
- Allocate Transformation Ending roleplay after 100-door full run.
#Guiding Return Ending (With Player Consensus)
When players commit to the Return Ending:
- GM enforces strict Exposure management (actively guide purification).
- Actively ask whether to stop at 50 doors.
- Emphasize the Divine Treasure rejection option.
- Even on 100-door full run, a large Return bonus on rejection.
#§ FAQ — Common GM Questions
Q1. When a player tries to repeatedly open the same door?
A. A door once opened cannot be re-opened. Must choose a different door. State this rule clearly.
Q2. Is it possible to enter the Ending having opened only some of the 100 doors?
A. Yes. Partial completion is valid. However, the Divine Treasure-grade relic for a 100-door full run cannot be unlocked. Completing 50 doors yields only the midpoint breakthrough major reward.
Q3. When Exposure exceeds 150?
A. That PC's Transformation is confirmed. Character loss — yoma-ization regardless of Ending. To avoid this, Exposure management is essential. The GM issues explicit warnings from the Critical stage (110) onward.
Q4. When the party opens doors carelessly without tracking Exposure?
A. The GM may insert forced staging:
- A scene where a PC hears Avici's voice in a dream.
- An NPC telling a PC: "Your eyes look strange."
- Their own reflection in a mirror has changed.
Guide players' behavior — but forced rules are not allowed.
Q5. When the PC who would accept the Divine Treasure refuses, and all other PCs refuse too?
A. Proceed with the "Refuse" alternative. All PCs refusing is a valid choice. Result: Divine Treasure disappears, Return Ending +5 bonus.
Q6. When running in parallel with the Sunken Mandala dungeon, do they conflict?
A. Parallel play is possible. However:
- If both Mandala full run (receiving major reward) and Shrine 100-door full run (Divine Treasure) occur, PC power becomes excessive. GM re-emphasizes the 1-recipient rule — a PC who received the Mandala lineage transmission may not receive the Divine Treasure.
- When purifying Exposure, utilize the Mandala Blessing — linking the two dungeons.
Q7. Must all 100 doors be opened before Door 100 opens?
A. Yes. Door 100 can only be opened after completing all of 1–99. This guarantees narrative build-up.
#§ Quick Reference Card
#Session Start Checklist
- [ ] Share players' Exposure
- [ ] Current number of doors opened
- [ ] Number of doors remaining to next milestone
- [ ] Number of narrative fragments collected
- [ ] Divine Treasure fragments (0/3, 1/3, 2/3, 3/3)
#Average Time by Door Type
| Type | Average Time |
|---|---|
| Encounter | 15–30 min |
| Puzzle | 10–20 min |
| Treasure | 5–15 min |
| Trap | 5–10 min |
| Narrative | 10–20 min |
#Exposure Snapshot
Record at each session end:
- Starting Exposure / Ending Exposure
- Door numbers opened (this session)
- Narrative fragments collected (this session)
- Whether purification rites were performed
#Door Distribution by Difficulty
100 doors categorized by difficulty:
| Difficulty | Door Number Examples | Total | Recommended Rank |
|---|---|---|---|
| Lower (下) | 1, 2, 3, 4, 5, 10, and some edge doors | 15 doors | rank 5–6 |
| Middle (中) | Majority of doors 6–30 | 50 doors | rank 7–8 |
| Upper (上) | Majority of doors 31–70 | 25 doors | rank 9 |
| Supreme (極上) | Majority of doors 71–90 | 10 doors | rank 9–10 |
#Door Type Detailed Distribution
| Type | Number Examples | Core Gimmick |
|---|---|---|
| Encounter (30) | 1, 6, 11, 16, 21, 26, 31, 36, 41, 46, 51, 56, 61, 66, 71, 76, 81, 86, 91, 96 + 10 more | Combat / Negotiation |
| Puzzle (25) | 2, 7, 12, 17, 22, 27, 32, 37, 42, 47, 52, 57, 62, 67, 72, 77, 82, 87, 92, 97 + 5 more | Reasoning checks |
| Treasure (20) | 3, 8, 13, 18, 23, 28, 33, 38, 43, 48, 53, 58, 63, 68, 73, 78, 83, 88, 93, 98 | Loot acquisition |
| Trap (15) | 4, 9, 14, 19, 24, 29, 34, 39, 44, 49, 54, 59, 64, 69, 74, 79, 84, 89, 94 | Instant damage |
| Narrative (10) | 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, 95, 99, 100 | Background reveal |
Design principle: Each 10-door block has door types evenly distributed. Regardless of which door players choose, type variety is guaranteed.
#Repeated Yoma Staging Rules
Yoma for encounter doors may reuse those from the main-campaign Yoma Bestiary. However:
- Different name: Each encounter gets a new name. E.g., rename a generic "Flame-Incarnate Soldier" as "Gatekeeper Flame-Incarnate Soldier."
- Different behavior pattern: Keep main-campaign stats + add 1 special action. E.g., "This yoma leaves its name above the door when it falls."
- Reward connection: Defeating the yoma yields the door's unique loot + basic core.
#100-Door Progress Tracker Template
Shareable with players:
1–10: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] MS 1: □
11–20: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] MS 2: □
21–30: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] MS 3: □
31–40: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] MS 4: □
41–50: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] MS 5: □ (major)
51–60: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] MS 6: □
61–70: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] MS 7: □
71–80: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] MS 8: □
81–90: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] MS 9: □ (major)
91–100: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] MS 10: □ (final)
Exposure: [___] / 150
Divine Treasure fragments: [ ] [ ] [ ]
Narrative fragments: [ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]
#Related Documents in This Supplement
- Index — comparison of the 2 mega-dungeons.
- Sunken Mandala — a vertical dungeon for parallel play.
- Spirit Realm Relics — Divine Treasure-grade relic details.
- Premise — world setting.
#Main Rulebook References
- Yoma Bestiary Templates — yoma stats.
- Zone Gimmicks — environmental effects.
- Loot Table — distribution rules.
- Enma-doji Seal — sealing stone background.
- Three Ways and Six Hearts — Heart/Exposure relationship.
Hundred-Doors Shrine — end. The story of those who opened all 100 doors continues beyond this point.
