English edition v1.3.3

#Domain Weekly Events — 100 Things That Roll a Week

Contents

What this document is. A d100 table of 100 incidents that happen in Kagamiyama Domain every Monday morning. Positive 30, neutral 40, negative 30. It decides the tone of a week in one roll.

Core Reference

- Required: Domain Management · Non-Combat Checks

- Reference: Three Ways and Six Hearts · Sengoku Lands

- In this supplement: Open-World Index · Morale and Fear · Barrier · Core Economy · NPC Index


#Scent — How a Week Begins

Four in the morning on Monday. The sun has not risen yet.

The first person at the well is always an old woman. She loosens the well rope, sets her foot on the stone, and draws water with her eyes half closed. Look at her face, and you can see the domain this week.

One Monday. The woman hums softly. The bucket looks light. Someone comes and greets her. There is one more water pail going into the well than in other weeks. Someone has been born.

One Monday. The woman says nothing. Her hand does not tremble when she lowers the bucket. But when she pulls it back up, she closes her eyes. There is a new knot in the well rope — because it broke last week. No one asks who tied the knot.

One Monday. The woman does not come. There are no footprints at the well. The well rope is in the exact same place as yesterday. Someone comes and pulls the rope. The bucket rises. What is inside it is decided by that week's dice.

This table is the 100 faces of that Monday dawn.


#Law — Roll Protocol

#Basic Roll

  • Dice: d100(2d10 ones + tens; 00 is 100)
  • Timing: every week during the Monday morning well scene, or just before the PCs wake
  • Open roll: roll in front of the players. Describe the result immediately.
  • No rerolling: a result that has already appeared in the same week may appear again. Allow it.

#Numeric Application Rules

  • Record morale, Barrier HP, and core stock changes on the domain sheet immediately after rolling.
  • "Choice" entries allow PC intervention. On successful intervention, soften the number; on failure, worsen it.
  • If there are multiple effects, note them in parentheses: (morale +1, Barrier HP -2).

#Modifiers(Optional)

At GM discretion, the following may be applied.

ConditionModifier
domain morale 8 or higherroll +10(toward positive)
domain morale 3 or lowerroll -10(toward negative)
Barrier HP 30 or lowerroll -5
lord-grade yoma defeated last weekroll +10
PC severely injured last weekroll -10

#Range Categories

Roll RangeCategoryCount
01~30positive30
31~70neutral40
71~100negative30

#Table — Domain Weekly Events d100

#Positive Range(01~30)

A week when something good happens in the domain. Morale rises, the Barrier strengthens, squads are replenished.

RollEventDescriptionEffect
01twins bornA blacksmith couple has twins. Two boys. Old Gensho gives them names. Choice: PC attends → additional morale +1.morale +2
02bountiful harvestOne extra straw bag of rice came out beyond expectations. Farmer Nobuko brought it directly to the lord.morale +1, storehouse +1 level
03well-drawn iron at the forgeThe three spears forged this week endure twice as much as usual. Choice: prioritize distribution to the squad, or give them to the expedition.squad attack +1(1 week)
04old tale from an elderKikue, the oldest person in the village, gathered children and told them the story of seahorse hunting. An old heroic tale of the domain.morale +1, Fear -1
05dew on the BarrierDew has formed on the Barrier surface in the morning. Hoshino calls it "a good sign."Barrier HP +2
06lost dog returnsA dog that ran out beyond the castle gate 3 weeks ago has returned. Its fur is bloody, but it is alive.morale +1
07sweet well waterSomeone takes one sip and says, "It is sweet today." The spreading rumor is good.morale +1
08three volunteersThree young people who have never held a sword ask to join a squad. Choice: accept or refuse.squad slot +1(temporary)
09blacksmith's new swordBlacksmith Motoi offers the lord one ownerless sword. It glows faintly.1 PC weapon +1(1 chapter)
10child's hand-drawn pictureA child drew a PC's face on the castle gate in chalk. Clumsy, but exactly alike.morale +1, PC bond +1
11abundant mountain greensThe village women gathered baskets of mountain greens from the forest inside the Barrier.food +1 week
12old shields foundTwo dusty shields are found in the corner of the storehouse. They belonged to the previous lord.armor +1(1 person)
13Hoshino's clear eyesThis week, old Hoshino's eyes are clearer than usual. Barrier infusion efficiency is +10%.Barrier HP +3(Sunday)
14lord's riteA small rite(小祭) of the Kamijo family. Akihisa bows before the ancestral tablets. The residents watch.morale +2
15veteran farmer's demonstrationVeteran farmer Soemon demonstrates a new spacing planting method. Applied from the next harvest.food output +10%(permanent)
16night when the moon did not look doubledLast night, the moon was wholly one. The first time in a month. The residents are talking more.morale +1, Fear -1
17child's first stepsThe grandchild of a nurse inside the castle walked for the first time. Akihisa saw it himself and smiled.morale +1
18new flower at the south gateA withered plum bloomed one flower. The whole domain sees it. Choice: pick the flower and offer it at the shrine, or leave it be.morale +2 or Barrier HP +3
19Gensho's studentAn eight-year-old girl named Orin visits the shrine saying, "I want to become an onmyoji too." Gensho nods.Hoshino succession possibility +1
20carp in the wellA carp swims in the well that looked dry last month. No one knows who put it there.morale +1, suspicious
21communal mealResidents voluntarily gathered in the square and cooked one pot of rice. Akihisa also has a bowl.morale +2
22old letterA woman gives the lord an old letter from her dead husband. "Please use it for the domain."gold +3
23spiritual visitA small fox enters the shrine. Gensho says it is "a messenger of Inari."Barrier HP +5
24new watch net for the watchtowerWatchtower keeper Daisuke has laid out a new watch network. Night vision +1.watchtower +1 level efficiency
25young man's first meritYoung Kojiro of the squad returns after defeating one minor yoma alone.morale +1, squad +1
26half-day spring rainSoft rain fell for half a day. The fields are wet.food +1 week
27accidental unionThe forge and the clinic worked together to make a hemostatic talisman dagger. 1 time after combat, it automatically stops bleeding.equipment +1(1 person)
28Akihisa's sayingSomething Akihisa said at the Monday meeting circulates among the residents. "Even if there is no place to return to, there is a place that remains."morale +2, leadership +1
29old liquor jarA jar of liquor aged 10 years is found in the storehouse. It will be used for a seasonal occasion.gold +5, seasonal effect +1
30one breath of the BarrierThe Barrier took one great breath. The whole domain heard it. Hoshino cries. But it is crying with a smile.Barrier HP +10

#Neutral Range(31~70)

The noise of the world. Little or no numeric change. Narrative, tone, atmosphere.

RollEventDescriptionEffect
31night of barking dogsLast night, the dogs in the northern houses barked all night. No one knows why.
32neighbor disputeTwo houses argue over a yard boundary. Akihisa mediates. Choice: fair ruling vs take a side vs ignore.morale ±1(depends on choice)
33well rope replacementThe well-bucket rope was old and snapped. A new rope is hung. Half a day's work.
34dust at the castle gateFor some reason, more dust than usual has gathered before the east gate. Is it the wind direction?
35night water railA water rail called in the fields last night. The first since coming to the Spirit Realm.
36child's questionA child asks Akihisa, "When are we going home?" Choice: truth vs hope vs silence.morale ±1
37old roof tilesTwo tiles fall from the main hall roof. Half a day to repair.gold -1
38moss on the wallMoss grows on the northern wall. Due to otherworldly humidity. Choice: scrape it off or leave it.Barrier HP ±1
39goose uproarA farm goose cried all morning. It lost an egg.food -0.5 week
40blacksmith's illnessBlacksmith Motoi has caught a cold. He needs two days of rest.forge efficiency -10%(1 week)
41fruit deliveryA small basket of persimmons from the orchard near the south gate. Same as usual.
42old sandalOne ownerless straw sandal in front of the castle gate. Choice: ask around, or leave it.
43moon-bright nightThe moon was unusually bright last night. Many residents could not sleep.morale ±0(fatigue ±0)
44a single birdA black-feathered bird never before seen in the Spirit Realm enters the Barrier. Choice: catch it or leave it.narrative clue
45drumbeat heardA drumbeat was heard far to the north. Someone says, "I heard it yesterday too."Fear +1
46forgotten promiseTwo neighbors argue over a promise from last year. Akihisa adjusts the matter.morale ±0
47storehouse inspectionRetainer Kobayashi checks the storehouse and recounts the stock. Choice: help him.stock +accuracy
48old woman's prayerAn old woman prays all day in front of the shrine. For her dead husband.
49rainy dayRain all day. The expedition delays departure.scouting +1 day delay
50cat's kittensA village cat gives birth to five kittens. The children are happy.morale +0(atmosphere)
51graffiti on the gateSomeone carved the single character "待"(waiting) on the north gate.narrative clue
52old retainer's diaryA diary from a previous-generation retainer is found in the storehouse. Choice: read it or seal it away.narrative clue
53morning without sunriseBecause of Spirit Realm weather, it did not look as if the sun had risen. Darkness lasted until morning's end.morale -0(stagnation)
54market day without a marketIt is supposed to be market day, but there is nothing to sell. Residents only sit together.morale -1
55strange taste in the wellThe well water smells of iron. For two days. Then it returns to normal.Fear +1
56east gate patrol skippedOne guard skipped patrol. He was drunk. Choice: punishment vs admonition vs overlook.morale ±1
57old maskA Noh mask(能面) is found in the storehouse. It belonged to Akihisa's grandfather.narrative clue
58sunshowerRain fell while the sun shone. A rainbow hung inside the Barrier. Half a clock.morale +0
59baby's feverA baby had a fever for two days. Clinic worker Asa managed it well.morale +0
60Gensho's silenceOld Hoshino says nothing all day. No one knows why.Fear +1
61residents' meetingA retainer summons a Monday residents' meeting. Choice: whether a PC speaks.morale ±1
62person seen twiceOne resident says they saw their neighbor in two different places at the same time. Was it a hallucination?Fear +1
63old folding fanAkihisa brings out his predecessor's folding fan and begins using it at meetings.leadership +0(symbol)
64monkey cryA monkey cried in the nearby forest. There are no monkeys around the domain.Fear +1
65one sho of rice missingOne sho of rice is missing from the storehouse. Rat or person? Choice: investigate.morale -1(if not investigated)
66gong-like sound at the forgeThis week, the forge hammer rings like a gong. No one knows why.
67rotten wood at the south gateOne section of wood in the south gate has softened. 1 day to repair.castle gate -0.5 level
68woman's sighAt the wash place, a woman sighed all day. She said nothing.morale -0(stagnation)
69northern fogBeyond the northern Barrier, the fog is unusually thick. For three days.scouting vision -1
70day of restNothing happened this week. Truly nothing.morale +0(rare peace)

#Negative Range(71~100)

Bad things for the domain. Morale loss, Barrier weakening, casualties, or resource loss.

RollEventDescriptionEffect
71livestock deathOne cow died overnight. Looks like poison qi from the Spirit Realm.food -1 week
72quarrel turns to fistsA dispute between two residents becomes a fistfight. One nose is broken. Choice: lord judges vs retainer judges vs leave it alone.morale -1
73one resident disappearsOne resident is gone in the morning. Their straw sandals remain at the doorway. No one knows why they disappeared.morale -2, Fear +1
74blood at the wellThree drops of blood at the well before dawn. Unknown whether from injured animal or person. Choice: investigate.Fear +1
75forge fire goes outThe forge furnace went out before dawn. The first time. It is lit again.forge -1 day
76watchtower keeper's mistakeDaisuke missed one yoma moving at night. The Barrier took it instead.Barrier HP -3
77child's illnessOne child has a high fever. Clinic worker Asa stayed up all night. Stable by morning.morale -1
78mad shoutOne resident shouted in the middle of the square. "We are already dead!" No one could argue.morale -2, Fear +1
79crack in the south gateA crack in a south gate pillar. Small, but clear. 3 days to repair.castle gate -1 level
80theftThree silver coins stolen from the storehouse. Culprit unknown. Choice: investigation vs amnesty order vs leave it alone.morale -1 or -2
81attempted suicideA woman tried to throw herself into the well. A neighbor stopped her. Choice: whether a PC meets her.morale -2, Fear +1
82rice moldBlack mold on part of the storehouse rice. It must all be thrown out.food -2 weeks
83samurai retainer illnessRetainer Kobayashi has dysentery(痢疾). One week of rest.squad checks -2(1 week)
84night whispersWhispering was heard all night in one house. No one lives there.Fear +2
85rain of dead birdsTwenty dead birds fell from the sky. Inside the Barrier.morale -1, Fear +1
86Barrier scratchesDeep scratches on the northern face of the Barrier. Something scratched it all night.Barrier HP -5
87Hoshino coughs bloodOld Hoshino coughed blood for the first time this morning. He told no one, but clinic worker Asa saw it.Fear +2
88squad casualtyOne person did not return from scouting. Minor yoma surprise attack. Body recovery failed.morale -2, squad -1
89core spoilageTwo minor cores in the storehouse have turned black and become unusable. Choice: burn and bury them, or study them.cores -2, Barrier HP -4(if not burned)
90child disappearsOne six-year-old child disappears in the daytime. Found inside the castle in the evening. Does not speak.morale -2, Fear +1
91voice of resentmentSeveral residents gather in the square and shout, "The lord dropped us into this hell." Choice: disperse vs talk vs punish.morale -1 or +1
92gambling incidentThree squad members gambled all night. One person lost twenty silver coins and cried.morale -1
93shrine fireA small fire in the shrine's attached storehouse. Gensho put it out alone. Half the talismans lost.Barrier HP -3, core processing -1 week
94inverted dawnThe morning sun did not rise. It rose from the west. For one week.Fear +2, morale -1
95thing in the wellSomeone raised the bucket, and it contained one human finger. It does not belong to a domain resident.Fear +2
96Barrier color changeThe northern face of the Barrier changed from blue to black-red. Unknown whether temporary.Barrier HP -7
97lord's nightmareAkihisa screamed all night. No memory in the morning. Choice: whether a PC sits with him.Akihisa bond ±1
98mass nauseaAfter lunch, twenty people became nauseous at the same time. Cause unknown. Was a corrupted core near the kitchen?morale -2, Exposure +1(among PCs, 1)
99suspected traitorOne resident accuses a neighbor of "colluding with the otherworld." Choice: investigate vs mediate vs trial.morale -2 or ±0
100Barrier goes out onceThe Barrier went out completely for exactly half a clock. No one came in, but everyone saw it. Hoshino fainted.Barrier HP -15, Fear +3, Hoshino weakening +1

#Commentary — Tone Guide by Range

#Using the Positive Range(01~30)

The 30 positive events are not one-sided gifts. Each event includes a small choice or a one-line RP opportunity. If the PCs intervene, +1 becomes +2; if they do not, the original +1 remains. In particular, the community events in the 15~20 range help Akihisa's growth curve.

The positive range has two layers.

Small blessings(01~20). Things that lightly stroke the texture of everyday life. Twins born, bountiful harvest, an old tale from an elder, sweet well water, three volunteers. Numbers are +1~2. But as they accumulate, the domain quietly comes back to life.

Great blessings(21~30). Things that change the shape of a week. Akihisa's saying, one breath of the Barrier, spiritual visit. Numbers are +2 or +3 or higher. Here, Barrier HP rises substantially once.

What the GM easily misses in the positive range: waiting for player response. Do not end with one line, "There was a bountiful harvest." Expand it: "Farmer Nobuko personally brought one straw bag of rice to the lord. Her eyes are red." Positive events gain force when the description is long.

#Using the Neutral Range(31~70)

The 40 neutral events are world-sound that keeps the domain alive. No numeric change does not mean "skip it." No choice means describe one line and move on. What matters is that these 40 events keep positive and negative results from feeling like isolated incidents.

The neutral range has three layers.

Noise(31~45). Night of barking dogs, well rope replacement, sunshower. No numeric change. Describe one line and move on. Without these fifteen entries, the domain is not alive.

Small crossroads(46~60). Neighbor dispute, strange taste in the well, person seen twice. If PCs engage, the direction changes. The GM shows, "This small thing is visible this week," and lets the players decide whether to respond.

Ominous calm(61~70). Gong-like sound at the forge, northern fog, day of rest. Numbers do not move, but there is a sense that something is approaching behind it. Result 70, "day when nothing happens," is rare, so players become uneasy instead.

#Using the Negative Range(71~100)

The 30 negative events accumulate. -1 in one week is not much. -1 for 4 consecutive weeks is rebellion. Among negative events, the 85~100 range comes with Fear +1 or higher, and when that fills to 5, the rebellion condition is met. Roll carefully.

The negative range has three layers.

Fatigue(71~85). Livestock death, quarrel, theft. Everyday life collapsing under fatigue. Numbers -1~-2. PC intervention can soften them.

Infiltration of fear(86~95). Barrier scratches, Hoshino coughing blood, Barrier color change. From here, Fear enters as a number. When Fear +1 accumulates, morale naturally falls.

Signals of collapse(96~100). Barrier going out for half a clock, mass nausea, lord's nightmare. Even once, these change the tone of an entire chapter. Result 100 appears only on a truly unlucky day, but if it appears, the GM should focus an entire session on this one incident.


#GM Operation Guide — 3 Principles of Rolling

#Principle 1: Roll, Then Think

Look at the result and fit the setting on the spot. Example: result 71, "livestock death." How many cows were in the domain? What were their names? Whose cow was it? The GM must decide these within 30 seconds after rolling.

Three cows. Their names are Kuro, Shiro, and Hana. The dead one is Kuro. Blacksmith Motoi's cow. Once this is fixed, the incident later connects to the story of "Motoi's grief." A roll is not just dice; it is a seed of story.

#Principle 2: Use the Same Result Differently by Context

Result 79, "crack in the south gate." If it appears in the opening week of Chapter 1, it is "the first sign." If it appears in the week when a lord-grade yoma appears in Chapter 4, it is "it has finally come." If it appears late in Chapter 5, it is "the collapsing domain."

Even with the same roll, the chapter you are in is decisive. The GM must always keep the current chapter in mind and adjust the event's weight.

#Principle 3: Roll Only What Players Can Remember

Players remember two events in one session. More than three gets diluted. Once on Monday(this table), once on Friday(one of scouting/Barrier/rumor). This is the basic rhythm.

Do not roll. Choose. Rolling exists for unpredictability, but in some scenes, the predicted thing is stronger. If the GM wants to use result 78 today, do not roll; use result 78.


#Distribution by Event Category

Regrouping these 100 events by theme gives the following. Use it as a reference for tone selection.

#Community Events(20)

01, 02, 04, 06, 07, 11, 14, 17, 21, 22, 28, 30, 32, 36, 46, 54, 61, 78, 81, 91

Movements of the resident group. Most likely to cause morale changes. A place where PC leadership is tested.

#Resource Events(15)

02, 08, 09, 11, 12, 15, 22, 26, 27, 37, 65, 71, 75, 82, 89

Rice, cores, gold, and equipment ±. Core of the numeric game. It is good if at least one event from this category appears every week.

#Barrier Events(10)

05, 13, 23, 30, 38, 76, 86, 93, 96, 100

Direct Barrier HP changes. 5~10% of rolls fall here. Additional changes separate from lord-grade yoma Breakthrough.

#Spiritual and Occult Events(15)

18, 19, 20, 23, 35, 44, 45, 51, 52, 57, 60, 62, 84, 94, 95

Everyday appearances of Spirit Realm seepage. Many cause Fear +1. Recommended to increase frequency after Chapter 4.

#Lord and Akihisa Events(10)

14, 28, 36, 46, 52, 57, 63, 91, 97, 99

Growth or crisis for Akihisa personally. A place to draw his arc in a seasonal campaign.

#Retainer and NPC Events(11)

03, 09, 19, 24, 25, 40, 47, 58, 83, 87, 92

Narrative clues for individual NPCs. Hoshino(13, 60, 87) and Asa(77, 98) in particular recur.

#Pure Narrative Events(20)

31, 34, 35, 41, 42, 43, 49, 50, 51, 53, 55, 57, 58, 59, 62, 63, 64, 66, 68, 70

Almost no numeric change. Breathing space for tone and atmosphere. Without them, the domain becomes a spreadsheet.


#Linkage Across the 5 Hells

Some of these 100 events manifest differently depending on the current chapter.

#Chapter 1(near Reviving Hell) — Basic Roll

All events occur with their original numbers. A week where positive events 01, 17, 21, 28 appear often is ideal. This is the period that makes the domain believe "we can still live."

#Chapter 2(entering Black Rope Hell) — Negative Weighting

When a negative event occurs, add Fear +1. The influence of black chains seeps into the domain interior. Event frequency for 84, 85, 86: +5%(GM adjustment).

#Chapter 3(entering Screaming Hell) — Noise Weighting

If results 35, 45, 55, 60, 64 in the neutral range appear, add sound-related description. Echoes of screams heard from the Spirit Realm. No numeric change, Target Number for but PC Mental Saves +1(when sleeping).

#Chapter 4(entering Scorching Heat Hell) — Barrier Weighting

When results 05, 13, 23, 76, 86, 96, 100 appear, apply numbers at double value. Example: result 96 Barrier HP -7 → -14. The hardest chapter for the domain. Recommended GM roll modifier +10(toward positive).

#Chapter 5(near Avici Hell) — Everything Weighted

All negative event numbers ×1.5, all positive event numbers ×1.5(the chapter of decision). A time of extremes. Fear and morale both swing together.


#Example — A Complete Roll for One Week

Chapter 3, week 7, Monday morning.

The GM rolls d100. Result: 47.

47 Storehouse inspection — Retainer Kobayashi checks the storehouse and recounts the stock. Choice: help him.

The GM unfolds it like this.


Five in the morning on Monday. Kobayashi Iwao stands before the storehouse. One lantern in hand. Its light is thin. He speaks without turning around.

"I will report this to the lord, but the numbers do not match last week. One sho of rice is missing, one minor core has been added, and half a bundle of talisman straw is missing. I do not know whether someone stole it, or I counted wrong last week. Would you confirm it with me?"

PC choices:

  • Inspect together → detailed scene. Discover rat traces, or confirm the retainer's own calculation error.
  • Leave it to him → say "Understood" and move on. This week passes. Same issue again next week.
  • Assign it to another retainer → Kobayashi's face stiffens. Retainer Affinity -1.

Neutral event 47 becomes a 3-minute scene like this. No numeric change. But because this scene existed, next week's event looks less isolated.


#Compound Rolls — Handling Multiple Events at Once

Rarely, two rolls are needed in a week.

#Conditions

  • Immediately after a major crisis(the Monday after defeating a lord-grade yoma, etc.)
  • Chapter transition week(Chapter 1 → Chapter 2, Chapter 2 → Chapter 3, etc.)
  • Week after a seasonal occasion

#Method

  1. Roll once. Record the result.
  2. Roll again within the same range. Or roll in the opposite range.
  3. Check whether the two events connect. If not, abandon one.

Example: first roll result 14, "lord's rite"(positive); second roll result 78, "mad shout"(negative). → Connect them: while the lord is conducting the rite, one resident makes a mad shout. → Morale change: rite +2 + shout -2 = 0. But tension is at its peak.



#Appendix — Frequency Adjustment Variants

When you want to vary the default distribution(positive 30 · neutral 40 · negative 30) to fit the domain's situation.

#Stable Period(morale 7 or higher, Barrier HP 60 or higher)

Positive 40 · neutral 40 · negative 20. Adjustment: if the roll result falls in 71~80 range, allow 1 reroll.

#Crisis(morale 3 or lower, Barrier HP 30 or lower)

Positive 15 · neutral 30 · negative 55. Adjustment: if the roll result falls in 01~15 range, add 16 and reinterpret.

#Catastrophe Period(Fear 4 or higher)

Positive 10 · neutral 25 · negative 65. Adjustment: if a negative event includes Fear, strengthen it to Fear +2. Results in the 85~100 range appear often.

#Miracle Period(after defeating lord-grade yoma in succession)

Positive 45 · neutral 40 · negative 15. Adjustment: apply only for 2~3 weeks during this period. Then return to normal.


A single event is not isolated. One event pulls or blocks next week's event.

#Positive → Positive Chain

  • 01 twins born → next week's 17 child's first steps probability +15%.
  • 14 lord's rite → next week's 22 old letter probability +10%.(Residents' hearts turn toward the lord.)
  • 30 one breath of the Barrier → next week's 05 dew on the Barrier probability +20%.

#Negative → Negative Chain

  • 71 livestock death → next week's 82 rice mold probability +15%.(Spirit Realm poison qi accumulates.)
  • 78 mad shout → next week's 91 voice of resentment probability +25%.(Chain of dissatisfaction.)
  • 86 Barrier scratches → next week's 96 Barrier color change probability +30%.

#Positive → Negative Offset

  • 28 Akihisa's saying → next week's 91 voice of resentment probability -50%.
  • 14 lord's rite → for one month, 73 one resident disappears probability -30%.

#Negative → Positive Rebound

  • 81 attempted suicide → next week's 21 communal meal probability +20%.(The community takes care of one another.)
  • 88 squad casualty → next week's 25 young man's first merit probability +25%.(Someone tries to fill the empty place.)

Roll modifier rule: when the above chain triggers, the GM may adjust the original roll by ±10~20 to push it toward the target event. Or accept the natural roll and adjust only the narrative.


#Appendix C — Detailed Event Expansions(10 Important Events)

Not all 100 events are expanded, but these are the expanded notes for 10 events that appear often and matter heavily.

#Result 14 Lord's Rite

The Kamijo family's small rite(小祭) was originally held only each year on the house founding day(lunar 2/18), but after the Spirit Realm drift, it is held every other week or 1 time per month. Akihisa personally burns incense and bows before the ancestral tablets.

Full staging:

  • Shrine forecourt. 50~80 residents stand around.
  • Akihisa wears a white upper garment and black lower garments.
  • Old Hoshino strikes the drum once. Incense catches fire.
  • Akihisa bows three times before the tablets.
  • When the bowing ends, one resident quietly claps from behind. It spreads.

PC participation:

  • Stand near the front of the line: morale +2 maintained.
  • Burn incense together: morale +3, Akihisa Affinity +1.
  • Absent: reduced to morale +1. Rumor: "On an important day, the lord's companions were not there."

#Result 28 Akihisa's Saying

At the Monday meeting of a week, Akihisa speaks one sentence. It can be set differently each time.

Saying candidates(d10 roll):

RollSaying
1"Even if there is no place to return to, there is a place that remains."
2"We still eat rice. That is the answer."
3"It is all right to cry. Cry, and then stand again."
4"This one Barrier is my house. I need nothing else."
5"I know I am young. That is why I have you."
6"If we can sleep tonight, tomorrow will come."
7"Let us not forget the names of the dead. That is the task of the living."
8"The domain is not land. It is you."
9"Winning or losing is not what matters. Holding out is."
10"I am not yet worthy of the name of lord. I fight to become worthy."

Ripple:

  • The whole domain remembers this sentence. It is quoted at the well next week.
  • Morale +2.
  • Leadership score +1(entire campaign).

#Result 30 One Breath of the Barrier

A phenomenon old Hoshino has never seen in his life. The entire Barrier breathes. A sensation that air is pulled out from inside the domain and then returns.

Full staging:

  • Five in the morning. The woman at the well notices first.
  • The water in the bucket swells slightly upward and then settles.
  • Sleeping dogs open their eyes at the same time.
  • Hoshino runs out of the shrine. Barefoot. Crying.
  • He says: "He saw us. The nameless one. He did not reject us."

Numbers:

  • Barrier HP +10. Immediate.
  • Hoshino weakening -1.
  • Morale +3.
  • But Gensho coughing blood +1(later result 87 probability +15%).

#Result 73 One Resident Disappears

The most common fear in the domain. On Monday morning, a pair of straw sandals is neatly placed before someone's door. The owner is gone.

Possibilities for disappearance(d10):

d10Possibility
1-2Went outside the Barrier at night. Voluntary. Body cannot be found.
3-4Disappeared underground. Spirit Realm ground opened. Small trace of a black hole at the doorway.
5-6Disappeared inside the house. Door locked, no one inside.
7-8Killed by another resident. Body found later. Who is the culprit?
9-10Person who was never there. Other residents do not remember that name. Only the PC log has it.

Numbers:

  • Morale -2.
  • Fear +1.
  • If the missing person was a squad member, squad -1.

Follow-up:

  • Next week's well rumors +1.(links to the 20-04 rumor table)
  • If the same type occurs again 2 weeks later, morale -3.

#Result 87 Hoshino Coughs Blood

The moment old Gensho first pays the price of Barrier maintenance with his body. Clinic worker Asa discovers it.

Full staging:

  • Behind the shrine. Early morning. Asa came to gather herbs.
  • A red stain on white cloth beside a rock. Not yet dry.
  • When she lifts the cloth, Hoshino is sitting against the wall. Blood at the corner of his mouth.
  • "It is all right. This is how it is for the old."
  • Asa silently takes his hand. Hoshino grips that hand tightly.

Numbers:

  • Fear +2.
  • Hoshino weakening +1.
  • Affinity system: Asa-Hoshino bond +1.
  • If PCs learn this fact, start tracking Gensho's weakening.

#Result 88 Squad Casualty

The event that appears most often and hurts most often in this campaign. One squad member who went scouting does not return.

Full staging:

  • Friday evening. The scouting party returns. Eight left; seven came back.
  • The squad leader kneels before the lord. "We lost Kohachi."
  • Cause of death: minor yoma surprise attack. The body was dragged into Black Rope Hell.
  • Akihisa lowers his head in silence. After a long while, he says, "You did your duty."

Numbers:

  • Morale -2.
  • Squad -1(permanent, until replenished).
  • Next week'Target Number for s volunteer checks +2.

Follow-up:

  • Next week's result 21 communal meal probability +10%.
  • 3 weeks later, result 25 young man's first merit probability +20%.

#Result 89 Core Spoilage

Two minor cores stored in the warehouse turn black and spoil. Hoshino recognizes it immediately.

Cause of spoilage(d10):

d10Cause
1-4Storage period exceeded(2 weeks+). Deliberate by GM. A lesson to players: "You should have used them."
5-7Spirit Realm qi intrusion. Barrier weakness near the storehouse. Links to the 20-03 table.
8-10Another core spread Spirit Realm qi. If a "lord" grade core was nearby, this is a natural result.

Choices:

  • Burn and bury: safe. But cores -2 lost.
  • Study: Hoshino or an onmyoji PC studies them. On success, unlock "spoiled core use"(new rule). On failure, Barrier HP -4.
  • Leave alone: two days later, Spirit Realm qi spreads through the storehouse. Other cores also risk spoilage.

#Result 96 Barrier Color Change

A fear event the whole domain is watching. The northern face of the Barrier changes from blue light to black-red.

Full staging:

  • At sunset. People gather in the square and look toward the northern sky.
  • The normally transparent blue Barrier is black-red, blood-colored.
  • A child says, "What is that?"
  • No one answers.
  • Hoshino comes out of the shrine and looks. Silent. His face is pale.

Numbers:

  • Barrier HP -7.
  • Fear +2.
  • Morale -2.

Follow-up:

  • Next week's result 100 probability +15%.
  • If result 100 does not appear within 3 weeks, the color returns. But a trace remains.

#Result 100 Barrier Goes Out Once

The heaviest result on this table. The Barrier fully goes out for exactly half a clock.

Full staging:

  • Without warning. Just before noon.
  • The Barrier's blue light disappears. The sky becomes transparent.
  • The hellscape outside the domain is seen directly.
  • Forest where black chains grow. Boiling lake. Burning city. Up close.
  • Residents fall to the ground. No one can make a sound.
  • Half a clock later, the Barrier returns.
  • Old Hoshino is found unconscious at the shrine.

Numbers:

  • Barrier HP -15.
  • Fear +3.
  • Hoshino weakening +1(coma on third accumulation).
  • Morale -3.

Follow-up:

  • After this event, the domain's mood changes completely for one week.
  • 5 residents voluntarily relocate(they crowd toward the fortress).
  • Conditions for rolling the 20-05 dream table are softened(applies to all PCs).
  • If it appears in Chapter 1 or Chapter 2, the campaign tone darkens early. The GM may delay it until after Chapter 3.

#Result 41 Fruit Delivery

The most trivial-looking but emotionally strong neutral event. A basket of persimmons is delivered from the orchard in the south of the domain.

Full staging:

  • Monday morning. A child sets a persimmon basket before the castle gate and runs away.
  • "Grandmother from the orchard sent these!"
  • There are twelve in the basket. Three of them are half spoiled.
  • A retainer informs the lord. Akihisa receives it.

Power of this event:

  • Numbers do not move. But without this, the domain is a spreadsheet.
  • What if a PC eats one persimmon? A very small sweetness. It stays in the player's mouth for a long time.
  • Choice for what to do with the spoiled persimmons: compost, jam, discard. Small choices accumulate.

"The first sound of a week is the sound of the well bucket. The sound the bucket makes decides the week." — Kikue, old woman at the well.

"Rolling dice is not asking the gods. It is asking yourself." — Hoshino Gensho, explaining the meaning of divination to Akihisa.