English edition v1.3.3

#Patrol Encounters — 100 Things One Step Beyond the Barrier

Contents

What this document is. 100 encounters faced by a squad scouting the edge of the Domain Barrier, within 1 round outside the Barrier. Roll d100 and use the 4-stage difficulty spread: safe 25, alert 35, dangerous 30, lethal 10.

Core references

- Required: Non-Combat Checks · Yoma Bestiary · Combat Rules

- Reference: Lands of the Sengoku · Three Ways and Six Hearts

- In this supplement: Open-World Index · Squad Limitations · Spirit Realm Environment · Core Economy


#Scent — One Step Beyond the Barrier

The Barrier edge is thin.

Seen from the inside, the Barrier is invisible. Only a blue light thinner than mist is mixed into the air. But when you take one step outside, you look back. You look behind you. The Barrier is there. A trembling dome like a thin film of soap. The domain is inside it. Small. The size of a palm.

The ground outside is familiar and strange.

There is grass. Black grass. It rustles underfoot. There are trees. Their bark is strangely rough. Look up, and one link of chain hangs from the end of each branch. It is growing like fruit. The first sign of Black Rope Hell.

There is wind. It is warm, but it peels the skin. It is the far breath of Screaming Hell. As you walk, the air grows heavier by degrees. The breath of Scorching Heat Hell is blowing from somewhere beyond.

At this edge, the scouting party goes out once each week.

Eight go out. Seven return. Sometimes all eight return, and sometimes six return.

What they saw, what they fought, what they brought back. This table decides it.


#Law — Rolling Protocol

#Basic Roll

  • Die: d100
  • Timing: Starting from the moment the scouting squad leaves the Barrier, roll 1 time per 2 rounds (roughly half a day)
  • Open roll: Open by default. If tension is needed, the GM may roll secretly.

#Difficulty Structure

Roll RangeDifficultyCountContents
01~25Safe25Description, clues, recovery of 1~2 cores, no combat
26~60Alert351 yoma or a Target Number 11~13 check
61~90Dangerous302~3 yoma or a Target Number 15 check
91~100Lethal10Lord-grade yoma or risk of severe PC injury

#Modifiers (Optional)

ConditionModifier
Expedition with PC accompanimentRoll ±0 (default)
NPC-only scoutingRoll -10 (toward safe)
Week after a Lord-grade yoma appearedRoll -10 (danger reduced)
Barrier HP 30 or lowerRoll +10 (danger increased)
Encroached retainer accompaniesRoll +15 (lethal chance ↑)
Hoshino accompanies (rare case)Roll -20
After Chapter 2Roll +5
After Chapter 4Roll +10

#Directional Modifiers

Each scouting direction carries a different hell tone.

DirectionDominant HellWeighted Special Encounters
NorthBlack RopeChains, forest, and black-grass encounters +20%
EastRevivingWasteland, resurrected, and gray encounters +20%
SouthScreamingBoiling water, salt, and scream encounters +20%
WestScorching HeatFire, ash, and pillar encounters +20%

#Table — Patrol Encounters d100

#Safe Segment (01~25)

No combat. Description, clues, and small recoveries. Suitable for a week's scouting report.

RollEncounterDescriptionEffect or Choice
01Quiet GrasslandThe same grassland as yesterday. The wind is thin.
02Dead Tree SproutOne sprout on a withered dead tree. Its color is gray. Choice: pluck it or not.Story clue
03Familiar PebbleA stone exactly like one seen on the domain side. Only its position differs.
04Fallen TalismanOne old talisman. Not Hoshino's. Choice: recover it.Spiritual clue
05Minion Core FoundA small crystal embedded in the ground. Minion-grade.Core +1
06Bird FeathersThree black feathers. A different species from yesterday's bird.
07Old FootprintsStraw-sandal marks. Old, but human.Story clue
08PuddleA small puddle. The water is clear. Choice: drink or draw it.Recovery 1 or Exposure +1
09Marker StoneOne stroke of a letter is carved into a natural stone. Meaning unknown.Story clue
10Usable FirewoodAn armful of dry wood.Resource +1
11Two Minion CoresTwo in a crack between nearby rocks.Core +2
12Harmless BeastA gray rabbit. It is not afraid. Choice: catch it or leave it.Food +1 day or story
13Lost SwordOne rusty sword. Already broken.Iron resource +1
14Ordinary Mountain PathThe first ordinary road seen since coming to hell.
15One WildflowerA flower never seen in the domain. Purple. Choice: pick it or not.Medicinal herb +1 or no Exposure change
16Words in the DirtThree characters written by someone with a stick: "run away."Fear +1
17Forgotten Travel BundleAn old bundle. A handful of dried rice inside.Food +0.5 days
18Startled DeerEight antler branches. Not normal. It runs.
19Morning FrostFrost on otherworld grass. The same chill as the domain.
20Three Minion CoresTraces of dead yoma. They have already fought.Core +3
21SignpostA pile of natural stones pointing in a direction. To a place we do not know.Spirit Realm map +1
22Abandoned CampThe ash is still warm. Someone was here. Choice: track them or not.Lead into alert segment
23Clear StreamDrinkable. Spirit Realm energy has not seeped into it.Recovery 1 (all squad members)
24Old Armor FragmentA rusty breastplate. No writing.Iron resource +2
25Returns SafelyNothing unusual. Visibility was clear.Scouting success +1

#Alert Segment (26~60)

1 yoma or a Target Number 11~13 check. The standard danger level for a week.

RollEncounterDescriptionEffect or Choice
26One Minion YomaAppears from the grass. It has not seen the PCs yet. Choice: ambush vs retreat.Combat or core +1
27Poison MistA purple lump of mist. Passage Target Number 11.Exposure +1 (on failure)
28Pit TrapA pit covered with grass. Perception Target Number 11.Fall damage or avoid
29Wandering SoulA translucent figure. It speaks. Choice: talk vs ignore.Spiritual clue or Fear +1
30Two Minion YomaApart from each other, but communicating by cries.Combat
31Rotten BridgeAn old wooden bridge. Crossing requires Target Number 11.Fall or pass
32Black Chain RootOne strand of chain is growing from the ground. Choice: pull it out or leave it.Barrier HP -2 or iron resource +1
33Three Minion YomaA pack. They are marking the area they passed through.Combat
34Water Drying UpThe stream that was here until yesterday is gone today.Drinking water -1
35Lost WomanA drifted person. Her mind is hazy. Choice: take her or abandon her.Resident +1 or Exposure +1
36Injured YomaA Minion yoma is already wounded. Easy hunting.Core +1 (almost certain)
37Broken TalismanOne of Hoshino's old talismans. No effect remains. Choice: recover it.Spiritual clue
38Strange Tree FruitChain fruit. Eating it lets Spirit Realm energy encroach on the eater.Exposure +1 (if eaten)
39One Veteran CoreEmbedded between rocks. Pulling it out requires Target Number 11.Core +1 (Veteran-grade)
40Crying SoundA child's crying from the northern forest. You thought none were there. Choice: investigate.Fear +1 or story
41Footprints of a Lord-Rank YomaLarge footprints. It has already passed.Warning: next week's chance +10%
42Half-Limbed OneA yoma moving with only its upper body. Reviving Hell type.Combat
43Shallow CaveCan be used for shelter. Graffiti on the wall: "wait."Recovery 1 for all squad members or Fear +1
44Flock of Gray BirdsThey fly overhead in a swarm. Teeth in their beaks. Choice: shoot arrows or hide.Combat or detour
45Grass Growing Upside DownGrass that digs into the ground instead of reaching toward the sky. Choice: dig it up or leave it.Medicinal herb +1 or avoid
46Minion Yoma NestA mass of eggs. About to hatch. Choice: break them vs avoid.Core +2 or combat +3
47Bone GraveHuman and animal bones mixed together. Old.Story clue, Fear +1
48Wall of FogEntering it causes loss of direction. Target Number 13.Escape or half-day delay
49EchoA PC's voice echoes strangely. One beat late.Story (Spirit Realm clue)
50Lost Direction Toward the DomainThe Barrier cannot be seen. For a moment. Then it reappears.Fear +1
51One Veteran YomaA lone mid-tier yoma. On the edge of danger.Combat (Target Number 13 grade)
52Drifter CorpseSomeone who came from another domain. Long ago. No possessions.Story clue
53Wild Fruit TreeEdible fruit. Spirit Realm energy has not seeped into it.Food +1 day
54Chain VinesThin chains are wrapped around a tree. Cut with Physique Target Number 11.Iron resource +2
55Vision of a Past CompanionOne squad member sees a dead sibling. Choice: Mental Save Target Number 13.Fear +1 (failure) or resolved
56Usable Medicinal HerbsA clump of antidote herbs.Physician +1 (1 week stock)
57Beast Blocking the RoadA large beast lies across the road, asleep. Choice: detour vs break through.Time +1 round or combat
58Fight Between Two Minion YomaThey are fighting each other. Can be watched.Core +1 (finish the winner)
59Unfamiliar SongA song carried on the wind. Unknown language. Choice: follow it or not.Story or Fear +1
60Small ShrineAn old do-jizo(地蔵). Not in the domain-side style. Choice: bow or not.Morale +1 (bow) or detour

#Dangerous Segment (61~90)

2~3 yoma or a Target Number 15 check. Squad tactics are mandatory.

RollEncounterDescriptionEffect or Choice
61Four Minion YomaThey attempt an organized encirclement.Combat (Target Number 15 tactic check required)
62Two Veteran YomaTwo mid-tier yoma hunting together.Combat
63Poison PoolA black-purple lake. Edge approach Target Number 13.Exposure +2 (failure)
64Forest of Black Rope BranchesA zone where chains are tree branches. Passage Target Number 15.Exposure +1, iron resource +2 (on passage)
65Betraying DrifterSomeone who had been in the domain is here. Encroached by Spirit Realm energy, they attack.Combat, morale -2
66Mob of the ResurrectedBodies multiplied more than sixfold rise from the ground. A feature of Reviving Hell.Combat (Target Number 15)
67Boiling PuddleStepping into it causes burns. Passage Target Number 13.Burn 1 Wounds (failure)
68Red Bird DiveA hawk-shaped Spirit Realm yoma. Diving attack.Combat (ranged advantageous)
69Old YomaA one-eyed Veteran yoma. Experienced. Cunning.Combat (Target Number 15)
70Whole Field of Vision Blood-RedRed mist. Passage 1 round. Vision -2.Fear +1
71Two Veteran CoresTwo defending yoma. Both must be taken down to recover them.Combat, core +2
72Wall of ScreamsCountless screams in the air. Mental Save Target Number 15.Fear +2 (failure)
73Chain SnareChains in the ground grab feet. Escape Target Number 15.Bound or flee
74Five Minion YomaA large pack. Run or lure them.Combat Target Number 15 or retreat
75Tempting SoulA beautiful voice. Following it means getting lost. Mental Save Target Number 13.Fear +1 or Exposure +1
76Shadow of a Lord-Rank YomaA huge shadow moving in the distance. Choice: avoid vs pursue.Fear +2 or story clue
77Three Veteran YomaThree surround the squad. Military Science Target Number 15.Combat
78Trap-Filled FieldInvisible traps. Passage Target Number 15.Injury 1 Wounds (failure)
79Lost Woman (Encroached)The follower is actually a yoma. Discernment Target Number 13.Combat or Exposure +1
80Plow-Horned YomaA charging Veteran yoma. First-hit evasion Target Number 15.Combat
81Past BattlefieldMany corpses. Several cores. Choice: recover vs pass by.Core +3, Exposure +1 (recover)
82Rumbling UndergroundThe ground rumbles. Something is below. Choice: dig or run.Story or combat
83Four Veteran YomaMany enemies. Squad damage expected.Combat Target Number 15
84Broken BridgeA deep valley cannot be crossed. Half-day detour.Time +1 round
85Black-Water StreamDrinking it immediately lets Spirit Realm energy encroach. Even dipping only feet is dangerous.Exposure +1 (on mistake)
86Pursuit of ShadowsSomething unseen follows the squad. Mental Save Target Number 15.Fear +2 (failure)
87Two Veteran CoresTwo cores + two Veteran yoma guarding them.Combat, core +2
88Otherworld Drifters' CampA group drifted from another province. Negotiation vs combat. Choice.Alliance possibility or combat
89Strong One Near Lord-RankA lone Elite-grade yoma. Choice: retreat.Combat Target Number 17 or retreat
90Point Where the Barrier Is InvisibleComplete loss of direction. Return path Target Number 15.One-day delay or return

#Lethal Segment (91~100)

Lord-grade yoma or risk of severe PC injury. Rare, but if it appears, spend an entire scene on this encounter.

RollEncounterDescriptionEffect or Choice
91Lord-Rank Yoma AppearsOne "Lord" grade yoma. Cannot be avoided. Lure it toward the Barrier? Choice: open battle vs lure vs sacrifice.Combat Target Number 18, core +1 (Lord) or risk of squad annihilation
92Messenger of HellA rakshasa-like being. It speaks. "Why have you come?" Choice: talk vs fight.Story or lethal combat
93Vision of a PC Encroached by ExposureThe PC's own future self. A fully encroached one attacks. Choice: fight or not.Exposure +2 (avoid), 1:1 if fought
94Legion of the Resurrected20 or more Reviving Hell resurrected. Encirclement.Open battle impossible, escape required Target Number 15
95Chain UndergroundThe ground underfoot splits and pulls them into the chain underground. Escape Target Number 17.Bound or delayed 2 rounds
96Vision of Old AkihisaA vision of the lord in his youth. "You are ruining my legacy." Mental Save Target Number 15.Fear +3 or morale -2
97Tear in SpaceThe sky tears open before their eyes. Scenery of another hell beyond. Choice: pass through vs avoid.Shortened return or maze entry
98Two Lord-Rank YomaWithout a miracle, the squad is annihilated. Retreat Target Number 18.Successful retreat or casualties -3
99Gate of Hell OpensA black hole opens in the sky. Yoma 10+ spill out. Can be lured toward the Barrier.Barrier HP -10, combat or escape
100Glimpse of AviciThe gate of Avici Hell is visible for one moment. Someone beckons from beyond the door. One PC is designated for Mental Save Target Number 18. On failure, force-trigger the dream table.Exposure +3, forced dream, or accept the call

#Commentary — Tone by Segment

#Using the Safe Segment (01~25)

The 25 safe encounters create the routine of domain scouting. Squads do not go out every week and fight every week. Most days are quiet days. They pick up one core, see strange grass once, and return empty-handed.

Without these 25 entries, the Spirit Realm becomes an endless battlefield. That wears players down.

GM Tip: It is fine for the safe segment to appear 2 times in a row. Two reports saying "this week was peaceful" reaching the domain is a healthy rhythm.

#Using the Alert Segment (26~60)

The 35 alert encounters are standard scouting. One combat or one check. This is the segment squads usually face.

The core of this segment is choice. When one yoma appears, whether to ambush or retreat is the PCs' judgment. Successful ambush → gain a core. Failure → the yoma pursues the squad. The choice leads into the next encounter.

GM Tip: Any "Choice X vs Y" in this segment must stay open to the players. Do not resolve it automatically.

#Using the Dangerous Segment (61~90)

The 30 dangerous encounters can become the central scene of a session. Three yoma, many traps, Mental Save Target Number 15. If the squad does not move properly, damage occurs.

If a PC accompanies the squad in this segment, apply squad Target Number modifier -2. If an NPC-only scouting party hits the dangerous segment, there are usually casualties.

GM Tip: Tone matters in this segment. Do not describe it as "combat with three yoma." Describe it as facing three yoma while trapped front and back in the middle of the chain forest. The scene should be memorable.

#Using the Lethal Segment (91~100)

The 10 lethal encounters appear rarely, but when they appear, they hit hard. 10% is about once per month. Of those, results 94~100 happen about once per chapter.

This segment always has an avoidance option. Even after encountering a lethal result, if the PCs succeed at the retreat Target Number, they can pass it by. However, there is resource loss. Retreat requires core -1 (for smoke) or time +1 round.

GM Tip: 91~95 are mini-boss fights that can take a whole session. 96~100 are story events that take a whole session. Do not confuse the two.


#Directional Deepening — Meaning of Scouting Direction

#North Gate Scouting — Toward Black Rope Hell

Scenery: A forest where black chains grow from the ground. One strand of chain per tree. The air smells of iron.

Main encounter group: 32, 54, 64, 73, 85, 95. Chain-related encounter frequency +20%.

Specialized reward: Iron resource harvest +1 (on passage). However, Exposure risk +1.

When to go: When iron is short for repairing the Barrier's east gate. Or when entering Chapter 2's story.

#East Gate Scouting — Toward Reviving Hell

Scenery: Gray grassland. Wasteland in the distance. Those who die and revive wander about.

Main encounter group: 42, 47, 55, 66, 94. Resurrection and vision-related encounter frequency +20%.

Specialized reward: Weapon or armor fragments +1 (safe segment). Fear accumulation +1.

When to go: The opening week of Chapter 1. Suitable for giving the first impression of the Spirit Realm.

#South Gate Scouting — Toward Screaming Hell

Scenery: The far shore of a boiling lake. Salty air. Screams come and go constantly.

Main encounter group: 67, 70, 72, 86, 98. Scream and water-related encounter frequency +20%.

Specialized reward: Medicinal herbs or antidote herbs +1. Burn and Exposure risk +1.

When to go: Just before entering Chapter 3. Or when Physician Asa asks for herbs.

#West Gate Scouting — Toward Scorching Heat Hell

Scenery: A red sky shining at the end of the horizon. Smoke rises. Ruins of an otherworld old city.

Main encounter group: 77, 80, 89, 99, 100. Fire and ruin-related encounter frequency +20%.

Specialized reward: Chance for high-grade core (Veteran or higher) +1. However, risk of everyone taking damage +1.

When to go: After entering Chapter 4. Before Chapter 3, avoid it if possible.


#Scouting Squad Composition Guide

#Basic Composition (1 squad, 4~8 people)

RoleNumberMain Use
Squad leader1Military Science checks, return decisions
Ranged1~2First strike in safe and alert segments
Melee2~3Defense in dangerous segments
Support1Detection and healing

#PC-Accompanied Composition

If 1 PC accompanies the squad, apply -1 to squad attack and defense Target Numbers each. If 2 PCs accompany, -2. (However, 2 or more creates risk of a gap in domain defense.)

#Special Compositions

  • Scouting-focused: Support 2, ranged 2, squad leader 1. Strong in safe and alert segments.
  • Engagement-focused: Melee 4, ranged 1, squad leader 1. Survival rate ↑ in dangerous and lethal segments.
  • Recovery-focused: Support 2, melee 2, squad leader 1. Core harvest +1.

#Encounter Chains

Individual encounters can connect. The outcome of one encounter becomes the start of the next.

#Chain Examples

  • 41 Footprints of a Lord-Rank Yoma → chance of 91 Lord-Rank Yoma Appears on the next scouting +25%.
  • 22 Abandoned Camp → if "track" is chosen, connect to 81 Past Battlefield.
  • 88 Otherworld Drifters → if "alliance" is chosen, a long-term NPC appears. Support +1 in later scouting.
  • 100 Glimpse of Avici → force-trigger the PC dream table for one month. Link to 20-05.

#Latent Story Hooks

Patrol encounters are seeds for a Short Arc. The GM is encouraged to note how one encounter should echo in the next two encounters.


#Handling Squad Casualties

#Conditions for Casualties

SegmentAutomatic CasualtiesProbabilistic Casualties
Safe
Alert10% (d10 = 1)
Dangerous30%50%
Lethal60%90%

#Casualty Roll

  • Light wound: Excluded from the next 1 scouting. Treatment required.
  • Serious wound: Excluded for 2 weeks. Physician treatment required.
  • Death: Permanent. Morale -2, squad slot -1.

#Body Recovery

  • Body recovery succeeds → reduced to morale -1 (funeral possible).
  • Body recovery fails → morale -2, Fear +1.
  • The body returns encroached by Spirit Realm energy → a problem occurs inside the domain. Next week, chance of result 71 or 78 on the 20-01 table +25%.

#Example — A Complete Scouting Roll

Chapter 3, week 5. North Gate scouting. 1 PC accompanies, 7 NPCs.

Rounds 1~2 (first half-day): d100 → 23 "Clear Stream" (safe). Rounds 3~4: d100 → 54 "Chain Vines" (alert). The PC makes a Physique check, Target Number 11 → success. Iron resource +2. Rounds 5~6: d100 → 76 "Shadow of a Lord-Rank Yoma" (dangerous). The squad leader decides to evade. Fear +2. Rounds 7~8: d100 → 11 "Two Minion Cores" (safe). Core +2.

Return. Total result:

  • Core +2, iron resource +2.
  • Fear +2.
  • Warning: Lord-grade yoma chance +10% next week.


#Appendix — Scouting Log Form (For the GM)

Scouting #__ Direction: North/East/South/West
Date: year __, month __, week __
Squad composition: __ people (PC __ people)

Rounds 1~2: [roll __] [encounter name] [result]
Rounds 3~4: [roll __] [encounter name] [result]
Rounds 5~6: [roll __] [encounter name] [result]
Rounds 7~8: [roll __] [encounter name] [result]

Return time: day __, hour __
Recovered: cores __ / iron __ / herbs __ / other __
Casualties: light wound __ / serious wound __ / death __
Fear change: __
Notes:

#Appendix B — Expanded Notes on Lethal Encounters

The 10 lethal results are not simply "strong enemies." Each carries its own narrative meaning.

#91 Lord-Rank Yoma Appears

The heaviest encounter for the domain. The one who came to strike the Barrier has appeared before the scouting party first.

Presentation:

  • The air grows cold first. The squad members fall silent at once.
  • A shadow rises over the hill ahead. More than 4 shaku.
  • Eyes meet. The yoma smiles. (Lord-grade beings are intelligent.)
  • The squad leader shouts: "Form ranks!"

Choices:

  • Open battle: Squad check, Target Number 18. On success, high-purity core +1 and a heroic tale. On failure, half the squad is lost.
  • Lure: A PC lures it toward the Barrier. Manually trigger a Lord-grade yoma assault event against the Barrier. The Barrier HP takes a major loss, but there is a chance to kill the yoma.
  • Sacrifice: Use one NPC as bait. That NPC's death is certain. Squad survives. Morale -3.

#92 Messenger of Hell

A being in human shape. It can speak. That is the most frightening part.

Presentation:

  • It sits under a tree. Its face resembles a PC. Or Akihisa. Or Hoshino.
  • "Why have you come? This land already belongs to another."
  • Its voice is the PC's voice. Or the voice of the dead.

Choices:

  • Talk: Target Number 15 Negotiation. On success, gain "an answer" (major campaign information). On failure, Exposure +2.
  • Combat: Target Number 18 lethal combat. On victory, Lord-grade core +1. On defeat, the squad is annihilated.
  • Show respect and leave: Fear +1. The messenger says, "Come again." Follow-up encounter chance +25%.

#93 Vision of a PC Encroached by Exposure

The most personal encounter. The PC's own future self stands before them.

Presentation:

  • It walks out from the shade of a tree.
  • The same face. The same clothes. But the eyes are black.
  • It holds one black core in its hand.
  • "You end up like this too. Come now, and it will hurt less."

Choices:

  • Fight: 1:1 combat. The PC has identical abilities. On victory, permanent +1 to Spirit Realm Exposure refinement checks. On defeat, Exposure +3 + serious wound.
  • Ignore it: Evasion Target Number 15. On success, Exposure +2. On failure, forced combat with no Target Number retry.
  • Talk: Target Number 15 Wisdom. On success, realize one's own weakness (story reward). On failure, Fear +2.

#94 Legion of the Resurrected

The essence of Reviving Hell. Those who rise again no matter how many times they are killed.

Presentation:

  • Twenty corpses in the wasteland. They do not move.
  • The moment the squad tries to pass, all of them rise at once.
  • One with half a head, one with three arms, one the size of a child.
  • All begin walking in one direction. Toward the scouting party.

Choices:

  • Open battle: Impossible. No matter how many are killed, they rise again. Always a defeat path.
  • Run: Mobility Target Number 15. On success, the whole squad retreats. Casualties 0. On failure, casualties -2.
  • Burn with fire: Use fire-attack resources (1 oil jar = spend gold 10). Permanent removal. Morale +1.

#95 Chain Underground

The deep place of Black Rope Hell(深部). The ground is alive and pulls the scouting party in.

Presentation:

  • The ground underfoot shakes. The squad leader shouts: "Back!"
  • Too late. The ground splits, black chains surge up, and wrap around ankles.
  • One person is dragged underground. The others watch.

Choices:

  • Rescue: Target Number 17 Physique + Target Number 15 Wisdom. Rescue if both succeed. If either fails, delay 2 rounds + Exposure +1.
  • Abandon: NPC death certain. Morale -2. Fear +1.
  • PC goes down instead: A PC voluntarily enters. Narrative turning point. Return scenario after one session, or permanent loss.

#96 Vision of Old Akihisa

The previous lord appears. Akihisa's father or grandfather.

Presentation:

  • An armored man stands under a large tree. The domain crest.
  • The face is the one seen in a portrait. Someone who died long ago.
  • "My son, you cast my land into hell."
  • There is resentment in his words. Or sadness. Only the PC hears it.

Choices:

  • Talk: Target Number 15 Negotiation. On success, lord affinity +2 (spiritual ancestor's blessing). On failure, morale -2.
  • Rebut: Target Number 15 Logic. On success, the vision disappears. On failure, Fear +3.
  • Kneel: Automatic success. However, morale -1 (other squad members see).

#97 Tear in Space

A crack in reality. A door to another hell opens for a moment.

Presentation:

  • The air tears like paper. Another landscape beyond the tear.
  • They are scouting toward Black Rope, but they see the lake of Screaming Hell. Or the city of Scorching Heat.
  • The tear remains open for one round, then closes.

Choices:

  • Pass through: Instant movement. However, they fall into another hell. Return check, Target Number 17.
  • Avoid: Delay 1 round. Safe.
  • Throw something in: Confirm that one stone falls from the other side. Spirit Realm geography clue +1.

#98 Two Lord-Rank Yoma

The worst encounter on this table. Two Lord-grade yoma.

Presentation:

  • The squad stops in the middle of the road. One stands on each hill to either side.
  • The two ignore each other and target only the squad.
  • Front and back are blocked.

Choices:

  • Combat: Squad annihilation certain. However, if even one person recovers a high-purity core, next week's Barrier HP +60.
  • Retreat Target Number 18: On success, casualties -2. On failure, annihilation.
  • Sacrifice tactic: 1 squad leader remains; the rest retreat. The squad leader's death is certain. The rest survive.

#99 Gate of Hell Opens

A black hole opens in the sky. Yoma pour out.

Presentation:

  • Thunder in the distance. Looking up, there is a hole in the sky.
  • 10~20 yoma fall from the hole.
  • Their direction is toward the domain.

Choices:

  • Lure toward the Barrier: The domain receives this legion. Barrier HP -15, but the squad survives.
  • Try to stop them: Combat Target Number 19. Success is almost heroic. On failure, squad casualties -3.
  • Detour and return: Hide and flee until they reach the Barrier. Barrier HP -10 (the Barrier itself receives them).

#100 Glimpse of Avici

The most mysterious result on this table. The entrance to Avici Hell is visible for a moment.

Presentation:

  • The squad is walking. Only one PC sees it in particular.
  • One door stands in the middle of the grassland. Black wood. No decoration.
  • The door is open. Inside is neither light nor darkness.
  • Someone waves. Only the PC recognizes who it is. (Set by the GM: dead family, a lover from a previous life, and so on.)

Choices:

  • Mental Save Target Number 18 resistance: On success, the door disappears. Exposure +1 (from seeing it at all). On failure, force-trigger dream table 20-05 for one month.
  • Enter: PC lost for one session. Return scenario (related to Chapter 5 Avici).
  • Ignore it and walk on: Automatic success. However, Fear +2, Exposure +1. They sense that the same encounter will repeat.

#Appendix C — Expanded Notes on Selected Alert Encounters (10)

#26 One Minion Yoma

The most common alert encounter. But do not dismiss it as basic.

Detailed presentation:

  • The grass rustles. The squad stops.
  • Green glimmers: the yoma's eyes.
  • It has not yet looked toward the PCs. The wind blows toward the PCs.

Choice development:

  • Ambush: Target Number 11 Infiltration. On success, first attack +2. On failure, the yoma flees or counterattacks.
  • Retreat: Target Number 10 Mobility. On success, safe. On failure, pursued.
  • Lure: A PC lures it in a specific direction. If a trap is set, capture at Target Number 13.

#29 Wandering Soul

The saddest alert encounter. The dead speak.

Detailed presentation:

  • A translucent figure under a tree.
  • A woman. She is holding a child. The child does not move.
  • "Is there a well nearby? My child says she is thirsty."

Choice development:

  • Talk: Target Number 11 Negotiation. On success, hear her story (story clue). On failure, she attacks in anger.
  • Ignore: Fear +1. But time is saved.
  • Help: Give water. On success, the soul disappears. Story reward +1.

#41 Footprints of a Lord-Rank Yoma

A preview. Something powerful is already nearby.

Detailed presentation:

  • Footprints two shaku wide and half a hand deep.
  • The footprints lead toward the domain.
  • The grass around the footprints has been pressed down. It is not dry yet.

Choice development:

  • Track: Target Number 13 Tracking. On success, identify the Lord-grade yoma's location (prepare for the next scouting). On failure, encounter chance +15%.
  • Return and report: Barrier defense preparation +1 stage (next week Barrier HP recovery +2).
  • Avoid route: This scouting is shortened. Recovered items -50%.

#55 Vision of a Past Companion

An internal tragedy. A squad member sees dead family.

Detailed presentation:

  • The young squad member Kojiro suddenly stops.
  • "Brother..."
  • No one else sees his brother. Only Kojiro does.

Choice development:

  • Protect comrade: A PC supports Kojiro. Roll instead of his Target Number 13 Mental Save. On success, the vision clears.
  • Leave him: Natural recovery or Exposure +1 (to him).
  • See the vision together: Target Number 13 Empathy. On success, clue +1 (about Kojiro's brother). On failure, the PC also takes Fear +1.

#60 Small Shrine

The most peaceful encounter in the alert segment. Faith remains even in the Spirit Realm.

Detailed presentation:

  • A small pile of stacked stones. One stone Buddha in the center.
  • The stone Buddha's face is half melted.
  • And yet it still sits.

Choice development:

  • Bow: Automatic. Morale +1. Remember this place. It can be a rest site on the next scouting.
  • Stone offering: Place one small stone. Next scouting Target Number -1 modifier (once).
  • Pass by: No change. But if they look back once, the Buddha smiles.

#Appendix D — Guide for the Post-Scouting Report Scene

#Immediately After Return

Scene: Friday evening, before the castle gate.

The squad returns. First count how many went out. Then count how many returned. If there is a difference, that is what everyone notices first.

Akihisa's reaction (the GM should vary it each time):

  • All eight returned: a relieved breath. "Good work."
  • Seven returned (one casualty): a long silence. "His name."
  • Six or fewer: the lord personally comes over and confirms each name one by one. Says nothing.

The PC's role:

  • Report together with the squad leader. Target Number 11 report check to soften morale shifts.
  • Support Akihisa. Hold up his collapsing heart.
  • Hand the recovered cores to Hoshino. Just before Barrier infusion.

#Follow-Up Several Days Later

  • Comfort the casualty's family: if a PC attends, morale +1.
  • Encourage squad members: if a PC buys drinks, morale +1 and squad affinity +1.
  • Write the report: together with retainer Kobayashi. Story record +1.

"One step beyond the Barrier is short. In that step, someone fails to return." — Squad leader Okabe Shinjiro, prayer before the scouting departure.

"Hell is not far. One round away is hell." — Retainer Kobayashi Iwao, first sentence of a scouting report.

"Do not call the name of one who does not return. If you call, what comes back may not be that person." — Hoshino Gensho, whispered to the scouting squad.