#Side Quest Index — Drift of the Spirit Realm Supplement
Contents
Internal document for the expansion supplement. An integrated index of 10 side quests run between or alongside the main arcs (Chapters 1~5). Each quest is self-contained and does not directly depend on main progression, but some directly affect the core resource flow.
Core references
- Required: Dice System · Non-Combat Checks · Three Ways and Six Hearts
- Reference: Yoma Bestiary · Encounter Design
References within this supplement
- Required: Supplement Index · Campaign Loop · Barrier System · Core Economy
- Required: Morale and Fear · Squad Limitations · Spirit Realm Travel
- Parallel: Open World · Hell Theme Schools · Mega-Dungeon · Romance
#Scent — The Texture of Side Quests
The main arcs ask about the fate of the Domain. Side quests ask about the individuals inside the Domain. Who poisoned the well? Where will the missing child be found? When the Barrier shakes at three in the morning, who is awake? Faces the lord does not know, faces the retainers ignored, faces residents did not show one another — those faces are here.
The ten stories are independent of one another. Skipping one does not break the other nine. However, some are marked as mandatory events. If Barrier HP falls below a specific value, if onmyoji weakening enters a specific range, or if Domain time passes a specific week, the GM must automatically trigger the corresponding quest at that point. It cannot be avoided. Because it cannot be avoided, it is called mandatory.
The Domain's scales move. The slowest tragedy of this supplement is that the face of one resident stops being only the face of one resident. Side quests are a magnifying glass for looking into that slowness.
#Side Quest Overview Table
The table below summarizes the dan range, session count, nature, and mandatory condition of the 10 quests at a glance. The GM chooses according to PC dan and Domain state.
| # | Title | Dan | Sessions | Nature | Mandatory Condition |
|---|---|---|---|---|---|
| 01 | First Core Acquisition Primer | 1~2 | 1 | tutorial · resource | — |
| 02 | Missing Patrol | 3~4 | 2 | search · suspense | — |
| 03 | Spirit Realm Merchant's Bargain | 3~5 | 1~2 | negotiation · gambling | — |
| 04 | Night of Barrier Weakening | 4~6 | 1 | defense battle | Barrier HP ≤ 40 |
| 05 | Child Lost to the Spirit Realm | 3~4 | 1 | search · emotion | — |
| 06 | Parley with a Negotiable Yoma | 4~6 | 1~2 | diplomacy · ethics | — |
| 07 | Self in the Mirror | 5~7 | 1 | psychology · self | — |
| 08 | Poisoned Well | 2~4 | 1 | internal incident · mystery | — |
| 09 | Broken Covenant | 6~8 | 2 | onmyoji crisis | weakening ≥ 6 · only route to weakening -3 |
| 10 | Drifted Pilgrim | 3~5 | 1 | moral dilemma | — |
#Quest Classification — Index by Purpose
#Resource Acquisition Type (Cores, Gold, Facilities)
- 01 First Core Acquisition Primer — unstable core harvesting primer. Training session for 1~2 dan PCs.
- 03 Spirit Realm Merchant's Bargain — wager for 1 stable core or 40 gold. Gambling nature.
- 06 Parley with a Negotiable Yoma — can secure 2 stable cores or 1 high-purity core as payment.
#Crisis Response Type (Includes Mandatory Events)
- 04 Night of Barrier Weakening mandatory — triggers when Barrier HP is 40 or lower. Overnight defense battle.
- 09 Broken Covenant mandatory — triggers when weakening is 6 or higher. Only route to weakening -3.
#Internal Incident Type (Mysteries Inside the Domain)
- 02 Missing Patrol — no return for 3 days outside the Barrier. Possible expedition.
- 05 Child Lost to the Spirit Realm — disappearance of a resident's daughter. Passing in and out of the Barrier boundary.
- 08 Poisoned Well — culprit mystery inside the Domain. Directly tied to the morale system.
#Moral and Psychological Type (Session Tone Shift)
- 07 Self in the Mirror — face another self inside a Spirit Realm mirror. Directly tied to PC background.
- 10 Drifted Pilgrim — secret of an outside drifter; protect them or hand them over.
#Recommended Quests by Domain State
The GM should choose based on the Domain's current state.
| Domain State | Recommended Quests | Quests to Avoid |
|---|---|---|
| Peaceful period (morale 6+, Barrier 60+, weakening 2-) | 01, 02, 03, 07 | — |
| Tense period (morale 4~6, Barrier 40~60, weakening 3~5) | 02, 05, 06, 08, 10 | 09 |
| Crisis period (morale 3-, Barrier 40-, weakening 6+) | 04(mandatory), 09(mandatory), 08 | 03, 07 |
| End-stage (Barrier 20-, weakening 8+) | 04, 09 | the rest |
#Recommended Matching by Main-Arc Chapter
The 10 quests function more naturally in specific chapter ranges. The following is the recommended placement.
| Main-Arc Chapter | PC Dan | Recommended Sides | Notes |
|---|---|---|---|
| Chapter 1 (Reviving Hell) | 1~2 | 01, 08 | primer quest and internal incident |
| Chapter 2 (Black Rope) | 2~4 | 02, 05, 08, 10 | strengthens search and emotion axis |
| Chapter 3 (Screaming) | 4~6 | 03, 04, 06, 10 | negotiation · bargain · crisis |
| Chapter 4 (Scorching Heat) | 6~8 | 07, 09 | psychology · onmyoji crisis |
| Chapter 5 (Avici) | 8~9 | (none) | highest main density |
#Mandatory Event Trigger Conditions in Detail
#04 Night of Barrier Weakening
- Trigger: the first Thursday night of the week when Barrier HP drops to 40 or lower
- Avoidance: impossible. It does not trigger if Barrier HP is kept above 40
- Chain: on completing this event, Barrier HP +10 / on failure, additional Barrier HP -15
- Reference: 21-04
#09 Broken Covenant
- Trigger: automatically triggers on the next Tuesday morning when onmyoji weakening reaches 6 or higher
- Avoidance: impossible. However, this is the only route to weakening -3 — on completion, weakening can recover to 0~3
- Chain: on failure, weakening +2 (death in the worst case)
- Reference: 21-09
#Reward Summary (Estimated Total Across 10 Quests)
Maximum resources obtainable by PCs and the Domain if all side quests are completed.
| Resource | Total (Maximum) |
|---|---|
| unstable cores | +22 |
| stable cores | +3 |
| high-purity core | +1 (21-06 optimal branch) |
| gold | +85 |
| morale | +6 (maximum) |
| Barrier HP | +25 (includes 21-04 completion) |
| weakening | -5 (includes 21-09) |
| clues · scrolls | 12 types |
| retainer · resident Affinity | many |
Note: These values assume the "best-case scenario." On average, expect 60~70% of the total.
#Side Quest Operating Principles
#Principle 1 · Do Not Invade the Main Arc
Sides are support devices that maintain the rhythm of the main arc. Do not place a main session and a side session back to back. Recommended placement: main 2 sessions → side 1 session → main 2 sessions.
#Principle 2 · Domain Time Flows Everywhere
Domain time flows even during side sessions. The default is 1 session = 1 week. Apply natural Barrier HP decrease, resident morale shifts, and natural onmyoji weakening increase (when applicable).
#Principle 3 · Mandatory Events Trigger Without Warning
04 and 09 trigger immediately at the start of the next session once their conditions are met. Even if the PCs say, "This week we only meant to gather cores," they cannot stop the event from arriving. That is the essence of mandatory.
#Principle 4 · Failure Does Not Kill the Campaign
Side failure differs from main failure. It usually means one resident dies, the Barrier is shaved down a little, or one core is lost. However, failure in 09 can push the campaign to the verge of ending. That is designed to reflect the quest's weight.
#Principle 5 · Three Ways and Six Hearts Settle in Sides
The Three Ways and Six Hearts leanings raised in the main arc are confirmed in side quests. A PC leaning toward 忠(Loyalty) may reaffirm it in the 07 mirror quest, or instead bend toward 魔(Demon). The GM should explicitly state the Three Ways and Six Hearts change at the side's ending.
#Session Length and Difficulty Estimate
| # | Minimum Session | Recommended Session | Maximum Session | GM Prep Time |
|---|---|---|---|---|
| 01 | 2h | 3h | 4h | 30 min |
| 02 | 4h | 6h | 8h | 1 hour |
| 03 | 2h | 3h | 5h | 45 min |
| 04 | 3h | 3h | 4h | 1.5 hours |
| 05 | 2h | 3h | 4h | 30 min |
| 06 | 3h | 4h | 6h | 1 hour |
| 07 | 3h | 4h | 5h | 1.5 hours |
| 08 | 2h | 3h | 4h | 1 hour |
| 09 | 4h | 6h | 8h | 2 hours |
| 10 | 2h | 3h | 5h | 45 min |
#Three Ways and Six Hearts Influence List
The Three Ways and Six Hearts axes each quest can strongly bias.
| # | Strong Possible Bias | Weak Bias | Neutral |
|---|---|---|---|
| 01 | — | 眞(Truth) | most |
| 02 | 忠(Loyalty), 慈(Compassion) | 眞(Truth) | 魔(Demon) |
| 03 | 魔(Demon), 眞(Truth) | — | — |
| 04 | 忠(Loyalty), 覇(Hegemony) | 慈(Compassion) | 眞(Truth) |
| 05 | 慈(Compassion) | 忠(Loyalty) | 魔(Demon) |
| 06 | 眞(Truth), 魔(Demon) | 忠(Loyalty) | — |
| 07 | all directions possible | — | — |
| 08 | 忠(Loyalty), 魔(Demon) | 眞(Truth) | — |
| 09 | 慈(Compassion), 眞(Truth) | 忠(Loyalty) | — |
| 10 | 忠(Loyalty), 慈(Compassion), 魔(Demon) | 眞(Truth) | — |
#Document Structure Consistency
Each side quest file follows this sequence.
- Meta block
- Title (H1) and core reference block
- § Overview — dan, session, difficulty, core mechanic
- § Scent — sensory opening (3~4 paragraphs, 2~3 lines of NPC dialogue)
- § Structure — overview of 3~4 acts
- § NPC — 1~3 NPCs exclusive to this scenario
- § Details of Each Act — events, checks, branches
- § Step-by-Step Progression Guide Table — checkpoint / timing / GM / player / signal
- § Success/Failure Branches
- § Rewards — cores, gold, morale, clues
- § GM Control
The 10 files other than this index all follow this format.
#Related Links
- Parent document: Drift of the Spirit Realm Supplement Index
- Main arc: Chapter 1 Overview, etc.
- Resource rules: Barrier System · Core Economy · Morale and Fear
- NPCs: Young Lord · Retired Onmyoji · 6 Retainers
- Core system: Three Ways and Six Hearts · Non-Combat Checks
This index is a living document. If new quests are added or mandatory conditions are revised, the whole table above is updated. The GM should check the latest version before starting a session.