English edition v1.3.3

#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.

#TitleDanSessionsNatureMandatory Condition
01First Core Acquisition Primer1~21tutorial · resource
02Missing Patrol3~42search · suspense
03Spirit Realm Merchant's Bargain3~51~2negotiation · gambling
04Night of Barrier Weakening4~61defense battleBarrier HP ≤ 40
05Child Lost to the Spirit Realm3~41search · emotion
06Parley with a Negotiable Yoma4~61~2diplomacy · ethics
07Self in the Mirror5~71psychology · self
08Poisoned Well2~41internal incident · mystery
09Broken Covenant6~82onmyoji crisisweakening ≥ 6 · only route to weakening -3
10Drifted Pilgrim3~51moral dilemma

#Quest Classification — Index by Purpose

#Resource Acquisition Type (Cores, Gold, Facilities)

#Crisis Response Type (Includes Mandatory Events)

#Internal Incident Type (Mysteries Inside the Domain)

#Moral and Psychological Type (Session Tone Shift)


The GM should choose based on the Domain's current state.

Domain StateRecommended QuestsQuests 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, 1009
Crisis period (morale 3-, Barrier 40-, weakening 6+)04(mandatory), 09(mandatory), 0803, 07
End-stage (Barrier 20-, weakening 8+)04, 09the rest

The 10 quests function more naturally in specific chapter ranges. The following is the recommended placement.

Main-Arc ChapterPC DanRecommended SidesNotes
Chapter 1 (Reviving Hell)1~201, 08primer quest and internal incident
Chapter 2 (Black Rope)2~402, 05, 08, 10strengthens search and emotion axis
Chapter 3 (Screaming)4~603, 04, 06, 10negotiation · bargain · crisis
Chapter 4 (Scorching Heat)6~807, 09psychology · 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.

ResourceTotal (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 · scrolls12 types
retainer · resident Affinitymany

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 SessionRecommended SessionMaximum SessionGM Prep Time
012h3h4h30 min
024h6h8h1 hour
032h3h5h45 min
043h3h4h1.5 hours
052h3h4h30 min
063h4h6h1 hour
073h4h5h1.5 hours
082h3h4h1 hour
094h6h8h2 hours
102h3h5h45 min

#Three Ways and Six Hearts Influence List

The Three Ways and Six Hearts axes each quest can strongly bias.

#Strong Possible BiasWeak BiasNeutral
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)
07all 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.

  1. Meta block
  2. Title (H1) and core reference block
  3. § Overview — dan, session, difficulty, core mechanic
  4. § Scent — sensory opening (3~4 paragraphs, 2~3 lines of NPC dialogue)
  5. § Structure — overview of 3~4 acts
  6. § NPC — 1~3 NPCs exclusive to this scenario
  7. § Details of Each Act — events, checks, branches
  8. § Step-by-Step Progression Guide Table — checkpoint / timing / GM / player / signal
  9. § Success/Failure Branches
  10. § Rewards — cores, gold, morale, clues
  11. § GM Control

The 10 files other than this index all follow this format.



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.