#Spirit Realm Loot — d100 Picked Up in Hell
Contents
What this document is. A d100 loot table rolled after winning combat in the Spirit Realm. Follows the format of the main 11-06 Loot Table. All 100 entries are Spirit Realm–specific.
Main Book References
- Required: Loot Table (main) · Detailed Economy · Yoma Bestiary
- Reference: Weapons & Equipment · Masterwork Catalog · Divine Treasures
- Within this supplement: Table Index · Core Economy · Special Core Variants · Spirit Realm Index
#Scent — Things Picked Up in Hell
After Spirit Realm combat, there is ash.
The ash is gray. Small things are mixed into the ash. Bone fragments of yoma. Melted weapons. Pieces of chain. Buttons from clothing someone once wore. An unrecognizable token. A talisman that someone held while still alive.
There is no gold brought from a domain. Gold does not flow in the Spirit Realm. Instead there are cores. There are souls. There are nameless objects.
This table is those 100 things.
Unlike the main loot table, this table is Spirit Realm–only. Cores, crystals, and talismans instead of gold. Yoma materials and Spirit Realm fragments instead of equipment. Otherworldly favor and spiritual clues instead of faction rewards.
Many things cannot be brought back and used. Things that crumble when crossing a Domain Barrier. Things too contaminated for a domain to accept. Things that frighten the inhabitants. Those too are mixed into the 100.
Spirit Realm combat is a place where blade meets blade, but it is also a moment that decides what you pick up afterward.
#Law — Roll Rules
#Basic Roll
- Die:
d100 - Timing: After Spirit Realm combat ends, 1 leader from the victorious side rolls
- Open Roll: Open rolls are preferred. However, 99·00 may be kept private.
#Combat Scale Modifiers
| Combat Scale | Modifier |
|---|---|
| Small (Minion combat) | No modifier |
| Medium (includes Veteran/Elite) | +10 |
| Large (multiple Elite or a Lord-grade omen) | +20 |
| Lord-grade combat | +30 (Lord-grade only after a chapter event ends) |
#Economy Tier Note
Same principle as the main loot table:
- This table is a supplementary reward table for Spirit Realm combat tiers.
- Prioritize clues, materials, and crafting rights over immediate grants.
- Full acquisition of masterworks, Divine Treasures, and Exotic Sacred Objects goes through scenario rewards or follow-up hooks.
#Domain Import Limit
Spirit Realm loot requires a check when passing through the Barrier:
- Target Number 11 (standard loot)
- Target Number 13 (contaminated loot)
- Target Number 15 (Lord-grade loot)
Failure: crumbles away. No retry.
#Table — Spirit Realm Loot d100
#No Recovery (01–12)
| d100 | Loot | Effect |
|---|---|---|
| 01 | Nothing but ash | The battlefield is covered in ash. Nothing can be salvaged. |
| 02 | Broken weapon fragment | A rusted sword, one blade. Crumbles away. Narrative trace only. |
| 03 | Blood-stained banner | An old battle standard. Whose, unknown. Narrative trace. |
| 04 | Burned talisman ash | A talisman with its seal broken. Only ash remains. |
| 05 | Shattered armor fragment | Iron shards mixed into ash. Narrative. |
| 06 | Torn cloth scrap | A bloodstained scrap of clothing. Narrative. |
| 07 | Broken helmet | A nameless helmet. Crumbles away. |
| 08 | Bone fragment | Whose, unknown. Narrative clue. |
| 09 | Chipped speartip | Useless. Narrative. |
| 10 | A single link of rusted chain | Common near the Black Rope boundary. Narrative. |
| 11 | A handful of gray ash | Common near the Reviving Hell boundary. Narrative. |
| 12 | A handful of smoldering ash | Common near the Shonetsu boundary. No change to Spirit Realm Exposure. |
#Cores & Crystals (13–30)
| d100 | Loot | Effect |
|---|---|---|
| 13 | Minion cores, d10 | Yield: d10 cores. Standard processing possible. |
| 14 | Minion cores, many | d10+3 cores. Generous harvest. |
| 15 | High-purity Minion core, 1 | High-quality Minion core ×1. Processing Target Number -1. |
| 16 | Veteran core, 1 | Veteran core ×1. Standard. |
| 17 | Veteran cores, 2 | Veteran cores ×2. Generous. |
| 18 | High-purity Veteran core, 1 | High quality. Processing Target Number -1. |
| 19 | Veteran core + Minion cores | Veteran ×1 + Minion d10. Mixed. |
| 20 | Corrupted cores, d10 | Minion cores d10 + Spirit Realm Exposure +1/core. See 30-02. |
| 21 | Variant core seed | May become a variant when processed. Can roll on 30-02. |
| 22 | Elite core, 1 | Elite core ×1. Requires major processing. |
| 23 | High-purity Elite core | High-quality Elite core. Processing Target Number -1. |
| 24 | Half-processed core | A core already mid-processing. Immediately usable. |
| 25 | Boundary hell core | A core from two hells' border zone. Unusual coloring. Narrative during processing. |
| 26 | Twin-birth core (Reviving Hell) | Reviving Hell twin-birth. See 30-02. |
| 27 | Pure core (Reviving Hell) | Reviving Hell innocent. See 30-02. |
| 28 | Crystal-stable core | Fully processed crystal. Can immediately apply Barrier HP +10 modification. |
| 29 | Otherworld crystal | Not a core, but a precious crystal. Sought by appraisers. |
| 30 | Lord-grade core clue | Debris indicating a high-purity core is nearby. Narrative hook. |
#Yoma Materials (31–48)
| d100 | Loot | Effect |
|---|---|---|
| 31 | Yoma bone fragment | Small yoma bones d10. Equipment crafting material. |
| 32 | Yoma hide | Small yoma hide ×1. Armor material. |
| 33 | Yoma fangs | Fangs d10. Decorative and weapon-decoration use. |
| 34 | Yoma claws | Claws d10. Equipment material. |
| 35 | Yoma horn | Medium yoma horn ×1. Precious material. |
| 36 | Yoma tail | Long tail ×1. Whip material. |
| 37 | Yoma eyeballs | Eyeballs d10. Spiritual material. Spirit Realm Exposure +1/eyeball. |
| 38 | Yoma heart | Rare. Heart ×1. Clue for 30-02 special cores. |
| 39 | Yoma lips | Strange material. Medicine for mental conditions. |
| 40 | Yoma fingernails | Fingernails d10. Tool material. |
| 41 | Chain fragment | Black Rope boundary. Chain fragments d10. Iron material. |
| 42 | Fire stone | Shonetsu boundary. Stones d10. Fire-related material. |
| 43 | Water-drop crystal | Screaming Hell boundary. Crystals d10. Water-related material. |
| 44 | Ash powder | Reviving Hell boundary. Powder, one sho. Ritual material. |
| 45 | Name-lost powder | Avici boundary. Powder, one sho. Mental material. Spirit Realm Exposure +2. |
| 46 | Thread of souls | Thread drawn from a yoma's soul. Sealing material. |
| 47 | Spirit seed | A small seed. Spiritual effect. Can be transplanted. |
| 48 | Bundle of corrupted materials | Multiple materials mixed together. Spirit Realm Exposure +1/bundle. |
#Equipment (49–60)
| d100 | Loot | Effect |
|---|---|---|
| 49 | Spirit Realm weapon | 1 rusted Spirit Realm weapon. After repair: Spirit Realm Bane +1. |
| 50 | Spirit Realm armor | 1 set of Spirit Realm armor. After granting Spirit Realm Exposure +1: Spirit Realm Evasion +1. |
| 51 | Spirit Realm bow | Spirit Realm bow ×1. Arrows are separate. Ranged +1. |
| 52 | Spirit Realm bow + arrows | Bow ×1 + Spirit Realm arrows d10. Arrows cannot be recovered. |
| 53 | Spirit Realm spear | Spirit Realm spear ×1. Usable after purification. |
| 54 | Spirit Realm helmet | After granting Spirit Realm Exposure +1: Mental Save Target Number +1. |
| 55 | Spirit Realm talisman | Spirit Realm talisman ×1. Immediately 1-use. Spirit Realm Bane. |
| 56 | Spirit Realm shield | Spirit Realm shield ×1. Heavy. Defense +1. |
| 57 | Spirit Realm dagger | Spirit Realm dagger ×1. Easy to conceal. |
| 58 | Spirit Realm twin blades | Two blades. Spirit Realm Exposure +2. Attack +1. |
| 59 | Spirit Realm name-plaque | An old lord's name-plaque. Intimidation +2 against yoma of that hell. |
| 60 | Spirit Realm battle standard | A torn Spirit Realm battle standard. Squad Cohesion +1 (1 combat). |
#Talismans & Seals (61–72)
| d100 | Loot | Effect |
|---|---|---|
| 61 | Purification talisman | Spirit Realm Exposure -1 (1-use). |
| 62 | Strong purification talisman | Spirit Realm Exposure -2 (1-use). |
| 63 | Sleep talisman | Deep sleep ×1. Recovery +2. |
| 64 | Barrier Assistance talisman | Barrier HP +2 (1 time). |
| 65 | Revival counter-talisman | Seals a revival-type yoma, 1 time. |
| 66 | Chain counter-talisman | Disables a binding, 1 time. |
| 67 | Laceration counter-talisman | Recovers a Burn or laceration, 1 time. |
| 68 | Hellfire counter-talisman | Spirit Realm Bane vs. Shonetsu yoma, 1 time. |
| 69 | Name counter-talisman | Recovers a name-loss instance, 1 time. |
| 70 | All-purpose talisman | Choose 1 type; 1-use. |
| 71 | Otherworld secret manual | Spirit Realm–specific secret manual ×1. Requires study. |
| 72 | Sealing scroll | Seals 1 yoma type, 1-use. Requires lord's approval. |
#Medicines & Elixirs (73–80)
| d100 | Loot | Effect |
|---|---|---|
| 73 | Recovery elixir | Immediately restore Wounds +2, 1 time. |
| 74 | Purification elixir | Spirit Realm Exposure -2, 1 time. |
| 75 | Strong recovery elixir | Wounds +4, 1 time. |
| 76 | Wound elixir | Reduces a serious wound by 1 stage. |
| 77 | Otherworld Medicine materials | A bundle of materials for a domain physician to use. |
| 78 | Antidote | Cures yoma poison, 1 time. |
| 79 | Mental-Save elixir | Mental Save Target Number success rate +2 (1 time). |
| 80 | Dream elixir | A deep dream. Narrative clue. |
#Spiritual Clues (81–90)
| d100 | Loot | Effect |
|---|---|---|
| 81 | Old domain token | Identity token from a lost domain. Map clue. |
| 82 | Spirit Realm map fragment | Map clue for the current region. Spirit Realm relocation Target Number -1. |
| 83 | Yoma correspondence | Letters exchanged between yoma. Lord-grade clue. |
| 84 | Otherworld diary | A Drifter's diary. Narrative. |
| 85 | Lord's last testament | Testament of a lost domain's lord. Narrative. |
| 86 | Secret document | Clue to 1 Spirit Realm–specific secret manual. |
| 87 | Lord-grade rumor | Rumor of a local Lord-grade yoma. Connects to a main book chapter. |
| 88 | Exotic Sacred Objects clue | Clue to 1 Exotic Sacred Object that fell into the Spirit Realm. |
| 89 | Location of an old talisman | The place where a powerful purification talisman is buried. |
| 90 | Spirit Realm Wandering Treasures clue | Clue to 1 Spirit Realm Wandering Treasure. Scenario hook. |
#Spiritual Favor (91–95)
| d100 | Loot | Effect |
|---|---|---|
| 91 | Gratitude of a wandering soul | 1 ghost promises a one-time favor. Squad +1. |
| 92 | Otherworld merchant's goodwill | 1 Spirit Realm merchant offers trade prices -10%. |
| 93 | Drifter's grace | 1 drifting resident can join the domain. |
| 94 | Otherworld ascetic's teaching | Meditation check +1 (one month). |
| 95 | Spirit Realm native's recognition | Yoma encounters in that region -1 (one month). |
#Minor Masterworks & Extreme Rewards (96–00)
| d100 | Loot | Effect |
|---|---|---|
| 96 | Spirit Realm masterwork crafting right | Right to commission or craft 1 masterwork from the Masterwork Catalog. Received at the next base. |
| 97 | Spirit Realm minor masterwork | 1 small Spirit Realm masterwork immediately usable. Accessory or support level. |
| 98 | Old lord's relic | 1 item belonging to a lost domain's lord. Narrative weight. Use is scenario-dependent. |
| 99 | Spirit Realm Wandering Treasures clue | Clue, map, or testimony for 1 Spirit Realm Wandering Treasure or Exotic Sacred Object. Follow-up scenario hook. |
| 00 | Legend of the Spirit Realm | An official follow-up hook leading to the conclusion of 1 Spirit Realm Wandering Treasure. Immediate legend grant is forbidden. Connects to the central reward of the next scenario. |
#Application — Usage Guidelines
#Domain Import Check Detail
| Loot Type | Target Number | On Failure |
|---|---|---|
| Ash, bone fragments, weapon fragments | Target Number 11 | Crumbles away |
| Cores (standard) | Target Number 11 | Crumbles away |
| Cores (corrupted, variant) | Target Number 13 | Crumbles away |
| Yoma materials (standard) | Target Number 11 | Crumbles away |
| Yoma materials (heart, eye, name powder) | Target Number 13 | Crumbles away |
| Equipment (Spirit Realm) | Target Number 13 | Crumbles away |
| Talismans, elixirs | Target Number 11 | Crumbles away |
| Spiritual clues (documents) | Target Number 11 | Text becomes illegible |
| Spiritual favor | Target Number — | Automatic pass (invisible) |
| Minor masterworks, Wandering Treasures | Target Number 13 | Crumbles away |
| 99, 00 | Target Number 15 | GM Judgment |
#Usage Examples
Example 1: After Minion combat
- Roll 58 → Spirit Realm twin blades
- Domain import Target Number 13. On success, grant Spirit Realm Exposure +2, then usable.
Example 2: After Elite combat (+10)
- Roll 65 (actual 55 + 10) → Spirit Realm talisman
- Immediately 1-use. Recommended before returning from the Spirit Realm.
Example 3: Lord-grade omen (+30)
- Roll 99 → Spirit Realm Wandering Treasures clue
- Scenario hook confirmed. GM connects to the next session.
#Table — Frequency Summary by Category
| Category | Roll Range | Count |
|---|---|---|
| No recovery | 01–12 | 12 |
| Cores & crystals | 13–30 | 18 |
| Yoma materials | 31–48 | 18 |
| Equipment | 49–60 | 12 |
| Talismans & seals | 61–72 | 12 |
| Medicines & elixirs | 73–80 | 8 |
| Spiritual clues | 81–90 | 10 |
| Spiritual favor | 91–95 | 5 |
| Minor masterworks & extreme rewards | 96–00 | 5 |
#Synthesis — Things Buried in the Ash
After Spirit Realm combat, there is ash. Mixed into that ash are 100 things.
- 12 things that are useless
- 30 things that must be processed before use (cores, materials)
- 20 things usable immediately (equipment, elixirs)
- 22 things difficult to use (talismans, clues)
- 10 things that pass into narrative (favor, hooks)
The GM picks up one of the 100 things, and turns it into a story.
Buried in the ash of the battlefield are 100 objects. The pack of one who crosses five hells and returns holds only a few of them. The rest remain in the Spirit Realm.