English edition v1.3.3

#NPCs on the Road — Spirit Realm Crossroads d100

Contents

What this document is. 100 types of people, ghosts, merchants, and wandering yoma that a PC squad may encounter by chance while traveling the Spirit Realm. Roll every 3 rounds of travel, or when an open world result reads "meet someone on the road."

Core References

- Required: NPC Personality Table · Non-Combat Checks · Yoma Bestiary

- See also: Name Generator · Loot Table

- Within this supplement: Table Index · Spirit Realm Index · Travel Rules · Rumor Mill · Boundary Events


#Scent — Faces of the Crossroads

The road of the Spirit Realm is not a road.

There is soil and grass, but it is not the soil and grass of a domain. When a PC takes one step forward, the road changes. Looking back, the path already traveled is gone. In its place, someone stands there.

  • A woman in white mourning dress. Searching for her husband.
  • An old man with a pack on his back. Has something to trade.
  • A barefoot child. Approaches to speak.
  • A ronin with two swords at his hip. Nods.
  • A monk kneeling. Chanting a prayer.
  • A faceless figure. Asks for a name.

Who are they? The d100 gives the answer.

#Type Distribution (100 types)

TypeRangeCountDisposition
Drifter01~1515Humans swept in from another domain. Generally neutral or friendly
Ghost16~4025Souls trapped in the Spirit Realm. Neutral, sorrowful
Merchant41~5515Spirit Realm traders (some are yoma)
Wandering yoma56~7520Isolated yoma without a domain. Mix of neutral and hostile
Ascetic · Pilgrim76~8510Those wandering the Spirit Realm. Friendly or neutral
Unknown86~0015Entities of unknown identity

#Disposition Baseline

DispositionApproximate share
Friendly25
Neutral40
Hostile (not immediate)20
Enigmatic15

#Law — Roll Protocol

#Basic Roll

  • Die: d100
  • Timing: When 3 rounds of Spirit Realm travel have elapsed, or when an open world result reads "meet someone on the road"
  • Open roll: Optional. Unknown type (86~00): non-public roll preferred.

#Frequency Adjustment

ConditionRoll frequency
Standard Spirit Realm travel1 roll per 3 rounds
Border region1 roll per 2 rounds
Deep hell1 roll per 4 rounds (becomes rare)
Just before the BarrierDo not roll

#Disposition Modifier

ConditionModifier
PC Spirit Realm Exposure high (5+)Hostile +10%
Squad cohesion highFriendly +10%
Hoshino accompanyingFriendly +15%
After Chapter 4Unknown +10%

#Dialogue Check Thresholds

TypeNegotiation Target NumberIntimidation Target NumberPerception Target Number
Drifter111211
Ghost131513
Merchant121413
Wandering yoma141314
Ascetic121614
Unknown15+Impossible16+

#Application — Unexpected NPC d100 Table

#Drifters (01~15)

Humans swept from another domain into the Spirit Realm. Their minds are generally hazy and their energy depleted.

RollNPCTypeDescriptionNotes
01Byosei CoupleDrifterElderly couple. Holding hands. Hazy memory of their domain.Can join domain, 2 people
02Young Girl MariDrifterAge 7. Clutching a doll. Lost her parents.Joins domain, narrative
03Warrior OyamaDriftersamurai of a former daimyo. One sword.Combat value, joins domain
04Farmer YoshiDrifterMiddle-aged farmer. Injured lower back. Sweating.Joins domain, labor value
05Blacksmith HenzoDrifterBurn on hands. One tool.Craftsman joins
06Physician SakuraDrifterHerbalism wallet. Eyes exhausted.Medical join value
07Bard ToshiDrifterOne biwa lute. Full of stories. Morale +1 (3 days)Joins domain, narrative
08Taoist Apprentice YasuDrifterAge 17. Knows how to make talismans.Onmyoji join
09Fisherman GenjiDrifterNo net. Domain water value.Joins
10Merchant's Daughter YukiDrifterLost her father. One ledger.Economic join
11Old Officer TaroDrifterMemories of old battles. Command experience.Squad adviser
12Only Son JiroDrifterAge 16. No martial arts. Naive.Joins
13Nun HanaDrifterBuddhist nun. Prayer beads. Faith firm.Rite join
14Old Mason DaiDrifterStoneworker. Barrier repair value.Craft join
15Young TwinsDrifterTwin pair. Identical faces. Silent. Strange.Narrative, caution if they join

#Ghosts (16~40)

Souls trapped in the Spirit Realm. Each has a story. Most have a request.

RollNPCTypeDescriptionNotes
16Woman in WhiteGhostSearching for her husband. Wandering the riverbank.Narrative, request
17Headless WarriorGhostSearching for his own head.Narrative, request
18Weeping ChildGhostSearching for her mother. Crying.Mental Save Target Number 13, narrative
19Kneeling ElderGhostWaiting for his son.Narrative
20Fingerless MonkGhostReciting old prayers.Narrative
21Weeping BrideGhostDied on her wedding day. Searching for the groom.Narrative
22Barefoot FishermanGhostSearching for his boat. The sea has disappeared.Narrative
23Blood-Soaked HandmaidenGhostCourt attendant. Searching for her mistress.Narrative
24Laughing Old WomanGhostStrange laughter. Fear +1 on Approach.Caution
25Stone-Clutching ChildGhostChild. Gripping a stone someone threw.Narrative
26Rider Who Lost His HorseGhostSearching for his horse. Memories of war.Narrative
27Lone GooseGhostBird form. Crying.Narrative
28Soul of the Old LordGhostLord from the main campaign or a lost domain. Information.Lord-grade clue
29Soldier with No BellyGhostAbdominal wound. Bleeding. Combat hook.Narrative
30Barefoot mikoGhostDancing. Illusion on Approach.Mental Save Target Number 11
31Mouthless PoetGhostHas no mouth. Writes with a brush.Narrative
32Soul of a SuicideGhostOne who threw themselves into a river. Grief.Mental Save Target Number 13
33Merchant with an Empty CartGhostLost all goods. Nothing to sell.Narrative
34Sword-Gripping CourtesanGhostShort sword. Searching for the one who killed her.Narrative
35Laughing GeneralGhostBrags about his own defeat.Caution, craft information
36Mud-Covered ChildGhostGripping soil in both hands. Location of his mother's grave.Narrative
37Rider Coming ThroughGhostRider and horse. Passes by. Ignores everyone.Psychological
38Soul of an Old HeroGhostA hero who appeared in the campaign. Has a name.Narrative, information
39Actor on an Empty StageGhostPerforming alone. No audience.Narrative
40Sightless Fortune-TellerGhostNo eyes. Divination. PC's future.Information

#Merchants (41~55)

Spirit Realm traders. May be human or yoma. Attempt transactions.

RollNPCTypeDescriptionNotes
41Wandering PeddlerMerchantOne pack. Small goods. Trade Target Number 11.General
42Spirit Realm Medicine SellerMerchantSeveral medicines. Exposure elixir.Trade, Exposure +1
43Chain MerchantMerchant (yoma)Chains on back. Risk of binding during trade.Caution Target Number 13
44Ash ZakkashoMerchantSells things from within ash. Strange items.Trade, narrative
45Wandering PotterMerchantPottery. Breakable things.Trade
46Fish MerchantMerchant (yoma)Screaming Hell fish-person peddler. Water goods.Caution
47Forge of FlameMerchant (yoma)Mobile Shonetsu forge. Fire weapons.Caution
48Talisman SellerMerchantSells talismans. Authenticity unknown.Appraisal Target Number 11
49Name MerchantMerchant (yoma)Avici. Trying to buy names. Extremely dangerous.Mental Save Target Number 15
50Gold and Silver MerchantMerchantSpirit Realm-specific gold and silver. Difficult to bring into a domain.Entry Target Number 13
51Soul MerchantMerchant (yoma)Trying to buy souls. Lethal.Mental Save Target Number 15
52Time MerchantMerchant (yoma)Avici. Trading in time.Mental Save Target Number 13
53Secret Text MerchantMerchantOld secret texts. Rare.Trade, Appraisal Target Number 13
54Old Domain Relic DealerMerchantItems from a lost domain.Narrative, trade
55Food MerchantMerchantFood. Eating causes Exposure +1~3.Caution

#Wandering Yoma (56~75)

yoma without a domain. Some can converse. Some are hostile.

RollNPCTypeDescriptionNotes
56Lone Minion YomaWandererMinion-grade. Alone. Uncertain whether to attack.Fight or bypass
57Sickly Veteran YomaWandererVeteran-grade. Already wounded. Easy prey.Combat
58Talking YomaWandererSpeaks human language. Proposes a deal.Narrative
59Sorrowful YomaWandererCrying. No will to fight.Narrative
60Vengeful YomaWandererDesignates 1 PC. Old grudge.Combat required
61Starving YomaWandererHungry. Demands food.Choice
62Dancing YomaWandererDancing alone. Illusion on Approach.Mental Save Target Number 11
63Singing YomaWandererSinging. Listener's Exposure +1.Ranged
64Self-Destroying YomaWandererTearing its own body apart. Harmless on Approach.Narrative
65Name-Seeking YomaWandererForgot its own name. Asks a PC.Narrative
66Meditating YomaWandererMeditating. Priority is to leave it alone.Can be ignored
67Child YomaWandererA yoma child. Timid.Narrative, dilemma
68Old YomaWandererAged yoma. Full of stories.Narrative, information
69Family of YomaWandererGroup of 3~5 yoma. Can attack.Combat
70Corrupted Guardian SpiritWandererFormer guardian spirit. Contaminated.Purification possible
71Self-Slaying YomaWandererTrying to kill itself with its own hands.Narrative
72Seductive YomaWandererFascination. PC Mental Save Target Number 13.Mental
73Chain-Bound YomaWandererBlack Rope. Wearing chains.Caution
74Flame-Bound YomaWandererShonetsu. Carrying fire on its body.Caution
75Name-Erased YomaWandererAvici. No name. Silent.Mental Save Target Number 13

#Ascetics · Pilgrims (76~85)

Those wandering the Spirit Realm. Mostly friendly.

RollNPCTypeDescriptionNotes
76Walking PilgrimAsceticOne walking staff. Walks every day.Information, friendly
77Reclusive AsceticAsceticIn front of a rocky cave. Meditating.Information
78onmyoji ApprenticeAsceticYoung Taoist. Exploring the Spirit Realm.Joins
79Buddhist Nun PilgrimAsceticOne set of prayer beads. Chanting.Information, talisman
80Wandering MonkAsceticHas walked long. Wisdom.Information
81Food-Sharing AsceticAsceticOne bowl of rice. Shares it. Recovery +1.Friendly
82Praying WidowAsceticPraying for her husband. Grief.Narrative
83Grave KeeperAsceticTending the Spirit Realm graveyard.Narrative, information
84Wandering MusicianAsceticBiwa lute. Song. Morale +1.Friendly
85Grand Buddhist MonkAsceticA great teacher. Rare.Information, talisman

#Unknown (86~00)

Identity unknown. May be dangerous or precious. GM non-public roll preferred.

RollNPCTypeDescriptionNotes
86Masked FigureUnknownA mask. Silent. Passes by.Psychological
87Shadow-Only PresenceUnknownOnly a shadow exists. Disappears on Approach.Mental Save Target Number 13
88PC in the MirrorUnknownThe appearance of 1 PC. Like a reflection.Mental Save Target Number 13
89Dual SoulUnknownTwo voices in one body.Mental Save Target Number 13
90One Outside of TimeUnknownTime frozen. Does not move.Mental Save Target Number 13
91Nameless OneUnknownDoes not know its name. No answer.Mental Save Target Number 15
92Seer (False)UnknownClaims to prophesy. May be a lie.Perception Target Number 15
93Grand Merchant (Secret)UnknownProposes a deal. Price unknown.Perception Target Number 13
94Face of an Old EnemyUnknownThe face of 1 PC's enemy. Illusion.Mental Save Target Number 13
95Future SelfUnknownAn aged version of 1 PC.Mental Save Target Number 15
96Emissary of a Lord-Grade YomaUnknownEmissary of the chapter's Lord-grade. Warning.Narrative, Lord-grade clue
97Emissary of a Spirit Realm GodUnknownAn unknown god. Trial.Mental Save Target Number 15
98The Mumyo FigureUnknownFace erased. No name.Mental Save Target Number 15
99Fragment of the Spirit Realm's HeartUnknownA fragment of the Spirit Realm itself. Extremely rare.Narrative, hook
00Shadow of MumyoUnknownThe shadow of an Avici Lord-grade. Extremely dangerous.Mental Save Target Number 17, immediate retreat recommended

#Application — Dialogue Procedure

#Basic Flow

  1. First impression: GM describes appearance and atmosphere
  2. Insight check: When needed, Target Number 11~16 (by type)
  3. Approach choice: Dialogue · ignore · evade · attack
  4. Dialogue check: Target Number 11~15 (by type)
  5. Outcome: Information · trade · combat · narrative

#Reaction by Disposition

DispositionDefault reaction
FriendlyVolunteers information and help
NeutralChooses after dialogue
Hostile (not immediate)Wary. Fights if provoked
EnigmaticCryptic. Hook for next session

#Domain Join Check

Drifters, some ghosts, and ascetics can join the domain:

ConditionCheck
PC NegotiationTarget Number 11 (Drifter) / Target Number 13 (Ghost)
Lord's approvalSeparate
Domain capacitySee domain facilities
Contamination checkTarget Number 11 (Drifter) / Impossible (most Ghosts)

#Usage Examples

Example 1: Encounter during travel

  • Open world result: "Meet someone on the road"
  • d100 = 34 → Sword-Gripping Courtesan (Ghost)
  • GM: "A woman hiding a sword in her sleeve stands at the roadside. Her eyes pass right through the PCs."
  • PC Perception Target Number 13 → "She is a ghost."
  • Dialogue: Searching for the one who killed her. Can provide a clue.

Example 2: Border region

  • d100 = 69 → Family of Yoma
  • GM: "Four yoma. Talking among themselves. Have not noticed the PCs yet."
  • Choice: Surprise Attack · bypass · dialogue.

Example 3: Deep hell

  • d100 = 91 → Nameless One
  • GM non-public.
  • PC: "I'll try talking to it." Dialogue Target Number 15 failure.
  • Outcome: The Nameless One turns its back and leaves. 1 PC's Exposure +1.

#Table — Repeat Encounter Management

If the same NPC comes up more than once, the GM re-rolls. Or a previous NPC reappears in a different location.

ConditionHandling
Same roll 2 times in a rowRe-roll (prevent duplicate NPC)
Reappearance within the same sessionRemember progress (disposition, etc.)
Reappearance across chaptersDevelop into narrative. Give the NPC a name.

#NPCs Worth Remembering

NPCs the GM should name and record:

  • Domain join recruits (Drifters)
  • Ghost of the old lord (narrative Lord-grade clue)
  • Name Merchant · Soul Merchant (dangerous deals)
  • Future Self · PC in the Mirror (identity)
  • Emissary of a Spirit Realm God (trial)
  • Shadow of Mumyo (Lord-grade portent)

#Synthesis — Faces Standing at the Crossroads

The crossroads of the Spirit Realm holds 100 faces.

  • 25 who help
  • 40 who speak
  • 20 who threaten
  • 15 who remain unknown

The GM picks one of them and places it before the PCs.

If a PC speaks to it, an answer comes. That answer becomes the story. If no one speaks, it passes by. That too is a story.


The road of the Spirit Realm is not a road, and at the Spirit Realm's crossroads there are faces. One of 100 faces stands before the PCs today.