#Ruin Event and Find Tables — Four d100s
Contents
Data Catalog. Once the
06-01 ruin guidebuilds the scene, this document is the material catalog that fills that scene. If theco yoma bestiaryanswers "what do we fight," this table rolls "what the ruins left behind." Roll results are scene hooks, not numbers, and every entry that needs stats delegates them (masterwork→fc05, yoma→co-08-02, battlefield tag→fc08). This volume has only two branches of d100 devices,04-02 holdoutand this ruin table bundle, and this document contains the four ruin-side tables.
#Scent — What Do Ruins Make You Roll?
The collapsed gate sounds as if it closes every night.
A ruin is a place that has not yet heard that it is over. Roll each time you step one box in — what remains, and what happens. Most of it is scenery, and sometimes it is real.
#Table Use Rules
- 1 d100 roll = 1 find. Roll 1 time by default when entering a ruin zone (1 co zone). If the GM allows a precise search, each additional roll should add greater yoma/collapse probability to the next roll (cumulative risk).
- Table selection. Do not roll all four tables at once. The GM chooses one table to fit the zone's nature — collapsed courtyard=Table 1, storehouse/armory=Table 2, shrine/seal site=Table 3, castle town rubble=Table 4. (For quick operation, roll Table 1 first to decide "what happens," then move to the relevant table if needed.)
- Result = scene hook. Each entry is "what exists + one-line event." If combat begins, immediately hand off to
co zone combatand aco-08-02 encounter. - Dice rule. Tables use only d100 (reading digits from 2d10). When a check is needed (Disable a locked gate, Perception for an earthbound spirit), do not use the table; hand it off to
2d10 + attribute + skill ≥ Target Number(usually odd). Even when a Target Number is written in the table, the roll is 2d10.
#Table 1 — Ruin Events (d100)
Things that happen in ruins.
| d100 | Event |
|---|---|
| 01–30 | scenery and traces (harmless) — armor caught in grass, dried bloodstains, traces of an old formation. Mood only. |
| 31–50 | time and weather pressure — torrential rain cuts the road / cannot leave before sunset / dust storm. Clock pressure. |
| 51–68 | sound and auditory hallucination — the sound of a nonexistent castle gate closing, footsteps in an empty corridor. (May be a precursor to Spiritual Taint.) |
| 69–82 | structural collapse — rockfall trap (Perception ≥ 13, 2 Wounds on entry), or a collapsing tower variant (each lull d100 01~20 collapse → zone deletion, everyone 2 Wounds). |
| 83–92 | Encounter other explorers or grave robbers → move to Table 4 (they may be hostile, or informants). |
| 93–00 | spiritual omen — signs of Spiritual Taint (next lull Mental Save Courage ≥ 11). Table 3 (yoma) is imminent. |
Hazard gimmicks use the same definitions as
02-03 hazardsandco-05-05— they are not redefined here.
#Table 2 — Finds and Relics (d100)
Things left behind in ruins.
| d100 | Find |
|---|---|
| 01–35 | daily remnants — rusted arms, old armor, tableware, document scraps. Low value (mood and props). |
| 36–58 | information — old documents, maps, family crests, final orders. Scenario clue. |
| 59–78 | resources — usable powder, food, medicine. Valuable when reoccupying a ruined castle or holding out (co-03-10 supply). |
| 79–90 | seal or ritual implement — talisman, Barrier remnant. (Touching it risks triggering Table 3.) |
| 91–97 | arms that look like a masterwork — numbers, ownership conditions, and anecdotes follow fc05-01-01 and the co-07-02 masterwork catalog. This table rolls only as far as "there is a masterwork." |
| 98–00 | Spirit-Realm Wandering Treasure or device of unknown source — GM chooses from fc05 and co-07-02. (If fc05 is unpublished, GM discretion is self-contained.) |
Do not write masterwork numbers in this table — doing so would create an fc05 Variant. The table owns only the fact of discovery; fc05/co-07-02 owns the numbers of the masterwork.
#Table 3 — Yoma of the Ruins (d100)
The presence dwelling in a ruined castle — roll not "what appears," but "in what state it dwells."
| d100 | Yoma (State) |
|---|---|
| 01–40 | miscellaneous and mook remnants — wandering lesser spirits, yoma-tainted residue. Mood and small scale. |
| 41–65 | dormant or wandering (mook~party) — armor onryo, tsukumogami in a yoma-tainted storehouse. Battlefield-type variants (armorification, castle gate, flag tags) are in fc08-03-02. |
| 66–85 | sealed or conditional (general-grade) — earthbound spirit (onryo), named vengeful spirit. Repeats the final order, and manifests when touched. |
| 86–96 | waterside ruined castle or Spirit Realm interface — funayurei, Konryu fragment. Incorporeal beings use the co-08-02 unified incorporeal rule ([Incorporeal], Exorcism) as written. |
| 97–00 | sealed lord-grade (Enma-doji grade) — campaign-grade seal event. If awakened, the ending begins. |
Yoma stats are not in this table — grade, Energy, and Domination come from the
co-08-02 yoma bestiary(if fc08 is unpublished, use the co-08-02 original + GM discretion). The table rolls only "what state it is in."
#Table 4 — Survivors and Remaining People (d100)
There is still a person (or something that was a person) in the ruined castle.
| d100 | Survivor |
|---|---|
| 01–35 | noncombatant or informant — hidden defeated soldier or fugitive farmer, ascetic or shrine maiden sheltering in the ruined castle. Motivation and demand only. |
| 36–58 | descendant or bereaved family of the old castle lord — one who returned, one who guards. Scenario motive. |
| 59–78 | mad watchman — one still following orders ("close the castle gate"). The "final order" structure from fc08. |
| 79–92 | hostile human — bandits or grave robbers using the ruined castle as a base. Combat numbers use a co-08-02 human template or an fc11 NPC. |
| 93–00 | "thought to be human, but yoma" — disguised yoma such as bakeneko or rokurokubi (co-08-02). |
The table gives only a one-line motive, attitude, and demand. If a human NPC needs combat numbers,
co-08-02orfc11owns them.
#Delegation and Self-Containment Rules
What this document only delegates and does not redefine:
| Item | Delegated To | If fc05/fc08 Is Unpublished |
|---|---|---|
| masterwork and wandering-treasure numbers | fc05-01-01·co-07-02 | GM chooses from co-07-02 |
| yoma stats | co-08-02 | co-08-02 original + GM discretion |
| battlefield-type tags | fc08-03-02 | co-08-02 + GM discretion |
| on combat entry | co zone combat·co-08-02 encounter | — |
| hazard gimmicks | co-05-05·02-03 | — |
No ex dependency. Every entry is self-contained with the co canon alone, and if fc05, fc08, or fc11 is enabled at the table, use that data as written. The only new thing this table creates is the distribution of "what remains" — it creates not a single box of numbers.
"Rolling ruins means reading, box by box, what an ended castle left behind."