Worldbuilding And Adventuring

See first with your mind, then with your eyes, and finally with your body. - Yagyu Munenori

  1. Scenario Start Generator
    1. The players meet in a village [LOCATION] with [CONTACT] who speaks of [EVENT] caused by [CAUSE].
    2. Players must go to [ADJECTIVE] [LOCATION] and [ACTION].
    3. Adjective/Item (2D20)
    4. Scenario Example
  2. Factions
    1. Faction Type (D20)
    2. Faction and Leader Traits
    3. Faction Agents (D20)
    4. Faction Perks
    5. Faction Agendas
    6. Example Faction
    7. Faction Rules
      1. Faction Actions (D6)
  3. Locations, Landmarks, and Encounters
    1. General Terrain Features (D20)
    2. General Locations and Landmarks (D20)
    3. Coastal Locations and Landmarks (D12)
    4. Coastal Encounters (D12 or D20)
    5. Forest Locations and Landmarks (D12)
    6. Forest Encounters (D12 or D20)
    7. Hill Locations and Landmarks (D12)
    8. Hill Encounters (D12 or D20)
    9. Mountain Locations and Landmarks (D12)
    10. Mountain Encounters (D12 or D20)
    11. Plains Locations and Landmarks (D12)
    12. Plains Encounters (D12 or D20)
    13. Swamp Locations and Landmarks (D12)
    14. Swamp Encounters (D12 or D20)
    15. Urban Locations and Landmarks (D12)
    16. Urban Encounters (D12 or D20)
    17. Settlement Size (D10)
    18. Settlement Name Generator (3D20)
  4. The People and Their Stories
    1. Cryptic Advice and Warnings (D10)
    2. Rumors (D10)
    3. Local Events (D10)
    4. Conflict or Dilemma (D10)
    5. Local NPC Encounter (D10)
    6. NPC Reactions (2D6)
    7. NPC Drive (D20)
    8. NPC Combat Tactics (D20)
    9. NPC Quirks or Traits (D100)
  5. Spark Tables
    1. Nouns (D100)
    2. Verbs (D100)
    3. Adjectives (D100)

The following pages include tools, tables, and advice for Guides running Ikezu-Ishi. This chapter offers resources and instructions for creating adventures and building dynamic worlds.

Scenario Start Generator

Inspired by: Sean Wills, “Random Ruins & Ronin Scenario Starts Generator,” Swords and Wizardry, archived March 31, 2016.

The Guide may use the following table to create the beginning of a scenario, providing a starting location, a contact, and a mission.

The players meet in a village [LOCATION] with [CONTACT] who speaks of [EVENT] caused by [CAUSE].

D10 LOCATION D10 CONTACT D10 EVENT D10 CAUSE
1 Market 1 Village Elder 1 Plague 1-2 Monsters
2 Tea House 2 Monk 2 Rebellion 3 Rival clan
3 Tavern 3 Merchant 3 Disappearance 4 Unnatural
4 Courtyard 4 Bandit 4 War 5 Negligence
5 Garden 5 Herbalist 5 Evacuation 6-7 Bandits
6 Prison 6 Ronin 6 Murder 8 The People
7 Shrine 7 Fisherman 7 Theft 9 Corrupt ruler
8 Bathhouse 8 Farmer 8 Kidnap 10 Outsiders
9 Armory 9 Stranger 9 Mystery    
10 Port 10 Daimyo’s Emissary 10 Feud    

Players must go to [ADJECTIVE] [LOCATION] and [ACTION].

D20 ADJECTIVE D20 ADJECTIVE D20 LOCATION D20 LOCATION D10 ACTION
1 Ancient 11 Radiant 1 Shrine 11 Tomb 1 Capture foe
2 Sacred 12 Shadowy 2 Cave 12 Cliffside 2 Defeat an enemy
3 Forbidden 13 Frosted 3 Temple 13 Island 3 Rescue a captive
4 Hidden 14 Ornate 4 Grove 14 Mountain 4 Gather intelligence
5 Mystical 15 Crumbling 5 Fortress 15 Pass 5 Win contest
6 Cursed 16 Verdant 6 Battlefield 16 Garden 6 Act as escort
7 Celestial 17 Obsidian 7 Waterfall 17 Ruins 7 Deliver a message
8 Haunted 18 Crimson 8 Village 18 Riverbank 8 Negotiate
9 Shimmering 19 Legendary 9 Forest 19 Hot Springs 9 Perform a ritual
10 Ethereal 20 Blessed 10 Lake 20 Pagoda 10 Find item (roll Adjective/Item Table)

Adjective/Item (2D20)

D20 ADJECTIVE D20 ADJECTIVE D20 ITEM D20 ITEM
1 Ancient 11 Forbidden 1 Plague 11 Toolkit
2 Sacred 12 Celestial 2 Rebellion 12 Lantern
3 Mystical 13 Shadowy 3 Disappearance 13 Edict
4 Enchanted 14 Radiant 4 War 14 Scale
5 Legendary 15 Phantom 5 Evacuation 15 Flute
6 Cursed 16 Worn 6 Murder 16 Mask
7 Ornate 17 Shimmering 7 Theft 17 Branch
8 Blessed 18 Obsidian 8 Kidnap 18 Banner
9 Hidden 19 Frosted 9 Mystery 19 Statue
10 Ethereal 20 Crimson 10 Feud 20 Pearl

Scenario Example

The players meet in a village (9) Armory with a (9) Stranger who speaks of (6) Murder, possibly caused by a (3) Rival Clan. Players must go to the (8/14) Haunted Mountain and (10) Find the (11/2) Forbidden Scroll.

Factions

A region is typically dominated by one or more factions, each with their own unique Perks, Agenda, and Obstacles. Smaller regions should have 1-2 factions, while larger regions could have as many as 5-6 factions.

Faction Type (D20)

D20 TYPE D20 TYPE D20 TYPE D20 TYPE
1 Artisans 6 Explorers 11 Nomads 16 Rulers
2 Commoners 7 Industrialists 12 Pilgrims 17 Scholars
3 Criminals 8 Merchants 13 Protectors 18 Settlers
4 Cultists 9 Military 14 Religious 19 Spies
5 Exiles 10 Nobles 15 Revolutionaries 20 Tribe

Faction and Leader Traits

Each Faction has one trait for itself and one trait associated with its Leader. Roll d20 and then d20 for each. Reroll any repeat results.

1-10       11-20      
D20 Trait D20 Trait D20 Trait D20 Trait
1 Bankrupt 11 Disciplined 1 Intellectual 11 Ruthless
2 Cautious 12 Efficient 2 Lawless 12 Secret
3 Charitable 13 Enigmatic 3 Manipulative 13 Shrewd
4 Cold 14 Expanding 4 Martial 14 Stealthy
5 Collaborative 15 Generous 5 Mercurial 15 Strong
6 Connected 16 Greedy 6 Pious 16 Stubborn
7 Corrupt 17 Honorable 7 Popular 17 Suspicious
8 Cruel 18 Hot Tempered 8 Proud 18 Threatened
9 Decadent 19 Incompetent 9 Resourceful 19 Vengeful
10 Devious 20 Incorruptible 10 Righteous 20 Xenophobic

Faction Agents (D20)

Agents are often in charge of completing one or more of the goals of the agenda of a faction. Particularly large factions may have additional agents, each in charge of a distinct goal. Agents may have personal motivations that differ from the faction’s main agenda, a fact that canny PCs can exploit for their own gain.

D20 AGENT D20 AGENT D20 AGENT D20 AGENT
1 Academic 6 Gravedigger 11 Lord 16 Peddler
2 Assassin 7 Guard/Soldier 12 Merchant 17 Politician
3 Blacksmith 8 Healer 13 Monk 18 Spy
4 Farmer 9 Jailer 14 Mystic 19 Thief
5 General 10 Laborer 15 Outlander 20 Thug

Faction Perks

Factions possess perks that assist them in accomplishing their agenda. Perks reflect a faction’s influence, materials, wealth, and other unique features. Factions leverage their perks as much as possible when trying to achieve their goals, and at the same time continually work to acquire more perks.

Roll d20 for the number of perks the faction has, then roll d20 again for the types of perks. Reroll repeated results.

NUMBER OF PERKS (D20)              
1-7 2 8-12 2 13-17 3 18-20 4
D20 PERK D20 PERK
1 Alliances 11 Magic
2 Anonymity 12 Members
3 Apparatus 13 Popularity
4 Beliefs 14 Position
5 Charisma 15 Renown
6 Conviction 16 Resources
7 Fealty 17 Ruthlessness
8 Force 18 Specialization
9 Information 19 Subterfuge
10 Lineage 20 Wealth

Faction Agendas

Factions will work to complete their agendas independently, enlisting the help of PCs when that would strengthen their agenda. Agendas are defined by a series of 3-5 Goals that build toward a clear objective. Goals are progressive, building on previous successes (or failures).

Goals should focus on acquiring a distinct advantage in order to proceed to the next goal. All factions have at least one obstacle that stands in the way of their completion. At least one goal should deal with the faction’s primary obstacle. Additional obstacles can arise through faction actions or through developments in the fiction.

Completing a faction’s agendas should be a significant event, potentially changing the political or natural landscape of a region.

Roll d20 for each column and combine.

D20 AGENDA OBSTACLE
1 Acquire assets/wealth A geographic barrier or impassable terrain.
2 Control A key piece of information must first be discovered.
3 Defeat or destroy faction/leader A particular object or Relic is required.
4 Enrich members A powerful figure or foe must be eliminated.
5 Exchange goods Many must die, either as necessity or consequence.
6 Fame/Glory A serious debt forces the faction to make dire choices.
7 Forge an alliance A well-known prophecy predicts imminent failure.
8 Infiltrate faction An alliance with an enemy must first be brokered.
9 Map the wild An internal schism threatens to tear faction apart.
10 Overthrow order Another faction has the same goal.
11 Preserve lineage/lore Another faction stands in opposition.
12 Preserve the status quo/order Vassals stand openly in opposition.
13 Produce goods Considerable capital is required.
14 Protect/Reveal a secret Hindered by cultural taboos.
15 Protect/defend themselves/something else Contravenes an established code, with a heavy penalty.
16 Purge/eliminate traitors and/or competition A rare but necessary resource must first be acquired
17 Revenge against a faction/leader Must be carried out at a rare or exact moment.
18 Sell services/goods Must be carried out in absolute secrecy.
19 Share knowledge/beliefs Requires a specialist of an uncommon sort.
20 Survive The outcome would lead to unavoidable conflict.

Example Faction

Type: Rulers: Shihai Clan. Disciplined, martial, stubborn.

Perks: Conviction: Firmly believe in their duty (and right) to lead the nation. Position: Traditionally observed as the leaders of the realm. Wealth: Their lands are among the most abundant throughout the nation.

Agents: (Lord) Shihai Daichi, heir to the Shihai daimyo title.

Agenda: Preserve order and reassert authority over the nation.

Obstacles: Opposed by other clans seeking authority.

Faction Rules

The actions of the PCs can always overrule the necessity for a faction action, or in some cases shift the outcome of the roll in a favorable or unfavorable direction.

  • By default, factions operate independent of the player character’s actions. If the PCs do nothing, the faction should still act to achieve their aims.

  • The Guide should rely on the fiction to determine whether a faction is positioned to advance their agenda.

  • Some goals may be time-sensitive or depend on explicit circumstances. Other times it might be more appropriate to introduce a new goal after a major event, alliance, or friction between one or more factions, etc.

  • Whenever a faction is positioned to advance a goal in their agenda, roll a d6 on the Faction Actions table.

  • If two factions are opposed, the faction most at risk makes a WIL save, using the score of its highest-ranking agent. On a fail, the faction does not roll on the Faction Actions table at this time.

Faction Actions (D6)

D6 CONSEQUENCE IMPACT
1 Major Success A Goal is achieved and a new Advantage is found.
2 Success A Goal is achieved, and no Perks are lost.
3 Mixed Success A Goal is achieved, but a Perk is lost.
4 Status Quo Nothing is gained, but nothing is lost.
5 Setback A Perk is lost.
6 Failure A new Obstacle is introduced, and a Perk is lost.

Pointcrawl or Hexcrawl? Ikezu-ishi uses Cairn’s Wilderness Exploration rules which utilizes a pointcrawl system. The Guide may choose to use a hexcrawl or any other adventure system they’re comfortable with.

Locations, Landmarks, and Encounters

When needed, the Guide can roll or choose locations and landmarks using the General or terrain specific tables. If a result does not fit the location or the story, the Guide may reroll or choose a location.

For each encounter table, the Guide may roll a D20 for encounters that include yokai. If playing a game or in a setting where there are no yokai, the Guide may roll a D12.

General Terrain Features (D20)

D20 FEATURE
1 Hidden Spring: A freshwater spring hidden in the terrain.
2 Vines: An impassible tangle of throned vines blocks your path, forcing you to find another route.
3 Sinkhole: The earth opens up forming a gaping, seemingly bottomless hole.
4 Quagmire: A treacherous marshland filled with mud and water, difficult to traverse without sinking.
5 Stone Path: A well-worn path paved with smooth stones.
6 Boulders: Large rocks scattered across the landscape, offering cover or obstacles for travelers and adventurers.
7 Bamboo Forest: Dense stands of towering bamboo that create a labyrinthine network of paths.
8 Clearing: The land lays before you flat and open, no shade, no cover.
9 Shrine: A small, remote shrine that is unattended but well cared for.
10 Ancient Tree: A massive, old tree that stands out, with names and prayers carved into its bark.
11 Mirror Lake: A perfectly still lake that reflects the sky like a mirror.
12 Ancient Canal: The remains of a once-functional canal, now crumbling and overgrown.
13 Well: An old well where travelers leave offerings, hoping for granted wishes or blessings.
14 Fog: The land is mist-covered, reducing visibility and hiding dangers and treasures.
15 Waterfall: A tall waterfall crashes into a pool of clear water, perhaps concealing a cave.
16 Echoing Canyon: A deep canyon where sounds echo, making it hard to determine the source of noises.
17 Cave Network: An opening to a series of interconnected caves.
18 Hot Springs: Natural hot springs that locals believe have healing properties.
19 Uncontrolled Fire: A fire rages, billowing black smoke into the air and making it hard for travelers to breathe.
20 Mossy Stone Garden: An ancient garden overgrown with moss.

General Locations and Landmarks (D20)

D20 LOCATION OR LANDMARK
1 Haunted Ruins: The remains of an old structure that feels unnatural.
2 Deserted Village: An old village that has been abandoned, with empty houses and overgrown paths.
3 Zen Garden: A serene garden for contemplation and meditation, featuring carefully arranged rocks and gravel.
4 Forgotten Cemetery: An old, overgrown cemetery with crumbling tombstones.
5 Yokai Statue: As eerie sculpture depicting mythical creatures.
6 Boardwalk Over Water Pit: A raised wooden pathway spanning over a pit filled with water.
7 Ruined Torii Gate: The remains of a once grand torii gate which marked the entrance to a shrine, standing alone, overgrown with vines and moss.
8 Orchard: A cultivated area where fruit trees are grown, providing food and natural beauty.
9 Mysterious Monolith: A large, ancient stone with indecipherable carvings, standing alone in a field.
10 Half Wall: A low wall constructed of stone or wood, marking property boundaries or providing minimal defense.
11 Burnt Village: The charred remains of a village, possibly destroyed by war or natural disaster.
12

Battlefield:

1-4: Past: The land lays strewn with the remains of soldiers.

5-6 Active: The sounds of armies crashing into each other are hard to mistake.

13 Burial Mound: Ancient mounds containing the remains of the deceased.
14 Minka House (A-Frame): A simple yet elegant farmhouse built with traditional architectural techniques. (Farm/Home)
15 House: A traditional home where families live and survive. (Farm/Home)
16 Dojo: A martial arts training facility where warriors hone their combat skills and discipline. (Estate)
17 Tea House: Establishment where travelers can rest and socialize. (Town)
18 Village: An established town with residents and merchants. (Town)
19 Watch Tower: A fortified structure overlooking the surrounding landscape, providing strategic advantage and surveillance. (Market Town)
20 Castle: A fortress serving as the residence of a lord and the seat of political power. (Castle Town)

Coastal Locations and Landmarks (D12)

D12 LOCATION OR LANDMARK
1 Fishermen’s Wharf: A lively dock where boats return with the day’s catch, surrounded by salty air and seagulls.
2 Sunken Temple: A half-submerged shrine only accessible during low tide, rumored to be guarded by sea spirits.
3 Smuggler’s Cove: A hidden cove beneath towering cliffs, used by pirates and smugglers to hide their illicit goods.
4 Harbor Fortress: A coastal fortress perched on a cliff.
5 Tidal Flats: A vast expanse of mud and sand exposed at low tide.
6 Pearl Diver’s Hut: A small village of pearl divers, known for their wealth.
7 Stormbreaker Rock: A jagged rock formation that juts out of the ocean, known for breaking mighty waves and ships.
8 Salt Crystals Beach: A beach where salt crystals glitter under the sun.
9 Whale Graveyard: A remote beach littered with the bones of enormous sea creatures.
10 Seaside Market: A busy coastal bazaar where traders from far lands barter spices, silks, and strange sea creatures.
11 The Singing Cliffs: Tall cliffs along the coast that produce an eerie, melodic hum when the wind blows through hidden crevices.
12 Foghorn Tavern: A rowdy tavern near the docks where sailors share tales of sea monsters and strange islands.

Coastal Encounters (D12 or D20)

D12/20 ENCOUNTER
1 A Bandit and 2 Hunting Dogs scour the beach, hunting for the entrance to a sea cave marked on a crude map.
2-3 D6 Ashigaru are on a quest to retrieve their fallen comrade.
4-5 As the party stops to consider an abandoned rowing boat bobs gently in the water, d4 Kaizoku jump out of the nearby foliage.
6 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
7 Visibility diminishes as a mist shrouds the surroundings in an eerie haze. If players wish to continue travel, they must WIL save, if they fail, they become lost and lose 2 Watch before the fog lifts. If they make camp for the day the fog lifts by morning.
8 The path turns muddy, soon two feet deep a tough to travel. Water in ditches bubbles, ominous signs of impending danger. If players wish to continue travel, they must DEX save, if they fail, they become bogged down and lose 1 Watch.
9-10 The party stumbles upon a desolate village, its charred remnants hinting at a recent attack. Exploring the ruins, they find a survivor, frightened and rambling. Roll on NPC Encounter (page 73) and Cryptic Advice and Warnings (page 71).
11 2 Ashigaru stand guard at an execution. The accused is buried up to their head below the high tide line. Amidst the gathered crowd, one voice cries out, insisting on the accused’s innocence but the two guards are not moved.
12 D4 Ashigaru stand guard, blocking the path.
13-14 Along the swollen banks of the river, murky waters churn and froth with the relentless force of the deluge. If players wish to cross they must pass a DEX save. If they fail, a Kappa attacks with an Enhanced first attack.
15 The party sees two Kappa sitting on waterside rocks.
16-17 A Suiko leaps from the water, its teeth glistening as much as its scaled hide.
18 Tentacles surge forth, a Koromodako emerging from crashing waves. If the party is on land they can flee without having to make a DEX save.
19 A woman on the shore cries for help, cradling her baby. If the party investigates, they find it’s a Nure onna luring them into a trap. 1/3 chance that it’s quickly joined by an Ushi-oni emerging from the rocks.
20 A titanic figure rises, an impossibly dark Umi-bozu dark blocking the sky.

Forest Locations and Landmarks (D12)

D12 LOCATION OR LANDMARK
1 Whispering Grove: A dense thicket where the wind carries whispers, believed to be the voices of ancient spirits or forgotten ancestors.
2 Ancient Tree: A colossal tree, many centuries old, its bark inscribed with runes, said to be the resting place of a forest deity.
3 Overgrown Ruins: The remains of an ancient civilization, now covered in moss and vines, with strange carvings on the stone walls.
4 Hunter’s Cabin: A rustic cabin deep in the woods, often abandoned, though signs of recent use suggest otherwise.
5 Wooden Watchtower: A crumbling watchtower built by foresters or rangers, providing a vantage point over the sprawling forest.
6 Spirit Hollow: A dark, misty section of the forest where ghostly apparitions are said to appear during twilight.
7 Abandoned Lumber Camp: The remains of a once-thriving camp, now overtaken by nature, with rusted tools and overgrown buildings.
8 Wolf Den: A cave at the base of a large tree, home to a pack of wolves that have a mysterious connection to the forest spirits.
9 Cursed Glade: A clearing where the trees are twisted and blackened, and no birds sing. It is said that an evil force dwells here.
10 Fallen Giant: The massive trunk of a long-dead tree, hollowed out and used as shelter by travelers and forest creatures alike.
11 Moss-Covered Shrine: A small, forgotten shrine to a minor deity, covered in thick moss and vines, offering a sense of ancient protection.
12 Bear Cave: A large cave, home to a slumbering bear or something more dangerous, with the remains of past meals scattered about.

Forest Encounters (D12 or D20)

D12/20 ENCOUNTER
1 D6 Wolves stalk the party.
2 A colossal Black Bear towers over the party, fur bristling and eyes ablaze.
3-4 D6 Bandits shift among the foliage, waiting to ambush the party.
5-6 Visibility diminishes as a mist shrouds the surroundings in an eerie haze. If players wish to continue travel, they must WIL save, if they fail, they become lost and lose 2 Watch before the fog lifts. If they make camp for the day the fog lifts by morning.
7 The party stumbles upon the remains of a forest village, its charred remnants hinting at a recent attack. Exploring the ruins, they find a survivor, frightened and rambling. Roll on NPC Encounter (page 73) and Cryptic Advice and Warnings (page 71).
8 A group of d4 Ashigaru is lost, led by a clueless Samurai who insists they know their way.
9 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
10-11 Clad in rugged armor, a Ronin claiming to be a professional monster hunter emerges from the woods.
12-13 The party comes across a campfire smoldering with fading embers, casting a warm glow against the surrounding darkness. Nearby lies the charred remnants of a roasted rabbit. Yet, the campsite appears hastily abandoned.
14-15 Along the swollen banks of the river, murky waters churn and froth with the relentless force of the deluge. If players wish to cross they must pass a DEX save. If they fail, a Kappa attacks with an Enhanced first attack.
16 A sweet voice sounds from the nearby woods, calling to members of the party to come join them. If the party investigates, they find a Jorogumo waiting on its web.
17 Amidst dense foliage, a gnarled Jubokko looms, its branches creaking as they twist and move, threatening to ensnare anything that strays too close.
18 The party spots a Nomori uncoiling itself from around a bear as it begins to feast.
19 At first the party thinks they see a bear, but soon realize it’s an Onikuma rummaging through the guts of a horse to pick out meaty remains.
20 A giggle in the woods gets the party’s attention. The party’s light source goes out. If they do not have another, a Nikusui emerges and begins her hunt.

Hill Locations and Landmarks (D12)

D12 LOCATION OR LANDMARK
1 Standing Stones: A group of ancient, weathered stones atop a hill, etched with mysterious symbols from a forgotten age.
2 Watchman’s Hill: The highest hill in the region, crowned with an old watchtower, offering a clear view of the surrounding countryside.
3 Burial Cairn: A massive stone cairn marking the grave of a long-dead ruler or warrior, with rumors of treasure buried within.
4 Windmill Ruins: The crumbling remains of a once-functional windmill, now little more than a skeleton, its sails long gone.
5 Echoing Hills: A range of hills where sound carries strangely, making it difficult to determine the distance of noises.
6 Hidden Valley: A lush valley nestled between two hills, invisible from afar and home to rare plants and animals.
7 Hilltop Battlefield: The site of an ancient battle, with scattered bones and rusted weapons still embedded in the ground.
8 Stone Fort Ruins: The remains of a once-mighty hilltop fort, now reduced to crumbling walls and overgrown courtyards.
9 Hilltop Shrine: A small, sacred shrine dedicated.
10 Wildflower Field: A hill blanketed in colorful wildflowers, a beautiful and peaceful spot.
11 Collapsed Mine: An old, abandoned mine entrance carved into the side of a hill.
12 Raven’s Perch: A large, twisted tree atop a barren hill, always surrounded by a flock of ravens.

Hill Encounters (D12 or D20)

D12/20 ENCOUNTER
1 D6 Wolves stalk the party.
2 The party comes across 1-2 d4 Wolves 3-4 d4 Vampire Bats 5-6 a Tiger attacking an overturned carriage, trying to get to its occupants.
3-4 A Giant Eagle circles above, its keen eyes scanning the land below. It sees your party as a threat.
5 A Mountain Lion stalks silently, hungrily eyeing your party.
6-8 D6 Bandits shift among the foliage, waiting to ambush the party.
9 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
10 A group of aristocrats on horseback gallop through the countryside, laughter mingling with the sound of hoofbeats. Players may listen in but may also be spotted. On a WIL save they overhear stories from the party - roll one Rumor (page 71) and one Local Event (page 72).
11 D6 Ashigaru are on a quest to retrieve their fallen comrade.
12 Two Ashigaru veterans drive a covered wagon with domesticated animals, seeking to settle and build a farm nearby.
13-14 The party stumbles upon a desolate village, its charred remnants hinting at a recent attack. Exploring the ruins, they find a survivor, frightened and rambling. Roll on NPC Encounter (page 73) and Cryptic Advice and Warnings (page 71).
15 D4 Ashigaru stand guard, blocking the path.
16 A Gashadokuro rises from a desolate battlefield, empty sockets gleaming as it begins to hunt.
17 A woman on the shore cries for help, cradling her baby. If the party investigates, they find it’s a Nure onna luring them into a trap.
18 Small blue orbs of flickering flame dance, a swarm of d6 Onibi threatening to swarm the party.
19 In an eerie glow a Reiki stands in the distance, the ghost of a dead oni seeking an outlet for its fury.
20 A Wanyudo rolls toward the party, its infernal flames casting eerie shadows.

Mountain Locations and Landmarks (D12)

D12 LOCATION OR LANDMARK
1 Frozen Waterfall: A massive waterfall frozen in time, its surface slick and dangerous.
2 Mountain Pass: A treacherous, winding path through the mountains, often used by traders and adventurers seeking a shortcut.
3 Mountain Hermit’s Hut: A small, ramshackle hut belonging to a hermit who lives in solitude, offering cryptic advice to those who visit.
4 Crystal Caverns: A cave system filled with shimmering crystals.
5 Abandoned Mine: An old mining complex carved into the mountain, long abandoned.
6 Giant’s Bridge: A massive stone bridge spanning a deep chasm, supposedly built by giants in a bygone era.
7 Mountain Lake: A serene, crystal-clear lake high up in the mountains, fed by melting glaciers.
8 Rockslide Ravine: A dangerous ravine filled with unstable rocks and debris from frequent rockslides.
9 Black Stone Crag: A jagged, black rock formation jutting out from the mountain.
10 Eagle’s Nest: A large, flat-topped mountain where giant eagles are said to nest, protecting their territory fiercely.
11 Mountain Tomb: A hidden tomb carved into the mountainside, the resting place of a powerful ruler.
12 Skyspire: A sharp, narrow peak that reaches high into the clouds, nearly impossible to climb but said to offer a breathtaking view of the entire land.

Mountain Encounters (D12 or D20)

D12/20 ENCOUNTER
1-2 D6 Wolves stalk the party.
3 The party comes across 1-2 d4 Wolves 3-4 d4 Vampire Bats 5-6 a Tiger attacking an overturned carriage, trying to get to its occupants.
4 A Giant Eagle circles above, its keen eyes scanning the land below. It sees your party as a threat.
5 A Mountain Lion stalks silently, hungrily eyeing your party.
6 An ancient Dire Wolf prowls restlessly within a forgotten ravine, imprisoned by rocky confines.
7 The party stumbles upon a desolate village, its charred remnants hinting at a recent attack. Exploring the ruins, they find a survivor, frightened and rambling. Roll on NPC Encounter (page 73) and Cryptic Advice and Warnings (page 71).
8-9 D6 Bandits shift among the foliage, waiting to ambush the party.
10 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
11 A group of d4 Ashigaru is lost, led by a clueless Samurai who insists they know their way.
12 D4 Ashigaru stand guard, blocking the path.
13-14 On a jagged rock formation, three 1-2 Kiju 3-4 Oni 5-6 Suiko feast upon a torn-apart boar, savoring its blood as they wring out the lifeless corpse.
15 Amidst dense foliage, a gnarled Jubokko looms, its branches creaking as they twist and move, threatening to ensnare anything that strays too close.
16 The party spots a Nomori uncoiling itself from around a crushed bear as it begins to feast.
17 An Oni emerges with thunderous steps, an iron club in its hands.
18 At first the party thinks they see a bear, but soon realize it’s an Onikuma rummaging through the guts of a horse to pick out meaty remains.
19 A snowstorm suddenly descends on the party, the spectral figure of a Yuki-Onna drifting on the frail ahead.
20 An Ushi-oni emerges from its lair, skittering along spider-like legs, it’s ox head breathing toxic poison.

Plains Locations and Landmarks (D12)

D12 LOCATION OR LANDMARK
1 Endless Grasslands: A vast, flat expanse of tall grasses swaying in the wind, where the horizon seems to stretch forever.
2 Stone Cairn Field: A field dotted with ancient stone cairns, marking the graves of forgotten warriors or clans.
3 Solitary Oak: A massive, ancient oak tree standing alone in the plains, offering shade.
4 Windmill Farm: A collection of windmills scattered across the plains, used to grind grain or pump water from the ground.
5 Herding Grounds: An area where nomadic herders gather to care for their cattle or horses, a place of bustling activity and trade.
6 Battlefield of the Fallen: A blood-soaked plain where two great armies once clashed, now littered with rusting weapons and unmarked graves.
7 Flowering Meadow: A breathtaking stretch of land filled with vibrant wildflowers.
8 Abandoned Farmstead: The remains of a once-thriving farm, now reclaimed by the grasslands, with broken fences and collapsed buildings.
9 Old Stone Road: A cracked and overgrown ancient road, now rarely traveled.
10 Wild Horse Range: A wide, open area where wild horses roam free.
11 Fallen Meteor Crater: A large crater in the middle of the plains, the remnants of a fallen star.
12 Plains Monolith: A lone, towering stone slab standing in the middle of the plains, its purpose unknown.

Plains Encounters (D12 or D20)

D12/20 ENCOUNTER
1 A thunderous stampede of wild 1-2: D10 Boar 3-4: D10 Deer 4-6: D10 Cattle charges forth.
2 A sightless figure calls out to your party, shuffling along with a cane. He recounts tales of his past as a notorious bandit, revealing a darker truth—he never retired after losing his sight. He is a Bandit Leader and D6 Bandits step from hiding to join him.
3 D4 Bandits challenge the party. Amidst a bandit attack, a familiar face emerges among the robbers.
4 D6 Bandits shift among the foliage, waiting to ambush the party.
5-6 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
7 The road turns muddy, soon two feet deep a tough to travel. Water in ditches bubbles, ominous signs of impending danger. If players wish to continue travel, they must DEX save, if they fail, they become bogged down and lose 1 Watch.
8 D10 Ashigaru are marching in disciplined formation, a patrol maintaining watch over the surrounding countryside, scanning the horizon for any sign of trouble amiss.
9 A group of samurai on horseback gallop through the countryside. Players may listen in to their conversation but may also be spotted. On a WIL save they overhear stories from the party – roll one Rumor (page 71) and one Local Event (page 72).
10-11 Weary refugees trudge along the dusty road, their faces etched with sorrow. The air bears the weight of their hardships as they seek solace in other lands. The refugees tell stories of their plight, roll on Local Conflict or Dilemma table (page 72).
12 A Bandit bound to a tree by a nearby village pleads for reprieve and forgiveness.
13 Two Kijo fight over the remains of a traveler.
14-15 A Yurei slowly appears.
16 An Amanojaku’s whisper drifts across the wind, promises of untold riches or power, suspicion of other party members trying to sway characters into anger.
17-18 A Gashadokuro rises from a desolate battlefield, empty sockets gleaming as it begins to hunt.
19 A huge Omukade crawls from a crevice, impossibly fast, dangerously ferocious.
20 An Oni emerges with thunderous steps, an iron club in its hands.

Swamp Locations and Landmarks (D12)

D12 LOCATION OR LANDMARK
1 Misty Bog: A low-lying area covered in thick fog, where visibility is poor, and the ground squelches underfoot.
2 Mangrove Forest: A dense swamp of twisted mangrove trees, their roots creating natural bridges and hiding places beneath the water.
3 Crocodile Lair: A series of muddy caverns near the water’s edge, home to massive, aggressive crocodiles.
4 Ghost Marsh: A hauntingly quiet part of the swamp where no animals seem to dwell.
5 Firefly Glade: A rare, dry patch of land within the swamp, illuminated by the constant glow of swarms of fireflies.
6 Swamp Fortress: A crumbling stone fortress built on a small island in the swamp, now abandoned and overrun with vines.
7 Bloated Corpse Tree: A grotesque tree growing in the middle of the swamp, with strange fruit that resemble swollen bodies hanging from its branches.
8 Snake Den: A patch of dense, tangled vines and roots.
9 Blackwater Lake: A deep, murky lake in the center of the swamp, where strange ripples disturb the surface.
10 Sunken Village: The remains of an old village, now mostly underwater, with rooftops barely visible above the murky swamp waters.
11 Petrified Forest: A section of the swamp where all the trees have turned to stone, their twisted shapes frozen in eerie poses.
12 Abandoned Shrine: A humble, overgrown shrine deep in the swamp.

Swamp Encounters (D12 or D20)

D12/20 ENCOUNTER
1-2 Visibility diminishes as a mist shrouds the surroundings in an eerie haze. If players wish to continue travel, they must WIL save, if they fail, they become lost and lose 2 Watch before the fog lifts. If they make camp for the day the fog lifts by morning.
3 Oh no, quicksand! Players must DEX save to avoid falling in. If they fail, they must STR save to remove themselves. If they fail 5 STR saves in a row, they die. Members of the party not trapped can help retrieve stuck players with a STR save.
4-5 As the party stops to consider an abandoned rowing boat bobs gently in the water, d4 Kaizoku jump out of the nearby foliage.
6-7 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
8 The path turns muddy, soon two feet deep a tough to travel. Water in ditches bubbles, ominous signs of impending danger. If players wish to continue travel, they must DEX save, if they fail, they become bogged down and lose 1 Watch.
9 2 Ashigaru stand guard at an execution. The accused is buried up to their head below the high tide line. Amidst the gathered crowd, one voice cries out, insisting on the accused’s innocence but the two guards are not moved.
10 The party comes across a campfire smoldering with fading embers, casting a warm glow against the surrounding darkness. Nearby lies the charred remnants of a roasted rabbit. Yet, the campsite appears hastily abandoned.
11-12 D4 Ashigaru stand guard, blocking the path.
13 A giggle in the woods gets the party’s attention. The party’s light source goes out. If they do not have another, a Nikusui emerges and begins her hunt.
14 A sweet voice sounds from the nearby woods, calling to members of the party to come join them. If the party investigates, they find a Jorogumo waiting in its web.
15-16 A Suiko leaps from the water, its teeth glistening as much as its scaled hide.
17 The party spots a Nomori uncoiling itself from around a bear as it begins to feast.
18 A huge Omukade crawls from a crevice, impossibly fast, dangerously ferocious.
19 Small blue orbs of flickering flame dance, a swarm of d6 Onibi threatening to swarm the party.
20 An Ushi-oni emerges from its lair, skittering along spider-like legs, it’s ox head breathing toxic poison.

Urban Locations and Landmarks (D12)

D12 LOCATION OR LANDMARK
1 Popular Teahouse: A teahouse booming with business all hours of the day.
2 Kabuki Theater: A grand wooden theater where the performances are said to mirror true events happening elsewhere in the city.
3 Riverside Market: A bustling market alongside a slow-moving river, where merchants sell wares and hidden deals take place after dark.
4 Cherry Blossom Park: A park with endless rows of cherry blossom trees.
5 Paper Lantern Street: A winding street illuminated by countless paper lanterns.
6 Imperial Pagoda: A towering pagoda that offers a panoramic view of the city, once a retreat for emperors.
7 Artisan Alley: A narrow street filled with workshops, where blacksmiths, potters, and weavers craft their wares.
8 Red Bridge: An ornate bridge said to connect the world of the living with the world of spirits.
9 Rice Warehouse District: A series of massive wooden storehouses for rice, the lifeblood of the city, heavily guarded.
10 Temple of Silent Prayer: A serene temple where no one speaks, and pilgrims come to meditate in silence for days.
11 Floating Dockyard: A wooden dock that extends into the bay.
12 Koi Pond Garden: A peaceful garden with a pond full of koi.

Urban Encounters (D12 or D20)

D12/20 ENCOUNTER
1 A sightless figure calls out to your party, shuffling along with a cane. He recounts tales of his past as a notorious bandit, revealing a darker truth—he never retired after losing his sight. He is a Bandit Leader and D6 Bandits step from hiding to join him.
2 Beneath leaden skies, rain pelts relentlessly, soaking everything in its path. If players wish to continue travel, they must DEX save, if they fail, they lose 1 WIL.
3 D10 Ashigaru are marching in disciplined formation, a patrol maintaining watch over the surrounding countryside, scanning the horizon for any sign of trouble amiss.
4 A Bandit bound to a pole as punishment pleads for reprieve and forgiveness.
5-6 D6 Ashigaru emerge from a tavern, clearly drunk. One of their group spies your party and yells to you in a very unfriendly manner.
7-8 Amidst the vibrant marketplace, a Ronin shares stories with local villagers, tall tales of daring and monsters.
9 A local comes up to the party ranting and raving. Roll on NPC Encounter (page 73) and Cryptic Advice and Warnings (page 71).
10 A friendly local invites your party to eat with their family. Roll on NPC Encounter (page 73).
11 Wary eyes follow the party, suspicion and mistrust thick in the air. Whispers ripple through the crowd, casting doubt upon the strangers. Players can not purchase any goods or services in this town.
12-13 2 Ashigaru look from your party to a wanted poster and back again. Suspicion and uncertainty linger as wary gazes follow the party’s every move.
14 Panic erupts in the streets as a frenzied mob of townsfolk flees through narrow alleyways, their terrified cries blending with the distant roar of an Onryo.
15 An Amanojaku’s whisper drifts across the wind, promises of untold riches or power, suspicion of other party members trying to sway characters into anger.
16-17 A Kuchisake-onna glides forth, smiling, asking the party “Am I beautiful?”
18 A Wanyudo rolls toward the party, its infernal flames casting eerie shadows.
19 In an eerie glow a Reiki stands in the distance, the ghost of a dead oni seeking an outlet for its fury.
20 Your party stops and stares down an alleyway. You could have sworn you saw the floating head of a Nukekubi.

Settlement Size (D10)

Towns in feudal Japan often would not have permanent stores or shops, instead relying on local fairs held a few times a month. The development of castles and castle towns made permanent shops more common. What shops were available would still vary based on local conditions.

D10 SETTLEMENT SIZE
1-2 Farm/Home (1-3 families)
3-4 Estate or Minor Post Station (50-100 people)
5-6 Town or Post Station (100-1000 people)
7-8 Market Town (1000-5000 people)
9 Castle Town (5000-10000 people)
10 City (10000+ people)

Settlement Name Generator (3D20)

Inspired by: Richmond, Brian, “L5R Random Locale Generator,” The Goatman’s Goblet, May 15, 2018. https://www.goatmansgoblet.com/2018/05/l5r-random-locale-generator.html

D20 PART ONE PART TWO PART THREE
1 Village of the Fallen River
2 Port of the Dusty Forest
3 Temple of the Bountiful Wolf
4 Castle of the Glorious Coin
5 Town of the Celestial Crane
6 Fortress of the Floral Tiger
7 Inn off The Blessed Dragon
8 Teahouse of the Great Crab
9 Shrine of the Lucky Cove
10 Plains of the Ancient Moon
11 Forest of the Lonely Turtle
12 Mountain of the Splendid Sun
13 Island of the Pale Heavens
14 Camp of the Blind Tides
15 School of the Drunken Blade
16 Halls of the Yellow Mirror
17 Ruins of the Red Peaks
18 Tower of the Imperial Dog
19 Prison of the Exquisite Leaf
20 Library of the Broken Fortune

The People and Their Stories

Cryptic Advice and Warnings (D10)

D10 CRYPTIC ADVICE AND WARNINGS
1 “Beware the shadow that walks beside you, for its whispers lead to darkness.”
2 “The blossoms may bloom in peace, but the roots harbor secrets that stir with malice.”
3 “The river may seem tranquil but beware the serpent that lurks beneath the surface.”
4 “In the stillness of the night, spirits rise to haunt those who forget their sacrifice.”
5 “The path ahead may seem clear, but tread carefully, for even the most innocent step may awaken the wrath of gods long forgotten.”
6 “The winds of change blow strong, carrying whispers of a coming storm that will shake the foundations of the world.”
7 “The moon’s reflection may guide your way, but beware the shadows it casts, for they conceal the true nature of the world.”
8 “In the heart of the forest lies a darkness that hungers for the light of the living.”
9 “The stars above hold the answers, but the light reveals only what we are ready to face.”
10 “The past echoes in the present, and the future is written in the blood of those who dare to defy fate.”

Rumors (D10)

D10 RUMOR
1 A legendary samurai, long thought dead, has been sighted wandering the countryside, seeking revenge but no one knows what for.
2 The local lord’s heir has gone missing under mysterious circumstances, leading to whispers of foul play and treachery.
3 A hidden temple deep in the mountains holds the key to unlocking untold wealth and power for those brave enough to seek it out.
4 Strange lights have been seen dancing atop the nearby cliffs, believed to be the lanterns of vengeful spirits guiding lost souls to their doom.
5 The waters of the sacred river have turned blood-red, signaling an impending disaster foretold in ancient prophecy.
6 A famous entertainer has disappeared without a trace, leaving behind only rumors of her involvement with a shadowy underworld organization.
7 A mysterious illness has swept through the village, turning its victims into mindless zombies controlled by an unseen force.
8 A hidden clan of shinobi, rumored to possess supernatural abilities, lurks in the shadows, ready to strike at a moment’s notice.
9 A legendary beast, part dragon and part serpent, roams the mountains, terrorizing travelers, and demanding tribute from nearby villages.
10 The local magistrate is rumored to be in league with a group of bandits, lining his pockets with their ill-gotten gains.

Local Events (D10)

D10 EVENT
1 Festival Celebration: The village is bustling with activity as locals prepare for a traditional festival, featuring music, dance, and food.
2 Market Day: Merchants from neighboring villages gather in the town square to sell their goods, attracting crowds of buyers and traders.
3 Village Meeting: The elders convene to discuss important matters affecting the community, such as disputes, resource management, or defense strategies.
4 Inspection: A contingent of soldiers arrives in the village to assess its readiness for potential threats or conflicts, instilling both fear and respect among the residents.
5 Bandit Raid: The village is under attack by bandits, who seek to plunder its wealth and terrorize its inhabitants, prompting a desperate struggle for survival.
6 Fire Outbreak: A fire breaks out in the village, spreading rapidly and threatening to consume homes and livelihoods, requiring swift action to contain and extinguish.
7 Illness Outbreak: A mysterious illness sweeps through the village, causing widespread sickness and panic as villagers struggle to find a cure and stop spread.
8 Animal Plague: Livestock have been mysteriously dying without any symptoms. Locals fear sickness or more sinister elements at play.
9 Ghostly Sightings: Rumors spread of apparitions haunting the village, causing fear and superstition among the residents who seek explanations and protection.
10 Planting: Farmers labor in the fields, planting seedlings in preparation for the upcoming growing season, a crucial time for ensuring food security and prosperity.

Conflict or Dilemma (D10)

D10 CONFLICT OR DILEMMA
1 Bandit Raids: The area is plagued by frequent raids from bandits, who steal food, valuables, and terrorize the local population.
2 Rivals: Two powerful groups vie for control of the region, leading to escalating tensions and occasional skirmishes that threaten the peace.
3 Drought and Famine: A prolonged drought has dried up the fields and depleted food supplies, leading to widespread hunger and desperation among the villagers.
4 Infestation: Something in the nearby forests is preying on travelers and spreading fear.
5 Land Dispute: Disagreements over land ownership and boundaries have sparked conflicts between neighboring villages, with both sides refusing to back down.
6 Cursed Shrine: A sacred shrine in the area has been desecrated or cursed, causing misfortune and illness to befall anyone who visits or resides nearby.
7 Samurai Discontent: The samurai retainers serving the lord are dissatisfied, leading to murmurs of mutiny among the ranks.
8 Tax Revolt: The local magistrate has imposed heavy taxes on the villagers, squeezing them for every coin they have. The villagers organize a revolt, risking retaliation.
9 Trade Blockade: Bandits have blocked the area’s main routes, disrupting supplies.
10 Unnatural Phenomenon: Strange and inexplicable occurrences unsettle the village.

Local NPC Encounter (D10)

D10 ENCOUNTER
1 Wandering Monk: A humble monk travels the countryside, offering wisdom, guidance, and perhaps even mystical aid to those in need.
2 Village Elder: The wise elder of a nearby village seeks the party’s assistance in resolving a local conflict or dilemma.
3 Ronin Seeking Employment: A masterless samurai approaches the party, offering their sword in exchange for coin or a noble cause.
4 Mysterious Stranger: A cloaked figure with hidden motives approaches the party, offering cryptic advice or dire warnings of things to come.
5 Local Farmer: A humble farmer requests aid from the party in defending their land from bandits or supernatural threats.
6 Entertainer: A skilled entertainer from a nearby teahouse or pleasure district offers their services to the party, providing distraction and relaxation.
7 Merchant or Trader: A traveling merchant seeks to barter goods or valuable information with the party, offering rare commodities from distant lands.
8 Spiritual Medium: A practitioner of Shinto or Buddhist rituals offers to perform ceremonies or rituals for the party, providing blessings or exorcisms as needed.
9 Local Craftsman: A skilled artisan or craftsman offers to create or repair equipment for the party, showcasing their expertise in traditional crafts.
10 Emissary of a Lord: A representative of a local noble seeks the party’s aid in carrying out a mission or delivering a message of importance.

NPC Reactions (2D6)

2D6 REACTION 2D6 REACTION
2 Hostile 9-11 Kind
3-5 Wary 12 Helpful
6-8 Curious    

NPC Drive (D20)

D20 DRIVE D20 DRIVE
1 Revenge - Seeks vengeance for a past wrong 11 Honor - Lives by a strict code and seeks to maintain it
2 Redemption - Wants to atone for past mistakes 12 Faith - Devoted to their religion or a spiritual path
3 Loyalty - Devoted to a lord, family, or cause 13 Fortune - Driven by greed and a desire for wealth
4 Survival - Driven by the need to stay alive 14 Healing - Seeks to cure a loved one or themselves of an illness
5 Knowledge - Thirsts for forbidden lore or forgotten secrets 15 Freedom - Yearns to escape oppression or a difficult situation
6 Power - Ambitious and desires influence or authority 16 Legacy - Wishes to leave a lasting mark on the world
7 Protection - Wants to safeguard their loved ones or a community 17 Balance - Seeks to restore harmony or prevent chaos
8 Peace - Yearns for an end to conflict and suffering 18 Vengeance/Nature - Driven by a natural predator/prey instinct
9 Justice - Driven to uphold the law or right wrongs 19 Curiosity - Intrigued by the unknown and seeks answers
10 Family - Desires to reunite with or protect their family 20 Pleasure - Motivated by a desire for enjoyment and entertainment

NPC Combat Tactics (D20)

D20 COMBAT TACTIC D20 COMBAT TACTIC
1 Sneak 11 Trap
2 Conceal 12 Retreat
3 Grapple 13 Evade
4 Counter 14 Entangle
5 Counterfeit 15 Demoralize
6 Retreat 16 Redirect
7 Flank 17 Redirect
8 Stealth 18 Feign
9 Disguise 19 Lure
10 Parry 20 Ambush

NPC Quirks or Traits (D100)

D100 QUIRK OR TRAIT D100 QUIRK OR TRAIT   D100 QUIRK OR TRAIT
1 Speaks through sign language 34 Has one or more gold teeth 67 Touches character during conversation  
2 Uses foul language 35 Spits when talking 68 Animal bite/claw scar  
3 Tattoo 36 Fidgets 69 Whispers  
4 Hacking cough 37 Serious burn scar 70 Sniffs often  
5 Has black eye 38 Calls by wrong names 71 Fascinated by fire  
6 Giggles inappropriately 39 Always late 72 Scar  
7 Clumsy 40 Tongue tied 73 Nods often  
8 Picks nose 41 Greatly exaggerates 74 Very pale  
9 Only eats meat 42 Mismatched eyes 75 Avoids crowds  
10 Hands coins to beggar children 43 Writes down everything said 76 Thinks long before speaking  
11 Blinks often 44 Talks loudly 77 Bruised extremities  
12 Pathological liar 45 Limp 78 Claps hands often  
13 Does not recognize personal space 46 Carries crumbs to feed birds 79 Closely examines everything  
14 Hand covers mouth while speaking 47 Missing limb, joints, fingers, teeth 80 Never looks anyone in the eye  
15 Is constantly cold/hot 48 Military Manner 81 Easily distracted  
16 Conceited 49 Hard of hearing 82 Coughs regularly  
17 Spotless, glossy boots 50 Always out of breath 83 Uses long words incorrectly  
18 Survived torture, has no fingernails 51 Refers to self in third person 84 Sensitive to smells/light/noise  
19 Mixes languages 52 Sweats profusely 85 Rubs back of neck  
20 Ogles others openly 53 Long, lacquered nails 86 Flatulent  
21 Hairless 54 Snorts while laughing 87 Rubs palms on thighs  
22 Wears well-tended ancient weapon 55 Always repeats last spoken words 88 Clearly shows their emotions on their face  
23 Crumbs in beard and clothes 56 Speaks to animals like people 89 Clears throat before speaking every time  
24 Carries feed for birds 57 Whistles/hums frequently 90 Gestures wildly with hands  
25 Phrases all sentences as questions 58 Gives a different name every meeting 91 Rope burns around neck or wrists  
26 Holier than thou 59 Real/fake Accent 92 Gifts trinkets to guests  
27 Keeps arms folded 60 Keeps hands in pockets 93 Is very literal  
28 Rash 61 Underweight 94 Bandaged extremity  
29 Taps foot incessantly 62 Hand on weapon 95 Speaks to themselves  
30 Yawns often 63 Toothless 96 Squints  
31 Wears obvious wig 64 Braggart 97 Uses bad jokes and puns  
32 Asks rhetorical questions 65 Sucks on teeth 98 Wears clothes too big/small  
33 Always eating or drinking 66 Takes everything personally 99-00 Roll again twice  

Spark Tables

Nouns (D100)

D100 NOUN D100 NOUN D100 NOUN D100 NOUN
1 Sword 26 Saddle 51 Ronin 76 Fisherman
2 Zen 27 Kimono 52 Shield 77 Sash
3 Gate 28 Road 53 Axe 78 Bridge
4 Geisha 29 Fan 54 Monastery 79 Sliding Door
5 Spear 30 Dragon 55 Ink 80 Dog
6 Stall 31 Stone 56 Peasant 81 Samurai
7 Shrine 32 Workshop 57 Hot Spring 82 Shogun
8 Courtesan 33 Emperor 58 Bamboo 83 Port
9 Flag 34 Inn 59 Tea 84 Village
10 Tatami 35 Bonsai 60 Servant 85 Town
11 Chair 36 Valley 61 Calligraphy 86 Garden
12 Silk 37 Palace 62 Shop 87 Wall
13 Lake 38 Family Crest 63 Dock 88 Dojo
14 Staff 39 Forge 64 Path 89 City
15 Katana 40 Stables 65 Waterfall 90 Field
16 Pond 41 Warlord 66 Window 91 Forest
17 Lantern 42 Daimyo 67 Marketplace 92 Temple
18 Door 43 Boat 68 Rice 93 Arrow
19 Market 44 Pottery 69 Mountain 94 Sake
20 Bear 45 Cat 70 Manor 95 Horse
21 Armor 46 Pagoda 71 Banner 96 Castle
22 Table 47 Theater 72 Helmet 97 Harbor
23 Bowl 48 Ninja 73 Ship 98 Roof
24 River 49 Robe 74 Merchant 99 Mask
25 Scroll 50 Bow 75 Courtyard 00 Brush

Verbs (D100)

D100 VERB D100 VERB D100 VERB D100 VERB
1 Strike 26 Listen 51 Find 76 Outwit
2 Defend 27 Watch 52 Uncover 77 Outsmart
3 Sneak 28 Scout 53 Investigate 78 Outflank
4 Hide 29 Investigate 54 Examine 79 Outpace
5 Observe 30 Interrogate 55 Study 80 Outrun
6 Attack 31 Negotiate 56 Analyze 81 Outman
7 Deflect 32 Persuade 57 Solve 82 Conspire
8 Dodge 33 Threaten 58 Decode 83 Scheme
9 Parry 34 Intimidate 59 Track 84 Plan
10 Block 35 Bargain 60 Follow 85 Plot
11 Sprint 36 Duel 61 Pursue 86 Manipulate
12 Climb 37 Challenge 62 Escape 87 Deceive
13 Crawl 38 Defy 63 Evade 88 Trick
14 Jump 39 Resist 64 Infiltrate 89 Fool
15 Run 40 Submit 65 Penetrate 90 Mislead
16 Walk 41 Confront 66 Sabotage 91 Betray
17 Stalk 42 Conquer 67 Inhibit 92 Misdirect
18 Ambush 43 Surrender 68 Disrupt 93 Lure
19 Assassinate 44 Raid 69 Destroy 94 Tempt
20 Engage 45 Plunder 70 Assassinate 95 Seduce
21 Retreat 46 Pillage 71 Defeat 96 Distract
22 Charge 47 Ransack 72 Overpower 97 Divert
23 Approach 48 Explore 73 Vanquish 98 Beguile
24 Flee 49 Discover 74 Crush 99 Charm
25 Lurk 50 Search 75 Outmaneuver 00 Enthrall

Adjectives (D100)

D100 ADJECTIVE D100 ADJECTIVE D100 ADJECTIVE D100 ADJECTIVE
1 Impervious 26 Wise 51 Dexterous 76 Intrepid
2 Inexorable 27 Deadly 52 Sharp-eared 77 Incisive
3 Unyielding 28 Perceptive 53 Clever 78 Unwavering
4 Graceful 29 Unshakeable 54 Adaptable 79 Daunting
5 Relentless 30 Tenacious 55 Elusive 80 Impressive
6 Honorable 31 Brave 56 Inscrutable 81 Courageous
7 Fearless 32 Cunning 57 Determined 82 Vigilant
8 Sharp 33 Confident 58 Astute 83 Shrewd
9 Unbending 34 Agile 59 Mysterious 84 Daring
10 Compromising 35 Stealthy 60 Patient 85 Unrelenting
11 Impenetrable 36 Strong 61 Elegant 86 Evasive
12 Loyal 37 Agile-minded 62 Acute 87 Indomitable
13 Insidious 38 Diligent 63 Disciplined 88 Charismatic
14 Unshakable 39 Quick 64 Ruthless 89 Calculating
15 Intense 40 Resourceful 65 Formidable 90 Deceptive
16 Unwavering 41 Unyielding 66 Observant 91 Unbreakable
17 Unassailable 42 Silent 67 Unflinching 92 Noble
18 Astute 43 Unbending 68 Unshakeable 93 Cautious
19 Shadowy 44 Sharp-eyed 69 Agile 94 Indefatigable
20 Skilled 45 Prudent 70 Formidable 95 Wily
21 Unfaltering 46 Resilient 71 Versatile 96 Inflexible
22 Unpredictable 47 Steadfast 72 Formidable 97 Flexible
23 Fierce 48 Decisive 73 Small 98 Sagacious
24 Swift 49 Dauntless 74 Stalwart 99 Unyielding
25 Unflinching 50 Agile 75 Enigmatic 00 Charming