Rencontre (d12)

A random result will be collated from each column

d12 Rencontre Type de rencontre Motivation Occupation Inspiration - objet Inspiration - complication Loot - commun Loot

1

Animaux sauvages / domestiques : boeufs, chèvres, chevaux, chien errants, biches, lièvres, grand cerf, cigognes, aigles, faucons, corbeaux, rats dans lieu abandonné, insectes, petits prédateurs fuyant la forêt, chiens errants, renard

Embuscade - contact

Dette & désespoir

A la poursuite du groupe

Des chaînes rouillées

Il est trop tard pour intervenir

Δ4 nourriture

Une arme Resolve: {1d4|1d6|1d8|1d10/1d12}

2

Prédateur : ours, sanglier, tigre, grands singes, serpent, loups, meute de chiens errants

Embuscade - lointain

Amour & amitié

Cherche des alliés ou de l'aide

Des poteries, des vases et des bols

Un membre du groupe connaît une personne

Δ6 nourriture

Une armure Resolve: {+1|+2|+3|+4+}

3

Habitants locaux (paysans, petits marchands)

Voir occupation

Gloire et renom

S'enfuyant ou déménageant

Des sacs de graines

Objet volé

Δ10 nourriture

Une arme magique Resolve: {1d4|1d6|1d8|1d10/1d12} Resolve: {+1|+2|+3}

4

Voyageurs (marchands spécialisé, artisan, exil, moines)

Voir occupation

Curiosité

Raid ou embuscade des voyageurs

Quelques outils

Il y a un traître

Δ4 huile

Un objet magique ou maudit - Roll on "Objet magique"

5

Voyageurs fortunés/puissants (riche marchand, magistrat, shugenja, emissaire, courtisan, chasseur de sorcières)

N'a pas repéré le groupe

Besoin d'impressionner quelqu'un

Fuyant d'autres créatures

Des amphores cachetées

Une hostilité dissimulée

Δ6 huile

Un message

6

Hommes armés : bandits, mercenaires

N'a pas repéré le groupe

Revanche

Repoussant des intrus

Des rouleaux de tissus

Une vengeance

Δ4 lumière

Un bijou ou un anneau

7

Hommes armés : soldats du daimyo

En difficulté

Serment solennel

Cherchant à faire des prisonniers

Des livres ou des rouleaux

Un lien familial

Δ6 lumière

Un objet de valeur (coffret en marqueterie, peigne en ivoire, boucle en métal précieux, statuette de jade)

8

Samouraïs (un, plusieurs, accompagné, escorté, avec un enfant, avec des moines, cherchant un emloi, criminel en fuite, protège quelqu’un, emissaire ou messager, recherche quelqu’un)

En difficulté

Fuir la loi

Chassant ou nettoyant

Des armes et des armures

Quelqu'un est saoûl

Une lanterne

Un daisho

9

Créature : amicale - Roll on "Créature amicale"

Indices

Souhaite mourrir

Exploration

Des sacoches de cheval ou d'âne

L'amour, toujours l'amour

∆4 entretien arme

Une pièce d'armure ouvragée : Resolve: {Jingasa|Hanburi|Kabuto}

10

Créature : meh - Roll on "Créature meh"

Indices

Un sens du devoir ou de l'honneur

Se disputant

Une corde solide

Une naissance

∆6 entretien arme

Des vêtements de soie

11

Créature : hostile - Roll on "Créature : hostile"

Mort

Payé par quelqu'un

Se reposant ou montant un camp

Un crâne bizarre ou des dents de monstre

Une mort

∆6 flèches

Une belle arme Resolve: {1d4|1d6|1d8|1d10/1d12}

12

Créature : hostile (bigtime) - Roll on "Créature - hostile (bigtime)"

Mort

En mission divine

Cherchant à marchander ou à acheter

Des meubles ou des bancs

Manifestation du surnaturel

∆8 flèches

Un trésor


Subcharts

Objet magique (d86)

d86 Result

1

1 Alarm Bell: This bell can be activated once per day. Whenever an intruder enters the area around the bell, it begins to ring loudly.

2

2 Amulet of Protection: This amulet raises its wielder’s armour class by its enchantment level.

3

3 Amulet of Tiger Speed: The wearer of this amulet gains a +3 speed bonus and a +1 bonus to initiative.

4

4 Archer’s Gloves: These gloves grant the wielder a +2 attack roll bonus to ranged attacks.

5

5 Balm of the Tiger: An alchemical balm that removes all scars, but does not grow back amputated limbs

6

6 Basan Powder: Made from the grinded bones of the dreaded petrifying giant chickens, this fine, creamy dust, when added to a drink and consumed, renders the drinker immune to all magical forms of petrification and paralysis for 1d4+2 hours.

7

7 Beads of Incommodious Restriction: When a sohei shouts the name of this magic item then successfully throws this string of large wooden beads over someone of up to human size, that person must succeed at a saving throw or be entangled and unable to move for 1d4+1 rounds.

8

8 Bell of Harmony and Serenity: This magical item looks like metal bell, tall and round on the top, complete with a clapper. Sometimes they are even worn and may look fairly mundane. When rung this bell causes all within hearing distance to make a saving throw or become dizzy. Each time the bell is rung during subsequent rounds afterwards the effect culminates until, five rounds later, the victim will fall asleep and dream pleasant and harmonious dreams. Undead and certain supernatural creature are immune to the bell.

9

9 Berserking Blade, Cursed: Whenever the wielder of this katana +3 enters combat, he will always attack the nearest target. To avoid slaughtering allies, a roundly saving throw is necessary. To stop fighting after all enemies have been killed, two consecutive successful saving throws have to be made.

10

10 Blood Bow, Cursed: Whenever this daikyu +2 is used, it deals two additional points of damage and drains two hit points from the user.

11

11 Blunt Belt: The blunt belt grants the wielder a +3 armour class bonus against attacks with bludgeoning weapons.

12

12 Boots of Avoidance: These boots grant the wearer a +3 armour class bonus against missile attacks

13

13 Boots of Etherealness: Once per day, the wearer of these boots can becomes immune to mundane weapons for 2d4 rounds.

14

14 Boots of the Forest: These boots allow the wearer to walk silently through undergrowth.

15

15 Boots of Lightning Speed: The rare boots of lightning speed triple the wearer’s movement rate. While wearing the boots, the user cannot attack, though.

16

16 Boots of Phasing: With these boots, the wearer can phase from one enemy to any other within a radius of ten metres and attack in the same round.

17

17 Boots of Silence: The steps of the wearer of these boots make not sound.

18

18 Boots of Speed: The boots of speed double its wearer’s movement rate. The wearer cannot perform any additional actions, though.

19

19 Boots of Stealth: The wearer of these boots imposes an additional +1 penalty on everybody making a saving throw to spot him.

20

20 Boots of the North: These boots reduces the damage by all cold attacks by two points.

21

21 Boots of the South: These boots reduces the damage by all fire attacks by two points.

22

22 Bottle of Fog: This small porcelain vial will release a huge cloud of fog if broken. The cloud will last for one hour unless dispersed by heavy wind or magic. Those inside the fog will suffer a -2 malus to attack rolls.

23

23 Brazier of Clearheadedness: The scented smoke arising from this great ceremonial brazier grants a +2 bonus to saving throws to those nearby. The effect lasts for one hour.

24

24 Brush of Copying: If this plain, bamboo-and-horsehair brush is traced over another text and the placed on a fresh sheet of parchment will make an exact copy. It may be used once per week.

25

25 Brush of Hu Gua, Cursed: This horsehair brush seems in all respects to be a finely crafted antique. Even when used, it will appear to be a normal brush. Only later, when the inscribed text is examined by another will its true nature be revealed: It subtly distorts the meaning of the text into one of blasphemy and deadly insults. Believed to be the creation of a powerful oni, it was responsible for the downfall of the scholar Hu Gua, who found his petition of introduction to the emperor most unwelcome.

26

26 Brush of Translation: This brush looks like the expensive brushes used by imperial bureaucrats. When used, the scribe may understand any language spoken in his presence.

27

27 Buckle of Steadfastness: This bronze buckle will add +1 to the wearer’s saving throws when worn.

28

28 Buckle of Defence: This jade buckle in the form of a curled dragon will add +1 to armour class when worn.

29

29 Cauldrons of Smoke: These large bronze tripod cauldrons are engraved in the style of the Yoniguni dynasty. All told, three are known to have been cast. When the inscription is read forth, they will emit a particular kind of smoke depending on the individual cauldron. The fragrance is intense and will work like Death Fog, Solid Fog or Toxic Cloud.

30

30 Chalice of Efficacious Recovery: This gourd-shaped vessel will produce a potion of healingonce per week if filled with normal water. The potion works like Cure Wounds II.

31

31 Chalice of Poison: This copper drinking vessel will poison any liquid placed into it and is normally undetectable by any means. Anyone taking even a sip of liquid from the chalice must make a saving throw at a -2 malus or die in spasms of terrible pain.

32

32 Cloak of Bravery: This cloak makes the wearer immune to magical and mundane fear.

33

33 Cloak of Reflection: This shiny blue cloak halves all electricity damage the wearer takes

34

34 Coins of Fortune: Only found in sets of three, these antique doughnut-shaped coins will bring luck upon the possessor once per day and grant an automatic success on a saving throw.

35

35 Cloak of Poison, Cursed: This cloak poisons the wearer and causes on point of damage per hour.

36

36 Dancing Fan: When this fan is used, it imbues the possessor with a phenomenal skill at dancing for one hour twice per day.

37

37 Dust of Lotus: This dust is distilled from the black lotus. Anyone inhaling the resinous particles must make a saving throw or fall into a deep sleep for 1d6 hours.

38

38 Dust of Storms: This bluish-gold sand is highly reactive to air and is always stored in a stoppered vial of some sort. When released, it will create a local thunderstorm.

39

39 Drums of Terror: This large bronze drum is engraved with the hideous visages of spectral ghosts and skeletal warriors. Anyone hearing the abominable tones produced must make a saving throw at a -2 penalty or flee in terror for 1d6 rounds.

40

40 Fire Hara-ate: This hara-ate +2 reduces the damage by all fire attacks by two points.

41

41 Flute of Defence: This short-lacquered bamboo flute is enchanted to be as hard as castiron. When used as a weapon, it works like a bo.

42

42 Flute of Taming: This long bamboo flute, when played by a skilled flautist, may charm animal up to three times per day provided the animal fail a saving throw.

43

43 Gauntlets of Oni Strength: These gauntlets let the wearer do two additional points of damage with melee attacks.

44

44 Gauntlets of Weapon Expertise: The wearer of these gauntlets gains a +1 attack power penalty.

45

45 Girdle of Kyojin Strength: This girdle grants the wearer a +2 bonus to attack and damage rolls.

46

46 Golden Girdle: This girdle grants the wielder a +2 armour class bonus against slashing weapons.

47

47 Gong of Meditation: This small bronze gong when commanded by its owner, will make a repetitive series of low tones. This effect will aid the meditation of all listeners, lowering the time needed to pray for a full complement of sohei spells to one hour.

48

48 Gong of Summoning: This large bronze gong, covered in unknown sigils, will summon a randomly determined creature when struck in the correct manner, once per month.

49

49 Goza of Chao the Miserly: This goza is a rolled up straw mat. Unravelling it and placing it on the ground causes a magical hole to appear under it. Objects or beings may be placed in the hole. When the mat is placed back over the hole and then removed, the hole has disappeared. The objects or beings are magically kept in stasis until the goza is placed back in the same place and the hole reappears. A popular folksong claims that Chao himself, after years of hoarding his ill-gotten gains, was imprisoned in one such hole by a wily yakuza.

50

50 Hakama of Dancing, Cursed: These are baggy cotton trousers that cause the wearer to bust some shapes in the presence of anyone of higher social status.

51

51 Helmet of Bravery: The wearer of this helmet will never be struck by fear.

52

52 Helmet of Charm Protection: As long as this helmet is worn, its wearer cannot be charmed, or mind-controlled in any other way. It will not end a charm put on a creature before it put on the helmet.

53

53 Helmet of Darkvision: This helmet grants the wearer darkvision.

54

54 Helmet of Defence: This helmet grants the wearer a +1 bonus to all saving throws.

55

55 Helmet of Regeneration: The wearer of his helmet regenerates one hit point per hour.

56

56 Hood of Auspicious Resemblance: A black and crimson hood that fastens to itself with a jade dragon brooch. When the hood is put on, a person’s facial features will appear to resemble whoever anyone who encounters the wearer wants to see the most. After 10d4 minutes, an onlooker is permitted a saving throw to see through the disguise. If the hood is removed, the wearer’s true face is revealed.

57

57 Ink of the Monks of Taraka: The mountain monastery of Taraka is famed for the quality of the inks its monks produce, made from a kind of berry native to the region, and widely sought by spellcasters. Magical scrolls written using these inks have a 50% chance of being able to re-used a second time, 25% a third time an so forth.

58

58 Ice Tatami-gusoku: This tatami-gusoku +4 reduces the damage by all fire attacks by two points.

59

59 Inkstone of Calligraphy: This is a blotter stone decoratively carved and bearing a large, flat surface for the mixing of ink and a hollowed out area for water. If a calligrapher uses it to prepare ink and dips the brush from it he or she may copy any scroll without error, once per week.

60

60 Jingasa of Unreliable Ascension: A steel helmet that, when the wearer crosses wrists across their chest, spins around while the character rises, works like Levitate. The spell lasts one round per level or until the wrists are uncrossed.

61

61 Jingasa of the Hungry Shark: A spinning jingasa with serrated edges that act as a chainsaw.

62

62 Jingasa of the Thrice-Generous Turtle: This turtle shell-patterned jingasa that fills with one portion of turtle soup three times per day when prayed over.

63

63 Jingasa of Most Joyous Return: A dense-wooden jingasa that returns to the owner after being thrown as a missile weapon. It hits victims like a do.

64

64 Kite of Surveillance: This silken kite is constructed in the form of either a long-tailed dragon or a feathered oriental phoenix. When the kite is sent aloft by its owner (holding the strings) it will relay images of all that it sees. The kite has no ability to see in darkness and will only see things visible to a normal human.

65

65 Lens of Seeing: This is a single crystal lens about the size of a bottle cap. When held to the eye the user can see things normally undetectable, like invisible creatures.

66

66 Mask of Terror: This large lacquered wooden mask is carved into the leering visage of a demon. All those who look upon the wearer must make a saving throw or be struck by fear as long as the wearer is visible.

67

67 Metamagical Amulet: The wearer of this amulet can memorise and extra second-level spell.

68

68 Mirror of Transcription: This is a crystal mirror of fine make. The user must place a written, nonmagical work and a piece of plain parchment side by side and use the mirror to reflect the words from the one onto the other. An identical copy will be created. However, in the case of calligraphy or works of art, the forgery will obvious on close examination by an expert.

69

69 Oil of Yo: This oil, made from the recipe of the Yellow Thatch Sorcerer Yo Pei, is transparent, and may be identified only by its pungent odour. It conceals a deadly and insidious disease. Within the hour the victim’s skin will begin to sprout small tentacle-like growths that wiggle and respond to sound and light. This mutation is short-lived. After about thirty minutes the victim will shudder violently, collapse, and die. This is a powerful item and will be very rare and expensive. Its use has only been reported widely in the death of the emperor Jing Huodi.

70

70 O-yoroi of Namura the Valorous: This full suit of armour was forged by the master smith Kumushima for the legendary warlord Namura of the Torashi clan using metal from a stone who is said to have fallen down from the heavens during a night under such a powerful storm one would believe it had been sent by the god themselves. The o-yoroi is of superlative craftsmanship, inlaid with gold and silver depictions of Namura’s great victory at the Battle of the Valley of the Mists. The armour was lost when one of his descendants was killed in battle during the war that would spell the downfall of the Torashi clan, generations latter; its different parts are now said to be scattered across the land. It is an o-yoroi +3, grants the wearer and all nearby allies a +2 saving throw bonus against moral failure and makes the wearer immune to all forms of fear.

71

71 Petal Slippers, Cursed: These slippers shrink the wearer’s feet to the size of a lotus petal and reduce his speed to one quarter. They may only be removed by whispering the secret command word written inside the sole.

72

72 Pi-pa of Repose: When the stings of this mandolin-like instrument are plucked by an experienced musician, all listeners must make a saving throw or fall into a deep sleep. It can be sued only once per day.

73

73 Prayer Beads: These specially crafted beads are enchanted with a particular sohei spell, which may be used once per day. 1d3 are typically found one a string with several mundane beads.

74

74 Qin of Attraction: This stringed instrument emits a lovely, soothing tone when in the hands of a practiced musician. It will act as a Charm Person spell for a maximum duration of half an hour once per day.

75

75 Ring of Alertness: The wearer of this ring is granted a +1 bonus to surprise rolls.

76

76 Ring of Protection: Rings of protection raise their wielder’s armour class by their enchantment level.

77

77 Ring of Sorcery: The rare and sought-after ring of wizardry allows the wearer to memorise two additional first-level spells, provided he is an arcane spellcaster.

78

78 Robe of Fortuitous Resplendence: Though it appears to be just a beautiful silken kimono, this garment is woven with magic. In times of personal crisis (when the wearer has only half his maximum hit points or less left), the wearer may reach into one of the sleeves and pull out an object that may be of aid in the situation. The robe has seen better days and is ripped in places, causing one in six of the items pulled from the sleeve to either be cursed or of no benefit at all to the wearer in their current predicament.

79

79 Scholars’ Fan: This fan was once owned by the famous poet Po Bei. When the command word is spoken, it will hang in mid-air and swat flies, shield from the sun, and gently flutter.

80

80 Shadow Manchira: This manchira +1 is made of unnaturally dark leather and favoured by ninja. The wearer imposes an additional +3 penalty on everybody making a saving throw to spot him.

81

81 Slippers of Silent Treading: these silk slippers completely muffle all sounds of walking when worn. They may only be worn indoors and are commonly used by thieves or ninja.

82

82 Spiral Helmet: This helmet grants the wearer immunity to confusion.

83

83 Spirit Brush: This rather large and ornate brush is in fact the physical form of a spirit. This brush may write by itself if given proper dictation and materials. It can also fight in a limited fashion if ordered to by throwing ink into the eyes or giving the target a head-butt.

84

84 Temple Bell: Many of these bells exist, each with different abilities. Many are used to summon worshippers throughout an area to worship. Some alter weather, some cause fear or terror.

85

85 Vase of the Sea: This finely made, blueware porcelain vase is covered in scenes of maritime life. Once per month, if turned upright and a command word is spoken, it will summon a water elemental.

86

86 War Fan of Repetition: This is a fan made of overlapping strips of razor-sharp steel. When thrown, it will speed unerringly towards its target and return again to its owner.

Créature amicale (d12)

d12 Result

1

Air Elemental, Lesser (1) : petit courant d’air

2

Bakeneko (3) : changeur de forme humain-gobelin jouant des tours aux humains

3

Water Elemental, Lesser (1) : petite boule d'eau, bondissant sur le sol.

4

Earth Elemental, Lesser (1) : apparence d’un caillou

5

Fire Elemental, Lesser (1) : apparence d’une flame éternelle

6

Fox Monk (3) : petit renard humanoïde voyageant et demandant la charité

7

Hainu (4) : chiens ailés. S’accouplent pour la vie. Vivent en meute guidées par un alpha.

8

Kitsune (4) : petits renards à plusieurs queues. Gardiens de la nature et pas forcément bienveillant. Certains villages leur voue un culte.

9

Owl, giant (2) : chouette géante, intelligente, symbole de sagesse, présage de mort

10

Hsing-sing (1) : singes blancs vivants en communauté reculée dans les bois ou montagnes. Très intelligents mais technologiquement limités.

11

Furi (1) : singes aux yeux rouges, non aggressifs et se nourissant d’araignées, mais curieux

12

Hitotsumekozo (1) : petit enfant chauve avec un seul oeil en tenue de moine. Pas méchant, mais aime effrayer les humains.

Créature meh (d12)

d12 Result

1

Bisan (10) : esprit vivant dans un arbre et prenant l’apparence d’une femme aux longs cheveux noirs. Protège la forêt et s’en prend aux bucherons.

2

Futakuchi-onna (4) : femme maudite avec une bouche à l’arrière de la tête. Si la bouche n’est pas nourrie, elle cherche à attaquer.

3

Hebijosei (3) : femme au corps recouvert de tatouage de serpent et cherchant à séduire les hommes dans le but de se reproduire.

4

Ho-o (5) : oiseau doré au chant hypnotique. Charme sa proie et l’attaque par surprise.

5

Shadow Samurai (6) : Samouraï mort sans avoir pu passer dans l'autre monde. Inconscient de son état. Sens de l'honneur dévoyé.

6

Satori (5) : singe de taille humaine. Peut lire dans les pensées. Craintif.

7

Tengu (5) : homme-oiseaux vivants souvent en communauté recluses. Peuvent être magiciens ou guerriers.

8

Toad, Fire (4) : Crapaud à la peau jaune tachetée de rouge. Peu cracher une petite boule de feu.

9

Todawan Master (11) : crapaud géant ayant atteint l'illumination. Porte robe et bâton. Vit dans les marais. Peut répondre à des questions sur le futur. Redoutable adversaire si mis à dos.

10

Baku (8) : mangeur de rêves, ou de cauchemards

11

Dragon, River (8) : dragon protecteur des rivières

Dragon, Spirit (6) : dragon médiateur de l'au delà parmi les hommes.

12

Lizard Samurai (3) :  lézard samouraïs

Créature : hostile (d12)

d12 Result

1

Bear, Cave (7) : ours immense protégeant son territoire

2

Bakemono-toro (4) : gros gobelin se transformant en lanterne de pierre

3

Ghoul (3) : goules se nourrissant de corps ou d’humain à defaut. Se déplace en groupes.

4

Harionago (4) : monstre sous le couvert d’une belle femme aux cheveux soyeux. Ses cheveux s’animent pour devenir des lames.

5

Hyakuhei (3) : samurai zombie

6

Ishidzukuishishi (8) : Statue de lions gardant l’entrée d’un bâtiment

7

Jikininki (3) : Cadavre en décomposition avec dents pointues et yeux luisants. Esprit d’hommes envieux et corrompus maudits à leur mort. Errant pour trouver de la chair humaine fraîchement décédée à dévorer.

8

Jishinmushi (7) : scarabée géants vivants dans les forêts et les champs et se nourissant de viande. Peut attaquer les hommes ou le bétail.

9

Jorogumo (7) : très vieilles araignées pouvant se transformer en femmes. Nid prêt de cascades ou dans des trou d’eau.

10

Jubokko (6) : arbre vampire se nourrissant du sang qui imbibe la terre et cherchant à piéger les humains passant à proximité.

11

Zombie (2)

12

Bakemono (1)

Créature - hostile (bigtime) (d12)

d12 Result

1

Akikage (8) : esprit d’un ninja voulant finir sa mission

2

Aonyobo (6) : démon à l’apparence d’une femme errant dans les ruines. Cherche à atirrer de façon à provoquer une embuscade

3

Conthin (6) : esprit vivant dans un arbre et sortant la nuit pour séduire les humains et les dévorer. Apparence de jeune femme sublime avec un éventail.

4

Bajang (7) : esprit vivant dans un arbre. Terrorise les villages alentour et capture les humains sans défense.

5

Jikiketsugaki (12) : esprit d’un criminel revenu d’entre les morts sous forme d’un monstre (apparence selon le crime). Dévore le sang des humains.

6

Jikinikugaki (6) : esprit de tueurs revenu d’entre les morts. Se déplacent en meute pour trouver des restes humains, ou attaquer des vivants s’ils n’en trouvent pas.

7

Shikkigaki (8) : esprit de medecins ou serviteurs négligents revenue d'entre les morts. Osseux; grélé, rongé par la maladie. porte peste. Durant la journée, ressemble à un gros champignon.

8

Terracotta Soldier (5) : soldat artificiels, convoqués par un empereur mort pour le protégé dans l'autre vie.

9

Terracotta Horseman (9) : cavaliers artificiels, convoqués par un empereur mort pour le protégé dans l'autre vie.

10

Troll, Marsh (5) : troll obese, visage attroce et longues griffes. Agile et bon nageur. Vivent dans les marais. Raid occasionnels sur les villages humains.

Troll, Shadow (7) : troll corrompus par des forces démoniaques. Vivent reclus mais sont soumis aux créatures démoniques (oni)

11

Gashadokuro (9) : Squelette gargantuesque fabriqué à partir d'os de douzaine d'humains. Essaye d'arracher les têtes.

12

Oni (5) : démons humanoïdes. Peau rouge, cheveux noirs, difformité. Se déguisent en humains. Dirigent les autres créatures. Fierté et sens de l'honneur.

Oni Mage (7) : oni doté de pouvoir magiques. Encore plus manipulateur, évite de s'impliquer directement quand il le peut.