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Road Alone

the

It's a tough world out there.

T
his supplement, Tales of the Masterless, it's about that struggle, that solitary fight. You're not tied to any
one path here. Maybe you're a wandering rōnin, a crafty shinobi, a streetwise bakuto, or something else
entirely. Doesn't matter. You are alone on this road, with just your wits and your virtues.

This isn't some fairy tale. It's raw and real. It's about making choices when the path ahead is foggy,
and every step could be your last. You'll find yourself in tight spots, where the blade of decision cuts both ways.
The journey's tough, the choices tougher, and there's no promise of a happy ending. But that's the beauty of it.
In a world where everything's up for grabs, maybe you'll find your own way.
Maybe.

Immerse yourself in Kage no Shima, setting scenes and


describing actions as if you were both the player
and the Game Master. It's your chance to
craft a vivid, culturally rich story where
samurai, mystics, and yōkai
are all too real.

Let’s start with

The baSICS
Oracles Decision Resolution
Tales of the Masterless includes a variety of random Most decisions are resolved using a three-outcome
tables, or ‘Oracles’, to guide your journey. These system called Moves. The results can be: Strong Hit,
Oracles are designed to be thematic to the setting, Weak Hit, or Fail. This system applies to most
filled with challenges, encounters, and items. actions and choices your character makes.

Time and Fate Combat, however, adheres to the rules outlined in the
As days pass in the game, roll to determine Woes core rulebook (core 73), involving initiative and
using The Black Calendar (core 30). Start with attack/defense rolls using a single d20.
a d20 and decrease the die size as Woes are
revealed (e.g., d10, d6, d2). Character Creation
Create a character as normal (core 32). You can then
roll d6 for a Motivation or make one of your own:
The Role of Virtues
Virtues play a crucial role in Tales of the Masterless. 1. Revenge
They can be used to re-roll one or both dice 2. Renown
when making a Move. 3. Riches
4. Retreat
5. Redemption
6. Request
2
moves
General Moves
Instead of regular pass/fail tests, Moves are the core of your character's actions. Moves have three possible outcomes:
Strong Hit, Weak Hit, or Fail.
This is determined by rolling 2d20 (+/- modifiers) vs the Difficulty Rating (DR) of the task:
- Both dice succeed: Strong Hit. Your action is successful as intended.
- One die succeeds: Weak Hit. You achieve your goal, but with a compromise or unexpected outcome.
- Both dice fail: Fail. The action does not succeed, leading to negative or potentially disastrous consequences.

Weak Hits are the crux of Tales of the Masterless, fuelling the drama, uncertainty, and turning points of your story.
They can create cascading effects, like a simple miscommunication escalating into a Blood Feud. It's up to you to navigate
these twists, deciding when to let the narrative spiral and when to reel it back.

Milestones
A Milestone is a significant part of your adventure. Completing Milestones gives you A Chance to Improve (core 82).
You can use the Milestones to map out the objectives necessary to complete your journey - or you can just start on your path
and see where the road takes you.

Kantan 1 Meiwaku 2 Muzukashii 4 Shichimendou 7 Kesshi 12


(Simple) (Troublesome) (Difficult) (Seven Troubles) (Desperate)

Fleeing
DR11+Number of Enemies vs 2d20+Swiftness: Sensei
Strong Hit: You successfully get away. See Teach Me Sensei (core 83) for full rules.
Weak Hit: You evade, but the enemy gets an opportunity Roll 2d6 to see how many days you will be training for.
attack: roll to defend/parry, and then escape regardless of Remember to roll Woes on The Black Calendar (core 30)
whether you were harmed or not. for each day.

Fail: There’s no escape. The enemy gets an opportunity Is food and shelter provided? (Yes/No Oracle 11).
attack: roll to defend/parry and continue combat.
DR12 vs 2d20+Ability You Are Improving.
Strong Hit: Improve skill by 2.
Seppuku Weak Hit: Improve skill by 1.
See Seppuku (core 70) for full rules. Fail: You fail to learn. The sensei is angry.
Firstly, DR12 vs 2d20+Spirit.
Strong Hit: You successfully prepare the ritual and your mind.
Weak Hit: You prepare your surroundings, but there is doubt
in your mind. Add +2 to the DR of the Resilience test in
the next step.
Search
For when you’re looking for an object.
Fail: You cannot bring yourself to do it. Lose 2 Honour.
DR12 vs 2d20+Virtues
Next, DR14 vs 2d20+Resilience.
Strong Hit: Corpse Plundering
Strong Hit: You disembowel yourself and die. 2d6+2 Honour.
(core Frontpapers).
Weak Hit: You disembowel yourself and die, slowly. You
Weak Hit: Useful Items (11)
receive only half the Honour.
Fail: You find nothing but peril.
Fail: You don’t die.
A Trap (core Frontpapers)? Bandits?
Roll on Debilitating Injuries (core Frontpapers).

On death, see Ressurection (core 71).


3
Rest
You can either:
Take a Short Rest DR10 vs 2d20+Spirit - or - Make Camp DR12 vs 2d20+Spirit.
Strong Hit: Gain d4/d6 HP depending on whether taking a Short Rest or Making Camp. Use 1 food & 1 water.
If Making Camp, you got a good night’s sleep. Re-roll your Virtues and roll your Text uses for the day.
Weak Hit: Gain d2/d4 HP. If Making Camp, restore 1 Virtue and 1 Text use. Use 1 food & 1 water.
Introduce a reason for a restless night or roll Campsite Events (6).
Fail: Something keeps you from sleeping. Something dangerous. The next attempt at resting after resolving whatever
encounter ensues will be a 50/50 chance of either a Strong or Weak Hit.

If you go two days without food, you'll start losing d4 HP per day.
And if you're infected or poisoned (core 80), rest won't help. Instead, you'll lose d6 HP per day.

Meditate
See Meditation (core 80) for full rules. All other game mechanics function as
written in the Core Book, including:
DR12 vs 2d20+Spirit.
Honour (core 54)
Strong Hit: Gain 1 point of Honour and +1 bonus to the ability of your Ressurection (core 71)
choice until the end of the day: Vigor, Swiftness, Spirit or Resilience. Combat (core 73)
Weak Hit: Gain 1 point of Honour. Duelling (core 76)
Blood Feud (core 78)
Fail: You can’t concentrate, something distracts you. Something bad.

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Making Time
Each time you Make Camp, mark off a day of travel. If you choose to spend your day Hunting/Gathering/Fishing,
do not mark off a travel day. Once all travel days are marked, you will arrive at your destination sometime during the
following day.

Roll to see how many days it will take to reach your destination:
Not far away: d4 Days
Quite a distance: d6+4 Days
An expedition: d8+6 Days
Travel Checklist
Each day equates to one random event.
- Keep track of food and water. (1 use of each per rest)
- Roll on The Black Calendar (core 30) every morning.
- Roll for Weather (core Frontpapers) every morning.

4
The eclipse bleeds
and a new day begins.

Follow
this for
each day
of travel

Roll on The Black Calendar


(core 30)

Roll for Weather


(core Frontpapers)

Spend the day: Hunting


Travelling or Gath ering
Fishing
Roll Along the Trail
(6) Decide whether you’d like to spend the day
Hunting, Gathering or Fishing.

Roll Events on the Trail Roll on the appropriate table


(6) (8)

Resolve Events

Make
Camp
Navigating the Journey
When rolling a 1-3 on Along the Trail, use a single d20 and Test Spirit DR10 to stay on course and avoid losing your way.
Failure to stay on track means an unexpected detour into the wilderness. Roll Off The Beaten Path (7) and resolve the encounter,
only then can you find your way back to the trail. This unexpected detour does not count as a day's travel.
5
Along the Trail (d6)
On rolling 1-3, Test Sprit DR10 or end up
Off The Beaten Path.
1. Samurai Path: A barely visible path, once tread Events on the trail (d20)
by wandering samurai, now reclaimed by nature. 1-3. Nothing Happens: The journey continues uneventfully.
2. Rice Farmer's Trail: A trail used by farmers, 4-8. Encounter: Roll Encounter (core Frontpapers).
flanked by rice paddies. 9. Travelling Kabuki Troupe: Performers who might
3. Abandoned Battlefield: An old battlefield, now be more than they appear; their play tells a hidden truth.
silent, with rusting weapons and armor scattered 10. Mysterious Traveller: A lone traveller crosses paths
about. with you, offering cryptic advice or a riddle.
4. Travelers' Route: A well-trodden path, marked 11. Fallen Cherry Blossom Tree: A massive, ancient
by signs of frequent use and the passage of many hh blossom tree lies fallen across the path.
feet. 12. Abandoned Cart: A deserted cart, perhaps with some
5. Imperial Road: A well-maintained road, goods still in it, or a sign of danger nearby.
occasionally patrolled by the Shogun’s guard. 13. Drunken Rōnin: A drunken Rõnin challenges you to a duel.
6. Engraved Road: A path with mysterious 14. Starfall: A meteor shower, with potential for finding
markings or engravings, suggesting an unknown a fallen meteor with otherworldly metal.
purpose or origin. 15. Footprints of an Unknown Creature: Large, unusual
footprints lead off the road.
16. Forgotten Shrine: A neglected shrine, which may
hold blessings or curses for those who interact with it.
Geographical Roll Shrines (core Frontpapers).
Features (d20) 17. Signs of Battle: Evidence of a recent skirmish or battle,
1. Bamboo Grove with potential clues or leftover spoils.
2. Rice Paddy 18. Dragon's Shadow: The fleeting sight of a legendary
3. Tea Garden dragon flying overhead.
4. Koi Pond 19. Ancient Temple Ruins: Overgrown ruins of a temple,
5. Misty Brook with hidden scrolls or relics.
6. Rushing Waterfall 20. Crossroads Deal: At a crossroads, a mysterious figure
7. Rolling Highlands offers a deal or a choice with significant consequences.
8. Mystical Moor
9. Hidden Temple
10. Volcanic Peak
11. Marshland CampsitE events (d12)
12. Sakura Forest 1-5. Calm Night: The night passes without incident,
13. Stone Garden a moment of rare tranquillity.
14. Tundra 6. Ninja Scout: A shadowy figure is spotted nearby.
15. Samurai Burial Ground Is it friend, foe, or just a curious animal?
16. Abandoned Castle Ruins 7. Mystical Fog: A dense, mysterious fog rolls in,
17. Sacred Mountain obscuring vision and bringing an eerie stillness.
18. Fog-Enshrouded Valley 8. Samurai Patrol: A group of samurai on patrol
19. Ghost Town approach the camp, questioning the
20. War-Torn Battlefield travellers’ intentions.
9. Fireflies Dance: A swarm of fireflies creates
a mesmerizing spectacle, but is there something
hidden within their light?
10. Ancestral Spirits: You feel the presence of spirits.
Buildings/Structures (d4) Are they benevolent ancestors or something
Material Size Form more sinister?
1. Stone Gigantic Thin 11. Wandering Monk: A solitary monk passes by,
2. Clay/Earth Large Wide offering wisdom or cryptic predictions.
3. Wood Medium Cubic 12. Kitsune Encounter: The trickster spirit,
4. Bamboo Small Circular a kitsune, appears near the camp, possibly bringing
fortune or misfortune.

6
off the Beaten Path (d12)
1. Forgotten Rōnin's Hideout: A secluded cave once used by a legendary
rōnin, rumoured to still hold their secrets and possessions.
2. Ancient Onsen Cave: A hidden hot spring within a cave, possibly
harbouring mystical properties or spirits.
3. Abandoned Noh Theatre: A mysteriously deserted theatre, with masks
and props hinting at untold stories.
4. Overgrown Tea House: An old, vine-enshrouded tea house, echoing with
memories of secret meetings and intrigue.
5. Lost Monk’s Retreat: A small, hidden temple where a solitary monk
once meditated, rumoured to be protected by puzzles or traps.
6. Decaying Samurai Fortress: The ruins of a once-mighty fortress,
potentially filled with historical relics and guarded by the ghosts of its past.
7. Mystical Fox Shrine: A shrine dedicated to Inari, surrounded by statues
of foxes, and believed to be a gateway to other realms.
8. Deserted Fishing Village: An eerie, abandoned village by a lake, with
tales of a mysterious curse.
9. Moonlit Bamboo Labyrinth: A complex maze within a bamboo forest,
said to be created by a mischievous spirit.
10. Spectral Bridge: An old bridge known to be a crossing point for spirits
during certain eclipse phases.
11. Secluded Artisan’s Workshop: An old, hidden workshop filled with
unfinished works and strange tools.
12. Mystical Sakura Orchard: An orchard of cherry blossoms with a surreal,
dreamlike atmosphere. The blossoms may have unusual properties.

Core Locations (d12)


Settlements (d12) For full details see The Island of Kage
no Shima (core 14).
You can roll Buildings/Structures for the size
of the settlement, or use your own ideas. 1. Imperial Palace
2. The Rōnin Quarter
1. Fishing Port: Centres around fishing, with docks, fish 3. The Floating Market
markets, and related trade. 4. Monastery of the Iron Fist
2. Trade Hub: A bustling marketplace with diverse 5. Hidden Village of the Shinobi
goods, merchants, and travellers. 6. Dojo of the 7 Swords
3. Military Garrison: A fortified location focusing on 7. The Fortress of the Oni
military training and defence. 8. Port of the Dead
4. Spiritual Retreat: A place for meditation and worship, 9. Gambler’s Pit
possibly home to a temple or shrine. 10. The Crimson Jungle (Blood Rains)
5. Artisan Community: Renowned for its skilled 11. Frozen Country (The Lady of the Snow)
craftsmen, artists, and unique local products. 12. Somewhere upmapped...
6. Agricultural Settlement: Primarily engaged in farming
and food production, with fields and granaries.
7. Educational Centre: Known for its schools, libraries,
or academies, focusing on learning and scholarship. Crowd Sizes (d4)
8. Mining Town: Focused on extracting and processing For villages, towns, etc.
local minerals or metals. 1. Tight-Knit: d4+4
9. Forestry Camp: Engaged in logging and woodcraft, 2. Village: d20+12
surrounded by dense forests.
3. Town: d100+30
10. Healing Springs: Renowned for its healing waters
4. City: d1000+400
or medicinal herbs, attracting those seeking healing
and wellness.

Settlements could also include Services


and people For Hire (core 67).

7
It's not just about how good you swing a sword. And don’t forget fishing. Might sound peaceful,
It's also about scraping by, day to day. It’s about sitting by a river, but it’s a waiting game – a
getting your hands dirty, digging up what you test of patience. Sometimes you get lucky,
can eat, and catching what doesn’t want to be sometimes you’re just staring at the water as the
caught. dread sets in, with nothing to show for it.

You’re out there, foraging for whatever roots and In Kage no Shima, there's no one to serve you
berries you can find – half of it might make you dinner on a silver platter. You want to eat?
sick, but that’s the gamble. Then there’s hunting You work for it, you hunt for it, you fish for it.
– you against some wild beast. No fancy tricks
here, just you, a weapon, and your prey. Better be quick, better be silent.
It's EATor be EATEN.

Spending the day:

Hunting/gathering
d6
d6
1. Nothing Doing: Despite your best efforts,
there’s nothing to be found. Probably for the best. 1. Misguided Path: Lose your way in dense bamboo;
2. Small Game: Manage to catch small animals, the day is spent finding your route back - or roll
providing d4 rations. Off the Beaten Path (7).
3. Adequate Find: Roll d2 on Beasts. 2. Mixed Bounty: Gather d4+1 rations of berries.
4. Elusive Prey: Track a significant animal, One is poisonous (Test Spirit DR12 to identify).
but it eludes capture. Glean insights into local wildlife. 3. Plentiful Harvest: Find d6+1 rations of wholesome
5. Impressive Kill: Roll d2+2 on Beasts. food like wild vegetables, fruits, or nuts.
Kill or be killed. 4. Wild Encounter: Come across a wild animal
6. Legendary Encounter: Cross paths with (roll Beasts).
a Legendary Creature (core 100). 5-6. Rural Encounter: Stumble upon a small farming
Either roll or choose appropriate. community where supplies can be traded or
purchased. Roll Settlements (7).

1.
fishing d6

Empty Waters: No luck today; the fish are nowhere to be found.


2. Minor Catch: Manage to catch a small fish... or a sandal. Roll d2 on Fish.
3. Steady Haul: A good day's fishing. Roll d4+2 on Fish.
4. Rare Find: Hook an uncommon or prized fish, offering unique culinary or trade value. Roll d4+4 on Fish.
5. Abundant Waters: The rivers or coasts are generous. Roll d6+4 on Fish.
6. Mythical Catch: Roll d4,
1-3 Encounter: Kappa (core 96), Nure-Onna (core 93), Umi Bozu (core 102).
4 Catch a Giant Koi, yields 20 rations or can be sold for 400 ryō.

8
beasts d4

A beast provides rations equal to their HP.


Roll the relevant die to see how many you encouter. 1. d8
Ravens
HP 2
2. d6 Morale 4
Wild HP 8
Kick d6, Thick Hide -d2 Peck d4, No armour
Horses Morale 5 Test Spirit DR14 to tame

d4
3. HP 5
Wolves Morale 7
Bite d6, Rough Fur -d2

4. Black HP 15
Morale -
Bear
Claw d6, Bite d8, Thick Fur -d2
Special makes two attacks per round

FISH d10

9
NPCs
The folks you run into aren't just background noise.
The roll of the dice throws all sorts at you - sly grave keepers,
rough-and-tumble rōnin, you name it. They've got their own
angles, their own messy stories. These characters - they're the
real deal, making your lone journey anything but predictable.

DISPOSITION d66 PROFESSION d66


11 Stoic / Resolute 11 Herbalist / Apothecary
12 Wrathful / Vengeful 12 Diviner / Mystic
13 Meditative / Calm 13 Tailor / Kimono Maker
14 Melancholic / Pensive 14 Blacksmith / Bladesmith
15 Cunning / Sly 15 Samurai / Warrior
16 Ambitious / Driven 16 Merchant / Trader
21 Shy / Reserved 21 Thief / Scout
22 Loyal / Faithful 22 Daimyo / Courtier
23 Timid / Hesitant 23 Guard / Sentinel
24 Deceptive / Manipulative 24 Fisherman / Hunter
25 Compassionate / Altruistic 25 Cook / Sake Brewer
26 Mysterious / Enigmatic 26 Farmer / Villager
31 Humble / Modest 31 Moneylender / Scribe
32 Ascetic / Disciplined 32 Monk / Shrine Priest
33 Spiritual / Devout 33 Carpenter / Builder
34 Rough / Rugged 34 Hunter / Forager
35 Withdrawn / Solitary 35 Ninja / Assassin
36 Wounded / Scarred 36 Prisoner / Captive
41 Ailing / Frail 41 Musician / Bard
42 Robust / Strong 42 Servant / Attendant
43 Dishonourable / Untrustworthy 43 Keeper / Steward
44 Proud / Arrogant 44 Interrogator / Ninja
45 Resentful / Bitter 45 Tea House Owner / Innkeeper
46 Hostile / Aggressive 46 Healer / Herbal Doctor
51 Pessimistic / Desolate 51 Grave keeper
52 Friendly / Warm 52 Undertaker / Funeral Rites Practitioner
53 Wise / Ancient 53 Seer / Oracle
54 Flamboyant / Showy 54 Artist / Sculptor
55 Sinister / Ominous 55 Beggar / Outcast
56 Desperate / Hopeless 56 Performer / Storyteller
61 Fearful / Cowardly 61 Labourer / Peasant
62 Exiled / Forsaken 62 Executioner / Headsman
63 Zealous / Fanatical 63 Smuggler / Bandit
64 Remorseful / Penitent 64 Stable Hand / Horse Trainer
65 Creepy / Unsettling 65 Exterminator / Rat-Catcher
66 Boisterous / Rowdy 66 Craftsman / Artisan
Creeds More
The...
Roll d12 THRICE to provide a cult, troope, clan, etc.

...of the... ...(focus).


Oracles
1. Brotherhood 1. Enigmatic 1. Sword
2. Sect 2. Silent 2. Spirit SOUNDS
3. Circle 3. Hidden 3. Ancestor 1. Haunting
4. Order 4. Ancient 4. Dragon 2. Ancient

d12 QUALITY
5. Shrine 5. Sacred 5. Moon 3. Crisp
6. Guild 6. Fallen 6. Fire 4. Startling
7. Clan 7. Ghostly 7. Mountain 5. Resonant
6. Foreboding
8. Assembly 8. Shadowed 8. Forest
7. Faint
9. Cult 9. Wandering 9. Sea
8. Thunderous
10. School 10. Cursed 10. Wind 9. Erratic
11. Fellowship 11. Forbidden 11. Star 10. Intensifying
12. Temple 12. Mystic 12. Thunder 11. Harmonic
12. Fading

1. Rustling
2. Chanting
On your path, you may come across a legendary Duellist
Duellists

3. Clashing/Swords/Armor
and wish to test your mettle. 4. Flute
Roll d4 for their armour, and roll d12 for their HP. 5. Wooden Knock
Then roll d12 for their weapon, and d12 for their demeanour. 6. Rustling Leaves
7. Murmurs
8. Drumming
WEAPON DEMEANOUR

d20 TYPE
1. Tanto (d4) 1. Stoic 9. Shrill Cry
2. Wakizashi (d6) 2. Aggressive 10. Groan
3. Katana (d10) 3. Honourable 11. Thunder
4. Naginata (d8) 4. Cunning 12. Screech
5. Tekko-kagi (d4) 5. Brash 13. Battle Cry
6. Sai (d6) 6. Calculating 14. Ominous Hum
7. Kama (d6) 7. Reserved 15. Roar
8. Bo Staff (d6) 8. Fearless 16. Guttural Snarl
9. Manriki Gusari (d8) 9. Mysterious 17. Pattering/Rain
10. Worn Katana (d8) 10. Eccentric 18. Exhale
11. Nunchaku (d6) 11. Impulsive 19. Clinking/Chains/Armor
12. Odachi (d12) 12. Silent 20. Crackling/Fire

TASTE/ODOUR d20
USEFUL ITEMS d6
1. Burning Incense 11. Cedar Smoke
2. Damp Earth 12. Mossy 1. d20 Weapon (core 67)
3. Decaying Wood 13. Rain Mist 2. d4+1 Armour (core 61)
4. Sharp Ginger 14. Volcanic Sulfur 3. Piece of Equipment (core 67)
5. Sakura Blossom 15. Beeswax
6. Pine Resin 16. Mildew
4. d4 Uses of a Sake
7. Stagnant Water 17. Bamboo 5. Unseen Text (core 65)
8. Charred Ember 18. Sake 6. Shintai Text (core 65)
9. Seaweed 19. Iron
10. Green Tea 20. Cherrywood

Yes/No (d4)
1. Yes.
2. Yes, but...
3. No, but...
4. No.
11.
DUNGEONS
Dungeon crawling is less about glory, more about grit. You're not just wandering through old tombs and temples;
you're stepping into the thick of it – from cramped, shadowy hideouts
to sprawling, forgotten shrines. Those Room Descriptors?
They're your rough guide through this mess. They paint the picture
of the dark corners and mysterious spaces you're getting into.
It's about being sharp, ready for anything – because in these ancient places,
anything from a dangerous yōkai to a hidden trap could be lurking
around the next corner.

Be mindful that dangers and discoveries in these shadowy halls


don't always present themselves upfront. Traps may lie dormant,
enemies might lurk unseen, waiting to spring into action on a
Weak Hit or Fail. Each room holds the potential for
strategy – whether to engage, retreat, or sneak
by is your choice.

Use the Sounds and


Odours & Tastes Oracles (11).
Let these sensory cues ignite
your imagination, leading you
beyond typical dungeon clichés
into a realm where every sense
is a pathway to adventure.

Draw a dungeon map


as you go as to not
lose your way.

Follow this
when you Before entering, decide the DR of the dungeon. This is also the DIE you
enter a will use when discovering the Final Room:
dungeon
Micro: 6 Small: 8 Medium: 10 Large: 12
(d6) (d8) (d10) (d12)
Roll Room Descriptors, If you want a gigantic dungeon, don’t add the Number of Rooms Explored modifier.
Room Type and
Room Contents

Final Room
Roll Room Exits Explore the room Choose your Exit
(d4 exits)
You found the Final Room!
Once you have fully explored this
room the dungeon is complete.
Now check to see if the next room is the Final Room.
DR vs 2d20: Upon entering, roll Room
Descriptors, Room Type and
Strong Hit: The next room might be the Final Room.
Final Room Contents. This
Roll the corresponding DIE+Number of Rooms Explored.
table is broad enough to represent
On a result equal to or higher than the DR, the next room is the Final Room.
whatever it is you were looking
Otherwise, the next room is ordinary.
for in this particular dungeon.
Weak Hit: The next room is an ordinary room. Maybe you hunted down your
Fail: The next room is ordinary and is trapped or has a hostile enemy. Choose assassination target to this location?
relevent Room Contents, a Trap (core Frontpapers), Yōkai or whatever feels right! Or maybe this place contains that
legendary katana you’ve been
Repeat until you find the Final Room. searching for?

12
Room Descriptors (d20) Room Type (d12)
1. Samurai Armory/Training Hall
1. Lantern-Lit
2. Bathing Area/Hot Spring
2. Scroll-Adorned
3. Meditation Room/Zen Garden
3. Incense-Perfumed
4. Sake Brewery/Rice Storage
4. Tatami-Covered
5. Geisha House/Entertainment Lounge
5. Shoji-Screened
6. Watchtower/Signal Station
6. Kabuki-Themed
7. Tea Ceremony Room/Blossom Viewing Pavilion
7. Tea Ceremony Arranged
8. Village Elder's House/Local Shrine
8. Sakura-Decorated
9. Kabuki Theatre/Performance Stage
9. Zen Garden Styled
10. Calligraphy School/Scroll Library
10. Noh Mask Displayed
11. Artisan's Workshop/Kimono Dyer's Studio
11. Samurai Armor Displayed
12. Ninja Hideout/Secret Meeting Room
12. Woodblock Print Decorated
13. Onsen-Like
14. Calligraphy-Filled
15. Origami-Decorated Room Contents (d12)
16. Bonsai-Lined 1. Encounter Yōkai/Creature: Roll Yōkai or
17. Koi Pond-Centred choose appropriate.
18. Sumo-Inspired 2. Echoes of the Past: Traces of a past event or life,
19. Ikebana-Adorned like faded wall paintings or abandoned armour.
20. Haiku-Carved 3. Sudden Peril: A hidden threat emerges, such as
a Trap (core Frontpapers) or a silent attacker.
4. Secret Meeting/Ceremony: A group engaged in
a covert or sacred activity.
Final Room Contents (d6) 5. Obstructed Path: A physical barrier or puzzling
1. What you seek is here, unguarded. obstruction blocks the way.
2. What you seek is here but is guarded 6. Familiar Foe: A previously encountered adversary
by a powerful enemy. or obstacle relevant to the area.
3. What you seek is not here, but there 7. Unusual Adversary: A rare and potentially more
are clues where it may be. dangerous opponent or challenge.
4. There is no trace of what you seek. 8. Enigmatic Traveller: A person with mysterious
Maybe it was never here? intentions or valuable information.
5. What you seek is within your grasp, 9. Treacherous Terrain: An area fraught with
although currently inaccessible. natural or supernatural hazards.
6. What you seek is here, but you must 10. Curious Artifact: An item of interest that may
pay a price. have hidden properties or dangers.
11. Deceptive Tranquillity: The room appears empty,
If you seek nothing in particular, but something feels unsettlingly off.
roll Treasures (core Frontpapers). 12. Ancient Inscriptions: Walls or objects covered in old
scripts or carvings, possibly holding secrets or clues.
CREATURES & YOKAI

Yõkai (d12)
Core 88 Legendary(d6)
1-2. Bandit Creatures Yomi (d4)
3. Oni Core 100 Demons
4. Tengu Skeletal Daimyo Core 106
1-2.
5. Kappa Oni no Kusabi 1. Blood Witch
3.
6. Jorogumo Umi-Bōzu 2. Death Blade
4.
7. Nue Kuchisake-Onna 3. Iron Fist
5.
8. Yuki-onna Ryu 4. Nightingale
6.
9. Rokurokubi
10. Nure-onna Yomi Demons are for use in the
11. Skeleton Ronin underworld. See Ressurection (core 71)
Komainu for details.
12.

13
Contents
The Basics 2
Moves 3
Travelling 4
Hunting/Gathering/Fishing 8
NPCs 10
More Oracles 11
Dungeons 12

Tales of the Masterless is heavily inspired by the immersive world of solo RPGs,
particularly the mechanics found in Shawn Tomkin’s IRONSWORN and Solitary Defilement by 1d10+5.
Like IRONSWORN, Tales of the Masterless focuses on the dual pillars of Narrative and Moves to drive the gameplay.

original text, ideas graphic design


and game design and layout

and some public domain images

RŌNIN is an independent production by Slightly Reckless Games and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell.
It is published under the MÖRK BORG Third Party License. MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.
Slightly Reckless Games LTD © 2024 slightlyrecklessgames.com

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