Here are some tables for my Ghibli-esque by way of strange folk-lore Bath-House.
The Actual Baths!
Events at the Guest House
2 - To discover the truth of the Bath-House's heating.
3 - To break into Katawa's office and read a document.
4 - To rob Administrator Goro's safe.
5 - To learn another Guest's secret.
6 - To break up talks between two other Guests.
7 - To ruin another Guest's reputation.
8 - To hunt down a Guest who knows their secret.
9 - To hunt down Katawa and have a stern word with him.
10 - To find the Complaints Statue's records.
1 - The castle out on the lake is haunted by the spirits of the damned.
Extraordinary Rumours - spoken by those who know its nature, but have never been there
Intimate Rumours - spoken by those who frequent the establishment
13 - Any meeting can be arranged there, between man, spirit, and most anything in-between.
14 - The baths are many, and all with especial attributes, some wholesome, some decidedly not.
15 - The Master of Servants holds a bag of many swords, and each can tell an ancient tale.
16 - The food-hall is something to behold! There are so many foods, and so many secrets to sample!
17 - Stay only during the day, at night, the spirits are replaced with foul demons.
18 - Djinni-spirits guard the Bath-House, beasts of flame with cage-metal bodies.
19 - The Master of the Bath-House knows many secrets, but is a mystery himself.
20 - Spirits play a Great Game of power and influence at the Bath House. They trade in secrets.
Secrets of the Bath-House
1 - Curried 1 - Animals, butchered
2 - Candied 2 - Bones
3 - Roasted 3 - Fruit and Veg
4 - Vegan 4 - Wood
5 - Stewed 5 - Stones
6 - Frozen 6 - Insects
7 - Fermented/Pickled 7 - Animals, whole
8 - Dumplings of 8 - Seafood
9 - Raw 9 - Birds
10 - Votive 10 - Feces
What secrets do the Stall-Owners hold?
1 - The recipe to their secret spice blend.
2 - The "secret ingredient" which is supposedly well known, is actually something entirely different.
3 - Never flushes the toilet. Rude.
4 - Knows a ruinous rumour about another Stall-Owner.
5 - They can get you heckin' weird spirit-drugs.
6 - Knows how to pick the locks to the Sleeping Pods.
7 - Secretly forges Bath-Tokens.
8 - They know a Guest's secret. Perhaps you could persuade them to tell...
9 - They know a Bath-House secret. They are smart enough to know not to tell frivilously...
10 - Their stall is a drop-point for agents of the Great Game.
The Baths Themselves
For a normal bath, roll a d6.
For a more exotic bath, roll a d12.
For a potentially bizarre bath, roll a d20.
1 - White: The Classic; hot water, cleansing soap, wooden duckies.
2 - Black: Anti-scented Bath; removes all smells you might have.
3 - Red: Really Hot Bath; sweat out and neutralise poisons.
4 - Green: Herbal Soak; invigorating, gain 1 temporary hit point per level.
5 - Blue: Ghost Sauna; spiritually cleansing, the next time you roll a MD and it exhausts, it doesn't.
6 - Copper: Exorcist Massage; removes bad spirits, cleanses a random curse.
7 - Silver: The Bath of Princes; all the benefits of 2 d6 rolls, rerolling duplicates.
8 - Gold: The Bath of KINGS; all the benefits of 2, 3, 4, 5, and 6.
9 - Feathered: Cloud-Chamber; become light and fluffy, double jump height, half jump speed for 24 hours.
10 - Crystal: Star-Stone Sauna; attune with the universe, and gain a random cantrip you can only cast at night when the stars shine bright. Lasts 1 week.
11 - Speckled: Multi-Coloured Ooze Soak; only slightly dissolves you, you can squeeze through spaces of 4 inch diameter or larger without trouble, though it feels really strange. Lasts 1 week.
12 - Coal: Spider Massage; try not to think about it, advantage on saves against sticking to things for 1 week.
13 - Squishy: Radioactive Sauna; save and mutate; random mutation on a failure, roll thrice and pick once on a success.
14 - Luminous: Aurora Plunge Pool;Your eyes emit light as hooded lanterns for 1 week.
15 - Bark: Mysterious-Moss Masks; your hair and face occasionally sprout plants, but you can also speak with plants three times in total, so there's that.
16 - Glass filled with Smoke: Ultra-Cleanse Vial-Pods; Enter hibernation for 2d4 days, at the end of which, emerge from your cocoon of soap physically restored, even lost limbs return to you.
17 - Rusted Iron: Butcher's Scrub; remove a limb, replace it with another limb if you have one. (You need to bring your own limbs please, the fresher the better)
18 - Tentacle: Hot Eel Rub; okay, this one is really gross, not going to lie. You have advantage on rolls to escape restraints for 1 week.
19 - Bone:Skeletal Sauna; just take all your meat off for a bit, and let your skeleton have a clean for once yeah? Reroll all your hit die and add any modifiers you usually add, if the result is higher than your current hit point maximum, it becomes your hit-point maximum.
20 - Tar: The Black Bath; receive a Revelation from the Beyond.
Revelations from the Beyond
1 - Worship of an Outer-Godling; each time you sacrifice a person to the Outer-Godling, you gain a random Cleric spell you can cast once.
2 - Star-Roads of Heaven; you never get lost as long as you can see the sky. Once per month, you and any who touch you can astrally project.
3 - The True Heart of Man; your mind can never be dominated or affected by the magic of another.
4 - The Path to Heaven; you can instantly ascend to any heaven you wish to go to, your next character gains a level instantly.
5 - Secrets of Time and Space; you can teleport instantly to anywhere you can see or have ever been. If you can see that location at all, it costs one maximum hit point, if you can't, it costs d6 max hp.
6 - ITS ALL TOO MUCH; go insane, for 2d6 days at least.