Sword World 2.5 - Vice City
Sword World 2.5 - Vice City
Introduction & Glossary ................................... 3 13: Ruins of the Grand Temple of the Divine 54: Undead Park............................................ 66
Introduction ......................................................3 Ancestor ......................................................... 32 55: Labyrinth Alley ........................................ 68
Glossary.............................................................3 14: Bridge over Canal .................................... 33 56: Mirtabar Temple Market ........................ 70
About References .............................................3 15: Tea Party Street ....................................... 34 61: Cave of Daemons .................................... 71
16: Sunken Palace ......................................... 35 62: Warrior Hill............................................. 73
Part 1 How to Play .......................... 4 21: Strange House ......................................... 37 63: Witch Fortune Teller .............................. 74
Before Reading the Rules ................................5 22: Fallen Giant ............................................. 38 64: Doll House .............................................. 75
Rules Unique to this Book ...............................6 23: Free Market ............................................. 40 65: Black Iron Castle ..................................... 76
Character Growth .............................................6 24: Execution Platform Park ......................... 41 66: House of Thorns ..................................... 78
Fellows and Escort NPCs .................................7 25: Triumphal Street ..................................... 42 Endings........................................................... 83
Other Notes ......................................................8 26: Terrifying Forest ...................................... 43 Missions ......................................................... 85
How to Play the Campaign ..............................9 31: Holy Silver Alliance................................. 45 Common Missions ........................................ 96
Explore Vice City .............................................9 32: Refugee Street .......................................... 47 Climax Table of Events ................................. 99
Combat Resolution........................................ 12 33: Stone City................................................. 49 Random Events............................................ 100
Total Defeat and Death, Resurrection ......... 15 List of Important People ..............................102
34: The Tavern of the Death Seeker ............ 50
Daemonization .............................................. 16
35: Ancient Battlefield ................................... 51
36: Clocktower House................................... 52 Part 3 Data...................................106
Part 2 Main Scenario..................... 18 41: Red Castle of Perpetual Night ................ 54 List of Original Fellows ............................... 107
Basics of Vice City ......................................... 19 42: Slave Merchant ........................................ 55 List of Event Fellows.................................... 109
Introduction ................................................... 20 43: Fashionable Alley .................................... 56 Item Detailed Data .......................................112
Fixed A: New Town ...................................... 23 44: Lowland ................................................... 57 Weapons ...................................................... 112
Fixed B: West District ................................... 27 45: Purple Smoke Back Alley ....................... 59 Adventure Tools .......................................... 112
Fixed C: Blockaded City Block .................... 29 Chemicals, Potions ...................................... 112
46: Crematorium ........................................... 60
11: Dwarf's Fire Festival Inn.......................... 30 Accessories ................................................... 113
51: Tethered Floating Rock .......................... 61
12: Sailor's House .......................................... 31 Monster Data ............................................... 122
52: Black Agate Alley .................................... 63 Designer's Notebook ....................................129
53: Grand Canal Bridge ................................ 65
2
Welcome to the Vice City. This is a story supplement to This book can be played alone or with multiple players.
enjoy "Sword World 2.5 (SW 2.5)". Also, you can play with just one copy of "SW2.5 Core
The stage of the story, "Vice City", is a city located near the Rulebook I" and this book, so even those who are playing
Abyss in the northern part of the Alframe continent. Once a "SW2.5" for the first time can start from here.
fortress city, its appearance has completely changed due to Of course, you can also enjoy using the existing "SW2.5
frequent attacks by Daemons. For some reason (which will be Core Rulebook II and III". Please refer to the "Other Notes"
determined in the "Introduction"), you will step into this "Vice in Part I for changes in that case.
City" and achieve your purpose.
- PCs - Fellow
Player characters. This is a Fellow (see CR I, p. 193) who accompanies PCs
and helps them in exploration and combat.
- Fixed Damage In this book, there are two types of Fellows: "Original
Damage that reduces HP as the stated value without any Fellows" who always accompany the PCs and "Event Fellows"
reduction effects is called "fixed damage". If you have a copy who accompany the PCs only in specific situations.
of Core Rulebook II, please refer to page 68 for the detailed
description. - Block
Block represents an area in the city of Vice City. By
- Threat Level moving to a blank Block, a section is allocated and events are
This is a guideline to determine the strength of enemies triggered.
when they are encountered. Threat Level is based on the
average level of PCs and is increased by factors such as "the - ★ (Star)
number of sections encountered," "bosses," and "strong It is a measure of the degree of resolution of an event or
enemies". mission. It is a measure of the experience points to be earned
during growth.
- Section
This is a generic name for the areas and facilities within - Daemonization
Vice City, which includes fixed sections that are already In Vice City, it's about being strongly influenced by
allocated and 36 different sections that are placed in Blank Daemons and transforming physically and mentally. There is
Blocks. a risk that both PCs and monsters may undergo
Daemonization.
- Playing Cards
In this book, a pair of playing cards may be used in the - Number of PCs
resolution of an event; a pair consists of 54 cards, including 13 The number of PCs participating in this book. The more
cards from A to K of the four suits (spades, hearts, diamonds, PCs, the more enemies you will encounter. Fellows and
and clubs) and 2 jokers. It would be convenient to prepare Escort NPCs accompanying you are also counted as the
them in advance. number of PCs.
In this book, references to some terms are given in the (see XX, p. YY): where XX might be an abbreviation for:
form of (see XX, p. YY). These should be handled as follows. “CR I”: “Core Rulebook I”
“CR II”: “Core Rulebook II”
(see p. YY): If there is no abbreviation and only the page is “CR III”: “Core Rulebook III”
indicated, it is a reference within this book.
3
Part 1 How to Play
4
This book is a story campaign book that explores "Vice
Sale Icon
City" using the rules of "SW2.5", where PCs aim to achieve
their goal. In such a section or facility, PCs can sell acquired items,
One day, for some reason, the PCs had to visit Vice City. their belongings, and loot. Note that the purchase icon alone
Whether by chance or by necessity, they have a purpose there is not enough to sell an item.
that must be fulfilled.
The PCs will base themselves in the "New City" of the city, Random Event Icon
seeking clues to their goal while exploring various facilities in Indicates that a "Random Event (see p. 100)" will occur at
the "Old City". that section or facility.
Fellow Icon
In such a section or facility, PCs can contract and employ
Various symbols and terms are used in this book. Here,
Fellows. See "Fellow Principles (see p. 7)" for the employment
each symbol and term are described.
of Fellows.
Roll 1d, Roll 2d, Roll d66
This book denotes the way to roll dice as follows. "Roll 1d" Repeating Icon
means to roll one die and refer to its result. "Roll 2d" means This icon is attached to the mission name. This icon
to roll two dice and refer to the sum of their results. indicates that the mission can be repeated after it has been
"Roll d66" means to roll two dice, but the first and second completed and that the mission will occur again if the
are rolled separately, and the results are referred to in the conditions are met.
order of "first" and "second". If "3" and "4" come out, you refer
to the "34" or "3-4" item.
Time Passage Icon
Various Check Notations This icon is attached to the text of an event or mission.
In this well, the instructions to perform checks on the PC When this icon is marked, it means that one hour has passed
in the scenario or event are written as "XX check (Target after the situation was resolved.
Number YY)".
These checks, if there are multiple PCs that can check, are Choice Icons
all done under the same conditions. This icon indicates that PCs have a choice to make in the
progression of a scenario or story.
Target Number and Target Number Determination Table
The "Target Number XX" will be either "A/B/C". Please
refer to the "Vice City Target Number Determination Table Growth Icon
(see p. 115)" and compare it with the corresponding "Number This icon marks the end of a scenario or mission.
of PCs". The corresponding number will be the Target Indicates that the PCs can grow if the conditions are met.
Number.
Sleep Icon
PCs can rest by sleeping in such sections or facilities.
Please refer to the respective description for the price of the
rest and whether it is possible during the meal.
Purchase Icon
PCs can purchase items in such sections or facilities. The
items that can be purchased are all the items listed in CR I.
If PCs do not know the effect of an item they own, they
can have it appraised by paying "reputation x 10 gamel". PCs
can check the detailed effect of the item.
5
Part 1 How to Play
Before playing with this book, please review the following Playing with GM
unique rules. This is a TTRPG, where one person is devoted to GMing.
In this situation, only the GM should read the scenario.
The GM describes the game according to the descriptions
in this book, receives reactions from the players, and resolves
Various Ways to Play the game as instructed. In combat, the GM makes tactical
This book can be played by a single player or by multiple decisions for the monsters and rolls dice if necessary.
players. When playing with multiple players, the game can be The story can be enhanced by roleplaying NPCs and by
played with a GM or without a GM. allowing some variation based on the situation and the actions
of the PCs. Also, since the players do not know what will
Playing Solo happen next, they can strongly enjoy the anticipation, anxiety,
This book can be played by one person. Once you have excitement, and thrill of the story.
prepared your character, please proceed to “Part 2: Main
Scenario” (see p. 18). If there is an instruction to move to a
new section, follow the instructions and read the appropriate
section. You may be able to understand some of the future When playing with this book, you can use a PC that has
developments, but there is no need to be concerned about it. just been created or prepare one of the sample characters
In combat, monster tactics are determined using the from CR I.
“Actions of Monsters” (see p. 14). If necessary, the player can
roll monster dice to determine the outcome. About Priest Class and Gods of Faith
Vice City, the city of this book, is located in the Korgana
No GM, Multiple Players region in the northern part of the Alframe Continent.
When playing with multiple players, you can choose to Therefore, "Furusil, the Goddess of Rain and Wind", the
have a GM or not, in which case a representative of the players Minor God of the Burlight region, as mentioned in "CR I",
should read out the relevant parts of the game according to cannot be selected as a deity to be worshipped when the Priest
the instructions in the scenario. Representatives may be single class is acquired.
players or take turns at each event or phase.
Otherwise, it is the same as when playing as a single player.
In this book, the end of an adventure is mainly marked by What you should note is that among the encountered
a icon where a mission is accepted and cleared. monsters, those who fled immediately after the start of the
When the icon is noted, PCs can grow depending on battle or during the battle are not counted. Only the monsters
the number of "★" they have acquired so far. of battles where all monsters have been defeated can be
counted as experience points. Please record the monsters
defeated in events on the "Adventure Management Sheet" (see
p. 127).
When playing this book, PCs can only grow up if they have
obtained 5 or more ★ when the icon is marked, and cannot Growth is the Same as in a Normal Session
grow up at all if they have 4 or less ★ even if the icon is If PCs have gained experience points, they can increase
marked. their ability score and class levels by consuming experience
points, just as in a normal session.
If PCs have earned more than 5★ and can grow, they will
first earn experience points for each ★ they have earned. After
200 experience points are earned for each "★" currently
acquired, all acquired "★"s will be lost.
6
In this book, NPCs PCs meet at events and other Event Fellows
occasions may stay with them for a while. Some NPCs will The Event Fellow is a Fellow who accompanies PCs for a
accompany them as "Fellows" and others as "Escort NPCs". certain period as a result of missions or events. The Event
Fellow is treated as "Experience points: No" and "Reward: Not
Required". Also, they do not grow or change their abilities.
A Fellow, like the regular Fellows, accompanies PCs and Multiple Event Fellows Can Accompany
can participate in various checks by rolling 1d. Also, in Event Fellows can accompany the PC along with the
combat, they can take action once per round. Original Fellow, and it is also possible for multiple Event
Fellows to accompany.
Original Fellows and Event Fellows
In addition to the regular fellows, roughly two types of Fellows are Accounted for as 0.5 PCs
fellows appear. The "Original Fellow" is something that PCs When a Fellow is accompanying PCs, both the Original
can always accompany, and the "Event Fellow" is only Fellow and the Event Fellow are counted as 0.5 PCs per
accompanied when certain mission or event conditions are Fellow. 3 PCs accompanied by a Fellow are counted as "3.5
met. PCs".
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Part 1 How to Play
fails, the Escort NPC is lost. Attempts to revive are not In addition, they may be lost if they stray as a result of an
possible. event, if they do not protect during an Escape check (see p.
14), or if all PCs are wiped out (see p. 15).
Purchasing Items
If you have CR II or CR III, you may purchase any of the
The descriptions of the Main Scenario in this book may items mentioned in this book at the location indicated. For
sound unnatural depending on factors such as the number of example, "Improvements and Enhancements to Weapons
PCs, the presence or absence of a GM, or the situation in and Armor" (see CR II, p. 241) can be purchased in the same
progress. For example, if the outcome of a randomly selected places.
event does not fit the situation.
In such cases, please tolerate the unnaturalness of the Change of Encounter Tables
situation to a certain degree while playing the game. If there is If you have introduced CR II or CR III, you may change
a GM, their judgment and actions take precedence over the the monster that appears in the "Encounter Tables" (see p.
descriptions and settings in this book. 116) of each classification to any other monster as long as they
are in the same classification and at the same level.
Rider’s Guild
Rider's Guild (see CR III, p. 267), etc., are treated as if it
is attached to the “Golden Shield” Adventurer's Guild (see
p.23).
8
Receive and Solve Missions
PCs may receive missions through events and other
The campaign for this book will proceed as follows: means. By accomplishing the mission, they will be rewarded
and may get a clue to their objective.
PCs can receive multiple missions at the same time.
Mission Management
The current missions are managed on the "Adventure
Management Sheet" (see p. 127). PCs can also check which
missions they have completed in the past by using the "Past
Mission Sheet".
3. Section Placement
If the Block PCs are moving to is blank, and a section has
not yet been assigned, a new section will be arranged.
The arrangement of the sections is determined by rolling
a d66, and the section corresponding to the outcome is
placed. (If the outcome of d66 is "1" and "5", the placed section
will be "15: Tea Party Street".)
1. Confirmation of Received Missions If a section corresponding to the outcome has already
Check which missions the PCs are currently undertaking. been assigned to another Block, roll a 1d again. If the outcome
Even if they have not received any missions, they can still is "1-3", arrange the "section with a smaller number, the section
explore the city. It is also possible to proceed with multiple number that is closest, and has not yet been arranged". If the
missions at the same time. roll is "4-6", likewise, arrange the section with the larger
number closest to the section number. The number after the
2. Block Movement section number "16" is "21", and the one after "26" is "31".
If the PCs try to move, they can move around the Vice
City. The move can be made only once per hour, and they
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Part 1 How to Play
Arrangement of Section that Has Not Been Placed Yet If they finish exploring the section, or if they do nothing,
When PCs get the name of a new section in information, they will return to "1. Confirmation of Received Missions".
etc., without moving to the Block, they will immediately place
that section if there is an instruction to "place the section". PCs’ Optional Actions
To place it, refer to the "Vice City Block Determination In the exploration of the section, PCs can take arbitrary
Table (see p. 115)" and place the section in the Block specified actions and use facilities within the section. This includes
by the "1st time" of the corresponding dice roll. shopping, resting, gathering information, etc.
If other sections have already been placed in the Block If they use a facility, time will pass accordingly. Specifically,
specified by the "1st time", refer to the "2nd time" column of please refer to the description of each section or for sleep and
the corresponding dice roll. If there are other sections already food (see p. 12).
placed there, slide and refer to the 3rd time, 4th time, ..., until
a Block that has not been placed yet is specified.
4. Event Occurrence PCs can accept missions when they visit a section or when
After moving to the placed section, check for the they resolve various events. Whether or not to accept a
occurrence of events and resolve them if they occur. mission is optional.
There are three major types of events, and they are Also, at the adventurer's guild called "Golden Shield" in
checked in the following order. "Fixed A: New Town" (see p. 23), they can accept missions at
any time.
Random Events It is also possible to accept multiple missions at the same
In the section marked with , check whether a random time. Also, once a mission is accomplished, it becomes
event will occur. Roll a 1d, and if the result is "1-4", an event "accomplished," and PCs cannot accept the same mission
will occur, but if the result is "5" or "6", nothing will happen. again.
The details of the random event are determined by
checking the "Random Event Decision Table" on the "Mission Mission Deadlines
Sheet" and counting the number of unresolved random events Some missions have a deadline to achieve. If the mission
from the lowest number according to the previous roll (1-4). is not accomplished by the deadline, it will be a mission
Please refer to the "Random Event Decision Table" (see p. failure. Failed missions will be immediately discarded.
100) for details of the event.
When the events "2" and "5" have already been resolved Abandonment of the Missions
and checked, if the result of 1d is "4", count as "1→3→4→6", If it becomes clear that a mission cannot be accomplished
and the random event number "6" will occur. due to circumstances, that mission is considered a failure.
If there is a note that says "reset" for the random event, all Failed missions are immediately discarded. If all PCs are
the random events that have been resolved so far will be annihilated (see p. 15), all accepted missions will be discarded.
unresolved again, allowing them to occur again. If a PC finds it difficult to accomplish a mission, they may
express this and choose to abandon the mission at their
Mission Events discretion.
Check missions PCs have been accepted and that if the
Event Fellows, Escort NPCs Dismissal
conditions for the mission event are met, that mission event
will occur. When a mission is discarded, any Event Fellows or Escort
If they have accepted multiple missions and multiple NPCs who were accompanying for the completion of that
conditions are met at the same time, the event of the mission mission will immediately disappear.
they accepted earlier will occur. If they have resolved that, the
next mission event will occur immediately. Only the Introductory Mission is not Discarded
Only the mission PCs received when they started (see p.
Section Events 20) are not discarded even if they are annihilated, and they
Check the content of the section, and if an event occurs, cannot discard it at will. PCs are considered to be continuously
resolve it. accepting it until it is resolved.
There are section events that occur only the first time PCs
visit that section and those that occur every time they visit. Retaking of Discarded Missions
Discarded missions are not "completed", so PCs can retake
5. Acquisition of ★ them by visiting the place where they originally accepted the
mission. Fellows or Escort NPCs who once disappeared will
When PCs solve any of the events, they may get a "★".
also rejoin.
When they get a "★", record it in the "Adventure Management
However, they cannot retake missions that are marked as
Sheet".
"cannot be retaken".
6. Section Exploration
PCs can explore facilities and places within the section. Mission with Icon
They don't have to do anything. Whether or not they can Missions that can be accepted with the "Golden Shield" are
explore, and how much time it will take, varies from section marked with an icon. Even if these are completed, they are
to section. not considered "completed", and PCs can accept them as
many times as they meet the same conditions.
10
Managing Event Checks
At that time, please mark the "Event Check" on the
When exploring a section, it is sometimes marked as "Adventure Management Sheet" (see p. 127) and manage it.
"information gathering". As a rule, once checked, it will not be unchecked.
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Part 1 How to Play
12
Modification by City Status x2
Depending on which section PCs encounter the monster, When "x2" is written after the name of the monster, it
a correction will be made to the Threat Level. The city is indicates that two of that monster will appear.
divided into three areas: Block "R, S, T" (white blocks), "U, V, If a "◎" indicating Daemonization is attached after "x2", two
W" (light gray blocks), and "X, Y, Z" (dark gray blocks). Please of the Daemonized monsters of that name will appear. At this
refer to the table below. time, the Daemonization abilities of each individual will be
different.
Modification of the Threat Level by the City Block Status Also, if the monster that appeared as a boss has x2, the
Block Encountered Modification of the Threat Level enhancement by "Sword Shards" will be applied to either one
R, S, T No Modification of the characters.
U, V, W +0.5
X, Y, Z +1.0 Example of Encounter Table Use
In a situation where there are two PCs, one of adventurer
Modification by Strong Enemies level 3 and the other of adventurer level 4, with a single Escort
When the encountered enemy has a note that says "strong NPC, a strong enemy x 1 has been encountered using the
enemy", add +1.0 to the "Threat Level". This modification is "Barbarous Encounter Table".
only for the first time if multiple dice are rolled due to the Decide what kind of Barbarous has appeared. First, we
number of PCs. determine the "Threat Level". The average level of the PC is
"3.5," and we also have to count that they’ve encountered
Modification by the Boss strong enemies. In addition, the encountered Block was "S-D",
When the encountered enemy has a note that says "boss", so the Threat Level for this time is "5.0".
add +1.0 to the "Threat Level". This modification is only for The number of PCs is treated as "2.5 people", adding the
the first time if multiple dice are rolled due to the number of portion of the "Escort NPC". The number of times to roll 1d
PCs. on the encounter table is twice.
Additionally, for one character of the monster that However, the "strong enemy" correction is only applied to
appears, add enhancement by the same amount of "Sword the first time, so the first 1d is Threat Level "5.0", and the
Shards" as the monster level (see CR I, p. 384). If multiple second 1d is Threat Level "4.0". The corresponding columns
monsters appear, the enhancement by "Sword Shards" is are the column for Threat Level "4.5-5.8" for the first time and
added to the character with the highest monster level and the the column for Threat Level "3.3-4.4" for the second time.
highest max HP. As a result of rolling 1d twice, the dice rolls were "4" and
"6". There were two monsters that appeared: "Bolg Heavy
Checking the Number of PCs Arm" and "Hugl Caster◎". Hugl Caster has the
Once the "Threat Level" is determined, check the number Daemonization ability among the monsters that appeared, so
of PCs. Furthermore, add "+0.5" per Fellow and "+0.5" per we will determine its contents. First, the maximum HP and
accompanying Escort NPC. The number of PCs is referred to MP increase by 5 points each, and getting a "3" on the 1d roll
in the first decimal place. gives it an Accuracy check +2. Additionally, the details of the
The number of times to roll on the encounter table varies ability are determined by a d66 roll. As the roll was "3-2", Hugl
depending on the number of PCs. When determining a group Caster gained the "Weapon Enlargement" ability.
of monsters, roll the specified encounter table as many times
as specified.
Number of Encounter Table Decisions per Set The number and types of monsters that appear during
Number of PCs Number of 1d Rolls battles in this game are determined by the "Encounter Table".
1.0 – 1,9 1 time
The number and strength may vary even in the same mission
2.0 – 3,4 2 times
or event.
3.5 – 4,9 2 times (2nd 1d has "Threat Level +0.5")
5.0 – 6.4 3 times
Initiating Battle
6.5 or more 3 times (2nd 1d has "Threat Level +0.5")
When encountering a monster, after determining the
monster that appears, you perform the "Combat Start Process"
Notes on the Monsters in the Encounter Table
(see CR I, p. 121).
Here, we provide a description of the notation in the
encounter tables.
Note about Monster Knowledge checks
When playing this campaign, once PCs have successfully
◎
performed a Monster Knowledge check on a monster, record
After the name of the monster, if there is a "◎" or "◎◎" it on the "Adventure Management Sheet" (see p. 127). From
notation, it indicates that the monster has undergone then on, you can refer to the data about that monster at any
Daemonization (see p. 16). "◎" represents one stage of time until the end of the campaign.
Daemonization, while "◎◎" represents two stages of If you're playing alone, you, as the player, have to decide
Daemonization. Please refer to "Daemonization" for the the monster's actions and roll the dice. Because you absolutely
content of Daemonization. need to refer to the data, if you're playing alone, you can
consider the Monster Knowledge check automatically
succeeding. Whether or not to apply the weak point, perform
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Part 1 How to Play
a check, and you need to have a Success Value that exceeds Critical Threshold is treated as 10 and cannot be reduced by
the weakness. any effects.
14
Actions Other Than Acquiring Loot Acquisition of Abyss Shards
By giving up the acquisition of loot at the end of the battle, When PCs defeat a monster with the "Daemonization"
PCs can take actions that require less than 10 minutes (60 ability and acquire loot, they can acquire Abyss Shards as
rounds). If there are multiple PCs, one PC can acquire loot, "automatic" loot in addition to the normal loot. The number
and other PCs can take other actions at the same time. they can acquire is one for a level 1 monster and two for a
level 2 monster.
Acquisition of Sword Shards Although Abyss Shards cannot be used to enhance
When PCs defeat a "boss", they can acquire Sword Shards weapons in this book, they may be needed for events, etc., so
in addition to the normal loot. The number will be the same whether to sell or keep them is up to the PC.
as the monster level. In this book, Sword Shards are not
counted as Reputation, but they may be needed for events,
etc., so whether to sell or keep them is up to the PC.
The battle is lost if all PCs become unconscious or
otherwise incapacitated in battle. Unless otherwise noted, all
PCs will be annihilated in the case of defeat. Please follow the
"Treatment After the Defeat".
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Part 1 How to Play
※ If the Resurrection Location is a place OCs have not Cancellation of Adventurer's Insurance and
visited yet, perform "Section Placement (see p. 9)" and move Daemonization Clause
to that section after the resurrection. Once resurrected, regardless of the situation, the
"Adventurer's Insurance" and "Daemonization Serum" clauses
Application of Various Insurance (see p. 24) will become invalid.
At the "Golden Shield" adventurer's guild located in Vice
City's "Fixed A: New Town", PCs can join the "Adventurer's Effects of Resurrection on Runefolk
Insurance" (see p. 24). If they join, the die roll in the "Total Runefolk PCs do not accumulate "soulscars" upon
Defeat Table - Resurrection Situation" at the time of death will resurrection after death, but they do lose their memories of
automatically become "6". the past year.
However, if the PC wishes to continue their adventure in
Application of "Daemonization Serum" Clause Vice City, they can remember the situation and their mission
If you have joined the insurance and are also enrolled in or purpose from those around them and continue the
the "Daemonization Serum" clause, PCs will undergo one level adventure. However, an additional 2 days (48 hours) will be
of Daemonization upon resurrection (see p. 16). spent checking the situation with NPCs after resurrection. If
there is a Runefolk character among multiple PCs playing, the
adventure can continue without the passage of 2 days.
In Vice City, PCs, and monsters may undergo a Daemonization Influence Points
transformation in part of their bodies, acquiring unique Daemonization Influence Points is a guideline indicating
abilities and behaviors. This is called "Daemonization". how much PC is under the influence of a Daemon. The
When you undergo Daemonization, parts of your body higher it gets, the more dangerous it is.
and mind mutate, allowing you to do things you couldn't do
before and enhancing your own abilities. By undergoing Acquisition of Daemonization Influence Points
Daemonization multiple times, your abilities become more When PC gains the Daemonization ability, they will also
diverse and stronger, but you acquire "Daemonization acquire the corresponding Daemonization Influence Points at
Influence Points", gradually losing your humanity. the same time. Once acquired, Daemonization Influence
Daemonization occurs when you "die using the Points will not decrease in general.
Daemonization Serum" or "Daemonize as a result of total
defeat". Acquisition of 5 Points
When a PC acquires the 5th point of "Daemonization
Influence Points", the entirety of their body and mind is
tainted by the Daemons, making it impossible for them to be
When a PC undergoes Daemonization, it acquires Humanoid.
"Daemonization Abilities" regardless of its own will. A PC who has acquired the 5th point of "Daemonization
Every time a PC undergoes one stage of Daemonization, Influence Points" is treated as a Daemon from that point on
it rolls a d66 and refers to the "Daemonization Abilities Table" and can no longer be moved by the player's will.
(see p. 118), acquiring the corresponding Daemonization
Abilities. At the same time, it also gains the "Daemonization
Influence Points" associated with the ability.
From the second stage onwards, if the PC acquires a Daemonization not only occurs in PCs but can also be
Daemonization Ability that it already has, it will re-roll until it found in monsters and NPCs. Characters who have
acquires a different ability. Once a Daemonization Ability is undergone Daemonization may also be referred to as
acquired, it can be used at will. Basically, you will not lose your "Daemon Possessed".
Daemonization Abilities.
Processing of Daemonization of Monsters
Section Determination Table When PCs encounter a monster with "◎" after its name in
Among the Daemonization Abilities, there are some that the "Encounter Table", it means that the monster is
change the appearance. The appearance changes in the Daemonized.
section, or when a new organ is gained in the section, it is Daemonized monsters, like PCs, determine what
determined randomly in the "Section Decision Table" (see p. Daemonization abilities they have according to the
118). "Daemonization Abilities Table" (see p. 118). Specifically, they
determine it as follows.
16
this as a measure of when there are many monsters with
unique skills or when many monsters appear at once.
However, it is not recommended that monsters with two
stages of Daemonization perform a fixed increase four times.
Also, for simplification, all monsters that appear at the
same time with one or more stages can all have the same
Daemonization ability.
Even if all have the same Daemonization ability, it is
acceptable. If you have CR II and CR III and want to change
the monster, you can change the Daemonizing monster for
simplification purposes to another monster that is not
Confirmation of Stage and Increase of Monster Level Daemonized. In that case, for each stage of Daemonization,
please change to a monster of the same category with one
A monster with "◎" after its name is in the first stage of
higher level.
Daemonization. Likewise, a monster with "◎◎" is in the Even if these changes are made, the additional "Abyss
second stage of Daemonization, and its "monster level" is Shards" that can be obtained as loot will not change.
increased by the same amount as the level of Daemonization.
Daemonized Fellows
Confirmation of Increase of Maximum HP, Maximum MP Among the Fellows appearing in this book are those who
Daemonized monsters will have their maximum HP and have acquired Daemonization abilities. They may use
MP increased by 5 points per stage. Daemon's abilities in the action table, but please refer to the
'Daemonization Abilities Table' for details and consumption
Confirmation of Fixed Value Increase of abilities, just like PCs and monsters.
Daemonized monsters refer to the "Fixed Value Increase Fellows, like monsters, do not manage Daemonization
Table" and roll 1d by the same number as the stage, and their Influence Points. A Fellow will not gain new Daemonization
abilities increase according to the number rolled. abilities while accompanying PCs as a Fellow.
17
Part 2 Main Scenario
18
of the Abyss" in cooperation with other wizard-kings. Thus,
they sealed the Daemons into the "Abyss," and they seemed to
Vice City is one of the cities closest to the "Abyss," a hole have regained peace for a while. However, the invasion of the
of a different world that exists as if cutting off the northern Daemons continued. The kingdom was exhausted, devoured,
limit. It is located in the Korgana region, covering the and eventually disappeared as if it had shared its life with the
northernmost part of the Alframe continent. Magic Civilization Period by the swarms of Daemons
Therefore, for about 3,000 years, the Abyss has appeared attacking one after another, like a swarm of locusts.
in this world. It was a strong castle city, once called the "Shield Afterward, it was not until the Magitech Civilization Period
against Daemons" because it had been fighting against the that a duchy, inheriting the name of Morganthine, ruled this
Daemons that invaded a different world and held them back. land. In the process of the prosperity of Magitech, the
However, this city is now called the "City of Vice." The countries to the south of Biscune River deemed the northern
city's northern half has been destroyed in the endless battle shore of Biscune River as a defensive battle against Daemons,
with the Daemons, becoming almost like a ruined castle, and brought out the survivors of the former Morganthine royal
lawless people like Barbarous and criminals have settled in, family, established the Duchy of Morganthine, and made it a
threatening the order. For this reason, good people have "shield" for the defense against Daemons.
surrounded and closed off the southern half of the city with The newly built city was equipped with strong city walls
high castle walls to protect themselves from violence and and defense facilities built with Magitech and repelled all
chaos. attacks by Daemons, becoming known as the "Shield against
In this way, Vice City was long divided into the northern Daemons". However, when the "Diabolic Triumph" broke
half, the "Old Town," dominated by violence, and the out, most of the defense facilities were lost due to a surprise
relatively safe southern half, the "New Town," protected by attack by the Barbarous army, and the city walls were broken
castle walls and order. However, due to the large-scale by the horde of Daemons that attacked in large numbers
invasion of the Daemons that broke out 10 years ago, a part immediately afterward. Thus, the city of Morganthine was
of the castle wall was destroyed, and the New Town was once again ravaged by Daemons. After several years, the
divided into east and west. Duchy of Morganthine continued to withstand the attacks of
And now, the area dominated by order is finally the Daemons but was slowly driven south. This was also when
narrowing, and people are forced to live with their heads the so-called "Old Town" and "New Town" were created. The
down, fearful of the attack of the Daemons that can appear at situation changed when one of the noble aristocrats of the
any time and the violence of the Barbarous and criminals who Duchy, "Millennial" Chezari, decided to join forces against the
run rampant in the Old Town. A hard and unsettling sign Daemons' attacks by forming an agreement with "Red Haze"
covered the entire city like a dark cloud pressing in before a Naguzabara, who should have been his mortal enemy. As a
storm. result, the Duchy of Morganthine, which had been pushed to
the brink of extinction, managed to preserve its lifeline but
had to tolerate the migration of the Barbarous to the Old City.
Then, Naguzabara, taking advantage of the destruction and
chaos caused by the Daemons' raids, expanded his power and
Vice City is located on the north bank of the Biscune
turned this city into a "City of Vice" where violence was
River, which flows from the mountainous region in the
rampant. Thus, the Duchy of Morganthine became Vice City.
western part of Korgana to the Abyss Sea in the east.
The official name is still Morganthine, and the name can be
The city's surrounding area seems to have been a fertile
seen in the white castle towering on the north side of the New
granary region until the Abyss appeared. It is said that
City. However, people have forgotten the name Morganthine
abundant harvests were brought about every year by the grand
and have called it Vice City.
magic of the wizard-king who ruled this land. However, since
the battle with the Daemons began, there are no longer people
who farm or herd outside the city walls, and now it has become
a desolate land.
Originally, in the place where Vice City is located, there Currently, Vice City is nominally ruled by the
was a country called the Kingdom of Morganthine during the Morganthine Duke, who is connected to the old Morganthine
Magic Civilization Period. royal family. However, those who have seen him are limited,
This kingdom was a nation established by a wizard-king and the real power of the city is held by 4 Big Wheels. These
who was said to freely control the power of great magic, and four Big Wheels are: "Millennial" Chezari, who controls the
its royal family was Noble Elves said to possess the "mysterious port built on the Biscune River bank; "Deep Snow" Yuinie,
power to control the masses at will". Under the rule of these who leads the Black Sword Knights protecting the city;
Noble Elves, the kingdom prospered, and the people lived in "Scarred" Teresa, who dominates commerce and distribution
peace. However, a large group of Daemons suddenly invaded in the Old Town; and "Red Haze" Naguzabara, who is the
from the north, swallowed the kingdom, destroyed the city, mastermind of evil in this city and also the head of Barbarous.
and massacred the people. The Abyss appeared. While these power holders are antagonistic to each other, they
The magicians of Morganthine, including the royal family, maintain a fragile cooperative relationship to counter the
initially recovered from the confusion and organized a defense invasion of Daemons. Still, the organizations they control are
system, repelling the first wave of Daemons. Furthermore, in conflict as if they are considering the will of their masters.
they are said to have been involved in constructing the "Wall
19
Part 2 Main Scenario
20
Go to Vice City and search for Karin! And, if she is alive This was fortunate for the PCs. They had to take on this
and agrees to leave the town of her hometown, they decide to request themselves, no matter what. They wouldn't be satisfied
take Karin out of Vice City. Thus, the PCs returned to their until they had sent Beneas to the next world with their own
hometown. hands. That's because the murderer took the lives of their
beloved family (or lover or best friend) and took away their
Special Settings for this Introduction heads. He is a wicked enemy.
In this introduction, the PCs came to Vice City for their The receptionist at the Adventurer's Guild tried to
own purposes. Therefore, even if they achieve their goal, they dissuade the PCs from accepting the request by explaining
cannot receive any monetary rewards. how dangerous Vice City is, but their efforts were in vain. In
Instead, the PCs have a deposit of 20,000 gamels at the the end, the receptionist gave the PCs a "Dragon Fang Tally".
Adventurers Guild. This deposit was originally intended to Check [♠2].
cover living expenses after Karin was taken out of Vice City. This token is a circular symbol made of a dragon's tooth
Therefore, while wasteful spending is forbidden, it will be that has been broken in half. It seems that a collaborator has
useful in times of trouble. Check [♠1] and record "20,000 the other half. The collaborator is a waitress named Tricia
gamels" in the notes column. (Lykant/Female/19 years old) at the bar "34: The Tavern of
From then on, PCs can withdraw and deposit at the the Death Seeker".
Adventurers Guild. The PCs must rewrite the amount The receptionist advises the PCs to visit Tricia and get her
recorded in [♠1] every time they deposit and withdraw and cooperation when they arrive in Vice City. In this way, the PCs
always be aware of how much deposit remains. have come to Vice City to carry out their revenge.
21
Part 2 Main Scenario
to our old acquaintance. Could you come to Vice City?" The to prevent people from fleeing the city out of fear of Daemons
letter was written in a meticulous and polite manner. and Barbarous, and Naguzabara, who wanted to keep the
By the time the PCs finished reading the letter, they had Humanoids as an exploitation target, agreed to this.
already decided to go to Vice City. Judging from the contents If PCs step into Vice City from the pier, they will need a
of the letter, this Rutledge seemed to be an old acquaintance "Biscune River Crossing Permit" to cross back to the south
of their master. It seemed that Mr. Rutledge was in a difficult bank of the Biscune River.
situation now. If they ask the guard how to obtain a "Biscune River
They planned to inform Mr. Rutledge of their master's Crossing Permit", he will tell them, "If you are an adventurer,
death and, if possible, help him. They felt that this was the you can get it issued at the Adventurer's Guild. It's the quickest
only way they, who had received teachings from their master, way. Alternatively, you can purchase it from Chezari, and the
could repay their master's kindness. Sailor's Association issues permits to sailors and fishermen on
The PCs put "Edward Rutledge's letter" in their pocket. the Biscune River."
Check the [♠3]. However, there are conditions to getting a permit issued
Thus, the PCs came to Vice City to inform Edward in any case, and it seems that a prescribed fee must be paid,
Rutledge of their master's death and to help him out of his but the guard does not know the details. The conditions and
predicament. fees need to be confirmed by actually visiting the Adventurer's
Guild, Chezari, or the Sailor's Association.
The Objective in Vice City The guard will tell them that there is an "A-3: Adventurer's
The PCs must locate Edward Rutledge somewhere in Vice Guild ‘Golden Shield’" in [Fixed A: New Town] and a "B-3:
City. Their objective is to find out what he is asking his master Chezari Mansion" in [Fixed B: West District], but he doesn't
for and fulfill the request on behalf of the master. know the location of the Sailor's Association. The PCs
The PCs chased after the adventurers who came to deliver thanked the kind guard and said goodbye.
the letter, explained the situation, and asked which Now, the PCs are at "A-1: Boating station" in Vice City's
adventurer's guild they had received the request from. At first, [Fixed A: New Town].
the adventurers looked troubled, but they told PCs that the The time is 12 o'clock on the first day.
claim they had received it from the adventurer's guild was a If PCs want to visit the Adventurer's Guild, go to "A-3:
lie, and in reality, it was a request from the Thieves' Guild. Adventurer's Guild ‘Golden Shield’" (see p. 23). Or, they can
The Thieves' Guild in Vice City appears to be located in rush to the destination of the mission they accepted. However,
[56: Mirtabar Temple Market]. Surprisingly, the Mirtabar in either case, first proceed to [Fixed A: New Town] (see p.
Temple doubles as the Thieves' Guild. 23).
The PCs decided that when they go to Vice City, they will PCs can turn back now if they want! However, in that case,
first visit the Mirtabar Temple's Thieves' Guild to ask about the PCs' adventure ends here.
Edward Rutledge.
Place [56: Mirtabar Temple Market] on the map, and
accept "Mission 03. Thieves' Guild of Mirtabar Temple" (see
p. 86).
Go to "The First Step to Vice City".
22
When PCs ride a boat to the West District, " 1 hour"
passes, and they arrive at the "B-1: River Port" in [Fixed B:
West District] (see p. 27).
23
Part 2 Main Scenario
To receive and report missions and complete Quests, go to If they join the adventurer's insurance, even if they die
"7. Receiving and Completing Requests". during an adventure, they will automatically be resurrected at
"A-3: Adventurer's Guild ‘Golden Shield’" after "half of 1d
If you are using CR III, PCs can also use the Rider's Guild;
(rounded up)" days. This is because the ‘Golden Shield’
to use the Rider's Guild, go to “8. Using the Rider's Guild.”
collects the PCs' bodies or buys them back.
If PCs want to remove the effects of a disease or a curse, go The cost of collecting (buying back) the body is free, but
to “9. Healing Diseases and Curses” the cost of casting [Resurrection], 10,000 gamels, becomes a
debt to the Adventurer's Guild.
2. Dining and Lodging If PCs have a debt to the Adventurer's Guild, check [♠4]
There is a tavern on the first floor where PCs can eat. The and record the amount in the notes section.
cost of food and drink per person is about 10 gamels per meal.
If they eat, " 1 hour" will pass. - Daemonization Serum Special Contract
In addition, from the second floor upwards, there are If PCs are enrolled in the Adventurer's Insurance and
guest rooms where they can stay.
there is a check in [♦1], they will be recommended to add the
The accommodation fee per person is 30 gamels per
Daemonization Serum special contract by the receptionist.
night. This accommodation fee does not include food and
To attach a Daemonization Serum Special Contract, they
drink, but it does include the use of the bath. The guest rooms
must pay 1,000 gamel per person. However, by doing this, the
have clean beds, and they can sleep safely and comfortably. If
Daemonization Serum will be administered at the time of
they sleep, let " time they slept" pass.
death. And when they are resurrected, they acquire one
"Daemonization Ability" due to the effect of the serum (see p.
3. Buying and Selling
16). Because of this, they can save the cost of [Resurrection]
In the shop at "Golden Shield", PCs can purchase "General
(10,000 gamels) and do not have debt.
Equipment and Supplies", "Chemicals/Herbs", "Class-Specific
Items," and "Adventure Tools".
5. Make a Deposit/Withdraw a Deposit
Also, PCs can sell their possessions for "half of the base
In the Adventurer's Guild, PCs can deposit gamels. When
price (rounded up)" or "at the same selling price". If they want
they die, the items and money they had may be taken and lost.
to sell a corpse, they can sell it for "2d x 100 gamels" per
However, deposits to the Adventurer's Guild are not lost, so
corpse.
they can secure funds for a fresh start.
4. Adventurer Registration and Adventurer Insurance When depositing in the Adventurer's Guild, check [♠1]
1. Adventurer Registration and record the deposited amount in the notes column. This
deposit can be withdrawn and deposited at any time at any
Adventurer Registration is free at the Adventurer's Guild
Adventurer's Guild.
"Golden Shield".
Once PCs have registered as an adventurers, check the
6. Issuance of Various Certificates
[♣1] box. Here, PCs can obtain a "Vice City Resident Card" and a
Immediately after registering as an adventurer, proceed to "Biscune River Crossing Permit".
"The First Quest".
1. "Vice City Resident Card"
- The First Quest If PCs are registered with the Adventurer's Guild "Golden
When the PCs register as adventurers at the "Golden Shield", and there is a check in [♣1], they can obtain a "Vice
Shield", the receptionist will say, "Excuse me, we've just City Resident Card" that proves that they are a resident of Vice
received a job request. Could you possibly help?" According City by paying a fee of 500 gamels per person. Once they have
to her, Tierra Kvasir (Nightmare/Female/153 years old), the
obtained the "Vice City Resident Card", check [♥1].
manager of an apartment called [36: Clocktower House], is
looking for adventurers to exterminate a troublesome monster
2. Biscune River Crossing Permit
disturbing the vicinity of her mansion.
If PCs accept this quest, accept "Mission 04: Tierra's This is a permit required to take a ferry from the pier in
Trouble" (see p. 86). Even if they refuse, the PCs will not the new town to the south bank of the Biscune River.
suffer any disadvantage. However, they will not be able to If PCs have a Vice City Resident Card and there is a check
accept this mission afterward. in [♥1], for every 15 Sword Shards or Abyss Shards they
deliver, they can get one Biscune River Crossing Permit
2) Adventurers' Insurance Coverage issued. Once they have your Biscune River Crossing Permit
If PCs are registered as adventurer with the Adventurer's issued, check [♠5]. If they have multiple permits issued, it
Guild "Golden Shield", they can join the adventurer's might be good to record the number of permits in the notes
insurance if there is a check in [♣1]. column of [♠5].
To join the adventurer's insurance, they must pay 500
gamels per person. The validity period of this insurance is one
month, and if it expires, they have to pay another 500 gamels
and rejoin. Once they have joined the adventurer's insurance,
check [♦1].
24
7. Receiving and Completing Requests 9. Healing Diseases and Curses
If PCs registered as an adventurers with the Adventurer's The Golden Shield can remove one effect with a disease
Guild ‘Golden Shield’, and if there is a check in [♣1], they can or curse type. If more than one effect is applied, PCs can
accept "Common Missions" (see p. 96). In addition, they may choose any one of them.
complete the following Quests for rewards and ★. However, However, a fee of "Success Value x 100 gamel of a disease
all Quest rewards are paid to the entire party. Be aware that or curse" must be paid; if the effect is both a curse and of the
this is not a per-person amount. disease type, the fee is doubled.
25
Part 2 Main Scenario
Quest 2) Delivery of Sword Shards Gartland, who defeated many powerful Daemons and
For every 10 Sword Shards PCs deliver, they gain 2 points protected this city, was a rare hero who was said to have
obtained everything in this world. He always stood on the
for your contribution to the Black Sword Knights and 1 x ★.
battlefield with his best friend, the great magician Nathan Ray.
This Quest can be repeated.
In his later years, the great magician Nathan Ray, the best
friend of the hero Gartland, devoted himself to the creation
Quest 3) Funding of Activities of Homunculi. It is said that he produced many Homunculi
For every 5,000 gamels delivered to the Black Sword and left all the chores around them, and he himself was
Knights, PCs gain 3 contribution points and 1 x ★. immersed in research on the "Shallow Abyss" to wipe out the
This Quest can be repeated. disaster caused by Daemons from this world.
If PCs listen to this story, they will earn 2 x ★.
Quest 4) Elimination of "Drug Lord" Walter
If PCs eliminate "Drug Lord" Walter and report to the
Black Sword Knights with a check [♠20] marked, they gain 15
contribution points and 4 x ★.
Edgar's data is that of a Skilled Mercenary (see CR I, p.
Quest 5) Defeat Naguzabara 431), with Divine Magic 4 level (Magic Power 7).
If PCs kill "Red Haze" Naguzabara in [41: Red Castle of Edgar has Eve's holy symbol, but he has already been
Perpetual Night] and report to the Black Sword Knights with abandoned by Eve and his guardian deity has become the mad
a check [♥12] marked, they gain 20 contribution points and 5 god Laris. However, Edgar is not aware of this.
At the start of the battle, Edgar is placed in the "Frontline
x ★.
Area". If PCs defeat Edgar, they will gain 2 x ★. Also, check
4. Rewards for Black Sword Knights [♠16].
Contributions to the Black Sword Knights can be After the battle, if PCs search the inside of the hut, they
consumed to receive the following rewards: If PCs consume must do a Search check (Target Number A). If successful,
contributions, be sure to reduce the contribution recorded in they will get 2 items determined by the "Acquisition Decision
[♠30]. Table" (see p. 115) and "Edgar's Diary".
In the diary, there is a description of the horrifying
Reward 1) Morganthine Castle Pass monster he glimpsed in the underground lake on the 5th floor
If PCs consume 10 points of contribution to the Black of [16: Sunken Palace], and his delusions written as "All the
Sword Knights, they can get 1 x Morganthine Castle Pass. people in this town are minions of that horrifying monster,
and the only decent human is me".
Check [♦4]. If one PC has this pass, everyone traveling with It seems that Edgar, fearing that he might one day become
them can enter and exit from the north gate of [Fixed A: New a monster's minion, has taken refuge in this forest. He seems
Town]. to believe that anyone who comes to the forest is a minion of
the monster sent to make him a minion, and he seems to kill
Reward 2) Black Swords Key them and leave them in a small clearing in the forest.
If PCs consume 10 points of contribution to the Black According to his diary, just the other day he seems to have
Sword Knights, they can get 1 x Black Swords Key. Check "eliminated an assassin, a dwarf woman who calls herself a
[♠24]. priest of Harula." The basket with the "Golden Butterfly
Flower" in the corner of the room seems to have been the
Reward 3) Audience with Yuinie woman priest's property. If PCs are going to retrieve the
If PCs consume 10 points of contribution to the Black "Priestess's Basket," check the box at [♠13].
Sword Knights, they can have an audience with Yuinie. If they Those who read the diary and fail at Willpower (Target
have an audience with Yuinie, go to "Audience with Yuinie" Number B) will receive a curse determined by the "Curse
(see p. 81). Determination Table" (see p. 121).
26
2. Use the Port
From here, small boats can be taken to the New Town and
across to the south bank of the Biscune River.
It is a port town facing the lazy Biscune river. On a hill to It's an old-fashioned mansion on a hill overlooking the
the north of the town stands an old-fashioned mansion and a Biscune River. There are always armed guards standing in
small town gate in the high stone wall that surrounds the town. front of the gate.
If PCs are heading for a port, go to “B-1: River Port”. Here, PCs can get a "Biscune River Crossing Permit"
If PCs want to visit the mansion on the hill, go to “B-2: issued. However, since the guard acts on behalf of the issuance
Chezari Mansion”. of the permit, they cannot meet Chezari. If they ask for a
meeting with Chezari, they will only be turned away at the gate
To go to the small gate, go to "B-3: West District Gate".
unless they have any merit or connections. The guards will tell
them that if they want to meet Chezari, they should at least
have merit, such as defeating the Daemons in the [Fixed C:
Blockaded City Block].
It's a harbor with a stone-built seawall. On the street
leading from the harbor to the city gate, there are rows of If PCs want to get the "Biscune River Crossing Permit"
shops, taverns, and inns catering to sailors. issued, go to "1. Issuance of the Biscune River Crossing
The harbor is frequently visited by ships. Most are small Permit".
boats coming from the south bank of the Biscune River or the If there is a check on [♦5] or [♠12], go to "2. Meeting with
New Town, but there seem to be some merchant ships Chezari".
coming from far away. If there is a check on [♦11], go to "3. Chezari's Request".
If PCs want to shop or stay overnight, go to "1. Shops and
Inns on the Street". 1. Issuance of the Biscune River Crossing Permit
If PCs want to use the port, go to "2. Use the Port". This is a permit required to board the ferry to the south
bank of the Biscune River from the docks in this district and
1. Shops and Inns on the Street New Town.
1. Use the Shops If PCs have a "Vice City Resident Card" ([♥1]), they can
Here, all items other than "Not for Sale" can be purchased. get a "Biscune River Crossing Permit" issued for every 3,000
If you are using "CR II" or "CR III", you can also do gamels fee they pay. Once they have their "Biscune River
"Improvements and Enhancements to Weapons and Armor" Crossing Permit" issued, check [♠5].
(see CR II, p. 241) and "Abyss Enhancement" (see CR II, p. Even with only the necessary fee, one person can have two
245). or more "Biscune River Crossing Permits" issued. If they have
Also, all items can be sold at "half of the base price multiple permits issued, it would be a good idea to record the
(rounded up)" or "at the same selling price". number of them in the notes column of [♠5].
27
Part 2 Main Scenario
1. Reward for Liberating Blockaded City Block It's a small stone gate. The solid iron door,
disproportionately large for its size, is firmly closed and
As a reward for the merit of defeating the Daemons that
heavily guarded by several armed soldiers.
had occupied the Blockaded City Block, Chezari gives a Bag
This gate is firmly closed at the start of the campaign and
of Silver filled with 5,000 gamels. Also, they gain 1 x ★. never opens. This is because the [Fixed C: Blockaded City
Chezari says, "If you defeated the Daemons, you must be Block] located just outside the gate is occupied by the
pretty confident in your abilities, right? Would you be willing Daemons. The soldiers are on guard for Daemons crossing
to help me?" Even if PCs refuse this offer, Chezari will only the gate.
lose interest in them, with no particular negative effects. If PCs defeat the Daemons in the Blockaded City Block
If PCs accept Chezari's request, go to "3. Chezari's and there is a check on [♦5], the gate will be reopened, and
Requests." they can come and go freely.
2) Chezari's Proposal
Chezari says that Karin is working under him.
Furthermore, he says that he would be willing to hand over
Karin to the PCs if they pay 20,000 gamels. In Vice City, corpses are being traded.
Thereafter, the PCs can buy back Karin by paying Chezari Adventurers have a high mortality rate, and their corpses
20,000 gamels. Once Karin is buy backed, check [♣2]. are frequently traded as the Adventurers' Guild buys them to
Chezari says, "If you don't have enough money to get revive them. They are also popular as guards and gladiators.
Karin, won't you work for me? If so, I will pay a corresponding They are revived and made into slaves by burdening them
reward." Even if this offer is declined, there is no adverse with the cost as debt.
effect. The bodies of upper-class people, such as nobles and
If PCs accept Chezari's request, go to "3. Chezari's merchants, and their relatives become excellent goods
Requests". because their families buy them at high prices. The bodies of
people with good looks also have demand as pet slaves and
3. Chezari's Requests prostitutes.
From now on, PCs are treated as "under Chezari" and can Corpses can be sold at [A-3: Adventurer's Guild ‘Golden
freely enter and exit this mansion. Check [♦11]. Shield’] in [Fixed A: New Town], [41: Red Castle of Perpetual
If PCs want to buy back Karin, pay 20,000 gamels. If they Night], [42: Slave Merchant], [46: Crematorium], [52: Black
buy back Karin, check [♣2]. Agate Alley] in
Starting from Chezari, they’ll be asked for "Mission 19. The sale price of one corpse, unless otherwise specified,
Chezari's Errand" (see p. 94). After completing this mission, is "2d x 100 gamels".
PCs will be able to accept the "Common Missions" (see p. 96)
and the following Quests. Note that all Quest rewards are paid Collecting the Corpse
to the entire party, not per person. Not all corpses can be sold. This is often because they
refuse to buy if more than 4 days have passed since the death
Quest 1) Infiltration into the Secret Cult or if significant damage makes valuation difficult.
Chezari, who heard rumors of a secret cult that worships If there is a corpse that seems likely to be bought, it may
the "god who slumbers at the bottom of the water," Biscune be collected for sale. In that case, someone from the selling
order the PCs to investigate. If PCs join the Biscune cult and PC must become a transporter.
report to Chezari in a state where there is a check in [♠9], they While transporting the corpse, the transporting PC will
receive a -2 penalty for all action checks and escape checks.
will receive a reward of 5,000 gamels and 1 x ★.
This penalty adjustment also applies during combat. This is
because care must be taken not to damage the corpse. If they
Quest 2) Investigation of the Grand Festival of Biscune
abandon the corpse, they will not receive this penalty
Investigate the date and location of the Grand Festival of adjustment. However, in that case, the corpse would be
Biscune. If there is a check on [♣21], report to Chezari to damaged to the point where it could not be sold.
receive a reward of 5,000 gamels and 2 x ★. In addition,
"Mission 18. Infiltration to the Grand Festival" (see p. 94) will
occur after that.
28
Afterward, Chezari raises an army with Lapisaris as the
figurehead and storms Morganthine Castle. He then pressures
Yuinie to crown Lapisaris as king and cooperate in the
restoration of the Morganthine royal family.
Once upon a time, when Lapisaris's father, the former
king, passed away, Yuinie, who had received his will saying,
"Our royal family should not be left. The prince should be
raised freely outside the city," could not reject the demand of
Chezari, who made Lapisaris the figurehead, and finally, the
legitimate successor of the royal family returned to
Morganthine Castle.
Thus, Lapisaris Morganthine is crowned as the king of
Vice City, and the Morganthine royal family is restored.
However, the restoration of the old royal family would have a
significant impact not only on Vice City but also on the power
balance in the surrounding areas. The sparks of new conflicts
began to smolder.
Check box [♦30].
PCs earn 5 x ★. As they have 5 or more ★, they can grow.
29
Part 2 Main Scenario
30
onwards, they only have to pay a fee of 1000 gamels per
person.
Once they have received the "Biscune River Crossing
Permit", check [♠5]. If they have received multiple permits, it
would be a good idea to record the number in the remarks
section of [♠5].
Note that the rewards for the following quests are paid to
the entire party. It is not per person, so be careful.
31
Part 2 Main Scenario
32
After the PCs leave Chezari, Karin says, "It was true that
you came to pick me up. I was a little happy when you fought
in the underground fighting arena in my place. It's been a
while since someone protected me... So, if you're going to buy
me back, I'll go with you. I'm looking forward to seeing what
the world outside the city is like. But don't push yourself. This
city is very dangerous," she confides. Check [♥25].
33
Part 2 Main Scenario
34
The 3rd to 4th floors of the Sunken Palace are handled as
a "Maze of Cards", where you will proceed with the game while
dealing with events using a deck of cards. For more details,
refer to "Navigating the Maze of Cards" (see p. 79).
There is a vertical shaft about 50 meters square. The sides Determining the Monsters to be Encountered
of the shaft are layered with grand stone pillars lined up like Suit Number Encountered Monster
palaces, and from the waterways set up everywhere, water is 1 x Enemy group will be determined by the 'Daemon
2–6
Encounter Table' (see p. 117).
constantly flowing down to the underground. Emblems 1 x Strong enemy group will be determined by the
depicting "the sun shining above the horizon, and the moon ♠ 7–9
'Daemon Encounter Table'.
lurking below" are engraved on the stone pillars and walls. 10
1 x Boss enemy group will be determined by the
From the ground, there is a staircase leading to the first 'Daemon Encounter Table'.
1 x Enemy group will be determined by the 'Construct
underground layer. 2–6
Encounter Table' (see p. 116).
If PCs go down the stairs, " 1 hour" will pass, and they will ♥ 7–9
1 x Strong enemy group will be determined by the
reach "16-1: 1st to 2nd Layer". 'Construct Encounter Table'.
1 x Boss enemy group will be determined by the
10
'Construct Encounter Table'.
1 x Enemy group will be determined by the 'Magitech
2–6
Encounter Table' (see p. 116).
1 x Strong enemy group will be determined by the
The 1st to 2nd layer is like a whole layer is one plaza. ♦ 7–9
'Magitech Encounter Table'.
Here, because the local residents use the water from the 1 x Boss enemy group will be determined by the
10
waterways for daily life, they frequently come and go. 'Magitech Encounter Table'.
In the 2nd layer, there is a staircase to the 3rd layer. 1 x Enemy group will be determined by the 'Undead
2–6
Encounter Table' (see p. 116).
If PCs go down the stairs to the 3rd layer, they will reach ♣ 7–9
1 x Strong enemy group will be determined by the
"16-2: 3rd to 4th Layer". 'Undead Encounter Table'.
1 x Boss enemy group will be determined by the
10
'Undead Encounter Table'.
35
Part 2 Main Scenario
and extract any card from one deck, and place it openly on
top of that deck. If the Observation fails, nothing happens.
In a small pharmacy in Black Agate Alley, when PCs show
the "Biscune’s Amulet" to an old man who seems to be the
owner, he silently stands up and guides the PCs to the back of
The 5th layer is the underground lake shore. Water is the store. Then, when he opens a door hidden behind a
constantly flowing down from the waterways of the upper cupboard, stairs leading underground appear. The old man
layers into the underground lake. throws a glance at the PCs as if to say, "Go down these stairs."
From 20:00 to 04:00 on the 24th day, go to "Biscune’s Go down the stairs to "52-4: Teresa's Hideout" (see p. 63).
Grand Festival" (see p. 67).
If it is outside of 20:00 to 04:00 on the 24th day, go to "1.
The Old Man Gazing at the Underground Lake".
3. Sleep 3 hours
The PCs insist on staying in this place. The old man makes
a troubled face, mutters, "It can't be helped," and chants
something like a spell.
Suddenly, PCs fall asleep as if sinking to the bottom of
deep water. The next time they realize, the PCs are on the
ground of [16: Sunken Palace]. HP and MP are fully
recovered, and equipment and possessions have not changed
from before sleep.
36
He is Abyss, an Abyss researcher known as “Abyss
Possessed” Youreler (Elf/Male/150 years old/page 104)".
Youreler welcomes the PCs and invites them into the
mansion. Proceed to "1. Youreler Request".
1. Youreler Request
Youreler is conducting research to predict the appearance
time and location of the "Shallow Abysses". To do this, he
examines past documents and collects observation data, such
as changes in mana concentration in various parts of the city.
Youreler requests the PCs to "patrol the data collection
observation points and provide protection". If they accept,
they should take on "Mission 05: Observation Points Patrol"
(see p. 87).
Once this mission is accomplished, it will be possible to
complete the Quest listed under "2. Requests from Youreler".
Also, they will be allowed to stay at Youreler's mansion. After
sleeping, allow time to pass by the " time slept".
It's a mansion surrounded by iron fences. Beyond the Quest 1) Where is the Library?
garden, where 5 x SZerlay (see CR I, p. 425) are wandering, PCs asked by Youreler, find the library, and bring back
PCs can see a twisted, bizarre mansion decorated with research materials on "Shallow Abyss". It seems that the
numerous Magitech. literature investigated by Youreler wrote that the library in
Next to the tightly closed iron grid door, a Magitech Vice City has research materials on "Shallow Abysses".
doorbell is installed on the gatepost. A little observation If PCs obtain the research materials on "Shallow Abysses"
reveals that the gate is not locked. Also, unless it is an and report to Youreler with the [♦10] checked, they will
automatic failure with a Search check, it can be seen that there receive a reward of 5,000 gamels and 3 x ★. Once this Quest
are no traps. However, if PCs enter the garden without the is completed, make sure to uncheck [♦10].
homeowner's permission, they will undoubtedly be attacked
by the SZerlay. Quest 2) Gather information on "Shallow Abysses"
If they press the doorbell, go to "21-1: Ring the Doorbell". Youreler, who has been studying the data, has determined
If they enter the garden without permission, they will fight that the most likely place for the "Shallow Abyss" to appear
with 5 x SZerlay. At the start of combat, all SZerlay are placed next is [65: Black Iron Castle]. He then asks PCs to install the
in the "Frontline Area". If they win, go to "Exploration of the "Shallows Observation Device" on the tower of [65: Black Iron
Strange House" (see p. 120). Castle] in order to determine the exact date and time. PCs
receive the "Shallow Observation Device" and check [♦15].
Once they have installed the "Shallow Observation Device"
on the tower of [65: Black Iron Castle] and checked [♣11],
When PCs ring the bell, a man's voice asking, "Who is it?" report back to Youreler. They will receive a reward of 5,000
comes from a small black box next to the bell after a while. gamels and 3 x ★.
This little box seems to function like a magitech speaking
tube. Quest 3) Strategy for "Shallow Abyss"
Go to "21-2: Abyss Researcher" if there is a check in [♦3] Request from Youreler, who has identified the location
or [♥21]. and time of appearance of "Shallow Abyss" based on various
If there is no check in either [♦3] or [♥21], the person on information, is to conquer it immediately after its appearance.
the other side of the speaking tube loses interest and The location and time of appearance of "Shallow Abyss"
unilaterally hangs up the call. are documented in "Date and Place of Appearance of Shallow
Abyss" (see p. 36).
If PCs conquer "Shallow Abyss" and report to Youreler
with a check on [♠29], they will receive a reward of 30,000
If there is a check on [♦3], as PCs tell their name, a sickly- gamels and 7 x ★.
looking Elf man in a tired coat will leave the mansion
immediately.
Or, if there is a check on [♥21] and they say, "I came to
cooperate with the research from Teresa's introduction", the
Elf man will come out from the mansion in the same way.
37
Part 2 Main Scenario
38
2. Right Leg ‘Magitech Warehouse’ using the reading room" via magitech and says they are free to use
This is a room scattered with the wreckage of magitech it as they like. However, taking books out of the room is strictly
soldiers. Most of the magitech soldiers are broken, but some are prohibited. Even if someone tries to take a book out, the book
attacking due to the residual power, so it becomes a battle with automatically returns to the bookshelf, and the person who tried
enemy one group determined by the "Magitech Encounter Table" to take it out receives "2d+adventurer level" points of magical
(see p. 116). PCs cannot escape from this battle. If they investigate damage.
the warehouse after the battle and succeed in the Search check If PCs succeed in a Literature check (Target Number B) or
(Target Number B), they find the phrase "The maiden and the Search check (Target Number C), a diamond-shaped medal with
lightning do not touch" displayed on the magisphere embedded a fire engraving and a triangular medal with a staff engraving
in one of the broken magitech soldiers. appear from a book titled in magitech "Fire and Staff Do Not
Upon closer inspection, a circular medal with the figure of a Touch". Obtain these medals and check [♣23].
maiden engraved and a diamond-shaped medal with lightning If PCs ask the magitech librarian about taking these medals
engraved are embedded in the torso of the magitech soldier. If out, they will reply, "No problem". There is no penalty for taking
they remove these medals and acquire them, check [♥23]. the medals out.
If PCs leave the room from the door on the north wall, go to It should be noted that there are no books in this room about
"1. Torso ‘Hall’". "Abyss" or "Shallow Abysses".
If PCs leave the room through the door on the east wall, they
3. Left Leg ‘Room with Bookshelves’ will go to "4. Right Chest ‘Discussion Room’".
In a rectangular room, there are many bookshelves lined up
on the left and right. None of the bookshelves contain any books. 6. Left Chest ‘Plaza with a God Statue’
At the back of the room, there is a mural of a knight with a spear. It's a spacious hall with a fountain in the center. There is a
If PCs try to pass through this room, the bookshelves move and metal door on the east and south walls.
charge at them. Therefore, to get through the room, they need to Also, in the middle of the fountain, a stone statue of the wise
succeed in an Evasion check three times. The Target Number god Kilhia has been enshrined. On the pedestal of the statue,
for the Evasion check is "Target Number A" for the first time, there are three depressions, each of 'circular', 'diamond', and
"Target Number B" for the second time, and "Target Number C" 'triangle' shapes, arranged in a way that something can be fitted
for the third time. into them, as shown in the figure below.
If they fail even once, " 1 hour" will pass. They can
challenge this check as many times as they want.
Those who have reached the back of the room will find a
"triangle medal with a spear engraved" and a "round medal with a
knight engraved" embedded under the mural. Moreover, it is
carved above the mural with magitech that "The knight is in the
center. The spear is to the left."
When PCs remove the two medals, the movement of the
bookshelves stops. Once they have obtained the medals, make
sure to check [♦23].
If PCs leave the room from the door in the north wall, go to
"1. Torso ‘Hall’". PCs must collect a total of 9 medals, 8 of which can be found
within the Colossus, and one round medal engraved with a boy's
4. Right Chest ‘Discussion Room’ figure ([♣15]) which cannot be found within the Colossus, and fit
It's a room with a sofa and a table. The entire east wall is them into these hollows in the correct arrangement.
turned into a tank filled with murky green water. In the middle of Once PCs have collected the 9 medals and fitted them into the
the tank, there's a waterfall, and the green water is pouring into a "pedestal depressions", confirm the correct answer in the "Puzzle
pool below it. of the Wise God Statue" (see p. 80).
On the west and south walls of the room, there is one metal
If PCs want to open the eastern wall door, go to "7. Left Arm
door each. These doors are neither locked nor trapped.
‘Ruins of the Greenhouse’".
If PCs open the door on the west wall, go to "5. Right Arm
If PCs open the southern wall door, go to "1. Torso ‘Hall’".
‘Reading Room’".
If they open the door on the south wall, go to "1. Torso ‘Hall’". 7. Left Arm ‘Ruins of the Greenhouse’
It's the ruins of a greenhouse where plants are flourishing.
If There's a Check on [♦21] Here, there is 1 x group of Strong enemies determined by the
The water in the tank is gone, and PCs can enter from the "Plant Encounter Table" (see p. 116), leading to a battle.
waterfall's drain. Inside the tank, there's a narrow passage, and at After the battle, if PCs investigate the greenhouse, they will
the end of the north, there's a metal door. This door is neither discover a stone statue of a girl. The girl statue holds a "Diamond
locked nor trapped. Medal with a Sword Carved into it" in her right hand and a
If PCs open the door at the end of the north, go to "8. Head "Triangular Medal with Wind Engraving" in her left hand. If they
‘Secret Library’" (see p. 73). try to take these medals, the girl says in magitech, "The sword is
next to the wind." Once you've acquired the medals, check [♠23].
5. Right Arm ‘Reading Room’ If PCs leave the room through the door on the west wall,
In a room surrounded by bookshelves filled with numerous proceed to "6. Left Chest ‘Plaza with a God Statue’."
books, there is a table and chairs.
Here, a humanoid-looking magitech librarian is present, and
when the PCs arrive, the librarian informs them of the "Rules for
39
Part 2 Main Scenario
Here, PCs can buy any item except for "Not for Sale".
However, they cannot sell.
If they want to shop, they must decide the price of the day
with 2d on the "Free Market Price Determination Table". The
price determined here will be applied to the "base price" of all
items available in this market until the next day (06:00 next
day).
However, items with a "base price" of 1,000 gamels or less
are assumed to have only up to 10 in stock.
40
At the start of the battle, the girl must be deployed in the
"frontline area". The girl, being a novice adventurer, has the
same data as the Bandit Trooper (see CR I, p. 431).
After the battle, if the girl is alive, proceed to "2. The Girl's
Request".
After the battle, if the girl is dead, check [♠15] and leave
before Barbarous, who heard the commotion, gather. Move
to another block immediately.
41
Part 2 Main Scenario
42
1. Northwest Forest
Inside the gloomy forest, there is a beast trail that
continues to the east and south. The path to the west seems to
continue outside the forest.
If PCs want to move west, they can move to the north or
west Block from the "Northwest Area".
If they want to go east, go to "2. Valley River in the Forest".
If they want to go south, go to "7. Deep Forest (c)".
43
Part 2 Main Scenario
If PCs move to the west, go to '4. Wriggling Forest'. If they move south, go to "13. Cabin Buried in the Forest".
If PCs move to the south, go to '11. The Southeast Forest'.
11. Southeast Forest
6. Field of Golden Butterfly Flowers 1 Hour Inside the faintly blue forest, there is a beast path
In a small clearing in the forest, golden flowers are continuing to the east, west, and north. The path to the east
blooming. These flowers are called "Golden Butterfly seems to lead outside the forest.
Flowers". If PCs want to move east, they can move from the
If PCs succeed in a Scout or Ranger Observation check "Southeast Area" to the south or east Block.
(Target Number B), they will find 2d x "Golden Butterfly If PCs want to go west, go to "10. Set Trap".
Flowers". They can only collect "Golden Butterfly Flowers" If PCs want to go north, go to "5. Deep Forest (b)".
once a day here.
There is no other way here except the road to the south. 12. Dumping Grounds 1 Hour
If PCs move to the south, go to "3. Deep Forest (a)". In a small clearing in the forest, many bodies have been
dumped. The bodies include both new and old ones.
7. Deep Forest (c) 1 Hour Here, there is a Strong enemy group determined by the
A path continues north and east in a dense forest, crowded "Undead Encounter Table" (see p. 116), and a battle ensues.
with trees and covered in deep thickets. After the battle, if PCs investigate the bodies, they will find
Upon a successful Scout or Ranger Observation check the fresh body of a dwarf woman wearing the "Guiding Star,"
(Target Number B), PCs will find “half of 1d (rounded up)” x Harula's holy symbol. Also, the "Shield Against the Abyss,"
“Golden Butterfly Flowers”. They can only collect “Golden Eve's holy symbol, is clenched in her hand. Those who see
Butterfly Flowers” once a day here. the body and succeed in the Sage Observation check (Target
If PCs move north, go to “1. Northwest Forest”. Number A) will understand that there are traces of her being
treated for injuries and that the cause of death is poisoning.
If PCs move east, go to “8. Forest Threats”.
If PCs collect the "Holy Symbol of Harula", check [♠13].
There is no other way here except the road to the north.
8. Forest Threats 1 Hour
In the dense forest, there is a path that leads east, west, and If PCs move to the north, go to "8. Forest Threats".
south. Here, there is a group of enemies determined by the
"Animal Encounter Table" (see p. 116), which will lead to a 13. Cabin Buried in the Forest 1 Hour
battle. Once PCs defeat the monsters, no monsters will appear Hidden amongst the dense forest, there is a cabin. This
in this place until the next day (6 am). cabin is inhabited by an old man named Edgar (Human/Male/
72 years old).
After the battle, if moving west, go to "7. Deep Forest (c)".
When the PCs visit, Edgar gladly invites them into his
After the battle, if moving east, go to "9. Forest Riverside". cabin. Inside the room, there is a small shrine worshipping the
After the battle, if moving south, go to "12. Dumping statue of "Shield Against the Abyss" Eve, and in the corner of
Grounds". the room, there is a basket filled with 5 x Golden Butterfly
Flowers and a first aid kit.
9. Forest Riverside 1 Hour Edgar welcomes the PCs with tea made from herbs that he
A small path continues east and west in the deep forest, says can be found in the forest.
and a narrow river flows from north to south, splitting the If the PCs drink the tea and accept Edgar's hospitality,
path. The river is shallow, and the flow is gentle, so it seems proceed to "Edgar's Hospitality" (see p. 64).
okay to cross on foot. If they refuse the hospitality and leave the cabin, proceed
Upon a successful Scout or Ranger Observation check to "10. The Set Trap".
(Target Number B), PCs will find “half of 1d (rounded up)” x
“Golden Butterfly Flowers”. They can only collect “Golden If they attack Edgar, proceed to "Combat with Edgar" (see
Butterfly Flowers” once a day here. p. 26).
If they move to the west, go to "8. Forest Threats".
If they move to the east, go to "10. Set Trap".
A teenage elf girl with skin as white as snow comes running
10. Set Trap 1 Hour up, saying, "I'm being chased. Please hide me," and hides
In the dense forest, a path continues to the east, west, and behind a nearby wooden box. Soon, the Black Sword Knights
south. Here, the trap determined by the "Trap Determination arrive and ask the PCs, "Have you seen an elf girl?"
Table" (see p. 121) is set. If they reveal her hiding place, the girl is taken away by the
After disarming the trap, if PCs investigate the knights. The knights say to the PCs, "Thanks for your help,"
surroundings, they must do a Search check (Target Number and pay a reward of 500 gamels to the entire party.
A). If successful, they will find trampled Golden Butterfly
Flowers and bloodstains that continue sporadically to the If they divert the knights, the knights leave. The girl who
south. was hiding comes out and says, "Thank you. You saved me.
My name is Yu... Yuuni. I'm in a hurry, so I'll be going now."
If they move west, go to "9. Forest Riverside ".
PCs gain 2 x ★ and check [♣14].
If they move east, go to "11. Southeast Forest".
44
In the Holy Silver Alliance, PCs can accept "Common
Missions" (see p. 96). Also, they may complete the following
Quests. However, be aware that all Quest rewards are paid to
the entire party, not per individual.
45
Part 2 Main Scenario
Ionis can remove one effect that has a disease or curse The PCs, who have arrived at a small dock on the south
type. If multiple effects are in place, PCs can choose to bank of the Biscune River, look back. Across the leisurely flow
remove one effect of your liking. of the Biscune River, they can see the gloomy cityscape of
However, a fee of "Success Value of disease or curse x 100 Vice City.
gamels " must be paid. In the case of an effect that is both a If there is a check in [♥26], go to "Ending 3: Ancient Ruler"
curse and a disease type, the fee is doubled. (see p. XXX).
If PCs are leaving Vice City and have no intention of
returning, go to "Ending 1: Farewell, City of Vice" (see p.
XXX).
In a little while, PCs will be able to escape from this town
with Karin. When the PCs thought so, Karin suddenly If they have accepted "Mission 16. Protecting the Maid" (see
stopped and said, "I have something on my mind. Chezari is p. 93), proceed with the mission.
looking for a boy elf called Lapisaris. He is a descendant of If PCs intend to return to Vice City someday, they can cross
the noble elves who once ruled the world and the last one of to "A-1: Dock" in [Fixed A: New Town] (see p. 23) by paying
the Morganthine royal family. a fare of 250 gamels per person. The "City of Vice" will always
Chezari intends to use him to restore the royal family. If welcome the PCs.
things go as Chezari plans, the world may once again be ruled
by the power of the noble elves... Don't we need to stop
Chezari's plan?".
If PCs consider thwarting Chezari's plan, Karin says,
"Chezari said that 'Deep Snow' Yuinie is hiding Lapisaris. Let's This notebook contains the following entries: " In the
go to Yuinie first." [51:Tethered Floating Rock] lies the hallowed Temple of
If PCs follow Karin's warning and go to Yuinie, head for Dalkhrem, within which the ‘Priest of Strategy’ Banja-Gajah
[Fixed A: New Town] [A-4: Morganthine Castle]. practices his craft as the temple overseer. 'Tis said that deep
If PCs ignore Chezari's plan and leave this town, go back to
within the bowels of the temple, in the labyrinthine tunnels,
the original page and escape Vice City.
Humanoids are kept as lowly slaves, bound to the ceaseless
labor of mining Mako Stones.
Now Heliukukka, a being of ill will towards Banja-Gajah,
has been dabbling in the dark arts, administering the dread
"Daemonization Serum" to these pitiful slaves. My aim? To
bring about the ruin of Dalkhrem Temple's underground
labyrinth. I mix in humanoids on the brink of transformation,
believing them to be fully daemonized come the 20th day.
'Also, I, Heliukukka, have discovered the hidden one - the
boy, secreted away by 'Deep Snow' Yuinie and sought by
'Millennial' Chezari. He is hidden in [66: House of Thorns]."
Place [66: House of Thorns] immediately.
46
tried to make money by selling dumplings made from
gathered materials.
If PCs can't forgive the orphans, Claude says, "Then, sell
me as a slave. With that, please forgive my friends." If PCs
accept this offer, they can sell Claude by taking him as an
"Escort NPC" (see p. 7) to [42: Slave Merchant].
If PCs ask about Emmy's condition or visit her, go to "32-
3: Help Emmy".
The PCs are surrounded by orphans. The orphans are 2. The Missing Female Priest
selling unknown dumplings for 1 gamel each, shouting, "Hey, Actually, it seems that Roxanne (Dwarf/Female/22 years
buy some. Buy our dumplings!" old), a female priest and colleague of Jessica, has already gone
If they buy the dumplings, they must pay the price. If they to [26: Terrifying Forest] to collect "Golden Butterfly Flowers".
eat these dumplings made from unidentified ingredients, they However, she hasn't returned, so Jessica is very worried and
must make a Fortitude check (Target Number C). If they says, "If you go to the Terrifying Forest, could you please look
succeed, there is no effect, but if they fail, they suffer from for Roxanne?"
stomach pain, taking a -1 penalty on all skill checks for "1d"
hours. Quest 1) Search for Roxanne
Either way, an orphan named Claude (Lykant/Male/13 Roxanne, who went to [26: Terrifying Forest] to gather
years old/page 103) will come later, apologize to the PCs, and "Golden Butterfly Flowers", has not returned, so PCs need to
return the money. Claude is the leader of the orphans and find her. If PCs report to Jessica with the "Harula's Holy
says, "Those dumplings are not edible at all. But everyone was Symbol" or "Female priest's basket" with [♠13] checked, PCs
just trying to earn money for Emmy's treatment. Please forgive will obtain 2 x ★.
them. I beg you."
According to Claude, Emmy is his sister, and she seems to 3. Story of the Missing Orphans
be bedridden due to a disease. The treatment for Emmy Jessica tells the story of Claude, the leader of orphans, who
requires a medicinal herb called "Golden Butterfly Flowers", resorted to theft in order to earn money for the treatment of
but it is a costly herb and is out of their reach. So, the orphans his sister Emmy's illness. However, the stolen item belonged
47
Part 2 Main Scenario
48
If you are heading deeper into the Stone City, go to "33-2:
Deep Part of the Stone City".
49
Part 2 Main Scenario
It's a wooden, single-story tavern facing a cobblestone Angela's wedding is taking place. At this time, eating and
boulevard. A distasteful signboard shaped like a skull reads drinking are free. Moreover, everyone gets one "Healing
"Tavern of the Death Seeker" in trade common. Handkerchief" (sale price 100 gamels) as a takeaway gift. This
If PCs are going into the tavern, go to "34-1: Inside The handkerchief can be equipped in the "Section: Any" and has
Tavern of the Death Seeker." the effect of "Characteristic: Healing" (see p. 115).
If [♦24] is checked, Cliff is also attending the wedding.
If it's from 14:00 to 18:00 on the 16th day, proceed to "34-
Cliff is Angela's brother. When Cliff sees the PCs, he
4: Angela's Wedding."
expresses his gratitude again. Angela is also very grateful that
If there's no check on [♥16] or [♦14] after the 17th day, go they saved her brother. The PCs get 2 x ★.
to "34-5: Partially Open/Closed." After 18:00 on the 16th, Angela leaves after the wedding,
and the only employee of this bar left is Totonie. Check [♣6].
50
Regardless of whether PCs have purchased a map or not,
if they enter the minefield, go to "35-2: Minefield".
51
Part 2 Main Scenario
"There are rooms 1 to 6 in this mansion, and currently, At Clocktower House, Marcia lives in Room 1, Minnie
there are people living in rooms 1 to 4. In other words, rooms and her son Peter in Room 2, Simon Speacy in Room 3, and
5 and 6 are vacant. Would you like to live here?" the former miner Gil in Room 4.
Room 1 is inhabited by Marcia the Elf (Elf/Female/288 To talk to them, PCs need to visit each room at the
years old). She looks young, but she's almost 300 years old. "specified time". They are either sleeping or out for work
Her stories can be a bit long, but she's a good person. during other times, so they can't meet them.
Minnie (Human/Female/24 years old) in room 2 is a If they try to forcibly enter the room outside of the
prostitute, but she seems to be unsuited to it due to her shy "specified time," they will be stopped by Tierra and told to stop
personality. She wants to do a different job, but she seems to this! This will cause " 1 hour" to pass.
have trouble finding a good one. Minnie has a cute little boy
named Peter (Human/Male/6 years old).
52
1. Room 1 1-3 hours PCs win a battle using this drug, report to Simon, and they can
Marcia (Elf/Female/288 years old) lives in this room. choose either 2,000 gamels or 2 x Experimental Drug No.13
Marcia wakes up at 06:00 every day and goes to bed at 20:00, as a reward. Check [♥5] and earn 1 x ★.
so PCs can meet her "from 6 to 20" at any time.
When they visit Marcia, they are very welcome and treated Quest 3) Test of “Experimental Drug No.19”
to tea and sweets. Marcia's stories are very long, but her According to Simon's explanation, "If you drink
storytelling is skillful, so it's not bad. Marcia's tea and sweets Experimental Drug No.19, you will be full of energy". PCs
have a healing effect, so they are treated as a meal, restoring receive 2 x “Experimental Drug No.19” (see p. 112). When
PCs' HP by 10% of the maximum and MP by 20% of the PCs win a battle using this drug, report to Simon, and they can
maximum (both rounded up). choose either 2,000 gamels or 2 x Experimental Drug No.19
However, PCs need to put up with Marcia's story, so " as a reward. Check [♥6] and earn 1 x ★.
1d half (rounded up) hours" will pass. This healing effect (and
stories) can only be received once a day. Quest 4) Test of “Experimental Drug No.28”
According to Simon's explanation, "If you drink
2. Room 2 1 hour Experimental Drug No.19, you will be immune to attacks".
This room is occupied by a prostitute named Minnie PCs receive 2 x “Experimental Drug No.28” (see p. 112).
(Human/Female/24 years old) and her son Peter When PCs win a battle using this drug, report to Simon, and
(Human/Male/6 years old). Minnie wakes up at 14:00 every they can choose either 2,000 gamels or 2 x Experimental Drug
day, leaves for work at 16:00, and returns home at 06:00 the No.28 as a reward. Check [♥7] and earn 1 x ★.
next day to sleep. Therefore, the only time PCs can meet
Minnie is from "14:00 to 16:00". Quest 5) Test of “Experimental Drug No.32”
If check [♥16] is marked, Minnie has changed her job to According to Simon's explanation, "If you drink
a waitress at the [34: Tavern of the Death Seeker], waking up Experimental Drug No.19, you will be able to use magic as
at 9:00, working until 20:00, and returning home to sleep by much as you want". PCs receive 2 x “Experimental Drug
24:00. Therefore, the time to meet her changes to "20:00 to No.32” (see p. 112). When PCs win a battle using this drug,
24:00". Even if PCs meet Minnie, nothing happens beyond report to Simon and they can choose either 2,000 gamels or 2
exchanging greetings.
x Experimental Drug No.32 as a reward. Check [♥8] and earn
If check [♥19] is marked, Minnie has died, so Peter has 1 x ★.
been taken in by Marcia and moved to Room 1, making
Room 2 vacant. PCs can rent Room 2 under the same
4. Room 4 Various
conditions as Rooms 5 and 6.
Gil, a "former miner" (Dwarf/Male/167 years old), lives in
this room. Gil wakes up at 09:00 every day and goes to bed at
3. Room 3 1 hour 24:00. Since he doesn't work, PCs can meet him anytime from
Simon Speacy (Tabbit/Male/17 years old) lives in this 09:00 to 24:00.
room. Simon is usually awake for his research, so PCs can Gil originally worked in the [51: Tethered Floating Rock]
meet him "at any time." mine, but retired because the mine dried up. Now, he is living
Simon is looking for subjects to test the experimental drug while spending his savings from that time.
he developed. If they're willing to be a subject for the If PCs want to hear Gil's story, make sure to pay at least
experimental drug, they may accept Simon's Quests. 100 gamels and conduct "information gathering (Target
However, all rewards for the Quest are paid to the whole Number C)". If successful, a toughly drunk and good-mood
party. They are not given per person, so be careful. Gil will teach PCs about the hidden passage of the [51:
Also, the drugs that can be obtained in all Quests cannot Tethered Floating Rock] mine. Once PCs are told about the
be obtained again other than as a reward.
hidden passage, check [♣8].
If PCs achieve more than three from the experimental drug
trial Quest and have checks on more than three out of [♥4-8],
go to "Simon's Ambition" (see p. 77).
If PCs visit with the intention of killing Simon, they can do
it without any particular resistance.
53
Part 2 Main Scenario
1. Bar
The tavern is bustling with numerous Humanoids and
Barbarous, and in the center stage, dancers of various races
are exhibiting captivating dances. These dancers are also
prostitutes, and customers can choose a dancer they like, pay
1000 gamels, and go up to a room on the second floor. In this
room, one can sleep safely. Once they enter the room with a
dancer, let " 8 hours of any time" pass.
If PCs want to eat here, the food and drink cost is about
250 gamels per person. After eating, " 1 hour" passes.
If PCs want to meet with Naguzabara, go to "How to Meet
with Naguzabara?" (see p. 77).
54
If PCs want to sell a slave they have, he will buy it for one-
third (rounded up) of the above selling price in gamels. If they
want to sell Claude, they can sell him for 3,000 gamels. If they
sell Claude, check [♣5].
Corpses can be bought for one-fifth (rounded up) of the
slave selling price in gamels. Also, if PCs want to sell a corpse,
they will buy it for "2d x 100 gamels" per character.
If they want to buy this month's featured slave, go to "42-3:
This Month's Featured Product".
Eventually, Tabbit, dressed in butler's clothes, appears and Named Villain Decision Table
starts asking about the business. Tabbit is "Warden" Urdo 1d Villain
(Tabbit/Male/19 years old/Page 102), and this is the slave 1–2 “Red Haze” Naguzabara (see p. 104)
business he runs. 3–4 "Drug Lord" Walter (see p. 105)
Urdo, who does not deal with slaves with unknown 5–6 "Corpse Collector" Beneas (see p. 104)
identities, if PCs do not have a Vice City Resident Card ([♥1]),
Urdo will not deal with the PCs, saying "Please go back" and
closing the door.
If PCs have a Vice City Resident Card and there is a check Urdo is looking for reliable adventurers. Currently, it
on [♥1], they can choose the following options. seems he is looking for adventurers who will guard his
If PCs want to trade slaves or corpses, go to "42-2: Trading subordinates who go to purchase corpses to resurrect and sell
of Slaves and Corpses". as slaves. If PCs accept this request, they will undertake
"Mission 10: Purchase of Corpses" (see p. 89).
If PCs want to talk to Urdo, go to "42-4: Urdo's Request". After solving this mission, they will be able to receive the
"Common Missions" (see p. 96) from Urdo.
Here, PCs can buy and sell slaves. They can also trade in
corpses.
The selling price of one slave is 12,000 gamels for an adult
male, 9,000 gamels for a minor boy, 9,000 gamels for an adult
female, and 6,000 gamels for a minor girl.
Among these, adult males are treated as Bandit Troopers
(see CR I, p. 431), while the others are treated as "Escort
NPCs" (see p. 7).
55
Part 2 Main Scenario
look the other way. If this offer isn't accepted, it will lead to a
fight.
The old people are one Boss group determined by the
'Humanoid Encounter Table' (see p. 117)
If PCs defeat them, they will gain 3 x ★, and check [♠26].
If PCs ask the residents of this alley for lodging, they will
accommodate them for 10 gamels per person and prepare
There are cobblestone alleyways between small houses. meals. However, these meals are laced with poison.
The houses are surrounded by blooming hedges, and there If they eat, they must make a Danger Sense check (Target
are small gardens with flower beds between the fashionable Number C). If you succeed, they will notice the poison in the
gates and the houses. food. However, if they fail, they will eat without noticing the
If it's during the day (from 06:00 to 17:00), go to "43-1: poison.
Peaceful Residential Area". If they eat and fail a Fortitude (Target Number B) check,
If it's at night (from 18:00 to 05:00), go to "43-2: Robber's they will fall asleep. If all the PCs fall asleep, the residents will
Ambush". quickly kill them, resulting in a total party kill.
If there are any awake individuals, combat with the
If PCs ask the residents for a place to stay, go to "43-3: residents will ensue. In this case, other residents will join the
Overnight Accommodation". fight from the back room.
Regardless of the time, if there is a check on [♠26], all the The murderers are determined by the "Humanoid
residents will stay inside their houses and won't come out. Encounter Table" (see p. 117) as one enemy group.
After defeating the murderers, if they search the house,
they can get an accessory or furniture worth "2d x 250 gamels"
and 2 items determined by the "Acquisition Decision Table"
The residents tend to the flower beds, sit on chairs placed (see p. 115).
in front of their houses, smoking cigarettes, and greet If there is a check on [♠26], PCs can stay in the vacant
passersby in a friendly manner. Also, ladies having a tea party house where the murderers used to live. In this case, the
at a table in the garden invite you with a smile, "Would you residents who know the PCs will not intervene so they can
like to have some tea?" sleep safely. After sleeping, let time pass for the " slept time".
However, they are murderers.
If PCs participate in a tea party, they must make a Danger
Sense check (Target Number C). If successful, they will notice
that the tea is poisoned. However, if they fail, they will not
notice the poison and drink it.
If they drink the tea, failing a Fortitude (Target Number
B) will make them fall asleep. If all the PCs fall asleep, the The answer is, "Everything". Therefore, it's a solution that
ladies will promptly take their lives, resulting in the total party PCs should offer "sword", "bottle of liquor", "gamel silver coin",
kill. "woman", and "flower" all to the altar. If they get it right, the
If there is someone awake, it will lead to a fight with the altar will open, and they will earn 2 x ★.
ladies. In this case, husbands will emerge from the houses and Inside the altar, there are 50 pieces of Mako Stones left
join the fight. with 1 MP, 25 pieces of Mako Stones left with 3 MP, and a 〈
The murderers are determined by the "Humanoid ecklace of the Temple of the Divine Ancestor (see p. 113).
Encounter Table" (see p. 117) as one enemy group. When they get the Necklace of the Temple of the Divine
When the murderers are defeated, the old people who Ancestor, check [♣3].
were watching the situation from inside the houses appear and If PCs get it wrong, nothing happens.
apologize to the PCs. They then say that since only the elderly
remain, they would like to pay 10,000 gamels as a bribe to
56
If PCs climb the cliff path, go to "44-1: Barbarous
Checkpoint".
A vast lowland, surrounded by cliffs that rise vertically, is There is a village with about ten houses by the lake. Here,
covered in forest. Beyond the forest, PCs can see a lake, and Runefolk live.
houses huddled together in a settlement on its shore. In this village, there is a generator that creates Runefolk,
Atop the cliff is a checkpoint owned by Barbarous, from and it creates a new Runefolk every month, but of the twelve,
where a narrow road carved into the cliff wall extends down to eleven seem to be taken away by Barbarous. The villagers
the lowlands. seem to have resigned to it as "it can't be helped."
If they want to head to the lowlands, they must pass through However, a Runefolk girl named Keira
the checkpoint. To pass through the checkpoint, go to "44-1: (Runefolk/Female/operating for 3 years) is longing for the
The Barbarous Checkpoint". "outside world" in the lowlands and asks PCs about the
"outside world". Furthermore, she shows PCs a "round medal
with a boy carved" that she said she got from an adventurer
who came a little while ago.
At the checkpoint of Barbarous, there is one Strong group Keira says, "There is a cave that leads to the outside of the
determined by the "Barbarous Encounter Table" (see p. 116), lowlands on the opposite side of the lake. But I can't pass
monitoring the comings and goings of people in the lowlands. through the cave because there is a beast that blows fire. Still,
The Barbarous don't say anything to those who go into the I want to pass through that cave. I want to go to the outside
lowlands. However, they collect a toll of 200 gamels per world. Please. Can you escort me?" There is also a method of
person from those trying to leave the lowlands. If the PCs forcibly breaking through the Barbarous checkpoint, but it
refuse to pay, it will lead to a battle. If they win the battle, they seems that Keira thinks that she has no choice but to pass
can pass through the checkpoint. through the cave because she will be punished in the village if
guards are killed.
If PCs are heading to the lowlands, go to "44-2: Forest of
The reward for escorting is a "round medal with a boy
the Lowlands".
carved". If PCs listen to Keira's request, accept "Mission 13.
Once the toll is paid or the battle is won and PCs leave the Go Through the Cave of the Fire Beast" (see p. 91).
lowlands, they can move to another block. PCs can cross to the opposite side of the lake in a small
boat prepared by Keira.
In the village, if they pay 20 gamels per person, PCs can
rent a vacant house and stay. If they want to sleep, let the time
The cliff path, winding down the cliff many times, PCs
pass " hours slept".
arrive at a forest in the lowlands after about " 1 hour".
If PCs are going to the cave, " 1 hour" will pass and go to
Conversely, if you use this path to climb up the cliff, " 2
"44-4: Cave of the Fire Beast".
hours" will pass.
Entering the forest and aiming for the village by the lake,
decide the event on the "Table of Events of the Lowland
Forest" with 2d. The same applies when leaving the village and
heading for the cliff path through the forest.
Once PCs resolve the event, they can move.
If PCs aim for the lake village, go to "44-3: Village by the
Lake".
57
Part 2 Main Scenario
The fire beast's cave is treated as a "Maze of Cards", and Right next to the shattered large glass window on the
you'll progress through the game by handling events using a castle's top floor, the corpse doll with the head of the precious
deck of cards. For more details, refer to "Navigating the Maze person that the PCs had been looking for is standing as if
of Cards" (see p. 79). looking over the city.
However, the PCs saw a rainbow-colored aurora shining
1. Escape conditions from the fire beast's cave in Vice City's sky. At that moment, several corpse dolls
If the total number of PCs cards is "22" or more, they can standing by the window were drawn out and sucked into the
escape from the cave. At this time, picture cards (JQK) are aurora. Among them was the corpse doll with the head of the
added as "10," and jokers are added as "0" to the total number. precious person the PCs were looking for.
Once PCs escape the cave, they will gain 3 x ★ and let The PCs tried to chase after them at a moment's notice,
time pass by the "amount of time spent in the cave". Upon but a woman pinned them from behind, and they couldn't
leaving the cave, they're outside in the lowlands. They can move (Translator’s Note: Saving them from being sucked into
move to other Blocks. Shallow Abyss). Before they knew it, the aurora was gone in
an instant.
2. Fire Beast's Cave Events The red-haired woman introduces herself as “Scorching
1). If the card is a number card (2-10) Light” Maria, a Homunculus (see CR I, p. 422) who came to
Roll 2d. If the result is "less than or equal to the card investigate this place under the instructions of her master,
number", there is a trap determined by the "Trap "Great Magician" Nathan Ray.
Determination Table" (see p. 121). Maria says the following.
"It's rare for it to manifest so clearly, but that aurora is
2) If the Card is a Face Card (JQK) undoubtedly a precursor to the appearance of the 'Shallow
PCs encounter a group of enemies determined by the
Abyss'. The next time the aurora appears...probably around
"Undead Encounter Table" (see p. 116) and engage in battle.
the morning of the 26th, the 'Shallow Abyss' will likely appear
The PC who dealt the finishing blow to the Undead (reducing
in Vice City.
HP to 0 or less by attack or magic) will receive a curse Was there someone precious to you in that doll made of
determined by the "Curse Determination Table" (see p. 121) stitched-together corpses? If you want to retrieve that doll,
if they fail a Willpower (Target Number B) check. please conquer the next 'Shallow Abyss'. Although it is only a
possibility, the dolls made of corpses swallowed up by the
3) If the Card is an A aurora should be in the 'Shallow Abyss'.
I will lure the 'Shallow Abyss' to the ruins of this castle on
If PCs succeed in a Scout or Ranger Observation check my master's orders. Here, even if the 'Shallow Abyss' appears,
(Target Number B), they pick up an item determined by the the damage to the surrounding area will be minimal. If you
"Acquisition Decision Table" (see p. 115). At this time, the feel like it, please come here around the 26th. If you are going
"value" of the acquired item is determined as "1d+1". to conquer the 'Shallow Abyss', I will assist you."
Having said only that, Maria leaves.
4) In Case the Card is a Joker
There is a fork in the road. If PCs fail the Search check PCs earn 2 x ★, and proceed to '65-5: Castle Tower' (see
(Target Number A), they must discard 'half of 1d (rounded p. 77).
up)' cards from the ones they have, in the order they are newly
acquired.
58
head, will appear from inside the door, so put him in the
"Enemy Rearguard Area" at the end of the first round.
Morden's data is the same as that of (Sword) Diablo Cadet
(see CR I, p. 404).
While Morden and the others are fighting, cautious
Walter will try to escape. From the second round onwards,
you must roll a 2d at the end of each round. Then, if the roll
is "the number of elapsed rounds + 2" or less, Walter will
escape. If Walter escapes, check [♠21].
If PCs defeat Morden and the others before Walter
escapes, Walter has no combat abilities, so PCs can easily kill
him. If they kill Walter, check [♠20].
Once Walter is defeated, this drug den will be no more.
59
Part 2 Main Scenario
60
reach either the top of the floating rocks or the ground. Each
time they perform this Acrobatics check, " 1 hour" will pass.
When they arrive at the top of the floating rocks, proceed
to "51-2: Top of the Floating Rock".
If PCs arrive at the ground, they can move to another
Block.
61
Part 2 Main Scenario
In the past, this was a mine where manatite ore and "Mako When the PCs show "Yuinie's Letter", Edward says, "I see.
Stones" were excavated. Even now, mining continues in small So, you are adventurers, as requested by Lady Yuinie. I
amounts using Humanoid slaves. understand the situation. Then, first of all, I would like you to
If there is a check on "♦24", go to "2. Mining in the Old protect the maid Mary. It should be an easy task for skilled
Mine". adventurers. Of course, we will pay you for your efforts, so
thank you."
If there is no check on "♦24" and it is before the 18th day,
If PCs accept Edward's request, you should undertake
go to "1. Slaves in the Old Mine".
"Mission 16. Protecting the Maid" (see p. 93). However, they
If there is no check on "♦24" and it is on or after the 19th cannot accept this mission if they do not have the "Biscune
day, go to "Tragedy in the Old Mine" (see p. 36). River Crossing Permit" ([♠5]). Therefore, if there is no check
on [♠5], check [♥24], record the page number of "Mission 16:
1. Slaves in the Old Mine
Protecting the Maid" in the notes, and PCs may accept it again
Here, there are many Humanoid slaves. The person who
after obtaining the "Biscune River Crossing Permit".
manages the slaves is Cliff (Human/Male/26 years old).
If PCs decline his proposal, they should leave this place.
Since Cliff knows all the slaves working here, when the
PCs come to the old mine, he immediately identifies them as In any case, be sure to erase the check on [♥11].
outsiders. He knows there is a "hidden passage", but he doesn't
know where it is. Therefore, he questions the PCs about how
they entered the old mine.
If there is a check on [♣8] and if PCs tell Cliff about the
hidden passage, go to "Cliff's Escape Plan" (see p. 81). Upon success in the Search check (Target Number B), a
stone statue of a young Lykant woman is discovered. The PCs
If they don't know or won't tell about the hidden passage, notice that half of a "Dragon Fang Tally" is tied around this
check "♥22" and go to "2. Mining in the Old Mine". woman's waist.
It appears that this woman is undoubtedly Tricia, a
2. Mining in the Old Mine collaborator of the Adventurer's Guild (Lykant/Female/19
In the old tunnel, if PCs succeed in the Search check years old).
(Target Number C), they can get 1 "Mako Stone" with the If the PCs want to carry Tricia's statue, one of them must
remaining MP of "1d+1" points. Here, they can only get one become a carrier. During the time the statue is being carried,
"Mako Stone" per day. the carrier PC receives a -2 penalty on all action checks and
If PCs move from the old tunnel to the temple, go to "51- escape checks. This penalty modification also applies during
3: Temple of Dalkhrem". However, after the 19th day, the battles, as care must be taken to prevent the statue from getting
stairs are blocked, so to move to the temple, PCs must spend damaged.
" 1 hour" to break the blockade. Carry Tricia's statue and escape from Stone City. Proceed
If there is a check on [♣8] and PCs use a hidden passage to "33-3: The Deepest Part of Stone City" (see p. 49).
to leave the old tunnel, " 1 hour" passes, and they can return
to the surface and move to another Block.
After the PCs left Chezari, Karin reveals, "If you are willing
to buy me, I plan to leave this town. But I won't go with you.
Once I leave the town, that's goodbye. Is that okay with you?
Even if you decide to stop buying me, I won't hold a grudge.
So, think it over." Put a check on [♠25].
62
of food and drink, but it does include the use of the bath. The
guest rooms have clean beds where they can sleep safely and
comfortably. If they sleep, let " slept time" pass.
It's a street where small shops and inns line up without any
gaps. Brightly colored signs are jutting out from both sides of In the hidden den underground, there is a "Scarred"
the street, asserting their presence. Many people are coming Teresa (Nightmare/Female/133 years old/page 103) and her
and going on the street, and people who seem to be shop guardians, a Strong enemy group x1 decided by "Humanoid
assistants are smiling at the shoppers at the storefronts. Encounter Table" (see p. 117).
However, from such shoppers and employees, PCs can feel a They are all wearing the "Biscune Amulet", indicating that
gaze as if they are watching PCs, perhaps because they are they are members of the cult that worships Biscune.
outsiders. Teresa says she has been contacted by Matthew and is
In addition to shopping, there are inns and gambling already aware of the PCs. And she announces that she
houses here. welcomes them as new members of the cult.
If PCs want to shop, go to "52-1: Go Shopping". Also, Teresa, having her family killed by Daemons in the
If PCs want to eat and stay, go to "52-2: Go to the Inn". past, deeply hates Daemons and tells PCs, "I want you to lend
your strength in the fight against the Daemon". She is in
If PCs want to go to the gambling house, go to "52-3: Go to conflict with "Red Haze" Naguzabara over influence in the old
the Gambling House". city, but her hatred for Daemons wins out, thinking only to
the extent that "He is in the way of the fight against the
Daemons. Annoying".
If PCs cooperate with Teresa, go to "2. Teresa's Request".
Here, all items other than "Not for Sale" can be purchased.
Also, at the pharmacy on this street, PCs can buy 1 x If there is a check on [♣30], go to "1. Presentation to
"Daemonization Serum" (see p. 16) for 1,200 gamels. Teresa".
If you are using "CR II" or "CR III", you can also do
"Improvements and Enhancements to Weapons and Armor" 1. Presentation to Teresa
(see CR II, p. 241) and "Abyss Enhancement" (see CR II, p. Teresa passes on "A gift from Robin", and when she tells
245). about being entrusted by the ghost of a boy named Robin,
Also, all items can be sold at "half of the base price Teresa sheds a few tears. Teresa reveals that Robin was her
(rounded up)" or "at the same selling price". If PCs want to sell brother, that a flock of Daemons attacked the city the day
a corpse, they can sell it for "2d x 100 gamels" per character. before her birthday, that Teresa, who was seriously injured but
survived, learned of her parents' death later, and that she
If there is a check in [♠9] and PCs plan to visit Teresa, go probably believed Robin was also killed.
to "Black Agate Alley's Pharmacy" (see p. 36). Teresa pays the PCs 10,000 gamels as a thanks them.
Furthermore, by gaining Teresa's trust, they earn 2 x ★ and
check [♥21].
There is a bar on the first floor of the inn where PCs can If PCs cooperate with Teresa, go to "2. Teresa's Request".
have a meal. The cost of food and drink per person is about
10 gamels per meal. If they eat, " 1 hour" elapses.
Also, the second floor and above are guest rooms where
PCs can stay. The accommodation fee per person is 30 gamels
per night. This accommodation fee does not include the cost
63
Part 2 Main Scenario
2. Teresa's Request
From Teresa, PCs can get the "Common Mission" (see p.
96). Also, PCs can complete the following Quests and earn There is a place where countless chains tying the floating
rewards and ★. However, all Quest rewards are paid to the rocks to the ground are intertwined to form a staircase. On
entire party. Be aware that it is not per person. this staircase, PCs can only go up to the bottom of the floating
rock, but there is a cleverly concealed cave there. This is the
Quest 1) Delivery of Abyss Shards hidden passage leading to the old tunnel inside the floating
rock.
By defeating Daemons and delivering 5 Abyss Shards as
PCs can enter the old tunnel using this hidden passage.
proof, PCs can earn a reward of 2,000 gamels and 1 x ★. This If they enter the old tunnel from the hidden passage, go to
Quest can be accomplished repeatedly. "51-4: Old Mine Road" (see p. 62).
64
In either case, if a battle occurs, place 2 Griffons at the
"frontline area" at the start of the battle. If PCs defeat the
Griffons, gain 3 x ★, and check [♣19].
If PCs go up the stairs, go to "53-2: Upper Grand Canal
Bridge".
If PCs go down the stairs, choose and move to either the
"Northwest Area" or the "Southeast Area".
65
Part 2 Main Scenario
Prepare the cards. Extract all the Kings from all suits
(♠♥♦♣) and one joker card, a total of five cards. Do not use
the remaining cards.
The prepared five cards represent Dullahan. This is called
the "Dullahan Card".
Participating PCs choose one Dullahan Card to ride with.
It is a desolate park. The air is stagnated, and the ominous Then, the Dullahan Cards that were not chosen by the PCs
presence of soulscars that has accumulated and concentrated became competitors.
over many years drifts around. In the back of the park, PCs Afterward, for each Dullahan Card, roll 2d and arrange
can see a pond. the Dullahan Cards from the right in the order of the largest
If PCs step into this place, go to "54-1: Wandering Ghosts". dice roll. In this way, the ranking of the first Dullahan Card is
determined. The rankings are 1st, 2nd, 3rd, and 4th from the
right end, and the left end is the lowest 5th rank. From now
on, proceed with the race according to the following rules.
Between 6:00 and 17:00, there is nothing in this place.
However, if PCs come here between 18:00 and 5:00, there 1. Five Rounds of Racing
will be two enemy groups determined by the "Undead The race is managed by rounds. The Dullahan card on
Encounter Table" (see p. 116), and they will attack, resulting the far right (i.e., in first place) is the winner at the end of the
in a battle. Once PCs defeat the monster, no monsters will fifth round.
appear in this place until the next day (next 18:00).
2. Actions per Round
Only if PCs fight, " 1 hour" will pass.
Dullahan acts in order from the first (rightmost). The
If PCs proceed towards the pond at the back of the park, actions are "attack", "casting a spell", "overtaking", and "waiting".
go to "54-2: Pondside Walk". During the race, Dullahans are considered to be battling while
PCs can move to another block if they leave here. running, so only the main body can act.
The mutual distance between the Dullahans is treated as
being in the "same area" in Simplified Combat only for
adjacent Dullahan cards, and a melee attack is possible
In the center of the park, there is a murky green pond, between them. Then, the distance is 1 (10m) for up to those
around which a path, likely once enjoyed by people, is laid. separated by 1-2 cards, and the distance from end to end is 2
There's nothing here between 6am and 5pm. (20m).
However, if PCs come here between 6pm and 5am, there When using ranged attack or magic, Dullahan becomes a
are 5 x Dullahan (see CR I, p. 419) present. However, the shield. Therefore, if PCs want to target the other side with one
Dullahans will not attack suddenly. or more Dullahan cards in between, they need [Hawk Eye].
The Dullahans are attempting to race around the path When it's the turn of the Dullahan card with the PC
around the pond, but they have been racing against the same onboard, the PC decides the action.
competitors for over 100 years and are somewhat bored.
Therefore, they invite the PCs, saying, “We proffer rewards Action 1) Attack
in accord with thy rank. What say thee? Wilt thou partake in PCs can perform a melee attack targeting one adjacent
our contest of speed?” Dullahan card. Also, if they have [Hawk Eye], they can
If participating in the race, the PCs ride in the chariot of perform a ranged attack against a non-adjacent Dullahan card.
one Dullahan. The Dullahan that the PCs ride with acts
according to the PCs' instructions. Action 2) Casting Spell
PCs can use any spell. They can ask a Dullahan riding with
them to use Truespeech Magic or Divine Magic. However,
66
when casting magic on a non-adjacent Dullahan card, [Hawk Dullahan Race Prizes
Eye] is necessary. Rank Prize or Penalty
Furthermore, when the magic of "Area: Line" is used, there
is a possibility that a Dullahan card will be involved in the Cancel the death sentence for the winner and all allies.
same direction as the target. Whether it is involved or not is 1st In addition, check "♣27" for victory and gain one item
resolved according to the "Processing of "Area: Line"" (see CR place determined by the "Special Acquisition Table" (see p.
I, p. 163). 115) and two items determined by the "Acquisition
Decision Table" (see p. 115).
2nd Gain three items determined by the "Acquisition
Action 3) Overtake place Decision Table".
To improve the ranking, an overtaking move is made on 3rd Gain two items determined by the "Acquisition Decision
the Dullahan card to the right. Both the Dullahan card place Table".
overtaking and the card being overtaken roll 2d. 4th Gain one item determined by the "Acquisition Decision
Then, the one with the larger 2d roll wins. If the roll is the place Table".
same, the victory goes to the Dullahan card being overtaken. Receive a death sentence of "death after one year".
5th
If the Dullahan card that overtakes wins, the ranking However, if an ally wins, they can escape the death
place
increases by two. As a result, the Dullahan card, whose sentence.
ranking has dropped, cannot act again.
If the Dullahan card being overtaken wins, the ranking When the race is over, the Dullahans are satisfied and
does not change. leave. Thereafter, the Dullahans do not appear again until
18:00 next time.
Action 4) Standby If PCs leave the park, they may move to another Block.
Do nothing.
67
Part 2 Main Scenario
68
4. If the Card is an A
Arrive at the exit in the direction corresponding to the suit.
If PCs defeat Edward within 5 rounds, when they break
If it was '♠', let the time pass for the " time spent in the
into the mansion, they will find an Elf boy and a Human girl.
maze", check [♠28], and they can move to the Block adjacent The girl seems to be dressed as a maid, and she was trying to
to the north side. run away, pulling the boy's hand.
If it was '♥', let the time pass for the " time spent in the PCs may choose to capture the two. The maid will resist,
maze", check [♥28], and they can move to the Block adjacent but she is not an enemy to the PCs. If they are captured, how
to the east side. the two are treated is up to the PCs.
If it was '♦', let the time pass for the " time spent in the Alternatively, the PCs may choose to overlook the two.
Or, if more than 6 rounds have passed in combat, the two will
maze", check [♦28], and they can move to the Block adjacent
to the west side. have disappeared. In either case, check [♦19].
Afterwards, if PCs search the mansion and succeed in a
If it was '♣', let the time pass for the " time spent in the Search check (Target Number B), you will find 500,000
maze", check [♣28], and they can move to the Block adjacent gamels (five hundred thousands gamels).
to the south side.
If PCs don't want to move in the direction specified by the
suit, they can discard all cards with the same suit as A you have
in their hand and continue the "Maze of Cards".
Once upon a time, the "Twins of the Sun and Moon,"
5) If the Card is a Joker Saisaria and Aiaros, were the last surviving inheritors of the
With a successful Scout Observation check (Target bloodline of the Morganthine royal family that once ruled this
Number A), the PCs pick up one item as determined by the region. They were blessed twins. It is said that no one, no
"Special Acquisition Table" (see p. 115). matter how dissatisfied or ambitious, could face the two
without bending their knees.
The two were descendants of the ancient and Noble Elves
who reigned over the world in the era of the magical
The PCs show the "Edward Rutledge’s letter", tell about civilization, but the other Noble Elf bloodlines were wiped out
the death of their master, and that they want to help in any way by a fever that was said to only affect them. It is said that the
they could in his stead. siblings Saisaria and Aiaros lived for over 2000 years.
Edward, slightly closing his eyes, says, "I've received a letter However, when Saisaria finally fell ill with the fever, she dyed
from him once, saying that he has taken disciples. However, her hands with the forbidden secret arts out of fear of death
no offense to you who says you want to help, but I can't easily and turned into a hideous monster.
believe that you're truly his disciples. Moreover, even if you Aiaros defeated his sister Saisaria who had turned into a
were really his disciples, I don't know whether your skills are monster, but her cursed soul was rejected by the gods and
trustworthy. So, I'd like to test you. Would you mind?" sank to the bottom of the Biscune River. It is said that ever
If PCs accept Edward's proposal, undertake "Mission 16: since, Saisaria occasionally surfaces from the river's depth,
Protecting the Maid" (see p. 93). However, they can't accept bearing a curse for Aiaros.
this mission without the "Biscune River Crossing Permit" When PCs hear this story, they will gain 1 x ★.
([♠5]). Therefore, if they don't have a check on [♠5], check
[♥24], write down the page number of "Mission 16: Protecting
the Maid" in the notes column, and they may accept it again
after obtaining the "Biscune River Crossing Permit".
If PCs decline his proposal, they should leave this place.
In any case, be sure to erase the check on [♠3].
69
Part 2 Main Scenario
Here, all items other than "Not for Sale" can be purchased. Quest 5) Assistance to Black Sword Knights
If you are using "CR II" or "CR III", you can also do PCs need to cooperate with the Black Sword Knights and
"Improvements and Enhancements to Weapons and Armor" secure their connections. By achieving the Quest at "A-4:
(see CR II, p. 241) and "Abyss Enhancement" (see CR II, p. Morganthine Castle" in [Fixed A: New Town] and reporting
245). to the Thief Guild with "Contribution to the Black Sword
Also, all items can be sold at "half of the base price Knights" of 20 points or more, they will receive a reward of
(rounded up)" or "at the same selling price". 10,000 gamels and 4 x ★.
If PCs want to sell a corpse, they can sell it for "2dx100
gamels" per body. 2. Stay
At the temple, PCs can stay for a donation of 30 gamels
per person per night. A meal is provided if they stay, and they
can also use the bath. The guest rooms have clean beds, so
There is a counter with a sign boldly written "Thieves they can sleep safely and comfortably. After sleeping, let the
Guild" in Trade Common at a shrine where there is a statue time pass for the " time you slept".
of Mirtabar.
Here, if PCs have a "Vice City Resident Card" and a check 3. Remove Diseases and Curses
in [♥1], they can join the Thieves Guild by just paying an At the temple, they will remove one effect that has a
annual fee of 500 gamels per person. When they join the disease or curse type. If they are affected by multiple disease
Thieves Guild, check [♠14]. or curse-type effects, they can choose and remove one effect
If PCs join the Thieves Guild, they can use the network of they like.
thieves, so for "information gathering", they can get a +2 bonus However, they must pay a fee of "Success Value of disease
correction for every 50 gamels they pay. They can also get jobs or curse x 50 gamels". However, if the effect is of disease and
from the Thieves Guild, get introduced to the temple and stay curse type, the fee will be doubled.
there, and have diseases and curses removed.
If PCs want to take on a job, go to "1. Thieves Guild Jobs".
If PCs want to stay, go to "2. Stay".
If PCs want to remove diseases and curses, go to "3.
Remove Diseases and Curses".
70
Area Determination Table
1d Area
1–2 Allied Rearguard
3–4 Frontline
5–6 Enemy Rearguard
The hut has an iron door, which is locked, but there are
no traps. The lock is a common one. If PCs succeed in the
Disable Device check (Target Number 18), they can unlock
it.
If they unlock the door and open it, inside the hut, there's
A small, square stone hut stands alone on a flat, gray only a staircase leading underground.
ground made of seamless stones. If they go down the stairs, proceed to "61-4: Underground
If PCs step into this place, go to "61-1: Guardian of the Cave of the Cave of Daemons".
of Daemons".
If there is a check on [♣29], go to "61-3: Heliukukka's Ally".
Here, there are many Daemons, but PCs are not attacked.
Eventually, 1 x Quepala (see CR I, p. 406) will arrive from the
hut and ask what PCs want. If PCs meet the conditions to
complete the Quest in "2. Whispers of Heliukukka" in "61-4:
Here, there are 2 groups of enemies determined by the Underground of the Cave of Daemons", they can earn the
"Daemon Encounter Table" (see p. 117) that will attack PCs, reward.
leading to a battle. However, in the Cave of Daemons, various If they attack Quepala, they will fight with 1 x Quepala and
magic circles are set up, so during the battle, you must 2 x enemy groups determined by the "Daemon Encounter
determine the effects of the magic circles that occur on the Table" (see p. 117). At this point, clear the [♣29] check.
"Magic Circle Effect Determination Table" at the beginning of In this battle, PCs will be affected by the magic square in
each round. All effects in this table are "Resistance: Can't". "61-1: Defender of the Cave of Daemons".
Once PCs defeat monsters, no monsters will appear in this
place until the next day (the next 06:00). If PCs win the battle, they may proceed to the underground
of the Cave of Daemons. If they descend the stairs to the
If PCs defeat the Daemon, they may examine the hut. If underground, go to "61-4: Underground of the Cave of
they examine the hut, go to "61-2: Hut of the Cave of Daemons".
Daemons".
Magic Circle Effect Determination Table
1d Effects of the Magic Circle
All characters in the area determined by the "Area
Determination Table" with 1d receive "2d + adventurer level"
1–2
points of magic damage. This damage has a type determined by
the "Type Determination Table" with 1d. The underground of the Cave of Daemons has become a
All characters in the area determined by the "Area huge pool. The stairs from the ground were connected to a
Determination Table" with 1d when they receive damage of the steel pathway that was spread out vertically and horizontally
type determined with 1d on the "Type Determination Table" will
3 automatically get +5 points. This effect continues until they over the pool.
receive damage of that type once or until this battle ends. Also, This seems to be an underground reservoir built during
it does not accumulate for the same type, but different types the Magitech Civilization Period. The pool is connected to an
overlap. underground canal that flows from the north and east and
All characters in the area determined by the "Area
Determination Table" with 1d get a +2 bonus modifier to the flows out to the south and west.
Accuracy check and Spellcasting check, and in exchange, they If there is no check on [♣18], go to "1. The Ruler of the
4
receive a -2 penalty modifier to Evasion, Fortitude, and Underground".
Willpower checks. This effect continues until the end of this
round. If there is a check on [♣18], nothing happens here.
5–6 No effect. However, if there is a check on [♠6], PCs can use the transfer
71
Part 2 Main Scenario
device. If they use the transfer device, go to "Escape from the If PCs want to investigate the underground pool, go to "61-
City by the Transfer Device" (see p. 105). 5: Investigation of Underground Storage Pool".
1. The Ruler of the Underground
Here, there is “Whispering Regret” Heliukukka
(Quepala/Female/Unknown) and the "Number of PCs" x
Quepala (see CR I, p. 406) who follow her.
Heliukukka will first try to get the PCs to leave peacefully. When investigating the underground reservoir, if PCs
For this, she is willing to pay "adventurer level x 500" gamels succeed in the Search check (Target Number B), they find 1d
per person. x items determined by the "Acquisition Decision Table" (see
Before deciding whether to accept or decline this offer, p. 115) and 2 items determined by the "Special Acquisition
PCs may perform a Danger Sense check (Target Number 18). Decision Table" (see p. 115). Also, PCs discover a transfer
If successful, they will notice a huge magic circle at the bottom device from the Magitech Civilization Period.
of the pool. If they succeed in an Insight check (Target This transfer device can still be operated normally and can
Number 18), they will understand that this magic circle is for instantly move up to 10 people at once to a place where
summoning Daemons. another transfer device is located. If they succeed in the check
If PCs accept the offer, go to "2. Whispers of Heliukukka". (Target Number A) with "Artificer class level +Intelligence
modifier" or the Insight check (Target Number B), they will
If PCs decline the offer, go to "3. Battle with Heliukukka". find that there is only one place where they can move by this
transfer device, and it seems not to be in this city. Once they
2. Whispers of Heliukukka
Heliukukka and her subordinates emerge on the surface find the transfer device, check on [♠6].
with the PCs. There, she pays "adventurer level x 500 gamels" If PCs return to the surface, " 1 hour" will pass, and they
per person as promised. At that time, Heliukukka proposes can move to another block.
the next Quest. Note that all Quest rewards are paid to the If PCs decide to use the transfer device, go to "Escape from
entire party, not per person. the City by the Transfer Device" (see p. 105).
72
It's a library where the entire wall is a huge bookshelf. All
the bookshelves are crammed with books.
In the center of the library, there is a reading stand, and
on it, a "thick book with a red leather binding covered in black
metal" is placed.
However, one boss group determined by the "Daemon
Encounter Table" (see p. 117) attacking in front of the reading
stand, leading to a battle.
If PCs defeat the Daemons, they will obtain 3 x ★.
Additionally, they can acquire the book on the reading stand,
"Encyclopedia of Daemons" (see p. 112). When they acquire
this book, check [♠11].
Furthermore, if they investigate this library, succeeding in
a Literature check (Target Number A) or Search check
(Target Number B), they will find the "Shallow Abysses
research materials". When they acquire the research
materials, check [♦10].
If PCs leave the library through the door on the south wall,
go to "4. Right Chest 'Conversation Room'" of [22: Fallen
Giant] (see p. 39).
On the hill where large trees stand, many stone statues are
lined up. The statues are of warriors, knights, magicians,
priests, and if PCs read the inscriptions on the stone
monuments erected nearby, they can understand that these
are the statues of heroes who battled Daemons and The door to the study is locked. There are no traps. The
Barbarous. lock is a normal one and can be unlocked by successfully
If there is a check on [♦9], PCs will notice that among passing a Disable Device check (Target Number B). If the
these stone statues, there are the statues of "Twins of the Sun lock is unlocked, PCs can enter the study.
and Moon", Saisaria, and Aiaros, and for some reason, the In the study, there are books from the Magic Civilization
statue of Saisaria is destroyed. Period and the Magitech Civilization Period.
At the base of the large tree, spreading its branches to If they succeed in a Search check (Target Number A), they
protect the heroes, an Elf woman is sitting, half integrated with will find documents written in magitech.
the tree. These documents reveal that the master of this house,
If you talk to the Elf woman, go to "62-1: Storyteller Nix". Nathan Ray, was conducting research on how to make the
"Shallow Abyss" appear wherever he wanted. According to
this, it seems that Nathan thought it was impossible to prevent
the appearance of the "Shallow Abyss". Therefore, he
concluded that he should be fully prepared to confront this by
She appears to be a sleeping Elf woman, but when the PCs making the "Shallow Abyss" appear where he wanted, and he
approach, she opens her eyes and responds. She is Nix Lynix, should quickly exterminate the "Shallow Abyss" with minimal
the "Centennial Narrator" (Elf/Female/333 years old). Nix is a damage.
storyteller who has been sitting in this place for over 200 years. It seems that Nathan created Homunculus to take care of
If PCs listen to Nix's story, she will tell them a story his daily life so that he could devote himself to this research.
determined by the date. Furthermore, it is said that he had a Homunculus named
If the date is the 1st, 6th, 11th, 16th, 21st, or 26th day, go “Scorching Light” Maria with special abilities to help him with
to "First Storyteller's Story" (see p. 69). part of his research.
If the date is the 2nd, 7th, 12th, 17th, 22nd, or 27th day, go If PCs find this document, they will earn 2 x ★.
to "Second Storyteller's Story" (see p. 95). In the study, there are also research materials on the
If the date is the 3rd, 8th, 13th, 18th, 23rd, or 28th day, go Shallow Abysses. If they take out the research materials on the
to "Third Storyteller's Story" (see p. 77). Shallow Abysses, check [♦10].
If the date is the 4th, 9th, 14th, 19th, 24th, or 29th day, go In addition, there are antique books with a selling price
to "Fourth Storyteller's Story" (see p. 117). equivalent to "2d x 500 gamels", and 3 items determined by
the "Acquisition Decision Table" (see p. 115).
If the date is the 5th, 10th, 15th, 20th, 25th, or 30th day, go
to "Fifth Storyteller's Story" (see p. 26).
73
Part 2 Main Scenario
74
Homunculus answers that the master of this mansion is a
magician named 'Nathan Ray'. However, it seems that Nathan
is not currently in good health. Therefore, they are politely
declined even if they ask for a meeting for reasons such as
wanting to greet or express gratitude for the hospitality.
If they insistently request a meeting, Homunculus will try
to drive the PCs out. If they resist, it will lead to a battle.
If it becomes a battle, go to “64-4: Battle with the Maids”.
75
Part 2 Main Scenario
It is the ruins of a fortress with high and sturdy stone walls. It's a very large hall. The worn-out carpets and tapestries
However, the stone walls have been destroyed, and the towers tell of glory days past. At the very back of the hall, there are
have burnt down, indicating that fierce battles have taken place about ten steps, and a throne is placed on top.
here. Through the gaps in the broken stone walls, PCs can see
a courtyard filled with stark white dead trees. If there is no check on [♠22], go to "65-4: Room of the
Dead Dolls".
If PCs enter the courtyard through the gaps in the broken
stone walls, go to "65-1: Courtyard". If there is a check on [♠22], nothing happens here. If PCs
leave the large door, go to "65-2: Inside the Castle". If there is
If there is a check on [♦29], PCs can move to the Great
a check on [♦29] and they exit the castle through a hidden
Hall using a hidden passage. If they use the hidden passage,
go to "65-3: Great Hall". passage, " 1 hour" will pass, and they can move to another
Block.
76
back into the corpse dolls at the beginning of the next round.
Even when concealed, Beneas will not advance through the
skirmish area. If PCs lose sight of Beneas and cast a spell with Simon wanted to meet Walter (see p. 105), who had
a range, include the skirmish area in the range and roll 1d. If climbed to the position of "Drug Lord" by developing
the result is "6", treat it as if Beneas was within that range. narcotics on his own in order to further deepen his research
After defeating Beneas, PCs obtain the Magical Rotating on chemicals.
Saw and earn 4 x ★. Check [♠22] if they acquire this terrifying Then, Simon, who had gained confidence by succeeding
weapon. in the use test of the experimental drug he developed, finally
If they search the great hall afterward, they will obtain 1d decided to meet Walter. Check [♦18] and record the current
x items determined by the "Acquisition Decision Table" (see fate in the remarks column. On the same day, Simon went to
p. 115) and 1 item determined by the "Special Acquisition meet Walter, and 3 days later, the new drug "God Breath" was
Table" (see p. 115) if they succeed in the Search check (Target completed, so check [♣25].
Number B). At this time, if the Success Value is "Target As a result, Minnie, who was deceived into becoming a
Number C" or more, PCs will discover the "Hidden Passage subject of the new drug, dies, so check [♥19]. Tierra, enraged,
to the Outside of the Castle", so check [♦29]. triggers "Quest 3) Minnie's Revenge" (see p. 53) to request the
If PCs go further from the great hall, there is a staircase elimination of Simon and Walter.
leading to the castle tower.
If PCs exit through the large door, go to "65-2: Inside the
Castle".
If PCs have a check on [♦29] and they go outside the castle
through the hidden passage, " 1 hour" will pass, and they can The way to meet with Naguzabara is to gather information
move to another Block. at the bar, and if PCs succeed in 'Information Gathering
(Target Number A)', they will be told.
If you go up to the castle tower, go to "65-5: Castle Tower". According to that, it seems that Naguzabara gives the prize
money to the winner of the underground fighting match with
If You Started the Adventure from "Introduction 2" his hands. Therefore, if they challenge a fight in the
Among the corpses lined up in the great hall, PCs cannot underground fighting arena and win, they will surely be able
find the head of a loved one (family or lover, etc.) killed by to meet Naguzabara up close.
Beneas.
If PCs are going to the underground fighting arena, go to
'2. Underground Fighting Arena' (see p. 54).
The PCs step into the top floor of the castle tower, which
is towering in the center of the Black Iron Castle. From here,
one can overlook Vice City's cityscape and the Biscune River
The story of the "Twins of the Sun and Moon," Saisaria
flow leisurely beyond.
and Aiaros, has many versions. In most of them, the elder
Right now, dolls made by patching together corpses are
sister, Saisaria, dabbles in forbidden arts and transforms into
displayed in this place. Beneas was displaying his favorite
a monstrous creature. Some stories tell of her being defeated
corpse dolls here.
by Aiaros, while others recount her regaining her senses
If there is a check in [♦15], for the purpose of setting up through Aiaros and vowing to protect this town. However,
the "Shallow Observation Device", do a check with "Magitech there is one story that is different from the rest.
Class Level + Dexterity Modifier" (Target Number 11). If This is a story where Aiaros, who harbored an
successful, PCs can reset the "Shallow Observation Device" unacceptable love for his sister, dabbled in forbidden arts in
without spending much time. However, if they fail, they will an attempt to prolong the life of Saisaria, who was possessed
be delayed, and "half of 1d (rounded up) hours" will pass. by a deadly disease. Saisaria did not become a monstrous
Either way, once they have installed the "Shallow Observation creature by her own will but by the hand of Aiaros. However,
Device", check [♣11]. Saisaria forgave her pitiful brother and became the guardian
If PCs start the adventure in "Introduction 2" and arrive at of this town. Thus, the "God who slumbers at the bottom of
the castle tower before 23:00 on the 25th day, go to the water," Biscune, was born.
"Appearance of the Rainbow" (see p. 58). If you want to know the truth about the lore surrounding
If PCs arrive at the castle tower between 24:00 and 5:00 on Biscune, you should ask the sailors. It is rumored that they
the 25th day, go to "'Scorching Light' Maria" (see p. 80). still worship the god who sleeps at the bottom of the water.
Upon hearing this story, PCs will gain 2 x ★.
When it becomes 6:00 on the 26th day, if there is no check
in [♣16], go to "Events Occurring on the 26th" (see p. 31).
If PCs visit this place after 7:00 on the 26th, go to "Maria's
Invitation" (see p. 34).
77
Part 2 Main Scenario
1. Stay
Ask Mary, and she will prepare a room for PCs to stay in.
There is no need to pay for accommodation, and they are free
It's a stylish mansion surrounded by hedges where white to use the meals and baths.
roses bloom. Beyond the iron lattice gate, PCs can see a The room prepared by Mary has a clean berth where they
garden with a pavilion. can sleep safely and comfortably. After getting some sleep, let
If there are checks on [♦19] or [♦30], nothing happens the time pass for " hours of sleep time".
here because this mansion is uninhabited.
2. Mary's Requests
If PCs visit the mansion, go to "66-1: Edward the Steward". Mary requests the following Quests. PCs can complete the
If there is a check on [♥14], go to "66-2: Maid Mary". following Quests at any time to earn rewards and ★. However,
please note that all Quest rewards are paid to the entire party,
not per person.
As the PCs approach the mansion, a man in his 40s Quest 1) Please get Stronger!
dressed as a steward appears, blocking the path of the PCs. Mary says, "Please get stronger to protect Lord Lapisaris!"
The man introduces himself as Edward Rutledge If PCs report to Mary with an adventurer level of "4" or higher,
(Human/Male/39 years old/Page 102), the steward of this they will receive a reward of 8,000 gamels and 3 x ★.
mansion, and says, "I apologize, but we ask that unrelated
persons refrain from entering our mansion. If you insist on Quest 2) Please get Even Stronger!
doing so, I regret to inform you that we will have no choice This Quest does not occur until "Quest 1) Please get
but to stop you by force." Stronger!" is completed. Mary says, "You need to get even
If PCs try to force their way into the mansion, they will end stronger to protect Lord Lapisaris. Please do your best!"
up in combat with Edward. Edward's data is that of a If PCs report to Mary with an adventurer level of "6" or
"Godspeed Boxer" (see p. 125), enhanced with 9 x Sword
Shards. higher, they will receive a reward of 13,000 gamels and 4 x ★.
At the start of the combat, Edward Rutledge is deployed Furthermore, to "Mary's Confession" (see p. 80).
to the "Frontline Area".
If you heed the warning and leave, move to another Block.
If PCs win the fight, proceed to "The Whereabouts of
Lapisaris" (see p. 69).
If there is a check on [♠3] and they show "Edward
Rutledge's Letter", proceed to "Master's Friend" (see p. 69).
If there is a check on [♥11] and PCs show "Yuinie's Letter",
proceed to "Deep Snow's Ally" (see p. 62).
78
First, prepare a set of playing cards. Shuffle the 52 playing 3. Other Actions
cards and 2 jokers, a total of 54 cards well, and make two After a battle, Loot Determination can be performed once
decks with the cards facing down. This completes the per PC without any additional time passing. However, after
preparation. From now on, explore the maze according to the the second time, 10 minutes will pass.
following procedure. Also, at this time, PCs can perform "time-consuming
actions" such as using herbs.
1. Explore If they perform such "time-consuming actions", draw a card
Perform a Search check (Target Number B). from the deck every 10 minutes and place it face down in your
If successful, you can open the top card of either deck. hand. If there is an open card on top of every deck, you must
draw a card from the bottom of any deck of your choice.
If you fail, nothing happens.
4. Splitting the Deck
As You Navigate, the Deck will Increase.
Once an event is resolved, regardless of success or failure,
Initially, there are only two decks, but as you proceed with choose one deck and divide it into two decks (increasing the
the dungeon navigation, the decks will increase to three or number of decks by one).
more. In this case, you can choose one deck you like and open However, you cannot have more than five decks.
one card from the top of that deck. However, the number of Therefore, if there are five decks, you cannot split a deck.
decks can only increase up to five. The way to split the deck is to divide it from any place you
like and put the top deck aside. This will divide the deck into
2. Resolving the Event two. Therefore, if there are cards open on top of the deck,
Choose one deck you like. they will remain on top of the deck.
If the top card of the chosen deck is open, an event After that, return to "Exploring" and repeat steps "1-4" until
corresponding to that card will occur. the conditions for escaping from the dungeon are met. The
If the top card of the selected deck is still face down, turn conditions for escaping from the dungeon vary for each
it over. Then, an event corresponding to that card will occur. dungeon, so refer to the explanation in each section.
About the Events Corresponding to the Cards In Case All Decks are Gone
The cards have a suit (♠♥♦♣) and a number or letter (2- If all the decks are gone before the conditions for escaping
10, J, Q, K, A) written on them. from the dungeon are met, the PCs will be wiped out.
The events correspond to the combination of the suit and
letter, and the contents differ for each labyrinth. For each Time Progress in the Dungeon
event, refer to the explanation in each section. Cards in PCs' hands, whether they are face up or face
down, represent the passage of 10 minutes per card. Once
If the event is successfully resolved, leave the card face up they escape from the dungeon, let the time pass "a number of
at the PCs' disposal. cards in hand/6 (round up)" hours.
If the resolution of the event fails, leave it on top of the The same applies if they are wiped out in the dungeon. If
deck as it is. Instead, you must place one card from the bottom they are wiped out, the time it takes to revive is also added.
of any deck face down at the PCs' disposal. The number on For more details, refer to "Defeat" (see p. 15).
the face down card should be treated as "0" when looking at it.
79
Part 2 Main Scenario
The correct answer is as follows: In "65-5: Castle" of [65: Black Iron Castle], a red haired
Homunculus is drawing a magic circle on the floor. She is
〇Medal: Maiden's Medal Knight's Medal Boy's Medal "Scorching Light" Maria (Homunculus/Female/240 years old).
◊Medal: Flame Medal Sword Medal Lightning Medal Maria doesn't react unless the PCs interfere with her work.
Also, if spoken to, she will honestly answer any questions, and
△Medal: Spear Medal Wind Medal Wand Medal
the following can be learned:
When correct, murky green water begins to sprout from
"The magic circle is for attracting the 'Shallow Abyss'. On
the fountain. This empties the "4. Right Chest ‘Discussion
the orders of her master, the 'Great Magician' Nathan Ray,
Room’" pool.
Maria continues her experiment to draw the 'Shallow Abyss'.
My master was in [64:Doll House], but he passed away a
PCs acquire 2 x ★ and check [♦21] in this case. long time ago. However, since I have not received any orders
to stop the experiment, I continue it.
If the answer is incorrect, the statue of Kilhia recites an This experiment is not to irresponsibly call forth the
embarrassing poem made by the PC in the past. While the 'Shallow Abyss'. It is to make the 'Shallow Abyss', which would
poem is being recited, everyone present must listen to the normally appear in an unknown place, appear in a specific
poem without moving. MP decreases by "1d" points, and " 1 location. Please do not misunderstand."
hour" passes. If PCs try to interfere with Maria's work, they will have to
fight with Maria. Maria's data is the same as a (Sword)
Homunculus (see CR I, p. 422).
Check box [♣16] if PCs defeat Maria, in order to prevent
the experiment.
Mary informs the PCs that she has an important matter to If PCs do not interfere with Maria, the castle will be
discuss, "In fact, Lord Lapisaris is being targeted by 'Millennial' consumed by the "Shallow Abyss" at 06:00 on the 26th day.
Chezari. Hence, we are hiding here with the help of ‘Deep Go to "Maria's Invitation" (see p. 34).
Snow’ Yuinie. However, it is only a matter of time before Lord
Chezari finds us. To protect Lord Lapisaris, I think, as per his If there is a check in [♣16] at 06:00 on the 26th day, the
father's will, Lord Lapisaris must leave this town. However, all "Shallow Abyss" will appear in the section determined by d66.
the ports in Vice City are being monitored by Lord Chezari, Immediately determine the section where the "Shallow Abyss"
so we cannot use a ferry. Therefore, I want you to find a way appears, and place it. From then on, if PCs move to that
to leave the city without using a ferry. There is a rumor that section, they can do "Conquer the 'Shallow Abyss'!" (see p. 82)
there is a teleportation magitech in the basement of the Cave after " 1 hour" has passed.
of Daemons... but I'm not sure if it's true. Can you check?"
Immediately place [61: Cave of Daemons]. This is treated
as Mary's Quest. Check [♣26] and note this page number in
the remarks column.
80
Lapisaris is a descendant of the Morganthine royal family, The PCs are led into the grand hall of Morganthine Castle.
which once ruled the area where Vice City existed. He is At the far end of the grand hall, there are about 20 steps, and
hailed as one of the "Twins of the Sun and Moon", specifically, two thrones are placed on top of them. On the wall behind
the offspring of the younger prince, Aiaros. the thrones, a crest depicting the sun and moon above and
Furthermore, Lapisaris is the sole survivor of the Noble below the horizon is displayed.
Elves, who are believed to have ruled the world in ancient On the bright red carpet laid out from the entrance of the
times. These Noble Elves were a race that allegedly controlled grand hall to the throne, just below the stairs leading to the
the will of people through mystical power but were wiped out throne, there is a girl wrapped in a pure white knight's coat.
by a fever that only affected their race. This girl is "Deep Snow" Yuinie (Human/Female/17 years
The "Millennial" Chezari, from a family that has served the old/see p. 103). If there is a check in [♣14] and PCs know
Morganthine royal family from ancient times, is attempting to Yuuni, they will understand that Yuuni and Yuinie are the
secure Lapisaris to place him on the throne and plan for the same person.
revival of the royal family. On the other hand, "Deep Snow" Yuinie, while thanking the PCs for their contribution to
Yuinie, who does not wish for the revival of the royal family, the Black Sword Knights, says, "Actually, there is a little
is planning to help Lapisaris escape from Vice City to fulfill problem right now. I would like to ask for your cooperation.
the late king's wish for his child to live freely. She has asked Could you listen to my request?" According to Yuinie, a unit
former adventurer Edward and his pupil Mary to protect of the Black Sword Knights is isolated at [65: Black Iron
Lapisaris and has been hiding him in the [66: House of Castle], so she seems to have decided to lead the knights to
Thorns]. rescue. However, it takes time to call the knights and leave, so
Once PCs have learned this information, mark a check in she wants the PCs to go to the Black Iron Castle first and help
[♥29]. the isolated knights.
Even if this request is refused, the PCs will not receive any
penalties from Yuinie or the Black Sword Knights.
If they accept the request, go to "Mission 14. Rescue" (see
p. 92).
When Cliff is told about the secret passage, he wants to
help the slaves escape. However, if a large number of slaves
try to escape, they will undoubtedly be noticed by Barbarous
and pursued.
Therefore, Cliff asks the PCs to repel Barbarous's
pursuers.
If they accept this request, Cliff immediately puts the plan
into action. To help Cliff and the others escape, the PCs must
fight a boss group determined by the "Barbarous Encounter
Table" (see p. 116).
Once they win the battle, the PCs also escape through the
secret passage.
Above ground, Cliff is waiting. Cliff is very grateful to the
PCs, rejoicing, "I can now meet my sister." As a reward for
their cooperation, he gives them a Mako Stone with 20
remaining MP.
Cliff firmly shakes hands with the PCs and runs off
somewhere. PCs gain 3 x ★ and check [♦24].
81
Part 2 Main Scenario
The interior of the "Shallow Abyss" is like a labyrinth, Number A' if the card is 'J', 'Target Number B' if it's 'Q', and
consisting of corridors covered with luxurious carpets and 'Target Number C' if it's 'K'.
large halls decorated with beautiful tapestries. If the check is successful, they get one item determined by
the "Acquisition Decision Table" (see p. 115) if the card is 'J',
Is Maria with PCs? 2 items determined by the "Acquisition Decision Table" if it's
If Maria enters the "Shallow Abyss" with them, she will 'Q', and one item determined by the "Special Acquisition
accompany the PCs until they escape from the "Shallow Table" (see p. 115) if it's 'K'.
Abyss". Maria has the same data as a (Sword) Homunculus
(see CR I, p. 422) and will act according to the PCs' 3) In Case the Card is A
instructions while accompanying them. Through prayers to the gods, PCs obtain either the "Shield
The "Shallow Abyss" is treated as "The Maze of Cards" (see of Eve" or "Guidance of Harula". Which one you get depends
p. 79). on which god they pray to. In other words, if the PCs pray to
Eve, they get the "Shield of Eve", and if they pray to Harula,
1. Escape Conditions From the "Shallow Abyss" they get the "Guidance of Harula". These items have the
When the total number of cards in hand reaches "22" or following effects, but neither can be taken out of the "Shallow
more, the "3. Final Event" occurs. At this time, face cards Abyss".
(JQK) count as "10", and the joker counts as "0" for the total The player should hold A card and discard it when the
number. If PCs can resolve this "3. Final Event", they can item is used.
destroy the Abyss Core and escape from the "Shallow Abyss". - "Shield of Eve": Discard as many cards as you like that are
open at the top of the decks. When you use this effect, the
2. "Shallow Abyss" Events "Shield of Eve" is lost.
1) If the Card is a Number Card (2-10) - "Guidance of Harula": Open the top card of all decks. When
There's a risk of encountering a monster. If PCs succeed you use this effect, the "Guidance of Harula" is lost.
in the Danger Sense check of "Card Number + 7" as the Target
Number, they'll notice the approach of the monster. In this 4) If the Card is a Joker
case, they can choose to avoid the monster or fight the Roll a d66 and determine the climax event that occurs on
monster. the 'Climax Table of Events' (see p. 99).
If you choose to fight the monster, or if they fail the
Danger Sense check, it will lead to combat. At this time, the 3. Final Event
encountered monster is determined by the suit (♠♥♦♣) of the If the sum of the numbers on the cards PCs have is '22' or
card and the combination of numbers. more, '3. The Final Event' occurs. At this time, face cards
(JQK) are counted as '10', and Joker is '0' to be added to the
Determining the Monsters to be Encountered sum of the numbers.
Suit Number Encountered Monster Roll a d66 and determine the climax event that occurs on
1 x Enemy group will be determined by the 'Daemon the 'Climax Table of Events' (see p. 99).
2–6
Encounter Table' (see p. 117).
1 x Strong enemy group will be determined by the Once the climax event has been resolved, PCs can destroy
♠ 7–9
'Daemon Encounter Table'. the Abyss Core. If they destroy the Abyss Core, they get Abyss
10
1 x Boss enemy group will be determined by the Shard x 'adventurer level +1'. Furthermore, an exit to the
'Daemon Encounter Table'. outside appears.
1 x Enemy group will be determined by the 'Barbarous
2–6
Encounter Table' (see p. 116).
1 x Strong enemy group will be determined by the - In Case You Started the Adventure With "Introduction 2"
♥ 7–9
'Barbarous Encounter Table'. Here, there are several corpse dolls pieced together from
1 x Boss enemy group will be determined by the dead bodies. Among them, there was a corpse doll with the
10
'Barbarous Encounter Table'.
1 x Enemy group will be determined by the 'Mythical head of a PC's loved one sewn on. The PCs have finally
2–6 reclaimed the head of the loved one they had been searching
Beast Encounter Table' (see p. 117).
1 x Strong enemy group will be determined by the for! Check [♦26].
♦ 7–9
''Mythical Beast Encounter Table'.
1 x Boss enemy group will be determined by the
10
'Mythical Beast Encounter Table'. - If there is a check on [♣22]
1 x Enemy group will be determined by the 'Undead Here lies the corpse of "Scorching Light" Maria. Maria, a
2–6
Encounter Table' (see p. 116).
1 x Strong enemy group will be determined by the
Homunculus, cannot be resurrected, so even if her body is
♣ 7–9
'Undead Encounter Table'. recovered, it cannot be sold. If left here, it will eventually
1 x Boss enemy group will be determined by the disappear along with the "Shallow Abyss". Check [♣16].
10
'Undead Encounter Table'.
The PCs have conquered the "Shallow Abyss"! They gain
2) In Case the Card is a Face Card (JQK)
10 points of Reputation and 4 x ★, and check [♠29].
There is a trap determined by the "Trap Decision Table"
(see p. 121). After disarming the trap, perform a Scout or Escape from the "Shallow Abyss" and return to the original
Ranger Observation check. The Target Number is 'Target section (if there is no check on [♣16], return to "65-5: Castle
Tower" (see p. 77)).
82
If There is No Check on [♦26]
The PCs reported their defeat of Beneas in front of the
Atop a slightly high hill, the PCs look back. Across the gravestone of their beloved one, but they couldn't bury the
leisurely flow of the Biscune River, they could see the stolen head. It is a regret, but this should provide some
infamous Vice City looming in the darkness. closure.
Could the PCs have accomplished their adventure's Feeling a slight cloudiness in their hearts, the PCs decide
purpose in that infamous city? to move forward towards the future. However, for a while,
they think they will relax at home and recover from the fatigue
1. If You Started From "Introduction 1" of this adventure.
If there is a check in [♣2], the PCs were able to find Karin
and fulfill their purpose of escaping together from Vice City! 3. If You Started From "Introduction 3"
If there is no check in [♣2], the PCs would have to return PCs visited Vice City hoping to be of some help to those
home disappointed. who had asked for help from their master. However, they
could not fulfill the master’s wish.
If There is a Check on [♥25] Disappointed, the PCs went home.
Karin wants to live with the PCs. First, PCs return to the
city where she spent 10 years after leaving Vice City. On the
way to the city, they can discuss what's coming next.
When the PCs take Karin's hand, they start walking down After exiting the basement and proceeding along a dimly
a road heading south. Karin, with a smile, looks at PCs and lit stone passage for a while, the PCs encounter a group of
asks, "What kind of city have you lived in?" adventurers. From them, they learn that they are currently
That's right. There is a lot to talk about. Heading under located in the "Labyrinth Kingdom" Granzale, which is
the southern sky, the PCs start talking about what has situated in the Burlight region underground. Apparently, the
happened since leaving Vice City. basement where the teleportation device had been installed
seems to have been part of the "Sword Labyrinth".
If There is a Check on [♠25] The PCs, under the guidance of the adventurers, escaped
from the labyrinth. As for the teleportation device, it seems
When they reach a crossroads, Karin says goodbye to the
that it will be reported to the Adventurer's Guild as something
PCs and starts walking down a different road. The PCs,
discovered by the adventurers. Perhaps, one day, an
watching Karin's receding figure, wished her luck and then
interaction between Granzale and Vice City may begin.
started walking back to the city where they had spent 10 years
Whether that is fortunate or not is another matter...
since leaving Vice City. Although they have parted ways with
Were the PCs able to accomplish their adventure
Karin, the regret of leaving her in that notorious city is gone.
objective in Vice City?
The PCs start on their way home with a lighter step than when
they came.
1. If You Started From "Introduction 1"
2. If You Started From "Introduction 2" If there is a check on [♣2], the PCs were able to fulfill their
goal of finding Karin and escaping together from Vice City!
If there is a check in [♠22], the PCs have successfully
avenged their loved one's enemy, Beneas! If there is no check on [♣2], the PCs will live in despair in
The PCs returned to their town and reported killing Granzale.
Beneas by submitting the "Magical Rotating Saw" to the If there is a check on [♥26] in the unfamiliar city, there is a
Adventurer's Guild. Then, they received a reward of 20,000 nervous-looking Lapisaris next to them. Regardless of whether
gamels. Karin is with them or not, the PCs swore in their hearts to
If there is no check in [♠22], the PCs will have to return protect this boy entrusted to them by Edward and Mary so
home in disappointment. that he can live in peace.
83
Part 2 Main Scenario
84
Mission 01. Karin's Whereabouts
85
Part 2 Main Scenario
1. Introduction so bad that you will receive a -2 penalty on "information gathering". From
The guild receptionist says that Tierra Kvasir, the now on, the next roll on this table is treated as "1". " 1 hour" passes.
caretaker of [36: Clocktower House], is looking for PCs are seduced by someone they like. What to do is up to them,
but if you give in to the temptation, it will be a fun night. However, in
adventurers who can exterminate the street gang that is causing 3
that case, " 3 hours" will pass. From now on, the next roll on this table
a disturbance around the mansion.
is treated as "1". " 1 hour" passes.
The reward is 1,500 gamels per person. Place [36: 4-
Clocktower House] immediately. Nothing happens.
6
2. Arrival at [36: Clocktower House] 1 Hour Battle with the Street Gang 1 Hour
Upon arrival at Clocktower House, PCs can get The enemies are 1 x (Sword) Bolg (sword), 1 x Gremlin
information about the street gang from Tierra. According to (see CR I, p. 397), and "half the number of PCs (rounded up)"
Tierra, the street gang is led by Bolg (see CR I, p. 401), and it x Goblins (see CR I, p. 397).
seems to have minions. However, it is said that the street gang At the start of combat, place the Gremlin in the "enemy
appears only at "nighttime (from 18:00 to 5:00)". rearguard area" and (Sword) Bolg and Goblins in the "frontline
If PCs want to rest until night, Tierra will prepare a meal area".
and lend them a vacant room. Upon defeating Barbarous and performing Loot
Determination, PCs automatically obtain 1 item determined
3. Battle with a Street Gang by the "Acquisition Decision Table" (see p. 115). After that,
If PCs are in the [36: Clocktower House] between 18:00 report to Tierra and return to "A-3: Adventurers Guild
and 5:00, determine the event that occurs on the "Street Gang ‘Golden Shield’" in [Fixed A: New Urban Area].
Table of Events" by rolling 1d every hour.
4. Conclusion 1 Hour
Street Gang Table of Events The mission is accomplished as PC defeats the street gang,
1d Event Content
and when they return to "A-3: Adventurer's Guild ‘Golden
1 A rogue appears! Go to "Battle with the Street Gang".
If PCs fail the Danger Sense check (Target Number B), they will be Shield’" of [Fixed A: New Downtown]. The receptionist pays
2 a reward of 1,500 gamels per person.
vomited on by a passing drunkard. Until they take a bath, they will smell
PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
86
Mission 05. Observation Points Patrol (Recommended Level: 5~6)
87
Part 2 Main Scenario
1. Introduction which, it's about time for the herbs to be brewed. I get it! I'll
Corti, maid of “Dawn Witch” Leichen, said that she has go back," and accompanies the PCs.
gone to [56: Mirtabar Temple Market] and hasn't returned.
She says she wants someone to find Leichen and bring her 4. Conclusion 1 Hour
back. The reward is 1,500 gamels per person. Immediately When returning to [63: Witch Fortune Teller] with
place [56: Mirtabar Temple Market]. Leichen, the mission is accomplished. Corti pays a reward of
1,500 gamels per person after scolding Leichen, who does not
2. Arrived at [56: Mirtabar Temple Market] return easily.
If PCs ask about Leichen's whereabouts and succeed in Thus, Leichen returned to the store. From then on, not
"Information Gathering (Target Number B)" (see p. 11), they only Corti but also Leichen are in [63: Witch Fortune Teller].
can receive a testimony that says, "If you're looking for Check [♦16].
Leichen, she said she would go back after collecting medicinal PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
herbs in the 'Lowland'".
Immediately place [44: Lowland].
88
Mission 09. Save Emmy
89
Part 2 Main Scenario
PCs who have become new believers in Biscune are given Teresa is often found in her hideout in Black Agate Alley. If
a "Biscune Amulet". All followers of Biscune have this amulet. you encounter any troubles, go visit her. If you show this
Matthew says, "Sometime this month, a grand festival will amulet to the pharmacist in Black Agate Alley, they will guide
be held at the Underground Lake Shore in the Sunken Palace, you to Teresa's hideout."
where Lord Biscune will descend. It's not mandatory to Immediately place [16: Sunken Palace] and [52: Black
attend, but if time permits, please join. Details about the Agate Alley].
festival, including the date and time, will be given by our Upon hearing this, PCs earn 2 x ★ and check [♠9].
brother, Priest Leonard, who resides in the Sunken Palace."
Also, he informs, "One of the 4 Big Wheels who rule this
city, 'Scarred' Teresa, is also a follower of Lord Biscune.
90
Mission 12. Tricia's Rescue
Mission 13. Go Through the Cave of the Fire Beast (Recommended Level: 2~3)
91
Part 2 Main Scenario
92
Mission 16. Protecting the Maid
1. Introduction A peddler's wagon passes by and gives PCs a ride. From now on,
Edward Rutledge says he wants you to escort his maid 6 the peddler is treated as an "Escort NPC" (see page 6), and +3 is
added to 1d.
Mary to a small town called Sanrion, which is about two days 7 or
away from Vice City for business. Arrival in the town of Sanrion.
more
The reward is 3,000 gamels per person. Also, they will
prepare preserved food (for 7 days) for the number of PCs. 3. Stay in the Town of Sanrion 8 Hours
Mary will accompany as a Fellow. Mary's Fellow data can be In the Town of Sanrion, PCs will stay at the mansion of a
found on page 110. person who is known to Edward. Mary seems to have brought
a letter from Edward to the owner of the mansion. PCs will
2. Journey to Sanrion stay in the mansion for 8 hours and then depart.
From "A-1: Boating Station" of [Fixed A: New Town],
when PCs take "2. Ride a Boat to the South Bank of Biscune 4. Return to Vice City 12 Hours
River", they cross the calm flow of the Biscune River in about It takes 12 hours to get to Vice City. When PCs arrive at
" 1 hour" and reach the south bank. At this time, Mary will the pier on the south bank of the Biscune River, a Boss group
pay the fare as necessary expenses. determined by the "Daemon Encounter Table" (see p. 117) is
After that, they will head to Sanrion on foot. Events along wreaking havoc, and PCs get involved, leading to combat.
the way are determined by 1d in the "Sanrion Travel Events If they win this battle, they will be thanked by the people
Decision Table". All corrections to 1d due to events in the and can board the boat to Vice City. At this time, Mary will
table are cumulative. pay the boarding fee.
Also, all events pass "3 hours" each time they are
resolved. 5. Conclusion 1 Hour
When PCs return to [66: House of Thorns], the mission
Sanrion Travel Events Decision Table is accomplished. Edward pays a reward of 3,000 gamels per
Roll Event Details person. Moreover, it seems that they have gained considerable
It was a terrible dirt road. From now on, subtract -1 from 1d. trust from Mary, who traveled with them. Check [♥14].
There is a trap determined by the "Trap Determination Table"
1 or
(see p. 121). After resolving the trap, a group of enemies to be PCs gain 4 x ★. If a PC has 5★ or more, they can grow.
less
determined by the "Humanoid Encounter Table" (see p. 117)
will attack, leading to a battle.
There is a trap determined by the "Trap Determination Table".
2 After resolving the trap, a set of enemies, determined by the
"Humanoid Encounter Table," will attack, leading to a battle.
A Strong enemy group to be determined by the "Animal
Encounter Table" (see p. 116) will appear, and a battle will
3 ensue. At this time, if PCs fail the Danger Sense check (Target
Number B), they will be caught off guard by the monsters'
approach.
There is a fork in the road. If PCs succeed in the "Ranger
Observation check (Target Number B)" or the "Sage Knowledge
4 check (Target Number B)", they can choose a shortcut and,
from then on, add +1 to 1d. However, if they fail, they will take
a detour and subtract -1 from 1d from then on.
5 Proceed smoothly on the highway. From now on, add +2 to 1d.
93
Part 2 Main Scenario
1. Introduction If the PCs refuse to fight, Karin will fight instead. Despite
Chezari asks the PCs to escort Karin, who is going to being injured, Karin manages to emerge victorious.
deliver a letter as a messenger to "Red Haze" Naguzabara, who Soon after, the "Letter from Naguzabara" arrives, and PCs
is in [41: Red Castle of Perpetual Night]. and Karin return home.
The reward is 2,000 gamels per person. In this mission,
Karin accompanies as a Fellow. Karin's data is on page 109. 3. Conclusion 1 Hour
Immediately place [41: Red Castle of Perpetual Night]. Upon delivering the Letter from Naguzabara, PCs can
complete the mission by returning to "B-2: Chezari Mansion"
2. Arriving at [41: Red Castle of Perpetual Night] 2 in [Fixed B: West District]. Chezari will pay a reward of 2,000
Hours gamels per person to the PCs when he receives the letter from
The PCs, guided by Karin, descend into the underground Karin.
arena from the stairs at the back of the tavern. Karin has PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
apparently been here several times as a messenger for
If the PCs were the ones who fought in the underground
Chezari, and she confidently hands over a Letter from Chezari
fighting arena, go to "Karin’s Decision (1)" (see p. 33).
to Diablo Cadet (see CR I, p. 404), the manager of the
underground fighting arena. If Karin was the one who fought in the underground
Diablo Cadet says, "I will prepare a reply to Mr. Chezari, fighting arena, go to "Karin’s Decision (2)" (see p. 62).
so please wait a moment. In the meantime, please showcase
the powers of Mr. Chezari's underlings in the fighting arena.
It's just a playful fight to the death, after all."
Refusing this offer would be a slap in the face to Chezari.
Therefore, the fight is inevitable.
If the PCs offer to fight, they will battle with a Boss group
determined by the "Mythical Beast Encounter Table" (see p.
117). If they win this fight, the PCs will receive Sword Shards
x Adventurer level as a prize.
94
Mission 20. Mission 20. Capture of Lapisaris (Recommended Level: 6~)
Tricia has been captured by Barbarous under "Red Haze" Saisaria and Aiaros, who were the descendants of the
Naguzabara and is currently imprisoned in [33: Stone City]. ancient and Noble Elf known as "Twins of the Sun and Moon,"
[33: Stone City] is a city that has turned to stone due to a and among the siblings, Aiaros, the younger brother, built the
powerful petrification curse, and those who step into this place Sunken Palace to prevent the cursed soul of his elder sister,
gradually turn to stone. For this reason, Naguzabara is using Saisaria, from coming up from the bottom of the Biscune
this place as a prison. River with the curse. It is said that Aiaros confronted Saisaria,
In order to rescue Tricia, a way to prevent the petrification who often turned into a terrible monster, in the underground
curse will be needed. Accept "Mission 12. Tricia’s Rescue" lake at the bottom of this palace and exchanged feelings to
(see p. 91). bring peace to her soul. As a result, Saisaria's curse weakened,
and peace was brought to the city. Even after Aiaros' death,
Saisaria appeared in the underground lake in the Sunken
Palace from time to time, seeking her brother's figure. Even
now, there are those who have seen the frightening sight of
Saisaria, who has turned into a monster appearing in the
underground lake, but most of them were apparently so
frightened that they lost their minds.
When PCs hear this story, they will earn 1 x ★.
95
Part 2 Main Scenario
The common mission is determined by rolling 1d on the Common Mission Decision Table
"Common Mission Decision Table". 1d Common Mission
If you want to take on a common mission, you first roll 1d 1 Mission 21. Expedition to the North
twice to determine two missions. After that, you can accept 2 Mission 22. Security Operation
either one. Or, you can give up accepting it. 3 Mission 23. Search for a Missing Person
However, if you have accepted the same mission in the
4 Mission 24. Corpse Search Patrol
same section and have not yet completed it, you cannot take
on a new mission. 5 Mission 25. Transporting Luggage
Also, once you have determined the two common 6 Mission 26. Tracking Criminals
missions that can be accepted, you cannot reroll until 06:00
the next day.
96
Mission 23. Search for a Missing Person
1. Introduction In this case, roll a d66 and set up the section that is the
PCs must search for the missing person and bring them "place where the missing person went". If the result is the same
back. as the "section where the request was received" or the "place
First, roll a 1d and determine the missing person on the where the missing person might go", reroll the d66.
"Missing Person Determination Table".
The reward is "adventurer level x 400 gamels" per person. 3. Arrival at "Place Where the Missing Person Went" 1
Hour
Missing Person Determination Table In order to search for the missing person, PCs must
1d Missing Person perform a Search check (Target Number C). If successful,
Emilia (Human/Female/9 years old/daughter of a certain they will find the missing person. However, if they fail, roll a
1
noble family) d66, and an event will occur, determined by the 'Climax Table
2 Curtis (Dwarf/Male/42 years old/peddler) of Events' (see p. 99).
3 Chiffon (Tabbit/Male/20 years old/Scholar) If a climax event occurs, after resolving it, the missing
4 Donna (Runefolk/Female/3 years in operation/maid) person will call out for help.
5 Nana (Elf/Female/12 years old/apprentice priest)
From that point on, the missing person will accompany
6 Powell (Human/Male/53 years old/herbalist)
PCs as the 'Escort NPC' (see p. 7).
Next, determine and place the section that is "the place
4. Conclusion 1 Hour
where the missing person might go" with d66. If the result is
When PCs and the missing person return to the "section
the section where the request was received, reroll d66.
where the request was received," the mission is accomplished.
As a reward, they will receive "adventurer level x 400
2. Arriving at the "Place Where the Missing Person Might
gamels" per person.
Go"
In these sections, if PCs succeed in "Information PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
Gathering (Target Number B)" (see p. 11), they can find out
the "place where the missing person went" by asking around.
97
Part 2 Main Scenario
98
Roll d66 to determine the event. - If it's "35-36", there are no additional elements, just cave in.
Monsters are attempting to ambush from places such as A ghost appears. After the next event, the ghost
the shadows of buildings and trees. As a result, if PCs fail a disappears.
Danger Sense check (Target Number B), they won't notice the - If it's "41-42", the ghost curses the living indiscriminately. If
monsters and will be caught off guard. Determine one Boss PCs fail the Willpower (Target Number B), they will receive
group using: a curse determined by the "Curse Determination Table" (see
- If the roll is '11', refer to the 'Barbarous Encounter Table' p. 121).
(see p. 116), - If it's "43-44", the ghost asks PCs to find its body. If they
- If '12', refer to the 'Animal Encounter Table' (see p. 116), succeed in the Search check (Target Number C), they find the
- If '13', refer to the 'Undead Encounter Table' (see p. 116), body. If they mourn the body, it will give them one item
- If '14', refer to the 'Mythical Beast Encounter Table' (see p. determined by the "Acquisition Decision Table" (see p. 115)
117), that the body had. However, if PCs can't find the body, it will
- If '15', refer to the 'Daemon Encounter Table' (see p. 117), curse them in anger. Therefore, if they fail the Willpower
- If '16', refer to the 'Humanoid Encounter Table' (see p. 117). (Target Number B), they will receive a curse determined by
the "Curse Determination Table" (see p. 121).
- If it's "45-46", the ghost tries to deceive the PCs by showing
illusions. Everyone must succeed in Willpower (Target
There is a trap to be determined by the "Trap Number B) until they succeed. For check, each failure will
Determination Chart" (see p. 121). cause an extra " 1 hour" to pass (for example, a " 2 hour"
- If it is "21-22", the Target Number of Spot Trap check is lapse on the first failure).
increased by +2 because this trap is cleverly set.
- If it is "23" after the trap is triggered, a group of Strong
enemies, as determined by the "Barbarous Encounter Table"
(see p. 116), will appear and attack PCs. There is someone asking for help, and they ask the PCs to
- If it is "24," after the trap is triggered, a group of Strong escort them to their "destination" (see below). If the
enemies, as determined by the "Humanoid Encounter Table" "destination section" has not yet been placed, do so
(see p. 117), will appear and attack PCs. immediately.
- If it is "25-26," there is no additional element. There is just a PCs are free to refuse the escort request and leave them.
trap. For information about the "person asking for help" and the
"destination", see below.
- If it's "51-52", an "old retired sailor who lost his way" wants
PCs to take him to [12: Sailor's House]. If PCs decide to
The ground collapses, and those who fail a Danger Sense escort, treat the "retired old sailor" as an "Escort NPC" (see p.
check (Target Number B) will fall '2d' meters. If they fall, they 7). Once he safely arrives at [12: Sailor's House], he will pay
don't need to check to escape from the collapse, but ' half of the party a reward of 4,000 gamels.
1d (rounded up) hours' will pass while looking for a place to - If it's "53-54", a "woman with a reason" wants you to take her
climb up. to [25: Triumphal Street]. If PCs decide to escort, treat the
- If it's "31", there is dangerous shaped debris at the fall point, "woman with a reason" as an "Escort NPC" (see p. 7). Once she
so '1d x adventurer level' points are added to the fall damage. safely arrives at [25: Triumphal Street], she will pay the party
- If it's "32", there is one Strong enemy group determined by a reward of 3,000 gamels.
the 'Construct Encounter Table' (see p. 116) at the fall point, - If it's "55-56", a "frustrated novice adventurer" wants you to
and a battle will ensue. Those on the ground can be deployed take him to [Fixed A: New Town]. If PCs decide to escort,
to the Allied Rearguard Area at the end of that round if they treat the "frustrated novice adventurer" as a Bandit Trooper
succeed in an Acrobatics check (Target Number A) on their (see CR I, p. 431). Once they safely arrive at [Fixed A: New
turn. Town], they will pay the party a reward of 2,000 gamels.
- If it's "33", there is one Strong group determined by the
'Magitech Encounter Table' (see p. 116) at the fall point, and
a battle will ensue. Those on the ground can be deployed to
the Allied Rearguard Area at the end of that round if they If PCs succeed in a Search check (Target Number C), they
succeed in an Acrobatics check (Target Number A) on their will find the following. If they fail, nothing happens.
turn. - If it's '61-63', they'll find '2d x 50 gamels'.
- If it's "34", there is one Strong group determined by the - If it's '64-65', they'll find one item determined by the
'Undead Encounter Table' (see p. 116) at the fall point, and a 'Acquisition Decision Table' (see p. 115).
battle will ensue. Those on the ground can be deployed to the - If it's '66', you'll find one item determined by the 'Special
Allied Rearguard Area at the end of that round if they succeed Acquisition Table' (see p. 115).
in an Acrobatics check (Target Number A) on their turn.
99
Part 2 Main Scenario
In the Random Table of Events, you decide what event 8 There is a stall lined with junk, selling one item
will occur by rolling dice. However, always treat the dice determined by the "Special Acquisition Table" (see p. 115) for
results "5" and "6" as "No event occurs". 2,000 gamels.
Once you have resolved a random event, check the " " If PCs shop, " 1 hour" will pass.
next to the number of that event. This event is treated as
If they do not shop, no time will pass.
"already resolved", and it will not occur again. Therefore, when
determining a random event, skip over "resolved" events.
For example, if the events "2" and "4" have been "resolved", 9 There is a person lying on the road.
when determining an event, if the dice roll is a "2", event "3" If PCs call out to them, they risk being vomited on. The
occurs. Similarly, if the dice roll is a "4", event "6" occurs. person who was lying down apologizes to the PCs and leaves
However, if the dice roll is a "5" or a "6", no event occurs at all. with unsteady steps. PCs (those who helped) should make a
Fortitude save (Target Number A). If they fail, they contract
an "Infectious Disease" (see p. 29). " 1 hour" will pass.
If they do not call out, no time passes.
1 There is a grandmother carrying a large luggage.
If PCs help her, " 1 hour" will pass, and they will earn 1 10 The Black Sword Knights are fighting a horde of
point of Reputation. Daemons.
If they do not help, no time will pass. If PCs aid the Black Sword Knights, they will enter combat
with one enemy group decided by the "Daemon Encounter
2 Daemons are appearing and attacking people. Table" (see p. 117), and " 1 hour" will elapse. If victorious,
If PCs decide to help, they will fight against one group of the knights will express their gratitude for the help and leave.
enemies determined by the "Daemon Encounter Table" (see They will earn 1 x ★, and add 3 points to the "Contribution to
p. 117), and " 1 hour" will pass. If they win, they will gain 1 the Black Sword Knights ([♠30])".
x ★ and 1 point of Reputation. If PCs do not join the battle and leave, no time will pass.
If they abandon the people and leave, no time will pass.
11 Something ominous is about to happen. Roll d66
3 A poor-looking man says, "I have no money. Say and determine the event in the "Climax Table of Events" (see
nothing and buy this for 100 gamels," offering a sack full of p. 99).
junk.
12 “Suffering Maid Girl” (see p. 60)
If PCs buy the sack, when they check what's inside, there
will be one item determined by the "Acquisition Decision
13 A lot of junk has been discarded.
Table" (see p. 115). In this case, " 1 hour" will pass.
If PCs do not buy the sack, no time will pass. If PCs rummage through the junk, a successful Search
check (Target Number A) will result in the discovery of one
item determined by the "Acquisition Decision Table" (see p.
4 If PCs succeed in the Scout or Ranger Observation
115). " 1 hour" will pass.
check (Target Number B), they will pick up one item
determined by the "Acquisition Decision Table" (see p. 115). If PCs don't rummage, time will not pass.
However, the item acquired will always be of the
"Characteristic: Curse". " 1 hour" will pass. 14 There is a lottery dealer. A lottery ticket costs 100
gamels each. The prize is a single item determined by the
5 PCs get propositioned by prostitutes that suit their "Special Acquisition Table" (see p. 115).
tastes. The price is 300 gamels for the time it takes for one If PCs draw a lottery, for every 100 gamels they pay, roll
candle to burn out (4 hours). 2d; if they get "⑫ (double 6s)," it's a hit, otherwise, it's a miss.
If PCs pay the money, they can take a rest in the prostitute's If it's a hit, they win a prize. They can draw as many times as
room or have a wonderful time, but " 1-4 hours" will elapse they want, but if they get a hit even once, it's over. If they do
(the elapsed time is arbitrary). the lottery, regardless of the number of times, " 1 hour"
passes.
If PCs don't pay the money, time does not pass.
If PCs don't do the lottery, time does not pass.
6 Go to "Meeting a Girl Like Snow" (see p. 44).
15 PCs encounter an old man with a fierce dog. The old
7 There is a trap determined by the "Trap man sets the fierce dog on PCs), and he also attacks. The
Determination Table" (see p. 121). Immediately after fierce dog is a Hellhound (see CR I, p. 426), and the old man
resolving the trap, one enemy group determined by the is a (Sword) Skilled Mercenary (see CR I, p. 431). At the start
"Humanoid Encounter Table" (see p. 117) will attack. This of combat, all enemies are placed in the "frontline area". If PCs
results in " 1 hour" elapsing. win, they gain 1 x ★, and " 1 hour" passes.
100
16 The Black Sword Knights are battling a horde of and leave. They will earn 1 x ★, and add 3 points to the
Barbarous. "Contribution to the Black Sword Knights ([♠30])".
If PCs assist the Black Sword Knights, they will enter If PCs do not join the battle and leave, no time will pass.
combat with one enemy group determined by the "Barbarous
Encounter Table" (see p. 116), and " 1 hour" will elapse. If 24 A lot of junk is thrown away.
victorious, the knights will express their gratitude for the help
When scavenging through the junk, if PCs succeed in the
and leave. They will earn 1 x ★, and add 3 points to the Search check (Target Number C), they will find one item
"Contribution to the Black Sword Knights ([♠30])". determined by the "Acquisition Determination Table" (see p.
If PCs do not join the battle and leave, no time will pass. 115). At this time, add +1 to the 1d that determines the "value".
" 1 hour" passes.
17 The streets are overflowing with people coughing If they do nothing, time does not pass.
and vomiting. A nasty "Infectious Disease" (see p. 2929) is
going around. If PCs fail at Fortitude (Target Number B), the 25 It will become a fierce storm. This storm lasts for
PCs also contract the "Infectious Disease. " 1 hour" will "1d" hours.
elapse. If PCs take shelter somewhere appropriate until the storm
passes, nothing happens.
18 Something ominous is about to happen. Roll d66
If PCs act in the storm, make a Fortitude (Target Number
and determine the event in the "Climax Table of Events" (see
C). If they succeed, they will not be affected at all. However,
p. 99).
if they fail, their HP and MP will decrease by "1d" points every
hour, and they will receive a -2 penalty modifier on all skill
19 "The Battle Between the Girl and the Daemons" (see checks until the storm passes.
p. 117)
26 “The Girl and the Black Sword Knights” (see p. 33)
20 Find a corpse.
If PCs want to rummage through the corpse after " 1 27 Something ominous is about to happen. Roll d66
hour" has passed, they'll find one item determined by the and determine the event in the "Climax Table of Events" (see
"Special Acquisition Table" (see p. 115). If they acquire this p. 99).
item, they'll receive the curse of the deceased. So, if they fail
the Willpower (Target Number B), they'll receive a curse 28 There is a lot of junk thrown away.
determined by the "Curse Determination Table" (see p. 121).
This corpse is heavily damaged and cannot be taken back or If PCs rummage through the junk, do a Danger Sense
sold. check (Target Number C). If successful, they will notice that
the buried magitech is starting to move. It becomes a regular
If you don't want to, no time passes. battle. However, if they fail, they will be ambushed by
magitech. Either way, they will enter battle with one Boss
21 In a narrow alley, there is an ambush by robbers, so group determined by the "Magitech Encounter Table" (see p.
PCs should make a Danger Sense check (Target Number B). 116). If they win, " 1 hour" passes, and you get 2 x ★.
If successful, they will notice the ambush, and it will become
a regular battle. However, if they fail, they will be caught by If they do nothing, no time will pass.
surprise. Either way, they will fight against one Strong enemy
group determined by the "Humanoid Encounter Table" (see 29 The Black Sword Knights are battling a horde of
p. 117). If they win, " 1 hour" will pass, and they will gain 1 Humanoids.
x ★. If PCs assist the Black Sword Knights, they will enter
combat with one enemy group determined by the "Barbarous
22 Suddenly, one Boss group determined by the Encounter Table" (see p. 116), and " 1 hour" will elapse.
"Daemon Encounter Table" (see p. 117) appears and attacks However, since all Humanoids are poisoned under narcotics,
the PCs and the people around them, resulting in a battle. their effects are the same as those of [Fanaticism] (see CR I,
During the battle, PCs with 3 or more Daemonization p. 226) with "Success Value 24". If victorious, the knights will
Influence Points receive strange waves from the Daemons, express their gratitude for the help and leave. PCs will earn 1
slowing down their actions and receiving a -2 penalty x ★, and add 3 points to the "Contribution to the Black Sword
adjustment for all action checks. If they defeat the Daemon, " Knights ([♠30])".
1 hour" will pass, and they will earn 2 x ★ and 5 points of If PCs do not join the battle and leave, no time will pass.
Reputation.
30 or more An attack of the Daemon Hordes begins!
23 The Black Sword Knights are battling a horde of A vast swarm of Daemons suddenly appears, enough to
Undead. cover the sky, and it begins to ravage Vice City; the PCs are
If PCs assist the Black Sword Knights, they will enter wiped out (dead)! After this battle ends, " 1 hour" will pass.
combat with one enemy group determined by the "Undead Then, remove the "check" for all random events. As a result,
Encounter Table" (see p. 116), and " 1 hour" will elapse. If all events will no longer be "resolved".
victorious, the knights will express their gratitude for the help
101
Part 2 Main Scenario
Edward Rutledge
(Human/Male/39 years old/[66:House of Thorns])
“He entrusted his daughter to the fellowship. That's reason
enough to risk one's life.”
A retired adventurer who
serves as a steward in the
House of Thorns and the
person who sent a letter to
the PC's master in
"Introduction 3". He owes a
debt of gratitude to the father
of "Deep Snow" Yuinie, and
"Lord of the Holy Silver" upon his death, Yuinie was
Ionis Raden entrusted to him. Because of
(Human/Male/39 years old/[31:Holy Silver Alliance]) this connection, Yuinie asks
“From deliveries to assassinations, I'll mediate any job at a him to guard Lapisaris.
good price.” Edward's data is a
Ionis is the strengthened version of
representative of the job "Godspeed Boxer" (see p.
125) with 9 Sword Shards.
mediation business, Holy
Also, Mary
Silver Alliance. He used to
(Human/Female/16 years old), a handmaid of Lapisaris who
be an active veteran
is entrusted with personal security, is an orphan raised by
adventurer, and despite
Edward. Mary's Fellow data can be found on page 110.
being a warrior, he was
skilled at using a variety of
magic. His catchphrase from Karin
his younger days was "I want
to retire quickly", and he (Human/Female/18 years old/[Fixed B: West District])
retired and established the “Tools that can be fixed even if they break, at least 4 times.
Holy Silver Alliance when That's us.”
he turned 30. The reason is She is the childhood
said to be "The world doesn't friend of the PCs in
go around with just clean "Introduction 1", and the
jobs." PCs will come to Vice City to
Ionis usually lounges in a chair with his feet on the store's find out about Karin's
counter. He has a muscular physique and is tall, and because whereabouts.
he is bald and has bad eyesight, customers are scared, and the She lived near the Free
store is not very prosperous. The network he built during his Market when she was young
adventurer days is wide, and many of the clients are influential and was close to the PCs.
people in the city. After the PCs left the city 10
years ago, she worked as a
"Warden" waitress at the Tavern of the
Death Seeker for a while but
Urdo was sold to Urdo, the Slave
(Tabbit/Male/19 years old/[42: Slave Merchant]) Merchant, as a payment for
“A slave is like a sword or armor for an adventurer. her father's debt and became
Quality is important.” the slave of "Millennial"
Urdo is the most trusted Slave Merchant in Vice City. He Chezari about 3 years ago. She has been trained as a spy under
has dealt with powerful players such as "Millennial" Chezari Chezari and has been involved in several shady jobs. Karin's
and "Red Haze" Naguzabara, and it seems that slaves are Fellow data is on page 109.
particularly valued as fighters in Naguzabara's underground
fighting arena. In Urdo's Slave Merchant, they create debt
slaves by buying corpses, resurrecting them, and imposing the
cost of resurrection as debt. This method of enclosing slaves
in a cage of debt has earned him the nickname "Warden".
102
"Former Thunder Emperor"
Claude
Tierra Kvasir
(Lykant/Male/13 years old/[32: Refugee Street]) (Nightmare/Female/153 years old/[36: Clocktower House])
"Even if I'm a rat in the gutter, I want to live as a good rat." "It's quite noisy, isn't it? Shall I call Mr. Propido?"
He is a boy who has taken on the role of leading the The caretaker of Clocktower House. Once feared as the
orphans on Refugee Street. He has a strong sense of justice "Thunder Emperor," she was one of the most prominent
and is willing to sacrifice himself for his friends. He believes adventurers in Vice City, but tired of her brutal lifestyle, she
that even if you're an orphan, you shouldn't live a life that retired. However, her abilities have not diminished. She was
causes trouble to others. He has a little sister named Emmy asked by the bigwigs of the Adventurers' Guild to become the
(Lykant/Female/9 years old), but he worries about her caretaker of Clocktower House, an apartment complex
because she is often sick. He admires Jessica, a priest at the managed by the guild for novice adventurers. However, her
Harula Temple, and Roxanne, just like the other orphans, as concern is the high vacancy rate due to the low survival rate of
if they were his older sisters. novice adventurers. Currently, she reluctantly rents rooms to
non-adventurers as well. Occasionally, because she cleans
around Clocktower House, she has become friendly with
Corti "Corpse Buyer" Propido (Human/Male/35 years old).
(Runefolk/Female/12 years of operation/[63: Witch Fortune
Teller]) "Scarred"
"Are you an enemy or an ally of Lady Leichen, you Teresa
bastard?" (Nightmare/Female/133 years old/[52: Black Agate Alley])
A runefolk maid serving the "Witch of Dawn" Leichen, she "The pain of hatred that carves away the excess flesh of the
appears to be a girl in her early teens at first glance. soul. That is what teaches us about life."
Due to her wandering habit, she often leaves the house One of the four Big
and takes care of chores such as cleaning, laundry, and taking Wheels that rule Vice City,
care of herbs while waiting for Leichen to return. She also she controls commerce and
handles visitors. She was an adventurer, but after she died and distribution in the old city.
became a slave, she was bought by Leichen and has been with Originally the daughter of a
her ever since. However, due to her previous master's tastes, nobleman, she was born a
she has a bad mouth. Nightmare, and though she
was despised by her father
"Millennial" and lived separately, she was
Chezari close with her mother and
(Elf/Male/Unknown age/[Fixed B: West District]) brother. After her family was
"Don't worry. It's also a shepherd's duty to make livestock massacred in a Daemons
happy." attack and she herself was
One of the 4 Big Wheels left with indelible wounds all
that rule Vice City, Chezari over her body, including her
is the ruler of a port town face, she developed a hatred
overlooking the Biscune for the Daemons. In
River. He is the head of a addition, she is in conflict with Naguzabara from the
prestigious noble family that perspective of protecting merchants and distribution routes
has served the Morganthine and is in a cooperative relationship with Yuinie. As the newest
royal family that has ruled power among the four Big Wheels, she has little relationship
the area around Vice City with the Morganthine royal family.
since the Magic Civilization
Period, and no one knows
his exact age. He is plotting Totonie
to seize power through his (Human/Male/45 years old/[34: Tavern of the Death
achievements by crowning Seeker])
the last royal family “Take your fights elsewhere! Who do you think is going
member, Lapisaris, and to clean up after you!?”
reviving the royal family. This poor middle-aged man who runs the Tavern of the
However, he is in conflict because "Deep Snow" Yuinie, who Death Seeker is always complaining. His tavern has become a
knew of his plot, is hiding Lapisaris and trying to escape the hangout for brawlers, careless people, and suspicious
city. Chezari's Fellow data is on page 110. individuals, and he never has a peaceful moment due to the
constant violence. However, despite all the grumbling, he
takes good care of his regular customers, sometimes even
offering personal advice and looking out for them, which
makes him a fundamentally "nice person". His current worry
is that his waitress Angela (Human/Female/22 years old) is
planning to retire after getting married, so he is looking for a
new waitress and planning her farewell party.
103
Part 2 Main Scenario
104
Lapisaris
(Noble Elf/Male/8 years old/[66: House of Thorns])
"Thank you. Just having everyone around makes me Biscune is a deity said to be slumbering at the bottom of
happy." the Biscune River, believed to awaken and protect the town
A pure and kind-hearted when Daemons attack in large numbers. It is also considered
boy. His real name is a River Guardian, and many sailors hold faith in it. However,
"Lapisaris Rosa it is not actually a god but rather a monster possessing power
Morganthine", a Duke of equivalent to a god. This monster has survived the Magitech
Morganthine who rules Civilization Period till now, spending its time sleeping at the
Vice City. At the same time, river bottom, seeing all the events happening in the town in its
he is the last one of the dreams.
Morganthine royal family Biscune is a bizarre monster with a terrifying form, giving
that once ruled this region. the impression of a malevolent deity. Because of this, the faith
After his father's death, he in Biscune is not something that can be openly practiced, and
inherited the duchy at the its believers have secretly passed on their faith.
age of three, but Yuinie kept Upon hearing this story, PCs will gain 2 x ★.
him hidden because
Chezari tried to use him in a
power struggle. Now, he is
being protected by former
adventurers Edward and
Mary. As a Noble Elf, he has inherited the "Dominion", but
Yuinie, fearing his youthful recklessness, has sealed it, If there is a check on [♣2] and PCs have not accepted
weakening its power. "Mission 17. Together with Lapisaris" (see p. 93), go to
"Warning" (see p. 46).
"Witch of Dawn" If there is no check on [♣2], or if there is a check but PCs
Leichen have accepted "Mission 17. Together with Lapisaris", proceed
(Tabbit/Female/40 years old/[63:Witch Fortune Teller]) to "In the Basement of the Transfer Destination".
"Luck won't come just by waiting. You have to go out and
find it yourself!"" In the Basement of the Transfer Destination
This is a phrase often heard from this Tabbit, a green- The transfer device works normally. The scene changes in
furred woman who runs a fortune-telling and herbal medicine an instant, and the PCs teleport from the underground Cave
shop. Although called a "witch", it's a nickname earned due to of Daemons to the dusty basement where the transfer device
the accuracy of the fortune-telling, as the individual doesn't is installed. If there were companions, they could confirm that
actually possess any magic powers and dislikes this nickname. they had teleported next to the PCs.
Herbal gathering is a hobby, and there's a tendency to roam, If they leave this basement, they must do a Danger Sense
often leaving the house on a whim and not returning, causing check (Target Number 16). If successful, they will notice the
the maid, Corti, to worry. She often leaps into danger out of magitech lying in wait as soon as they leave the basement, and
curiosity but, fortunately, is still alive. they can avoid a surprise attack. However, if they fail, they will
be ambushed.
"Drug Lord" In any case, the PCs will enter into combat with "half the
Walter number of PCs (rounded up)" x (Sword) SZerlay (see CR I, p.
(Kobold /Male/20 years old/[45: Purple Smoke Back Alley]) 425).
"If you want drugs, give me money! If you don't have money, At the start of the battle, all SZerlays are placed in the
sell drugs!"" "frontline area".
The manufacturer of drugs that are rampant in Vice City, After this battle, proceed to "Ending 2: To the Land of
the boss of a drug organization. Born as the lowest rank Adventure" (see p. XXX).
Kobold in Barbarous, he developed a highly addictive drug
due to his ambition and quickly built a huge organization.
Currently, under the protection of "Red Haze" Naguzabara, he
has a Diablo Cadet named "Mourning" Morden as his right-
hand man. Walter's data is a Kobold (see CR I, p. 395)
enhanced with 2 "Sword Shards".
105
Part 3 Data
Part 3 Data
106
Here, we introduce the data for the original Fellows (see we have written a "Growth Action Table" that can be replaced
p. 7) that you can use in your adventures. after growth.
All Fellows that appear here are treated as "Experience Please replace the actions from those in the "Growth
points: No, Reward: Required". Also, after each Fellow sheet, Action Table".
Task
Race: Human Gender: Male Age: 16 years old Adventurer Level: 2 MP: 12
Classes: Fighter 2, Scout 1 Language: Trade common, Regional dialect (Korgana)
Self-Introduction: “I'll protect you. Let's survive here.”
Experience: No Reward: Required
Fellow Action Chart
1d Result Action Dialogue Value Effect
1–2 7 Declare [Cover I] “I'll protect you!” - Defense 5, Magic Damage -5
Attack with one hand Bastard Power 20/Crit Value 10 +
3–4 8 “If only it was gone...!” Level+3+8
Sword Level + 3
Attack with one hand Bastard Power 20/Crit Value 10 +
5 9 “The best defense is a good offense!” Level+3+9
Sword Level + 3
“There's no way you can catch up with
6 10 Scout Movement check Level+2+10 -
this!”
Notes:
Equipped with Bastard Sword
4 Level: -
Replacement Growth Action Table
Declare [Power Strike I],
Level+3+Roll Power 30/Crit Value 10 + Level + 7, spend next
attack with one hand Bastard “Get the hell out of here!”
* turn recovering
Sword
6 Level: -
Replacement Growth Action Table
Declare [Cover I] “I'll protect you at all costs!” - Defense 9, Magic Damage -7
107
Part 3 Data
Nail
Race: Human Gender: Female Age: 16 years old Adventurer Level: 2 MP: 22
Classes: Priest (Lyphos) 2, Sage 1 Language: Trade common, Arcana, Regional dialect (Korgana)
Self-Introduction: “I couldn't leave you alone, so I followed you.”
Experience: No Reward: Required
Fellow Action Chart
1d Result Action Dialogue Value Effect
Declare [Metamagic/Targets], cast [Cure "Pain will stop, don’t
1–2 7 Level+3+7 Power 10 + Level + 3
Wounds], Range 2(10m), MP3 worry."
[Field Protection], 1 area (3m)/5, Range Caster, "It's the guidance of the Physical, magic damage
3–4 8 Level+3+8
MP2 Divine Ancestor." reduced by -1 point
Declare [Metamagic/Targets], cast [Cure "Yes, it's the long-awaited
5 9 Level+3+9 Power 10 + Level + 3
Wounds], Range 2(10m), MP3 recovery!"
6 10 Sage Knowledge check "Ah, I remembered it!" Level+3+10 -
Notes:
No weapon
5 Level: Maximum MP28→31, Combat Feat [MP Save/Priest] acquired (MP Consumption of All Action Tables - 1)
Replacement Growth Action Table
Declare [Metamagic/Targets],
Level+3+Roll
cast [Cure Heart], Range “"I can heal any wound.” Power 30 + Level + 3
*
2(10m), MP5(4)
108
Here, we are posting the data of the Event Fellows (see p. Also, characters with the Daemonization ability have the
7) that appears in this book: consultation. All Fellows name of that ability written in the notes column.
appearing here are treated as "Experience Points: No" and
"Rewards: Not Required".
109
Part 3 Data
Yuuni
Race: Elf Gender: Female Age: 117 years old Adventurer Level: 6 MP: 33
Classes: Fighter 6, Priest (Eve) 5 Language: Trade Common (Talk/Read), Elven (Talk/Read), Ancient Celestial (Read)
Self-Introduction: “I am Yu......Yuuni. Yes, Yuuni. Thank you very much.”
Experience: No Reward: Not Required
Fellow Action Chart
1d Result Action Dialogue Value Effect
[Metamagic/Target] with [Cure "Goddess, lend me
1–2 7 15 Heals Power 30 + 9
Heart], Range 2(30m), MP4 your helping hand"
[Metamagic/Target] with [Sacred "The glory of God is get a +1 Accuracy check for weapons, +2 physical
3–4 8 17
Weapon], Range 2(30m), MP2 with us." damage against Barbarous, Undead
Inflicts 2d+6 points of psychic magic damage and
"I will use your
5 9 Soul Absorption, Range 1(10m) 17 recovers the same amount of MP as the damage
soul."
dealt (Resistance: Half)
Declare [Power Strike I] and attack "I'm sorry. I will Power 20/Crit Value 10 + 12, spend next turn
6 10 20
with Estoc (Melee Attack) take your head." recovering
Notes:
Equipped with Estoc. Daemonization ability 1: “Daemonic Whispers” (see p. 119) Daemonization ability 2: “Soul Absorption”
(see p. 119)
Mary
Race: Human Gender: Female Age: 16 years old Adventurer Level: 4 MP: 14
Classes: Scout 4, Ranger 4, Grappler 2 Language: Trade Common (Talk/Read), Regional Dialect (Talk/Read)
Self-Introduction: “Nice to meet you, my name is Mary. I serve as a maid to a certain person.”
Experience: No Reward: Not Required
Fellow Action Chart
1d Result Action Dialogue Value Effect
If PC prepares items, Fellow can use a
"Get up. Please work
1–2 7 Use Potions 13 potion with an intelligence bonus of +2
properly."
and Ranger 4
3–4 8 Scout Observation check "Oh, don't you notice?" 14 -
Declare [Armor Piercer I] and attack with "This is the most Power 10/Crit Value 11 + 4 treats the
5 9 Iron Boxers and a second time without the straightforward 14 attack target's Defense as halved, Power
feat (Melee Attack) solution." 10/Crit Value 10 + 4
"Move before the
6 10 Scout Movement check enemy. It's basic, isn't 16 -
it?"
Notes:
Equipped with Iron Boxers
110
Liane
Race: Human Gender: Female Age: 24 years old Adventurer Level: 6 MP: 36
Classes: Priest (Mirtabar) 6, Sage 5 Language: Trade Common (Talk/Read), Regional Dialect (Talk/Read), Ancient Celestial
(Read), Arcana (Talk/Read), Magitech (Talk/Read), Barbaric (Talk)
Self-Introduction: “Ah, um... I'm, I'm Liane, sorry! Please… don't bully me!”
Experience: No Reward: Not Required
Fellow Action Chart
1d Result Action Dialogue Value Effect
[Metamagic/Target] with [Cure Heart], Range "Ah! I'll, I'll fix it right
1–2 7 16 Heals Power 30 + 9
2(30m), MP4 away!"
Awaken target from unconscious or
3–4 8 [Awaken] Range 1(10m), MP4 "Woah! Please wake up!" 17
sleep
[Metamagic/Target] with [Bless], Range "Um, uh... Please do +6 dexterity, agility, strength, or
5 9 18
2(30m), MP4 your best!" vitality of target
"Ah, um... Just
6 10 Sage Knowledge Check 18 -
wondering"
Notes:
None
Ben
Race: Runefolk Gender: Male Age: 3 years of operation Adventurer Level: 6 MP: 9
Classes: Grappler 6, Ranger 5 Language: Trade Common (Talk/Read), Magitech (Talk/Read)
Self-Introduction: “Guard, warrior, or assassin, I'm at your service.”
Experience: No Reward: Not Required
Fellow Action Chart
1d Result Action Dialogue Value Effect
If PC prepares items, Fellow can use a
"I'm still learning...
1–2 7 Use Potions 13 potion with an intelligence bonus of +1 and
but I'll give it my all."
Ranger 5
Declare [Armor Piercer I] and attack with Power 15/Crit Value 11 + 10 treats the
"Think your armor
3–4 8 Chain Stick and second time without the 19 attack target's Defense as halved, Power
will save you?"
feat (Melee Attack) 15/Crit Value 10 + 10
Declare [Armor Piercer I] and attack with Power 30/Crit Value 11 + 10 treats the
"One hit won't end
5 9 Hard Kicker and second time without the 18 attack target's Defense as halved, Power
this."
feat (Melee Attack) 30/Crit Value 10 + 10
Declare [Armor Piercer I] and attack with Power 30/Crit Value 11 + 10 treats the
"Ready to face
6 10 Hard Kicker and second time without the 19 attack target's Defense as halved, Power
death?"
feat (Melee Attack) 30/Crit Value 10 + 10
Notes:
Equipped with Chain Stick and Hard Kicker
Alicia
Race: Elf Gender: Female Age: 121 years old Adventurer Level: 6 MP: 18
Classes: Fencer 6, Scout 6 Language: Trade Common (Talk/Read), Elven (Talk/Read)
Self-Introduction: “Leave it to me. It's a bargain. Hehe.”
Experience: No Reward: Not Required
Fellow Action Chart
1d Result Action Dialogue Value Effect
1–2 7 Scout Observation check "Oh my, hehe." 16 -
Declare [Aimed Attack I] and attack
3–4 8 "Hehe. Shall we play a little?" 18 Power 15/Crit Value 10 + 10
with "Schiavona" (Melee Attack)
5 9 Scout Movement check "Oh my, did my skirt flip?" 18 -
Declare [Decoy Attack I] and attack “You need discipline for prying Power 15/Crit Value 10 + 10, when
6 10 17
with "Schiavona" (Melee Attack) into a woman's weakness,” evaded, enemy's Evasion check -1
Notes:
Equipped with Schiavona
111
Part 3 Data
Experimental Drugs No. 9/No. 13/No. 19/No. 28/No. 32 Base Price: Cannot be Traded
Popularity 12 App. A mysterious liquid in a small bottle Item Category Potions
Summary It has some sort of effect Era Current
This is a mysterious liquid created by Simon. When used as a potion, it produces Experimental Drug No.28 "You become immune to any
some sort of effect. These experimental drugs are all treated as having different attack": For 6 hours, when attempting a Fortitude, Willpower,
effects and are cumulative. or Death Check, you will be treated as having an automatic
Effect Experimental Drug No.9 "You can move very quickly": For 1 minute (6 rounds), success without rolling the dice. However, you will receive a -2
dexterity and agility will be twice their original value. The Standard Value for each penalty for the action checks.
check will be changed. Experimental Drug No.32 "You can use magic over and over":
For 30 seconds (3 rounds), you can cast all magic with a 5-point
112
Experimental Drug No.13 "You become very strong": For 1 minute (6 rounds), reduction in "consumed MP" (minimum 1). If you are
strength will be twice its original value. In addition to the limitation of minimal expanding magic with [Metamagic/Targets], you will expand
strength, various checks and additional bonuses will change. based on the reduced consumed MP with this effect. During
Experimental Drug No.19 "You become healthy in an instant": Both HP and MP will the effect time, at the end of your turn, you will receive magic
recover immediately. However, for 3 hours, all declared type Combat Feat cannot damage equal to "half of your current HP value (rounded up)".
be used. This damage cannot be reduced by any effect.
113
Part 3 Data
⬤ Event Checklist
This section contains a list of event checks. Add event checks from this section to the "Adventure Management Sheet" (see p. 127) as instructed in the event.
Check Event Check Event
[♠1] Deposit to the Adventurers Guild [♦1] Adventurer's Insurance
[♠2] “Dragon Fang Tally” [♦2] "Daemonization Serum" Special Agreement
[♠3] “Edward Rutledge's Letter” [♦3] Youreler's Acquaintance
[♠4] Debt to the Adventurers' Guild [♦4] “Morganthine Castle Pass”
[♠5] Biscune River Crossing Permit [♦5] Blockaded City Block (Fixed C) liberated
[♠6] Found the transfer device [♦6] Defeated Hellhound in the Fire Beast's Cave
[♠7] Tricia Rescue [♦7] Defeat the Barbarous in Dwarf's Fire Festival Inn
[♠8] Marcia's Letter [♦8] Witness the Biscune Ritual
[♠9] Joined the Order of Biscune [♦9] Statues of "Twins of the Sun and Moon"
[♠10] Heliukukka’s Black Notebook [♦10] Shallow Abysses research materials
[♠11] Encyclopedia of Daemons [♦11] Under Chezari
[♠12] Urdo’s Letter of Introduction [♦12] Claude died
[♠13] Roxanne's Memento [♦13] Secrets of Biscune
[♠14] Join the Thieves' Guild of Temple of Mirtabar [♦14] Keira becomes a waitress
[♠15] Refuse to Escort Lilia [♦15] “Shallow Observation Device”
[♠16] Edgar was defeated [♦16] Get to know Leichen
[♠17] Buy Liane from slavery [♦17] Brought Lilia's Corpse
[♠18] Buy Ben from slavery [♦18] Simon met with Walter
[♠19] Buy Alicia from slavery [♦19] Lapisaris disappeared
[♠20] Walter died [♦20] Banja-Gajah dead
[♠21] Walter escaped [♦21] Unraveling the Riddle of the Wise God Statue
[♠22] Defeated Beneas [♦22] Orphans Whistle
[♠23] Wind and Sword Medals [♦23] Knight and Spear Medal
[♠24] Black Swords Key [♦24] Cliff escaped
[♠25] Karin's Resolution 2: "I Can't Go With You" [♦25] “Canal Ferry Passport”
[♠26] Beat the old folks at Fashionable Alley [♦26] Recovering the head of a loved one
[♠27] Win in the Fighting Arena [♦27] Defeated the Calvert Worm
[♠28] North exit of Labyrinth Alley [♦28] West exit of Labyrinth Alley
[♠29] "Shallow Abyss" was conquered [♦29] Hidden passageway in Black Iron Castle
[♠30] Contributions to Black Sword Knights [♦30] Morganthine Royal Restoration
Check Event Check Event
[♥1] “Vice City Resident Card” [♣1] Belongs to the Adventurers' Guild ‘Golden Shield’
[♥2] Clocktower House, Room 5 contract [♣2] Bought back Karin
[♥3] Clocktower House, Room 6 contract [♣3] Obtain Necklace of the Temple of the Divine Ancestor
[♥4] Completed the test of Experimental Drug No. 9 [♣4] Ghost Mansion Location
[♥5] Completed the test of Experimental Drug No. 13 [♣5] Sold Claude
[♥6] Completed the test of Experimental Drug No. 19 [♣6] Angela retired (married)
[♥7] Completed the test of Experimental Drug No. 28 [♣7] Chain staircase
[♥8] Completed the test of Experimental Drug No. 32 [♣8] Hidden passageway in the tunnels
[♥9] "Shallow Abyss" appearance date and location [♣9] Youreler has disappeared
[♥10] Saved Emmy [♣10] Emmy died
[♥11] Yuinie's Letter [♣11] Install a Shallow Observer in the Black Iron Castle's tower
[♥12] Naguzabara defeated [♣12] Handed over Titus
[♥13] Corti’s parcel [♣13] Simon died
[♥14] Mary's Trust [♣14] Get to know Yuuni
[♥15] Escorted Lilia [♣15] Circular medals with a boy engraved on it
[♥16] Minnie gains a better wage [♣16] Mary died
[♥17] Defeated Undead at the Triumphal Arch [♣17] Cliff died
[♥18] Claude's body recovered [♣18] Defeated Heliukukka
[♥19] Minnie died [♣19] Defeat the Griffons at Grand Canal Bridge
[♥20] Keepsake “Black Sword” [♣20] All the Homunculus in the doll house were annihilated
[♥21] Earn Teresa's Trust [♣21] Date and time of the Great Festival of Biscune
[♥22] Get to know Cliff [♣22] Maria goes alone into the "Shallow Abyss".
[♥23] Maiden and Lightning Medals [♣23] Medals of Fire and Staff
[♥24] Hold the maid escort [♣24] Chezari became Biscune’s follower
[♥25] Karin's Resolution 1: "We go together." [♣25] Completion of "God Breath," a new narcotic drug
[♥26] Accompanied by Lapisaris [♣26] Mary's Confession
[♥27] Diary of Nathan Ray [♣27] Won the Dullahans Race
[♥28] East exit of Labyrinth Alley [♣28] South exit of Labyrinth Alley
[♥29] Secrets of Lapisaris [♣29] Ally of Heliukukka
[♥30] Yuinie's Request [♣30] Gift from Robin (birthday present)
114
⬤ Vice City Block Decision Table
1st Roll 2nd Roll 3rd Roll 4th Roll 5th Roll 6th Roll 7th Roll 8th Roll 9th Roll 10th Roll 11th Roll 12th Roll
1–2 R-B A-B T-E T-C U-A V-B V-D W-F X-C W-A Z-D ※
3–4 S-A T-D T-A U-C U-D V-C W-C W-E X-B X-E Y-F ※
5-6 T-B U-B U-E V-A W-D W-B X-F X-D Y-E Z-F Z-E ※
※Closest free Block
▼Value ▼Shape
1d + Modifications Rank Sale Price 1d Type Determination of Goods (roll additional 1d)
1–3 Deteriorated Item 2d x 20 gamels 1-3 Just a gem (Any), 4 Accessory, 5 Tool, 6 Clothing
4–5 Common Item 2d x 100 gamels 1 Gem ※For 4-6, the selling price will be doubled with gems
6 Luxury Item 2d x 200 gamels included.
7 Rare Item 2d x 500 gamels 1 Painting (Any), 2 Sculpture (Any), 3 Figurine (Any),
8 Masterpiece 2d x 1000 gamels 2 Artwork 4 Ceramic (Any), 5 Musical instrument (Any), 6
Figurine (Any)
1 Ring (Right/left hand), 2 Earring (Ear), 3 Necklace
▼Characteristics 3 Accessory (Neck), 4 Hairpins (Head), 5 Brooch (Any), 6 Mask
1d Characteristic Effects of Characteristics (Head)
1 Dirty The sale price is halved. 1 Clock (Any), 2 Lamp (Any) 3 Compass (Any) 4
Must successfully make Willpower (Target 4 Tool Tableware (Any), 5 Writing implement (Any), 6
2 Ugly
Number B) upon discovery to obtain. Handkerchief (Any)
It has one curse. Cannot be sold; can be sold if the 1 Hat (Head), 2 Dress (Any), 3 Coat (Any), 4 Gloves
curse is released; one curse must be determined 5 Clothing
3 Cursed (Both hands), 5 Shoes (feet), 6 Shawl (Any)
using the "Curse Determination Table" (see p. 1 Reading materials (Any) 2 Poetry collection (Any) 3
121) 6 Book Dictionary (Any) 4 Textbook (Any) 5 Musical notes
Remove one effect of curse or disease type. One (Any) 6 Artbook (Any)
4 Healing
use.
When you deliver a piece to the Adventurer's ※The words in parentheses in the table indicate the section
Guild, you will receive a Reputation according to in which the item can be equipped.
its rank. The value of a Deteriorated Item is 3, that
5 Glorious
of a Common Item is 6, that of a Luxury Item is ▼Special Acquisitions
9, that of a Rare Item is 12, and that of a
Masterpiece is 15. 2d Item Ref. Page
6 Elegant The rank of value increases by one rank. Mako Stone with "2d+3" points of MP CR I, p.
2
remaining 295
3–4 Mithril Under Armor p. 113
5–6 Vice Mask p. 113
7 Daemonization Serum p. 24
8–9 Antidote Ring p. 113
10 –
Quick Ring p. 113
11
12 Lamp of Homecoming p. 112
115
Part 3 Data
5–6
Purple Ant Pack Leader Sharp Nails Dinos Calvert Worm Calvert Worm◎
(see CR I, p. 411) (see CR I, p. 412) (see p. 122) (see CR I, p. 413) (see p. 122) (see p. 122)
5–6
Steam Pod Steam Pod◎ Dancing Thorn◎ Coiled Ivy◎ Gradient Plum Gradient Plum◎
(see CR I, p. 414) (see CR I, p. 414) (see CR I, p. 414) (see p. 122) (see p. 122) (see p. 122)
116
⬤Mythical Beast Encounter Table
Threat Level/ Less than 2.1 2.1-3.2 3.3-4.4 4.5-5.7 5.8-7.0 7.1 or more
Roll Ref. Page Ref. Page Ref. Page Ref. Page Ref. Page Ref. Page
Achlis 2 x Achlis 2 x Deela Harpy 2 x Hellhound 2 x Ratatoskr 2 x Thunderbird
1–2
(see p. 124) (see p. 124) (see CR I, p. 426) (see CR I, p. 426) (see p. 124) (see CR I, p. 427)
3–4
Achlis Deela Harpy Achlis◎◎ Ratatoskr Ratatoskr◎ Ratatoskr◎◎
(see p. 124) (see CR I, p. 426) (see p. 124) (see p. 124) (see p. 124) (see p. 124)
5–6
Achlis Achlis◎ Hellhound Thunderbird Thunderbird◎ Griffon
(see p. 124) (see p. 124) (see CR I, p. 426) (see CR I, p. 427) (see CR I, p. 427) (see CR I, p. 428)
117
Part 3 Data
118
Tough Skin Daemonic Shadow
The skin becomes dark black and has a luster similar to The shape of the shadow differs from your own silhouette,
gold. It does not take critical hits from any physical damage or appearing to be that of a Daemon.
magic damage. Also, it becomes immune to the damage You can bury your body in the shadow and move. There
increase due to the effect of [Painful Strike]. is no need to declare a withdrawal from the "skirmish area",
and you can immediately withdraw to the "own rearguard area"
Absorption of Vitality/Can’t with a "Normal Move".
An ominous aura will begin to emanate from your arms You also get a +2 bonus modification on the "Escape
and weapons. When you deal physical damage with Melee checks" (see p. 14). This bonus modification does not apply
Attack or Ranged Attack, you will drain the life force of your when you are protecting someone like Escort NPC.
target.
You will recover the same amount of HP equal to the Daemonic Regeneration
applied damage you do to any section of your choice. This Your body hair becomes longer overall, giving you a beast-
effect can only be used once per day. like appearance. At the end of your turn, your HP recovers by
the amount of your 'adventurer level' or 'monster level'.
Harbor Poison/Monster Level +1/Fortitude/Neg However, this effect can only recover your HP up to half of
The body tissue mutates, causing body fluids such as your maximum value (rounding up).
blood, tears, and sweat to become poison to other beings. Outside of combat, no matter how much your HP has
If you receive one point or more of applied damage from decreased, it will recover up to half of the maximum value
a character within the same skirmish area, you immediately, after 10 minutes.
each time, deal that target "1d" points of poison magic damage.
In the case of a monster, if the monster level is 5 or above, Daemonic Whispers
damage deals become "1d+2" points, and if it is 10 level or You start to hear hallucinations in a language you can't
above, it becomes "1d+4" points. always understand. It's usually just noise that you can't
understand, but sometimes you suddenly understand what it
Crawling Tentacles means.
Countless thin, long, thread-like tentacles grow from your After rolling 2d on a skill check based on intelligence or
own feet. They are not attached to the feet, and they can also spirit, you can confirm the result and then increase your
stretch and shrink to become invisible. Success Value by +2. This can be used in combination with
For a target 1 character that has been dealt physical the effects of items such as "Ability-Enhancing Ring" and
damage or magical damage by a melee attack or "range: touch" "Moonlight Charm". Monsters with fixed values get a +2 bonus
effect, you will now be able to be dealt an additional "2" points modifier to the Success Value of unique skills used with a
of curse magic damage after the damage has been applied. Major Action.
This effect can only be used on 1 character (1 section) per You can only use this effect twice a day. Also, using it
damage. Using this effect consumes 3 MP points. consumes 5 MP.
119
Part 3 Data
Daemonic Roar/Can’t
If declared with Minor Action, all targets in the same
skirmish area as you (including yourself) gain a +1 bonus to The Strange House is completely deserted. There are
Accuracy checks, and damage is increased by 2 points for 10 signs that the residents hastily carried out their belongings,
seconds (1 round). The damage is increased by 2 points. probably fleeing from the back door while the PCs were
This ability can be used only once per round and cannot fighting with SZerlay.
be used in the next round. It also costs 5 MP when used. If they search the mansion, they can find accessories and
furnishings that can be sold (for "2d x 1000 gamels"). In
Daemonic Eyes/Level +1 (Monster Level + addition, they can find 1d items determined by the
8)/Willpower/Neg "Acquisition Decision Table" (see p. 115) and one item
The iris of either eye changes color to look like a determined by the "Special Acquisition Table" (see p. 115).
Daemon's eye. With a Minor Action, you can stare at the From now on, this mansion will be unoccupied, and no
target 1 character within "Range/Area:1(10m)/Shot" and make
events will occur in this section. Check [♣9].
them weaker. This effect is psychic type.
The target cannot declare an active combat feat or perform
Minor actions for 10 seconds (1 round).
If the target is a fixed value character, they cannot use
declared unique skills and those used with Minor Actions.
This ability can only be used once per round.
Daemonic Fingers/Can’t
You will be able to have the Daemon's fingers appear and
scratch things with it.
With a Minor Action, you can inflict curse magic damage
of 'level' points to 1 character within 'Range/Area:
1(10m)/Target'.
This ability can only be used once per round, and when
used, your MP decreases by 'half of level (rounded up)' points.
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Curses
The Success Value of a curse is "Target Number B" unless otherwise stated. If the result is the same as the curse you have already
received, you will get "curse's Success Value +2".
Traps
The trap is determined with 1d.
All traps are “Resistance: Can't” for the first PC. The rest of the PCs roll 1d, and if they roll "1-3," they are caught in the trap. If
they roll "4-6" they are out of the trap range.
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Part 3 Data
6 Calvert Worm
Intelligence: Animal Perception: Five senses (Darkvision) 6 Gradient Plum
Disposition: Hungry Language: None Habitat: Rivers Intelligence: None Perception: Magic Disposition: Hostile
Rep/Weak: 11/16 Weak Point: Earth damage + 3 points Language: None Habitat: Forests
Initiative: 12 Movement Speed: 20(Crawling)/25(Swimming) Rep/Weak: 13/16 Weak Point: Slashing type damage +3
Fortitude: 10(17) Willpower: 7(14) Initiative: 13 Movement Speed: 12(Rotation)/-
Fortitude: 8(15) Willpower: 8(15)
F Style Accuracy Damage Evasion Def. HP MP
Mouth 9(16) 2d+11 8(15) 4 53 12 F Style Accuracy Damage Evasion Def. HP MP
Slam 8(15) 2d+8 8(15) 6 48 20
Unique Skills
◯Underwater Aptitude Unique Skills
It does not suffer any restrictions or penalty modifications in the water. ◯Poison, Disease Immunity
Loot
2 –8 None
9 – 12 Diffused Fruit Juice (150G/Green A)
13+ Concentrated Fruit Juice (650G/Green A)
Description
It is a large nut, about 1 m long. They are soft and moderately teardrop-
shaped. When provoked, it sprinkles juice around it to protect itself.
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4 Bone Hound 6 Shadow Teamster
Intelligence: Animal Perception: Magic Disposition: Hostile Intelligence: Servant Perception: Magic Disposition: Instructed
Language: None Habitat: Ruins Language: None Habitat: Ruins
Rep/Weak: 10/13 W.P.: HP Recovery Damage (when deals damage) +3 Rep/Weak: 13/16 Weak Point: +2 Magic Damage
points Initiative: 14 Movement Speed: 15/- Fortitude: 8(15) Willpower: 8(15)
Initiative: 11 Movement Speed: 20(4 Legs)/-
Fortitude: 6 (13) Willpower: 6 (13)
F Style Accuracy Damage Evasion Def. HP MP
Weapon (Body) 8(15) 2d+7 8(15) 6 44 -
F Style Accuracy Damage Evasion Def. HP MP Kick (Legs) 7(14) 2d+5 7(14) 5 29 -
Bite (Head) 7(14) 2d+5 6(13) 5 27 11
Tail (Body) 6(13) 2d+7 5(12) 5 33 14 Sections: 2 (Body / Legs) Main Section: None
Loot
Description 2–8 None
Bone Hound is an Undead, a grotesque quadruped. Its body is stripped of 9+ Magical Stone (250G/Gold A)
flesh, except for the face, the only remaining part. The skeletal creature is
unnervingly agile and emits poison from its face, which still clings to some
putrid flesh. Description
The Construct is black and about 1.5 meters long. Its upper body is
6 Skeleton Heavy Archer humanoid, and it has several long, thin, cloth-like legs. Created for use in the
Magic Civilization Period. It waits in the shadow of its master when not in use,
Intelligence: Low Perception: Magic Disposition: Hostile and only performs chores when called. In the present day, it wanders around
Language: None Habitat: Ruins the ruins as it cannot find its master's shadow.
Rep/Weak: 8/15 W.P.: HP Recovery Damage (when deals damage), +3
points
Initiative: 10 Movement Speed: 18/- Fortitude: 8 (15) Willpower: 9 (16)
Unique Skills
◯Bone Body
It is immune to criticals from edged weapons.
►Bow
With “Range: 2(30m),” it makes a Shooting Attack with a bow, Accuracy
check, and damage are the same as a normal attack.
Loot
2–6 Sturdy Bones (30G/Red B) x 1d
7+ Magical Bones (250/Gold Red A)
Description
It is a Skeleton Archer with a body length of about 2 meters. The bow used
is also large, increasing the threat level.
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Part 3 Data
2 Achlis 1 Mengle
Intelligence: Low Perception: Five senses Disposition: Neutral Intelligence: Low Perception: Five senses (Darkvision) Disposition: Hostile
Language: None Habitat: Meadows Language: Trade Common, Daemonic Habitat: Various
Rep/Weak: 9/12 Weak Point: Physical damage +2 points Rep/Weak: 8/12 Weak Point: Physical damage +2 points
Initiative: 9 Movement Speed: 12(4 Legs)/- Initiative: 9 Movement Speed: 10/- Fortitude: 2(9) Willpower: 2(9)
Fortitude: 4(11) Willpower: 3(10)
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite (Front) 4(11) 2d+1 4(11) 3 18 10 Weapon 2(9) 2d+1 2(9) 2 12 8
Kick (Rear) 4(11) 2d+4 3(10) 4 14 6
Sections: 2 (Front/Rear) Main Section: Front
Unique Skills
►Eyes of Confusion/3(10)/Willpower/Neg
Unique Skills Mengle stars within “Range/Area: 1(10m)/Target" at "Target: 1 Character"
disrupts it. The opponent receives a -1 penalty on action checks for 10
●Front
seconds (1 round). Using this effect costs 2 MP.
⏩Intimidating Cry/3(10)/Fortitude/Neg
The Achlis makes an intimidating cry and causes enemies around it to Loot
panic. Within “Range: Caster” and “Target: 1 area (3m Radius)/All," targets 2–9 None
suffer a -1 penalty on Accuracy and Evasion checks for 10 seconds (1 round). 10+ Weapon (30G/Black White B)
This effect can be used only once per round and cannot be used in
consecutive turns.
Description
●Rear Mengle is a Daemon that looks like a skinny child about one meter long.
◯Standing Upright Known as “Confusing Child,” it approaches with a hideous smile and
If the HP of the Rear is 0 or less, the Front section gets a -2 penalty on confuses its victims by glaring at them with its red glowing eyes.
Evasion checks.
Loot 6 Xenu
2–6 None Intelligence: High Perception: Five senses (Darkvision)
7 – 10 White Fur (60G/Red A) Disposition: Hostile Language: Daemonic, Arcana Habitat: Shallows
11+ Pure White Fur (130G/Red A) Rep/Weak: 14/18 Weak Point: Slashing type damage +3
Initiative: 14 Movement Speed: 14/21(Flying)
Fortitude: 9(16) Willpower: 8(15)
Description
This Mythical Beast is about 2 meters long, with white fur and a llama-like
appearance. It is characterized by small horns sprouting from both of its F Style Accuracy Damage Evasion Def. HP MP
foreheads and jointless hind legs. The creature is highly sensitive and can Tongue (Head) 8(15) 2d+7 7(14) 4 41 41
become aggressive when influenced by the emotions and intentions of others. Claws (Body) 8(15) 2d+9 7(14) 6 49 14
Sections: 2 (Head / Body) Main Section: Head
5 Ratatoskr Unique Skills
Intelligence: Average Perception: Five senses (Darkvision) ●Head
Disposition: Hostile Language: Sylvan Habitat: Forests ►Truespeech Magic 6 Level/Magic Power 8(15)
Rep/Weak: 12/15 Weak Point: Accuracy +1
Initiative: 14 Movement Speed: 20(4 Legs)/-
◯🗨 Magic Aptitude
Fortitude: 6(13) Willpower: 7(14)
They can use the Combat Feats [Targeting], [Metamagic/Targets].
124
◯Sword's Grace/Change Fate
Once per day, they may choose to change the result of a Skill Check or
Damage roll, by switching the faces of the rolled 2d to the opposite sides.
3 Swift Blade Loot
Intelligence: Average Perception: Five senses Disposition: Neutral
Always High-quality Weapon (150G/Black White A)
Language: Trade Common, Regional Dialect Habitat: Various
2–9 None
Rep/Weak: 6/- Weak Point: None
Initiative: 11 Movement Speed: 16/- Fortitude: 5(12) Willpower: 4(11) 10+ Gem (150G/Gold A) x 1d
125
Part 3 Data
126
Adventure Management Sheet
Introduction
▼Mission List
Completion Mission Name Order Location/Person Destination Other
127
128
Designer's Notebook
Tadaaki Kawahito Tanaka Kouji
Welcome to the "City of Vice," plagued by violence and We are pleased to deliver "Vice City", the first scenario-
conspiracy! type supplement for SW2.5, to you.
This book is a story supplement that can be enjoyed by This book was somewhat solidified as a plan from the
one to many people. It is designed to be played even without development stage of "SW2.5". As with previous story-type
a GM, so you can enjoy it like a gamebook. supplements, Kawahito created the scenarios, and I created
The adventure that unfolds in this book is filled with death the data after reviewing the scenarios and playing with them in
and traps and will lure adventurers into desperate situations test plays.
time and again. Some may fall halfway through their Test plays were performed with different numbers of
ambitions, but rest assured! In Vice City, bodies are traded, people and under different circumstances each time.
and the remains of adventurers will be quickly delivered to the Sometimes we put a GM, sometimes we don't, sometimes we
Adventurer's Guild for resurrection. Of course, 10,000 gamels borrow the help of Fellows, sometimes we don't. Each time,
are required as resurrection costs (or debt if not available), but this book brought new discoveries and fresh surprises.
if you undergo Daemonization, you can be resurrected at a With the Core Rulebook I alone, solo play is also possible.
low cost, enhanced with Daemonization abilities, and it will In SW2.5, the reliable Fellows will accompany you. At the
make your adventure more likely to succeed! What a same time as this book is released, the contents will be made
wonderful city! public. Please enjoy the results of everyone having fun, report
Your mission in this city is designed to be achieved up to them, lend and borrow Fellows, and conquer the "City of
level 6. Therefore, if you successfully complete about 10 Vice".
adventures on average, you should be able to reach the end. Finally, we would like to thank the SNE staff, including
Of course, you can continue your adventure in this "City of Kei Kitazawa, who helped us a lot during the development,
Vice" afterward or leave this city and embark on an adventure and to all the test players. Thank you very much.
in a new place. Then, once you know the secret of the boy on the cover
In any case, I hope that your adventure in this city will be and escape from the "City of Vice" after a great choice, let's
a memorable and enjoyable adventure for the challengers. meet again.
Translation:…........................ Auquid
Translation Editing:……….…. Auquid
Original Release Date: 2019/04
Translation Release Date: 2024/05
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