100% found this document useful (1 vote)
1K views130 pages

Sword World 2.5 - Vice City

Uploaded by

Moises Figueros
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
1K views130 pages

Sword World 2.5 - Vice City

Uploaded by

Moises Figueros
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 130

1

Part 1 How to Play

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

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.

Description of Various Icons


The following is a description of the icons used in this
book. Icons are noted next to section names and facility
names.

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.

Acquisition of Experience Points by Defeating Monsters


When PCs spend their "★" and acquire experience points,
they will gain experience points from the monsters you have
defeated since the last spending.
If they have wiped out monsters in battle, they can add
"level x section number x 10 points" of those monsters to their
experience points.

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".

Original Fellows Conditions for Parting with Fellows


The Original Fellow is a Fellow who can accompany from Original Fellows can be separated at the PC's discretion.
the start of the game when the PCs are few in number or when Event Fellows are when certain conditions are achieved.
they want to supplement their strength. As a principle, only If all PCs are dead (see p. 15), all Fellows accompanying
one Original Fellow can accompany at the same time. the PCs will be lost.
The Original Fellow is treated as "Experience points: No"
and "Reward: Required". Meet the Fellow Again
The only reward requested is the gamel, and there is no If PCs leave the Original Fellow, they can go to the
need to split the amount of loot, items, etc., sold with the "Golden Shield" (see p. 23) in "Fixed A: New Town" to get
Fellow. them again.
To meet the Event Fellow again, PCs need to retake the
Original Fellows Growth same mission where they met the Fellow, or resolve the same
The Original Fellows grow exceptionally. The "level" of the event.
Original Fellow starts at 2 and rises to the same level each time
the average PCs level rises to 3, 4, and so on. When the level
of the Original Fellow increases, the following growth can be
performed. Escort NPCs do not have any special abilities and are not
useful to the PCs. They accompany PCs as characters.
- Increase in Success Value of the action table and maximum
MP Escort NPC's own Abilities and Skill Checks
When the level rises by 1, all columns of the Success All Escort NPCs are treated as characters with 12 HP, 2
Value in the action table, which is "Level + XX", increase by 1. Defense. There may be predefined races or names, but those
Also, the maximum MP of some Fellows will increase. not specified are treated as Human.
Escort NPCs do not perform skill checks independently;
- Replace one column of the action table with a new action they only perform Evasion, Fortitude, Willpower, and Death
table obtained from the "Growth Action Table" checks. All these checks are performed as straight rolls (see
In any column of the action table, an action written as "Can CR I, p. 91).
be replaced at XX level" in the "Growth Action Table" can
replace the already written action table. If you don't replace it, Escort NPC Affects the Number of PCs
that new action table will be lost. Also, if you replace it, the Escort NPCs, like Fellows, are counted as 0.5 PCs. If two
action table before the replacement will be lost. PCs are accompanied by one Fellow and one Escort NPC, the
You cannot replace a single growth action table with number of PCs is treated as "3.0".
multiple action tables. Also, when replacing, please consider
the Action Entry Restrictions (see CR I, p. 204). Placement in Battlefields
Escort NPCs must be placed in some area during combat.
Changes to the Original Fellow They will move if instructed by the PCs, but they do not
PCs are allowed to change their Original Fellow with perform active actions such as hit checks.
another Original Fellow at times of growth. In such cases, they
can evolve the changed Original Fellow by referring to the Loss of Escort NPCs
PC's level. If an Escort NPC's HP drops to "0 or less" due to events
or combat, a straight roll is made for a Death Check. If this

7
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.

Do not Change the Degree of Daemonization as much as


Possible
When there are multiple PCs, it is recommended to share
acquired loot and rest at the same time instead of managing If the monster you are trying to change is "Daemonized"
them individually. This simplifies the process and makes it (see p. 16), try not to change its degree of Daemonization.
easier to implement the rules. Unless there is a good reason Changing the monster does not change the fact that the
not to, sharing and unifying the party when using the rules is monster is Daemonized or that loot is added.
recommended.

This book does not recommend that the PCs act


separately when there is more than one PC in a group. Even
if they are acting separately, the number of all PCs should be
referred to in processing checks and determining the number
of PCs in the encounter tables (see p. 13).

When playing this campaign with multiple PCs, all PCs


can participate in the various checks in principle. A check is
successful if any one of the PCs who attempted the check
obtains a total result equal to or greater than the Target
Number.

If you use "Core Rulebook II and III" (hereafter referred


to as "CR II and CR III") when playing this book, you can use
all the elements described in the rulebooks. New races and
classes can be used without modification.

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).

One Session Break


One session break is "until growth occurs." The same goes
for Mount rentals. When PCs grow, their guild members will
collect the borrowed mount.

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".

Growth, New Mission Orders


By completing missions, player characters may grow. After
the character grows, new missions will be accepted, and new
clues will be sought.

Achieving Objectives, Ending


Introduction
If PCs explore the streets, repeat completing missions, and
The "Introduction" (see p. 20) at the beginning of "Part 2:
achieve the goal they got from a guide, they will proceed to the
Main Scenario" reveals the current situation of the PCs and
ending. The ending will change depending on which
their final objective. Please write down the objectives on a
introduction they chose and under what circumstances they
character sheet or other document.
achieved their goal.
Explore Vice City
In order to achieve the goal, the PCs explore within Vice
City, assign sections to blocks in Vice City, and resolve events
that occur as they move around.

can only move to a section adjacent to the block they are


currently in in a crosswise direction. It is also fine to stay in the
The exploration of the city proceeds in the following steps: current section without moving.
If PCs move a block, one hour will pass immediately. If
they stay in the current section, time will not pass.

"Fixed A: New Town" is One Block


"Fixed A: New Town" is larger than other blocks and
consists of several blocks, but it is treated as one Block.
Also, when moving from "Fixed A: New Town", the
adjacent blocks are limited to the "West Gate" and "Central
Gate," where the gates are. The "North Gate" is also a city gate,
but this gate cannot be used unless certain conditions are met.

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

9
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.

Expenses for Information Gathering Branching due to Event Checks


When gathering information, you first pay the expense for During an event, if it is described as "if there is a Check
collecting that information. This is the money you give to the XX", confirm the "Event Check" and follow the instructions.
person, a source of information, or the cost of treating them
to meals or luxury goods.
Expenses are paid in units of 50 gamel. It's perfectly fine
not to pay anything at all. For every 50 gamel paid, PCs get a Management of Time and Days
"+1 expense bonus". This effect accumulates up to a maximum In this book, time management is done every hour. Time
of +10 (500 gamel). is managed in 24-hour notation, and the start of the day is set
at "6:00 a.m."
Information Gathering Check
The information gathering check is done by calculating the Day and Night
"Success Value" with "Expense Bonus + 2d". If the Success The time from 6:00 a.m. to 6:00 p.m. is referred to as
Value is equal to or greater than the Target Number of the "day", and the time from 6:00 p.m. to the following 6:00 a.m.
check, the information gathering check is successful. If it is as "night". There are events that change depending on whether
less than the Target Number, it fails. it's day or night.
Regardless of the result of the information gathering
check, the expenses paid will not be refunded. Passage of Time
Although it is conveniently referred to as a "check", please In this book, one hour passes when the following
note that it is not strictly a skill check, so the character's ability situations occur.
score or class does not affect it at all.
Time Passage by icon
Information Gathering Check: Automatic Success, If the (time passage icon) is marked in various event
Automatic Failure notations, one hour will pass after the completion of that
In an Information Gathering Check, regardless of how event.
much Expense Bonus is accumulated, if the result of 2d is
double 1s', it is treated as an automatic failure (see CR I, p. Time Elapsed due to PC's Arbitrary Actions
91), and if it is 'double 6s', it is treated as an automatic success
Even if the PC takes the following actions arbitrarily, the
(see CR I, p. 91).
time will elapse. Please round up the elapsed time to the
nearest hour.
Retry of Information Gathering Check
If the result of the Information Gathering Check is not
- When PCs acquire the loot of the second and subsequent
satisfactory, PCs can try a retry.
battles after one battle
If they try a retry, they must first wait for an hour, then
- When PCs use items like Lifegrass and Magic Herb
decide how much it cost to pay again, and then perform the
- When PCs attempt a check that takes 10 or more minutes
check again. When retrying, they must pay at least 50 gamel
(60 rounds)
more than the cost paid in the immediately preceding
Information Gathering Check. The Expense Bonus is
60 Minutes Worth of Actions Possible Within 1 Hour
obtained each time only for the amount paid each time.
In this book, one hour will elapse if PCs perform an action
Multiple PC Information Collection Check of 10 minutes or more once, but it is okay to perform an action
of 10 minutes up to 6 times in one hour. In that case, time will
When conducting an Information Gathering Check with
elapse after the 6th action is over.
multiple PCs, it is treated in the same way as a retry from the
second person onwards. Only one person can attempt a check
Time Elapsed due to Rest
per hour.
When PCs rest, such as sleep, the corresponding amount
of time will elapse. By resting for more than 6 hours, it is also
possible to adjust the time to move to the next action.
In this scenario, you may be instructed to "Check XX"
Time Elapsed More Than 2 Hours
according to the actions or results of events on your PC. This
is used to manage the results of events, choices, etc., and you In events, etc., there are situations where "1d hours elapse"
may be asked to confirm during the story's progress. or more than 2 hours elapse in one situation. Please refer to
the description of each event.

11
Part 1 How to Play

Furthermore, it will also accumulate with penalties due to lack


of sleep.
In this campaign, PCs can safely sleep and eat at locations This penalty will completely disappear once PCs eat.
with an (sleep icon). Consuming one day's worth of food is sufficient.
If they sleep for 3 hours or 6 hours, their HP and MP will
be restored. Also, they must eat at least once a day. The times
when they slept and ate are recorded and managed in the
"Adventure Management Sheet" (see p. 127). PCs can borrow money from facilities like the "Golden
Shield" and others. This can occur when a PC voluntarily
Recovery Based on Sleep Time borrows or fails to pay the costs of resurrection, etc.
There is no variation in the recovery of HP and MP due PCs with debt should note the amount on their character
to sleep. Also, even if they sleep for more than 6 hours in one sheet. Each time a reward is earned, such as by accomplishing
day (from 6 am to 6 am), they will not recover more. a mission, more than half of that amount must be repaid at
each occasion. Repayment happens automatically, without the
Penalty Adjustment Due to Lack of Sleep need to return to the original lender.
If PCs cannot sleep continuously for 24 hours or more, a
penalty due to lack of sleep will occur. All their actions will
receive a -1 penalty, and the maximum values of HP and MP
will decrease by 1 point. If they cannot sleep for several days, When a PC is suffering from long-term detrimental effects
this penalty will accumulate. It will also accumulate with the such as poison or curses, an attempt can be made to remove
penalty due to hunger. them. The circumstances under which removal can be
This penalty will completely disappear if they sleep for attempted are at the adventurer's guild "Golden Shield" (see p.
more than 3 hours at once. 23). At that time, to request removal, they will need a cost of
"Success Value of the received disadvantageous effect x50
Penalty Adjustment Due to Hunger gamel".
A penalty due to hunger will occur when PCs cannot eat,
such as when they do not have enough food. Whether they Removal by Items and Magic
will suffer a penalty depends on whether they have eaten at Apart from the "Golden Shield", PCs can remove these
least once before 6 am the next morning. All skill check effects by obtaining NPCs with a class level capable of casting
Success Values will receive a -1 penalty, and the maximum removal magic or items that can remove them. Such removal
values of HP and MP will decrease by one point. If they methods can be performed anywhere. Removal by items and
cannot eat for several days, this penalty will accumulate. magic, in principle, will not fail.

If an event in this book is described as "combat," it will be


a combat with monsters.
The event will be described as "1 x set of enemies to be
determined by "XX Encounter Table"", and the monster that
will appear will be determined by the specified encounter
Combat when playing with this book is done with table.
"Simplified Combat" (see CR I, p. 118).
Check Threat Level
About the Placement of Multiple PCs The strength of the monsters that appear on the encounter
In the case of multiple PCs, each PC will be placed table is called "Threat Level". The "Threat Level" is added to
according to the arrangement at the start of battle processing the average of the PC's Adventurer Level and is modified by
in Simplified Combat. the city's status where the monster was encountered, missions,
etc.
Allow Escort NPC to Join the Battle If there are no modifications, the "Threat Level" will be
If there is an "Escort NPC" during the battle, all of them equal to the "average of the PC's adventurer level". The
must also participate in the battle. "Threat Level" is calculated by rounding up to the second
decimal place. There is a field to record the current Threat
About the Placement of Multiple Monsters Level in the "Adventure Management Sheet" (see p. 127), so
When selecting monsters, they are basically all placed in please use it.
the "frontline area". When playing with a GM, the GM decides
how to place each monster.

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

13
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.

Escaping While Protecting Escort NPC


The Escort NPC does not run away of their own accord.
The actions of monsters during combat are all determined In order to allow the Escort NPC to escape from combat, the
by the GM, if present. PCs must protect them while they both escape.
If there is no GM, use the following "Monster Guidelines" If PCs protect the escort NPC and escape, one PC can
and roll a d1 to determine the Guidelines. The term "enemy" cover one escort NPC. If they protected the Escort NPC and
in the table refers to all PCs or Escort NPCs. ran away, the Escort NPC would be safe to escape, but the
If the action corresponding to the roll is not possible, treat protecting PC would receive a -2 penalty modification to the
it as if a lower roll was made and refer to the Guidelines again. escape check.
If that is still impossible, lower the roll one more time and take A single PC cannot cover more than one Escort NPC.
an action that is possible. When choosing a target for the Unprotected Escort NPCs will disappear immediately.
monster's attack or unique skills, decide randomly from the
available options. Fellow's Escape
If you can't decide which unique skills or magic to use, Fellows succeed in escaping without attempting an escape
basically make your own judgment to act in a way that is most check and will join PCs after escaping.
advantageous for the monster or disadvantageous for the PCs.
If there are multiple monsters or monsters with multiple Unconscious When Escaping
sections, decide which one to act from at your discretion. Even At the time of conducting the escape check, characters
if there is no GM, it takes too much time to decide who can't take action on their own can't do an escape check
indiscriminately for each round, so it doesn't matter if it's and cannot escape unless someone protects them. If they
arbitrary. cannot escape, that character will die.

Actions of Monsters with Multiple Sections Handling of Dead Characters


If a monster has multiple sections, please refer to the Characters who are dead or can't make an Escape check
"Monster Guidelines" separately for each section. due to weakness and remain in the same place will be deemed
to be dead bodies at the scene. These characters do not affect
Monster Guidelines the Escape check.
1d Action In the case of multiple PCs, other PCs can escape by
Normal Move to the Frontline Area and attack the enemy
0 carrying the body of a dead PC. In that case, they will receive
with the strongest possible melee attack
Without moving, make the most powerful ranged attack
a -2 penalty modification on the Escape check, similar to
1 protecting an Escort NPC.
possible against one enemy
Target the largest number of enemies, use unique skill to
2 Battles Where Escape is Impossible
inflict damage
3 Use unique skills to target the most enemies In battles where "Boss" is included in the monsters, PCs
Use the magic or unique skill with the highest damage to cannot attempt to escape. In battles where "Boss" is included,
4
include the enemy with the highest HP they must fight until one side is wiped out.
Use the magic or unique skill with the highest damage to
5
include the enemy with the lowest HP Post-escape Handling
Use magic or unique skill to enhance the most allies, After an Escape check is performed, one hour will
6
including yourself immediately elapse. PCs will not move out of the section but
will stay in the same section. They can try to move to another
block.

If PCs want to avoid combat, they can attempt to flee.


Escape attempts can be made at the start of each round on the
PC's turn. If PCs win the battle, they get a loot.
When declaring an escape, the PC performs an "Escape
check". Acquisition of Loot
When PCs defeat monsters, they can usually collect their
Escape Check loot as usual. At the end of the battle, they can only collect
The standard value for the Escape check is "adventurer loot once. If there are multiple PCs, each PC can collect loot
level + agility modifier", and the target number is "highest once.
monster level +2d".
PCs can escape regardless of the success or failure of the Multiple Loot Determinations
check. If they succeed in the check, they can escape without
If the number of times they can acquire loot is greater than
any trouble, but if they fail, they will be pursued and attacked
the number of PCs, they can also acquire loot from the second
by the monster, taking damage.
time onward. However, if any PC acquires loot for the second
The damage on a failed escape is "Power 20+ highest
time or later, "the passage of time" occurs.
monster level" points of magical damage. This damage's

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".

If all PCs are unconscious or otherwise incapacitated as a 1d What You're Losing


result of an event or battle, the PCs will be annihilated. In case Money, Weapons, Armor, Accessories, all items are
1
of total defeat, unless otherwise noted, the PCs die. lost
You have lost all your money and all your weapons,
2 armor, accessories, items whose base price is more
than 1.000 gamels
If players are wiped out, as a rule, their characters die and You have lost all money and all items except
3
get a chance to be resurrected by someone. If they accept the weapons, armor and accessories.
resurrection, they can be resurrected. When they are You have lost one of your weapons, armor,
4
resurrected, they are resurrected at the same time, "half of 1d accessories, or items with the highest base price.
(rounded up)" days after death. After the resurrection, they You have lost half of your money and all items with
can immediately start exploring as usual. 5 a base price of 1,000 gamels or more (weapons,
armor and accessories are not lost).
At the Time of Resurrection 6 You haven't lost anything.
The situation at the time of resurrection changes according
to the "Total Defeat Table". Depending on the situation, PCs ※ The term "items" in the table refers to all items other than
may lose your money or belongings. weapons, armor, and accessories (including loot, Sword
The event checks they had ordered before death will be Shards, Abyss Shards, etc.). For items that "Cannot be
carried over as is. However, all missions that were ordered are Traded", the base price is set to "0" and the logic is applied.
automatically discarded and returned to the state before the
order. Total Defeat Table - Resurrection Situation
Resurrection
1d Resurrection Situation
Treatment of Fellows and Escort NPCs at the Time of Location
Resurrection 24: Execution
When you find yourself revived, you
Also, all the Fellows and Escort NPCs that were with PCs 1 are in the first stage of
Platform Park
are gone. Fellows are treated as having escaped from the "Daemonization" (see p. 16).
You are resurrected as a slave. For the
scene, and it is possible to meet them again. Escort NPCs
42: Slave cost of resurrection, each slave owes a
disappear from the scene and will not be met, but if the 2
Merchant debt of 20,000 gamels to "Warden"
conditions are met, PCs can bring Escort NPCs with them if Urdo (see p. 102).
they mission conditions allow that. When you notice that you are revived,
your maximum HP and MP are
3 46: Crematorium
Total Defeat Table reduced to half (rounded up) until 1
The Total Defeat Table is a table that determines what day (24 hours) has passed.
situation the PCs are in after being resurrected and deciding You are resurrected as a slave. To the
63: Witch
the number of days passed since resurrection after total defeat. 4 “Witch of Dawn” Leichen (see p.
Fortune Teller
Please roll 1d for each of "Total Defeat Table -Possessions" 105), owes a debt of 15,000 gamels.
and "Total Defeat Table - Resurrection Situation", and apply You are picked up by adventurers and
56: Mirtabar
5 resurrected, and owes 12,000 gamels
the items of the dice roll. Temple Market
to the temple of Mirtabar.
In the case of multiple PCs, the "Total Defeat Table- “Golden Shield” You are picked up by adventurers and
Possessions" is determined individually, but the "Total Defeat 6 at “Fixed A: New resurrected, and owes 10,000 gamels
Table - Resurrection Situation" is rolled only once, and all Town” to the Golden Shield.
members share that situation.
Total Defeat Table - Possessions

15
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.

Resurrection of Fellows, Escort NPCs


Fellows, Escort NPCs will not be resurrected as a rule.

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.

Check Daemonization Abilities Acquisition of Additional Loot 'Abyss Shards'


A creature that is Daemonized acquires abilities When PCs defeat a monster that has undergone
corresponding to the number of stages of Daemonization by Daemonization and "acquire loot", they will acquire 'Abyss
looking at the "Daemonization Abilities Table" (see p. 118) Shards' in addition to the usual loot. The number of shards
and using d66. These abilities can be used by any monster you acquire is the same as the stage of the Daemonization of
without any particular conditions. the monster.
If a monster with two stages of Daemonization gets the Abyss Shards can be sold for 200g in a section with in
same "Daemonization Ability" for both, reroll to get different this book, and may be referred to and consumed at events and
abilities. the like.
Key points in Determining the Daemonization Abilities of Hit or Miss of Daemonization Abilities
a Monster Among the Daemonization abilities, some do not fit the
Daemonization Abilities is Determined for Each Monster class tendencies and abilities of PCs and monsters, and
Even if multiple monsters that are Daemonized appear, sometimes you may acquire completely useless abilities.
the Daemonization ability is determined individually, even if Although you cannot choose Daemonization abilities on
they are monsters of the same name. your own, just having Daemonization abilities does not
necessarily make the game more difficult. Please accept it as
The "Section Determination Table" is Optional something like an unreliable relief measure, and enjoy
In the case of a monster that has acquired the playing.
Daemonization ability using the "Section Decision Table", the
decision as to which section has been changed is omitted, and
the section may be any section.

Do not Manage Daemonization Influence Points


Even if the monster is Daemonized, you do not need to
manage its Daemonization Influence Points. Daemonization
Influence Points are values that only PCs refer to.

Simplification of Daemonization Process


If there are many monsters appearing as enemies that
require Daemonization, or if the process feels complicated,
instead of acquiring the Daemonization ability, you can
perform an additional fixed increase in damage at each stage
without acquiring the Daemonization ability. Please consider

17
Part 2 Main Scenario

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

The PCs are in Vice City.


Why are the PCs in this infamous city?
Roll 1d and refer to the "Introduction Decision Table". Depending on the introduction, PCs might be natives of
This will reveal the reason why the PCs are in this City of Vice, Vice City. If PCs were born and raised in this notorious city,
the circumstances leading up to this point, and the objective it's a good idea to roll 1d and determine their experiences
of their venture into the city of evil. while living in this notorious city on the "Vice City History
Table". This might give you a slight advantage in adventures in
Introduction Decision Table Vice City.
Difficulty 1d Introduction If there are two or more PCs, it's okay to say that some (or
Easy 1 – 2 Introduction 1: Searching for a Person all) of the other PCs are also from Vice City. In that case, refer
Normal 3 – 4 Introduction 2: Revenge (see p. 21) to the "Vice City History Table" in the same way. Except for
Hard 5–6 Introduction 3: Letter (see p. 21) cases determined by the introduction, whether PCs are from
Vice City is up to them to decide.
Choosing an Introduction
The PCs can also choose their favorite from the three Vice City History Table
introductions in the "Introduction Decision Table". Each 1d History
introduction has a purpose, and the difficulties that must be You were forced to join the Biscune cult at an early age because your
1 parents were followers of Biscune, the "River Guardian". Check box [♠9].
resolved to achieve this purpose are different. This difficulty
However, you have not been told any details about Biscune or the Order.
is represented by the "Difficulty" in the table. If you select an You lived in Clocktower House. You have 30 days left on your contract
introduction, it is a good idea to use the "Difficulty" as a guide. for room 6 of [36: Clocktower House], so you can use it at any time (you
2
have already paid the fee). Check [♥3] and immediately place [36:
Clocktower House].
You have many close friends. Always +2 on 2d rolls when 'gathering
3
information'.
If there are two or more PCs, and they are challenging an You have used the Daemonization Serum. Immediately, determine one
4
adventure in Vice City, it's okay to set the goal decided at the ability on the [Daemonization Abilities Table] (see p. 118).
introduction as a common goal for everyone. However, Someone in your family was an adventurer; you have an item as a junk
5 item, which is determined by the "Special Acquisition Decision Table"
among the goals, there might be some that seem somewhat with 2d. In this case, the roll of "2" can be rerolled.
unreasonable to be a common goal for all PCs. You have a 'Black Sword' (Long Sword), a memento of your father (or
In that case, you can set the goal at the introduction as "a 6
brother, uncle, etc.). Check [♥20].
goal of one of the PCs" and decide a different goal for each of
the other PCs. This individual goal can be determined by
referring to the "Vice City Purpose Determination Table" and
rolling 1d. PCs are from Vice City.
Translator’s Note: The campaign’s text assumes the goal Once, PCs led a reasonably happy life in that city, riddled
is the same for all PCs. Feel free to paraphrase it. with vice. However, their modest happiness was abruptly
taken away. PCs lost their family when Daemons suddenly
Vice City Purpose Determination Table arrived. It's a story of about 10 years ago.
1d Goal
You came to Vice City to escape debt collectors. In order to get your life Thus, the PCs left alone, left this city relying on a distant
back on track, you have to repay a debt of 30,000 gamels. This debt is relative. The relatives were an elderly couple, but they had lost
1
different from the 'repayment of debts', p. 12, in that there is no their children early, so they loved PCs like their own children.
obligation to repay half of the debt. Now, having adjusted to life with their relatives and having
You are after the real culprit, Alicia (Elf/Female/121 years old), to clear
them of the robbery of public money and have come to the city on the
healed from the loss of their family, the PCs had something
2 on their minds. It was about Karin (Human/Female/18 years
basis of testimony that they have seen her in Vice City. Alicia must be
captured and brought back home to get her life back on track. old/page 102), who had been a childhood friend or a relative's
You have come to Vice City to show up the people who made fun of you. daughter or older sister if there was a significant age difference.
3 Make a name for yourself in this city; they will kneel and beg your
forgiveness. You must grow two or more classes to '5+' levels.
The PCs had always cared for Karin like a sister (or they
You have been asked by a certain temple to investigate the god Biscune, may have admired her as an older sister or cherished her like
who is secretly worshipped in Vice City. If you bring back information a daughter). When Karin was younger, she once said she
4
on Biscune's divinity, origin, and cult, you will be rewarded with 10,000 would marry the PCs someday, and they had made a harmless
gamels. childhood promise with a finger-cutting ritual. As the PCs'
A country has asked you to produce a map of Vice City. You have to
5 place sections in every block on the map. You will be rewarded with lives stabilized, they started wondering, "How is Karin doing
20,000 gamels if you bring back the map. now?" Karin's parents seemed to have been negatively
You have been asked by a country to send a letter to two of the 4 Big influenced by the city's atmosphere, and if Karin was still in
Wheels in Vice City to get a reply. The letter can be sent to any of the that dangerous city, she could be at risk, just like the PCs'
6
four Big Wheels. If you successfully bring back the replies from the two
of them, you will receive a reward of 20,000 gamels. family had been.
The PCs began to regret leaving Karin behind in their
hometown. And so, they made a certain resolution.

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.

The Objective in Vice City The Objective in Vice City


PCs must find Karin, who is somewhere in this Vice City, The goal of the PCs is to assassinate Beneas Dickett, the
and get her out of this city. "Corpse Collector," who is somewhere in this Vice City. The
However, it is not certain whether Karin is alive in this city. PCs must bring back the "Magical Rotating Saw" that he loves
First, PCs are thinking of going to the [23: Free Market] where to use to dismember his victims as proof of their death.
their parents' house was, to check on Karin's whereabouts. However, it would be difficult for the PCs, who are
Immediately, place the [23: Free Market] on the map. In unfamiliar with this city, to find and corner Beneas.
addition, accept the "Mission 01. Karin's Whereabouts" (see Therefore, they should first go to the tavern "34: The Tavern
p. 85). of the Death Seeker", where Tricia works, to get her help.
Immediately, place [34: The Tavern of the Death Seeker"]
Go to "The First Step to Vice City". on the map and accept "Mission 02. Visit Tricia" (see p. 85).
Go to "The First Step to Vice City".

The PCs are novice adventurers. Whether or not they are


from Vice City (see p. 19) is up to them. One day, the PCs
find an interesting request posted on the adventurer's guild's The PCs are novice adventurers. Whether they are from
request board. Vice City (see p. 19) is up to them.
It's the assassination of "Corpse Collector" Beneas Dickett The PCs had a person they called and admired as their
(Human/Male/32 years old/page 104). master. This person, who taught them the ways of an
Beneas is a murderer who has killed over 200 people and, adventurer and the art of fighting, passed away just the other
despite still being on the run, has received death sentences day.
from several countries for the crime of dismembering the Even after the funeral, the PCs visited the master's house
bodies and bringing back parts. Apparently, the Adventurer's several times, entrusting a small amount of sorting out of his
Guild has somehow got hold of his whereabouts. possessions. They sought solace in memories to distract from
The reward is 20,000 gamel. Judging from the amount, it the sadness and loneliness of losing their master.
seems to be a request for experienced adventurers, but there The master was a solitary person. He had few close
were no conditions written for accepting it. Probably, it was people, let alone a family. Apparently, he had relatives in a
turned down by several groups of experienced adventurers. distant city, but he said he hadn't exchanged even a single
The reason lies in the place where Beneas is thought to be greeting card for a long time. Therefore, no one blamed the
hiding. PCs for hanging around at the master's house.
Vice City. The infamous "City of Vice". In his city, the One such day, as if out of habit, the PCs who came to the
battle with the Daemons that emerge from the Abyss is still master's house would receive a letter. The adventurers who
ongoing, and it is said that Barbarous roam the old town in the delivered the letter said they had taken the request at the
abandoned buildings left outside the city walls. It is Adventurers Guild in Vice City.
undoubtedly one of the most dangerous places on the The letter was addressed to the master, so the PCs
Alframe continent. hesitated a little but eventually thought that if the sender did
No matter how you look at it, it's not a place where skilled not know about the master's death, they might need to inform
adventurers who can earn enough by handling ordinary them. The PCs decided to open the letter.
requests would willingly go. The Adventurer's Guild probably The letter was from a man named Edward Rutledge, who
had no choice but to relax the conditions for accepting lives in the infamous Vice City. It read, "I have a situation and
requests. cannot write the details, but I need to borrow your favor due

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".

A small boat crosses the serene flow of the Biscune River.


Vice City is a castle city built on the north bank of the Biscune
River. The only way to enter this city was to use the ferry from
the dock on the south bank.
The PCs also boarded this ferry. The boat is a large
gondola that can hold about 10 people, but there are only PCs
as passengers. It would seem that there aren't many who would
dare to cross to the that extremely dangerous "City of Vice".
Eventually, the boat arrives at the dock in the new city area
of Vice City. At the dock, there are stern-faced guards who
strictly control the entry and exit of people and goods.
The guards ask the PCs if they have a "Biscune River
Crossing Permit". If they don't, it would be wise to turn back
from here. "If you want to return straight to the south bank
from this pier, we'll let you go, so hurry up and get on the
return boat," they say.
According to the guards, the system of requiring a permit
to board the ferry to the south bank of the Biscune River was
established more than five years ago by "Millennium" Chezari
(Elf/Male/Unknown/Page 103) and "Red Haze" Naguzabara
(Drake/Male/Unknown/Page 104), two of the 4 Big Wheels
that rule the city. It is said that Chezari proposed this system

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).

2. Ride a Boat to the South Bank of the Biscune River


To ride a boat to the south bank of Biscune River, it is
necessary to have the "Biscune River Crossing Permit" ([♠5]).
This boat operates from 6 am to 5 pm. The fare is 500 gamels
per person.
If PCs have a [♣2], go to "Warning" (see p. 46).
If PCs take a boat to the south bank of Biscune River, " 1
hour" passes and go to "Biscune River South Bank Dock" (see
p. 46).

On both sides of a large cobblestone street, numerous


shops are bustling with many people. In particular, there are
many stores dealing with weapons and armor, and those who
look like armed adventurers frequently come and go. Many
of these shops cater to adventurers, so they are open even at
night. Therefore, PCs can shop or sell items at any time.
New downtown area of Vice City is surrounded by city Here, all items other than "Not for Sale" can be purchased.
walls built by stacking gray boulders. A large street lined with If you are using "CR II" and CR III, PCs can also gain
stone buildings connects the central gate and the west gate. To "Improvements and Enhancements to Weapons and Armor"
the north of the city, a white fortress looms, and on the banks (see CR II, p. 241) and "Abyss Enhancement" (see CR II, p.
of the Biscune River flowing south, there is a dock where 245).
several boats are moored. Also, all items can be sold at "half of the base price
Outside the new downtown area, the old city is spread out, (rounded up)" or "the same selling price".
and it has been abandoned due to the destruction caused by
the long-term attack of the Daemons and the disorder caused
by the rampage of Barbarous. However, cleanliness and order
are still maintained in this new downtown area. Although it's A large stone building with countless shields designed on
concerning that many of the passersby are somewhat armed, the double doors is displayed above, and a solid coin-made
they are well-behaved and seem peaceful on the surface. plate inscribed with "Adventurers Guild ‘Golden Shield’" is in
From here, PCs can move to any of the following places. trade common.
If PCs are heading for the boating station, go to “A-1: From the entrance doors, armed adventurers come and go
Boating station.” day and night, and with each opening of the door, the bustle
To shop on the boulevard, go to “A-2: Boulevard.” of the guild inside can be heard.
To go to the Adventurers' Guild “Golden Shield”, go to “A- If PCs enter the Adventurer's Guild ‘Golden Shield’, go to
3: Adventurers' Guild ‘Golden Shield’”. "1. Use the Services of the Adventurer's Guild".
If PCs are heading north to the white fortress, go to “A-4:
1. Use the Services of the Adventurer's Guild
Morganthine Castle”.
The Golden Shield is available 24 hours a day, 7 days a
When going out to the Old City, PCs can go to "S-B" if they week. The following services are available here. When PCs
use the West Gate or to "T-E" if they use the Central Gate. use these services, unless otherwise stated, the time does not
elapse, and " 1 hour" will elapse when they leave the Golden
Shield.
To dine at a bar or rent a room for an overnight stay, go to
This is a serene dock built on the north bank of the “2. Dining and Lodging”.
leisurely flowing Biscune River, the southernmost point of the
New Town. Here, there are several piers, with many boats To buy from adventurers for necessities or sell corpses and
constantly coming and going. Most boats are large gondolas personal belongings, go to “3. Buying and Selling”.
that can accommodate about 10 people, and no large ships To register as an adventurer or join adventurer insurance,
with high draft are seen. These boats travel between this dock go to "4. Adventurer Registration and Adventurer Insurance".
and the "Biscune River South Bank Dock" or the "B-1: River To make a deposit or withdraw a deposit, go to “5. Make a
Port" in [Fixed 3: West District]. Deposit/Withdraw a Deposit”.
To have various certificates issued, go to “6. Issuance of
1. Ride a Boat to the West District Various Certificates”.
The boat to the West District operates between 06:00 and
17:00. The fare is 200 gamels per person.

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.

Quest 1) Delivery of Medicinal Herbs


Collect 10 x Golden Butterfly Flowers (see p. 112) used to
cure various diseases and deliver them to the Golden Shield Morganthine Castle, a magnificent fortress built of white
stone, towers at the northern end of the New Town. There is
for a reward of 500 gamels and 1 x ★.
a large castle gate reinforced with steel on the south side of the
This Quest can be repeated.
fortress and a north gate leading to the old town on the north
side.
Quest 2) Collection of Acquisitions This castle serves as the base for the Black Sword Knights,
If PCs collect x 3 items with different characteristics and who protect Vice City, and is the residence of their leader,
deliver them to the Golden Shield, they will receive a reward "Deep Snow" Yuinie (Elf/Female/117 years old/page 104),
of "twice the total amount of the items sold" and 1 x ★. who is one of the 4 Big Wheels.
This Quest can be repeated. If PCs want to use the north gate, go to '1. Using the North
Gate'.
Quest 3) Solving the Riddle of the Ruins of the Grand Temple
If PCs want to increase their contribution to the Black
of the Divine Ancestor
Sword Knights or spend their contribution to receive a reward,
Solve the riddle in the basement of [13: Ruins of the go to "2. Black Sword Knights' Guardroom".
Grand Temple of the Divine Ancestor], get a check [♣3], and
report to the Golden Shield for 1,000 gamels and 2 x ★. 1. Using the North Gate
To pass through the north gate, PCs must possess the
Quest 4) Creating a Map of the Fallen Giant Morganthine Castle Pass ([♦4]). If they don't have it, they
Create a map of the interior of the Colossus in [22: Fallen cannot use the north gate.
Giant], and if PCs deliver it to the Golden Shield, they will If PCs have a Morganthine Castle Pass and use the north
receive a reward of 3,000 gamels 2 x ★. gate, they can go to W-F.
For map making, players should draw a map of the interior
of the Colossus on paper. This map does not need to include 2. Black Sword Knights' Guardroom
the "8. Head", but PCs need to do a Search check in all rooms If PCs have a "Vice City Resident Card" ([♥1]), the black
other than the "1. Torso" and "8. Head". Record the fact that a knight standing in front of the pedestrian entrance next to the
Search check has been done in the room. However, the city gate will guide them to the checkpoint.
success or failure of the check has nothing to do with the At the checkpoint, "Black Shield" Queria Agion, the vice-
completion or reward of the Quest. captain of the Black Sword Knights (Elf/Female/115 years
old), will assist them.
Quest 5) Discover the Hidden Passageway in Black Iron Here, PCs can increase their contribution to the Black
Castle Sword Knights by accomplishing Quests, or they can consume
Discover the hidden passageway in [65: Black Iron Castle] their accumulated contribution to receive rewards.
and report it to the Thieves' Guild with [♦29] checked, and If PCs want to progressively complete Quests, go to "3. List
PCs will receive 10,000 gamels and 4 x ★. of Quests in Black Sword Knights".
To receive a reward, go to "4. Rewards for Black Sword
Quest 6) Exploring the Doll House
Knights".
Search [64: Doll' House] and report to Golden Shield with
If [♥20] is checked, go to “Reward for the Black Sword”
a check [♥27] for a reward of 15,000 gamels and 4 x ★.
(see p. 33).
8. Using the Rider's Guild
3. List of Quests in Black Sword Knights
The Adventurer's Guild also houses the Rider's Guild.
By completing Quests on this list, PCs earn Contributions
If you are using CR III in the Rider's Guild, PCs can
to Black Sword Knights. When they have earned a
purchase "Mount Contracts" or "Mount Contract Spheres" and
rent Mounts. Alternatively, they can purchase "Proprietary contribution, check [♠30]. Record the total contribution
Mount Contracts" or "Proprietary Mount Spheres". earned in the notes column under [♠30].
Furthermore, they can also purchase the "Mount Items",
"Mount Regeneration Items", and "Mount Weapons" listed in Quest 1) Delivery of Golden Butterfly Flowers
the "CR III". Collect 10 x Golden Butterfly Flowers (see p. 112), which
are used to cure various diseases, and deliver them to the
Black Sword Knights, gaining 1 point and 1 x ★ for each
contribution to the Black Sword Knights.

25
Part 2 Main Scenario

This Quest can be repeated.

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).

Reward 4) Use of the Black Sword Knights Carriage


For each point of contribution used for the Black Sword
Knights, PCs can use the Black Sword Knights' carriage for an
hour.
The carriage can travel up to 2 blocks in an hour. In this
movement, there is no placement of sections, even if there are
empty blocks in the movement route. Furthermore, random
events and section events on the way are ignored.
When using the Black Sword Knights' carriage, decide on
the destination first, then use the necessary contribution points
for the movement.

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.

1) Take a Boat to the New Town


Boats to the New Town run between 06:00 and 17:00.
Boarding costs 200 gamels per person.
If PCs take a boat to the new town, " 1 hour" will have
elapsed, and they will arrive at [Fixed A: New Town], "A-1:
Boating Station" (see p. 23).

2. Take a Boat to the South Bank of the Biscune River


To take a boat to the south bank of the Biscune River, PCs
need to have a "Biscune River Crossing Permit" ([♠5]).
This boat operates between 6 am and 5 pm. The fare is
500 gamels per person.
If there is a check on [♣2], go to "Warning" (see p. 46).
After taking a boat to the south bank of Biscune, after " 1
hour", go to "Biscune River South Bank Dock" (see p. 46).

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].

2. Stay at the Inn 2. Meeting with Chezari


The accommodation fee per person is 30 gamels per The guards lead the PCs to a room in the mansion. The
night. This accommodation fee does not include meals, but it room is not flashy, but it is filled with expensive carpets, chairs,
does include the use of the bath. The guest rooms have clean desks, and tapestries, where "Millennial" Chezari
beds, and PCs can sleep safely and comfortably. After they (Elf/Male/Unknown/Page 103) is waiting.
sleep, let the " slept time" pass. If there is a check on [♦5], go to "1) Reward for Liberating
Blockaded City Block."

27
Part 2 Main Scenario

If there is a check on [♠12], go to "2) Chezari's Proposal."

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.

Quest 3) The Whereabouts of Lapisaris


Find out the whereabouts of the Elf boy Lapisaris. If there
is a check on [♥14], report to Chezari to receive a reward of
10,000 gamels and 2 x ★. In addition, "Mission 20. Capture
of Lapisaris" (see p. 95) 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.

The streets are smashed with terrifying force, and the


collapsed buildings are scattered as rubble in the gouged
streets. There is no sign of life, not even of animals, and an It's an infectious disease that comes with symptoms such
eerie silence dominates the surroundings. as high fever and vomiting. If PCs contract this infectious
Anyone who sets foot in this place is invariably attacked by disease, they must record the Fortitude Target Number at that
Daemons and go to the "1: Battle with Daemons". time as the "Infection Strength".
When infected with this disease, all skill checks receive a
-2 penalty modifier.
PCs who have contracted the infectious disease must make
In front of the PCs, 1 x (Sword) Aetherbeast (see CR I, p. a Fortitude check every day at 06:00, with the "Infection
429 or ML, p. 200), “half number of PCs (rounded up)” x Strength + 1" as the "Target Number".
Erbirea (see CR I, p. 429 or ML, p. 200) appear and attack. If this check is successful, the infectious disease is cured,
At the start of the battle, all Daemons are placed in the and the penalty modifier is also removed. However, if the
"frontline area". check fails, the penalty modifier continues.
If PCs flee from this battle, they will not be able to move
to [Fixed B: West District] in the next move. This is because
the gate of the western district is tightly closed due to the
Daemons occupying this place.
If they win the battle, they earn 2 x ★, check [♦5], and
proceed to "2: Liberation of Blockaded City Block".

Once PCs have defeated the Daemons and received a


check in [♦5], nothing will happen in this Block afterwards.
Since the Daemons are gone, the gates of the West District
are opened, and it is possible to move from this Block to
[Fixed B: West District].

29
Part 2 Main Scenario

Also, the meals are 5 gamels per meal for breakfast, 8


gamels for lunch and dinner, and 2 gamels for a pint of
alcohol. They also prepare packed lunches for 10 gamels.
However, if PCs negotiate with Simon, the accommodation
fee may be reduced, and breakfast may be free.
After eating, " 1 hour" will pass.
If PCs stay in a 4-person room, nothing will happen. Just
let the " sleep time" pass.
If PCs stay in the basement, go to "11-3: Stay in the
Basement".

If PCs stay in the basement, they must make a Danger


Sense check (Target Number B) " 2 hours" after falling
asleep.
If successful, they can hear voices coming from the
corridor. The voices are in barbaric, and one of them is clearly
Titus, but the other one is unknown. Titus is saying, "Tonight,
guest, strong, I think, stop," but the other one is saying, "Shut
up. We do it. Kill." In addition, multiple other voices are
murmuring, "Kill. Kill," but it's unclear how many there are.
It's a small inn on a deserted street. Above the old entrance After a while, 1 x (Sword) Bolg Highlander (see CR I, p.
door, a sign saying "Dwarf's Fire Festival Inn" in trade common 401 or ML, p. 76) comes with enemies determined by the
is hanging. This inn is run by Titus (Human/Male/41 years "Barbarous Encounter Table" (see p. 116) and attacks, leading
old) and his orphan son Simon (Human/Male/13 years old). to combat.
If PCs pass by the inn between 15:00 and 23:00, go to "11- If PCs fail the Danger Sense check, they’re still asleep and
1: Simon's Customer Attraction". will be caught off guard.
Translator's Note: While it's straightforward to gather PCs
If PCs enter the inn between 24:00 and 14:00, go to "11-2:
when they're in the basement, there could be a problem if only
Stay at the Inn".
some PCs are there. To manage this, you can say that PCs in
If there is a check in [♣12], the "Dwarf's Fire Festival Inn" the 4-person room also hear voices and can follow Barbarous
is closed. Afterward, if PCs move to this location, a "Climax to the basement.
Event" (see p. 99) will occur. When the battle begins, the (Sword) Bolg Highlander is
placed in the "frontline area".
Once PCs defeat the Barbarous, earn 2 x ★ and check
[♦7].
The young employee Simon is out on the street, attracting When the battle is over, Titus, who had been hiding and
customers, and even PCs are called out. watching, appears and apologizes to the PCs. Titus appears to
The accommodation fee is 100 gamels per room per night have been accommodating travelers and adventurers in the
(up to 4 people). However, if PCs negotiate with Simon to basement, where Barbarous and his men were lying in wait,
lower the price, he will give them a discount of up to 70 under threat of Simon being killed if he resisted.
gamels. Furthermore, if they persistently negotiate, they can Titus, no longer worried about Simon being killed thanks
get breakfast included, but they can't get anything cheaper than to the PCs, asks to be turned over to the guards. However, he
that. pleads for Simon to be spared as he is innocent.
If they want to stay, go to "11-2: Stay at the Inn". If Titus is forgiven, he continues to run the inn with Simon.
The inn becomes a safe place, and the PCs can always rent a
room for 70 gamels. If Titus is not handed over, they can sleep
as they are and allow time to pass for the time they "slept".
When PCs enter the Dwarf's Fire Festival Inn, there is a If Titus is turned over to the Adventurers Guild or the
sullen-looking Titus at the counter.
guards, " 3 hours" will pass for questioning and such. Even
Titus is not in a bad mood. He just has a face that is not
after that, since the guards came and went for an investigation,
suitable for hospitality. If they ask about the origin of the
they could not sleep there. From then on, the inn is gone, and
shop's name, he will answer that it was originally run by a
Dwarf, but when the original owner retired, Titus, a former Simon disappears somewhere, so check [♣12].
adventurer and a regular customer, took over.
The accommodation fee for this inn is 100 gamels per
room for a "4-person room" (3 rooms available) per night, or
10 gamels per room for a "one-person room in the basement"
(6 rooms available).

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.

Quest 1) Unblock the Blockaded City Block


Matthew requests the subjugation of the Daemons at
[Fixed C: Blockaded City Block]. This is because the route to
the western district with the river port has been occupied by
Daemons, blocking the circulation from the river port to the
old city.
By defeating Daemons and liberating Blockaded City
Block, PCs can report to Matthew with a check on [♦5]. They
will receive a reward of 2500 gamels and 3 x ★.

Quest 2) Subjugate the Sewer Beast


Matthew requests the subjugation of the Calvert Worm
(see p. 122) that resides in [14: Bridge over Canal]. This
In an aged three-story stone building, the exterior walls are Calvert Worm is treated as having undergone
densely covered in ivy. Above the front door, there is a sign "Daemonization" (see p. 16) of two stages. The reason is that
that says "Biscune Sailor's House" in trade common. when trying to cross the bridge, the Calvert Worm attacks
make it impossible to cross the bridge and cause
If PCs stop by the sailor's house between 6:00 and 17:00, inconvenience to people.
go to "12-1: The Old Sailors' Resting Place". If PCs subdue the Calvert Worm and report to Matthew
If PCs stop by the sailor's house between 18:00 and 5:00, with a check on [♦27], they will receive a reward of 5,000
go to "12-2: The Closed Door".
gamel and 3 x ★.

2. Old Men's Stories Various


Old people want someone to talk to, so it is not difficult to
Here, there are many old men who welcome PCs when get information from them. If PCs offer them a drink, they
they visit. The old men are retired sailors, and they tell them will be more talkative. If they want to get the old people to
that this building is a "union of sailors who ride on cargo ships, talk, they should try information gathering with "Target
ferries, fishing boats, etc., that travel the Biscune River". Number A" (see p. 115). If PCs succeed, they will hear the
However, it usually seems to be used as a gathering place for "Legend of Biscune" (see p. 42).
the elderly to chat and enjoy cards. The one who leads the old
men is "Captain" Matthew Orgrid (Human/Male/96 years
old).
The old men have to go home at 17:00, so PCs also have
The front door is locked, and all the window shutters are
to leave. However, if there is a check on [♠9], PCs can use
closed. The building is pitch dark, and there's no sign of life.
this building after 17:00, and they can rent a room and sleep.
The front door lock is a standard one. It can be unlocked
If they sleep, let time pass by " slept time". with a successful Disable Device check (Target Number C).
If PCs want to issue a Biscune River Crossing Permit, go to Between 9 pm and 3 am, light leaks from the basement,
"1. Issuing Biscune River Crossing Permit". and faint voices can be heard. If PCs go down to the basement,
If PCs want to hear stories from the old men, go to "2. Old proceed to "The Secret of the Basement" (see p. 72).
Men's Stories".

1. Issuing Biscune River Crossing Permit 1 Hour


If PCs need a "Biscune River Crossing Permit", Matthew At 06:00 on the 26th, the "Shallow Abyss" suddenly
says, "Got meself a problem, mate. If ye can fix it, I'll declare appears in the sky above the [65: Black Iron Castle]. The
ye a brother in our seafaring union and hand ye a pass." "Shallow Abyss" is floating as if engulfing a part of the Black
The things Matthew wants to be resolved are "Quest 1) Iron Castle's castle. For this reason, it seems possible to enter
Unblock the Blockaded City Block" and "Quest 2) Subjugate the "Shallow Abyss" from the top floor of the castle.
the Sewer Beast".
If PCs complete these two quests and have checks in both
[♦5] and [♦27], he will issue a "Biscune River Crossing
Permit" for free for the first one, and from the second one

31
Part 2 Main Scenario

Daemons along with the renowned 'Great Magician' Nathan


Ray while serving the 'Twins of the Sun and Moon'".
Furthermore, there is a phrase that says, "Choose
something worthy of the hero and dedicate it to the
tombstone", and in front of the tombstone, there is an altar for
dedicating something.
If PCs look closely, there are several indentations on the
walls of the basement, and in them are stone sculptures
shaped like a "sword", "bottle of liquor", "gamel silver coin",
"woman", and "flower," respectively. These sculptures can be
moved and carried.
The phrase on the tombstone means, "Choose something
worthy of the hero from the stone sculptures placed in the
indentations on the wall and dedicate it to the altar".
If PCs choose something worthy of the hero and dedicate
it to the altar, go to the "Answer to the Riddle of the Basement
of the Grand Temple" (see p. 56).

The rooms on the second floor are mostly unused.


However, the Homunculi seem to have not neglected to keep
the area clean.
It is a large marble temple that in the past would have been On the second floor, there is a cultivation room for
decorated with beautiful sculptures. Today, it is buried under Homunculus, equipped with glass cultivation tanks, but they
thick vegetation. are currently not in use. Also, the room furthest inside on the
second floor is the master bedroom.
To enter the ruins of the temple, go to “13-1: Ruins of the
In the middle of the master bedroom, there is a bed with
Temple of the Wandering Dead”.
many Homunculi remains around it. These remains are quite
old, and no loot can be obtained from any of them.
Also, if PCs inspect the bed, they will find a skeletonized
corpse lying on it. This is presumably the remains of Nathan
Ray, the owner of this mansion.
The inside of the temple is filled with rubble. The stone If they succeed in the Search check (Target Number B) in
statues of the Lyphos are smashed, and the colored glass the master bedroom, they will find Nathan's Diary.
windows are torn. The diary records Nathan's concern for protecting Vice
Here, one enemy group determined by the "Undead City from the scourge of Daemon. Nathan, a native of this city
Encounter Table" (see p. 116) is roaming, and when the PCs and who loved this city from the bottom of his heart, seemed
step in, they attack, leading to combat. to fear that the city's defenses would become weak after his
If PCs win the battle, they can examine the inside of the death. Therefore, he devised a plan to lure "Shallow Abyss" to
temple. If they examine the inside of the temple, if they appear in a place where it would be fully prepared to intercept
succeed in the Search check (Target Number A), they will get it and quickly capture and extinguish it, and he devoted
one item determined by the "Acquisition Decision Table" (see himself to research for this purpose. And in his later years, he
p. 115). In addition, they will find stairs going underground. seemed to have quite a bit of confidence in the realization of
You can only get an item once a day here. the plan. In the final stage of his research, Nathan seemed to
be planning to conduct an experiment to lure the Shallow
If PCs go down the stairs to the basement, go to "13-2:
Abyss by selecting several places in the city. One of these
Basement of the Grand Temple".
places is the castle of [65: Black Iron Castle] mentioned in the
diary. However, the diary ends with him instructing a red-
haired Homunculus named "Scorching Light" Maria to carry
out this experiment. Shortly after this, Nathan seems to have
passed away. According to the PCs' memory, there was no
There are guardians in the basement to ward off intruders, "Red Hair Homunculus" among the Homunculus in this
and a battle ensues with 1 x (Sword) Burrdorn (see CR I, p. mansion. Probably the Homunculus named "Scorching Light"
424), “Number of PCs - 1” x Zerlay (see CR I, p. 423). Maria was not in this mansion. It is unknown where she is and
After winning, PCs can examine the basement. Here, what she is doing now. If PCs find the diary, they will earn 2 x
there is a tomb of the hero Gartland, who was a great priest of ★.
the Divine Ancestor Lyphos and played an active role in the If they take out Nathan Ray's Diary, check [♥27].
battle against the Daemons.
On the tombstone, it is engraved with magitech that
"Gartland, the great priest of the Divine Ancestor, fought the

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].

The Black Sword Knights are coming. They must have


fought with a Daemon or Barbarous somewhere. All the
knights look tired. At the forefront of such knights, there is a
girl who is resolutely and beautifully riding a horse. Someone
heard someone whispering about the Elf girl, who looks about
mid-teens and has skin as white as snow, "This is... Lady 'Deep
Snow' Yuinie."
If there is a check on [♣14], PCs now know that Yuuni was
Yuinie. Yuinie smiles at the PCs and tells them with her lips
alone, "I'll be waiting at Morganthine Castle."
A stone bridge is built over a canal about 20m wide. The
bridge, which is less than 1m high from the water surface to If there is no check on [♣14], then nothing happens.
the bridge girder, would likely be submerged if the water level
rises slightly.
This block is divided into 'Northwest Area' and 'Southeast
Area' by the canal, and it is impossible to move between these
areas without crossing the bridge. Upon seeing the "Black Sword" that the PCs possess,
If PCs step into this place, go to '14-1: Canal Flooding'. Queria Agion exclaims, "That sword!" In fact, the father (or
brother or uncle) of the PC was a knight of the Black Sword
Knights who died in battle against the Daemons. Queria tells
the PC, who have inherited this heirloom "Black Sword", that
the "Black Sword Knights always reward loyalty and
The canal can flood. dedication," and gives them 10 points as a "contribution to the
Roll 1d, if the result is '1', the canal is flooding. When the
Black Sword Knights [♠30]". Add 10 points to the notes
canal is flooding, because the bridge is submerged in a muddy
stream, it is impossible to cross the bridge. column of [♠30]. This contribution can only be received
If the canal is not flooding, it is possible to cross the bridge. once.
If PCs cross the bridge, proceed to “14-2: The Canal's Return to "2. Black Sword Knights Base" (see p. 25).
Glutton”.

If there is a check in [♦27], PCs can cross the bridge safely.


However, if there is no check in [♦27], if they try to cross the
bridge, they will be attacked by 1 x (Sword) Calvert Worm
(see p. 122). Treat this Calvert Worm as having two stages of
"Daemonization" (see p. 16).
If it comes to a battle, (Sword) Calvert Worm will be
deployed to the "Frontline Area".
If PCs defeat the (Sword) Calvert Worm, they will gain 3
x ★, and check [♦27].

33
Part 2 Main Scenario

Corpse". If it's a well-dressed corpse, go to "2. Examine the


Well-dressed Corpse".
If they decide to leave without examining the corpse, time
will not pass.

1. Examine the Adventurer's Corpse


This adventurer has a membership certificate for
adventurer's insurance. Therefore, as adventurers, PCs should
probably bring back the corpse.
Also, it's an unspoken rule among adventurers to hand
over the equipment and belongings as they are. Even if they
take the equipment and belongings, it's unlikely to be
discovered.
The equipment and belongings of the corpse can be sold
all together for "2d x 250 gamels".
If PCs are going to bring it back to sell the corpse, refer to
"Dealing with Corpses" (see p. 28).

2. Examine the Well-dressed Corpse


From the clothing of the corpse, it seems to be a relative
of a high-ranking person. If brought back, it should sell for a
high price.
The clothing and accessories of this corpse can be sold
It seems to be a block that was once a high-end residential together for "2d x 500 gamels". It would be kinder to hand it
area with large mansions lined up. However, due to the battles over as is, but no complaints will be made even if it's stripped
with Daemons and Barbarous, many of the mansions and the off.
stone walls surrounding them have been destroyed, and none If PCs want to bring back the corpse, refer to "Dealing with
can be found intact. A metal signpost standing on a slope is Corpses" (see p. 28). If they bring it back and sell it, it will be
inscribed with "Tea Party Street" in magitech. bought for 5,000 gamels.
If PCs step into this place, go to "15-1: Tea Party Street
Events".
Upon successful completion of the Search check (Target
Number B), PCs will receive one item as determined by the
"Acquisition Decision Table" (see p. 115). This item can only
Roll 2d and determine the event in the "Tea Party Street be obtained once per day.
Table of Events".
If the Success Value of the Search check is equal to or
After resolving the event, if PCs want to explore the greater than "Target Number C", or if it is an automatic success
surroundings, go to "15-2: Tea Party Street Exploration".
(double 6s), check [♣4] and go to "Ghost Mansion" (see p. 59).
Tea Party Street Table of Events
2d Event Details
1 set of Bosses determined by the Daemon Encounter Table (see
2 p. 117) appear and attack PCs, leading to a battle. If they win, "
1 hour" elapse, and they gain 1 x ★. A part of the top floor of the castle has been completely
A pair of Strong enemies determined by the Daemon Encounter taken over by the "Shallow Abyss". However, thanks to this, it
3–
4 Table appear and attack PCs, leading to a battle. If they win, " 1 seems possible to enter the "Shallow Abyss" from here.
hour" elapse. Here, there is "Scorching Light" Maria
Here hangs the resentment of those who were slaughtered by
5– Daemons and Barbarous, and PCs must make Willpower checks
(Homunculus/Female/240 years old), who wants PCs to join
6 (Target Number B). Those who fail to receive a curse are to be her in entering the "Shallow Abyss" and help her conquer it.
determined by the "Curse Determination Table" (see p. 121). However, there is no reward for this offer. If the PCs refuse,
7– Maria will go into the "Shallow Abyss" alone, so check [♣22].
Nothing's happening.
9
10 If they enter the "Shallow Abyss" with Maria, proceed to
– Find an adventurer’s corpse. "Conquer the 'Shallow Abyss'!" (see p. 82).
11
12 Discover a well-dressed corpse.

If PCs find a corpse, they can either examine it or leave it


as it is. Regardless of whether they have inspected it or not,
they can only find one "adventurer's corpse" and one "well-
dressed corpse" per day.
If they want to examine the corpse, " 1 hour" will pass. If
it's an adventurer's corpse, go to "1. Examine the Adventurer's

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).

1. Conditions to Escape from the Maze of the Sunken


Palace
Regardless of the suit (♠♥♦♣), place 3 or more "face cards
(JQK)" in the hands of PCs.

2. Events in the maze of the Sunken Palace


1. If the Card is a Number Card (2-10)
There is a risk of encountering monsters. If PCs succeed
in the Danger Sense check of "Card number + 7", they will
notice the approach of the monsters. In this case, they can
choose to avoid the monsters or fight them.
If they choose to fight the monster or fail the Danger
Sense, a battle will ensue. At this time, the monster they
encounter is determined by the combination of the card's suit
(♠♥♦♣) and number.

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'.

2) If the Card is a Face Card (JQK)


The 3rd and 4th layers are like a maze of narrow corridors If the suit is black (♠♣), there is a trap. Determine the trap
and small rooms, where monsters roam, and numerous traps on the "Trap Determination Table" (see p. 121) and resolve it.
have remained since this underwater palace was built.
Once PCs step foot in this maze, they cannot escape until If the suit is red (♥♦), there is no trap.
they traverse the 3rd and 4th layers and reach the 5th layer, so Once PCs have the face picture card in hand, they descend
they should be cautious. the staircase to the 4th level. However, continue their
If they want to turn back, they can return to the surface after exploration of the "Maze of Cards".
" 1 hour" has passed. If they have the face picture card in hand, descend the
If they challenge the maze and aim for the 5th layer, staircase to the 5th level. They earn 3 x ★, time pass equal to
proceed to "16-3: Maze of the Sunken Palace". the " time spent in the maze", and proceed to "16-4: 5th
Level".

3) In Case the Card is an Ace or Joker


A successful Scout Observation check (Target Number B)
leads to the discovery of a hidden passage. PCs can choose

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".

1. The Old Man Gazing at the Underground Lake


On the shore of this lake is a temple with an old stone- Youreler predicts that Shallow Abyss will appear at [65:
built round stage, and next to it is an old man dressed in a Black Iron Castle] at 06:00 on the 26th day. Check [♥9] and
robe like a priest, staring at the underground lake. memorize the location and date in the notes field.
Eventually, the old man notices the PCs coming and starts
to talk. The old man speaks in a calm tone, "This facility is
managed by the Sailor's Association. It's off-limits to anyone
not involved. I'm sorry, but please return to the surface. I will
guide you to the hidden staircase to the surface."
In the old mine, the bodies of humanoid slaves are
If PCs return to the surface with the old man's guidance, it scattered. Apparently, all the slaves who were in this mine
will take " 1 hour," and they will return to the surface. have been killed. Among the bodies is the figure of Cliff.
If PCs have a check on [♠9], they will notice that the old Check [♣17].
man is wearing "Biscune’s Amulet". Go to "2. Leonard Orgrid". The ones who killed Cliff and the others are a Boss group
If they refuse to return to the surface, go to "3. Sleep". determined by the "Daemon Encounter Table" (see p. 117).
The Daemons are wandering around the old mine, and if
2. Leonard Ogrid 1 hour they spot the PCs, they will attack, leading to a battle.
When the PCs show the "Biscune’s Amulet", the old man If PCs win, go to "2. Mining in the Old Mine" (see p. 62).
laughs and says, "Ah, you serve our lord Biscune."
The old man introduces himself as Leonard Orgrid
(Human/Male/99 years old), the brother of Matthew who lives
in [12: Sailor's House]. He then tells them that this
underground lake shore is a sanctuary of Biscune, that an
annual festival of Biscune takes place here from 20:00 to 4:00
on the 24th, and that Biscune appears in the underground
lake during the festival.
When PCs hear this story, they will gain 1 x ★.
Furthermore, check [♣21] and record the date and time of the
festival in the notes.
The PCs are free to stay here as long as they want. There
is a simple bed, so they can sleep. When they sleep, let the
time pass for the " hours they slept".
If they return to the surface with the guidance of the old
man Leonard, " 1 hour" will pass.

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".

2. Requests from Youreler


All rewards for Quests are paid to the entire party. Be
aware that it is not an amount per person.

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

The interior of the Colossus is divided into "1. Torso", "2.


Right Leg", "3. Left Leg", "4. Right Chest", "5. Right Arm", "6.
Left Chest", "7. Left Arm", "8. Head".
The entrance and exit to the outside are in the "1. Torso".
Inside the Colossus, count one battle as 10 minutes, taking
into account other checks, and record the passage of time in
10-minute increments. Then, when PCs exit the Colossus, you
must round up and advance the time in one-hour increments.

A stone giant, reaching a height of 80 meters, lies fallen as


if crushing a building with its back. This giant is a colossal
weapon produced by the Magitech Civilization. On the right
hip of the Colossus, there is a round hole about 2m in
diameter, and it seems that PCs can enter from here.
If they come to this place for the first time, go to "22-1:
Marca's Request".
If they enter the Colossus, go to "1. Torso ‘Hall’" of "22-2:
Colossus's Labyrinth".

The PCs are approached by a Runefolk woman with blue


hair. She introduces herself as Maruka Rees
(Runefolk/Female/24 years in operation) and says she is an
employee of the Holy Silver Alliance, a job brokerage. The
[31: Holy Silver Alliance] should be placed immediately.
Maruka pleads with the PCs, who are adventurers, to 1. Torso ‘Hall’
"explore the interior of the Colossus and find a clue to enter It's a large hall. The round opening that connects to the
the head". At the Holy Silver Alliance, it seems that they outside of the Colossus is gaping open on the west side of the
received a job from the Black Sword Knights to "explore the hall. In the center of the hall, there is a large staircase leading
interior of the Colossus", and when Maruka was in charge, upward to the north, and on top of the stairs, there is one
several groups of adventurers apparently explored the interior metal door to the east and one to the west. Also, on the
of the Colossus. However, they just can't find the entrance to southern wall of the hall, there are one metal door to the east
the head. If PCs accept this request, take on "Mission 06. and one to the west. All the doors are neither locked nor
Exploration of the Colossus" (see p. 87). In this case, Maruka trapped.
is very pleased and will tell them the following "Basic There is a trap set on the stairs, which is determined by
Information About the Colossus". the "Trap Determination Table" (see p. 121). If PCs climb the
stairs, resolve the trap.
Basic Information About the Colossus
If PCs open the door to the southwest, go to "2. Right Leg
According to previous investigations, it has been found
‘Magitech Warehouse’".
that this colossus was built in the late period of the Magitech
Civilization Period and was used as a mobile library. If PCs open the door to the southeast, go to "3. Left Leg
Therefore, many books were collected when the exploration ‘Room with Bookshelves’".
began. Recently, it seems that adventurers have found If PCs open the door to the northwest, go to "4. Right Chest
something like medals and brought them back, but in the end, ‘Discussion Room’".
there is no one who found the entrance to the head, and no If PCs open the door to the northeast, go to "6. Left Chest
one has even found a clue how it got there. ‘Plaza with a God Statue’".

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.

Free Market Price Determination Table


2d Today's Price
2 2 x “base price”
3–4 50% increase in “base price” (rounded up)
5–6 20% increase in “base price” (rounded up)
7–9 "base price" as is
10 – 11 20% discount on “base price” (rounded up)
12 30% discount on "base price" (rounded up)

It's a marketplace bustling with stalls and street vendors.


It's bustling with many shoppers, and street performers are
showing off their skills. It's a restaurant facing a large street. The delicious smell
Once PCs step into the Free Market, head to "23-1: Free fills the air all the way to the outside of the restaurant, and the
Market Events". inside is bustling with many customers.
This restaurant is run by "Moon Over a Mountain Inn"
proprietor Isaac (Human/Male/38 years old).
Here, the going rate for a meal is 5 gamels.
The specialty of the house is the "Fish Herbal Cuisine (10
Once PCs arrive at the Free Market, you must decide on
gamels per meal)", which has the effect of restoring MP by
an event at the "Free Market Table of Events".
"half of 1d (rounded up)". This effect can be received at any
Free Market Table of Events time, and each time one meal is eaten, " 1 hour" passes.
2d Event Content
1 x Strong enemy group determined by "Daemon Encounter
2 Table" (see p. 117) attacks, resulting in combat. If PCs win this
battle, they will earn 1 x ★.
It's a rundown inn in the corner of the market. In this inn,
1 x Strong enemy group determined by the "Barbarous
Encounter Table" (see p. 116) is attacking people. If PCs help the only dormitory-style lodging is available, but the price per
people, they have to fight the Barbarous. If they beat the night is a bargain at 5 gamels per person.
3–4
Barbarous, " 1 hour" passes, and they gain 3 points of However, if PCs sleep, they will be attacked by fleas and
Reputation. If they leave without helping the people, do not pass lice and must make a Fortitude (Target Number B) every 3
the time and move to another Block immediately. hours. If they fail this check, they will wake up itching and will
PCs encounter a thief. If they fail the Danger Sense check (Target
Number B), their bag of silver will be pickpocketed, and they will
not be able to sleep for the next 3 hours.
lose half of their money (rounded up). If PCs succeed in the After sleeping, advance the time by the amount of " time
5–6
Danger Sense, they can capture the thief. Whether they spare or slept".
kill them is up to the PCs, but even if they strip them bare, they
only have "1d" gamels.
7 – 9 Nothing special happens.
Customer Appreciation Event. When shopping, if "6" or less
10 – 11 comes up on the "Value Determination Table" (see p. 115), PCs When PCs deliver Marcia's Letter, Corti brings a parcel
can flip the dice in the same way as [Sword's Grace /Change Fate].
If PCs succeed in the Scout or Ranger Observation check (Target from inside the house. Then, saying, "Here is your order", she
12 Number C), they can pick up an item determined by the "Special hands the parcel to the PCs. Check [♥13] and make sure to
Acquisition Table" (see p. 115).
erase the check for [♠8].
Go to [63: Witch Fortune Teller] (see p. 74).
Once an event is resolved, PCs can go shopping use
restaurants and inns.
If PCs want to shop, go to "23-2: Shopping".
If PCs want to go to the restaurant, go to "23-3: Restaurant
‘Moon Over a Mountain’".
If PCs want to go to the inn, go to "23-4: Ramshackle Inn".

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.

2. The Girl's Request


The girl introduces herself as a rookie adventurer named
Lilia (Human/Female/15 years old), who belongs to the
Adventurer's Guild "Golden Shield," and expresses deep
gratitude for the PCs' help. In addition, she asks if they could
escort her to the "Golden Shield" if possible. Apparently, she
has become scared of being an adventurer due to this incident,
and tearfully pleads, "I can't do it anymore, I quit! So please,
escort me!"
The reward is 800 gamels per person.
If PCs accept Lilia's request, they will undertake "Mission
07. Lilia's Escort" (see p. 88) and gain 1 x ★.
If they refuse to escort, check [♠15] and leave before
Barbarous, who heard the commotion, gathers. Move to
At Execution Platform Park, when deciding on a random another Block immediately.
event, if 1d is "5", a "Climax Event" (see p. 99) occurs.

It's a park lined with numerous disheveled red playground


equipment. It was once a place where many children used to
When searching for a corpse, if PCs succeed in the Search
play, but now there are hardly any signs of people because
check (Target Number B), they will find 'A corpse that seems
gallows have been set up, and corpses are hanging from the
to belong to an adventurer'. If they take the corpse back, refer
playground equipment and trees. The charges are written on
to 'Dealing with Corpses' (see p. 28).
wooden boards hung on the corpses in barbaric and trade
However, depending on whether certain symbols are
common, but most of them are "Rebellion Against
checked or not, they may find a special corpse.
Naguzabara".
When they find a corpse, if there is a check at [♠15] and
If there is no check in [♠15] or [♥15], go to "24-1: The Girl
Throwing Stones". no check at [♦17], go to '1. Lilia’s Corpse'.
If there is a check in [♠15] or [♥15], and PCs decide to When they find a corpse, if there is a check at [♣10] and
search for a notable corpse, go to "24-2: Searching for a no check at [♥18], go to '2. Claude's Corpse'.
Corpse".
1. Lilia’s Corpse
PCs find Lilia's corpse hanging. If they can bring "Lilia's
Corpse" back to [Fixed A: New Town], the adventurer's guild
1 Strong enemy group determined by the "Barbarous ‘Golden Shield’ will buy it for 1200 gamels. If they successfully
Encounter Table" (see p. 116) is publicly executing, and many bring "Lilia's Corpse" back to ‘Golden Shield’, check [♦17].
onlookers surround the gallows, watching the scene. At the
moment when the criminal who had defied Naguzabara was 2. Claude's Corpse
about to be hanged, a Human girl in the crowd threw a stone PCs find Claude's (see p. 103) corpse hanging. Claude's
at the executioner Barbarous. The Barbarous, showing their corpse cannot be sold at ordinary buying places. However, if
anger, surround the girl who seemingly threw the stone it is handed over to the "32-2: Temple of Harula" in [32:
impulsively. Refugee Street], it can be mourned respectfully. Once PCs
If PCs want to save the girl, they cannot avoid the fight. Go have collected "Claude's Corpse", check on [♥18].
to "1. Save the Girl".
If PCs want to abandon the girl, they should leave this place
before they get involved in trouble. Check [♠15] and
immediately move to another Block.

1. Save the Girl 1 Hour


It will be a battle with the already determined Strong
enemy group of Barbarous.

41
Part 2 Main Scenario

Upon opening the door, there is a staircase inside the


pillar. This staircase has a trap determined by the "Trap
Determination Table" (see p. 121).
At the top of the stairs, there is a hall where the statues of
the sun god Tidan and the moon goddess Sien are enshrined.
However, there are 2 groups of enemies determined by
the "Undead Encounter Table" (see p. 116), and they will
attack intruders, leading to combat.
Upon eliminating the Undead, 2 x ★ is obtained and
check [♥17].
After the battle, if PCs investigate this hall, a successful
Search check (Target Number B) will reveal the statues of a
boy and a girl.

Statues of a Boy and a Girl


The boy and girl share a close resemblance. Their ear
shapes and other features suggest they might be Elves. Their
extravagant clothing suggests they are of noble status.
The base of the statues is inscribed with magitech, "The
'Sun Princess' Saisaria and the 'Moon Prince' Aiaros. The
'twins of the great sun and moon' carry on the ancient blood
of the Morganthine royal family. They are the noble siblings
of the ancient Elves." It bears a crest symbolizing "the sun
It's a wide street lined with large buildings. Young women shining above the horizon and the moon lurking beneath it".
and beautiful boys stand at the street corners, calling out to the
If there is a check in [♦8], one will notice that this crest
people with tired faces passing by while casting them
resembles the 'Azure Seal'.
bewitching smiles.
At the four-way intersection crossing the street, there is a Upon finding the twin statues, PCs earn 1 x ★ and check
giant stone gate. [♦9].
If they succeed in an Insight check (Target Number C),
If PCs want to talk to the women, go to "25-1: Prostitutes of
they recall that "Saisaria and Aiaros, the siblings, were once the
the Triumphal Street".
princess and prince of a wizard-kingdom that ruled this land.
If you want to check the huge gate, go to "25-2: Triumphal After Saisaria died of illness, Aiaros ascended to the throne."
Arch".

A long time ago, when many Daemons attacked Vice City,


a terrifying god came from the bottom of the Biscune River
The women are prostitutes from the brothels on this and slaughtered all the Daemons.
street. If PC wants to spend the night with them, they will need From then on, people started to worship that god as the
to pay 300 gamels. guardian deity of the city. However, because the god had a
If PC goes to the brothel with the prostitutes, they can use terrifying appearance, there were whispers that it might be an
a room for up to 6 hours. For this reason, they can also sleep. evil deity.
If they sleep, only the time " slept time" should pass. Nevertheless, the faith in the god that came from the
If they ask the women about the arch standing at the four- bottom of the water gradually fell into oblivion. Even now, it
way intersection, they will tell you, "It's the triumphal arch that is said that the terrifying god is sleeping at the bottom of the
was built when we won the battle with Daemons long ago". Biscune River, and when the Daemons invade in large
The Triumphal Arch seems to have been structured so that numbers, it will awaken.
you could enter inside, and there seems to have been a temple If PCs hear this story, they will gain 1 x ★.
that enshrined the Sun God Tidan and the Moon Goddess
Sien.
In addition, there is a prostitutes' union in the brothel, and
the "Princess of the Dark Nights" Zophie (Elf/Female/167
years old) is leading them.

The huge triumphal arch has metal doors on its pillars


designed to allow entry. The door is closed and locked. There
are no traps.
A successful Disable Device check (Target Number A) is
necessary to unlock the door.

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)".

2. Valley River in the Forest 1 Hour


The trail continues east-west. There is a valley about 10m
deep, and it divides the east-west of the trail. A narrow river is
flowing from north to south at the bottom of the valley.
A log bridge is set up in the valley. If a PC wants to cross
the log bridge, they must succeed in the Acrobatics check
(Target Number A). If they fail, they will fall to the bottom of
the valley and take 30 points of fall damage. The river is
shallow, so they can't drown or reduce the damage.
To escape from the bottom of the valley, they need to
succeed in the Climb check (Target Number 10). At this time,
PCs will receive the penalty modification of "10m Climb (-2)"
and "strong wind outdoors (-2)". They can climb up to either
the east or west side of the valley.
It's a dense forest where trees grow lushly. There are few
cries of birds and beasts, and the entire forest is covered with If they want to move west from the west side of the valley,
a gloomy atmosphere. go to "1. Northwest Forest".
This block is divided into the "Northwest Area" and the If they want to move east from the east side of the valley,
"Southeast Area" by the forest, and it is impossible to move go to "3. Deep Forest (a)".
between these areas without going through the forest.
If PCs enter the forest from the "Northwest Area", go to "1. 3. Deep Forest (a) 1 Hour
Northwest Forest". There is a small path leading east and west in the dense
If PCs enter the forest from the "Southeast Area", go to "11. forest covered with deep bushes and crowded with trees.
Southeast Forest". If PCs succeed in the Scout or Ranger Observation check
(Target Number B), they will find a small path leading north,
buried in the bushes.
If PCs move west, go to "2. Valley River in the Forest".
If PCs move east, go to "4. Wriggling Forest".
If PCs have found the path to the north, they can move
north. If they move north, go to "6. Field of Golden Butterfly
Flowers".

4. Wriggling Forest 1 Hour


A trail extends east and west among the crowded trees.
Here, there is a group of enemies determined by the "Plant
Encounter Table" (see p. 116), and they attack PCs. After the
battle, if they make a Loot Determination, they automatically
acquire one "Golden Butterfly Flower" (see p. 112) per
monster. Once they defeat the monsters, they will not appear
in this place until the next day (6 am).
After the battle, if PCs move to the west, go to "3. Deep
Forest (a)".
After the battle, if PCs move to the east, go to "5. Deep
Forest (b)".

5. Deep Forest (b) 1 Hour


The path continues to the west and south in a dense forest
filled with lush trees and deep undergrowth.
If PCs succeed in the Scout or Ranger Observation check
(Target Number B), they find '1d/2 (rounded up)' x 'Golden
Butterfly Flowers'. They can only collect 'Golden Butterfly
Flower' once a day here.

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.

Quest 1) Acceptance of Maruka's Mission


PCs are asked by Ionis, "Our staff member, Maruka Rees,
seems to be having trouble finishing her work. I would like
you to lend her a hand."
From Maruka, who is at [22: Fallen Giant], if PCs accept
"Mission 06. Exploration of the Colossus" (see p. 87) and
report to Ionis, they will receive a reward of 800 gamels and 1
x ★.

Quest 2) Delivery of Acquired Items


If PCs collect and deliver 3 acquired items of the same
"type" to Ionis, they will receive a reward of "3 times the total
selling price of the acquired items" and 1 x ★.
This Quest can be repeated.

Quest 3) Defeating the Ghosts of the Triumphal Arch


In a city crowded with shabby houses, there stands a small
tower made of stone. On the wooden door, which serves as Ionis would like PCs to annihilate the undead occupying
the entrance to the tower, a wooden sign reading "Job the joint temple of Tidan and Sien at the Triumphal Arch on
Intermediary Business of Holy Silver Alliance" is hammered [25: Triumphal Street]. If they report to Ionis with a check on
in trade common. [♥17], they will receive a reward of 5,000 gamels and 2 x ★.
If entering the tower, go to "31-1: Reception of Holy Silver
Quest 4) Subjugation of Banja-Gajah
Alliance".
Ionis would like PCs to defeat the "Priest of Strategy,"
Banja-Gajah who is in [51: Tethered Floating Rock]. If they
report to Ionis with a check on [♦20], they will receive a
Upon entering the tower, there is a reception counter reward of 10,000 gamels and 3 x ★.
directly in front. According to the signboard hanging from the
ceiling, it seems there is a tavern on the 2nd floor and guest Quest 5) Defeat of Heliukukka
rooms from the 3rd floor upwards. Defeat “Whispering Regret” Heliukukka in [61: Cave of
At the counter, a mature man is sitting bored. When PCs Daemons], and report it to Ionis with a check marked [♣18]
enter the tower, the man says, "Ah, welcome," and introduces for a reward of 10,000 gamel and 3 x ★.
himself as Ionis Raden, the owner of Holy Silver Alliance and
"Lord of the Holy Silver" (Human/Male/39 years old/Page Quest 6) Defeat Griffons on the Grand Canal Bridge
102). Defeat the pair of Griffons living in [53: Grand Canal
When asked about the Holy Silver Alliance, Ionis replies,
"We mediate between clients wanting to request work and Bridge]. 20,000 gamels and 4 x ★ will be awarded if PCs kill
workers looking for work. Well, it's similar to an adventurer's the Griffons and report to Ionis with a check mark [♣19].
guild, but we don't scrutinize the client's background or
question the job's morality. That being said, you can decide
whether or not to accept a job after hearing about it, so if you
don't like the job, you don't have to accept it."
To find a job, go to '31-2: Jobs in Holy Silver Alliance'. On the second floor of the tower, there is a tavern where
To go to a tavern or to stay overnight, go to '31-3: Tavern PCs can eat. The cost for food and drink per person is about
and Inn of the Holy Silver Alliance'. 10 gamels per meal. If they eat, " 1 hour" will pass.
Ionis can remove diseases and curses; to have them Also, everything from the third floor up is a guest room,
removed, go to '31-4: Remove Diseases and Curses'. and PCs can stay overnight. The cost for staying overnight per
person is 30 gamels per night. This overnight fee does not
include food and drink, but it does include the use of the bath.
The guest rooms have clean beds, and PCs can sleep safely
and comfortably. If they sleep, let " hours they slept" pass.

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".

In the small temple that looks like a dugout hut, there is


only a female priest named Jessica (Human /Female/25 years
old).
Jessica, once an orphan herself on Refugee Street, seems
to be taking care of the orphans at this place even after she
began serving Harula. However, due to a lack of money, she
says she is unable to provide them with sufficient meals.
If there is no check on [♣10], go to "1. Story of a Sick Girl".
If there is a check on [♦12] or [♣10], go to "3. Story of the
Missing Orphans".
If PCs wish to stay at the Temple of Harula, go to "4.
It's a dirty street where shabby houses are crowded Staying at the Temple of Harula".
together and the stench of filth floats in the air. Orphans run
around among the staggering people dressed in rags. Hanging 1. Story of a Sick Girl
in one of the dug-out huts facing the street is the "Guiding Jessica laments that an orphan girl named Emmy is
Star," Harula's holy symbol. Apparently, this hut seems to be bedridden due to a disease and fears she won't last long. She
the Temple of Harula. then asks the PCs to collect a medicinal herb known as
If there is no check on [♦12] or [♣10] and this is PCs’ first "Golden Butterfly Flowers" for Emmy's treatment. The
visit, go to "32-1: Orphans". "Golden Butterfly Flowers" (see p. 112) are said to be effective
If there is a check on [♦12] or [♣10], there are no orphans against all diseases and can apparently be collected in [26:
here. The circumstances of the disappearance of the orphans Terrifying Forest].
can probably be found at the Temple of Harula. If PCs accept Jessica's request, take on "Mission 09: Save
Emmy" (see p. 89). However, even if this mission is
If there is no check on [♥10] and it's after 06:00 on the accomplished, neither Jessica nor the orphans can afford to
14th, decide whether to go to the Temple of Harula or leave pay a reward. Instead, Jessica promises that "whenever you
after checking [♣10]. stay at the Harula Shrine, one person can stay for free".
If PCs visit the Temple of Harula, go to "32-2: Temple of If PCs ask about Emmy's condition, or if you visit Emmy, go
Harula". to "32-3: Help Emmy".
If there is no check on [♠13], go to "2. The Missing Female
Priest".

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

to a merchant under the influence of “Red Haze” Naguzabara.


Consequently, Claude was captured by Barbarous, and the
orphans who tried to protect Claude were either killed or The consciousness of the PCs merges with that of Biscune.
abducted. Through this, the PCs understand that Biscune is the
Later, Emmy also passed away due to her illness. transformed figure of "Sun Princess" Saisaria, altered by the
blood of Daemons.
Quest 2) Want to Mourn Claude Approximately 200 years ago, Saisaria was afflicted with a
It is said that Claude's body is exposed at [24: Execution deadly disease. She was a descendant of a wizard-king who
Platform Park]. Jessica pleads for the retrieval of his body to ruled this land during the Magic Civilization Period, inheriting
mourn him. ancient noble elf blood. However, this made her susceptible
If PCs recover "Claude's corpse" and report to Jessica with to a fever unique to her race.
a check at [♠18], they will receive "2d x 10 gamels" as money Aiaros, a prince who feared his elder sister's death more
saved by the orphans and gratitude from Jessica, and further than anyone else, stained his hands with forbidden arcane arts
to save Saisaria from her deathbed. This involved using
acquire 3 x ★.
Daemon's blood to attain immortality. The arcane art was
After this, Jessica will hold Claude's funeral. Claude will be
partially successful; Saisaria gained immortality, but her figure
buried in the cemetery on the rear of the Temple of Harula,
was grotesquely transformed into a monstrous form. Seeing
along with Emie. If PCs attend the funeral, " 1 hour" will her like this, Aiaros lost his sanity and tried to kill Saisaria,
pass. causing her to flee to the Biscune River.
Eventually, Aiaros regained his sanity, regretted his
4. Staying at the Temple of Harula actions, and tried to call Saisaria back. After a reunion with
Despite its size, the Temple of Harula has several small her beloved brother at this underground lake, Saisaria
rooms. PCs can rent a small room by donating 30 gamels per promised to protect this town and to show her form to Aiaros
person, where they can sleep. At this time, if there is a check once a year at the underground lake before returning to the
on [♥10], one person can stay for free. depths of the water. This annual reunion of the siblings has
If PCs decide to sleep, let time pass for " hours slept". been carried down to the present day as a grand festival.
Finally, the PCs receive a loving embrace from Saisaria. At
this time, the PCs may ask Saisaria for a favor and acquire one
'Daemonization Ability' of their choice.
The orphans live in a vacant house a little away from the Eventually, the PCs regain consciousness as if waking from
street. Emmy (Lykant/Female/9 years old) is laid on a broken a dream. The PCs, along with many church members
bed in one of the vacant house's rooms. including Leonard, are standing on the Underground Lake
Emmy's face is red, and she seems to have a fever. She is Shore, but Biscune's figure has already disappeared.
skinny, and it can be inferred at a glance that she won't last PCs get 2 x ★ and check [♦13]. Then, advance the time
long due to a severe disease. to 5:00 on the 24th.
If PCs succeed in the Pathology check (Target Number After the Grand Festival, if PCs return to the ground with
15), they will find that Emmy is suffering from a "type of Leonard's guidance, " 1 hour" will elapse and they will return
collagen disease", and she can only live until about the middle to the ground at [16: Sunken Palace].
of this month at the longest. If PCs can use magic to cure
diseases, such as [Cure Disease], they can cure Emmy's
disease with a "Success Value 21" or higher. In this case, treat
it as if they have completed "Mission 09. Save Emmy" (see p.
89).
If PCs have not yet visited the Temple of Harula, Jessica
is just visiting Emmy and will ask the PCs for "Mission 09. Save
Emmy" and "Quest 1) Search for Roxanne".

48
If you are heading deeper into the Stone City, go to "33-2:
Deep Part of the Stone City".

Be careful when PCs move here. They will be affected by


the "Petrification Effect of the Stone City" every hour.
In this vicinity, PCs can see many forms of Animals and
Barbarous that have been petrified. There are many statues
that have remained undestroyed, and the white haze is
gradually getting thicker but not enough to obstruct their
vision.
Roll 1d, on 1-2 PCs, will encounter one group of enemies
determined by the "Magitech Encounter Table" (see p. 116),
and it will be combat. Once they defeat the monsters, no
monsters will appear in this place until the next day (the next
6 o'clock).
Regardless of whether PCs have encountered magitech or
not, if they want to investigate this place, they must do a Search
check (Target Number B). If they succeed, they'll discover
one item determined by the "Acquisition Decision Table" (see
p. 115). They can only discover an item once a day here.
If they want to leave the Stone City, they need to spend "
The town is dotted with intricate stone statues that
1 hour" and be affected by the "Petrification Effect of the Stone
resemble humanoids such as humans, elves, and dwarves, as
City" one more time. After that, they can move to other
well as Barbarous, dogs, small birds, and street trees. Most of
Blocks.
the stone statues are broken and fallen over.
The town is covered in a faint white haze, and it is filled If they want to go further into the depths of the Stone City,
with a sulfur-like unpleasant smell. go to "33-3: The Deepest Part of the Stone City".
If PC steps into this place, go to "33-1: The Curse of the
Stone City".
Be careful when PCs move here. They will be affected by
the "Petrification Effect of the Stone City" every hour.
There are many Humanoid and Barbarous stone statues
In this city, it is said that "a petrification curse has been cast
in this area. Also, the ground is covered with stone fragments,
by a powerful Daemon that was once defeated at this location."
all of which are the remnants of shattered stone statues.
Those who step foot here are affected by the following
Also, the fog that covers the city is so dense it obscures the
"Petrification Effect of the Stone City".
view, imposing a -2 penalty modification on all action checks.
Roll 1d, on 1-3 PCs, will encounter one group of Strong
- Petrification Effect of the Stone City
enemies determined by the "Undead Encounter Table" (see
PCs must make a Fortitude check (Target Number 20). At
p. 116), and it will be combat. Once they defeat the monsters,
this time, the effects of magic or items effective against the
no monsters will appear in this place until the next day (the
poison-type effect that the character is suffering from are
next 6 o'clock).
applied. However, effects that are effective against curse type
Regardless of whether or not they encounter the Undead,
are not applied.
if they want to investigate this place, they must do a Search
If this check is successful, there is no impact. However, if
check (Target Number C). If they succeed, they'll discover
it fails, part of the body begins to petrify, and either dexterity
one item determined by the "Special Acquisition Table" (see
or agility is reduced by -6. Which one decreases is determined
p. 115). They can only discover an item once a day here.
randomly. And, if either dexterity or agility becomes "0" due
to this effect, the character is completely petrified (if it If PCs want to return to the deep part of the Stone City, go
becomes less than "0", it is treated as "0"). to "33-2: Deep Part of the Stone City".
The petrification caused by this effect is completely lifted If PCs have accepted "Mission 12: Tricia's Rescue", go to
in "1d" hours after leaving [33: Stone City]. "Searching for Tricia" (see p. 62).
Thereafter, every hour PCs stay in [33: Stone City], they
need to make a Fortitude (Target Number 20) check because
they continue to receive the "Petrification Effect of the Stone
City", and if they fail, they receive the same effect.
Those who visit Stone City for the first time, if they succeed
in the Insight check (Target Number 18), will realize that "this
petrification effect is not a curse type, but a poison type." The
white haze covering this city has the effect of petrifying poison.

49
Part 2 Main Scenario

PCs can receive "Common Missions" (see p. 96) from


Bordeaux (Human/Male/30 years old). Since Bordeaux is
always at the end of the counter, there is no need to worry
about time when accepting or reporting on missions.

Totonie, with a gloomy face, is sighing. If you ask why he's


looking down, Totonie shows a flyer for "Waitress Wanted".
Actually, because the waitress Angela is getting married
and retiring on the 16th, they are looking for a new waitress,
but they can't find any at all. Totonie asks, "If you know
someone who can be a waitress, please introduce them." To
solve Totonie's problem, PCs need to take on "Mission 11.
Waitress Recruitment" (see p. 90).
In addition, from 2pm to 6pm on the 16th day, the shop
will be closed for Angela's wedding. However, since customers
are free to come and go, and can freely participate and eat and
drink at the banquet, Totonie says, "If you'd like, please come
and celebrate."

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].

The interior, filled with the smell of alcohol and tobacco,


is not very spacious, with only about ten tables lined up. Some
All the tables in the tavern are stacked up in the corner,
tables are occupied by drunken customers having a drinking
and there are only chairs at the counter. Because there are no
party, and waitresses are coming and going between them.
waitresses, Totonie cannot handle customers.
Behind the counter at the back of the shop, a scrawny man
During this time, it's difficult for Bordeaux to stay put, so
stands.
if you roll 1d and get "1-3", Bordeaux is absent. In that case,
The man, named Totonie (Human/Male/45 years
PCs can't take or report missions. Whether Bordeaux is
old/page 103), is the owner of this tavern. The waitress is
present or not is decided by rolling 1d every hour.
called Angela (Human/Female/22 years old).
If PCs are going to eat, go to "34-2: Eating and Drinking at
the Tavern."
To speak to Totonie, proceed to "34-3: Totonie's Anguish."

The cost of food and drink at the Tavern of the Death


Seeker is about 10 gamels per meal.
While the PCs are eating, a man dressed in black, a
human, comes over and offers to buy them a drink. He then
says, "Excuse me, you're adventurers, aren't you? My name is
Bordeaux, I'm a quest giver. I receive various requests from
certain sources and ask adventurers like yourselves to
undertake them. If it's alright with you, would you accept one
of these jobs?"

50
Regardless of whether PCs have purchased a map or not,
if they enter the minefield, go to "35-2: Minefield".

The PCs have stepped into a dangerous area where


magitech mines float. If PCs want to get through the minefield,
follow these steps.

Step 1) Take Action for 10 Minutes


PCs need to perform a Search check and add up the
Success Value. However, if there are two or more PCs, adopt
only the highest Success Values and add them. As a result, if
the total Success Value is 50 or more, PCs escape from the
minefield and move between the "Northeast Area" and the
"Southwest Area". Then, let time pass by the “ time spent in
the Minefield”.
At this timing, in addition to the Search check, PCs can
perform one action within 10 minutes, such as using herbs
such as Lifegrass and Magic Herb or giving first aid.

Step 2) Detecting the Threat of Mines


Innumerable fist-sized metal spheres float, covering the After executing one action for 10 minutes, PCs must
city that has become a ruin. perform a Danger Sense check. The Target Number at this
These floating metal spheres are a type of floating time is "Target Number A" if they have a "Detailed Minefield
magitech mines. Here, a fierce battle with the Daemons once Map" with the date of the day, "Target Number B" if they have
took place, and in order to stop the onslaught of the a "Simple Minefield Map", and "Target Number C" if they do
Daemons, the large number of magitech mines were not have either map.
scattered. If they succeed in this check, they move while avoiding
This block is divided into the "Northeast Area" and the dangerous mines. However, if they fail, a mine near them will
"Southwest Area" by a minefield, and it is impossible to move explode. If they cause a mine to explode, roll 1d and
between these areas without passing through the minefield. determine the effect of the mine with the "Mine Effect
The exits to other blocks are only possible in the Determination Table" and receive that effect with "Resistance:
directions corresponding to each area. Can't".
From 19:00 to 5:00, a sign that says "Minefield!! Dangerous,
Mine Effect Determination Table
no standing allowed!" is put up at the entrance to the minefield 1d Mine Effect
in both trade common and barbaric languages. If PCs Explosive Mine. Roll 1d, and PCs receive "2d + adventurer
knowingly enter the minefield, go to "35-2: Minefield". 1 level" points of magic damage with the type determined by
From 6:00 to 18:00, go to "35-1: Two Map Makers". – the "Type Determination Table". At this time, if the 2d
3 determining damage is "10" or more, it deals 6 additional
points.
Special mines with weak points. Roll 1d. When a target
receives a type determined by the 'Type Determination
At the entrance of the "Northeast Area" minefield, there is 4
Table', the damage will be doubled. This effect is lost once

a young Human woman who has stuffed her long black hair applied but is permanent until then. Weak points of the
5
into her hat. She is the "Guide" Lyraila (Human/Female/18 same type are not accumulated, but weak points of different
years old). types overlap.
Similarly, at the entrance of the "Southwest Area" 6 Luckily, it didn't explode! Nothing happened.
minefield, there is a Tabbit smoking a pipe with reddish-
brown fur. The Tabbit is "Mine Map Seller" Charlie Type Determination Table
(Tabbit/Male/17 years old). 1d Type
Both of them sell Detailed Minefield Maps (Current Day) 1 Lightning type
for 500 gamels each, and Simple Minefield Maps (Current 2 Earth type
Day) for 250 gamels each. They suggest that if PCs want to 3 Water/Ice type
pass through the minefield "almost safely", they should buy a 4 Fire type
map. 5 Wind Type
The maps they sell have safe routes to pass through the 6 Energy type
minefields drawn on them. However, the maps only make
sense on the "bought day" indicated on them, as the mine
layout changes every 24 hours. Therefore, Lyraila and Charlie
collaborate to survey the minefield between 24:00 and 05:00,
and create maps.

51
Part 2 Main Scenario

Simon (Tabbit/Male/17 years old) in Room 3 is very


smart. I'm sure he'll ask you to do some drug experiments, but
please do so at your own risk.
Room 4 is Gil (Dwarf/Male/167 years old). Gil used to be
a miner, but now he's just a drunkard. If you have time, you
can join him for a drink."

Rooms 5 and 6 are vacant, so PCs are allowed to rent


them. If they rent these rooms, PCs can sleep here at any time.
Once they have slept, time will pass for the " period of
sleep".
Rooms 5 and 6 each have enough space for up to 3 people
to comfortably spend their time and are furnished with beds
and other furniture. The rent for each room is 300 gamels per
month. If PCs rent room 5, check [♥2], and if they rent room
6, check [♥3].
In addition, Tierra may ask them to do jobs. PCs can
accomplish the next Quests and obtain rewards and ★.
However, please note that all Quest rewards are paid to the
entire party, not per person.

Quest 1) Errand for Gil


Please buy alcohol for Gil in room 4. It doesn't matter if
It's an old wooden house with a clock tower. The mansion it's wine, fire liquor, or regular alcohol, as long as it's worth
is surrounded by low stone walls, and the area from the '500 gamels' of alcohol. If PCs bring it and deliver it to Tierra,
gatepost to the mansion is a small garden.
they will receive a reward of 800 gamels and 1 x ★.
In most cases, a Nightmare woman who ties her long black
hair into a single bundle like a horse's tail is cleaning the
Quest 2) Errand for Marcia
garden. She is Tierra Kvasir, the "Former Thunder Emperor"
(Nightmare/Female/153 years old), and the caretaker of this Please deliver Marcia's letter from room 1 to Codi at [63:
mansion. Witch Fortune Teller] and receive a package. Receive
If PCs ask Tierra about this mansion, she would say, "This "Marcia's Letter" from Tierra and check [♠8]. If you receive a
is an apartment for new adventurers run by the Adventurers package from Codi and there is a check at [♥13] and report
Guild. But newbies often die... I mean, it disappeared quickly, to Tierra, they will receive an "Antidote Ring" (see p. 113) and
so now it's inhabited by prostitutes with children and retired 1 x ★. Be sure to erase the check on [♥13].
miners. Are you an adventurer? We have vacancies. Would
you like to stay?" Quest 3) Minnie's Revenge
If PCs want to talk more with Tierra, go to "36-1: Caretaker This quest occurs only if there is a check on [♥19].
Tierra". Minnie in Room 2 died as a result of being used as a test
If PCs want to visit the residents of the Clocktower House subject for the drug developed by Simon in Room 3. In a fit
other than Tierra, go to "36-2: Residents of the Clocktower of rage, Tierra asks you to assassinate Simon and "Drug Lord"
House". Walter, who is pulling the strings behind him and having him
develop the new drug.
If PCs assassinate Simon and Walter and report to Tierra
with checks on both [♠20] and [♣13], they will receive a
If PCs talk to Tierra, they will be invited to the manager's reward of 10,000 gamels and 4 x ★.
room and treated to tea. From Tierra, they can hear the
following.

"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.

Quest 1) Test of “Experimental Drug No.9


According to Simon's explanation, "If you drink
Experimental Drug No.9, you will become very fast". PCs
receive 2 x “Experimental Drug No.9” (see p. 112). When
PCs win a battle using this drug, report to Simon, and they can
choose either 2,000 gamels or 2 x Experimental Drug No.9 as
a reward. Check [♥4] and earn 1 x ★.

Quest 2) Test of “Experimental Drug No.13”


According to Simon's explanation, "If you drink
Experimental Drug No.13, you will become very strong". PCs
receive 2 x “Experimental Drug No.13” (see p. 112). When

53
Part 2 Main Scenario

The Entertainment Quarter has a large bar and an


underground fighting arena. These facilities are open to all,
regardless of race.

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).

2. Underground Fighting Arena


There is a fighting arena underground, where Barbarous
and Humanoid fighters battle, and the winner is awarded a
prize from Naguzabara (Drake/Male/Unknown age/Page
In a distorted cityscape built by stacking buildings like 104), who is watching from the VIP seats.
blocks, many Barbarous are coming and going, mixed with If there is no check on [♥12], the PCs can also participate
Humanoids. in the fight in the fighting arena. In that case, the opponent is
In this place, something bad is always happening. determined by referring to the "Underground Fighting Arena
Automatically proceed to the "41-1: Red Castle of Perpetual Opponent Selection Table" with "2d - number of victories in
Night Events". the fighting arena". PCs can't escape from these fights.

Underground Fighting Arena Opponent Selection Table


2d - Number Prize money
Opponent
of Victories (per Person)
Decide the event at the "Red Castle of Perpetual Night's Naguzabara (see p. 104) and one
Table of Events" with 2d. group
Adventurer level
0 or less of Strong opponents to be
After resolving the event, if PCs stop by the Entertainment determined by the “Barbarous
x 2,000 gamels
Quarter, proceed to "41-2: Entertainment Quarter". Determination Table”
One group of Bosses to be
Adventurer level
Red Castle of Perpetual Night's Table of Events 1–2 determined by the “Mythical Beast
x 1,000 gamels
2d Event Contents Determination Table”
One group of Strong enemies to be
PCs encounter 1 x group of Strong enemies determined by Adventurer level
3–5 determined by the “Humanoid
the “Daemon Encounter Table” (see p. 117) and engage x 400 gamels
2 Determination Table”
them in combat. If they win this battle, " 1 hour" will One group of Strong enemies to be
Adventurer level
elapse, and they will receive 1 x ★. 6–7 determined by the “Barbarous
x 500 gamels
Determination Table”
PCs encounter 1 x group of enemies determined by the
One group of enemies to be
3-4 “Daemon Encounter Table” and engage them in combat. 8 – 10 determined by the “Animal
Adventurer level
x 250 gamels
If they win this battle, " 1 hour" will elapse. Determination Table”
PCs should make a Danger Sense check (Target Number One group of enemies to be
Adventurer level
B). If they fail, they are taken by surprise by a group of 11 – 12 determined by the “Humanoid
x 100 gamels
enemies determined by the “Barbarous Encounter Table” Determination Table”
5-6 (see p. 116), who attack them from the darkness. If they
succeed in Danger Sense, the combat follows the normal If PCs win in the fighting area, " 1 hour" will pass.
procedure. If they win this battle, " 1 hour" will elapse. Furthermore, check [♠27], and record the "number of
7-9 Nothing happens; no time passes. victories" in the remarks column. PCs earn 1 x ★ every 3
If the Scout or Ranger Observation check (Target Number
victories in the fighting arena. Loot Determination can also be
10- B) succeeds, PCs pick up one item as determined by the
"Acquisition Decision Table" (see p. 115). Regardless of done, but no time elapse will happen due to this.
12
success or failure, " 1 hour" elapse. If PCs defeat Naguzabara, they will earn 4 x ★, and they
should check [♥12]. After this, Naguzabara is watching as if
nothing happened in the fighting arena, but PCs will no longer
be able to participate in the underground fighting arena.

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".

This month's featured products are listed below. When


PCs purchase the featured slave, check the designated item.

This Month's Featured Products


Check Slave Price Main Classes
Liane Priest
25,000
[♠17] (Human/Female/24 years (Mirtabar) 6,
gamels
old) Sage 5
Ben (Runefolk/Male/3 28,000 Grappler 6,
[♠18] years in operation) gamels Ranger 5
Alicia (Elf/Female/121 30,000 Fencer 6,
[♠19] years old) gamels Scout 6
It is a large stone mansion facing the main street. Above
the door, there is a sign that says "Urdo's Slave Shop" in trade
common. Also, on the bulletin board set up next to the door, Each of the featured products, the slaves, are skilled
a parchment labeled "This Month's Featured Product" is adventurers, and if purchased, will accompany as a Fellow.
posted. The Fellow data for each slave can be found on page 111.
These slaves are purchased by the "Named Villain" at 6:00
If PCs want to check the featured product, go to "42-3: This on the 21st and always act together with the "Named Villain".
Month's Featured Product". Therefore, if a battle occurs with the "Named Villain", they will
If PCs want to knock on the door knocker attached to the act as an enemy's Fellows. Which "Named Villain" bought
door, go to "42-1: "Warden" Urdo". them is determined by rolling 1d for each slave, and it should
be recorded in the remarks column of the symbol specified
for each slave.

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].

Murderers are on the watch in the alley, and they ambush


their prey when it comes. PCs need to make a Danger Sense
check (Target Number C). If they succeed, they'll notice the
ambush and proceed to combat as usual. However, if they fail,
they'll be ambushed.
The murderers are a strong enemy group determined by
the "Humanoid Encounter Table" (see p. 117).
Even if the murderers are in danger, no one will come to
help. The other residents will maintain the pretense that "only
thieves have appeared in the neighborhood".

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".

Table of Events of the Lowland Forest


2d Event
PCs are intercepted by one Boss group determined by the
2 "Mythical Beast Encounter Table" (see p. 117) and engage in
combat. If PCs win, “ 1 hour” passes, and they get 1 x ★.
Roll1d, if "1-3", PCs encounter 1 group of enemies determined by
the "Animal Encounter Table" (see p. 116), and if "4-6", PCs
3– encounter 1 group of enemies determined by the "Plant Encounter
5
Table" (see p. 116) and engage in combat. If PCs win, “ 1 hour”
passes
6–
Nothing happens.
8
If PCs fail a Ranger Observation check (Target Number A), they
will lose their bearings in deep forest, ' 1 hour' elapse. After that,
9–
they had to roll 2d on this table again to determine the event.
11
However, if they succeed, ' 1 hours' elapse, but they can find a
way out of the forest immediately.
In the forest, PCs pick up one item determined by the 'Acquisition
12 Decision Table' (see p. 115). In this case, the 'value' of the item is
determined by '1d+1'.

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.

5) In Case the Sum of Cards PCs Have is '15-21'


If there is a check on [♦6], nothing happens.
If there is no check on [♦6] when the sum of the numbers
of the cards PCs have becomes '15-21', after resolving the
event by the card, PCs will encounter “‘Number of PCs -2
(minimum 1)’ x (Sword) Hellhound (see CR I, p. 426)” and it
will lead to a battle.
If PCs win, they will earn 1 x ★, and check [♦6].

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.

Miraculously, PCs find a mansion that is almost


undamaged. If they explore inside the mansion, they will
discover a hidden room upon a successful Search check
(Target Number B).
In the hidden room, there is the ghost of a Human boy
named Robin who will speak to them. According to him,
when he was 8 years old, there was a large-scale attack by
It's a narrow, winding alley filled with purple smoke. The Daemons. He hid in this room, but he could not get out
entire alley is filled with a rich, sweet scent, and people with because the outside was filled with Daemons and Undead,
cigarettes and pipes are coming and going. There are also and he seems to have died of weakness as is.
those who sit on the roadside, smoking with a vacant Among Robin's family, although it seems that both his
expression. parents were killed in front of him, his sister Teresa was out,
If PCs set foot in this place, go to "45-1: Purple Smoke with so he does not know what happened to her. And if PCs meet
a Sweet Scent". his sister, he asks them to give her the birthday present that
Robin had prepared.
Robin's ghost, satisfied, disappears after entrusting the PCs
with a Gift from Robin.
What people are smoking is "Walter's Drug" (see p. 112). Inside the room, there is a portrait of Robin and a
Therefore, this purple smoke has a poisonous nature and a Nightmare girl smiling, and PCs can tell that this Nightmare
stimulating effect. girl is Teresa. Teresa has red hair, and her eyes are odd-eyed,
Those who set foot in this place must make a Fortitude black, and silver, so they should recognize her immediately if
(Target Number 17) check. they meet her.
If they fail the Fortitude check, they gain a +2 bonus Also, in the room, there is 1 item determined by the
modifier to all action checks. This effect lasts for 3 hours, and "Special Acquisition Table" (see p. 115).
after the effect is lost, all action checks receive a -4 penalty When PCs resolve this event, " 1 hour" passes and they
modifier. This effect lasts for 6 hours. earn 2 x ★. Also, if they take Gift from Robin, check on [♣30].
These effects are treated as poison-type effects.
If PCs proceed further into the alley, go to "45-2: Drug
Den".

At the very back of the alley, there is a black door. In front


of this door, as the doorkeeper, there is a Strong group
determined by the "Humanoid Encounter Table" (see p. 117).
Beyond this black door is the drug den of "Drug Lord" Walter
(Kobold/Male/20 years old/page 105).
If PCs tell the doorkeeper that they have come to buy
drugs and pay the fee, they will call out to the person inside,
and they will hand over the drugs.
The price for Walter's Drugs is 100 gamels per dose. The
doorkeeper will never let PCs beyond the door. If they try to
force their way in, it will result in a fight.
If they end up in a fight with the doorkeeper, "Mourning"
Morden (Diablo Cadet/Male/Unknown), who is Walter's

59
Part 2 Main Scenario

A teenage Human girl dressed as a maid is being attacked


by one Strong enemy group determined by the "Barbarous
Encounter Table" (see p. 116).
If PCs help, they will engage in combat with the Barbarous
for " 1 hour". During the battle, the maid will participate in
the fight as a Fellow. The maid is Mary. Mary's Fellow data is
on page 110. After winning the battle, an Elf girl who
introduces herself as Yuuni will come, saying, "Thank you for
helping my friend Mary", and as a thank you, she will give 1000
gamels to the whole party. Mary also expresses her gratitude.
After that, Yuuni and Mary will leave together. PCs earn 3 x
★, and if they haven't yet, check [♣14].
If PCs don't help, no time will pass.

From Tricia, PCs can get information like, "If you're


looking for the 'Corpse Collector' Beneas Dickett, there's a
rumor he's hiding in Black Iron Castle. But, to get deep into
Black Iron Castle, you need the 'Black Swords Key' managed
In the midst of the ruins of a city lined with large buildings, by the Black Sword Knights. If you want to kill Beneas, first
a huge hole gapes open. From the bottom of the hole, bright go to Morganthine Castle and somehow get the 'Black Swords
red fire spews out, illuminating the surroundings with a Key'."
flickering orange light. To take revenge on Beneas, PCs should try going to "A-4:
On the edge of the hole, there are people carrying dead Morganthine Castle" in [Fixed A: New Town] and finding a
bodies, offering prayers to the gods, and throwing the bodies way to get the 'Black Swords Key'.
into the hole. This is a place to say goodbye to the people who
died in this city and to cremate their remains.
A little away from the cremation hole, a black tent is set
up, and at the entrance, a sign is hung reading "Propido
Trading Company buying and selling bodies" in trade
common.
If PCs enter the Propido Trading Company's tent, go to
"46-1: Propido Trading Company".

Inside the tent, there is a counter, and beyond that, there's


a man exuding a shady aura in all black.
Propido is engaged in the trade of corpses. If PCs want to
obtain a corpse, they can buy one for '2d x 200 gamels' per
body. And if they want to sell, he will buy it from them for '2d
x 100 gamels' per body.
If they have ever traded corpses here, go to "46-2: Propid's
Request".

Propido will approach PCs with a job to search for


corpses. If they accept his request, take on the "Common
Mission 24. Corpse Search Patrol" (see p. 97).

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.

On the floating rock, there are many Barbarous, and the


temple of the war god Dalkhrem is built.
PCs should make a Hide check (Target Number B). If
successful, they can hide so as not to be found by the
Barbarous lookout.
However, if they fail, they are found by the Barbarous and
will engage in combat with an enemy group determined by the
"Barbarous Encounter Table" (see p. 116).
In this battle, if the roll at the end of each round is "1", a
new Strong enemy group determined by the "Barbarous
Encounter Table" will appear in the "Enemy Rearguard Area".
These reinforcements will only appear once.
If PCs successfully hide and bypass the patrol, or if they
win the battle against the Barbarous, they can go to the
A huge rock terrain floats above the head. It's about 5m
Temple of Dalkhrem. Alternatively, they can return to the
from the ground to the bottom of the rock, but it looks like
ground from the floating rock via the chain stairs.
there's over 30m to the top of the rock. The rock terrain is
tied to the ground by countless chains. If PCs enter the Dalkhrem temple, go to "51-3: Temple of
If PCs succeed in the Insight check (Target Number 12), Dalkhrem".
they will understand that this giant rock is a "manatite floating If PCs return to the ground via the chain stairs, go to "51-1:
rock". During the Magitech Civilization Period, this huge Find a Place To Climb The Floating Rock".
floating rock was tied to the ground with countless chains, used
as a mine, and mining was conducted.
If PCs are looking for a place to climb up to the floating
rock, go to "51-1: Find a Place To Climb The Floating Rock". Inside the temple, carved out of a huge rock, are statues of
If there is a check on [♣8], go to "Old Mine Hidden gods centered around Dalkhrem, and the second sword, Ignis,
Passage" (see p. 64). is being honored.
If there is a check on [♦20], nothing happens here.
However, if there is no check, "Priest of Strategy," Banja-Gajah
(Troll/Male/Unknown age) is present, who in barbaric shouts,
"Who is it that dares to challenge me? Are you Heliukukka's
minion? I have no choice," and nods as if convinced by
In case PCs are looking for a place where they can climb himself. Then, the battle begins as he charges in with the Boss
up along the chains that are tying down the floating rock, they group determined by the "Barbarous Encounter Table" (see p.
need to do a Search check (Target Number 16). 116) that was with him. Banja-Gajah is treated as a Troll
If successful, they will discover a spot where the chains are enhanced with 6 x Sword Shards.
tangled together to form a stair-like structure. Using this chain If PCs win this battle and defeat Banja-Gajah, they will
staircase, they should be able to climb up to the floating rock earn 3 x ★ and put a check on [♦20].
and come down relatively safely. Once you discover the chain After defeating Banja-Gajah, if they investigate the temple
staircase, check [♣7]. From then on, they can use the chain of Dalkhrem and succeed in the Search check (Target
staircase without having to perform a Search check. Number B), they will get '1d+1' item determined by the
However, if they are to climb up and down the chain "Acquisition Decision Table" (see p. 115), and 2 items
staircase, they must perform an Acrobatics check (Target determined by the "Special Acquisition Table" (see p. 115).
Number 10). If successful, they will arrive at the top of the Also, regardless of whether the search was successful or not,
floating rocks from the ground, or they will be able to descend they will find "2d x 500 gamels".
to the ground from the top of the floating rock, just with the There are stairs leading underground in the temple.
passage of " 1 hour". If PCs go down the stairs, go to "51-4: Old Mine Road".
But if PCs fail, because they will be climbing up and down However, after the 19th day, because the stairs are blocked,
nervously, when " 1 hour" has passed, they can only reach PCs have to spend " 1 hour" to break the blockade to move
halfway up the staircase. Therefore, they need to succeed in to the old mine road.
the Acrobatics check (Target Number 10) one more time to
If PCs leave the temple, go to "51-2: Top of the Floating
Rock".

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.

Here, various forms of gambling are taking place. If PCs


participate in the gambling, they must pay at least 100 gamels
in bets and declare one number they like from the outcome
of d66, which is '11-66'. At this time, they may pay more than
100 gamels for one number and declare more than one
number. However, it is necessary to individually record how
much bet was paid for which number.
Once they have paid enough bets on the numbers they are
satisfied with, roll a d66. Then, if the dice outcome is the same
as the 'declared number', they will receive '30 times the bet
paid for that number as a payout. Note that the bets paid to
other numbers are not related at all.
PCs can repeat this gamble as many times as they like. If
there is a GM, they can set up any gambling, like dice
gambling, poker, blackjack, etc., as they like.

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).

Quest 2) Delivery of Daemon's Blood


Daemon's Blood, which can be obtained from the
Daemon, is an ingredient for Daemonization Serum. Each
time PCs deliver 5 x Daemon's Blood, they will receive a If PCs succeed on a Danger Sense check (Target Number
reward of 800 gamels and 1 x ★. B), they notice that deadly poison has been mixed into the tea.
If you are using "CR II" and "CR III", each time PCs deliver If they drink it without noticing, they must make a
5 Crystallized Daemon’s Blood, they will receive a reward of Fortitude (Target Number C) check. If they fail, they die
6,000 gamels and ★ x 2. In addition, each time they deliver 5 instantly. However, if they succeed, they only take "2d +
Crystallized Great Daemon’s Blood, they will receive a reward adventurer level" points of poison fixed damage.
of 12,000 gamels and 3 x ★. This Quest can be accomplished Regardless of whether they notice the poison or not, if the
repeatedly. PCs are alive, Edgar will attack, leading to combat.
When combat with Edgar begins, proceed to "Combat with
Quest 3) Cooperation with Youreler Edgar" (see p. 26).
In order to defeat Daemons, research on "Abyss" and
"Shallow Abyss" is indispensable. Cooperate with Youreler, a
"Shallow Abyss" researcher living in [21: Strange House],
accept the "Mission 05. Observation Points Patrol" from him,
and report to Teresa to receive a reward of 2,000 gamels and
2 x ★.

Quest 4) Subjugation of Naguzabara


Naguzabara is too annoying, so she wants to fight back. It
is rumored that Naguzabara himself gives a prize to the winner
in the underground wrestling arena, presumably a body
double. However, as a demonstration, there is a point in
defeating, even if it is a body double.
Subjugate "Red Haze" Naguzabara, who is in [41: Red
Castle of Perpetual Night], and if there is a check in [♥12],
report to Teresa to receive a reward of 20,000 gamels and 3 x
★.

Quest 5) Search for the Descendants of the Royal Family


"Millennial" Chezari and "Deep Snow" Yuinie seem to be
in conflict over a child who is a descendant of the Morganthine
royal family. If we can secure this child, it could be a trump
card against the two who are currently reluctant to fight the
Daemons.
Find the descendants of the Morganthine royal family, and
if there is a check on [♥29], report to Teresa to receive a
reward of 30,000 gamels and 4 x ★.

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".

On top of the Grand Canal Bridge, there is a canal about


5m wide, and bridges are built at regular intervals across the
canal. On both sides of the canal, there are walkways wide
enough for two people to walk side by side, each with stairs
leading down to the ground.
On the canal, there is a place like a landing platform, with
a metal sign written in magitech saying "Canal Ferry Terminal"
and a box-shaped magitech standing.
Also, in magitech, it is written, “To use the ferry, please
touch the crystal panel below with your passport. If you don't
have a passport, you can buy one from this machine for 500
gamels. Remember, each passport allows up to 5 people to
A gigantic stone wall that is perhaps 30m high divides the
use the ferry, and it doesn't expire.” The Magitech is still
working properly, and PCs can purchase one "Canal Ferry
city. There are stairs at regular intervals on the wall so that PCs
Passport" (see below) for 500 gamels by paying into the coin
can climb up.
At the start of this staircase, a signboard engraved with slot. Once they have purchased a passport, check [♦25].
'Grand Canal Bridge' using magitech is embedded, indicating If PCs press the passport against the Magitech, go to "53-3:
that the top of the wall is a canal. Canal Ferry".
This block is divided into the 'Northeast Area' and If PCs go down the stairs, go to “53-1: Going Up and Down
'Southwest Area' by the Grand Canal Bridge, and the blocks the Stairs”.
that can enter and exit each area are limited to the
corresponding
directions. Moreover,
these areas cannot be
Before long, a ferry arrives. This ferry is controlled by
moved without going
magitech and can be operated by giving instructions through
through the top of the
magitech. This can be understood if PCs succeed in an Insight
Grand Canal Bridge.
check (Target Number 16) or a check of "Artificer class level
If PCs are going up the + Intelligence modifier" (Target Number 12).
stairs, proceed to “53-1: The canal cuts diagonally from the northwest to the
Going Up and Down the southeast across this block, continuing on a straight line to the
Stairs”. blocks on that line. Therefore, by using the ferry, they can
move to any preferred block on the extension line of the canal
just by letting " 1 hour" pass (northwest or southeast from
this block).
If there is a check on [♣19], nothing happens at this Also, once PCs use the ferry, they can find the "Canal
location. Ferry Dock" along the canal, so they can use the ferry to move
If there is no check on [♣19], step directly onto the stairs. between blocks on the extension of the canal in " 1 hour".
Griffons (see CR I, p. 428) have settled on this Grand However, the ferry can only accommodate up to 5 people with
Canal Bridge and occasionally patrol its territory, the Grand 1 x "Canal Ferry Passport", so if the number of passengers
Canal Bridge. Therefore, when going up and down the stairs, exceeds "five times the number of passports they have", the
there is a chance of being spotted and attacked by 2 Griffons, ferry will not move.
and if using the stairs, a Danger Sense check (Target Number If PCs can speak magitech, they can get on the ferry and
18) is necessary. move to any preferred block on the extension line of the canal
If successful, PCs can notice the approach of the Griffons just by letting " 1 hour" pass.
and hide under the roofs installed in some places on the stairs
or hide in the recesses of the walls and pass by the Griffons.
Alternatively, they can fight the Griffons as usual.
If they fail, you will be spotted by the Griffons, and it will
turn into a fight.

65
Part 2 Main Scenario

If they refuse to participate in the race, the Dullahan will


declare to the PCs that they will die in a year. The death
sentence cannot be lifted unless the Dullahan who issued it is
defeated or it is lifted. The Dullahan says, "I'll lift the death
sentence if you win the race. Challenge any time."
In addition, if there are two or more PCs, the death
sentence can be avoided if even one representative
participates. However, whether two or more participate or
only one participates, the person who comes in last will receive
a death sentence as punishment, so be careful.
If participating in the race, go to "54-3: Dullahan Race".
If not participating in the race, there is no choice but to
leave the park after receiving the death sentence. Move to
another Block.

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.

3. Actions of Dullahan Other Than PCs


The actions of Dullahan cards other than the Dullahan Around the circular stage at the underground lake shore,
card in which the PCs are riding are determined by rolling 1d about 100 people, led by old man Leonard, are kneeling and
and using the "Dullahan Action Table". offering their prayers with utmost devotion.
Before long, the surface of the subterranean lake starts to
Dullahan Action Table bubble up, and a giant monster with a terrifying appearance
1d Action emerges.
Perform a Melee Attack with a sword on a randomly That monster seems to have a humanoid form, but due to
1–2 chosen target, with a "Success Value 17". If it hits, it what seems to be body hair that covers its entire body, like
inflicts "2d+12" points of physical damage. seaweed, one could not see the whole thing. However, from
Use [Lightning] on a randomly chosen target with a
3 between the swaying seaweed-like thing, dark blue scales that
"Success Value 18".
Perform a Melee Attack with a sword on a randomly
remind one of the bottom of deep water are peeking out. Its
4–5 chosen target, with a "Success Value 19". If it hits, it face is closer to a fish than a human, with long pointed ears
inflicts "2d+12" points of physical damage. and green eyes that hold a calm light that can even be felt as
If this Dullahan card is not in the first place (on the far intellectual.
right), it will make an "Overtake" move on the Dullahan This monster is called Biscune, the "God who dozes at the
6 to the right. If this Dullahan is leading, it will target the bottom of the water". The PCs who witnessed its form must
Dullahan card to the left and use [Lightning] with a make a Willpower (Target Number 20) check. At this time, if
"Success Value 20".
there is a check in [♠9], they get a +4 bonus modifier.
4. Progress of the Round and End of the Race If successful, proceed to "Biscune's Secret" (see p. 48).
When all the actions of the Dullahan cards have ended, If they fail, they lose consciousness. And when they wake
one round is over. If the 1st to 4th rounds have ended, it will up, it's already 06:00 on the 25th day, and they are above
move to the next round, and actions will be taken in order ground at [16: Sunken Palace].
from the Dullahan card at the far right (1st place).
If the 5th round ends, the race is over. At this point, the
Dullahan card at the far right (1st place) wins. The following
are the rankings in order from the right: 2nd place, 3rd place,
4th place, 5th place (bottom place).
Once the rankings are confirmed, the PCs receive prizes
according to their rankings. Alternatively, they may be
penalized.

67
Part 2 Main Scenario

If the last card (number card, face card, A) PCs placed in


their hand was "♥", they can let the time pass for the " time
they were in the maze", check [♥28], and move to the block
adjacent to the east side.
If the last card (number card, face card, A) PCs placed in
their hand was "♦", they can let the time pass for the " time
they were in the maze", check [♦28], and move to the block
adjacent to the west side.
If the last card (number card, face card, A) PCs placed in
their hand was "♣", they can let the time pass for the " time
they were in the maze", check [♣28], and move to the block
adjacent to the south side.
If PCs do not want to move in the direction specified by
the suit, they can discard all the cards of the same suit as the
"last card they placed in their hand" and continue "Maze of
Cards".

2. Event in the Labyrinth Alley


1. If the Card is a Number Card (2-10)
There is a risk of encountering a monster. If PCs succeed
in a Danger Sense check of "card number + 7", they will notice
the monster's approach. In this case, they can choose to avoid
The narrow alleys and stairs trapped between tall buildings
the monster or fight the monster.
create a labyrinth-like cityscape. The alleys are dim even
If PCs choose to fight the monster, or if they fail the
during the day because they are in the shadow of the buildings.
Danger Sense, it will become a battle. At this time, the
Perhaps because the wind does not pass through, the air
encountered monster is determined by the combination of the
seems stagnant.
card's suit (♠♥♦♣) and number.
Once PCs set foot in this alley, they cannot move to another
block unless they pass through the maze. To "55-1: Pass Determining the Monsters to be Encountered
Through the Labyrinth Alley". Suit Number Encountered Monster
If there is a check in [♠28], PCs may move to the block 1 x Enemy group will be determined by the 'Daemon
2–6
Encounter Table' (see p. 117).
adjacent to the north. 1 x Strong enemy group will be determined by the
♠ 7–9
If there is a check in [♥28], PCs may move to the block 'Daemon Encounter Table'.
adjacent to the east. 1 x Boss enemy group will be determined by the
10
'Daemon Encounter Table'.
If there is a check in [♦28], PCs may move to the block 1 x Enemy group will be determined by the 'Undead
2–6
adjacent to the west. Encounter Table' (see p. 116).
1 x Strong enemy group will be determined by the
If there is a check in [♣28], PCs may move to the block ♥ 7–9
'Undead Encounter Table'.
adjacent to the south. 10
1 x Boss enemy group will be determined by the
'Undead Encounter Table'.
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
♦ 7–9
'Barbarous Encounter Table'.
This alleyway is treated as a "Maze of Cards". Therefore,
1 x Boss enemy group will be determined by the
PCs will proceed with the game while dealing with events using 10
'Barbarous Encounter Table'.
one set of playing cards. For more details, refer to "Navigating 1 x Enemy group will be determined by the
2–6
the Maze of Cards" (see p. 79). 'Humanoid Encounter Table' (see p. 117).
1 x Strong enemy group will be determined by the
♣ 7–9
'Humanoid Encounter Table'.
1. Escape Conditions from the Maze Alley 1 x Boss enemy group will be determined by the
When the sum of the numbers on the cards PCs has 10
'Humanoid Encounter Table'.
become "22" or more, they can escape from the maze alley. At
this time, picture cards (JQK) are "10", and the joker is "0" and 2. If the Card is a Face Card (JQK) of '♠' or '♣'
is added to the total number.
There is a trap, so determine and resolve it using the "Trap
Alternatively, if they place the A of each suit (♠♥♦♣) in Determination Table" (see p. 121).
their hand, they can escape from the maze alley.
If the last card (number card, face card, A) PCs placed in 3. If the Card is a Face Card (JQK) of '♥' or '♦'
their hand was "♠", they can let the time pass for the " time PCs meet a tramp dressed in rags. If they pay the tramp
they were in the maze", check [♠28], and move to the block 'adventurer level x10' gamels, they will guide their part of the
adjacent to the north side. way. They can open the top card of any deck they like. Time
does not pass with this.

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

1. Thieves Guild Jobs


If PCs join the Thieves Guild and if there is a check on
[♠14], they can accept the "Common Mission" (see p. 96).
Also, they may accomplish the following Quests to earn
rewards and ★. Note that all Quest rewards are paid to the
entire party, not per person.

Quest 1) Sale of Healing Rare/Masterpiece


By delivering an acquired item with "Value: Rare or
Masterpiece" and "Characteristic: Healing" to the Thieves
Guild, PCs can earn "twice the selling price of the acquired
item" as a reward and 1 x ★.
This Quest can be repeated.

Quest 2) Sale of Glory Rare/Masterpiece


By delivering an acquired item with "Value: Rare or
Masterpiece" and "Characteristic: Glorious" to the Thieves
Guild, PCs can earn "twice the selling price of the acquired
item" as a reward and 1 x ★. This Quest can be repeated.

Quest 3) Map Making of Labyrinth Alley


If PCs reach all the exits in all directions of [55: Labyrinth
There is a large triangular building, and a market is Alley] and report to the Thief Guild with checks on all
attached to it. The triangular building is the Mirtabar of [♠28][♥28][♦28][♣28], PCs will receive a reward of 5,000
"Divine Hand" Temple. gamels and 2 x ★.
If PCs are going to the market, go to "56-1: Market".
If PCs are going to the temple, go to "56-2: Temple of Quest 4) Search for Liane
Mirtabar". At the Mirtabar temple, they are looking for Priest Liane,
who is missing. If PCs hand over Liane to the Thieves Guild,
they will receive a reward of 32,000 gamels and 3 x ★.

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

Type Determination Table


1d Type
1 Lightning type
2 Earth type
3 Water/Ice type
4 Fire type
5 Wing type
6 Energy type

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).

Quest 1) Subjugation of Banja-Gajah


If PCs defeat the "Priest of Strategy" Banja-Gajah at [51:
Tethered Floating Rock], report to Heliukukka with a check In the basement, the elderly are performing a prayer ritual
on [♦20], and they will receive a reward of 8,000 gamels and to the "God Slumbering in the Water Depths," Biscune.
3 x ★. During the ritual, they burn incense that has hallucinogenic
effects, filling the basement with its scent, and everyone in the
Quest 2) Subjugation of Naguzabara room sees the illusion of Biscune. Because of this, no one
If PCs defeat the "Red Haze" Naguzabara at [41: Red notices any intruders, but the intruders, too, are affected by
Castle of Perpetual Night] and report to Heliukukka with a the incense and catch a glimpse of Biscune's dreadful form.
check on [♥12], they will receive a reward of 13,000 gamels Those present at the ritual must do a Willpower (Target
Number C). If they succeed, they overcome their fear, but if
and 4 x ★. they fail, they become unconscious.
If PCs witness the ritual, Matthew, who served as the
From then on, when the PCs come to the Cave of priest, will teach them the "Legend of Biscune" (see p. 42) and
Daemons, 1 x Quepala, a subordinate of Heliukukka, comes the "'God Slumbering in the Water Depths' Biscune" (see p.
up from the underground. At this time, no Daemons will 105). On top of that, PCs must choose either to "promise
come to fight PCs. Check [♣29]. never to reveal this" or to "join the Biscune Cult." If they do
not, they cannot leave this basement protected by the power
3. Battle with Heliukukka of Biscune.
When it comes to combat, in the first round, Heliukukka If they witness the ritual, check [♦8]. Those who have
power activates the magic circle set at the bottom of the pool witnessed the ritual will know that the symbolic mark of the
to summon the Daemons. Due to the effect of this magic Biscune faith is a mark called the "Azure Seal."
circle, in the midst of the battle, you must roll 2d at the end of
each round. And if the dice roll is "doubles", a group of If PCs just promise "never to tell anyone," they will let them
enemies determined by the "Daemon Encounter Table" (see off the hook. They leave this basement.
p. 117) will appear in the "Enemy Rearguard Area" If they join the cult, go to "Joining the Biscune Cult" (see p.
immediately. 90).
However, if the dice roll is "double 6s", the Daemon is out
of control and will attack regardless of friend or foe. Also, if
the dice roll is "double 1s", a strong enemy group will appear.
After winning this battle, PCs earn 4 x ★, and check [♣18].
Furthermore, if they do the Loot Determination, they will
automatically obtain Heliukukka’s Black Notebook and "PC
Number x adventurer level x 500 gamels", check [♠10].
If PCs want to verify the contents of the Black Notebook,
go to "Heliukukka’s Black Notebook" (see p. 46).

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

After a while, Corti opens the door. Inside, Leichen is


present, welcoming PCs. Here, they can have their fortune
told by Leichen, buy herbs, or stay for the night.
If they want their fortune told, go to "1. Leichen's Fortune
Telling".
If PCs want to buy herbs, go to "2. Buy Herbs".
If PCs want to stay, go to "3. Stay".

1. Leichen's Fortune Telling


The cost of fortune-telling is 100 gamels per person. PCs
can only have their fortune told once per day per person. If
they want their fortune told, determine the fortune-telling
result with the "Fortune Telling Result Table" for each person,
using "2d-1d", and receive its effect.

Fortune Telling Result Table


2d –
Fortune Telling Results
1d
1 or There are dark clouds at the destination, and nothing
less can be seen...
Clothing is fortunate. If you are equipped with an item
of the "Type: Clothing", you can decide the outcome of
At the end of a stone approach leading into a garden facing 2–4 1d or 2d rolls without rolling, other than those for skill
the street, there is a small house with a door from which hangs checks and damage calculations. However, that piece of
a lodgepole branch. A sign next to the door reads "Witch clothing will be destroyed.
Fortune Teller" in trade common. Accessories are fortunate. If you are equipped with an
item of the "Type: Accessory", you can once reduce the
If there is no check on [♦16], a wooden tag saying "Closed" 5–6
damage received from an attack or magic to 0 points.
is hanging on the sign. If PCs knock on the door, go to "63-1: However, that accessory will be destroyed.
Maid Corti". Artwork is fortunate. If you are equipped with an item
If there is a check on [♦16], a wooden tag saying "Open" is of the "Shape: Artwork", you can treat a 2d roll or
hanging on the sign. If they knock on the door, go to "63-2: 7 Critical Threshold as a critical hit, regardless of the
Leichen's Shop". actual roll, once during the damage calculation.
However, that artwork will be destroyed.
Items are fortunate. If you are equipped with an item of
the "Type: Item", you can make a skill check an
8–9 automatic success once. However, that item will be
After a while, a girl with blue-haired Runefolk opens the destroyed. This effect must be used before rolling 2d for
door and comes out. The girl is Corti a check.
(Runefolk/Female/Operational age 12 years), a maid of Immediately after moving to the next location, pick up
10 or
Leichen. one item determined by the "Acquisition Decision
more
Table" (see p. 115).
Corti informs that this is the shop of the "Dawn Witch"
Leichen (Tabbit/Female/40 years old/page 105). However, it
seems that Leichen is currently away. Corti asks, "Lady 2. Buy Herbs
Leichen? She's out at the Mirtabar Temple Market. She PCs can purchase Leichen Special Lifegrass for 60 gamels
should have been back a long time ago, but she has a each and Leichen Special Magic Herb for 200 gamels each.
wandering habit. I'm sure she's wandering around somewhere. When determining the amount of HP recovery for
But the herbs she's been brewing are about to reach a good Leichen Special Lifegrass, use "Power Table 20" instead of
level of acidity, so I'm sorry, but could you find Lady Leichen "Power Table 10".
and ask her to come back soon?" If PCs accept this request, When determining the MP recovery state for Leichen
they will undertake "Mission 08. Bring back Leichen" (see p. Special Magic Herb, use "Power Table 10" instead of "Power
88). Table 0".
However, since both are made by Leichen, PCs can only
If there is a check in [♠8], go to "Marcia's Errand" (see p. purchase up to 5 each per day.
40).
3. Stay
Here, PCs can stay for 50 gamels per person per night.
This accommodation fee includes one meal and the use of the
bath. The rooms have clean beds, allowing them to sleep
safely and comfortably. After sleeping, let the time pass for the
" time they slept".

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”.

The mansion's first floor includes an entrance hall, stairs


to the second floor, a parlor, a dining room, a bathroom, a
kitchen, guest rooms, and a study. Here, there is one
Homunculus in a maid outfit who responds to PCs, a
Homunculus standing in front of the stairs, and a
Homunculus who prepares meals in the kitchen. These
Homunculus all look the same, but they can be distinguished
by their hairstyles and accessories.
Homunculus will stop the PCs if they try to go up the stairs
to the second floor or try to enter the study, saying, "I'm sorry,
There is a large mansion on a small hill surrounded by but please refrain from entering here." If they insist on going
forest. The garden is desolate, and the building is quite up to the second floor or entering the study, it will turn into a
damaged, so it doesn't look like anyone lives there at first fight with the Homunculus trying to stop them.
glance, but at night there are lights on, and occasionally, you If a battle occurs, proceed to "64-4: Battle with the Maids".
can see a maid walking down the corridor through the
window.
If PCs want to visit the mansion, go to "64-1: Maid's Desire".
In the event of a battle with the Homunculus maids, the
If there is a check on [♣20], this mansion is unoccupied. three Homunculus on the first floor will participate in the
Therefore, PCs cannot stay overnight. combat.
At the start of the battle, all Homunculus should be moved
to the "Frontline Area". Then, at the end of the second round,
two Homunculus from the second floor will appear in the
Knocking on the front door with a door knocker, a "Enemy Rearguard Area", having heard the commotion, and
beautiful woman who appears to be a maid opens the door come to help.
shortly. If PCs succeed in the Monster Knowledge check Even if all the Homunculus on the first floor are defeated
(reputation/weakness =10/15), they will understand that she is before the end of the second round, the battle must continue
a Homunculus (see CR I, p. 422). with the two Homunculus that immediately arrive from the
If PCs are seeking lodging, the Homunculus proposes that second floor.
she may provide meals and a bath and offer a comfortable bed Once five Homunculus are defeated, " 1 hour" will have
in exchange for some simple work. Simple work includes
passed, and a check should be made on [♣20].
weeding the garden and repairing the roof and windows. No
check is required to perform this work. However, " (half of After winning the battle, if PCs examine the first floor study,
1d (rounding up) time)" will pass. go to "Doll House's Study" (see p. 73).
After doing the work, the Homunculus prepares meals After winning the battle, if PCs examine the second floor,
and a bath as promised and provides a comfortable bed, thus, go to "Doll House's Second Floor"(see p. 32).
they can sleep. After sleeping, make sure to let " the time
slept" pass.
If you ask about the master of the mansion or request an
audience, go to "64-2: Nathan Ray".
If PCs want to investigate the mansion, go to "64-3:
Mansion Exploration".

75
Part 2 Main Scenario

battles, the castle's door is destroyed, and there is nothing to


prevent PCs from entering the castle.
If PCs enter the castle, proceed to "65-2: Inside the Castle".

It's a corridor with a worn-out carpet.


There is a trap here, determined by the "Trap
Determination Table" (see p. 121). PCs cannot proceed
further without disarming the trap. At the end of the corridor,
there is a firmly closed large door. This door is locked.
The lock is a special magitech lock. In order to unlock this
lock, PCs must succeed in a Disable Device check (Target
Number 23). Alternatively, if they try to destroy it with
[Unlock] or [Knocker Bomb], they must score a "Success
Value 23" or higher in your Spellcasting check.
If they have a check on [♠24], they can easily unlock the
large door with the Black Swords Key.
Once PCs unlock the key and open the large door, proceed
to "65-3: Great Hall".

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.

PCs must make a Danger Sense check (Target Number


C). If successful, they notice the Undead attacking from the In the great hall, countless human-like figures are lined up.
shadows of the wall and can avoid the surprise attack. These are corpse dolls made by stitching together preserved
However, if they fail, they will be taken by surprise. bodies.
In either case, they will engage in combat with a Strong Make a Danger Sense check (Target Number 18). If
enemy group determined by the "Undead Encounter Table" successful, PCs will notice that among the corpse dolls, there
(see p. 116). Once they have defeated the monster, no more is a living human ready to attack the PCs. However, if they fail,
monsters will appear in this location until the next day (06:00). they'll be caught off guard.
In this battle, the PC who made the final attack against In any case, the PCs will find themselves in battle with the
Undead must make a Willpower (Target Number B) check. "Corpse Collector" Beneas (Human/Male/32 years old/page
If they fail, they will receive a curse determined by the "Curse 104).
Determination Table" (see p. 121). Beneas has data similar to that of a (Sword) Skilled
Once they have repelled the Undead, they can explore the Mercenary (see CR I, p. 431) and uses his beloved Magical
courtyard. In the courtyard, there are many stark white dead Rotating Saw (see p. 112) as a weapon. Therefore, if the result
trees and a small spring filled with clear water. of the 2d for damage determination is "10" or more, the
If PCs drink the water from this spring, they will recover damage will be increased by "+10".
"2d" points of MP. At the same time, they will receive "double During this battle, Beneas will try to blend into the corpse
the 2d points used to determine the MP recovery" of fixed dolls that decorate the great hall, so PCs must make a Danger
damage. The actual amount of MP recovered does not affect Sense check at the beginning of each round. The Target
the damage to HP. In other words, if the second "2d" is "6", Number is "2d+9". If at least one person succeeds in this
even if only 1 point of MP is recovered, 12 points of fixed check, there will be no impact. However, if everyone fails, they
damage will be dealt to HP. will lose sight of Beneas and will not be able to attack or cast
This effect can only occur once per person per day. In the spells targeting him. Also, if they receive an attack from
back of the courtyard, there is a stone castle. Due to the past Beneas, they will receive a -4 penalty to their Evasion check.
After attacking, Beneas reveals himself and attempts to blend

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

The maid, Mary, welcomes the PCs into the mansion. In


the mansion's entrance hall, a crest symbolizing "the sun
shining above the horizon, and the moon lurking below" is
displayed.
In this mansion, in addition to Edward, the steward, and
Mary, the maid, there live two masters, one of whom is a
young elf boy. The boy is known by the name of Lapisaris,
and he appears to be quite a high-ranking noble, but they do
not tell us about his detailed background. However, Lapisaris
is very friendly and quickly becomes friends with the PCs. The
PCs, pestered by Lapisaris, end up playing in the garden.
Having gained Mary's trust and become friends with
Lapisaris, the PCs can stay in this mansion and accept Mary's
requests.
If PCs want to stay, go to "1. Stay".
If PCs want to complete the Quest, go to "2. Mary's
Requests".

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.

Quest 3) Find a Way to Escape from the City!


Mary says, "For Lord Lapisaris, please find a way to escape
from the city without using a ferry!"
If PCs discover the transfer device and have a check at
[♠6], report to Mary to earn a reward of 20,000 gamels and 4
x ★. Furthermore, "Mission 17. Together with Lapisaris" (see
p. 93) will occur.

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.

If There is a Check on [♦26] If There is a Check on [♥25]


The PCs have avenged their beloved one's enemy, Karin wishes to live with the PCs. They will probably need
Beneas, and retrieved the stolen head! to discuss what should be done next. Living in an unfamiliar
Afterward, the PCs reported their defeat of Beneas in city might be challenging, but it must be easier than Vice City.
front of the grave of their dear one. Then they buried the They feel they can survive no matter what they do. Or, using
retrieved head of their loved one, praying for their peaceful their dangerous experiences in that city, they might find it
sleep. interesting to become adventurers.
Thus, the PCs were finally able to put a closure to their While thinking about such things, the PCs took their first
hearts. They haven't decided yet how to live their lives from step in Granzale.
here on out. However, for a while, they thought they would
relax at home and recover from the fatigue of this adventure.

83
Part 2 Main Scenario

If There is a Check on [♠25]


Karin said goodbye to the PCs. They didn't know what she
was going to do next, but the PCs couldn't help but wish her Two Strong enemy groups determined by the "Humanoid
happiness. Encounter Table" (see p. 117) stand before the PCs,
And so, the PCs have to start a new life in a new town. demanding they hand over Lapisaris for 30,000 gamels. They
That's it! It might be interesting to try being an adventurer and are under the command of "Millennial" Chezari.
using my experiences in that extremely dangerous city. The If they refuse to hand over Lapisaris, it will lead to combat.
PCs decided to knock on the door of the adventurer's guild.
1. In the Case Where Lapisaris Was Handed Over
2. If You Started From "Introduction 2" Lapisaris is taken away by Chezari's subordinates. The PCs
receive 30,000 gamels and bid farewell to the small boat
If there is a check in [♠22], the PCs have succeeded in
carrying Lapisaris as it fades away towards Vice City. The
avenging their loved ones by defeating their nemesis, Beneas!
sorrowful face of Lapisaris, who suddenly looked back, is
The city where the Adventurer's Guild, who took the request
etched in their minds.
to kill Beneas, is located, has now become a distant memory.
The PCs start heading south down the road as if to shake
It wasn't a job they took with money as the primary objective,
off that image.
so they didn't care much.
Go to "The Coronation of Lapisaris" (see p. 29). However,
If there is no check in [♠22], the PCs must choose whether
to live in despair in Granzale or head to Vice City to carry out ★ cannot be obtained there.
their revenge on Beneas. However, Vice City is far away. The
journey will be a long one. 2. In the Case of Victory in Battle
The PCs who defeated Chezari's subordinates will acquire
If There is a Check on [♦26] 30,000 gamels they had and 5 x ★.
Then, holding Lapisaris's hand, they begin to walk the
That being said, they can't just leave the precious person's
southward road. Chezari, who has learned that he let Lapisaris
head recovered from Beneas as it is. They should return to
escape, will soon send pursuers.
the place where their loved one sleeps and bury it in the grave
The PCs must continue to flee while protecting Lapisaris
with them.
from Chezari's pursuers. For now, they will need to arrange
The PCs begin to walk again to return to their town.
for a carriage somewhere.
The pace of the PCs thinking about such things naturally
If There is No Check on [♦26] became faster as time went on.
They thought they had finally taken their revenge, but
maybe they came to this distant place from their hometown
because someone important guided them.
Here, they can start walking. The PCs decide to live in
Granzale. And someday, when the past becomes beautiful
memories, they will return to the place where their loved one
sleeps and speak to them with a smile about how they lived
after this.

3. If You Started From "Introduction 3"


If there is a check in [♥26], PCs have successfully escaped
from Vice City with Lapisaris!
Entrusted with the wishes of Edward and Mary, the PCs
swear to protect this boy so that Lapisaris can live in peace.
Looking at Lapisaris, who is holding the PCs' hand
anxiously in an unfamiliar city, they couldn't help but pray for
the day when Lapisaris can return home with peace of mind.
If there is no check in [♥26], the PCs must choose whether
to live in despair in Granzale or return to Vice City to help the
person who asked for help from the master. However, Vice
City is far away. The journey will be a long one.

84
Mission 01. Karin's Whereabouts

1. Introduction enemy is determined as 1 Strong group "Barbarous Encounter


To find Karin, PCs must first gather information at the [23: Table".
Free Market] where Karin used to live and pinpoint Karin's If PCs side with the Humanoids, they will fight the
current whereabouts. Barbarous. The Humanoids are placed in the "Frontline Area"
as an ally army. If PCs side with the Barbarous, they will fight
2. Arrive at [23: Free Market] the Humanoids. The Barbarous are placed in the "Frontline
If PCs inquire at the Free Market about "What is Karin Area" as allies.
doing now?" and successfully "Gather information (Target If PCs don't side with either, the angry Humanoids and
Number B)" (see p. 11), they can find and talk to Nora Barbarous will team up, forcing the PCs to fight both.
(Human/Female/22 years old) who lived near Karin's house.
Nora remembers the PCs and says, "Karin was working at 4. Conclusion 1 Hour
a bar called 'Tavern of the Death Seeker'. But at some point, After winning the battle, the PCs receive 3 Sword Shards
she disappeared with her father. So, I don't know what she's as a token of gratitude from those they've allied with. In
doing now. I'm sorry. But Totonie at 'Tavern of the Death addition, the people in the tavern praise the PCs' prowess and
Seeker' might know something." treat them to drinks.
Immediately place [34: Tavern of the Death Seeker]. The PCs try to ask Totonie, the tavern owner, about
Karin's whereabouts, but he doesn't easily divulge. Totonie
3. Arrival at [34: Tavern of the Death Seeker] 1 Hour shows a flyer for a waitress hiring and says, "If you introduce
At the Tavern of the Death Seeker, Humanoids and me to a good girl, I'll tell you where Karin is." To find out
Barbarous are brawling, and both are calling for the PCs to where Karin is, it is necessary to solve "Mission 11. Waitress
side with them. The Humanoid enemies are determined as 1 Recruitment" (see p. 90).
group of "Humanoid Encounter Table", and the Barbarous PCs gain 4 x ★. If a PC has 5★ or more, they can grow.

Mission 02. Visit Tricia

1. Introduction According to Totonie, the owner of the tavern, Tricia


To take revenge on "Corpse Collector" Beneas Dickett, it seems to have disappeared about a month ago.
is necessary to meet Tricia, a collaborator of the Adventurer's
Guild. First, PCs should head to the [34: Tavern of the Death 4. Information Gathering at the Tavern
Seeker] where Tricia is. If PCs go around the drunkards and ask about Tricia, if
they succeed in "Information Gathering (Target Number B)"
2. Arrival at [34: Tavern of the Death Seeker] 1 Hour (see p. 11), they will find someone who has a clue about
At the Tavern of the Death Seeker, Humanoids and Tricia's whereabouts.
Barbarous are brawling, and both are calling for the PCs to He is a job broker, and if they complete one of his jobs,
side with them. The Humanoid enemies are determined as 1 he will provide information about Tricia. To get information
group of "Humanoid Encounter Table", and the Barbarous about Tricia from him, PCs need to solve a "Common
enemy is determined as 1 Strong group "Barbarous Encounter Mission" (see p. 96).
Table".
If PCs side with the Humanoids, they will fight the 5. Tricia's Whereabouts 1 Hour
Barbarous. The Humanoids are placed in the "Frontline Area" After completing the 'Common Mission' received from the
as an ally army. If PCs side with the Barbarous, they will fight job broker, when PCs return to [34: Tavern of the Death
the Humanoids. The Barbarous are placed in the "Frontline Seeker], he will tell them that Tricia was taken away by
Area" as allies. Barbarous, who are under “Red Haze” Naguzabara. He also
If PCs don't side with either, the angry Humanoids and tells them, "If you want more detailed information, you should
Barbarous will team up, forcing the PCs to fight both. go to the Thieves Guild in the Mirtabar Temple Market."
Immediately place [56: Mirtabar Temple Market].
3. Tricia is Missing It seems that the only way to find out about Tricia's
After winning the battle, the PCs receive 3 Sword Shards whereabouts is to go to the Thieves Guild in the Mirtabar
as a token of gratitude from those they've allied with. In Temple. Accept "Mission 03. Thieves Guild of Mirtabar
addition, the people in the tavern praise the PCs' prowess and Temple" (see p. 86).
treat them to drinks. The waitress, Angela PCs gain 4 x ★. If a PC has 5★ or more, they can grow.
(Human/Female/22 years old), is busy working, but there is
no sign of a waitress who looks like Tricia.

85
Part 2 Main Scenario

Mission 03. Thieves Guild of Mirtabar Temple

1. Introduction The enemies are the escaped animals that were


PCs head to [56: Mirtabar Temple Market]. determined earlier. After defeating the Animals, PCs need to
return to [56: Mirtabar Temple Market].
2. Arrival at [56: Mirtabar Temple Market] 1 Hour
The square in front of the Mirtabar temple is in an uproar. 4. Conclusion 1 Hour
The animals from the circus, which was being held for the As PCs defeat the escaped Animals and return to [56:
festival, have escaped. Mirtabar Temple Market], they report to the festival priest to
The priest in charge of the temple festival requests the complete the mission.
PCs, who are adventurers, to subdue the escaped animals. The priest in charge of the temple festival will pay a reward
Currently, the temple is crowded with evacuated shoppers and of 1,000 gamels per person. In addition, he will guide PCs to
local residents, so it seems that the Thieves Guild is closed. If the reception counter of the Thieves Guild located within the
PCs want to find out about Tricia at the Thieves Guild, you temple. The counter has a receptionist.
need to put an end to this commotion.
The reward is 1,000 gamels per person. The escaped If PCs are Looking for Tricia
animals are 1 Boss group determined by the "Animal They need to register with the Thieves Guild and pay 300
Encounter Table" (see p. 116), and it seems that they ran in gamels of information fee. They can get the 'Information
the direction determined by 1d. The direction in which the About Tricia's Whereabouts' (see p. 95).
animal escaped is "1-3" to the north, "4" to the east, "5" to the
south, and "6" to the west. If there is no block that can be If PCs Are Looking for Edward Rutledge
moved in that direction, reroll. They need to register with the Thieves Guild and pay 300
gamels of information fee. They will tell PCs that a likely
3. Chasing the Escaped Animals person is in a mansion called House of Thorns'. Immediately
If PCs move 1 Block in the direction where the animals place [66: House of Thorns].
have escaped, they must perform a Danger Sense check Refer to page 70 for how to register with the Thieves
(Target Number C). Guild.
If they succeed in this check, they'll notice the Animals PCs gain 4 x ★. If a PC has 5★ or more, they can grow.
hiding in the shadows of a building (or bushes), allowing them
to avoid a surprise attack. However, if they fail, they'll be
surprised. Either way, it leads to a battle.

Mission 04. Tierra's Trouble (Recommended Level: 2~3)

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)

1. Introduction 1) [53: Grand Canal Bridge]


Continuing research to predict the appearance cycle and If there is no check in [♣19], occasionally, 2 x (Sword)
location of Shallow Abysses in Vice City, Youreler regularly Griffon (see CR I, p. 428) are circling overhead.
observes changes in mana concentration at several points. Roll 1d every hour. If the result is "1", (Sword) Griffon x2
Youreler requests escort while visiting observation points will appear. If PCs fail the Hide check (Target Number B),
with PCs. The reward is 2,500 gamels per person. they will be discovered, and a battle will ensue.
The observation points are at [53: Grand Canal Bridge]
[61: Cave of Daemons] [62: Warrior Hill]. The order of visits 2_ [61: Cave of Daemons]
can be decided by the PCs. Place these observation points Here, there are always two enemy groups determined by
immediately. the "Daemon Encounter Table" (see p. 117), and a battle
Youreler accompanies PCs on this mission as a fellow. ensues. Apart from that, no special events occur.
The data on Youreler is on page 109.
3) [62: Warrior Hill]
2. Visiting Three Observation Points
When PCs arrive at [53: Grand Canal Bridge], [61: Cave Nothing in particular happens.
of Daemons], [62: Warrior Hill], " 2 hours" elapse for 3. Conclusion 1 Hour
Youreler to carry out observations at each place. If PCs leave When PCs have made observations at the three
the observation point due to escaping from battles, etc., they observation points and returned to [21: Strange House], the
need to start observing again from the beginning, so an Youreler pays a reward of 2,500 gamels per person in
additional " 2 hours" is spent. appreciation of the PCs help. Then, with great pleasure, he
At each observation point, the following events occur. starts analyzing the data collected during this observation.
After observing at all observation points, PCs should go back
PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
to [21: Strange House].

Mission 06. Exploration of the Colossus

1. Introduction 3. Conclusion 1 Hour


Maruka, a staff member of the adventurer's guild "Holy At [31: Holy Silver Alliance], if PCs present and report the
Silver Alliance", requests PCs to explore the Fallen Giant's clues found inside Colossus, Maruka will say, "If there were
interior (Colossus) interior and find clues to the entrance to nine indentations on the pedestal of the statue, you would
the head. need another medal, right? I think a year ago, an adventurer
The reward is 1,000 gamels per person. Also, any who explored Colossus had a round medal engraved with a
treasures found inside the Colossus will, in principle, belong boy. Maybe that was the ninth medal." According to Maruka,
to the PCs. that adventurer seemed to have said he was going to [44:
Lowland].
2. A Clue to the Entrance at the Head Immediately place [44: Lowland]. Maruka pays a reward
After exploring the interior of Colossus and getting checks of 1,000 gamels per person.
on all of [♠23], [♥23], [♦23], [♣23], consider the necessary PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
clues obtained. PCs need to go to [31: Holy Silver Alliance]
and report to Maruka.

87
Part 2 Main Scenario

Mission 07. Lilia's Escort

1. Introduction 3. Conclusion 1 Hour


After throwing stones at the Barbarous executioners, PCs When they enter the walls of the new town, Lilia breathes
need to protect Lilia, who has been targeted by Barbarous, a sigh of relief. Then, she thanks the PCs, withdraws her
and deliver her to [Fixed A: New Town]. deposit from the Adventurer's Guild "Golden Shield", and
The reward is 800 gamels per person. During this mission, pays a reward of 800 gamels per person.
if a battle occurs, Lilia will also participate. Lilia's data is the Afterwards, Lilia leaves the Adventurer's Guild. She may
same as the Bandit Trooper (see CR I, p. 431). During the no longer come to the "Golden Shield", but she was able to
battle, Lilia follows the PCs' instructions. survive. Check [♥15].
PCs gain 2 x ★. If a PC has 5★ or more, they can grow.
2. Arrival at [Fixed A: New Town] 1 Hour
Just as the PCs are about to sneak through the gates of the
New Town, they are pursued by a one Boss group determined
by the "Barbarous Encounter Table" (see p. 116).
Barbarous demands the handover of Lilia, and if refused,
a battle ensues. If Lilia is handed over, the battle can be
avoided, but the mission fails. In that case, check [♠15].
If Barbarous are defeated, enter the New Town.

Mission 08. Bring back Leichen (Recommended Level: 2~3)

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].

3. Arrival at [44: Lowland] 1 Hour


When PCs arrive at "44-2. Forest of the Lowlands", the
"Table of Events of the Lowland Forest" will automatically
trigger event "2" without rolling 2d.
A Mythical Beast is charging towards the PCs while
chasing someone. What the Mythical Beast is chasing is a
tabbit with young grass-colored fur - Leichen! Leichen spots
the PCs and seeks help.
If they decide to help Leichen, it will lead to a battle. In
this battle, Leichen will participate as an "Escort NPC" (see p.
7).
If PCs win the battle, when they tell Leichen that they were
asked by Corti to bring her back, she says, "Ah! Speaking of

88
Mission 09. Save Emmy

1. Introduction buy up to 10 "Golden Butterfly Flowers" from the herbalist at


The orphans of Refugee Street and the Jessica priest of 70 gamels each.
Harula ask for the collection of a medicinal herb called
"Golden Butterfly Flower" (see p. 112) from [26: Terrifying 4. Conclusion 1 Hour
Forest] for Emi, who is suffering from the disease. If PCs collect 10 "Golden Butterfly Flowers" before 05:00
10 or more "Golden Butterfly Flowers" are needed for on the 13th day and return to [32: Refugee Street], they can
Emmy's treatment. However, since the orphans and Jessica treat Emmy's disease and complete the mission. However, if
are poor, there is no monetary reward for this mission. it becomes 06:00 on the 14th day, Emmy will die, and the
Immediately place [26: Terrifying Forest]. mission will fail.
Translator’s Note: The day changes at 06:00 per the rules.
2. Arriving at "26-6. Golden Butterfly Flower Field" 1 Hence, 13-14 day change.
Hour If PCs succeed in treating Emmy, they will be greatly
In the "26-6. Field of Golden Butterfly Flowers ", there is appreciated by the orphans like Claude and Jessica. As a
a Strong enemy group decided by the "Undead Encounter thank you, they will teach you how to whistle, which the
Table" (see p. 116). To collect the "Golden Butterfly Flower", orphans in this town use to communicate with each other.
a battle with the Undead is unavoidable. Check [♦22]. With this whistle, PCs can call out the orphans
After the victory, when PCs perform Loot Determination, and receive a +2 bonus modification during "information
they automatically pick up "Sword Shards" x "adventurer level" gathering". Furthermore, thanks to Jessica's kindness, from
pieces. now on, when they stay at the Temple of Harula, one person's
accommodation fee will be free.
3. Meeting with the Herbalist 1 Hour If Emmy dies, check [♣X10] and earn 2 x ★, but they
If, unfortunately, during exploration in the forest, PCs cannot grow.
gather 9 or fewer "Golden Butterfly Flowers", they will
If PCs were able to treat Emmy, check [♥10]. PCs gain 3 x
encounter an herbalist in “1. Northwest Forest” or “11.
Southeast Forest”. ★. If a PC has 5★ or more, they can grow.
If PCs explain the situation to the herbalist, they would
offer "Golden Butterfly Flower" at a discounted price. PCs can

Mission 10. Purchase of Corpses

1. Introduction 3. Arrival at [24: Execution Platform Park] 1 Hour


Slave Merchant Urdo is looking for adventurers to escort If PCs succeed in the Search check (Target Number B) at
his subordinate, Davis, who goes to buy corpses. the Execution Platform Park, you will find the body of a
Davis says he plans to buy corpses from the "Corpse "beautiful Elf lady dressed like a magician."
Buyer" Propido in [46: Crematorium]. The body is hanging from the gallows, but since there are
Urdo promises a reward of 1,000 gamels per person. no major injuries, Davis is overjoyed, exclaiming, "What a
Davis is an "Escort NPC" (see p. 7). He has 50,000 gamels as superb corpse!" However, when PCs try to retrieve the body,
funds for buying corpses. one Boss group determined by the "Barbarous Encounter
Immediately place [46: Crematorium]. Table" (see p. 116) will attack.
If PCs defeat the Barbarous, they can retrieve the Elf's
2. Arrival at [46: Crematorium] 1 Hour body.
Upon arriving at the Crematorium, Davis buys several
bodies from the "Corpse Buyer" Propido but is disappointed 4. Conclusion 1 Hour
that "there were no good bodies today". He then suggests if the When PCs return to [42: Slave Merchant] with Davis, the
PCs would be willing, they could go to another location to mission is accomplished. Urdo will pay a reward of 1,000
look for bodies. gamels per person. Furthermore, if PCs have recovered the
The PCs can either return to [42: Slave Merchant] as is or body of a beautiful Elf, they can receive an additional reward
follow Davis's request and go to another location to look for of 2,000 gamels per person. In fact, this body was that of an
bodies. Davis says that if they can get a quality body, they 'adventurer' whom they were searching for.
should be able to get an additional reward. PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
If returning to [42: Slave Merchant], go to "4. Conclusion".
If going to another location to look for bodies, Davis "Introduction 1" If PCs are looking for Karin
recommends [24: Execution Platform Park]. Immediately Urdo promises, "I have another job for you. Please deliver
place [24: Execution Platform Park]. the three slaves to the buyer. Once you complete this task, I'll
tell you where Karin is."
It seems that in order to find out where Karin is, PCs need
to solve "Mission 15: The Three Slaves" (see p. 92).

89
Part 2 Main Scenario

Mission 11. Waitress Recruitment (Recommended Level: 2~3)

1. Introduction 4. Upon Arrival at [25: Triumphal Street]


The waitress, Angela, is set to quit due to her marriage on At the prostitutes' union, when PCs meet the "Princess of
the 16th of this month. Therefore, Totonie is looking for a the Dark Nights" Zophie (Elf/Female/167 years old), who is
replacement waitress, but it seems that no one is willing to take the boss of the prostitutes, Zophie says, "It's not a problem for
the job due to the bad reputation of the "Tavern of the Death our business if Minnie leaves. But for the sake of the others,
Seeker", which is known for its violent incidents. we can't just let her go. I'd like you to do a job for us." She asks
The PCs must find a replacement waitress for Totonie. you to kill a troublesome customer who uses violence against
Totonie promises to pay a reward of 1000 gamels per person. the prostitutes and defaults on payment in such a way that
there are no loose ends. According to Zophie, this
2. Information Gathering at the Tavern troublesome customer appears between 21:00 and 03:00. "
If PCs ask around at the tavern for any girls who might be 1 hour" will pass after talking with Zophie.
willing to become a waitress, a successful "Information If the PCs are on [25: Triumphal Street] between 21:00
Gathering (Target Number B)" (see p. 11) will yield the and 03:00, the prostitutes will guide them to where the target
information that Minnie, a prostitute living in the Clocktower is, and it will become a battle.
House, has been grumbling about wanting a decent job. Well, The troublesome customer is a (Sword) Lesser Ogre (see
the waitresses here are usually not paid well. CR I, p. 402) and a one enemy group determined by the
Immediately place [36: Clocktower House]. "Barbarous Encounter Table" (see p. 116).
At the start of the battle, place the (Sword) Lesser Ogre in
3. Upon Arrival at [36: Clocktower House] the "Frontline Area". If PCs defeat Barbarous, " 1 hour" will
The event changes depending on the time PCs visit pass. As a result, Zophie and the others will let Minnie leave
Minnie. the prostitutes' union as promised.

- 14:00-16:00: At this time, Minnie is preparing to go to work 5. Conclusion 1 Hour


so you can meet her. Return to the [34: Tavern of the Death Seeker] with
- 17:00-05:00: Minnie is not at home because she is at work, Minnie and introducing Minnie to Totonie completes the
so the caretaker, Tierra, will listen to PCs. Tierra agrees with mission. Totonie welcomes Minnie. Because Minnie has
Minnie working at the "Tavern of the Death Seeker". become a waitress at the Tavern of the Death Seeker, check
- 06:00-13:00: Minnie is sleeping. Peter asks PCs not to wake [♥16].
her because she is tired. If PCs still try to wake her, Tierra gets Totonie will pay a reward of 1,000 gamels per person.
angry. Her lecture continues until 13:00. PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
If PCs talk to Minnie, she will say, "Please let me do it!" but "Introduction 1" If PCs are Looking for Karin
she will ask them, "But if I'm going to change my job, I have
Totonie informs PCs that Karin was sold to "Warden"
to get permission from the prostitutes' union, so could you
Urdo of the [42: Slave Trader] as collateral for her father's
come with me to explain the situation?". After talking to
debt. Immediately place the [42: Slave Merchant].
Minnie, " 1 hour" will pass.
Furthermore, according to Totonie, it seems that they
The prostitutes' union seems to be at [25: Triumphal
Street]. Immediately place [25: Triumphal Street]. need to have a "Vice City Resident Card" ([♥1]) to meet Urdo.
While accompanying, treat Minnie as an "Escort NPC" The "Vice City Resident Card" is said to be issued at the
(see p. 7). Adventurer's Guild.
Apparently, to find out where Karin is, PCs need to get a
"Vice City Resident Card", and there seems to be no choice
but to speak with Urdo at [42: Slave Merchant].

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

1. Introduction Information from Tricia 1 Hour


To rescue Tricia trapped in [33: Stone City], PCs must If PCs rescue the petrified Tricia from [33: Stone City] and
find a way to prevent the powerful petrification curse. First, there is a check on [♠7], Tricia's petrification will be released
they must gather information on "how to prevent petrification". 12 hours after leaving Stone City, and she will regain
consciousness. At this point, it is desirable to hide Tricia in
2. Gathering Information the accommodation room of "A-3: Adventurer's Guild
For ways to prevent petrification, PCs can inquire at "A-3: ‘Golden Shield’" in [Fixed A: New Town] or Room 5 or 6 of
Adventurer's Guild ‘Golden Shield’" [Fixed A: New Town], [36: Clocktower House] ([♥2] or [♥3] check is required).
[31: Holy Silver Alliance], [34: Tavern of the Death Seeker], PCs can get "Beneas's Whereabouts" (see p. 60) from
and [56: Mirtabar Temple Market]. If they are going to Tricia. After that, Tricia will be protected by the Adventurer's
inquire at these places, use "Gather Information" (see p. 11). Guild. If PCs are hiding Tricia in the above three places, she
If the Success Value is "Target Number B" or more, PCs can be protected as it is. However, if not, PCs should send her
will get the information that "there was a necklace that sealed to one of the three places mentioned above.
petrification in the Grand Temple of Divine Ancestor
Lyphos". Immediately place [13: Ruins of the Grand Temple 4. Conclusion 1 Hour
of the Divine Ancestor]. In addition, if the Success Value is Once PCs have delivered Tricia to either "A-3:
"Target Number C" or more, in addition to the above Adventurer's Guild ‘Golden Shield’" in [Fixed A: New Town]
information, they will also hear that "if it is petrification by or [36: Clocktower House], the mission is accomplished.
poison, not curse, it can be prevented with the Antidote Ring
PCs gain 4 x ★. If a PC has 5★ or more, they can grow.
(see p. 113)".
If PCs want to know the whereabouts of the Antidote Ring,
if they succeed in "gathering information (Target Number B)"
again, they will get the information that "Tierra of [36:
Clocktower House] had it".
In any case, once they have found a way to prevent
petrification, they can rescue Tricia from [33: Stone City].

Mission 13. Go Through the Cave of the Fire Beast (Recommended Level: 2~3)

1. Introduction 3. Keira's Destination


Keira is looking for an adventurer who will help her get As for where to take Keira, either [Fixed A: New Town],
out of the Lowland through a cave that is said to be inhabited [Fixed B: West District], [23: Free Market], [34: Tavern of the
by a Hellhound. Death Seeker], [56: Mirtabar Temple Market] would be
She is looking for adventurers who will help her get out. appropriate. Where to take her is up to the PCs.
The reward is a circular medal with a boy carved on it, which
Keira received when she helped a certain adventurer. During 4. Conclusion 1 Hour
this mission, Keira accompanies as an "Escort NPC" (see p. 7). Once PCs arrive at the destination decided in "3. Keira's
Destination" with Keira, the mission is accomplished. Keira
2. Getting Through the Cave 1 Hour thanks the PCs and gives them 10 x Golden Butterfly Flowers.
Once PCs get out of the cave and into the Lowlands, the Then, she says she is going to try to find a job and leaves.
goal of this mission is achieved for the time being. If the PCs have brought Keira to the [34: Tavern of the
Keira will give them the circular medal with the boy carved Death Seeker] and there is a check in "♣6", they may introduce
on it, as promised. Check [♣15]. her to a waitress job. In this case, Totonie immediately hires
In addition, Keira says, "I'd appreciate it if you could take Keira and pays 2,000 gamels to the PCs as a referral fee. From
me to a safe place. Also, if you could introduce me to a good then on, Keira works at this tavern. Check on [♦14].
job, it would be helpful." The reward is 10 x "Golden Butterfly PCs gain 4 x ★. If a PC has 5★ or more, they can grow.
Flowers" (see p. 112) that Keira collected in the forest.
If PCs listen to Keira's request, continue the mission.
If PCs refuse Keira's request, the mission is over. PCs earn
2 x ★. If they have 5 or more ★, they can grow.

91
Part 2 Main Scenario

Mission 14. Rescue

1. Introduction outcome of the battle, this mission will be invalidated and


It appears that a portion of the Black Sword Knights are cannot be re-accepted.
under attack by Daemons and are holed up in [65: Black Iron If the knights are alive and 9 hours have passed since
Castle]. Yuinie is asking the PCs to rush to Black Iron Castle accepting the mission, proceed to "3. Daemon's Assault".
ahead of her to hold off the Daemon attack and buy time for
her to lead the Knights in a rescue operation. Immediately 3. Daemon's Assault 1 Hour
place [65: Black Iron Castle]. The Daemons begin their attack, and the PCs engage in
The reward is 10,000 gamels per person. battle with a Boss group determined by the 'Daemon
If PCs accept this mission, mark the time of acceptance Encounter Table' (see p. 117). The surviving knights are
with a "mark". intercepting the Daemons attacking from all sides at a
different location and cannot come to help the PCs.
2. Arrival at [65: Black Iron Castle] At the point of winning this battle, the main unit of the
The PCs can enter the interior of the Black Iron Castle Black Sword Knights, led by Yuinie, arrives on the battlefield
without being attacked by the Daemons. Probably, the to exterminate the remaining Daemons, saving the PCs and
Daemons intend to trap the PCs. any surviving knights.
If the PCs have arrived at the Black Iron Castle within 8 Afterward, Yuinie expresses gratitude to the PCs, leading
hours of accepting the mission, the knights are still alive in "65- the entire army back. The PCs may return with Yuinie and
2. Inside the Castle". During this mission, in "65-1. Courtyard" her group. In this case, all events along the way are omitted,
and "65-2. Inside the Castle", no monsters appear other than but the ' necessary time for movement' must still pass.
those that appear due to mission events, and there are no
traps. Also, the large door in "65-2. Inside the Castle" remains 4. Conclusion 1 Hour
closed. After this, PCs cannot leave this place until 9 hours Once returned to 'A-4: Morganthine Castle' in [Fixed A:
have passed since they accepted the mission. New Town], the mission is complete. Yuinie is very grateful
If the PCs arrive at Black Iron Castle after more than 9 to the PCs and pays a reward of 10,000 gamels per person.
hours have passed since accepting the mission, the knights are After that, proceed to 'Yuinie's Request' (see p. 120).
all dead, and the PCs will have to fight with the Boss enemy
group decided by the "Daemon Encounter Table" (see p. 117) PCs gain 4 x ★. If a PC has 5★ or more, they can grow.
who have occupied the Black Iron Castle. Regardless of the

Mission 15. The Three Slaves

1. Introduction Suddenly, a Boss group determined by the "Daemon


Urdo says, "Please deliver the three slaves to their Encounter Table" (see p. 117) appears and attacks. If PCs
respective buyers. Once this task is completed, let me know defeat the Daemons and deliver the last slave to the buyer,
who purchased Karin." The reward is 1,500 gamels per they should return to [42: Slave Merchant].
person.
All three slaves are "Escort NPCs" (see p. 7). 3. Conclusion 1 Hour
The buyers of the slaves are the three people on the Once all three slaves are delivered to their respective
following list. Once PCs hear the contents of the mission, buyers, they return to [42: Slave Merchant] to complete the
immediately place the "Buyer's Location" sections. mission.
If a slave dies on the way, PCs must return to [42: Slave Urdo is satisfied with the PCs' work and pays each a reward
Merchant] to get a new slave. At this time, the PCs must pay of 1,500 gamels. He also tells them that Karin is with
"2d x 1,000 gamels" as the price for the new slave. If they can't "Millennial" Chezari (see p. 103), one of the four Big Wheels
pay, it becomes a debt. ruling Vice City.
In fact, Urdo seems to have reported to Chezari that the
Slave Purchasers List PCs are looking for Karin. At that time, Chezari responded
Purchaser Buyer's Location that he didn't mind telling them he had bought Karin if they
"Captain" Matthew Orgrid [12: Sailor's House] seemed reliable and skilled.
"Lord of the Holy Silver" Urdo writes a letter of introduction to Chezari. Obtain the
[31: Holy Silver Alliance]
Ionis Raden "Urdo’s Letter of Introduction" and check [♠12].
Corti the Maid [63: Witch Fortune Teller] PCs gain 3 x ★. If a PC has 5★ or more, they can grow.

2. Arrival at the Location of the 3rd Slave Buyer 1 Hour


After delivering two slaves to the purchaser, when you
arrive at the section where the last buyer is, the following event
occurs before the section event.

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.

Mission 17. Together with Lapisaris

1. Introduction If they do not accept the request, Mary will be disappointed


Mary calls Edward and persuades him to use the with the PCs, but Edward will only say that it is important to
teleportation device found underground in the Cave of assess their ability as adventurers. This mission is discarded,
Daemons to help Lapisaris escape from this town. Mary but as before, [66: House of Thorns] can be used.
believes that the PCs can be entrusted with Lapisaris.
Edward, after serious consideration of Mary's words, 2. Arrived at "61-4: Underground of the Cave of Daemons"
confides in the PCs about the "Secret of Lapisaris" (see p. 81). Once PCs set foot in the underground of the Cave of
He then asks them to escape from this town with Lapisaris. Daemons, an event occurs on the "Climax Table of Events"
If the PCs accept this request, Edward and Mary tell them (see p. 99) by rolling a d66.
that they will attack the Chezari mansion as a diversion. It is
likely that they will not be able to meet again alive. 3. Conclusion 1 Hour
If PCs accept the request, you will receive 50,000 gamels as With Lapisaris, if PCs successfully escape Vice City, go to
a down payment. From then on, check [♥26] as Lapisaris "Ending 2: To the Land of Adventure" (see p. XXX).
accompanies as an "Escort NPC" (see p. 7).

93
Part 2 Main Scenario

Mission 18. Infiltration to the Grand Festival

1. Introduction 3. Conclusion 1 Hour


It seems that Chezari has an unusual curiosity about the If PCs witness the Biscune Festival and return to "B-2:
"god who slumbers at the bottom of the water," Biscune. He Chezari Mansion" in [Fixed B: West District], the mission is
orders the PCs to escort him to the "16-4. 5th Floor" in [16: accomplished. Chezari is greatly satisfied, so he pays a reward
Sunken Palace] to infiltrate Biscune's Grand Festival. of 15,000 gamel per person, more than promised.
The reward is 10,000 gamels per person. During this PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
mission, Chezari will accompany as a Fellow. Chezari's Fellow
data is on page 110.

2. Arriving at "16-4. 5th Floor" of [16: Sunken Palace],


it ends at 05:00
If PCs are in "16-4. 5th Floor" between 20:00 and 4:00 on
the 24th, they will witness "Biscune’s Grand Festival" (see p.
67).
Seeing the figure of "God who sleeps at the bottom of the
water," Biscune, who appeared in the underground lake,
Chezari exclaims with tears of joy, "Oh! As expected, Princess
Saisaria is alive! Princess Saisaria is indeed our eternal king!"
Chezari kneels before Biscune and asks to become her
follower. Thus, Chezari becomes a follower of Biscune.
Check [♣24].
Chezari, being here until the end of the festival, PCs can't
move from the 5th floor until 05:00 on the 24th day.
When it's 05:00 on the 24th day, PCs can go back to "B-2:
Chezari Mansion" in [Fixed B: West District].

Mission 19. Chezari's Errand

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~)

1. Introduction 3. Conclusion 1 Hour


Chezari had been meticulously preparing to put Lapisaris, When PCs return to "B-2: Chezari Mansion" in [Fixed B:
the last of the Morganthine royal family, on the throne. And West District] with Lapisaris, the mission is accomplished.
finally, all that was left was the person of Lapisaris himself. Chezari rejoices and greets Lapisaris as a king. Also,
Chezari cries out, "In order to restore the legitimate royal praising the PCs' achievements, he pays a reward of 20,000
family, we must save His Majesty Lapisaris from the gamels per person.
treacherous retainers!" and orders the PCs to kidnap Lapisaris PCs gain 5 x ★. If a PC has 5★ or more, they can grow.
from [66: House of Thorns] and bring him to "B-2: Chezari After that, proceed to "The Coronation of Lapisaris" (see p.
Mansion" in [Fixed B: West District]. 29).
The reward is 20,000 gamels per person.

2. Raid on [66: House of Thorns] 1 Hour


In [66: House of Thorns], if PCs have Mary's trust ([♥14]),
you can meet with Lapisaris.
In this case, if PCs attack and defeat Edward Rutledge (see
p. 102), they can easily abduct Lapisaris. Before entering the
battle, perform a check with "Scout class level + Intelligence
modifier" (Target Number 17), and if successful, they can
deceive Edward and surprise him.
At the start of the battle, Edward is placed in the "frontline
area", and Lapisaris is placed in the "enemy rearguard area" as
an "Escort NPC" (see p. 7). Also, in this battle, Mary
participates as an enemy Fellow. Mary's Fellow data is on page
110.
Once Edward is defeated, Mary is automatically
incapacitated, making it possible to abduct Lapisaris.

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.

Mission 21. Expedition to the North

1. Introduction Expedition Destination Determination Table


The northern edge of the old city is close to the Abyss and 1d Destination Block
was the first area to be attacked by the Daemons. Therefore, 1 X-A
the danger level is considerably higher, and not only Daemons 2 X-B
but also powerful monsters are rampant. If this is left 3 Y-C
unchecked, the northern part of Vice City will eventually 4 Y-D
come under the control of the monsters. The client would like 5 Z-E
6 Z-F
you to launch an expedition to the northern edge of the old
city to prevent this situation.
The reward is "Adventurer level x 500 gamels" per person. 2. Arrival at the Expedition Destination Block
Roll d66 and determine the event on the "Climax Event
- Determination of Destination Determination Table" (see p. 99).
Roll a 1d and determine one Block as the expedition
3. Conclusion 1 Hour
destination on the "Expedition Destination Determination
When PCs return to the "section where they received the
Table". If no section is set up in the destination Block,
request" from the expedition destination Block, the mission is
determine it immediately when PCs accept this mission.
accomplished.
As a reward, each person receives "adventurer level X 500
gamels".
PCs gain 3 x ★. If a PC has 5★ or more, they can grow.

Mission 22. Security Operation

1. Introduction 5 [54: Undead Park] Undead


The client has received two consecutive reports that a 6 [62: Warrior Hill] Animals
monster is appearing and attacking local residents, so they
would like PCs to subdue these. The reward is 'adventurer 2. Arrived at the First Destination 1 Hour
level x 400 gamels' per person. PCs will encounter and fight with one enemy group
determined by the "monsters" encounter table. If PCs win, they
- Determination of Destination and Monster to be Subjugated should head to the second monster subjugation destination.
Roll 1d twice and use the ‘Target Location Determination
Table’ to determine two destinations and monsters to be 3. Arrived at the Second Destination 1 Hour
subjugated (monsters are tied to destinations). At this time, if PCs encounter and fight with one Boss group determined
the dice rolls are the same, reroll 1d. by the "monsters" encounter table.
The order of visiting the two destinations can be decided
freely. 4. Conclusion 1 Hour
If PCs defeat the monsters at two destinations and return
Target Location Determination Table to the "section where you accepted the request", the mission is
1d Destination Section Monsters accomplished. As a reward, they will receive "adventurer level
1 [35: Ancient Battlefield] Magitech x 400 gamels" per person.
2 [45: Purple Smoke Back Alley] Humanoids PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
3 [51: Tethered Floating Rock] Barbarous
4 [53: Grand Canal Bridge] Mythical Beasts

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.

Mission 24. Corpse Search Patrol

1. Introduction 2. Arrival at Patrol Destination 1 Hour


The client would like PCs to patrol several points of Upon successful Search check (Target Number A), roll 1d
caution to recover the abandoned corpses. and PCs discover a corpse as determined by the "Corpse
The reward is "adventurer level x 300 gamels" per person. Discovery Table".
Also, there is an additional reward if they recover the corpse.
Corpse Discovery Table
- Determination of Patrol Destination 1d Discovered Corpse
Roll a 1d and determine the destination with the "Patrol 1 There was no corpse! It's good that there are no dead.
Destination Determination Table". Once you have accepted 2–3 Find the corpse of a novice adventurer.
the mission, please place the patrol destination section. 4–5 Find the corpse of an experienced adventurer.
6 Find a well-dressed corpse.
Patrol Destination Determination Table
1d Patrol Destination Section If PCs are going to collect the corpse, someone has to
1 [13: Ruins of the Grand Temple of the Divine Ancestor] carry it. The person carrying the corpse will receive a -2
2 [15: Tea Party Street] penalty modifier on all action checks and Escape checks. For
3 [24: Execution Platform Park] details, refer to "Dealing with Corpses" (see p. 28). Regardless
4 [46: Crematorium] of whether they find a corpse or not, immediately roll d66 and
5 [55: Labyrinth Alley] determine an event in the "Climax Table of Events" (see p. 99).
6 [61: Cave of Daemons]
3. Conclusion 1 Hour
When PCs go to the "section where the request was
received" from the Destination block, the mission is
accomplished.
As a reward, each person receives "adventurer level x 300
gamels". In addition, if they have recovered the bodies, an
additional reward is paid to the entire party for each body.
The additional rewards are 1,000 gamels for a novice
adventurer's body, 2,000 gamels for an experienced
adventurer's body, and 4,000 gamels for a well-dressed body.
PCs gain 3 x ★. If a PC has 5★ or more, they can grow.

97
Part 2 Main Scenario

Mission 25. Transporting Luggage

1. Introduction After completing these processes, PCs can deliver the


The client wants the luggage to be delivered to three packages to their destination. Once the package is delivered at
places. The luggage must be loaded on a cart and pulled by the third "delivery destination", the cart is empty, so even if the
someone. The person pulling the cart will receive a -2 penalty cart is destroyed afterward, it will not result in mission failure.
modification for all action checks and Escape checks. However, a fine will be imposed, so caution is needed.
The cart has a "Defense: 3 HP: 20" data, and if the HP is
0 or less, it will be destroyed, and the mission will fail. 3. Conclusion 1 Hour
Roll d66 three times to determine three sections as Once PCs have delivered the packages at all three "delivery
"delivery destinations". If the result is the same, reroll the d66 destinations" and returned to the "section where the request
to determine three sections. Also reroll if the "delivery was accepted", the mission is accomplished.
destination" is the same as the "section where the request was As a reward, each person receives "adventurer level x 300
accepted". gamels". However, if the cart has been destroyed, a fine of 100
gamels must be paid.
2. Arriving at the "Delivery Destination" PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
There are three "Delivery Destinations" to arrive at, and
before handing over the parcel to the recipient, roll 1d.
If the roll results in "1-2", a climax event occurs. In this
case, roll a d66 and determine the event from the "Climax
Table of Events" (see p. 99).
If the roll results in "3-6", only " 1 hour" will pass, and no
event will occur. As a result, there may be no events occurring
at all three "Delivery Destinations".
Once a climax event occurs, it will not occur again during
this mission.

Mission 26. Tracking Criminals

1. Introduction 3. Arrival at the Criminal's Destination Block 1 Hour


The client wants PCs to track and apprehend the A successful Search check (Target Number C) or
Humanoid criminals. The reward is "adventurer level x 500 successful "Information Gathering (Target Number B)" (see p.
gamels" per person. 11) will reveal the criminal.
The goal is to capture them alive, but it's fine if PCs kill The criminal is one Boss group determined by the
them. However, if the "Ringleader: enemy enhanced by Sword "Humanoid Encounter Table" (see p. 117). Criminals make
Shards" is dead, the reward is reduced to "adventurer level x Death Checks if their HP falls to 0 or less; if they fail it, they
250 gamels". will die.
After capturing the criminal, treat them as an "Escort NPC"
2. Tracking (see p. 7), being restrained with things like ropes.
The criminals will initially be in the "section where the
request was accepted". Since criminals move every hour, you 4. Conclusion 1 Hour
must always roll 1d before the PCs act and determine their When PCs capture criminals and return to "the section
destination using the "Criminal's Destination Determination where the request was received," the mission is accomplished.
Table". As a reward, each person receives "adventurer level x 500
The criminals do not move to [Fixed A: New Town], gamels". However, if the "Ringleader" is dead, the reward is
[Fixed B: West District], or [Fixed C: Blockaded City Block]. reduced to "adventurer level x 250 gamels".
They also do not leave the city. If the result is that they move PCs gain 3 x ★. If a PC has 5★ or more, they can grow.
to these places, treat it as "they did not move".

Criminal's Destination Determination Table


1d Where Criminals Move To
Move 2 blocks in the direction determined by
1
another 1d.
2 Move one block north.
3 Move one block east.
4 Move one block south.
5 Move one block west.
6 Not moving.

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

"Red Haze" "Deep Snow"


Naguzabara Yuinie
(Drake/Male/Unknown age/[41: Red Castle of Perpetual (Elf/Female/117 years old/[Fixed A: New Town])
Night]) “Using the young king, what loyalty is there! I will cut down
"Power is the only law that makes others recognize you. that evil root!”
Now, draw your sword." One of the 4 Big Wheels
Naguzabara is one of the that rule Vice City, the head
4 Big Wheels who rule Vice of a noble family who, has
City, the leader of the inherited the position of the
Barbarous, and the kingpin captain of the Black Sword
of the criminals in this city. Knights who protect the city.
He used to be the leader of When Chezari tried to use
the Barbarous army that Lapisaris for his own desires,
attacked this city, but he she asked Edward, a former
allied with Chezari to fight adventurer she knew from
back the great invasion of before, to hide the young
Daemons. According to the king. Yuinie is highly loyal to
agreement at that time, the the royal family and is trying
Barbarous settled in this city to help Lapisaris escape
and have since expanded from Vice City to fulfill the
their power by taking late king's will: "Our royal
advantage of the chaos family is not worth keeping.
caused by the attack of The prince should be raised freely outside the city."
Daemons. He usually has his subordinate, Drake, act as his Occasionally, she wanders the city under the name Yuuni.
body double, but he himself is a higher-ranking Drake. The The Fellow data of Yuinie (Yuuni) can be found on page 109.
data of Naguzabara (the body double) is a Drake (see CR I, p.
408) enhanced with 7 Sword Shards. "Abyss Possessed"
Youreler
"Corpse Collector" (Elf/Male/150 years old/[21: Strange House])
Beneas Dickett "I don't want to be praised. There are no more people who
(Human/Male/32 years old/[65: Black Iron Castle]) want to be praised."
"Beautiful! Isn't this the finest art?" Youreler is an Abyss
In "Introduction 2", the researcher living in a Strange
PCs will pursue Beneas, who House decorated with
killed his loved ones (family magitech. More than 100
or lover), to Vice City. years ago, the "Shallow
Although he possesses a Abyss" that suddenly
beauty that can be mistaken appeared swallowed up
for a beautiful woman, his Youreler's family, friends,
true identity is a serial killer and loved ones. Since then,
who has killed more than Youreler has been studying
200 people with a "Magical ways to predict the date and
Rotating Saw" (see p. 112) he location of the next "Shallow
developed himself and Abyss" appearance in order
brought back parts of their to reduce the damage caused
bodies. He has a hobby of by it. However, because he
creating dolls by connecting has been immersed in
the parts of the bodies he research for over 100 years,
brought back. Beneas's data there are few people who know him, and he has come to be
is of the Skilled Mercenary (see CR I, p. 431) enhanced with called "Abyss Possessed" by those around him. Youreler's
5 "Sword Shards", and he uses a "Magical Rotating Saw" as a Fellow data can be found on page 109.
weapon.

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

Task Replacement Growth Action Table


3 Level: Combat Feat [Power Strike I] Acquired
Replacement Growth Action Table
Declare [Cover I] “You have to live!” - Defense 6, Magic Damage -6

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

5 Level: Combat Feat [Armor Proficiency A/Nonmetallic Armor] Acquired


Replacement Growth Action Table
Level+2+Roll
Scout Movement check “This should be all right!” -
*

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

Task Replacement Growth Action Table


3 Level: MP 22→25, Combat Feat [Targeting] Acquired
Replacement Growth Action Table
Declare [Metamagic/Targets],
Level+3+Roll
cast [Force], Range 2(10m), “Blow it away!” Power 10/Crit Value 10 + Level + 3
*
MP4

4 Level: Maximum MP25→28, learn talk and read Barbaric


Replacement Growth Action Table
Level+3+Roll
Sage Knowledge check “I'll tell you.” -
*

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)

6 Level: Maximum 31→34, learn talk Daemonic


Replacement Growth Action Table
Declare [Metamagic/Targets],
Accuracy +1 and Physical damage +2 against
cast [Sacred Weapon], Range “Divine Ancestor bless you!” Level+3+Roll*
Undead, Barbarous
2(30m), MP3(2)

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".

Karin (see p. 102)


Race: Human Gender: Female Age: 18 years old Adventurer Level: 5 MP: 13
Classes: Fencer 5, Scout 5 Language: Trade Common (Talk/Read), Regional Dialect (Talk/Read)
Self-Introduction: “Who should I kill next, my new master?”
Experience: No Reward: Not Required
Fellow Action Chart
1d Result Action Dialogue Value Effect
"Wait. I'm
1–2 7 Scout Observation check 15 -
curious."
3–4 8 Attack with Flissa (Melee Attack) "You're noisy." 16 Power 15/Crit Value 9 + 8
5 9 Scout Observation check "I'll go first." 16 -
Declare [Lethal Strike I], attack with "Good boy. Power 15/Crit Value 9 + 8, Power table result +1,
6 10 18
Flissa (Melee Attack) Down." spend next turn recovering
Notes:
Equipped with Flissa

“Abyss Possessed” Youreler (see p. 104)


Race: Elf Gender: Male Age: 150 years old Adventurer Level: 6 MP: 33
Classes: Artificer 6, Marksman 5 Language: Trade Common (Talk/Read), Elven (Talk/Read), Magitech (Talk/Read)
Self-Introduction: “I'm researching Shallow Abysses. Can you help me?”
Experience: No Reward: Not Required
Fellow Action Chart
1d Result Action Dialogue Value Effect
1–2 7 Reload Bullet “Ah... sorry. I'm out of ammo.” - -
Fires with Tempest [Burst Shot], Range Power 30/Crit Value 10
3–4 8 "I hope I can hit." 19
2(30m), MP3 +8
Power 30/Crit Value 10
5 9 [Grenade], Range 2(10m), MP6 "Be careful because it's dangerous." 17
+8
Fires with Tempest [Burst Shot], Range "If my calculations are correct, I Power 30/Crit Value 10
6 10 21
2(30m), MP3 should hit..." +8
Notes:
Equipped with Tempest, has [Hawk Eye]

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

"Millennial" Chezari (see p. 103)


Race: Elf Gender: Male Age: Uknown Adventurer Level: 6 MP: 42
Classes: Sorcerer 6, Sage 6 Language: Trade Common (Talk/Read), Elven (Talk/Read), Arcana (Read), Magitech (Talk/Read),
Barbaric (Talk/Read), Drakish (Talk/Read)
Self-Introduction: "Be useful to me. Otherwise, there's no point in keeping you."
Experience: No Reward: Not Required
Fellow Action Chart
1d Result Action Dialogue Value Effect
Declare [Metamagic/Targets] with [Energy Bolt], "Being disturbed is
1–2 7 18 Power 10/Crit Value 10 + 11
Range 2(30m), MP4 unpleasant."
3–4 8 Sage Knowledge check "Not knowing is a sin." 19 -
Declare [Metamagic/Targets] with [Dull "Can't be helped. I'll give -4 physical damage caused by
5 9 20
Weapon], Range 2(30m), MP1 you a little help." target
Declare [Metamagic/Targets] with [Paralyze], "Don't get carried away, you Accuracy checks or Evasion
6 10 21
Range 2(30m), MP2 maggot." checks of target -2
Notes:
Demonization ability 1: “Crazy Body” (see p. 118) Daemonization ability 2: “Summon a Daemon” (see p. 119)

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

Magical Rotating Saw Base Price: 4,400


Popularity 12 App. Two-handed axe with a rotating circular blade Category (Rank) Axe B
When a critical occurs, add Extra Damage +10 points without rolling
Summary Era Magitech Civilization
the power table.
This two-handed axe increases attack power by activating a mechanism in the handle part and When a fixed-value character handles this
rotating the blade part at high speed. weapon, if the roll for damage determination is
Effect When a critical occurs with an attack by this weapon, instead of rolling the power table, add +10 "10 or more", the damage will increase by an
points to Extra Damage. Since the power table is not rolled, a critical will not occur from the second additional +10 points.
time onwards.
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price
Magical Rotating Saw 2H 14 - 29 2 3 4 6 7 8 9 9 10 10 ⑩ - 4,400

Encyclopedia of Daemons Base Price: 7,000


Thick book with red leather binding covered in black
Popularity 10 App. Item Category Adventure Tools
metal.
Gives a +1 Monster Knowledge check against enemies categorized as
Summary "Daemon" or undergoing Daemonization. If surpassing the weakness, Era Ancient Magic Civilization
the weakness is calculated as doubled
This is an ecological record of Daemons created during the Magic Furthermore, if the Success Value of the check exceeds the
Civilization Period. "weakness", the effect of the weak point is doubled (if "Accuracy +1",
Effect
Wielder gains a +1 bonus modifier to the "Monster Knowledge check" it becomes "Accuracy check +2"). If the user has learned [Weakness
against monsters classified as "Daemon" or undergoing "Daemonization". Exploit] (see CR II, p. 210), the effect will not stack.

Lamp of Homecoming Base Price: 2,000


Popularity 10 App. An ancient and dignified silver lamp Item Category Adventure Tools
After touching, if the wielder dies within 7 days, the corpse will be
Summary Era Magitech Civilization
transferred to the location of the lamp
This lamp is used as an incense burner. If they are under this effect, they will not roll for the "Total Defeat
It is imbued with magic power to transfer the dead. After touching this Table - Resurrection Situation" upon death, but will be transferred to
Effect
lamp, if the wielder dies within 7 days, their corpse will immediately be the location of the lamp and resurrected with 10,000 gamels.
transferred to the location of this lamp.

Golden Butterfly Flower Base Price: 100


A flower with petals shaped like a golden butterfly
Popularity 0 App. Item Category Adventure Tools
flapping its wings
Summary It is used as a raw material for medicinal drugs Era Current
This flower can be seen in specific forest areas of Vice City.
Effect
Although it has no particular effect as it is, it is highly valued as a raw material for various disease treatments.

Walter's Drugs Base Price: Cannot be Traded


Popularity 14 App. Powdered medicine in a small paper package Item Category Medicinal Plants
Gives a +2 bonus to action checks for 3 hours but a -4 penalty for the
Summary Era Current
next 6 hours
This is a drug sold by a person named Walter in Vice City. When used, it gives a +2 bonus modification to action checks for 3 hours. However,
Effect
for the next 6 hours, it imposes a -4 penalty modification to action checks.

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.

Vice Mask Base Price: 20,000


Popularity 16 App. A mask depicting the expression of a Daemon Item Category Accessory: Face
Wielder becomes stronger against Daemons but can't escape from
Summary Era Ancient Magic Civilization
Daemons.
A mask with a sinister pattern is created to control Daemons. The wearer However, when the wearer encounters a Daemon or a monster that
gets a +2 bonus for Evasion checks and Willpower against Daemons and has undergone 'Daemonization' of 1 stage or more, they cannot perform
Effect
monsters that have undergone 'Daemonization' of 1 stage or more. an 'Escape check'. This accessory requires 10 minutes to put on or take
off.

Necklace of the Temple of the Divine Ancestor Base Price: 14,000


A necklace that greatly embodies the design of the Divine
Popularity 10 App. Item Category Accessory: Neck
Ancestor
The wearer becomes immune to any petrification effects and can be
Summary Era Ancient Magic Civilization
treated as a holy symbol
This is a necklace that greatly embodies the design of the Divine Ancestor Also, by placing this necklace on a petrified character, you can undo
Lyphos. When equipped, the wearer becomes immune to any magic, the petrification. This item can also be treated as the holy symbol of the
Effect
effects, or unique skills named [Petrification]. The comparison of Success Divine Ancestor Lyphos.
Value for these effects will automatically succeed.

Antidote Ring Base Price: 3,000


Popularity 10 App. A ring filled with green gems Item Category Accessory: Hands
Automatically resists poison-type effects with a Success Value of 21 or
Summary Era Magitech Civilization
less
This is a ring that provides resistance to poison just by wearing it. When attempting a Fortitude Willpower For poison-type effects with a
for poison-type effects with a Success Value of 21 or less, the wearer automatically succeeds in the check Success Value of 22 or more, the wearer
Effect
without rolling the dice. Also, their HP and MP do not decrease from poison-type damage with a success performs the usual Fortitude or
value of 21 or less. Willpower.

Quick Ring Base Price: 5,000


Popularity 10 App. A ring filled with blue gems Item Category Accessory: Hands
Once a day, an action check with a "Time Required" of less than 10
Summary Era Magitech Civilization
minutes can be attempted as "Instant".
By increasing concentration to the limit, the wearer can get the result of the check without time elapsing. Once a day, they can perform a skill
Effect check such as "First Aid check", which has "Time Required less than 10 minutes" as "Instant". The result of the check will be applied in the same way
as usual.

Mithril Under Armor Base Price: 7,000


Popularity 12 App. Underwear woven with ultra-fine mithril Item Category Accessory: Other (Only)
Reduces physical damage and magical damage by 1 point, excluding
Summary Era Ancient Magic Civilization
poison, disease, and psychic
This is underwear woven with the technology of When the wearer suffers physical or magical damage, it reduces that damage by 1
Effect processing Mithril, which is lost in modern times, into fine point. However, it cannot reduce damage from poison, disease, and psychic types. This
fibers. accessory can only be equipped uniquely in the "Other" category.

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

⬤ Vice City Target Number Determination Table


Average Level of PCs 1.5 or less 1.6 – 2.5 2.6 – 3.5 3.6 – 4.5 4.6 – 5.5 5.6 or more
Target Number A 8 9 10 12 13 14
Target Number B 10 11 12 14 15 16
Target Number C 12 13 14 16 17 18
※Unlike "Threat Level", only the average level of PCs should be referenced.

Acquisition Decision Table


First, determine the value.
After that, determine the characteristics and shape, and finalize the name as "(characteristics) + (shape)".

▼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

Modification of the Threat Level by the City Block Status


Block Encountered Modification of the Threat Level
R, S, T No Modification
U, V, W +0.5
X, Y, Z +1.0

Number of Encounter Table Decisions per Set


Number of PCs Number of 1d Rolls
1.0 – 1,9 1 time
2.0 – 3,4 2 times
3.5 – 4,9 2 times (2nd 1d has "Threat Level +0.5")
5.0 – 6.4 3 times
6.5 or more 3 times (2nd 1d has "Threat Level +0.5")

115
Part 3 Data

⬤Barbarous 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
2 x Dagger Hoodling 2 x Saber Hoodling 2 x Bolg 2 x Bolg Highlander 2 x Hugl Assaulter 2 x Troll
1
(see CR I, p. 396) (see CR I, p. 398) (see CR I, p. 401) (see CR I, p. 401) (see CR I, p. 403) (see CR I, p. 407)
2
2 x Arrow Hoodling 2 x Goblin 2 x Shield Hoodling 2 x Lesser Ogre 2 x Bolg Heavy Arm 2 x Hugl Assaulter◎
(see CR I, p. 395) (see CR I, p. 397) (see CR I, p. 400) (see CR I, p. 402) (see CR I, p. 403) (see CR I, p. 403)
3
Goblin Shield Hoodling Bolg Highlander Hugl Assaulter Troll Quepala◎
(see CR I, p. 397) (see CR I, p. 400) (see CR I, p. 401) (see CR I, p. 403) (see CR I, p. 407) (see CR I, p. 406)
4
Saber Hoodling Bolg Lesser Ogre Bolg Heavy Arm Quepala Bolg Heavy Arm◎◎
(see CR I, p. 398) (see CR I, p. 401) (see CR I, p. 402) (see CR I, p. 403) (see CR I, p. 406) (see CR I, p. 403)
5
Hugl Hugl Caster Bolg◎ Bolg Highlander◎ Bolg Heavy Arm◎ Diablo Cadet◎
(see CR I, p. 399) (see CR I, p. 400) (see CR I, p. 401) (see CR I, p. 401) (see CR I, p. 403) (see CR I, p. 404)
6
Gremlin Goblin◎ Hugl Caster◎ Lesser Ogre◎ Diablo Cadet Drake
(see CR I, p. 397) (see CR I, p. 397) (see CR I, p. 400) (see CR I, p. 402) (see CR I, p. 404) (see CR I, p. 408)

⬤Animal 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
1–2
2 x Wolf 2 x Purple Ant 2 x Grey Lynx 2 x Sharp Nails Dinos◎ Dinos◎◎
(see CR I, p. 410) (see CR I, p. 411) (see CR I, p. 412) (see p. 122) (see CR I, p. 413) (see CR I, p. 413)
3–4
Giant Lizard Grey Lynx 2 x Giant Lizard◎ Sandworm Sandworm◎ Calvert Worm
(see CR I, p. 411) (see CR I, p. 412) (see CR I, p. 411) (see CR I, p. 413) (see CR I, p. 413) (see p. 122)

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)

⬤Plant 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
1–2
Steam Pod 2 x Steam Pod 2 x Dancing Thorn 2 x Coiled Ivy Bloody Petal Bloody Petal◎
(see CR I, p. 414) (see CR I, p. 414) (see CR I, p. 414) (see p. 122) (see CR I, p. 415) (see CR I, p. 415)
3–4
Steam Pod Dancing Thorn Coiled Ivy 2 x Dancing Thorn◎ Coiled Ivy◎◎ 2 x Gradient Plum
(see CR I, p. 414) (see CR I, p. 414) (see p. 122) (see CR I, p. 414) (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)

⬤Undead 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
1–2
2 x Skeleton 2 x Zombie 2 x Dry Corpse Bone Hound Phantom◎ 2 x Phantom◎
(see CR I, p. 416) (see CR I, p. 417) (see CR I, p. 418) (see p. 123) (see CR I, p. 418) (see CR I, p. 418)
3–4
Zombie Dry Corpse 2 x Zombie◎ 2 x Dry Corpse◎ Skeleton Heavy Archer Skeleton Heavy Archer◎
(see CR I, p. 417) (see CR I, p. 418) (see CR I, p. 417) (see CR I, p. 418) (see p. 123) (see p. 123)
5–6 Skeleton◎ Skeleton◎◎ Bone Hound Phantom 2 x Bone Hound◎ Dullahan
(see CR I, p. 416) (see CR I, p. 416) (see p. 123) (see CR I, p. 418) (see p. 123) (see CR I, p. 419)

⬤Construct 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
1–2
2 x Ghast 2 x Cheap Stone 2 x Gargoyle 2 x Ghast Knight 2 x Ghast Knight◎ Shadow Teamster◎
(see CR I, p. 420) (see CR I, p. 420) (see CR I, p. 421) (see CR I, p. 422) (see CR I, p. 422) (see p. 123)
3–4
Cheap Stone Door Limiter Ghast Knight Ghast Knight◎ Homunculus◎ Homunculus◎◎
(see CR I, p. 420) (see CR I, p. 421) (see CR I, p. 422) (see CR I, p. 422) (see CR I, p. 422) (see CR I, p. 422)
5–6 Ghast◎ Gargoyle Door Limiter◎ Homunculus Shadow Teamster 2 x Shadow Teamster
(see CR I, p. 420) (see CR I, p. 421) (see CR I, p. 421) (see CR I, p. 422) (see p. 123) (see p. 123)

⬤Magitech 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
1–2
Dorn 2 x Dorn 2 x Zerlay Burrdorn◎ SZerlay◎ SZerlay◎◎
(see CR I, p. 423) (see CR I, p. 423) (see CR I, p. 423) (see CR I, p. 424) (see CR I, p. 425) (see CR I, p. 425)
3–4
Dorn Zerlay Burrdorn SZerlay 2 x Burrdorn◎ 2 x Burrdorn◎◎
(see CR I, p. 423) (see CR I, p. 423) (see CR I, p. 424) (see CR I, p. 425) (see CR I, p. 423) (see CR I, p. 423)
5–6
2 x Dorn Dorn◎ Zerlay◎ 2 x Burrdorn 2 x Burrdorn◎◎ 2 x SZerlay◎
(see CR I, p. 423) (see CR I, p. 423) (see CR I, p. 423) (see CR I, p. 423) (see CR I, p. 423) (see CR I, p. 425)

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)

⬤Daemon 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
1–2
2 x Mengle 2 x Mengle◎ 2 x Erbirea Erbirea◎◎ Nazrak◎ Nazrak◎◎
(see p. 124) (see p. 124) (see CR I, p. 429) (see CR I, p. 429) (see CR I, p. 430) (see CR I, p. 430)
3–4 Mengle◎ Mengle◎◎ Aetherbeast Aetherbeast◎ Aetherbeast◎◎ 2 x Aetherbeast◎◎
(see p. 124) (see p. 124) (see CR I, p. 429) (see CR I, p. 429) (see CR I, p. 429) (see CR I, p. 429)
5–6 Mengle◎ Erbirea Erbirea◎ Nazrak Xenu Xenu◎
(see p. 124) (see CR I, p. 429) (see CR I, p. 429) (see CR I, p. 430) (see p. 124) (see p. 124)

⬤Humanoid 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
Bandit Trooper 2 x Bandit Trooper 2 x Swift Blade 2 x Promising Magic 2 x Promising Magic 2 x Promising Magic
1–2
(see CR I, p. 431) (see CR I, p. 431) (see p. 125) Warrior (see p. 125) Warrior◎ (see p. 125) Warrior◎ (see p. 125)
3–4
Bandit Trooper Swift Blade 2 x Bandit Trooper◎ 2 x Swift Blade◎ Skilled Mercenary◎ Skilled Mercenary◎
(see CR I, p. 431) (see p. 125) (see CR I, p. 431) (see p. 125) (see CR I, p. 431) (see CR I, p. 431)
5–6
Bandit Trooper Bandit Trooper◎ Promising Magic Skilled Mercenary 2 x Skilled Mercenary ◎ 2 x Skilled Mercenary◎
(see CR I, p. 431) (see CR I, p. 431) Warrior (see p. 125) (see CR I, p. 431) (see CR I, p. 431) (see CR I, p. 431)

The siblings Saisaria and Aiaros, known as "The Twins of


the Sun and Moon," used a crest with the sun above and the
A teenage Elf girl with skin as white as snow is fighting a
moon below, divided by the horizon.
horde of Daemons. If there is a check on [♣14], PCs will It is said that these siblings lived for over 2000 years, and
realize that the girl is Yuuni. Upon spotting the PCs, Yuuni Aiaros, the brother, lived several hundred years in solitude
says, "Please, lend me a hand." If PCs help the girl (Yuuni), after his sister's death. It is also said that he left behind a single
they will fight a one Boss group determined by the "Daemon child.
Encounter Table" (see higher). If victorious, they will earn 4 x The crest that the twin siblings used is still passed down to
★, and if there is no check yet, check [♣14]. Yuuni thanks the their descendants. Among the 4 Big Wheels, it is said that the
PCs and says, "Let's travel together for a while," and she "Millennium" Chezari, who manages the river port, and the
accompanies them. Yuuni is a Fellow, and her data is on page "Deep Snow" Yuinie, who leads the Black Sword Knights,
110. She will leave when PCs move to [Fixed A: New Town] served the Morganthine royal family descended from the
or [Fixed B: West District], or when it turns 06:00 and the twins.
date changes. When PCs hear this story, they will earn 2 x ★.
If PCs do not support Yuuni, they can leave as is. No time
will pass, but they will lose the check on [♣14].

117
Part 3 Data

Daemon Influence Tables


A Daemonization 1-stage monster has +5 max HP and +5 max MP, and a Daemonization 2-stage monster has +10 max HP and
+10 max MP. The fixed value is then modified by rolling the “Fixed Value Increase Table” and “Daemonization Abilities Table”
the same number of times as the stage, gaining those abilities.

〇Fixed Value Increase Table


1d Effect
1 Accuracy +1 & Weakness +3 & Initiative +2
2 Accuracy +1 & Fortitude and Willpower +2
3 Accuracy +2
4 Accuracy +1 & Damage +3
5 Accuracy +1 & Evasion +1
6 Accuracy +1 & Defense +3

〇Daemonization Abilities Table


1st Roll 2nd Roll Name Daemonization Influence Points Summary
1 Grow an Arm 1 Limited Major Action increased by 1
2 Crazy Body 1 Dexterity, Agility, Strength + 2
3 Tough Skin 1 Immune to criticals
1–2
4 Absorption of Vitality 1 HP recovery only for attack applied damage
5 Harbor Poison 1 Poisonous body fluids
6 Crawling Tentacles 1 Extra Damage +2 after damage is applied
1 Grow Feathers 2 Flying
2 Weapon Bloat 1 Simultaneous attack
3 Daemonic Shadow 2 Shift on the move
3–4
4 Daemonic Regeneration 2 HP Regeneration = Level points
5 Daemonic Whispers 1 Skill checks +2 based on Intelligence and Spirit
6 Soul Absorption 1 Major Action to take MP
1 Flame Eruption 1 Fire breath
2 Summon a Daemon 2 Summons a Daemon that obeys the user for 3 minutes
3 Surrounded by Miasma 1 Evasion reduction
5–6
4 Daemonic Roar 1 Minor Action to strengthen self and surroundings
5 Daemonic Eyes 1 Forbids Minor Actions
6 Daemonic Fingers 1 With Minor Action deal “level” damage

〇Section Decision Table Daemonization Abilities Details


1st Roll 2nd Roll Body Section
1 Top of Head 〇Always Active Abilities
2 Face Grow an Arm
3 Neck A black shadow-like arm grows from any part of the body.
1–2
4 Right Shoulder The location where it grows is determined by rolling a d66 on
5 Left Shoulder
the "Section Decision Table".
6 Chest
The arm can be manipulated freely, just like your own
1 Back
2 Abdomen
arm, but it cannot be hidden.
3 Right Armpit The number of Major Actions that can be performed in
3–4 that section increases by one. The additional Major Actions
4 Left Armpit
5 Right Arm are limited to the actions that can be performed in "Stance:
6 Left Arm 1H". When attacking, the data is treated as a "Punch" (see CR
1 Waist I, p. 280).
2 Buttocks For fixed-value monsters, both the Accuracy check and
3 Right Thigh damage will be the same as in the original section.
5–6
4 Left Thigh
5 Instep of Right Foot Crazy Body
6 Instep of Left Foot Some of your muscles become enlarged, allowing you to
exert greater physical strength than before. The location of the
muscles that enlarge is determined by rolling d66 on the
"Section Decision Table".
Dexterity, agility, and strength will increase by +2 points.
For a character with a fixed value, the Accuracy and Evasion
are increased by +1, and Extra Damage is increased by +1
point.

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.

Grow Feathers 〇Abilities Used With a Major Action


You can now fly up to a height of 5m. The section with Soul Absorption/Level +2 (Monster Level + 9)/Willpower
wings is determined by rolling a d66 on the "Section Decision /Half
Table". With a Major Action, Daemon's invisible hand will
All sections receive a +1 bonus modification to their attenuate the target's mana within "Range/Area:2(10m)/Target"
Evasion and Accuracy against Melee Attacks. and will deal "2d+Level" points of psychic magic damage to 1
For characters with multiple sections, if the HP of the character. The character regains MP equal to the applied
section with this ability drops to 0 or below, this effect is lost. damage.
This effect is exceptional in that it heals MP equal to
Weapon Bloat applied damage, even if it is resisted.
The fist you hold, the weapon you hold, or the item you
hold will automatically grow larger by one size or more. There Flame Eruption/Level +2 (Monster Level + 9)/Fortitude /Half
is no change when you don't hold anything in your hand and You get a bellows-like organ from which fire spurts out.
don't clench your fist. The location of the organ is selected by d66 using the "Section
Melee attacks targeting one character will become attacks Decision Table".
against all characters existing at the same coordinates as With Major Action with "Range/Area: 1(10m)/Shot" to
yourself. make fire spurt out from the tip of the organ. The "2d+level"
When trying multiple melee attacks to multiple targets, fire magic damage is dealt to 1 character.
such as with [Cleave I] or [Tail Sweep], in a section with this
ability, you will get a +1 bonus on the Accuracy check, and the Summon a Daemon
Extra Damage will increase by +2 points. A magic circle is created on one of the body parts as a
Also, in situations where you are holding something like gateway for Daemon to pass through. The position of the
an item in your hand, you will receive a -2 penalty correction magic circle is decided with d66 on the "Section Decision
on the Hide check. Table".
You set your "adventurer level" or "monster level" as
"Threat Level" and summon the corresponding Daemon from

119
Part 3 Data

the Daemon Encounter Table. The summoned Daemon acts


according to the summoner's command for 3 minutes (18
rounds) and disappears immediately after the time elapses. Yuinie bows her head and says, "Thanks to you, we were
This ability can be used only once a day and consumes 20 able to save many knights. Thank you. And, please allow me
MP when used. to rely on your strength and kindness just once more."
Yuinie asks the PCs to help a man named Edward
〇Abilities Used With a Minor Action Rutledge, who is at [66: House of Thorns], and a certain
Surrounded by Miasma/Level +1 (Monster Level + person he serves.
8)/Willpower/Neg Immediately place [66: House of Thorns].
You gain an organ that exhales miasma when you If PCs accept this request, Yuinie says, "Edward is a
concentrate. The gas is tasteless and odorless, but it looks like cautious person. I apologize in advance if he tries to test your
a white mist. The location of the organ is determined by strength. However, I believe that your strength is needed by
rolling a d66 on the "Section Decision Table". the person he serves. Please lend him strength," and she gives
With a Minor Action, you can spread miasma around PCs a letter to give to Edward, called "Yuinie's Letter". Check
yourself. All characters within a "Range: Caster" and "Radius [♥11].
5m/All" will receive a -2 penalty to their Evasion for 10 Even if OCs refuse the request, Yuinie says, "Please come
seconds (1 round). if you change your mind. I'll be waiting." Check [♥30] and
This effect can only be used once per round, and it record this page number in the notes column.
consumes 5 MP when used.

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.

120
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".

▼Curse Determination Table


Roll d66 to decide the curse.
1st 2nd
Effect
Roll Roll
1 Sleep disturbance; you can sleep only 3 hours a day.
2 Have trouble falling asleep. It takes an hour for you to fall asleep.
3 Slow. It takes 20 minutes for a 10-minute action. You seem to work slowly.
1–2 4 Vulnerable to soulscars; +2 to damage from soulscar bearers.
Angry soul. Always has the same effect as [Fanaticism]. You can ignore the modifier to Accuracy and Evasion checks, but the physical damage
5
you give will be reduced by -2 points instead.
6 Soulscar number increased by +1. When this curse is released, the increased soulscar is restored.
1 You never miss an opportunity to drink tea.
2 Pyromaniac. You always want to light a fire.
3 Vulnerable to the temptations of pleasure (gambling, drugs, sex, etc.).
3–4
4 A fake poet. When you speak, you always exaggerate and use poetic expressions. Conversation takes a long time.
5 Too good to waste. You pick up everything you find.
6 Crier. When you hear a sad story, you can't stop crying for an hour.
1 Concerned about the hairstyle. You gain a fixed -1 penalty to action checks when the accessory is equipped on the head.
2 You are embarrassed to show your face. If you don't hide your face with a mask, etc., you will get a -1 penalty to action checks.
3 Attracts the strong. When an enemy is to be determined, the Threat Level increases by +1.0. The curse works only one next time.
5–6
4 Unlucky. When the caught in the Line effect, -1 is added to its 1d roll (roll of less than 1 becomes 1).
5 You lose 1 gamel per hour of your money. If there is no money left, you will get a -1 penalty to action checks.
6 You never miss an opportunity to take a bath.

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.

Trap Determination Table


Name of Search/Spot Trap Disabling
1d Effect
the Trap Target Numbers Target Number
1 Pitfall C/C+4 Impossible Avoidable if found. You will fall a “1d+ average of PCs level” meters. It takes " 1 hour" to escape.
Spell attack with "Magic Power = Adventurer level + 3". The details of the spell are determined with
an additional 1d.
1d Spell Ref. Page
1 [Grenade] (CR I, p. 246)
Spell 2 [Lightning] (CR I, p. 222)
2 B/B+4 C
Attack 3 [Shotgun Bullet] (CR I, p. 246) Non-avoidable; Crit Value 10.
4 [Poison Cloud] (CR I, p. 228)
(CR I, p. 219) A number of energy bolts will be shot equal to the number of
5 [Energy Bolt]
people within the range.
6 [Spark] (CR I, p. 225)
Deals 2d+adventurer level points of poison magic damage. Defense of the armor is reduced by -
Acid
3 B/B+4 B 1 (to repair it, pay 10% of the base price for 1 week, or 40% of the base price to sell it). The loss of
Spray
Defense is not cumulative.
Deals 2d+adventurer level points of poison magic damage. Roll 1d to determine the effect of the
poison (Target Number B is the Success Value against it).
1d Poison Type Poison Effect
1 Paralyzing -2 to Accuracy and Evasion. 1d hours duration.
Poison 2 Petrifying -3 to Dexterity or Agility. 1d hours duration.
4 B/B+4 B
Gas 3 Forgetfulness -3 to Intelligence or Spirit. 1d hours duration.
4 Shrinking -3 to Vitality or Strength. 1d hours duration.
Failure to perform a Fortitude check (Target Number B) against this effect
5 Fainting
causes coma, and the target does not wake up for 1 hour.
6 Bleeding Additional "1d+adventurer level" points of poison magic damage.
Large Deals "2d+adventurer level" physical damage. If 2d of damage determination is "11" or more, Extra
5 A/A+4 B
Rock Damage +8 is added.
Trap Deals "2d+adventurer level" physical damage. If 2d of damage determination is "10" or more, Extra
6 A/A+4 A
Arrow Damage +3 is added.

121
Part 3 Data

4 Sharp Nails 4 Coiled Ivy


Intelligence: Animal Perception: Five senses Disposition: Hungry Intelligence: None Perception: Magic Disposition: Hostile
Language: None Habitat: Various Language: None Habitat: Forests, Swamps
Rep/Weak: 11/14 Weak Point: Physical damage +2 points Rep/Weak: 11/14 Weak Point: Fire damage + 3 points
Initiative: 12 Movement Speed: 16/- Fortitude: 6(13) Willpower: 5(12) Initiative: 11 Movement Speed: 10(leap)/-
Fortitude: 6(13) Willpower: 5(12)
F Style Accuracy Damage Evasion Def. HP MP
Nails 6(13) 2d+6 6(13) 3 29 6 F Style Accuracy Damage Evasion Def. HP MP
Slam 6(13) 2d+4 6(13) 3 33 4
Unique Skills
◯Just Scratches Unique Skills
If the roll of the damage decision is 5 or less, the Sharp Nails gets a +1 ◯Elasticity
bonus to Evasion checks for the following 10 seconds (1 round). On a successful Evasion check against melee attacks, the Coiled Ivy gains
+3 damage points on its next turn. This effect is not cumulative.
Loot
2–8 None Loot
9+ Thin Nails (120G/Red A) 2–6 None
7+ Elastic Vines (120G/Green A)
Description
This small monkey (about 70 cm in length) lives in the vicinity of Vice City. Description
It has long, thin claws on both hands, which it uses to pounce on and attack The monster is a spiral-shaped, thick vine. It moves by leaping and
its prey. expanding itself like a spring. It usually wraps around the trunks of other large
These monkeys are brutal and vigilant, and they can be tricky, challenging, trees and is considered a threat on offense. It can convert its elasticity into
and distracting as they rip through their prey. striking power.

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 ◯Change Color


2–4 None The color of the whole body changes according to the remaining HP; it
5–8 Sandworm Gem (150G/Gold Red A) turns red when the HP is less than half (24) and purple when the HP is less
9+ Green Sandworm Gem (200G/Gold Red A) x 1d than one-fourth (12). Once the color is changed, it does not change back even
if the HP is recovered.

Description ►Juice Splash/7(14)/Fortitude/Neg


It is a sub-species of the Sandworm (see CR I, p. 413), and its territory Sprays juice around itself. Within “Range: Caster” deals 2d+2 magic
includes muddy rivers and dark marshes. They are green and brown in color damage to "1 area (3m radius)/5".
and move freely through the mud. If the color of the monster is red, the target is blinded for 1 day after failing
the resistance check. If the color of the monster is purple, the Gradient Plum
gains a +2 bonus to the Standard Values of this unique skill. Damage and its
accompanying effects are all of the disease types.
This unique skill costs 5 MP.

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.

122
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

Sections: 2 (Head / Body) Main Section: Head Unique Skills


●All Sections
Unique Skills ◯Attitude Control
●Head It does not fall prone under any effect.
►Poison Breath/6(13)/Fortitude/Half
With “Range/Area: 1(10m)/Shot," spits poison at "Target: 1 Character", ●Body
dealing 2d+2 poison magic damage. 🗨Power Strike I
This effect cannot be used on consecutive turns. They can deal an additional 4 damage on their next attack. However, any
Evasion Check made by them this turn receives a -2 penalty.
●Body
🗨Tail Sweep ◯Regrow Legs
The monster can use its tail to attack up to 3 targets in the same skirmish. If the Legs section HP is 0 or less, it is restored to its maximum value. The
This ability cannot be used on consecutive turns. recovered Legs section can perform an action immediately.
This ability can be used only once per combat.
Loot
Always Beast Skull (60G/Red B) ●Legs
2–9 None ◯Outstretched Legs
10+ Twisted Bones (130G/Red A) Kick attacks are treated as melee attacks with "Range: 1 (10m)".

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)

F Style Accuracy Damage Evasion Def. HP MP


Bow 9(16) 2d+9 7(14) 6 48 -

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.

◯Targeting & Hawk Eye


It can shoot with a Bow in the skirmish without causing stray shots and
attacks through the shielding.

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.

123
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].

F Style Accuracy Damage Evasion Def. HP MP ●Body


Bite 7(14) 2d+6 7(14) 4 44 22 ◯Attack Obstacle = +4 • None
Xenu height prevents enemies from attacking it. Head receives a +4 bonus
Unique Skills to Evasion checks against melee attacks.
►Razor Wind/7(14)/Willpower/Half If the Body section has 0 HP or less, this effect is lost.
Creates razor wind, which deals 2d+3 wind magic damage to up to 3
characters at "Range/Area: 2(30m)/Target". Loot
If this unique skill is used, 3 points of MP are consumed for each target Always Daemon's Blood (100G/Red A)
character. 2–6 None
7 – 10 Wagging Tongue (140G/Red A)
Loot 11+ Slimy Tongue (750G/Red A)
Always Gem (300G/Gold A)
2–8 None
9+ Long Teeth (400G/Red A) Description
This Daemon has the head of an anteater and the torso of a strong human
male. Its whole body is reddish gray, and it is covered with feathers, which
Description allow it to fly. It prefers to observe Humanoids and Barbarous who live a
This mythical beast is about 50 cm long and takes the form of a squirrel. It hedonistic and momentary life.
has a long central tooth that is half its own length. It is mischievous and tries
to get in between Humanoid and other mythical beasts with whom it is close
and to cause discord by spreading lies.

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

F Style Accuracy Damage Evasion Def. HP MP Description


Weapon 5(12) 2d+3 5(12) 3 22 14 This is a promising magical warrior. They are not yet proficient as either a
warrior or a wizard, but they are capable of performing both roles at a
Unique Skills minimum level.
►Throw Knife/4(11)/Evasion/Neg
Throws a knife. This unique skill deals 1d+1 physical damage to “Target:
1 Character” at "Range: 1 (10m)".
This effect may be used up to twice per combat.

◯Killing Blow 9 Godspeed Boxer


If the 2d roll determining damage is 9 or more, the damage is increased by Intelligence: Average Perception: Five senses Disposition: Neutral
+4 points. Language: Trade Common, Regional Dialect Habitat: Various
Rep/Weak: 12/- Weak Point: None
◯Sword's Grace/Change Fate Initiative: 16 Movement Speed: 8/- Fortitude: 12(19) Willpower: 11(18)
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. F Style Accuracy Damage Evasion Def. HP MP
Kick 12(19) 2d+13 12(19) 6 76 32
Loot
2–6
7 – 10
None
Weapon (30G/Black White B)
Unique Skills
►Twin Strike & Double Attack
11+ High-quality Weapon (150G/Black White A)
A Godspeed Boxer can make two Kick attacks each round. They may
choose to attack different characters with each attack.
Description
◯Critical Hit
This is a Humanoid agile warrior. It is not only a melee attacker but also
If the damage decision is 10 or more, the target's Defenses are treated as
can throw knives and quickly move, leading the battle to an advantageous
half (rounded up).
situation.
►Air Throw /11(18)/Evasion /Neg
4 Promising Magic Warrior Throws target, damaging it and causing it to fall prone. The target 1
character within "Range: Touch" receives "2d+10" points of physical damage
Intelligence: Average Perception: Five senses Disposition: Neutral and falls prone to the ground.
Language: Trade Common, Arcana, Regional Dialect Habitat: Various
Rep/Weak: 7/- Weak Point: None ◯Sword's Grace/Change Fate
Initiative: 11 Movement Speed: 12/- Fortitude: 7(14) Willpower: 7(14) 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.
F Style Accuracy Damage Evasion Def. HP MP
Weapon 6(13) 2d+6 5(12) 5 30 18 Loot
2–6 Bag of Silver (100G/-) x 2d
Unique Skills 7 – 10 Gem (300G/Gold A) x 1d
🗨Mana Strike = +5 damage 11+ Gem (300G/Gold A) x 2d
May deal an additional +5 damage to their next melee attack. At risk, they
take a -2 penalty to their Fortitude and Willpower checks. Description
►Truespeech Magic 3 Level/Magic Power 5(12) This is a skilled boxer. They are trained to defeat their opponents with a
number of moves rather than with a single blow. They can handle one-to-
◯Magic Aptitude many battles and have no gaps.
They can use the Combat Feats [Targeting].

125
Part 3 Data

126
Adventure Management Sheet

Introduction

♠Spades ♥Hearts ♦Diamonds ♣Clubs


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30

▼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.

Staff List Web Content


Supervision:…………………..… Kei Kitazawa
(Group SNE site)
Scenarios Creation:……...….. Tadaaki Kawahito
http://www.groupsne.co.jp/
Data Creation:……………...…. Tanaka Kouji You can find the errata, FAQ, and interviews here.
Development: ………………… Group SNE
Cover Illustration:……………. Lack (Fujimi Shobo official TRPG ONLINE Introduction page
Text Illustrations:……………… Usui Rina, Kankuro, Kiwo, of “Sword World 2.5”)
Tsuda Numato, Mikako Mikagi https://fujimi-trpg-online.jp/game/sw25.html
Text Design:………………….....Takahiro Sato This page contains information on downloads for various
Original Editing: ……………….Tomonori Kumagai sheets and new releases.

Translation:…........................ Auquid
Translation Editing:……….…. Auquid
Original Release Date: 2019/04
Translation Release Date: 2024/05

This is a free, unofficial, fan-based translation.


Please support original creators by buying Sword
World books and supplements.

129
130

You might also like