Sword World 2.0 - Fairy Garden
Sword World 2.0 - Fairy Garden
Introduction
To all the adventurers who are going to take on the challenge of Fairyland.
This book is a collection of scenarios or a campaign book for Sword World 2.0. To play this
game, you will need the Sword World 2.0 “Core Rulebook I,” “Core Rulebook II,” and “Core
Rulebook III.” If you have the “Alchemist Works” book, you can amplify your game even
more.
Here you will find many adventures and unique fairies waiting for you in Fairyland. You may
have to visit Fairyland several times to get to know them all, but you will go on an unforgettable
adventure each time. We hope you will unravel all the mysteries and uncover the secrets of
Fairyland. In Fairyland, you earn adventure completion as you solve riddles and defeat powerful
enemies. One of the fun things about this book is that you play several times to reach 100%
adventure completion.
This book can be played by multiple players with a GM, but you can also play it yourself.
After playing it by yourself, you can lead players as a GM.
We'll start with a description of how to play in Fairyland, which differs from a typical session
in some ways, so please make sure you understand the rules before playing.
Basic Knowledge about Fairyland ....... 18 NPC Check Sheet .............................. 128
2
GLOSSARY
Here you can find a description of useful terms to know SECTION
before starting the game. When you read the rules or the A generic term for the various places and facilities in
main scenario described below, and if you come across Fairyland. As PCs progress through the adventure sections,
words that are unique to this book, please check this they will be randomly placed somewhere in one of the nine
glossary. areas when they travel to a new area, when PCs ask about a
new section or when they travel there as a result of a Travel
E VENT check.
These are the events that occur when PCs travel to a Each time you play Fairyland, the location of the
section. The events are listed in the Table of Events of each sections will change; see “How to Determine Sections” (see
section. Roll on this table will determine which events will p. 13) for details.
occur. Also, random events (see p. 119) may occur when
PCs travel along a “path.” M ANA MATERIALS
This is the extracted mana from loot, gamel, items, etc.
T ABLE OF E VENTS Mana material can be gathered in Fairyland, which Cait
This table determines the events that will occur when Siths can use to make various items. They are the
PCs travel to a section. To determine which event will “currency” of Fairyland.
occur, GM or leading player will need to roll “1d + average
PC's Adventurer level (rounded up)”, and the P ATH
corresponding event will occur. The path is known to PCs to save a way of traveling
If the Table of Events has “Always” written at the end, between sections. Once they travel to a new section path
then after playing the events corresponding to the roll, will be created between the last section and the new one.
additional “Always” events should be played. No travel check (see p. 14) is needed when PCs travel by
path between sections. However, a random event may
AREA occur if PCs use a path to travel to a section in another area.
Fairyland is divided into nine areas, each with its
sections, with a maximum of six sections per area. Random M ISSION
events may occur when PCs travel to other areas via the These are the requests and missions that the PCs
paths. receive in Fairyland. Missions can only be received from
the Cait Siths in [Fixed Section 1: Seven Colored Cat's
PCS Hospitality Pavilion].
These are all player characters (PCs) playing Fairy In this book, PCs can grow their class levels and ability
Garden. scores only after a completing mission.
3
Part 1 How to Play
4
BEFORE READING THE RULES
This book is a supplement to Sword World 2.0 and is Knowledge check should be made as to any other class of
set in Fairyland, the home of fairies. After wandering into monsters.
the mysterious Fairyland, PCs move through it, completing
missions and growing, rescuing fairies, and defeating
wandering enemies. They will find clues on how to escape SPRITES
Fairyland and accomplish the objectives presented at the In Fairyland, some weak fairies have not fully as
start of the adventure. powerful as usual fairies, and whose magic auras do not
Three books, “Sword World 2.0 Core Rulebook I-III” reveal them as fairies. They are called sprites, and most of
are required to play this game. In addition, the supplement them are about 20cm tall, with wings on the back and the
“Alchemist Works” will help you to play more appearance of a human boy or girl.
comfortably. Sprites have no clear motives or goals; they just fly
around and play. Some sprites can speak Sylvan, and some
have goals, but most just tease or play innocent pranks on
RULES IN FAIRYLAND the creatures near them. Sometimes they can give useful
When playing SW 2.0 with this book, there are a information or guide PCs when they are lost.
number of differences from the normal game. The rules If PC or any other character comes into contact with a
for Skill Checks, combat, etc. are largely unchanged, but sprite and tries to harm them, they will quickly turn into
the social standing and objectives of PCs are different, as mere mana.
well as progression and growth in sessions.
Below are some notes on how to play with this book N OTATIONS
and some of the rules that work in Fairyland. A variety of notations appear in this book. Here, we will
specify what each notation stands for.
M AP OF FAIRYLAND
Fairyland does not exist anywhere on the map of Raxia, 1, 2-6
and it is not known how to get to it. It is rumored that This represents a roll of the dice. It is used for each
Fairyland itself does not stay in one place but moves back table, etc. When making a random selection, it indicates
and forth between worlds where fairy exists and Raxia and that this item should be used according to the roll of the
that Fairyland places change their location depending on dice.
time and other reasons. Finding yourself in an unknown
place the next time you walk a previously known path is not [I NTRODUCTION 1: F IND F AIRY 'S T REASURES]
uncommon. This represents an introduction that was used for PCs.
However, the lake in the center of Fairyland, where the Introduction can be chosen by GM if one is present, or
royal palace is placed, and the bell towers at the east, west, randomly.
north, and south are in the same place, and those who
move around Fairyland can vaguely get their location from [11: GARDEN OF H ERBS], [F IXED 1: SEVEN COLORED
a position of the lake and bell towers.
CAT 'S H OSPITALITY PAVILION ]
Because of this, there are no maps of Fairyland, and
geographically savvy beings are rare. Each place has its This represents each section. Each section starts with an
mysteries, and it is said that only a fairy king knows all of event selection. Fixed sections are those that cannot be
Fairyland's secrets. randomly chosen.
5
UNIQUE RULES
When using this book, there are some rule differences ABOUT R IDERS AND R IDER M OUNTS
from normal sessions, such as movement and passage of If PCs rented a mount when they moved to Fairyland,
time. Below you will find such original rules. they will not be able to return it until they leave Fairyland.
If there are any differences between the rules in this But they still will be able to use rented mount without the
book and Core Rulebooks, use the rules presented in this upkeep or paying additional rental fees.
book. It is possible, but not recommended, to use these Also, if “Stables” are available, PCs will be able to rent
rules for other sessions besides Fairy Garden. mounts there. For more details, please refer to 2) Rent a
Mount (see p. 26).
ABOUT PCS N OTE ON MOVEMENT AND F LIGHT
When using this book, please pay attention to the There is a special magic in Fairyland that prevents some
following. forms of movement, and if PCs use special means of
movement, such as flying with [Sword’s Grace/Wings of
GM AND PCS The Wind] or the magic of [Flight], they will be returned
This book can be played from 1 to 5 PCs. to their original location before they know it. PCs cannot
A GM is not required to play this book; everyone can fly or move instantly to other areas while within the section.
play as PCs, with one PC reading designated text. The game Only normal means of walking are allowed or mounts.
can be played even by one player alone as a solo adventure.
But with GM, they can read specified texts and decide ABOUT L EVELING UP
what happens next based on the choices and actions of the In Fairyland, the content of events is determined by an
PCs. average of PCs' adventurer levels, and if there are multiple
PCs, an increase in someone's adventurer level will likely
N OTES ON PC CREATION increase the difficulty of events. For this reason, please
GM can introduce the world and story first and then ask consult with other PCs regarding leveling up.
players to create their characters. Without GM, players can
immediately create PCs.
In addition, since Fairyland has many fairies, it is
recommended that at least some characters had Fairy
Tamer class and that some characters could speak Sylvan.
ABOUT P RIESTS
It is not clear in which region of Raxia Fairyland exists.
However, in Fairyland, all gods are equally capable of giving
miracles.
In Fairyland, all Major Gods and even Minor Gods can
give miracles to their Priests without MP cost penalties (see
CR III, p. 193). There is no need to consecrate land for
them.
6
OVERALL PROGRESSION MISSION PROGRESSION CHART
Missions progress in the following steps.
OVERALL P ROGRESS CHART
When using this book, follow the steps below.
I NTRODUCTION
When using this book, PCs should learn about their
objectives here at the introduction through GM or
randomly. Once the objective was determined, an
introduction is read out loud. You can only do one
introduction per campaign.
M ISSION P ROGRESSION
After introductions, PCs can start the game from [Fixed
Section 1: Seven Colored Cat's Hospitality Pavilion]. They
will receive their first mission there and progress through 1. T AKE M ISSION
missions. A missions help PCs achieve their overall goal If PCs haven't received any missions yet, they can go to
and are equivalent to one session. Each mission differs. [Fixed Section 1: Seven Colored Cat's Hospitality Pavilion]
The amount of time it takes to complete a single to receive missions at any time. Please refer to the
mission can range from one to two hours. The earlier introduction and section descriptions for more information
missions tend to be shorter, while later ones are longer. on each mission.
Please refer to the Mission Progression Chart for more When accepting a mission, the destination for that
information on mission progression. mission must be determined using the “Area
Determination Table” (see p. 13).
Normally, once a mission has been completed, it
E SCAPE FROM F AIRYLAND
cannot be completed again, but if it has the letter “(R)” in
Once PCs have completed a few missions, they will be
its name, it can be completed as many times as PCs wish.
able to escape Fairyland, but they will not be able to
complete the campaign until they have accomplished the
goals presented in the introduction. They will have to go 2. T RAVEL
back to Fairyland to complete the objective. Once the destination was decided, PCs move through
Fairyland to get there. You can move once per 1 tb.
Fairyland is divided into nine areas, and PCs travel
E NDING
through sections within each area. PCs can only travel to a
As PCs progress through many missions, they will get
section within the same area or a section within an adjacent
clues that will help them to achieve their objectives, and the
vertical or horizontal area. You may stay in a section
means to achieve them will gradually become clear.
without travel.
To reach ending, PCs will need to complete a total of
For an overall view of Fairyland, please refer to the Map
15-20 missions.
of Fairyland (p. 16).
3. DETERMINING SECTIONS
If PCs travel to an area that they have not traveled to
before, they can start a new section in that area.
The section is the name for a group of buildings or
places that appear in an area. To determine which section
is placed in which area, please refer to “How to Determine
Sections” (see p. 13).
7
Once a section is defined, it usually stays in the same mission event says, “upon arrival,” the mission event will be
area during the same campaign. There can be multiple triggered immediately upon arrival at the section.
sections in an area, and the maximum number of sections
in an area is six. After six sections have appeared in an area, N OTHING
no new section can appear there. When PCs travel to a section, the “Nothing” event
For more information about the contents of each means that no section events will occur. Mission events are
section, please refer to its description. automatically triggered when the conditions are met,
regardless of whether or not the events in the section are
F IXED SECTIONS triggered.
Sections will appear at random before PCs. This
indicates that PCs are unfamiliar with Fairyland and lack 5. ★ ACQUISITION
knowledge. By resolving events or winning in combat, PCs may earn
However, there are some static sections of the map. ★. There are several ways to earn ★. See “★ Descriptions”
These are called “Fixed Sections,” and they are all on page 10 for more information.
important places.
The earned ★ will be used to calculate experience
Fixed Sections are treated in the same way as sections
points after completing missions. Please refer to “9. Growth
that have already. See “2. Travel”.
and XP” below.
Use the Fairyland Adventure Management Sheet (see
F ILL “P ATH”
p. 134) to keep track of the number of ★ PCs have earned.
When PCs travel from one section to a new section, a
“path” appears between two sections. The “path” indicates
6. F REE TIME
that PCs have found a reliable path of travel between the
After events were completed, or if no event occurred,
two sections. If two sections are connected by “path”, PCs
PCs can take actions independently. No time will pass while
do not need to perform a Travel check to move between
PCs at free time.
them.
See “About Icons” (see p. 10) for a description of
actions a PC can take per section of free time.
R ANDOM EVENTS
When traveling to a section that is connected by “path”
Free time Actions
in a different area, there is no need to perform a travel
• Using herbs and potions
check, but instead, a random event may occur. In this case,
refer to the list of random events (see p. 119) and roll a 1d • Meals
to determine the event. • Other actions the PCs may wish to do (up to
GM)
4. E VENT OCCURRENCE
When PCs travel to a section, some event may occur. 7. P ASSAGE OF T IME
Some events will be triggered automatically regardless of If the event is completed, 1 TB will pass. Keep track of
the level. the current time in the TB reference table on Fairyland
The event is decided by the “Table of Events” located Adventure Management Sheet (see p. 134).
in each section. Even if PCs don't travel or no event occurs, 1 TB will
The actions taken by PCs in the event will change the pass after PCs rest, wait, etc. For more information about
subsequent story. Refer to the description of each event for the passage of time, please refer to “Passage of Time (see
details. Once an event has occurred, it will not occur again p. 10)”.
unless it is marked (R) or “Up to N Times.”
8. M ISSION ACCOMPLISHED
UP TO N T IMES When PCs reach mission destination, the mission will
This is an event that will repeatedly occur up to a progress, and a climactic event will occur. If PCs solve this
specified number of times, but after that, it will no longer event, they will accomplish the mission.
be possible for this event to occur. Once PCs have completed the mission and returned to
their base, they will receive rewards and be able to grow.
(R)
9. GROWTH AND XP
An event labeled with (R) is a recurring event.
Each time PCs return to their base after completing a
mission, they will be able to do one growth of scores, get
M ISSION EVENTS experience points and spend them. Note that if PCs do not
These are events that occur as PCs progress through the return to their base after completing a mission, they will not
mission. Be sure to read the mission section carefully and receive any experience points and will not be able to grow.
check for mission events every time PCs travel to a new The number of experience points they will get after
section. completing the mission depends on the number of ★ they
A mission event will not occur unless stated conditions have after they completed the mission. PCs will get 200
are met while on mission. If the mission event says, “after
experience points for each ★. Also, they will get experience
the event in the section,” the first section event will occur,
points for monsters they defeat and for automatic failures.
and only then mission event will occur. Similarly, if the
8
After gaining XP from ★, the number earned ★ will
return to 0.
ABOUT TABLES
When using this book, you will use various tables. Here
is a description of situations in which each table is used and
how to use them. The dice may be rolled by any of the PCs
or the GM if one is present.
9
IMPORTANT THINGS TO REMEMBER
(+★/N T IMES)
The number ★ PCs can get depends on how the
event was resolved. If it is enclosed in ( ), there are some
conditions on getting ★. Please refer to the contents of
each event for how to get ★.
In addition, the notation “/n times” is used for events
that are marked [R] or [Up to N Times]. Each time PCs
solve that event, they will receive the number of ★ listed.
After that, they will not receive any more ★ even if the
same event occurs again.
10
PCS SEPARATION EXTENSIVE EFFECTS AND LONG-TERM
If there is more than one PC, it is possible for each of EFFECTS
them to go in various places and try various actions, but this Effects or spells with a radius of “1 km” or more are
is not recommended when playing this book. considered to affect the entire section. An effect or spell
with a duration of 3 hours or more, is in effect for 1 TB
instead. However, an effect with a duration of 1 day is in
effect for 1 day (6 TB).
ABOUT MONSTERS
In Fairyland, combat will occur when a PC encounters
barbarous, daemons, or other monsters. Monsters will not
surrender even if they are at a disadvantage and will fight
until they are defeated. Even if PCs capture them and
interrogate them after defeating them, they will not get any
information from them.
If GM is present, they may make monsters surrender
or flee to speed up combat and save time. Surrendered or
fleeing should earn PCs XP as they were defeated.
M ONSTER K NOWLEDGE
To determine if the character knows the monster or
fairy they encounter, they will need to make a monster
knowledge check: if the monster knowledge check
succeeds, they can look at the monster's data. If it fails, the
name is known, but the data is not.
If there is no GM, players must control both the PC and
monsters, so all monster knowledge checks will
automatically succeed if there is no GM. To find weak
points, PCs with Sage class on their monster knowledge
check to roll more than the monster weakness value.
In addition, record monsters on the “Fairyland
Adventure Management Sheet” that PCs successfully did
Monster Knowledge check against during the campaign.
Weak points should be detected each time monster is
encountered.
11
Monster Action Decision Table DEFEAT
Roll Action
0 Monster moves toward the nearest PC. If all PCs are defeated by monsters, or if all of them
Monster makes a melee attack against one random are incapacitated, or if they surrender to monsters.
1 PCs die if defeated unless otherwise stated. Monsters
PC which is in reach of the monster.
Monster makes a melee attack against PC with the don’t take prisoners. They also die if they are affected by
2 petrification, curse, or any other similar effect.
lowest HP.
If the monster has unique skills, it uses one that can
3
target most PCs.
If the monster has unique skills, it uses one that can SPECIAL RULES FOR DEATH AND
4
target most of its allies. RESSURECTION
If the monster can use magic, it uses the most
If a PC dies, it will be automatically transferred to Seven
5 powerful, damaging spell it can cast on as many
Colored Cat's Hospitality Pavilion, where it will be
targets as possible.
immediately revived. If PC dies in Fairyland, they do not
If the monster can use magic, it uses spells to heal and accumulate any soulscares. They gain 2 Fairyland
6 support itself and its allies and use spells on all its Assimilation Level points.
allies if possible (targets are determined at random).
ABOUT F AIRYLAND ASSIMILATION L EVEL
SWORD SHARDS Fairyland was created as a fairy-friendly world, so fairies
If the name of the monster is preceded by (Sword), this could live there comfortably. This means that humanoids
monster should be enhanced by the same number of and barbarous can live in this environment without any
Sword Shards as its level. If PCs kill the monster that has problems, but if they stay in Fairyland for too long or are
Sword Shards, they gain the number of Sword Shards it influenced by fairies too much, they will gradually
had. However, in Fairyland, PCs cannot give Sword Shards assimilate into Fairyland. If Assimilation Level is too high,
to the adventurer's guild to gain reputation. They can keep the character's body will become too adapted to Fairyland,
the sword shards they get and convert them to reputation and they will not be able to leave Fairyland (see Escape
after they leave Fairyland. PCs can also convert them into from Fairyland, p. 28).
mana materials (see p. 24) worth 200 points each. Fairyland Assimilation Level increases regardless of
race, even for Runefolk. Even mounts brought by PCs have
Fairyland Assimilation Level. Fairyland NPCs do not have
ESCAPE Fairyland Assimilation Level, and as a rule, cannot leave
If PCs want to escape during combat, they can do that Fairyland (or have no intention of leaving).
using the escape process. To do so, at the beginning of the
PC's turn, all PCs attempting to retreat need to roll the I NCREASE OF F AIRYLAND ASSIMILATION L EVEL
Adventurer Level + Agility modifier. The TN is the The more time character spends in Fairyland the more
“highest monster level of the monsters participating in the Fairyland Assimilation Level will grow.
battle + 7”. Compare the TN with the lowest success value
and check the result with the “Escape Table.” 1) Character Death
If a character dies in Fairyland, they are immediately
Escape Table resurrected at [Fixed Section 1: Seven Colored Cat's
Difference Hospitality Pavilion] (see p. 24). However, the resurrected
Between Success Effect character will gain 2 Fairyland Assimilation Level points.
Value and TN
PCs escape to a new section in an 2) Escape From Combat
Lower than TN
adjacent area, Fairyland Assimilation When PCs escape from combat, they may gain 1
by more than 2
Level +1 Fairyland Assimilation Level depending on the rolls on the
Escape to a new section of the area you Escape Table.
Lower than TN
are currently in Fairyland Assimilation
by 1
Level +1 3) Pranked by Fairy
1 TB passes in the same section. PC may gain 1 Fairyland Assimilation Level if they were
Same as TN
Fairyland Assimilation Level +1 pranked by a fairy in a section or random event.
PCs move to a section connected by
the path from the current section. If
Higher than TN 4) Stay in Fairyland for 10 Consecutive Days
there is no path leading anywhere, PCs
If PC stays in Fairyland for 10 consecutive days, they
travel to any section in the current area.
will gain 1 Fairyland Assimilation Level. There will be no
effect if they come out once by the 9th day.
12
springs in [Fixed Section 1: Seven Colored Cat's Hospitality If PC bathes in “Therapy House” hot springs, it will
Pavilion] in Fairyland. decrease by 1 point per bath.
If PC goes outside of Fairyland, their Fairyland
Assimilation Level will decrease by 1 point per day outside.
TRAVEL
To travel, PCs need to specify the section they want to T RAVEL TO SECTION IN THE SAME AREA
move. PCs can move freely between sections of the same If a path in the area connects the current section to the
or to areas down, up, right, or left from the current area. destination section, PCs can be moved without a Travel
When traveling, PCs need to ensure a path from the check (see p. 14) or Random Events (see p. 119).
current section to the target section. Path to destination A Travel check is needed if there is no path to the
section can consist of other paths to several sections, but if destination section.
the path cannot cross to unrelated areas (not current and
not destination areas). In that case, sections are considered T RAVEL TO SECTION IN A DIFFERENT AREA
to be unconnected via path. If there is a path to the destination section in a different
area, then no travel check is needed but Random Events
might occur.
A Travel check is needed if there is no path to the
destination section.
13
CREATING "PATHS" 2d Result
2– Travel to a completely new section in a different
When creating a path travel as close as possible without 3 adjacent area (GM selects it).
creating paths. Then when it is not possible start creating a 4– Travel to a completely new section in the
path by connecting two sections with a line. At this point, it 5 destination area and create a path to it.
does not matter how far apart the two sections are just 6+ Travel to the specified section.
connected them and a path was created.
Travel Example 1
TRAVEL CHECKS PCs travel from [1: Seven Colored Cat's Hospitality
Pavilion] in the Central area to [42: Freezing Sea] in the
Travel check is needed when traveling to an West area. Since there is no path yet, a travel check is
unconnected section, or when moving to a completely new required; the roll of 2d was 8, so they will reach [42: Frozen
area. As the result of Travel check PCs may as a result travel Sea] without any problems, and the path will be created to
to a completely different location, instead of to the intended [Fixed Section 1: Seven Colored Cat's Hospitality Pavilion].
section. Travel check is done by rolling 2d and consulting
with the table below. Travel Example 2
PCs travel from [42: Frozen Sea] in the West area to
T RAVEL CHECK TO SAME AREA [11: Garden of Herbs] in the Southwest area. Since there is
Travel checks when traveling to a section in the same no path to [11: Garden of Herbs], a travel check is
area that is not connected by a path to the current section. required. 2d is rolled, and the result is “4”, so a new section
appears in the Southwest area, and PCs move to that
2d Result location.
Travel to a completely new section in a different However, there are already six discovered sections in
2
adjacent area (GM selects it). the Southwest area, and a new section cannot be placed
3– Travel to a completely new section in the same there. PCs will have to move to an already existing section
4 area and create a path to it. other than [11: Garden of Herbs]. It is chosen randomly
5+ Travel to the specified section. from the remaining five, and as they travel to that section, a
new path will be created that connects the randomly
T RAVEL CHECK TO DIFFERENT AREA selected section to [42: Frozen Sea].
If PCs want to move to the section in a different area
with no path, roll the Travel check (2d) and consult with
the table below.
GM ADVISES
When GMing Fairy Garden, keep the following in
mind. ON GM'S AUTHORITY
If GM's ruling differs from the description in this book,
GM's ruling will take precedence in principle. However, if
HOW TO PROVIDE INFORMATION you make different rulings each time, there will be more
As GM, you may read the descriptions in this book out parts that do not fit the descriptions of this book, and it may
loud when giving information to the PCs, such as sections, become more difficult to run this campaign. GMs should
events, and important information. However, it is a good try to follow the story in this book as closely as possible.
idea to check beforehand which parts of the book will be
read out loud, as some parts of the book should remain
hidden from PCs, as they might be key to solving mysteries.
14
MISSION MANAGEMENT SHEET (FOR PC)
Mission Goal Mission Name Client Destination
Summary
Mission Progress
Area Section tb Contents Number of ★
Summary
Mission Progress
Area Section tb Contents Number of ★
15
MAP OF FAIRYLAND
16
Part 2 Main Scenario
17
BASIC KNOWLEDGE ABOUT FAIRYLAND
SPRITES
THE LEGEND OF FAIRYLAND Sprites are little fairies who have not yet become fairies.
Fairyland is a paradise where many fairies live, said to Sprites look like a bunch of sparkling lights from a distance,
have been created by a female magician named Anomala but when you get closer, you can see that they are boys and
Hamesgadaras during the Durandal era (Magic Civilization girls with translucent wings as big as your little finger.
Period). Sprites are always merry, singing and dancing,
Anomala was a great fairy tamer and an excellent mischievous, and curious. They appear out of nowhere,
sorcerer and built Fairyland in the hope of spending her life innocently cast magic, and fly away. But sprites are not evil.
with the fairies she loved so much. They are just naughty. That's what sprites are.
Fairyland, created by Anomala, was indeed a paradise Sprites can be found all over Fairyland, and although
on earth. Lush greenery, always blooming flowers, and a they are young, they have a strong affinity with mana. In
white castle standing in the middle of it all - flooded with particular, sprites in Fairyland are part of the magic that
light, a variety of fairies flying around and dancing among keeps Fairyland alive. Sprites can cast magic on others by
the trees, laughing brightly and innocently. In the literature sprinkling them with light dust or kissing them. They speak
of the time, it is said that Anomala and many other people Sylvan but don't listen to what others have to say, making it
that went to Fairyland lost their sense of time and became impossible to have a real conversation with them.
intoxicated in this dreamlike world. However, Fairyland
suddenly went vanished. The reason for this is unknown,
but some say that it is because of another sorcerer who was ABOUT FAIRY ORE
jealous of Fairyland's beauty and put a curse on it. Or that Fairy ore was created by the magic of the Durandal era
Fairyland was sent to another world by magic running to augment the power of fairies, and Fairyland has built-in
amok. What is certain is that Fairyland has disappeared magic that automatically refines fairy ore, which can be
from this world of Raxia and Anomala Hamesgadaras. collected at several locations.
On the other hand, it is said that Fairyland has many There are six types of fairy ore: crimson (fire), azure
advanced magic items left there from the Durandal era. (water), yellow (earth), transparent (wind), milky (light), and
The Crown of the Fairy King, in particular, is said to have jet-black (order), and they are a source of mana for the
had the magic power to subdue all fairies, and if it exists, it fairies living in Fairyland.
is a treasure worthy of a nation. For this reason, some
adventurers seek the Crown of the Fairy King and try to
solve the mystery of Fairyland. FAIRIES OF FAIRYLAND
In any case, the mystery of Fairyland and its
disappearance has become a target of interest for many Fairies living in Fairyland don’t need a contract with
people, regardless of whether they are adventurers, fairy tamers like fairies living in Raxia, as they are efficiently
scholars, or someone else interested. If someone were to supplied with mana from the fairy mentioned above ores.
solve the mystery, their name would echo throughout the In addition, some fairies became deeply knowledgeable
Terastier continent. from fairy tamers of the Durandal era, and some of these
fairies are similar to humanoids in their thinking. In
addition, some fairies still keep contracts they made with
LOST OLDEN FAIRIES fairy tamers long ago.
In particular, fairies who were given the role of
In Fairyland, there are fairies called “olden fairies,” who maintaining Fairyland by Anomala are faithfully fulfilling
are rarely seen in Raxia today. that role even now that Fairyland has disappeared from
These include the fire fairy Einsel (see p. 139), who Raxia.
looks like a beautiful young girl. The light fairy Cait Sith However, those important fairies are still essentially
(see p. 139), takes the form of an upright cat, and the wind hedonistic and ephemeral, just like other fairies. This is the
fairy, Pixie (see p. 139), takes the form of a petite young reason why fairies, who do not normally need to satisfy their
woman with butterfly-like wings. Olden fairies are so rare hunger with food, prefer sweets and alcohol. For this
that some fairy tamers spend their entire lives traveling to reason, there is always a fairy feast going on in Fairyland.
meet an olden fairy. For this reason, Fairyland, home to
many olden fairies, is so attractive to all fairy tamers. Some
fairy tamers seek out Fairyland to meet olden fairies, and if
they are lucky, they may be able to befriend these olden
fairies and make a pact with them.
When encountering an olden fairy, even those with
Fairy Tamer class cannot automatically succeed in the
Monster Knowledge check. However, they can sense that
those olden fairies belong to the category of fairies.
18
FAIRYLAND AND FOUR BELL TOWERS lose direction. But be careful. Just because you know the
direction doesn't mean you won't get lost on your path.
There is one bell tower on Fairyland's north, south, Each of the four bell towers is decorated with relief.
east, and west sides. These bell towers appear to be floating There is the relief of a Titan at the east bell tower, Jinn at
in the sky and can be seen from all parts of Fairyland at the the west bell tower, Mimir at the north bell tower, and
same location. For this reason, in Fairyland, you can never Efreet at the south bell tower.
FAIRYLAND INTRODUCTIONS
Now, the adventure begins. First, players will need to walking over to the lake and throwing a small silver key
create a character to be their alter ego and deal with the from under his hat into the water. Suddenly, you hear the
mysteries of Fairyland. They need to follow character sound of bells ringing from all directions. Looking around,
creation rules on page 66 of CR I to create their characters. you see bell towers floating in the sky.
Alternatively, players can use sample characters found on Eventually, the bells stop ringing, and a stone bridge
pages 28-61 of CR I, pages 9-20 of CR II, and pages 9-50 emerges from the bottom of the lake. It stretches straight
of CR III. from the shore in front of you to the middle of the lake,
PCs will have the opportunity to purchase equipment leading to a small building with whitewashed walls and a
and other items later on, so they need to buy everything light pink roof at the other end.
they think they will need depending on one of the Irving points to the building and says, “That's
introductions presented below. Fairyland's pride and joy, the Seven Colored Cat's
Now, after PCs were created, let’s go to “Welcome to Hospitality Pavilion. Come on, follow me. I'll welcome you
the Fairyland!”. for the first time in a while and treat you to a nice cup of
tea,” before beginning to walk across the stone bridge.If
PCs try to ask any questions, he will say, “We'll talk later.
WELCOME TO THE FAIRYLAND! Let's talk slowly over a cup of tea.” He takes your hand and
Read or paraphrase the following:
heads for the building.
You are enveloped in a light pink blur. Suddenly, a gust As you approach the building, you notice a cat-shaped
of wind blows and the blur dissipates in an instant. Your sign above the entrance that reads “Seven Colored Cat's
vision expands, and you realize that you are standing on the Hospitality Pavilion” in arcana.
shore of a vast and stunning lake. Irving leads you to the cafeteria as soon as you enter the
The lake is a transparent blue, as if it has captured a building. Then he says, "Wait a minute. I'm going to make
piece of the sky. A white bird flies just above the surface of some tea," and leaves the room. Shortly after, he comes
the lake. High, steep, sheer cliffs wrap around the lake like back with enough cups for everyone. The cups are filled
the palm of a divine hand, and from the top of the cliffs, with warm tea with a rich aroma. One sip, and you know
numerous waterfalls flow down relentlessly with a splashing it's the best tea you've ever had.
sound. Irving looks very happy and says, "Well, where should
You stand on the shore of the lake, surrounded by cliffs. I start? First, tell me about yourselves, guests. Why are you
“Hello? Are you guests?” here in Fairyland?" he asks.
Now PCs can decide why they came to Fairyland. They
Suddenly, you hear a voice speaking Trade Common
can 1d and refer to the “Table of Introductions.” This will
from behind. You turn around and see a black-furred cat.
determine how and why PCs came to Fairyland.
The cat stands upright on two legs, about a meter tall, and
If you are playing with GM, they can help players to
wears a blue hat.
choose one of the introductions or select themselves.
It's an olden fairy species, Cait Sith (see p. 139).
19
INTRODUCTION 1: FIND FAIRY'S A few days later, you happened to discover a hidden
room in the ruins of that place and stepped into the magic
TREASURES circle that was there. Instantly, you felt dizzy and found
Read or paraphrase the following: yourself standing in the light pink blur that you had just
You have been given an old map by a retiring seen.
adventurer. Adventurer explained “The Legend of OBJECTIVE IN F AIRYLAND
Fairyland” (see and read to players at p. 18) and told you PC’s objective is to solve the mystery of the
that this map shows the location of Fairyland. He said with disappearance of Fairyland.
a wry smile: Go to “The Story of Irving” (see p. 21).
“I learned that in Fairyland, many valuable magic items
from the Durandal era were left untouched. Among them,
the Crown of the Fairy King is one of the only two treasures INTRODUCTION 3: FIND THE MISSING
in the world with the magic power to control all fairies. In GIRL
fact, I was going to go and look for it myself, but I'm too old
to think about it,” Adventurer then handed over the old You have been asked to find a woman named Emma
map as a souvenir to you. Roseworth (500G per person). The clients were her
After receiving the old map, you immediately set out on parents. According to their story, Emma was an Artificer
a journey to find Fairyland. Perhaps what he had said about studying at the Institute of Magitechnology, but rather than
growing old while missing the opportunity to find treasures learning the magitech, she was more interested in plant life
had stuck in your mind. and frequently went out of town to study the distribution of
Then, you discover ruins at the location marked on the plants and animals in the surrounding area. Just before she
old map. According to the writing on the map, the path to went missing, she said she was going to the nearby
Fairyland can be opened by activating the magic circle in mountains to survey local flora and fauna. When her
the room at the deepest part of the ruins. The password for friends from the Institute of Magitechnology went to the
activating the magic circle was also written on the map. mountains to look for Emma, they found traces of her
After much hardship, you arrived at the room and chanted entering the mountains, but her footsteps suddenly stopped
the password in front of the magic circle. Immediately, you at some point. This search led to nowhere, and city guards
felt dizzy and found yourself standing in the light pink blur were not taking the matter seriously since it happened far
that you had just seen. away from the city in the mountains. So, the parents
OBJECTIVE IN F AIRYLAND decided to ask adventurers to search for Emma.
PC’s objective is to get as much treasure as possible, Her parents asked you to find Emma and bring her
especially the Crown of the Fairy King. back to them. However, since a month has passed, Emma
Go to “The Story of Irving” (see p. 21). is not guaranteed to be alive. In that case, they, with a heavy
heart, asked you to find any evidence that Emma was dead.
Thus, in search of Emma, you climbed the mountain
INTRODUCTION 2: SOLVE THE where she was said to have gone missing. You followed
traces of Emma found by the Institute of Magitechnology
MYSTERY OF FAIRYLAND until you reached a place where traces had been lost. As
Read or paraphrase the following: you search your surroundings for new clues, you notice that
You got a book from a street vendor you knew. The fog has begun to roll in. In the blink of an eye, the fog
book contained the “The Legend of Fairyland” (see and covered the entire area.
read to players on p. 18). What's more, the fog had somehow changed to a light
The owner of the adventurer's guild told you that pink color to your surprise. Before you knew it, you were
Fairyland strangely disappeared, a well-known mystery completely enveloped in a light pink blur.
among experienced adventurers and scholars. “If you can OBJECTIVE IN F AIRYLAND
solve that mystery, your name will be known throughout PC's objective is to find Emma Roseworth. At the very
Raxia.” The store owner laughs. This made you want to try least, they have to find Emma's belongings and bring them
to solve the mystery. Fortunately, the book also described back.
the location where Fairyland is said to have been. And you Go to “The Story of Irving” (see p. 21).
decided to go to that place first.
20
THE STORY OF IRVING
daemons and even undead wandering around. “I can't even
IRVING TALKS ABOUT STRANGE go for a walk because it's too dangerous,” Irving laments.
HAPPENINGS IN FAIRYLAND
Irving, who listened to PCs, says, “I see. Then, I should HOW TO ESCAPE FROM FAIRYLAND
tell you about Fairyland first,” and explains what is written
in “Basic Knowledge About Fairyland” (see p. 18). He then The only way to get out of Fairyland is to raise the
adds the following. transmigration magic circle, which has sunk to the bottom
“Anomala's magic fixed the climate of each place in of the lake. However, Irving has no idea where the magic
Fairyland, so the fields are always warm like spring, and circle's keeper, a Cait Sith named Emiko, is.
snowy mountains are cold like it’s midwinter. Many fairies Therefore, for PCs to return to Raxia, they must first
were flying freely in these fields, snowy mountains, forests, find Emiko.
and lakes.” If PCs want to dive into the lake to use the magic circle,
Anomala made seven Cait Siths, including Irving, the Irving replies, “That's not possible. All facilities are
caretakers of Fairyland, and entrusted them to care about protected by magic and cannot be used without the
guests. And created an inn for them - Seven Colored Cat's permission of the Cait Sith keeper of that facility.
Hospitality Pavilion.
“In addition to Seven Colored Cat's Hospitality
Pavilion, other facilities were built on the lake, such as a FACILITIES AND CAIT SITH
therapy house and workshops. There was also a castle in CARETAKERS
the middle of the lake, where the Fairy King lived, who had
There are seven facilities that the Cait Siths are
godlike powers.”
caretakers of, except for Seven Colored Cat's Hospitality
But one day, a sudden shift struck Fairyland. The castle
Pavilion. Other facilities are currently submerged at the
sank to the bottom of the lake along with the Fairy King,
bottom of the lake. These facilities are responsible for
and Anomala disappeared at the same time. After that day,
providing various services to visitors to Fairyland. Irving will
no more guests came to Fairyland, and Irving and Cait Sith
tell PCs about each facility's services and their caretaker
became distressed.
Cait Sith.
“Because we were the custodians who took care of the
For a detailed description of each facility, please refer
guests.”
to [Fixed Section 1: Seven Colored Cat's Hospitality
For a while, Cait Siths and the others waited for the
Pavilion].
guests to come back. After a while, they gave up and
scattered, leaving all their remaining facilities at the bottom
of the lake.
If PCs ask where the other Cait Siths are, Irving says, “I Seven Colored Cat's Hospitality Pavilion (see
haven't seen any of the others since we scattered. So, I don't p. 24)
know where they are now. I'm sorry.” The caretaker is Irving. PCs can eat and rest there.
And suppose PCs tell him that Fairyland disappeared Irving can also create basic general equipment, arrows,
from Raxia. In that case, he will say, “I think Anomala has wizard items, and herbs.
isolated Fairyland from Raxia for some reason. I have no
idea what the reason is,” he replies. Therapy House (see p. 25)
The caretaker is Ham. He can create medicinal herbs
and potions for guests. There are also hot springs, and
ABOUT PALE PINK BLUR soaking in them has various effects.
Irving says that the pale pink blur that lured PCs to
Fairyland is magic that connects two worlds. It is created by Stables (see p. 26)
transmigration magic circles that Anomala had set up PCs can rent mounts from stables caretaker Isabel. He
around Raxia so that her friends could come to Fairyland can also create riding equipment for them.
whenever they wanted. Perhaps when Anomala isolated
Fairyland from Raxia, she also sealed the magic circles Magic Workshop (see p. 27)
simultaneously. However, Irving said that the seal must The caretaker is Eira, and she can create magic items
have been weakened for some reason. for wizards.
21
Fairy King’s Castle (see p. 29) said before, Fairyland has become a dangerous place. I
The caretaker is Lasagna. In the castle lives the Fairy hope she's okay...
King, who owns the Crown of the Fairy King and may know Anyway, the only way to find miss Emma is to look
why Fairyland was isolated from Raxia. everywhere in Fairyland. And while you're at it, I'd
appreciate it if you could find my friends.”
In addition, if PCs wish, they may create items in a
magic workshop or the steel workshop. If they want to
create items, refer to the rules for processed items (see ABOUT MANA MATERIALS
AW, p. 159). In any case, Irving promised, “I'm the manager of this
inn, so I can't leave, but I'll make sure you have a nice meal
and a warm place to sleep.” He also says that he could take
THE BEGINNING OF AN ADVENTURE care of extra luggage and make some equipment and
Irving says to PCs the following. supplies.
“To achieve your goal, I think you need to walk around All items created by Cait Sith, including Irving, are free.
Fairyland to look for clues. But I think that would be However, since these items are made with magic from
dangerous and difficult because of the situation. If guests Fairyland, they cost mana materials to make.
say that they will always live in this inn, I will do my best to Irving tells PCs that he only has 500 mana materials in
take care of them. Fairyland is definitely on the verge of stock. He asks them to collect more mana materials to
collapse, but I'm sure it will last for hundreds of years, so I create more items.
don't think you'll be caught up in it. What do you think? Mana material is a crackling, glowing blue-white light
Why don't you come live here and not say you're leaving?” stored in Irving's storage cylinder. When needed, he can
Irving will be pleased if PCs decide to live in Seven retrieve materials from the cylinder.
Colored Cat's Hospitality Pavilion. And PCs spend the rest The following is a list of how to acquire mana materials
of your life in comfort, ending up in Fairyland. PC's and use them.
adventure ends here.
If PCs refuse the offer, then Irving will say, “If you say H OW TO GET M ANA M ATERIALS
so, I'll help you because that's our job as caretakers.” Mana materials can be extracted from any item or loot.
Then, depending on the introduction decided on Item or loot can be handed over to Irving, and he will then
earlier, Irving says one of the following. decompose it and extract mana materials from it.
If PCs give Irving an item, they will get mana materials
I NTRODUCTION 1: F IND F AIRY 'S T REASURES worth the “base price of the item divided by 2 (rounded
“The Crown of the Fairy King is at the bottom of the up)”. If PCs give Irving loot, they will get mana materials
lake with the castle, so you need to find Lasagna, the castle worth the “selling cost of loot.” However, mana materials
keeper, and get the castle up. cannot be extracted from gamel money themselves.
I don't know where the Lasagna is, so why don't you Example: If PCs give a short sword (80G), they will get
look for my friends first? Maybe they'll know where 40 points of mana materials. If they give him Sword Shard
Lasagna is, too.” (200G), they will get 200 points of mana materials.
22
FIRST MISSION
After the explanation, Irving asks PCs to “find six
missing Cait Siths”. PURCHASE OF STARTING ITEMS
If they find Cait Siths, PCs will be able to use the At the end of the introduction, PCs can buy equipment
facilities that are now submerged at the bottom of the lake and items based on the story. Treat bought items as if they
and provide services that will benefit them as they continue were purchased before PC came to Fairyland so they can
their adventure. be taken outside of Fairyland.
“I'm sorry, but I have no idea where Lasagna and In particular, if there are Rider PCs, they are
Emiko are. However, I have a vague idea of where Ham recommended to rent at least a [Horse] (at the Rider’s
and Ricci are, so you can start looking for them there. Guild before going into Fairyland). If they rent a [Horse],
Maybe they have some idea where Lasagna and Emiko are. they can use it for free while in Fairyland.
That's good, right?” Irving will provide PCs with free food and with some
The first four Cait Siths Irving wants PCs to look first Lifegrass, Magic Herb, Healing Potion, and Awake Potion
are Ham, Isabel, Eira, and Ricci. later. When shopping, don’t offer these items.
Which Cait Sith do PCs decide to look for? There will be a few occasions to use gamel to make
• If they start looking for Ham, see [Fixed Mission: Find purchases in Fairyland. So gamels are somewhat needed
Ham] (see p. 94). here.
• If they start looking for Isabel, see [Fixed Mission: Find
Isabel] (see p. 95). ADDITIONAL ITEMS FROM I RVING
• If they start looking for Eira, see [Fixed Mission: Find Irving will tell PCs that he had some leftovers from his
Eira] (see p. 95). previous guests and will offer them five sets of any
• If they start looking for Ricci, see [Fixed Mission: Find combination of 5 Lifegrass, 1 Magic Herb, 1 Healing
Ricci] (see p. 96). Potion, or 1 Awake Potion. PCs in total can choose any five
sets of their choice (for the group).
Also, Irving can use 500 mana materials in his inventory
IRVING WARNING to create items PCs might need. However, certain items and
When PCs are leaving the Seven Colored Cat's mounts cannot be created unless PCs bring Cait Sith in
Hospitality Pavilion, Irving stops them and says, “Hey, wait charge of them back to the Seven Colored Cat's Hospitality
a minute!” He gave them a Seven Colored Cat's Hospitality Pavilion, no matter how many mana materials they have.
Pavilion's accommodation book and asked them to write
down their names. “Now, record your name in the Seven Colored Cat's
I N THE CASE OF DEATH Hospitality Pavilion's guestbook and set off on your
“There is a special magic in the Seven Colored Cat's adventure!”
The adventure begins at [Fixed Section 1: Seven
Hospitality Pavilion that automatically transfers people
whose names are listed in the inn's guest book to the inn if Colored Cat's Hospitality Pavilion].
they die in Fairyland. In that case, I'll revive them for free. Current tb (time) is “noon”.
So, please write your name in the ledger and go. Be careful,
though, because some of the items you were carrying when
you died may be lost. Also, if you write down the name of
your mount, it will be transferred here in case it dies.”
However, Irving's resurrection uses magic that
maintains Fairyland, which is different from ordinary
[Resurrection] spell. For this reason, no matter how many
times PC was revived, they will not accumulate soulscares,
but instead, the more times PC was revived, the more
Fairyland magic will seep into their body. If too much
Fairyland magic seeps into their body, there is a danger that
they will not be able to leave Fairyland.
After that, if PCs or their mount die in Fairyland, they
will automatically be transferred to [Fixed Section 1: Seven
Colored Cat's Hospitality Pavilion] and revived by Irving.
And Fairyland Assimilation Level of revived PCs will be
increased by +1. For more information, see “Special Rules
for Death and Resurrection” (see p. 12).
23
FIXED SECTION 1 SEVEN 1. SEVEN COLORED CAT'S
HOSPITALITY PAVILION
COLORED CAT'S HOSPITALITY
“Welcome home! I'll prepare your meal right away. I
PAVILION made a lot of food, so eat up.”
“I'll keep items for free because you never know what
can happen in Fairyland.”
Here PCs can do the following.
1) Eat and Rest.
2) Deposit an item.
3) Request the creation of an item.
4) Accept requests for an Irving.
1) E AT AND R EST
Irving can provide PCs with good food and a warm bed
for free.
2) DEPOSIT AN I TEM
PCs may deposit any number of items or gamels for
free. Items deposited here will not be lost if PCs are
exposed to an “Item Loss” event.
24
If PCs are looking for Isabel, see [Fixed Mission: Find Items Ham Can Create
Isabel] (see p. 95). PCs can request medicinal herbs and
Initial
potions for 500G or less.
M ISSION 3. F IND E IRA Seven Colored PCs can request all herbs, potions,
Please find Cait Sith Eira! When Eira is around, PCs Seeds and repairs.
will be able to use the magic workshop to create magic
items. 2) ※U SE THE H OT SPRING
If PCs are looking for Eira, see [Fixed Mission: Find If PCs go to the hot spring, Libby will say, “Welcome!
Eira] (see p. 95). What kind of hot spring shall we have today?”.
In the hot springs, PCs can use the hot water with
M ISSION 4. F IND R ICCI special effects listed in Libby's Hot Springs Effects Table.
Please find Cait Sith Ricci! With Ricci, PCs can use However, PCs must pay procedure costs with mana
Steel Workshop to create weapons and armor. materials to use special waters.
If PCs are looking for Ricci, see [Fixed Mission: Find
Ricci] (see p. 96). Libby's Hot Springs Effects Table
The cost is 50 Removes any poison,
M ISSION 5. F IND E MIKO Healing
mana paralysis, and disease
Please find Cait Sith Emiko! If PCs find Emiko, they Hot
materials per effects PC is under,
will be able to use a transmigration magic circle to travel Water
person regardless of the TN.
between Fairyland and Raxia. The cost is PC recovers all their HP
If PCs are looking for Emiko, see [Fixed Mission: Find Relaxing
100 mana and MP by sleeping for
Emiko] (see p. 96). Hot
materials per 1tb immediately
Water
person afterward.
M ISSION 6. F IND L ASAGNA The cost is Removes all petrification
Please find Cait Sith Lasagna! With Lasagna, PCs can Dispelling
250 mana and curse effects PC is
go to the Fairy King's castle and meet him. Hot
materials per under, regardless of the
If PCs are looking for Lasagna, see [Fixed Mission: Water
person TN.
Find Lasagna] (see p. 97). PC may reroll the 2d roll
for its growth choice.
M ISSION 7. I RVING’S E RRAND The cost is
Lucky's They must use the
Could you do a little errand for me? See [Fixed 500 mana
Hot second roll to determine
Mission: [R]Irving's Errand] (see p. 98). materials per
Water the ability score to grow.
person
This effect is not
cumulative.
2. THERAPY HOUSE Reduces PC Fairyland
The Therapy House is available only when Ham The cost is Assimilation Level by 1
returns to the Seven Colored Cat's Hospitality Pavilion. Clear Hot 1,000 mana point; Fairyland
“Are you sick? Even if you are adventurers, you are not Water materials per Assimilation Level can
immortals? You've got to be careful. Well, let me take a person only be reduced by 1
look at you.” point per day.
“Libby, you should use the hot spring more often. But PC may change one
The cost is
don't let them touch you.” already-acquired combat
5,000 mana
feat to another learnable
Changing materials per
In Therapy House, PCs can: feat when growing its
Hot person + the
1) Request the Creation of an Item. ability score. However,
Water number of
2) ※Use the Hot Spring they cannot change an
Fairy Ores
3) Accept Ham's request automatically acquired
used
combat feat.
※PCs can't use the Hot Springs until they complete
“Mission 2: Find Libby”, which Ham will ask them to do. 3) ACCEPT H AM'S R EQUEST
See the next section for details.
1) R EQUEST THE CREATION OF AN I TEM
Ham can create herbs and potions, and the items he
HAM’S REQUESTS
can create are those listed in the “Initial” row of the “Items
Ham Can Create.” If PCs have given “Seven Colored Ham asks for missions in order, starting with “Mission
Seeds” to Ham, he will be able to create the items listed in 1”. Ham will automatically ask PCs to do the next mission
the “Potions from Seven Colored Seeds” column. when a mission is completed.
In both cases, when PCs request an item, it will cost
mana materials equal to the price in the gamels of each M ISSION 1. DELIVER M EDICINAL H ERBS
item. PCs need to deliver the “Ham's Herbal Bag” to [32:
Sheep Fields]!
25
If PCs want to deliver the “Ham's Herbal Bag,” see However, each mount has its own “Rider's Song,” so if
“Fixed Mission: Deliver Medicinal Herbs” (see p. 99). Isabel doesn't have the “Rider's Song” for the specific
mount PCs want to rent, she won't be able to call it. Rider’s
M ISSION 2. F IND L IBBY Songs are scattered around in Fairyland. Isabel will
PCs need to find Bannik Libby! When Libby returns mention this fact to PCs. Note that a mount rented from
there, the hot springs will be open again. Isabel cannot leave Fairyland nor be purchased (only
If PCs want to find Bannik Libby, see “Fixed Mission: rented).
Find Libby” (see p. 99). When renting a mount other than [Horse], Isabel will
use [Wind Caller] to call the mount specified by PCs.
M ISSION 3. F IND SEVEN COLORED SEEDS When PCs rent a mount, they will need to pay as many
PCs need to find Seven Colored Seeds! The more mana materials as specified for each mount to enhance the
Seven Colored Seeds they will have, the more herbs and magical properties of the whistle.
potions Ham can create. If a rented mount dies, the same mount cannot be
If PCs want to find Seven Colored Seeds, see “Fixed rented for 10 days; but there are no other penalties as in
Mission: Find Seven Colored Seeds” (see p. 100). normal Rider’s Guilds.
26
ISABEL’S REQUESTS Items Eira Can Create
Initial
Isabel asks for missions in order, starting with “Mission Eira can create magician items and material cards of B
1”. When a mission is completed, Isabel will automatically and A ranks.
ask PCs to do the next mission.
When Brownies are Present
M ISSION 1. F IND WIND CALLER 1 or Eira can create or process magic items with a
PC needs to find a whistle called “Wind Caller”! If more price of 5,000 gamel or less and S rank
Isabel has a Wind Caller, PCs will be able to rent more material cards.
mounts. 3 or Eira can create or process magic items with a
If PCs want to look for the Wind Caller, see “Fixed more price of 20,000 gamel or less and SS rank
Mission: Find Wind Caller” (p. 102). material cards.
5 or Eira can create or process magic items with a
M ISSION 2. F IND SLEIPNIR more price of 100,000 gamel.
Isabel wants PCs to find Sleipnir! If they find Sleipnir, 9 or Eira can create or process all magic items.
they will be able to rent it. more
If PCs are looking for Sleipnir, see “Fixed Mission: 10 or When Eira creates or processes an item, the
Find Sleipnir” (see p. 102). more cost of mana materials will be reduced by 10%
(rounded up to the nearest whole number).
M ISSION 3. GET T YPHON'S SHEET M USIC
PCs must get the “Rider's Song/Typhon” from Typhon Example: “Angel Shoes” has a base price of 8,000
in the bell tower of Jinn, which is floating in the western sky. gamel, so if PCs were to have it made normally, they would
However, even with the “Rider's Song/ Typhon,” PCs have to pay 8,000 mana materials. However, if Eira has
cannot rent Typhon as a mount. more than 10 brownies, PCs only need to pay 7,200 mana
If PCs are looking for “Rider's Song/Typhon,” see materials to make it.
“Fixed Mission: Get Typhon's Sheet Music” (p. 104).
2) P ROCESS THE I TEM
M ISSION 4. (R) WALK WITH A M OUNT If PCs have the necessary materials, PCs can borrow the
PCs have to take the mount that Isabel gave them and facilities of the magic workshop to process items. See the
walk along the given route. rules for processed items (see AW, p. 159).
If PCs want to go for a walk with mount, see “Fixed The equipment in the magic workshop can be rented
Mission: [R] Walk With A Mount” (see p. 103). free of charge.
27
M ISSION 4. (R) GATHER I NGREDIENTS F OR SPECIAL M ISSION 2. F AIRY DELIVERY
CAKE PCs need to deliver Ricci's Delivery to the fairies in [21:
PCs have to gather ingredients for Quiche’s special Flowering Hills] and [66: Flower Garden Maze].
cake. If PCs want to make a delivery, see “Fixed Mission:
If PCs are looking for ingredients, see “Fixed Mission: Fairy Delivery” (see p. 108).
(R) Gather Ingredients For Special Cake” (see p. 107).
M ISSION 3. GET T HE E FREET ’S F LAME
PCs and Furia need to go to [43: The Flame Pit] and
5. STEEL WORKSHOP get Efreet’s Flame. If Ricci has Efreet’s Flame, he will be
able to create magic weapons and armor.
The Steel Workshop is only available when Ricci has
If PCs want to go get the Efreet’s Flame, see “Fixed
returned to the Seven Colored Cat's Hospitality Pavilion.
Mission: Get the Efreet’s Flame” (see p. 108).
“Hmm? The weapon? All right. I'll work on it.”
“Thanks to Furia’s fire, I can forge weapons.”
M ISSION 4. (R) GET A GIFT F OR E IRA
In the Steel Workshop, PCs can: Ricci asks PCs to get two gifts for Eira.
If PCs are looking for gifts for Eira, see “Fixed Mission:
1) ※Request the Creation of an Item
(R) Get a Gift for Eira” (see p. 109).
2) Process the Item
3) Accept Ricci’s request
6. TRANSMIGRATION MAGIC CIRCLE
※Ricci can create items if PCs complete Ricci’s request
“Mission 1: Find Furia”. The Transmigration Magic Circle can only be used if
Emiko has returned to the Seven Colored Cat's Hospitality
1) R EQUEST THE CREATION OF AN I TEM Pavilion.
Ricci can create weapons and armor. Initially, he cannot “Welcome back, sir/lady. I'll activate the transmigration
create any items as specified in Items Ricci can Create the magic circle right away. I look forward to seeing you again
table below. With Furia, he will be able to forge more items at...”
specified in the “Furia” row. If PCs bring Efreet’s Flame, “If you have fairy ore, you can take home anything you
Ricci will be able to create more powerful weapons and picked up at Fairyland.”
armor listed in the “Efreet’s Flame” row.
In all cases, when PCs request an item, it will cost mana In the Transmigration Magic Circle, PCs can:
materials equal to the price in the gamels of each item. 1) ※Use the Transmigration Magic Circle
2) Make an item “Takeable”
Items Ricci can Create 3) Accept Emiko’s request
Initial Nothing can be created
Ricci can create or process weapons and ※The transmigration magic circle can only be used if
Furia armor of A-Rank or lower that are not PCs have completed “Mission 1: Unlocking The Magic
magic items. Circle”.
Efreet’s Ricci can create weapons and armor,
Flame including magic items. 1) ※USE THE T RANSMIGRATION M AGIC CIRCLE
When PCs use the Transmigration Magic Circle, a pale
2) P ROCESS THE I TEM pink blur will appear, and PCs will send them back from
If PCs have all the materials they need, they can borrow where they came to Fairyland in the first place. Note that
the facilities of the Steel Workshop to process items. See items obtained in Fairyland cannot be taken out of
the rules for processed items (see AW, p. 159). Fairyland (except gamel) unless Emiko performs the
Note that the equipment in the steel workshop can be process described below to make them “takeable”. If PCs
rented free of charge. accidentally use the magic circle with items obtained in
Fairyland, those items will be left behind on the magic
circle.
3) ACCEPT R ICCI ’S REQUEST
Before Emiko activates the magic circle, she will give
See the next section for details.
PCs the Key to Fairyland. This key allows PCs to enter
Fairyland. Suppose PCs go to the place surrounded by a
RICCI’S REQUESTS pale pink blur in the introduction and chant “Emiko, open
the door to Fairyland” in Sylvan holding this key. In that
Ricci asks for missions in order, starting with “Mission case, Emiko will activate the Transmigration Magic Circle
1”. When a mission is completed, Ricci automatically asks and create a pale pink blur. Through this blur, PCs will be
PCs to do the next mission. able to come to Fairyland again.
In that case, PCs will appear in [Fixed Section 1: Seven
M ISSION 1. F IND F URIA Colored Cat's Hospitality Pavilion]. In addition, a single
Without Furia’s fire, Ricci can't forge weapons and Key to Fairyland can bring all near the person holding the
armor. Key to Fairyland.
If PCs want to find Furia, see “Fixed Mission: Find If PCs want to leave Fairyland, check Escape from
Furia” (see p. 107). Fairyland.
28
E SCAPE FROM F AIRYLAND If PCs want to collect fairy ore, see “Fixed Mission:
Roll a 2d. Suppose the roll is equal to or above Gather Materials For Fairyland Bells” (see p. 110).
Fairyland Assimilation Level. In that case, the PC can leave
Fairyland without incident, but if the roll is below Fairyland M ISSION 3. I NSTALL 4 B ELLS
Assimilation Level, that PC cannot leave Fairyland. If two PCs have to install the new Fairyland Bells in the four
or more PCs use the transmigration magic circle at the bell towers.
same time, only the PC that fails this check will be left If PCs want to install the bells, see “Fixed Mission:
behind in Fairyland. Install 4 Bells” (p. 112).
If someone is left behind in Fairyland, Emiko will
explain the situation already outside of Fairyland as she will
make her voice heard outside of a pale pink blur. 7. FAIRY KING'S CASTLE
“I'm sorry, sir. It seems that you have assimilated too The Fairy King's Castle can only be used if Lasagna has
much into Fairyland, and you will not be able to return returned to the Seven Colored Cat's Hospitality Pavilion.
home. Please use the Clear Water of Libby's Hot Springs “You want to go to the castle? Use the key I gave you
to lower your Fairyland Assimilation Level, and then come and go there on your own. Well, good luck.”
back.” See “Fixed Section 2: Fairy King's Castle”.
Note that if a PC fails to check its escape from
Fairyland, it will not be able to attempt the check again until
its Fairyland Assimilation Level is lowered. I F PCS M EET A B ROWNIE
If PCs escape from Fairyland, their Fairyland The Brownie in front of PCs is one of the ten Brownies
Assimilation Level will be reduced by one point for each that once served Eira.
day they spend in Raxia. Once the Cait Siths had drowned the Seven Colored
If they escape from Fairyland, see “Ending: Return Cat's Hospitality Pavilion in the lake, Eira said, “Well,
from Fairyland” (see p. 126). you’re dismissed! Now you're free. I'm sorry. Ho-ho-ho-ho-
ho!” And so, the brownies were scattered all over the place.
2) M AKE AN ITEM “TAKEABLE” If PCs tell them that the Seven Colored Cat's
Normally, items obtained in Fairyland cannot be taken Hospitality Pavilion has reopened, the brownie will say,
out of Fairyland. However, Emiko using fairy ore can make “Well, I guess I'll go back. I want to see everyone again.”
them “takeable.” Brownie will return to the Seven Colored Cat's Hospitality
For every 1 x fairy ore, 5 items of the type Pavilion by himself.
corresponding to the fairy ore can be made “ takeable.” PCs need to update the number of brownies in their
Note that the fairy ore itself cannot be made “takeable.” management sheet in the Seven Colored Cat's Hospitality
Pavilion.
Item Types and Required Fairy Ores
Weapon Fire Concentrate or Dark Concentrate
Armor Earth Concentrate or Dark Concentrate
Accessory Wind Concentrate or Light Concentrate
Other Water Concentrate or Light Concentrate
EMIKO’S REQUESTS
Emiko asks for missions in order, starting with “Mission
1”. Emiko will automatically ask PCs to do the next mission
when a mission is completed.
29
[8 – 10] L OST ALRAUNE
As PCs enter the Garden of Herbs, they hear the sound
11 GARDEN OF HERBS of a child crying. As they go towards the sound, they find
Alraune (see CR III, p. 275) x per character crying. As they
approach, Alraune looks up at PCs with a frightened look
on her face.
If PCs call out to her, Alraune will tell them that she
lives in [12: Forest of Tobacco Lovers] and that she has lost
her way home. If PCs offer to take Alraune back to [12:
Forest of Tobacco Lovers], Alraune will be happy and
grateful.
30
12 FOREST OF TOBACCO LOVERS
31
13 FAIRY MINES [8 – 10] (R) F AIRY P RANK
There are many dancing sprites in the valley between
the cliffs. When sprites find PCs, they gather around them
and sprinkle the light, magical powder on PCs. Roll a 2d
and consult with Fairy Pranks Table C (see p. 117) to
determine the effect.
32
If they are not, they can move to another section. help us, we'll give you some.” There are three different jobs
for PCs. Each mission takes 1 tb of time to complete.
33
14 GRAVEYARD OF THE GIANTS [17+] (R) B URIED M AGICIANS +★★/UP TO 5 TIMES
There are several magic circles buried under the ashes
that cover the earth. PC must make a Danger Sense check
(TN 17). If they succeed, they will be aware of the presence
of the magic circle before they step into it. However, if they
fail, they will step into the magic circle unnoticed and suffer
its effects. When they step into the magic circle, roll a 1d
and refer to the Magic Circle Effect Table.
34
They will need to make Willpower save (TN 15). If
15 GREAT WHITE TOWER they succeed, there will be no effect. If they fail, they will
lose 1d of their MP. Record the total amount of MP sucked
up. A red flower will bloom for every 10 MP it sucks up in
total.
To examine the flower, PCs can make an Insight check
(TN 13). If they succeed, they will find out that the flower
is a mana-sucking flower called “Witch's Flower” (see p.
125).
Blooming “Witch's Flower” can be plucked. Not-
blooming flowers will die soon after being plucked. If PCs
pluck a Witch's Flower, they will gain 2★.
A white tower stands on a small plateau embellished 1. MASTER OF THE COLOSSAL TOWER
with flowers.
Entering the doorway, PCs find themselves in a circular
If PCs want to go to the tower, roll on Table of Events.
square room. Looking up, they can see that ceiling is so
If they are not, they can move to another section. high that they cannot see it. The tower is hollow. In the
center of the square, there is a marble pedestal.
Table of Events If they have already defeated Goblin Shaman, Kobolds
13 or less Kobold Encounter and their friends are living peacefully in the tower.
13 or less (R) ※ Fairy Prank If PCs haven't defeated the Goblin Shaman, go to
14+ (R) Red Flower Buds (+★★) “Battle with Goblin Shaman.”
Always (R) White Chalk Tower If PCs want to look at a marble pedestal, go to “Marble
Pedestal.”
[13 OR LESS] K OBOLD E NCOUNTER
PCs climb up a plateau when they encounter 5 Kobolds B ATTLE WITH GOBLIN SHAMAN (+★★★)
(see CR I: p. 439-452). There are several barbarous in the large room. At the
If Goblin Shaman (see CR III, p. 251) in the tower has far end of the room is an evil-looking throne decorated with
not been defeated yet, kobolds will complain to PCs that a colorful cloth and feathers, on which sits a (Sword) Goblin
Goblin Shaman is living in the tower and that he is using Shaman (see CR III, p. 251). The barbarous will attack
them and will ask PCs to defeat the Goblin Shaman. PCs.
[13 OR LESS] (R) ※ F AIRY P RANK After defeating the barbarous, 20 Kobolds that were
hiding and watching will come out and thank PCs. If they
※This event will only occur if the “Kobold Encounter”
want to search the room, they can do a Search check (TN
event has already occurred.
10). If PC succeeds, roll a 1d and determine the magic
Small flowers are swaying in the wind on the side of a
material found using the “Magic Material Search Table”
hill. Suddenly, sprites appear out of nowhere and begin to
(see p. 114).
dance around PCs. The light dust sprinkled by sprites has
magic powers. Roll a 2d and consult with “Fairy Pranks
Table C” (see p. 117) to determine the effect. M ARBLE P EDESTAL
On the pedestal, there is a strange depression. Around
[14+] (R) R ED F LOWER B UDS (+★★) depression is an inscription in Arcana: “Please put Light
As PCs walked along the path leading to the top of the Concentrate.”
plateau, they could smell a sweet fragrance. They can see If PCs put “Light Concentrate” in the depression, go to
the buds of red flowers swelling beside the path. “2. Great White Tower”.
35
2. GREAT WHITE TOWER +★★ 3. ROOFTOP OF THE GIANT TOWER
When the Light Concentrate is inserted into the (+★★★)
depression of the pedestal, the entire room floats up and The spiral staircase eventually ends in a sturdy-looking
rises to the top of the tower. Then, a female human with steel door. There is no lock or trap on the door. The door
beautiful black hair appears in the air and speaks in Arcana opens up to the roof of the giant tower. Right in the middle
to PCs: of the rooftop stands a milky white crystal tower. It is about
“Hello, everyone. How do you like the Fairyland that I two meters high, and a magic circle is drawn around the
have built? From here, you can see the beautiful scenery of crystal tower.
Fairyland. I hope you enjoy it. When you leave, please If PCs have the Light Concentrate, crystal tower and
remove the Light Concentrate from the pedestal.” Light Concentrate will shine and resonate with each other,
As soon as the voice ends, walls around PCs become making bell-like sounds.
transparent. From here, they can see all of Fairyland If PCs step into the magic circle with Light Concentrate,
without many details. it will be sucked into the crystal tower and absorbed into it.
This seemed to be an observatory. In the center of the At the same moment, a pillar of white light will rise from
room is a spiral staircase leading upward. the crystal tower into the sky. PCs will feel the mana filling
If PCs want to go up the spiral staircase, go to “3. the air around them.
Rooftop of the Giant Tower” PCs need to record that they have unsealed Light
When PCs remove “Light Concentrate” from the
Crystal Tower and gain 3★.
pedestal, the floor begins to slowly descend, and soon they
will be back on the first floor.
36
16 THE CREEK AND COVERED the 2d + Sage Level + Intelligence modifier (TN 15). If they
succeed, they will understand that the two women are
BRIDGE hallucinations created by the magic of the bridge.
The dark-haired woman says to the golden-haired elf,
“This is a bridge where you can remember the days you
have forgotten. I want you to remember how much you and
I have trusted and cared for each other.”. The golden-
haired elf answers, “You don't have to bring me here. I will
remember. You are my dearest friend. That's why I can't
forget you.” Suddenly, the dark-haired woman laughs.
“Yes, ....... After all, you, elf, do not understand. You can't
understand the pain and suffering in my heart! It’s
hopeless… It's okay, Anomala. If you want to stop me, then
stop me! Look!” With that, the dark-haired woman walked
away. The elf woman looks behind her.
Even if PCs have failed to check, they will realize at this
stage that the two women were hallucinations. PCs have
glimpsed the past events through the magic of the bridge
that showed them “days long forgotten.”
37
21 FLOWERING HILLS If PC win in the “Singing Contest with Swarm of
Muryans,” no modifications
If PC win in “Dance with Salamander,” +1
If PC win in the “Drinking Competition with Undine,”
+2
If PC win in “Hide and Seek with Dryads,” +3
If PC win in “Race with Puck,” +4
Prize Table
Result of the
Prize
Roll
2–4 4 x Lifegrass or 1 x Magic Herb
2 x Grass of Beautiful Skin (see p.
5–7
125).
8 – 10 1 x Fairy Wine (see p. 125).
11 – 13 1 x Fairy Dust (see p. 125).
1 x Gem from the fairy PC won (see
14+
p. 125)
38
For our king who returns in state. In any case, when PCs come to their senses, a lot of
Pick the flowers, gather the blooms, time has passed. If PCs just played a game, roll “1d + the
For our king who brings away the gloom. number of games they played” if they’ve become drunk and
fallen asleep, roll “2d + the number of games they played”.
Also, if PCs were to ask the fairies about the Fairy King If the result of rolls is 1-4, 1tb has passed; if it is 5-8, 2tb has
and Crown of the Fairy King, fairies would say, “Hmmm. I passed; if it is 9-12, 4tb has passed; if it is 13-14, 8tb has
don't know much about it because I've never paid attention. passed; if it is 15 or more, 16tb has passed.
But I know where the pixies who served in the Fairy King's If PCs leave, the fairies will bid them farewell and ask
castle are, so why don't you go there?” Fairies will tell the them to come back. If PCs visit [21: Flowering Hills] again,
PC's location of [66: Flower Garden Maze]. they can participate in all the games.
Determine the location of [66: Flower Garden Maze] After the big feast, PCs can eat and rest. If they get
on the map and fill it in. drunk and fall asleep, they may add that tb to their rest time.
[7 – 9] (R) H UNGRY H ARPY (+★★/UP TO 5 TIMES) [ALWAYS] (R) SONG OF THE T REE OF L IGHT
When PCs step out of the small clearing, Harpy (see +★★★/ONLY THE F IRST T IME
CR II, p. 296) swoops down in front of them. Harpy is A large tree in the middle of the clearing begins to glitter
hungry and sees PCs as food and attacks them. After and shine. Over 30 Sprites are perched on the tree
defeating harpy, PCs will get 2★. branches, singing a song. PCs need to do a Hide check (TN
39
12). If they fail, Sprites will notice PCs and say, “Ah! I'm so The Luminous Retaliator, sing the fairy's invocation,
embarrassed!” and fly away at once, vanishing from sight. Give and inspire fairies, with pure elation.
If PCs succeed, they can hear the song all the way The Luminous Retaliator, oh Luminous Retaliator,
through. For the song's content, see “Songs of the Sprites.” Sleeping now in the hands of the golden-haired creator.
But when the thread of life unravels and distorts,
Song of the Sprites From the hands of the mother, it'll be released, this
The Sprites sing the following in Sylvan. However, if retort.
PCs want to know the song, sprites can tell PCs in trade The Luminous Retaliator, the Luminous Retaliator,
common. Sprites don’t know the origin of this song. Dreams of killing the goddess who rules the night, no
greater.
The Luminous Retaliator, cross the Fairy Lord, So sleep until then, oh Luminous Retaliator, slumber
Unleash it now, break the chains, oh so broad. deep,
The Luminous Retaliator, pray to heal soulscar, For your vengeance will come, and the goddess will
Destroy it, kill the immortal god, near and far. weep.
Effects Table
1d Effect
For 1 day (6tb), PC's eyes become muddy.
1 Because of the difference in vision, PC incurs a -
1 penalty to Accuracy and Evasion checks.
Countless craggy rocks jut out of the reddish-brown
A horn grows on PC's forehead for 1 day (6tb),
earth. From the edge of the horizon, PCs could see a 2–
and their Magic Power is reduced by -1 for the
rainbow of seven-colored strands of light towering toward 3
duration.
the sky.
Roll on Table of Events. For 1 day (6tb), PC grows cat ears and a tail. For
4–
the duration, PC gains a +1 bonus to Search and
5
Listen checks.
Table of Events
For 1 day (6tb), the character gains a +1 bonus to
10 or less Brownie Warning +★★ 6 passive (forced by other characters) checks,
10 or less (R) ※Birth of the Rainbow Acrobatics, Hide, and Initiative checks.
11 – 13 (R) Daemon Scouts (+★★/Up to 5 Times)
14+ ※Rainbow Quake +★★★ [11 – 13] (R) DAEMON SCOUTS (+★★/UP TO 5
Always (R) Endless Wasteland T IMES)
As PCs walk among rocks of various sizes, they
[10 OR LESS] B ROWNIE WARNING +★★ encounter a daemon attacking them. If they defeat the
One Brownie (see p. 139) comes running, seemingly in daemon, they'll gain 2★. Once the first PCs defeat a
a panic. Behind them, in the sky, PCs can spot a rapidly daemon, they'll get 1 x Some Fruit in addition to the normal
approaching shadow. It is an Imp (see CR III, p. 313), loot. If they succeed in the Insight check (TN 12), they'll
40
find out that it's “The Tree of Light Fruit” (see p. 125). If a can defeat the daemons and destroy the gate, they will gain
check fails, PC can show fruit to Irving, and he'll tell them 4★.
that it's “The Tree of Light Fruit.”
Enemy Determination Table Enemy Determination Table
1 PC 1 x Dusky Grace (see CR I: p. 488-490) 1 PC 1 x (Sword) Foregone (see CR III, p. 318)
2 – 3 PCs +1 x Dusky Grace 3 – 4 PCs +1 x Tiki Tiki (see CR III, p. 317)
4 – 5 PCs +1 x Dark Bully (see CR II, p. 314) 4 – 5 PCs + 1 x Foregone
41
[7 OR LESS] (R) F AIRY P RANK 6 10%
There is a Typhoon in the bell
A strong wind blows. The next thing PCs know, they tower of Jinn.
are being carried through the air by a bunch of sprites. Roll There is a Vampire Lily named
a 2d and consult with Fairy Pranks Table D (see p. 117). Deanna Rafida in [45: The Valley
of White Lilies], and a young
7 15% human woman (“I don't know her
[8 – 10] M AIDEN OF THE WIND +★/ONLY THE F IRST
T IME name”) is being held captive.
One Sylph (see CR II, p. 309) is drifting in the air. They +★★★
will say: “Wow, humanoids! Long time no see. It's been a
while!” and ask, “What are you doing here?” Sylph wants If PCs have a dish from Lana's Restaurant, Jinn will be
to know why PCs are here, what adventures they’re on, and interested in it. If they give him a dish, he will give them a
so on. But when PCs ask them questions, they don’t answer 1x Jinn's Gem as a reward for the first time only he receives
them but instead ask their own questions, saying, “It's not a dish. For more information about “Jinn's Gem,” see
about me.”. “About Fairy's Gems” (see p. 125).
If PCs want to keep up with Sylph's questioning, 1tb will If PCs ask Jinn to carry them to the Daemon Gate in
pass. PCs may leave before then. If they stay, Sylph will [23: Rainbow Roots], he will do so on the condition that he
eventually get bored and leave. They will then say, “It was will only carry them there and will not fight with them.
a pleasure talking to you,” and give PCs 1 x Sylph's Gem. If PCs want Jinn to take them to the Daemon Gate, go
For more information on Sylph's Gem, see “About Fairy's to “Daemon Gate” (see p. 41).
Gems” (see p. 125).
[ALWAYS] (R) SKY WALKERS
[11 – 13] (R) H UNTER OF THE SKIES (+★★/UP TO 5 Something is flying in the sky and approaching. Again,
TIMES) refer to the Table of Events. In this case, make a -3 penalty
A hungry mythical beast will attack PCs, and if they to the 1d event check.
defeat it, they will get 2★. If 1d results in the event that has already occurred, that
event will occur again. However, it will not earn PCs Fairy's
Gem but instead will earn PCs 1 x Wind Concentrate.
Enemy Determination Table
1 – 3 PCs 1 x Thunderbird (see CR I: p. 468-484)
4 – 5 PCs +1 x Wyvern (see CR III, p. 298)
42
25 FROZEN MOUNTAINS successful Insight Check (TN 14), PCs can find out that the
brownie didn't freeze naturally but was frozen by the spell
[Ice Coffin].
When PCs rescue the brownie by breaking the ice
coffin or melting the ice with fire over 24 hours, the
brownie will wake up and thank the PCs. He was frozen by
Skadi. He will say: “She was so cute. I was just asking if I
could touch her breasts!”. Brownie doesn’t know where
Skadi lives.
This brownie is the brownie that worked for Eira. For
more information, see “If PCs Meet a Brownie” (see p. 29).
43
the cave. Many spires are neatly arranged around the palace
like knights protecting the queen.
As soon as the PCs reach the cavern, Skadi (see CR III,
p. 309) will appear from the palace and will ask, “What do
you want in our palace? If you have no particular business,
then leave.”
However, if PC has food from Lana's Restaurant, Skadi
will be interested. If they give her the food, she will reward
them a Water Concentrate. In addition, Skadi's Favoritism
score will increase by 1 point.
If PCs have defeated the Dragon Zombie, Skadi will
ask, “Well, did you bury that soulscarred dragon?” If PCs
answer positively. “I see. Then I must thank you. That is
the end of the dragon we slaughtered hundreds of years
ago,” And Skadi will offer PCs two of the items on Skadi's
Gift List. PCs can choose two different items from the list.
44
26 RESTFUL HILLS [16 OR LESS] (R) ※T HE R ING OF DARKNESS
※This event only occurs between “morning” and
“evening.”
Darkness forms a circle on a hill a short distance from
the path. If PCs enter the circle of darkness, time will
immediately advance to the “night” (and to that tb). In the
middle of the circle, PCs can find 1 x Dark Concentrate.
Each time they enter the circle of darkness, roll a 2d. If the
roll is 10 or more, they find 1 x Dark Concentrate. If the
roll is 9 or less, they find nothing. In any case, if PCs enter
the Ring of Darkness, time will immediately advance to the
“night” (and to that tb).
45
31 VALLEY OF WINDMILLS At present, however, Eira is not in the village.
According to the villagers, Eira sometimes wanders off.
They don't know where she went or when she will come
back.
The villagers will tell PCs that they don't sell weapons
or armor in this village, but there is a village in [32: Sheep
In the valley between the cliffs, the land is green and Fields] where PCs can buy weapons and armor for gamels.
fresh. As PCs look at the fields along the river flowing at the If PCs want to rest in the village, go to “2. Bitz and
bottom of the valley, they can see several windmills Cecilia's House”.
pumping water from the river using the power of the wind
blowing through the valley. At a little distance from the
fields, there are houses with smoke rising from their
2. HOUSE OF BITZ AND CECILIA
chimneys. Bitz and Cecilia are adventurers who wandered into
If PCs want to go to the village, go to “1. Windmill Fairyland about 50 years ago and lived with their son
Valley Village”. named, Leopard.
If they are not, they can move to another section. Bitz wants to hear stories about what's going on in the
outside world. If PCs ask about Fairyland's disappearance,
Bits will tell them, “Well, I heard that an artificer named
1. WINDMILL VALLEY VILLAGE Dulles, who lived in Fire Pillar Tower a long time ago, was
When PCs arrive in the village, villagers will gather investigating the mystery of Fairyland's disappearance.”
around them. One of the villagers asks, “Are you also Determine the location of [53: Fire Pillar Tower] and fill it
wandering into Fairyland?”. If PCs answer, “Yes,” he says, on the map.
“I knew it! Actually, so are we,” said the villager. Villagers As for the rest of the questions, Bitz and the other
will say that this village is home to those who wandered into villagers can't answer as they don’t know.
Fairyland and their descendants. After resting, go to “3: Villager's Request”.
46
32 SHEEP FIELDS Items Sold in Village
• General equipment under 500G except for magic
items.
• Ammunition, except for magic items.
• Medicinal Herbs and Potions under 500G.
• Weapons and Armor of A-Rank or lower except
for magic items.
Suhoi will tell PCs that this village doesn't sell wizard’s
items, but they can buy them for gamels in the village of
[31: Valley of Windmills].
If PCs want to rest in the village, go to “2. Suhoi's
House”
2. SUHOI'S HOUSE
Suhoi is the child of an adventurer who once wandered
into Fairyland. His wife is also the child of an adventurer
who had wandered into Fairyland, and they have a daughter
named Miku. However, his wife passed away a few years
ago. When PCs go to Suhoi's house, his daughter Miku
welcomes them and serves a delicious home-cooked meal.
Suhoi and his family are eager to hear about what the
PCs found themselves on a vast plain, climbing a path outside world is like.
built on a steep slope. White rocks resembling sheep If PCs ask about the Crown of the Fairy King, Suhoi
peeked out from among the grass and flowers, giving the will say, “I think my wife once had a book that mentioned
illusion that they had wandered into a sheep pasture. the Crown of the Fairy King, but Deela Harpy stole it.” He
Beyond the flocks of sheep, they can see a few houses says that Deela Harpy is in [52: Tree of Birdcages].
huddled together. Determine the location of [52: Tree of Birdcages] and fill
If PCs want to go to the village, go to “1. Sheep Fields it on the map.
Village”. As for the rest of the questions, Suhoi and the other
If they are not, they can move to another section. villagers can't answer as they don’t know.
After resting, go to “3: Villager's Request”.
47
33 LITTLE HOUSE IN THE SKY [8 – 10] F AIRIES GATHERING +★★
A beautiful singing voice can be heard, and many fairies
are gathered in the field under the floating rock. The fairies
seem to be fascinated by the singing voice. If PCs ask the
fairies if anyone lives in the house on the rock, sylph will
say, “Three women are living there, but no matter how
much we call out to them or wave to them, they never
notice us. It's strange.”
If PCs are shouting or attempting to approach the house
by flying, refer to the “Someone Singing” event.
Above the grassland, a number of large and small If PCs have defeated the barbarous, the runefolk will
boulders are floating, slowly moving up and down. On top also push barbarous out of the sky.
of the largest rock, about 20 meters above the ground, The runefolk will thank PCs for their help and ask them
stands a small house with a chimney smoke rising from it, to go to their home and have dinner with them as a thank
fluttering in the wind. you. If PCs accept this offer, one of the runefolk will say
If PCs want to go closer to the flying rocks, roll on the the password, and one of the small rocks will slowly
Table of Events. descend. Runefolk will invite PCs to the small rock. The
If they are not, they can move to another section. small rock will rise and carry PCs to the front of the house.
In addition, if Cirie and the others previously
Table of Events considered PCs to be an enemy, this event will help clear
up the misunderstanding.
7 or less (R) Someone Singing
See “1. Home of Three Runefolk Sisters”.
8 – 10 Fairies Gathering +★★
11 - 13 Sortie of Three Sisters (+★★★) [14 – 16] H ANS THE DELIVERY M AN (+★★)
14 – 16 Hans the Delivery Man (+★★) A young human man comes out of a house on a rock,
17+ (R) Barbarous Raid (+★★★/Up to 5 times) saying, “Thank you very much.” Then he gets on a small
Auto ※Using “Belsen's House Caller” rock floating nearby, and the rock slowly comes down. The
small rock returns to the top when the man is on the
ground.
[7 OR LESS] (R) SOMEONE SINGING
If PCs call out to the man, he will say his name is Hans.
From above, a beautiful singing voice can be heard. It's
He tells PCs that he is a grocer who lives in [32: Sheep
a young woman's voice, and it seems to be coming from
Fields] and that he was here to deliver some goods that have
inside a house built on top of a rock block.
been ordered.
If PCs shout, “Who's there?” there will be no response.
If PCs ask about the house's residents, he will tell them
If PCs try to fly to the house, they will be blocked by some
that three runefolk sisters named Cirie, Zela, and Fin live
invisible magic barrier on the way.
there. He will also tell them that they are long-time
This barrier can be destroyed. Use stats for Brick Wall
customers of the house.
structure from CR III page 92. Two rounds after they start
If PCs ask him how to get into the house, he will tell
to attack the barrier, three runefolk girls (Cirie, Zela, and
them that if they blow into the whistle under the house,
Fin) will appear from inside the house and warn them to
Cirie will come out and help them lower the rock.
stop. If PCs do not heed this warning, Cirie and her sisters
However, he will tell them that this whistle is a special one
will attack them.
that he got from the runefolk sisters. The whistle Hans is
If PCs stop attacking, girls will disappear straight into
holding is “Belsen's House Caller”.
the house. If PCs ask a question or ask to be let into the
Once PCs get the information from Hans, they will earn
house, they will tell them, “We cannot invite strangers into
our house.” 2★.
48
[17+] (R) B ARBAROUS R AID (+★★★/UP TO 5 As PCs leave, Cirie will ask, “If you see Mr. Belsen
TIMES) anywhere, please tell him that Cirie and the others are
Shouts and screams echoed around. The barbarous are waiting for him at home.”
attacking a house on a rock, and three runefolk women are
fighting them. Some of the barbarous will spot PCs and
attack them. If barbarous are defeated, PCs will gain 3★.
If the PCs are not yet acquainted with Cirie and the
others, refer to the “Sortie of Three Sisters” event.
If the PCs hadn't met Cirie yet, Cirie would ask, “Who
are you? Where did you get that whistle?” If PCs replay
that they got it from Belsen, then she will say, “From
master! So, you are guests of the master. I see” she will say
the password and send one of the rocks down for them.
Once PCs get on the rock, go to “1. Home of Three
Runefolk Sisters”.
In addition, if Cirie and the others previously
considered PCs to be an enemy, this event will help clear
up the misunderstanding. In any case, if PCs can visit the
house, go to “1. Home of Three Runefolk Sisters”.
49
QUEST : R UNEFOLK 'S M ESSAGE will defeat and destroy the Witch. Please sink this spinning
Meet Belsen and give him Cirie's message! When PCs wheel into the Mirror Pond... Please save her. Please…” she
says, bowing her head with a painful look. Then the woman
deliver the message to Belsen, they will get 3★.
disappears.
If PCs sink the Wheel of Life into the Mirror Pond, go
Also, Cirie will give PCs a whistle called “Belsen's
to “Anomala's Legacy.”
House Caller.” By blowing this whistle under the house,
PCs can visit the runefolk sisters' house at any time. In this
house, PCs can eat and rest. Anomala’s Legacy
If PCs have Belsen's Letter and want to show it to Cirie The Wheel of Life will melt and disappear when
and her friends, go to “Sister’s Decision.” submerged in the Mirror Pond.
Soon, Anomala will become reflected in the water.
Sister’s Decision Anomala will turn around as if she has noticed the PCs,
smile sadly and say in arcana, “I've been dreading this day
Cirie and the others who read Belsen's letter will say,
“All right. If it's your decision, we'll follow it,” handing PCs
for a long time, anticipating it. Please forgive me for my
the Wheel of Life.
weakness, forcing you to do what I had to do.” She then
will hold out the sheathed sword in her and will hand it to
What do PCs want to do with the Wheel of Life?
the PCs.
If they stop it, go to “Stopping the Wheel of Life.”
If they turn the wheel in the right direction, go to
“Please use this magical sword. It's the only blade that
“Turning the Wheel of Life.”
can cut the thread of life of my best friend, poor Mag, who
If they turn the wheel in the opposite direction, go to
desired eternity and has been taken captive by Metissier,
“Turn the Wheel of Life in the Opposite Direction.”
the God of Immortality. Please kill her with this sword.
This is the only way to save her, but I did not dare to do
it… Thank you”
Stopping the Wheel of Life Anomala will get the magical sword from the pond, give
When the Wheel of Life is stopped, its magic effect on it to the PCs, and say, “If you have any time left at all, please
Belsen, Cirie, Zela, and Fin is cut off. Thereafter, Belsen tell her that Anomala Hamesgadaras loved her very
and the others will naturally age from now on. much...” and Anomala will bow deeply and then disappear.
The magic sword has one problem: it cannot be
Turning the Wheel of Life removed from its sheath. On the scabbard is written in
PCs are subject to the effects of the Wheel of Life. arcana, “The children of light in the trees will guide you.”
Thereafter, PCs do not age and will not die of old age.
However, if their HP drops below 0 and they fail Death
Check, they die.
50
what they thought was a swamp turns out to be a field of
34 THE UPSIDE DOWN SWAMP flowers.
Sprites jump out from the flower garden, tugging on the
hair and pinching the cheeks of the intruders and sprinkling
magic powder. PCs need to make a Willpower save (TN
20). They take a penalty to save equal to their Fairyland
Assimilation Level. If PC fails, roll a 1d and consult with
Fairy Pranks Table A (p. 117) to determine the effect.
51
About Identity of the Mysterious Frog
This frog is a Tree Frog. Tree Frog is the transformed
version of the Statue of Tree Frog.
statue
Category
(Rank)
with
24 Sword SS
Black and
white
stripes
Summary
down. Civ.
52
35 STARRY STAGE attempt to make PCs part of their macabre dance.
Defeating the zombies earns PCs 2 ★.
53
DRINKING U NDER THE STARS meaning of these words, Belsen will not answer, he will just
say, “Discerning the truth is not something that can be
The liquor in the bottle is quite cheap, but it will not taught.”
cause problems for PCs. As the drinking begins, the tabbit
introduces himself, “My name is Belsen. Nice to meet If PCs tell him they’re going to defeat enemies other
you.”. Belsen is an artificer and carries a large magisphere than the Witch and the Fairy King, Belsen will say, “Oh, I
with him. On what he is doing in Fairyland, Belsen will see. But I don't think I can help you with that. I wish you
reply, “Traveling.” If PCs have received the “Quest: good luck,” and will raise his cup. If PCs ask him what kind
Runefolk Message” and pass on the message from Cirie of enemy he can help them with, he will say, “I'm not a
and the others, Belsen will say, “Oh, I see. They're still tabbit enough to tell you that. You'll have to find out for
waiting for me?” Belsen will get dizzy and smile, “There yourself”.
was a place where I could call home.” Then he will ask PCs,
“I'm sorry, but if you ever see them again, tell them to wait 1tb will pass while drinking with Belsen. Eventually,
a little longer because I'll be back when I find the answer to Belsen will say, “I'd better get going,” and will stand up, “It's
the problem I'm working on.” been a long time since I've had so much fun. Thank you.”
If PCs say that they would like to see him again, he will
QUEST B ELSEN'S MESSAGE reply, “If you come here, maybe we can meet again.”
PCs must pass on Belsen's message to Cirie and the Then, Belsen will build a Manabike with [Automobile]
others at [33: Little House in the Sky]. Once they have spell and will drive away. Thereafter, PCs will not be able
delivered the message, they will receive 3★. to meet Belsen at [35: Starry Stage] until at least 1 day (6tb)
has passed.
Belsen doesn't like to talk about himself too much, and
when PCs ask him questions, he will try to get away from Belsen's Confession
answering them with “Well, I don't know.” But after some When the PCs announce their decision, Belsen will say,
time, he will ask them, “Do you think you could throw your “I see. Then take this with you,” handing the PCs “Belsen's
life away to save this world?” Letter.” This letter is addressed to Cirie and the others in
If PCs answer positively, he will say, “I see. That's great. [33: Little House in the Sky]. The letter says, “Give Wheel
I don't have that kind of courage,” and will laugh. “Let me Life to whoever brings this letter.”
know if you ever find an enemy you need to defeat. I might In addition, Belsen will reveal: “Important Information:
be able to help you.” About Fairyland 1. Legend / 2. Anomala / 3. Secret / 4.
If PCs answer negatively, he will say, “That's true,” and Truth /5. Truth about Anomala” (see p. 122), “Important
will lean back to drink. Information: About the Witch. 1. Existence / 2. Secret / 3.
If PCs know “Important Information: About the Witch Sealing” (see p. 124), and “Important Information: About
1. Existence/2. Secret” (see p. 124) and “Important Anomala's Legacy 1. Existence / 2. Hints / 3. How to Get
Information: About Anomala's Legacy 1. Existence/2. It” (see p. 123).
Hints” (see p. 123) and say to Belsen that they want to He will add, “However, the Witch is sealed in the Fairy
defeat the Witch go to Belsen’s Confession (see below). King's castle in the night world. However, it's not just a
matter of going to the castle at night. I don't know the
If PCs know “Important Information: About the Fairy details”.
King 1. Location / 2. Official Information / 3. Secret “ (see Finally, Belsen will say, “I didn't dare to stop the Wheel
p. 122) and wish to defeat the Fairy King, they may confide of Life to defeat the witch, so I'll leave it to you. The fate of
with Belsen. the world and my life is in your hands. I'm sure you can do
In that case, Belsen will say, “Defeat the Fairy King? this, adventurers”. Then he summons a Manabike with
Apparently, you still can't see the truth. You must find out [Automobile] spell and will say, “See you later. Don't die.”.
what is right and what is wrong.”. If PCs ask him about the Then he will leave.
54
36 RED RIVER DOOM will attack PCs. Defeating
it will earn 2★.
A tiny Buckbaird (see CR II, p.
295) pops out of the box and
11+ grows bigger! 1 x Buckbaird will
attack PCs. Defeating it will earn
2★.
Box contains an item; roll a 1d to determine the
type, then another 1d and consult with the
designated table.
Magic Material Search Table (see
3 1–2
p. 114)
–
Bone Material Search Table (see
4 3–4
p. 114)
5 Other Search Table (see p. 114)
Fairy ore Search Table (see p.
6
114)
5- Someone See “Who's Sleeping in the Box?”
6 asleep for more information.
55
Gnome will appear after normal events and will give PCs 1
x Gnome's Gem as a reward. For more information on 3: UNDERGROUND
Gnome's Gem, see “About Fairy’s Gem” (see p. 125). The slope of the river is getting steeper and steeper. If
they want to continue on, go to “4: Secrets of Red River”.
[17+] (R) L ARGE SAND STREAM In other cases, go back to the [36: Red River].
Roll a 2d. If the result is 7 or more, nothing will happen.
If it is less than 6 or equal, the earth will rumble, and a 4: SECRETS OF R ED R IVER +★★★
tsunami of sand will come rushing in with tremendous Eventually, the slope of the river becomes much
force. There is no escape; the PCs will be swallowed by the steeper. The flow of sand becomes so fast that there is no
sand and swept away. They need to make Fortitude save way to turn back. The boat lost its control and swayed like
(TN 20). If they fail, they will take 2d+10 points of magical a leaf as it sailed down the sandy river through the dark
earth-type damage; if they succeed, the damage will be cave. Soon, the current ease, the slope becomes gentle, and
halved (rounded up). PCs will find themself in a different the boat comes to a standstill.
location than before. Determine the section to move PCs found themselves in the lake of red sand that had
randomly from among the adjacent area sections. formed beneath the earth. They discover something
glowing dimly on the shore of the lake. As they get closer,
[ALWAYS] (R) E NEMIES IN THE SAND (+★★/UP TO 10 they see a two-meter-tall tower made of yellow crystal, with
TIMES) a magic circle drawn around the tower shining dimly.
Roll a 2d. If the roll is 7 or higher, nothing happens; if If PCs are holding Earth Concentrate, the crystal tower
the roll is 6 or lower, PCs will encounter barbarous, which and Earth Concentrate will shine and resonate, making a
are running in a boat on the sand. The barbarous will bell-like sound. If PCs step into the magic circle with Earth
scream and attack PCs when they see them. Defeating Concentrate, one Earth Concentrate will be sucked into the
barbarous earns PCs 2★. crystal tower and absorbed into it. At the same moment,
the crystal tower will emit a yellow light with a violent
shudder. PCs will feel the mana filling their surroundings.
Enemy Determination Table At the same time, the light envelops them. Before they
Av. Adventurer Level Barbarous know it, they are standing on the banks of the [36: Red
Number of PC x Redcap River].
4 or less
(see CR I: p. 439-452) PCs need to record that they have unsealed Earth
Half number of PC
Crystal Tower and gain 3★.
(rounded up) x
5–7
Androscorpion (see CR
If PCs do not have the Earth Concentrate, they must
II, p. 244)
find a way to the surface. With a successful Search check
Half number of PC
(TN 12), they will find the exit to the surface and can return
(rounded up) x
8 – 10 to the banks of the Red River. Thereafter, they can also use
Caesarscorpion (see CR
this entrance and exit to come back to this place.
II, p. 249)
Number of PC x Ogre
11 – 13 Berserker (see CR III p.
302)
1 x Drake Count (see CR
14+
III, p. 259-260)
2: DOWNSTREAM OF R ED R IVER
As PCs headed downstream, the river of sand
eventually flows into a large cave in the earth. The slope of
the hole is gentle, so it seems possible to use the boat for
swimming there. However, 1tb will pass when PCs enter
the cave.
If PCs want to enter the cave, go to “3: Underground”.
56
41 LABYRINTH OF THE SUN, character fails, they become ill, and their HP will be
reduced by -1 point per 1tb. Each “morning” target can
MOON, AND STARS make the same Fortitude check ending with effect on
success. The lowered HP will be restored by +1 point every
1tb after the disease is cured.
DISEASE CHECK
This check is a Fortitude check with TN = Disease
Toxicity Value). If successful, there is no effect. If the
57
[ALWAYS] (R) GOING DOWN THE STAIRS If PCs solve this puzzle, they will receive 3★.
The stairs lead to the darkness of the basement.
If PCs want to go down the stairs, go to the (Entrance)
“Underground Labyrinth.”
▽ ▽ ☆ ☆
Underground Labyrinth ▽ ☆ ◎ ☆
Going down the stairs, PCs will eventually come to a ☆ ☆ ◎ ▽
large basement. The floor of the basement is divided into
16 blocks (4x4), and each block is marked with a sign of ▽ ◎ ☆ ☆
either “sun,” “moon,” or “star.” There is a door at the back (End)
of the room, and there is a lever on the wall next to the
door. Deepest Labyrinth (+★★)
If PCs can break through the traps on the floor, they After passing through the door, PCs enter a small room.
can go through the door at the back of the room to the There is (Sword) Ogre Warlord (see CR III, p. 255) in the
deepest part of the labyrinth. The door is marked with a room. When the Ogre Warlord sees the PCs, he will draw
sign that reads in barbaric, “Open and die.” his weapon and prepare himself. If PCs escape the puzzle
If PCs open the back door after solving the puzzle, then room, Ogre Warlord will pull the lever by the door to
go to the “Deepest Labyrinth.” activate the puzzle once again. Defeating the Ogre Warlord
will earn PCs 2★.
L ABYRINTHINE M ECHANISM (+★★★/ONLY THE FIRST
TIME )
Enemy Determination Table
The floor of the basement is divided into 16 blocks
1 x (Sword) Ogre Warlord (see CR III, p.
(4X4), and each block is marked with a symbol of the sun 1 PC
255)
(◎), the moon (▽), or the star (☆). The arrangement of the 2–3
blocks is shown in the figure below. + 2 x Ogre Berserker (see CR III p. 302)
PCs
From the entrance, PCs can move to any of the four
4–5
blocks in the “▽▽☆☆” row. From the top of each block, + 2 x Succubus (see CR III, p. 254)
PCs
they can move to any of the four adjacent blocks
horizontally and vertically. They cannot move diagonally. After defeating the Ogre Warlord, PCs can explore the
If PCs move to the “Sun (◎)” block, the “Moon (▽)” room by making a Search check (TN 15). They’ll find a
blocks will disappear. Similarly, if they move to the block hidden door at the back of the room if they succeed. When
of the “Moon (▽)” block, “Star (☆)” blocks will disappear, they open the hidden door, they'll find a narrow space with
and if they move to the “Star (☆)” blocks, “Sun (◎)” blocks three Gnomes (see CR III: p. 380-394), who will say that
will disappear. they came to retrieve the earthen fairy treasure from the
All other blocks will return to their original state. labyrinth when the Ogre Warlord came, and gnomes had
If PCs look down from the disappearing block, they will to hid and stuck here. Gnomes will give PCs 1 x Earth
see a floor 10 meters deep. If they fall, they will take 30 Concentrate and 1d x Fertile Earth (2000G/Green S) as a
points of damage. reward for defeating the barbarous.
To solve this puzzle, they need to go through to the end If the barbarous in this room were wiped out, they
of the room. There is a door at the back of the room, with would no longer appear in the “Very Dirty Room” event in
a lever on the wall next to that door. Lowering the lever will [41: Labyrinth of the Sun, Moon, and Stars], and PCs
release the trap on the floor and make it deactivated. would be able to take a well-deserved rest in that room.
If PCs open the door, then go to the “Deepest
Labyrinth” (see p. 89).
58
42 FROZEN SEA Frau's Order List
1d Food
1 Walnut and Grape Bread
2 Sweet Tangerine Mousse
3–4 Honey Apple Pie
5 Strawberry Fluffy Muffins
6 Honey-Dipped Pear Cream Cake
QUEST : F RAU'S E RRAND
PCs need to buy five dishes that Frau ordered and go
back. When they return after buying the food, Frau will
appear. After giving them dishes, PCs will earn 2★. They
will also reward PCs 1 x Frau's Gem and an Ice Compass.
Frau will tell PCs that if they follow Ice Compass, they will
be able to reach Mimir. For more information on Frau's
Gem, see “About Fairy's Gems” (see p. 125).
59
1. ICE THRONE +★★
The ice field is lined with countless pillars of ice.
Walking between them, PCs found a huge ice throne
carved out of an iceberg, on which sits (Sword) Mimir (see
p. 139).
Mimir respects strength. If PCs want to get information
out of Mimir or make some deal with him, they need to
show they are. Mimir will ask them to compare skills with
the Skadi (see CR III, p. 309) that is near him.
If PCs want to have a skill competition with Skadi, see
“6) Skill Competition with Skadi” (see p. 113) in “Common
Events: Fairy Games.”
If the PCs win the game against Skadi, Mimir will
respect them and will answer the PCs' questions. Mimir
knows what is in the “Mimir's Table of Information.”
Adventure
Information
Completion
1 5% Jinn is at [24: Cape of Clouds]
2 5% Skadi is at [25: Frozen Mountains].
3 5% Efreet is in [43: The Flame Pit].
Titan is in [51: The Forest of Giant
4 5%
Trees].
The bell tower of Mimir is guarded
5 10%
by many Undines.
Important Information: About
Fairyland: 1. Legend / 2. Anomala /
6 15% 3. Secret / 4. Truth / 5. Truth about
Anomala (see p. 122) + ★★★
Important Information: About
Fairy the King 1. Located / 2.
7 15% Official Information/ 3. Secret / 4.
Truth (see p. 122) +★★★
Important Information: About the
Fairy King 1. Location / 2. Official
Information / 3. Secret / 4. Truth /
8 20% 5. Awakening the Fairy King (but
will not tell Fairy King's name)” (see
p. 122). +★★
60
43 THE FLAME PIT Poppin's Table of Information
You can choose any information at random.
1 There are Dragon Zombies in the snowy mountains.
2 On a stage filled with starry skies, Dunae is dancing.
I met two women at the covered bridge, but they
3
ignored me.
4 There was a strange frog in the upturned swamp.
In a house that floated in the sky, there live three
5
beautiful runefolk sisters.
I attended a party of fairies and received Fairy Wine
6
and Fairy Dust.
7 At the top of the fire-breathing tower lives Einsel.
At the end of the cave, where the river of sand flows
8
in, there is a tower of agate-colored crystals.
When I dropped the ring in a clean pond with no
9 waves, the image of the person who gave me a ring
was visible for a while.
61
[14 – 16] E INSEL, SYLPH AND UNDINE +★★ If Einsel has promised to pick PCs up if they call her,
Einsel (see p. 139), Sylph (see CR II, p. 309), and she will appear from the hole when PCs call her. If they ask
Undine (see CR II, p. 307) are arguing beside the hole. A Einsel, they can safely go down to the bottom of the hole.
passing Grassrunner told them they were beautiful, but they Once PCs reach the bottom of the hole, go to “1:
argued over who was the most beautiful. If the fairies find Efreet's Dwelling Place”.
PCs, they ask, “Who's the prettiest?”
62
44 MIRROR POND [11 – 13] F ROM B EYOND THE R EEDS (3)
With a thud, the earth rumbled, and a swarm of giant
bulbous things came rushing in. There are too many of
them, and they are too quick to move away. PCs get
bounced around and take 2d+10 points of physical
damage. The next thing PCs know, they're somewhere else.
Roll a 2d and see Fairy Pranks Table D (see p. 117).
63
By the Mirror Pond of two months ago. If PCs sink an item that has been away
PCs arrive at the edge of the pond. The pond's surface from a person for a long time, the item will not dissolve,
still reflects the light like a mirror, without a single wave. To and the mirror pond will not react. The person's image on
search around, they need to make a Search check (TN 10). the surface of the water will disappear after about 5 rounds
If they succeed, they’ll find a vial of parchment on the grass (30 seconds).
by the pond. The vial is not trapped and can be opened If PCs have Emma's handkerchief or Emma's hat and
without difficulty. The parchment says in Magitech, “This they want to put it into the pond, go to “Emma in Mirror
pond holds the magic power to reflect the owner of an item Pond.”
dissolved in water. However, if the item has been out of the
owner's possession for a long time, there is no effect.” E MMA IN M IRROR P OND +★★
If PCs submerge something other than themselves in A submerged item will dissolve and will be lost.
the pond, the item will dissolve into the water and Eventually, the figure of a human woman floats to the
disappear. Eventually, the image of the person using the surface. She has orange hair and is sitting on the bank of a
item will appear on the water's surface. If they observe, they stream with pure white lilies blooming, holding her knees.
can also see the person's surroundings. However, the item Her expression is tranquil, as if she is dreaming, staring
to be sunk must have been used by the person a maximum blankly into the void.
64
Valley of White Lilies] no matter what others will say to [17+] (R) DREAM OF L ILIES (2)
them. The same event will occur as in “Dream of Lilies (1)”.
If the PCs and Leanan Sidhe get into combat, use rules
for “Bloody Temptation” for the affected PC. [ALWAYS] (R) T HE GARDEN OF L ILIES
The fog and scent of flowers are getting thicker and
[11 – 13] (R) B LOODSUCKING M ONSTER (+★★/UP TO thicker.
5 TIMES) If PCs want to turn back, they can travel to a different
From behind the blooming lilies, the Blood Sucker (see section.
CR II, p. 279) wanders into view. Blood Suckers will attack If they want to go further, go to the banks of “By The
PCs for their blood. Defeating the Blood Sucker will earn Creek.”
PCs 2★.
B Y T HE CREEK +★★ / F IRST TIME ONLY
Enemy Determination Table On the bank of the creek, PCs see a young human
1–5 Number of PCs x Blood Sucker (see CR II, woman with orange hair sit with her knees in her arms,
PCs p. 279) gazing blankly into the void.
If PCs have already rescued a woman, there is no one
here.
[14 – 16] (R) B EAUTIFUL WOMAN B LOCKING THE If PCs don't have Fairy Invisibility Potion, go to [1:
WAY (+★★/UP TO 5 TIMES) Encounter with the Mistress].
A beautiful woman with pale skin is standing on PC's If PCs want to use Fairy Invisibility Potion, go to [2:
path. She will say, “This valley is a garden for my master's Infiltrating the Lily Garden].
use only. Please, leave. If you do not, please be prepared
to face the consequences.” The woman is Leanan Sidhe
Assassin (see CR III, p. 257). If PCs do not leave, the 1. ENCOUNTER WITH THE MISTRESS
Leanan Sidhe Assassin will attack after another warning.
Regardless of the number of PCs, only 1 x Leanan Sidhe
(+★★★★)
Assassin will be present. If combat occurs, roll a 1d and As PCs are about to call out to the woman, they hear a
consult with the Leanan Sidhe Assassin Class Table to lustrous woman's voice saying, “Please wait.” When PCs
determine the Class and Combat Feats the Leanan Sidhe turn around to sound, they see a mysterious woman in a
Assassin has mastered. green dress standing behind them.
If PCs ask about the “master” of Leanan Sidhe This woman is Vampire Lily, the mistress of the Valley
Assassin, she will reply that she is not allowed to answer that of the Lilies, Deanna Rafida. Deanna will say, “The woman
question. The Leanan Sidhe Assassin will not answer any is in a happy dream, and it would be rude to wake her up.”
of the PCs’ questions and will continue to demand that they If PCs try to force the woman to wake up, Deanna will
leave no matter what they say. stop them and warn, “I am telling you to stop. The dreamer
If PCs defeat Leanan Sidhe Assassin, they will gain 2★. in this valley is under my protection. The one who dreams
Leanan Sidhe Assassin Class Table in this valley is under my protection, and if you want to
1d Class awaken them, I'll have to deal with you.”
Classes: Conjurer 13 (Magic Power 18), Sorcerer 10 If PCs ignore this warning, Vampire Lily will attack
(Magic Power 15) them. If combat occurs, roll a 1d and consult the Leanan
1 Sidhe Assassin Class Table to determine the Class and
Combat Feats: [Metamagic/Targets],
– Combat Feats the Leanan Sidhe Assassin has mastered.
[Metamagic/Distance], [Guided Magic], [Magic
2 If PCs defeat (Sword) Vampire Lily, they will get 4★.
Convergence], [Magic Control], [Hawk Eye],
[Powerful Magic].
Classes: Artificer 13 (Magic Power 17), Marksman 13 Enemy Determination Table
Combat Feats: [Precise Shot], [Hawk Eye], [Weapon 1–3 1 x (Sword) Vampire Lily (see p. 138), 1 x
3 Proficiency /gun], [Weapon Proficiency II/Gun], PCs Leanan Sidhe Assassin
– [Pinpoint Attack], [Pinpoint Attack Mouth], [Evasive 4–5
+ 2 x Lesser Vampire
4 Maneuvers]. PCs
New Stats and Weapon: Carnage, Accuracy 22 (29),
Extra Damage +24, Evasion 21 (28). If PCs want to rescue a woman peacefully, go to
Classes: Grappler 13, Enhancer 13 “Negotiating with Vampire Lily” (see p. 74).
Combat Feats: [Weapon Proficiency/Wrestling],
[Throw Attack], [Chain Attack], [Improved Throw], Negotiating with Vampire Lily
[Trample], [Nerve Strike], [Pinpoint Attack], [Pinpoint
If PCs want to save a woman, Deanna may offer, “You
Attack II], [Counter Pinpoint Attack], [Counter],
5- may make take her, if you do what I ask.” Deanna's request
[Battle Master].
6 is to free her sister, Sheila Rafida, who is trapped in [46:
Techniques: [Gazelle Feet], [Cat's Eye], [Strong Grand Temple]. Deanna will say, “The Grand Temple is
Blood], [Beetleskin], [Bear Muscle], [Meditation], warded by Asteria, but that shouldn't be a problem for you,
[Giant Arms], [Daemonfinger], [Recovery], [Kraken humanoids”.
Stability].
New Stats: Accuracy 23 (30) and Damage 2d+17
65
QUEST : F REE SHEILA allies will attack PCs, the insolent sanctuary intruders,
PCs need to free Sheila Rafida, the Vampire Lily without mercy.
enclosed in [46: Grand Temple]. However, even if they In the case of a battle, use the Enemy Determination
Table in “1. Encounter with the Mistress” to determine the
succeed in freeing Sheila, they will not earn any ★. After
enemies.
releasing Sheila, PCs need to come back to [45: The Valley
of White Lilies], and they will automatically encounter two If PCs defeat (Sword) Vampire Lily, they will get 4★.
(Swords) Vampire Lily, Deanna, and Sheila. They will In any case, if PCs want to proceed to the back of the
hand over dreaming women to PCs as promised. temple, go to “Behind the Metissier Temple.”
66
46 GRAND TEMPLE If PCs want to go underground, go to “2. Grand
Temple's Basement”.
67
Jii's Suggestion +★★★
When Jii hears what has happened, he will say, “Then
you should look for a potion called Fairy Invisibility Potion.
If you use it, you will be invisible to the evil ones. It will
make it easier for you to rescue the girl.” Also, Jii can say,
“Vampire Lily doesn't care what happens to a single human
woman. It's a trivial matter for them. If you use the potion,
she won't be able to track you down”. The Fairy Invisibility
Potion (see p. 125) seems to have Pixie of Flower Garden
Maze (see p. 139), but Jii doesn’t know where the maze is.
68
51 THE FOREST OF GIANT TREES If PCs win, they will receive Dryad's Gem. For more
information about Dryad's Gem, see “About Fairy's Gem”
(see p. 125).
69
GIANT T REE SQUARE Titan's Table of Information
Each piece of information will become available as PCs
PCs can hear a gentle singing voice. Guided by the Adventure Completion has reached the specified value.
voice, PCs arrive at the base of a huge, sky-scraping tree.
In the open space in front of the great tree, Dryad (see Adventure Information
CR III, p. 307) and Gnome (see CR III, p. 306) are playing Completion
various instruments, and the (Sword) Titan (see p. 139) is 1 5% Jinn is at [24: Cape of Clouds]
singing to their tunes. The chorus of Swarm of Muryans
Skadi is at [25: Frozen
(see CR III, p. 303) colors it. Around them, the forest 2 5%
Mountains].
animals and mythical beasts such as Pooka (see CR II, p.
3 5% Mimir is in the [42: Frozen Sea].
297), Pegasus (see CR II, p. 298), and Unicorn (see CR II,
4 5% Efreet is in [43: The Flame Pit].
p. 301) are listening to Titan's song.
When the song ends, the Titan turns to the PCs and The Titan Bell Tower is guarded
5 10%
says, “If you heard the song, I'd like to hear one of your by the Alchemy Tooth.
compliments.”. About the Crown of the Fairy
6 15%
The Titan will listen to PCs calmly as long as PCs do King 1. Legend (see p. 123) +★
not act hostile or rude. However, if they try to get Important Information: About
information or make a deal with the Titan, she will say, “I Fairyland: 1. Legend / 2.
7 15% Anomala / 3. Secret (see p. 122)
can't do this for free. You have to do me a favor.” Titan's
request is to find a grassrunner named Poppin' Bobbin' and + ★★
bring him to her. According to Titan, Poppin is an excellent “Important Information: About
minstrel who had visited this place only once. “I want to Fairy the King 1. Located / 2.
hear his voice again,” Titan will say. Poppin wanders all 8 15% Official Information/ 3. Secret
over Fairyland, so it is impossible to catch him unless PCs (see p. 122) +★★
happen to run into him somewhere. Important Information: About
9 20% the Witch. 1. Existence (see p.
QUEST : F IND P OPPIN
124) +★
PCs need to bring Poppin' Bobbin' to [51: The Forest The Song of the Hiccup Frog (see
of Giant Trees]! If they meet Poppin' Bobbin' anywhere, he 10 20%
below) +★★★
will accompany them regardless of the section. If they bring
Poppin to Titan, they will earn 3★. Once PCs have brought
Poppin to this section, refer to “Poppin's Song and Titan's After Titan tells PCs information from 6 to 9, Titan will
Thanks.” tell them that Mimir and Efreet might be more familiar with
that kind of thing.
If PCs have already brought Poppin to Titan, they can If PCs ask her for help in defeating the witch, Titan will
ask her some questions. For Titan's information, refer to give them Titan's Gem. For more information on Titan's
the “Titan's Table of Information” in “Poppin's Song and Gem, see “About Fairy's Gems” (see p. 125).
Titan's Thanks” see p. 70).
Note that if PCs have food from Lana's Restaurant, the T HE SONG OF THE H ICCUP F ROG
Titans will ask for it. If they give her the food, she will Titan will say that she learned this song from the Fairy
reward PCs 1 Earth Concentrate. However, PCs can only King.
get one Earth Concentrate from Titan. In addition, if PCs
continue to give her food, she will thank them again and King, king, loves his puns,
give PCs either 1 Fairy Wine (see p. 156) or 1 Fairy Dust Even a frog turns over with a fun.
(see p. 156), whichever they prefer. If frogs turn over, fairies follow through,
The sky and sun will be upside down too.
Poppin's Song and Titan's Thanks +★★★ King, king, loves his puns,
When PCs bring Poppin here, Titan is delighted to see From a play on words, all are undone.
him and asks him to perform a song for her as soon as Let's laugh and turn the world around,
possible. Poppin sings a lovely song. All fairies listen to him With puns, the king's joy can be found.
and applaud him afterward.
The Titan will thank PCs. She rewards them a 1 x Earth
Concentrate and a copy of the “Rider's Song/Unicorn.” She
also promises that she will spare no effort to help them.
The Titan knows the information in the Titan's Table of
Information and will answer PCs if they ask a relevant
question. However, if they ask her any other questions, she
will say, “Hmm. I'm sorry, but I don't know.”
70
52 TREE OF BIRDCAGES make Evasion checks (TN 16). If they fail, the falling
objects will hit them and will deal 2d+15 points of physical
damage. Afterward, a Deela Harpy (see CR I: p. 468-484)
will come down saying in arcana, “I’m sorry. I got the
password wrong again”. Deela Harpy will try to fly away,
collecting things scattered around - mainly books. If PCs
want to talk to Deela Harpy, go to the “Birdcage Dwellers”
event.
71
Release the Brownie or “2) Ask to Read Books”, she will
agree to make only one of those two requests. If PCs ask
her to show them books, she will ask them to help with
“Quest: Get Dulles Manuscript” after seeing the books.
72
53 FIRE PILLAR TOWER If PCs advance into the room, DOOM will attack them.
However, if PCs are fairy for some reason (like a fairy
prank), DOOM will ignore them.
Defeating a DOOM earns PCs 2★.
73
Door from Upper Level to Top Level Salamander used to live here with an artificer named
To Spot: Search check (TN 13) / Spot Trap Dulles, but Dulles died about four hundred years ago, and
check (TN 17) since then, they have been living here, tending to the magic
To Disable: Disable Device check (TN 15) device that Dulles built.
Slipping Scudel and the others don’t know in detail what this
Trap Effect: Everyone around the door will fall
Trap magic device was built for. All they knew was that Dulles
into a hole in the floor and be moved to a lower
level; they will fall 30 meters and receive 90 had told them that it was necessary for the maintenance of
points of falling damage. Fairyland. That's why they continued to maintain the magic
Key Pick a Lock: Disable Device check (TN 13) device after Dulles' death.
In the room, there are several books left by Dulles.
Some of them were written by Dulles. Scudel will allow PCs
T OP L EVEL to examine the books. The books are all written in
The circular room's center has a 1 x War DOOM (see magitech, and Scudel and her friends can't read them.
CR II, p. 293) and 2 x Queen DOOM (see CR I: p. 462- If PCs want to examine books, they need to do a
468). When PCs step into the room, they will hear a male Literature check (TN 13). If successful, they will be able to
voice in magitech warning them, “Leave. If you don't, we'll read some of the important information in Dulles' books.
attack you”. For information on what Dulles left behind, see “Dulles's
If PCs succeed in Monster Knowledge against War Legacy”.
DOOM and Queen DOOM, their respective reputations, If PCs have taken “Quest: Get the Dulles Manuscript”,
then they will discover that constructs are broken and have they will find the Dulles Manuscript regardless of whether
already stopped functioning. or not they pass the Literature check. The manuscript is an
Therefore, if PCs step into a room, constructs will not anthology of poems popular during the time of the Al
attack. Menace era, collected by Dulles as a hobby, and is not
However, on the floor in the back half of the room useful for PCs’ adventures. Scudel will allow PCs to take
(behind War DOOM), a magic trap will trigger as PCs walk the Dulles Manuscript with them because she “can’t read it
there. If PCs try to go there, they need to do (or GM for anyway”.
them) a Danger Sense check (TN 20). If they succeed, they Note that if PCs have food from “Lana's Restaurant”,
will feel some danger and stop. After that, if PCs use a spell Scudel will be interested in it. If they give her the dish,
that can detect magic, such as [Sense Magic] or [Mana Scudel will give only a first time in return 1 x Fire
Search], they will find that the floor is covered with magic. Concentrate. She will give Fire Concentrate only one time.
This trap cannot be found with a Search check. If PCs continue to give her food, Scudel will thank them
If PCs step onto a trapped floor, a [Grenade] with a and will give them 1 x Fairy Dust (see p. 125).
success value of 17 and a Magic Power of 10 (see CR I: p.
269-278) will explode. This [Grenade] has a range of half PCs can rest in this room. When PCs leave this room,
of the room at the back. Scudel will say, “Come again,” and will give them the Key
to the Fire Pillar Tower. With this key, PCs can unlock all
the doors and traps in the Fire Pillar Tower; with it, they
2. ARTIFICER'S ROOM +★★/FIRST TIME will not be attacked by DOOMs on lower levels.
ONLY
At the far end of the Top Level, there is a sturdy- Dulles' Will
looking steel door. The door reads in magitech and arcana: Dulles was an artificer from the Al Menas era. One day,
“Room of artificer Dulles. Do not enter without while investigating what he thought were ruins from the
permission.”. Durandal era, he accidentally triggered a transmigration
There is no trap in the door. However, it is locked. The magic circle, which brought him to Fairyland. Since then,
door can be unlocked by successfully making a Disable Dulles has continued his research to escape Fairyland, and
Device check (TN 14). in results of his research can be found such information as
When PCs enter the room, go to “Friends of Dulles.” “Important Information: About Fairyland: 1. Legend / 2.
Anomala / 3. Secret” (see p. 122), “Important Information:
About the Fairy King 1. Location / 2. Official Information
F RIENDS OF DULLES
/ 3. Secret” (see p. 122).
On the other side of the door is a large circular room.
In the course of these studies, Dulles met a Cait Sith
In the center of the room, there is a huge magic device
Emiko, who told them that the magic that maintains
making rumbling sounds, and through a window in the
Fairyland is a mirage created by the bells of the magic bell
magic device, PCs can see the bright red fire burning inside.
towers visible in the sky on all sides. However, since
The fire erupting from the top of the tower seems to be
Fairyland has been isolated from the Raxia world by
caused by this magic device.
Anomala, the supply of mana to the bells of Fairyland has
1 x (Sword) Einsel (see p. 139) and 3 Salamander (see
been cut off, and the mana stored in the bells is being
CR II, p. 308) are beside the magic device.
depleted. Emiko said Fairyland would truly disappear when
When Einsel sees the PCs enter, she will ask, “Huh?
the bells ran out of mana.
Visitors?” Salamanders will look alarmed and will take a
During his long stay in Fairyland, Dulles, who had
protective stance over Einsel.
become friends with the fairies living there and the
If PCs are friendly, Salamanders will drop their guard.
wanderers and their ancestors, decided to build a new Bell
Einsel will call herself Scudel. It seems that Scudel and
74
of Fairyland to stop the disappearance of Fairyland. After a
long process of research, he created a magic device - the
Fairy Ore Furnace. By melting six different kinds of “Fairy
Ore” in this furnace, [Fairyland Bell] could be cast.
However, this would cost an enormous amount of mana.
The cost of casting this spell was unacceptable to Fairyland,
which was on the verge of disappearance due to the
depletion of mana. Knowing this, Dulles decided to take
the time to store mana in the blast furnaces. Fortunately,
Dulles had discovered that the transmigration magic circles
left behind in the Raxia worked from time to time,
connecting the Raxia world to Fairyland and providing a
small supply of mana. Dulles became confident that over
time he would be able to accumulate the mana needed to
cast the Bells of Fairyland. At the same time, however, he
had also concluded that it would take more than 300 years
to finish accumulating the mana.
Dulles taught Emiko how to use the furnace and left
Scudel and the others in charge of the furnace before he
passed away.
Now no one knows where Emiko is. She was around
when Dulles was alive, but after Dulles died, she
disappeared the next thing everyone knew. Scudel has no
idea where Emiko went, but she will add, “I think she said
something about collecting fairy ore.”
75
54 DARK TREE [8 – 10] (R) WHEN THE DARKNESS B LOOMS (1) + ★
★/F IRST TIME ONLY
Suddenly, darkness envelops PCs, and they will hear a
voice in sylvan saying, “It's blooming. The flower of
darkness has bloomed.” If some PCs have [Darkvision],
they will see a black flower made from darkness blooming
on a large tree. These flowers produce strange magic
darkness around them. PCs who touch the flowers will be
affected by them. Roll a 2d and consult with Fairy Pranks
Table A (see p. 117) to determine the effect.
76
55 CRUMBLING GROUNDS Otherworldly Influence Table
1d Influence
For 1 day (6tb), PC will take the form of a daemon.
Roll a 1d. If the result is 1-2, they will become
Tikira (see CR III, p. 315); if it is 3-4, they will
become Ragnakang (see CR II, p. 315); if it is 5-6,
1
they will become Melbiz (see CR III, p. 316).
However, PC will still have their abilities and
classes. Just their category and appearance will
change.
For 1 day (6tb), the PC gains an Otherworldly
Body. With Otherworldly Body, PCs gain
2 “Normal Weapon Immunity” (they become
– immune to physical damage from non-silvered,
3 non-magical weapons) and “Weakness to Magic
Damage” (they take 3 extra points of damage from
magic damage).
PC will constantly emit a heat ray from the right
eye (it will stop when the eye is closed) for 1 day
4 (6tb). The range is 10 meters. The Accuracy check
– for this heat ray is “2d + Adventurer Level + 7”,
5 and the opponent can evade it with an Evasion
check. If it hits, it deals 20 + adventurer level magic
damage of fire type.
There is a large hole in the middle of the plain. A The PC's double 6’s will become double 1’s for 1
roaring wind roars as it is sucked into the hole. 6 day (6tb). Double 1’s may be changed back to 6’s
If PCs check the hole, go to “1. Iridescent Hole”. by [Sword’s Grace /Change Fate].
If they are not, they can move to another section.
[14 – 16] (R) AN E MISSARY FROM ANOTHER WORLD
1. IRIDESCENT HOLE (+★★/UP TO 5 TIMES)
Daemons appear out of the hole and attack PCs.
When PCs look into the hole, they see a rainbow- Defeating the daemon will earn them 2★.
colored distorted space inside the hole. They need to make
an Insight check (TN 13). On success, they will see that this
hole is a crack in the world of Fairyland. Perhaps the magic Enemy Determination Table
that sustains Fairyland has been weakened and is beginning 1 PC 1 x Ragnakang (see CR II, p. 315)
to collapse. 2–5 + Number of PCs x Dark Bully (see CR II,
Roll on the Table of Events. PCs p. 314)
77
56 SQUARE OF MAGIC CIRCLES
Specified Goods Table
1d Specified Goods
1 Dragon-like Scales
2–3 Toupee
4–5 Monocle
6 Black Coating
78
the “Prize List”. They can acquire specified items by Prize List
spending the specified amount of trial experience. Trial
Prize
Experience
1 1 x Magic Herb, 1 x Healing Potion
1 x Treat Potion, 1 x Antidote Potion, 1
4
x Cure Stone Potion
8 1 x Dexterity Potion, 1 x Speed Potion
1 x Anti-Magic Potion, 1 x sheet music
16 from Rider's Song/Draconet (you can't
get more than one) x1
1 x Fairy Ore of PCs choice, 1 x sheet of
24 music from Rider's Song/Lesser Dragon
(you can't get more than one)
79
Fairy Statues Tables
Adventure
61 GLASS FOREST Level
Fairy
10 – 11 Half number of PCs (rounded up) x
Dryad (see CR III, p. 307)
12 – 13 Number of PCs x Frau (see p. 139)
14 – 15 1 x Skadi (see CR III, p. 309)
80
If PCs select sour fruit, Puck will say, laughing, “Oh no,
I lost. I lost,”. Puck will give PCs 1 x Wind Concentrate
62 PEACEFUL ORCHARD and 1 x Puck's Gem. For more information on Puck's Gem,
see “About Puck's Gem” on page 125.
81
[54: Dark Tree]. From then on, there will always be about Lana trades with the villages in [31: Valley of
10 x Shades gathered here. Windmills] and [32: Sheep Fields] to get food. If the PCs
ask Lana if there are any other humanoids in Fairyland,
[ALWAYS] (R) ORCHARD’S R ESTAURANT they will be given the locations of [31: Valley of Windmills]
After passing through the orchard, PCs will spot a and [32: Sheep Fields]. Determine the location of each and
simple hut. Above the door is a sign that says “Lana, the mark them on the map.
Honey Princess's Restaurant” in Trade Common.
When PCs enter the hut, they will be greeted by an elf I F PCS H AVE A CART F ULL OF F RUIT
girl and a Brownie (see p. 139). If PCs have retrieved the fruit that barbarous was trying
The elf woman goes by the name Lana. Brownie is a to steal and handed it over to Lana, she will be incredibly
Brownie who served Eira. For more information, see “If grateful. She will then offer PCs a free dish of their choice
PCs Meet a Brownie” (see p. 29). to each PC.
L ANA'S CUISINE
In Lana's Restaurant, PCs can use gamel to buy food. DO Y OU H AVE ANY I DEA WHO SHE I S?
Alternatively, they can pay with items or loot that are worth
If the event “ Beautiful Stranger (1) - (2)” occurs and
more than the price. In this case, there is no change.
PCs ask Lana if she knows of any women who love her
Lana provides free food to the fairies, as fairies have no
cooking but don't get along with her, Lana will ponder a bit
concept of currency. “Sometimes they bring me food,
before answering as follows:
which is good.” she might say, laughing.
“Uh-huh. Well, there is Nina, there is Flora, there is
Deanna, there is Chlorine, there is Bianca, and then there
“Lana's Restaurant” Menu is...”
“Walnut and Grape Bread”.…………………..3G Incidentally, most of the women Lana just named were
“Sweet Tangerine Mousse”.........................4G her acquaintances before she wandered into Fairyland.
“Honey Apple Pie”…..................................5G However, Deanna is the (Sword) Vampire Lily from [45:
“Strawberry Fluffy Muffins”........................6G The Valley of White Lilies].
“Honey-Dipped Pear Cream Cake”………..7G If PCs ask Lana, “Who's from them lives in Fairyland?”
Lana will answer that it is Deanna and will tell them the
The food has no special effects, and it will taste good location of [45: The Valley of White Lilies]. Determine the
for three days (18tb). However, it is extremely popular with location of [45: The Valley of White Lilies] and fill it on
fairies, so if PCs give it to a fairy, they will be delighted. If the map.
PCs are lucky, they even might get something good in R EST
return.
Lana will let PCs stay to rest if they pay 10 Gamel per
person. They can pay for this with items or loot.
ABOUT THE VILLAGE OF H UMANOIDS
82
63 FLOWER FIELD WITH A 2. PIER
WATERWAY There was a small boat moored at the pier. If PCs get
on the boat, they will hear a young woman's voice saying,
even though no one is there, “It will start moving soon, but
please be careful because it will shake.” Soon, the small
boat begins to move. PCs can ride in it.
Go to “1) Water Maze”.
1) WATER M AZE
There are five forks in the waterway, and at each fork,
the boat stops and asks, “Which way do you want to go?”.
The fork is always left or right. The correct answer is “right
left right left right.” If PCs choose the correct answer, they
can go forward, but if they choose the wrong answer, they
will return to “2. Pier” and 1td will pass. If PCs can choose
the correct one at all the junctions, they will reach “3: White
Stone Monument”. Then go to “3: White Stone
Monument”.
83
64 HILL OF BONES PCs, he wakes up with pain on his face. If they don't wake
him up, the brownie will continue to sleep until the next tb.
This Brownie was originally in the service of Eira. See “If
PCs Meet a Brownie” (see p. 29) for details.
84
wake up and will say, “You saved me, didn't you? Thank
65 CITY BURIED IN THE SAND you!” This Brownie originally worked for Eira. For details,
see “If PCs Meet a Brownie” (see p. 29).
If PCs help Brownie, they will get 2★.
[5 – 7] P ROTRUDING L EGS + ★★
Two children-sized legs are sticking out of the sand.
Someone seems to be buried upside down.
If PCs pull their legs, a Brownie (see p. 139) will emerge
from the sand. The Brownie will say, “Oh, sorry. I was
asleep,” with a sleepy face. But after a few moments, he will
85
66 FLOWER GARDEN MAZE [8 – 10] (R) T HORNY ARCH
A thorny arch has been built over a narrow passage. If
PCs want to go under the arch, roll a 2d and consult with
Fairy Pranks Table D (see p. 117).
86
PCs find an exit from the maze. They Pixies will tell PCs the location of [45: The Valley of
can choose to return to the entrance or White Lilies]. Determine the location of [45: The Valley of
16+ go through the maze. If they want to go White Lilies] and fill it on the map.
through the maze, go to “1: Garden of
Flower Fairy”. ASKING ABOUT F AIRYLAND, F AIRY K ING, ETC.
You can use the Pixie Table of Information for what
Pixies know. And they will answer PCs if they ask a relevant
1. FLOWER FAIRY GARDEN question.
PCs find themselves in a field full of blooming flowers.
In the middle of the field is a table where 5 x Pixie (see p. Pixies’ Table of Information
139) are having a tea party. Each piece of information will become available as PCs
When Pixies notice PCs, they will say, “Oh, my. We Adventure Completion has reached the specified value.
have visitors. Please, have a seat. We'll make you a cup of
tea in a minute,” and they will offer PCs chairs with a smile. Adventure Information
If PCs want to attend a tea party, go to 2. Flower Fairy Completion
Tea Party. 1 5% Jinn is at [24: Cape of Clouds]
If PCs want to leave, roll on the Table of Events as PCs 2 5% Skadi is at [25: Frozen Mountains].
exit the maze. 3 5% Mimir is in the [42: Frozen Sea].
4 5% Efreet is in [43: The Flame Pit].
Titan is in [51: The Forest of Giant
2. FLOWER FAIRY TEA PARTY 5 5%
Trees].
Pixie's tea is unbelievably delicious. The taste is About the Crown of the Fairy King
6 5%
comforting and calming. If PCs bring food from Lana's 1. Legend (see p. 123) +★
Restaurant to the tea party, the Pixies will be incredibly Important Information: About
happy. In that case, the Adventure Completion required to 7 15% Fairyland: 1. Legend / 2. Anomala
get the information using the “Pixie Table of Information” / 3. Secret (see p. 122) + ★★
will be reduced by -3% (see next page). Important Information: About the
Fairy King 1. Located / 2. Official
ASKING ABOUT F AIRY I NVISIBILITY POTION Information/ 3. Secret (see p. 122)
Pixies will answer, “We used to have a lot of Fairy 8 15%
+★★
Invisibility Potions, and we don't have any now.” But they
offer to make it for PCs with needed materials.
Important Information: About the
F AIRY I NVISIBILITY POTION M ATERIALS 9 25% Witch. 1. Existence (see p. 124)
One of each of the dishes from Lana's Restaurant, 1 x +★
Fairy Wine, and 1 x Fairy Dust.
E ATING AND R ESTING
The food in Lana's Restaurant is payment with food for PCs can eat in here and can get plenty of rest.
fairies’ work, not used as an ingredient. In 1tb 3 x Fairy
Invisibility Potions can be made. WHEN PCS L EAVE
For more information about the Fairy Invisibility Pixies will bid farewell to the PCs and give them 1 x
Potion, see “About the Fairy Invisibility Potion” on page Pixie's Gem for the first time only. If PCs want to leave,
125. Pixie will guide them to the entrance of the maze, so they
can return without getting lost.
ASKING ABOUT THE N IGHT WORLD
Pixie and the others reply that they know there is a
Night World in Fairyland, but they don't know the details.
However, they heard that you could get there from the
Fairy King's castle and that Fairy King told them that he
taught miss Titan a song about Night World.
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Fixed section 2: Fairy King's Castle If they look into the fountain spring, they will see the
reflection of the towering buildings under the blue sky on
the water.
FIXED SECTION 2 FAIRY KING’S CASTLE Shades (see CR III, p. 304) are buzzing around in the
surrounding darkness. A small shadow appears among the
Shades. It is a Cait Sith with golden fur and a black hat. Cait
Sith will say:
“Good day…, no. In this case, I should say good
evening. Welcome, guests. Welcome to the world of the
night. And to the real Fairy King's castle. My name is Glynn,
and I am the Head Maid of the Night Castle. The Lasagna
in the surface world is my alter ego. Sure, it’s confusing, but
please bear with me.”
Glynn then will bow respectfully.
Glynn will answer some of the PCs' questions about the
following matters.
• “Important Information: About Fairyland: 1.
Legend / 2. Anomala / 3. Secret / 4. Truth / 5.
Truth about Anomala” (see p. 122).
• “Important Information: About the Fairy King 1.
Location / 2. Official Information / 3. Secret / 4.
Truth / 5. Awakening the Fairy King (but will not
tell Fairy King's name)” (see p. 122).
• “Important Information: About the Crown of the
The castle is surrounded by immaculate white walls, Fairy King 1. Legend / 2. Secret / 3. Crystal
with an elaborately carved gate in front representing the Towers / 4. Where are the Crystal Towers? / 5.
dancing fairies. Crystal Towers Seals” (see p. 123).
Once PCs go through the castle gate, they are in a
• “Important Information: About the Witch 1.
garden. Under the blue sky, flowers of all colors are in full
Existence / 2. Secret / 3. Sealing / 4. Darkness / 5.
bloom. At the end of the garden, there is an opulent tower
Witch Awakening (but will not tell Witch's
made of stone with a strange blue sheen.
name)” (see p. 124).
If PCs want to explore the garden, go to “1. Fairy King's
Castle Garden “. • “Important Information: Anomala's Legacy 1.
Existence / 2. Hints” (see p. 123).
If PCs want to go to the castle tower, go to “2. The Fairy
King's Castle Tower”.
If the PCs ask her about the night world, she will reply,
“This world is a magical space that miss Anomala created
1. FAIRY KING'S CASTLE GARDEN to keep the Witch asleep. Our role is to protect the Witch's
sleep until Fairyland completely disappears.”
It is a beautiful garden full of flowers. There is a large After answering all the PCs' questions, Glynn will say,
fountain filled with clean water. “As you can see, a Witch is sleeping in the castle this night,
If PCs want to get closer to the fountain, see “1) so please do not disturb her sleep and leave.”
Approaching the Fountain”. If PCs don't know how to return, Glynn will tell them
that if they make a pun, the tree frog will turn over and
1) APPROACHING THE F OUNTAIN return to its statue form, so they can return to the surface
It is a large fountain. The clear water gushes out world.
continuously, creating thin waves on the fountain's surface. If PCs want to go back to the surface world, go back to
The castle towers are reflected in the water. [Fixed Section 2: Fairy King's Castle], “1: Fairy King's Castle
If PCs look into the fountain, they will notice the moon Garden” (see p. 88).
behind the towers reflected in the water. But as they look If PCs want to defeat the Witch, go to the “Glynn’s
up, there is no moon in the sky. Trials”.
Do the PCs have a Statue of Tree Frog?
If they have it and want to try to make it laugh, go to Glynn's Trials (+★★★★★)
“Hiccup Frog!”. Do PCs have Anomala's Legacy in their hands?
For information on how to make the statue laugh, see If they don't have one, Glynn will say, “First of all,
“About Identity of the Mysterious Frog” (see p. 51). please get a weapon to destroy the witch that Anomala left
behind in case something happens. Then we'll talk about
Hiccup Frog! it,” then Glynn will force the tree frog to laugh with a pun.
If PCs succeed in making the Statue of Tree Frog laugh, See [Fixed 2: Fairy King's Castle], “1: Fairy King's Castle
the statue will make a hiccup sound and transform into a Garden” (see p. 88).
frog. At that moment, the world around PCs will go
completely dark. If PCs look up, they will see a star-filled If PCs have it, Glynn will say, “With all due respect, I
sky above them and the moon behind a towering structure. will test you to see if you can defeat the Witch.” PCs must
88
choose one of the following characters to fight: (Sword) • Jinn tile with the figure of Jinn carved into it (size 1x1
Efreet (see p. 139), (Sword) Mimir (see p. 139), (Sword) square)
Titan (see p. 139), (Sword) Jinn (see p. 139). All of these • Titan tile with the figure of Titan carved into it (size 1x1
fairies are illusions created by Glynn, but they have the square)
same stats as the real fairies.
PCs have to fight the selected fairy! If they win, Glynn
will promise to open the doors of the castle tower at night,
where the witches sleep, whenever they wish. Note that in
this battle, PCs may surrender at any time. If they
surrender, the battle stops immediately. If they die in this
battle, they will be immediately transferred to [Fixed
Section 1: Seven Colored Cat's Hospitality Pavilion].
Winning in this battle will earn PCs 5★.
If PCs win, Glynn will keep his promise. PCs will be
able to enter the castle tower at any time during the night.
If PCs want to enter the castle tower at night, go to
“Sleeping Witch.”
89
PCs have successfully awakened the Fairy King. They • Important Information: About the Witch 1. Existence /
gain 4★. 2. Secret / 3. Sealing / 4. Darkness” (see p. 124).
The Fairy King will speak to PCs in a calm voice, “It However, while he was asleep, his mind was gradually
was you who woke me up, wasn't it?” Then he will ask, corrupted by the Witch, so he will not tell information
“May I know why you brought me back from the depths of about the Witch that is inconvenient for the Witch:
eternal slumber?”. “Important Information: About the Crown of the Fairy
How do PCs respond? King 2. Secret / 3. Crystal Towers / 4. Where are the
If PCs want to learn about the mystery of the Crystal Towers?”. Also, the Fairy King deep in his heart,
disappearance of Fairyland, see “1) Mystery of Fairyland”. doesn't want to wake up the Witch, so he won't tell PCs
If PCs want to get the Crown of the Fairy King, see “2) about “Important Information: About the Witch 5. Witch
The Crown of the Fairy King”. Awakening”.
If PCs came to defeat the Fairy King, see “Fairy King Because he has been asleep for so long, the Fairy King
Defeat.” does not know Anomala’s Legacy. Therefore, when the
PCs talk about Anomala's Legacy, he will be interested to
Fairy King Defeat learn about it. He will ask PCs to gather information about
When PCs try to attack Fairy King, he will say: Anomala's Legacy and obtain it if possible (see “Mission 5:
“I don't understand why. Why are you attacking me? Obtain Anomala's Legacy”).
Why are you trying to defeat me?” When PCs are done asking, the Fairy King will ask,
If PCs cite “About the Fairy King. 3. Secrets” (see p. “Would you be willing to help Fairyland?”.
122) as the reason, Fairy King will say, “That's untrue. It's If PCs want to cooperate with the Fairy King, go to “3)
probably a rumor spread by Witch to trick you. But I have Fairy King's Requests”.
nothing to prove it wrong...”.
See more about the mystery of Fairyland in “Fairy 2) T HE CROWN OF THE F AIRY K ING
King's Castle - King's Room” (see p. 89). The Fairy King will say, “A king cannot give up his
If PCs still want to fight, go to “Fight with Fairy King” crown so easily. If you still want the Crown of the Fairy
below. King, you'll have to fight the Fairy King.”
If PCs are ready to give up the idea of getting the Crown
If PCs want the Crown of the Fairy King and are willing of the Fairy King, the Fairy King would like their help for
to fight Fairy King for it, Fairy King will reply, “A king does Fairyland. He will promise them he will give them the
not give up his crown easily. If you still want the Crown of castle's treasures.
the Fairy King, you'll have to fight the Fairy King.” If PCs want to cooperate with the Fairy King, go to “3)
If PCs give up the Crown of the Fairy King, Fairy King Fairy King's Requests”.
will offer his help for the good of Fairyland and give PCs If PCs want to fight with the Fairy King, see the “Fairy
treasures of the castle. King Defeat” section before.
If PCs want to cooperate with the Fairy King, go to “3)
Fairy King's Requests”. 3) F AIRY K ING'S R EQUESTS
If they are going to fight, go to “Fight with Fairy King” The Fairy King will ask PCs to complete Missions 1-3.
below. If they complete all of Missions 1-3, they will be rewarded
with the Eternal Chronoglass (see CR III, p. 180).
F IGHT WITH F AIRY KING Once PCs have completed Missions 1-3, the Fairy King
Fight the Fairy King! will ask them to complete Mission 4. If PCs tell the Fairy
King about the Anomala's Legacy, will he immediately ask
Enemy Determination Table them to do Mission 5.
1 – 5 PCs 1 (Sword) Fairy King (see p. 143) These missions are not listed in the “Fixed Missions
List.” If PCs accept a mission, they will need to complete
the mission and then report back to the Fairy King to
If PCs have defeated the Fairy King, they witness a complete the mission.
surprising event. Fairy King's hair becomes slightly darker when PCs will
Go to “Ending: Witch’s Victory” (see p. 92). get Mission 4 or later. When he gives details of “Mission
5”, his eyes will also turn black.
1) M YSTERY OF F AIRYLAND
The Fairy King can answer PCs' questions about the M ISSION 1: DESTROY THE DAEMON GATE
following:
PCs need to destroy the Daemon Gate in [23: Rainbow
• Important Information: About Fairyland: 1. Legend / 2.
Anomala / 3. Secret / 4. Truth / 5. Truth about Roots]! If they destroy the Daemon Gate, they will gain 5★.
Anomala (see p. 122)
• Important Information: About the Fairy King 1. M ISSION 2. DEFEAT SHEILA
Location / 2. Official Information / 3. Secret / 4. Truth PCs need to defeat Sheila Rafida, the (Sword) Vampire
/ 5. Awakening the Fairy King (see p. 122) Lily in [46: Grand Temple]. If they defeat Sheila, they will
• Important Information: About the Crown of the Fairy gain 5★.
King 1. Legend / 5. Crystal Towers Seals” (see p. 123).
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M ISSION 3. DEFEAT DEANNA When the Tiles are Rearranged
PCs need to defeat Deanna Rafida, the (Sword) 1) CORRECT P LACEMENT OF T ILES
Vampire Lily in [45: The Valley of White Lilies]. If they The correct placement of the tiles can be found on the
defeat Deanna, they will gain 5★. back of the white stone monument at [63: Flower Garden
with a Waterway]. See “About the White Stone
M ISSION 4: UNSEAL THE SIX CRYSTAL T OWERS Monument” on page 83.
PCs need to destroy the six Crystal Tower Seals
described in “Important Information: About the Crown of 2) H OW TO R EARRANGE T ILES
the Fairy King 3. Crystal Towers / 4. Where are the Crystal Here is how PCs can rearrange the tiles.
Towers “ (see p. 123). Step 1. Move “Crown” up one square.
Regarding the crystal tower, Fairy King will explain that Step 2. Move “Titan” up one square and then to the
they were sealed by Witch and that Anomala had sealed left.
them. This is a lie said to the Fairy King by the Witch. He Step 3. Move “Mimir” up two squares.
will also say that the Crown of the Fairy King has magic Step 4. Move “Wand” one square to the right.
powers that enhance the abilities of fairies and that they Step 5. Move “Fairy King” one square to the right.
need to break the seals in order to fight the Witch. Step 6. Move “Jinn” down two squares.
If PCs complete this mission, go to “Shining Crown of Step 7. Move “Efreet” down two squares.
the Fairy King.” Step 8. Move “Sword” one square to the left.
Step 9. Move “Titan” one square to the left and then
one square to the top.
Shining Crown of the Fairy King Step 10. Move “Fairy King” up one square.
At the moment when Crystal Tower Seals have been
Step 11. Move “Jinn” two squares to the right.
broken Crown of the Fairy King begins to glow with a
Step 12. Move “Efreet” down one square.
hideous rainbow glow.
Step 13. Move “Sword” down one square.
“So, the long-awaited harvest has finally arrived.”
Step 14. Move “Titan” one square to the left.
A lustrous female voice can be heard from the Fairy
Step 15. Move “Crown” one square to the left.
King's room.
Step 16. Move “Mimir” up one square.
Go to the “Ending: Witch’s Victory” on page 92.
Step 17. Move “Wand” up one square.
Step 18. Move “Jinn” one square to the right to
M ISSION 5: OBTAIN ANOMALA'S L EGACY complete.
PCs need to get the Anomala’s Legacy! If PCs get
Anomala's legacy and give it to Fairy King, they will get 5★. 3) COMPLETED P UZZLE
If the Fairy King gets Anomala's Legacy after When the tile rearrangement is complete, the words in
completing it, he will chuckle and shatter the magical sword arcana “Fairy King ■■■■■■os, sleeps here” will appear in
“Luminous Retaliator.” the space of 1x2 squares (the same size as the “crown”)
Go to Ending: Witch’s Victory (see p. 92). below the Fairy King letters. There is a trace that letters
were erased, though the number of letters seems to be the
same”.
Do PCs know the name of the Fairy King? If they do,
they can awaken the Fairy King by calling out his name.
Refer to “How to Awaken the Fairy King” (see p. 122).
91
ENDING
one soul from another. It took me a long, long, long time
ENDING: RETURNED FROM FAIRYLAND to get it back. Of course, the Fairy King was relentless in his
PCs have returned to their adventurer's guild. Upon resistance. But thanks to you, I was able to crush the last
seeing you, the owner and the adventurer's guild will be hope of the Fairy King and bring him to his knees. So, I
surprised and happy to see them safe. They will be amazed really appreciate it... Now, it's time.”
if PCs tell them about their adventures in Fairyland. If PCs The Witch will smile with a beautiful, horrifying smile.
bring back an olden Fairy's gem, many people will believe If PCs have unlocked 6 Crystal Tower Seals, then go to
their story. The next day, word will spread throughout the the “Birth of the Goddess.”
city, and PCs will receive the title “Returned from If Anomala’s Legacy was shattered, then go to the “Lost
Fairyland,” and their total reputation will increase by 300 Hope.”
points. If PCs defeat the Fairy King, go to the “Witch's
Awakening.”
I N THE CASE OF “I NTRODUCTION 1: F IND F AIRY 'S
B IRTH OF THE GODDESS
T REASURES”
The Fairy King's last hope, the Crown of the Fairy King,
If the total base price of the item’s PCs brought back
has been unsealed! The Crown of the Fairy King's glow on
from Fairyland is 100,000 gamel or more, they will receive
the Witch's head envelops PCs and all of Fairyland.
the title “Conqueror of Fairyland,” and their total
PC's adventure ends here. Finally, they witness the birth
reputation will increase by 100 points.
of a Minor God. This goddess, scooped up to the throne
of the gods by the evil Metissier, will later be known as
I N THE CASE OF “I NTRODUCTION 2: SOLVE THE Magnolia, the Goddess of Evil.
M YSTERY OF FAIRYLAND”
If PCs find out “Important Information: About L OST H OPE
Fairyland: 1. Legend / 2. Anomala / 3. Secret,” they will get The Fairy King's last hope, the magic sword, has been
the title of “Unraveller of Fairyland,” and their total shattered! With this, there was no way to defeat Magnolia
reputation will increase by 100 points. and nothing to stop her ambition. Magnolia will achieve her
goal. But PCs won't see it, because their adventure will end
I N THE CASE OF “INTRODUCTION 3: F IND THE here, with Magnolia awakened from her long slumber in
M ISSING GIRL” full form, having captured the Fairy King.
If PCs delivered Emma Roseworth to her parents, they
would be grateful to PCs and will pay 2,000G per person. WITCH'S AWAKENING
In addition, PCs gain the title of “Rescuer of Fairyland,” The witch has been awakened from her slumber by the
and Emma becomes their friend. Their total reputation will fall of the Fairy King, her watcher. Now, with the death of
increase by 100 points. the Fairy King, Magnolia has regained all of his power, and
there's no way she's going to let PCs who are still a threat to
In any case, PCs are still sure there are many treasures her plans. Magnolia will attack PCs.
in Fairyland. Maybe one day they will revisit the paradise of PCs may try to defeat Magnolia. If they do, refer to
the fairies. Maybe even tomorrow… “Ending: Awakened Witch” (same page). If they lose the
Their adventure is not over yet. battle, unfortunately, their adventure will end here.
92
If PCs refuse to defeat the Fairy King, Magnolia will say, people living in Fairyland, I give you my utmost gratitude
“Well, too bad. Then you will die here, as the first sacrifice and respect. Thank you so much!”.
of me becoming a god,” and she will attack you. The many fairies around PCs will thank them one after
If the PCs lose to the Witch, but the Fairy King has not another, including Irving and other Cait Siths. Irving and
been defeated, the witch will be put to sleep again by his the other Cait Siths will take off their hats and will bow to
power. This means that PCs can challenge the Witch to PCs.
battle again. Glynn will say with surprise and delight:
“You've accomplished something truly great. To be
Enemy Determination Table honest, even I, who had seen your power with my own eyes,
1 x (Sword) The Witch of Fairyland (see p. still can't believe it.”
1 PC PCs can see all of Fairyland from the King's Chamber.
143)
3–4 Under the clear blue sky, they can see a paradise of
+ 1 x (Sword) Evil Index (see CR III, p. 294) beautiful fairies spreading out. But something has changed.
PCs
4–5 Anomala said she would move Fairyland back to Raxia.
+ 1 x (Sword) Evil Index So now Fairyland is in Raxia.
PCs
And now, as PCs can see, it’s high up in the sky, far
above Raxia - in the azure sea of white clouds!
LAST EPILOGUE
Fairyland has finally returned to Raxia.
“This is what .... is all about. This is so stupid; I can't PCs’ adventure in Fairyland has come to an end. But
believe it! Aaaahhhhhhh-------! Metissier!..” that doesn't mean the adventure is over. Somewhere in the
Astonishment. Anger. Despair. vastness of Raxia, there are many more adventures waiting
With an all-consuming scream of despair, The Witch for them.
of Fairyland Magnolia perished. PCs watch as her body
dissipates into a black mist. See “Title Determination Table” to see what title PCs
Suddenly, the figure of a beautiful elf woman with will gain, increasing their total reputation by the amount
golden hair appeared in the sky, it is Anomala specified by the title.
Hamesgadaras.
Anomala will bow politely and will say: Title Determination Table
“Thank you. Thank you for saving my best friend's Adventure Title Reputation
soul... and for righting my wrongs. I thank you from the Completion Earned
bottom of my heart. Now that Mag has been destroyed, 60% or less “Liberator of 250 points
there is no point in keeping Fairyland isolated from Raxia. Fairyland”
I will now remove the magic barrier from Fairyland and will 61 – 70 % “Tramper of 500 points
return Fairyland to Raxia.” Fairyland”
Finally, she will repeat, “Thank you very much,” and 71 – 80% “Fairy Guide” 750 points
disappear.
81 – 90% “One Who 1000 points
Walks With the
As Anomala disappears, a blinding light envelops PCs.
Fairies”
Next thing they know, they are in the King's Chamber of
91 – 95% “Fairies' Best 1250 points
the Fairy King's castle.
Friend”
Thanks to the PCs, Fairyland was able to return to
96 – 100% “Hero of the 1500 points
Raxia and avoid vanishing.
Fairies”
In front of PCs stands the Fairy King, who wears the
Crown of the Fairy King. He will say, “On behalf of all the
93
FIXED MISSIONS LIST
4) CLIMAX
If PCs want to get rid of barbarous, they will have to go
to the section where barbarous have moved, and after
handling normal events, PCs will find a barbarous carrying
bag of herbs.
After defeating barbarous, PCs will get a Hat x1 in
addition to the normal loot. On the back of the Hat is
embroidered with the name of Emma Roseworth in trade
common.
94
FIXED MISSION "FIND ISABEL" (RECOMMENDED LEVEL 2+)
CLIENT : I RVING If anyone from the PCs becomes unconscious, Pegasus
“Please look for my fellow Isabel. She is a with white will come down, and Isabel will get rid of the Giant
and black petite fur and a purple hat. Sylph and their Centipede. Isabel will say, “Oh… Take it easy.”. In this
friends say she's flying around the covered bridge on her case, Isabel will return to the [Fixed Section 1: Seven
Pegasus, so go look for her.” Colored Cat's Hospitality Pavilion], and [3: Stables] will
become available, but this mission will be considered a
1) SUMMARY OF THE MISSION failure, and PCs will not be able to retake this mission.
PCs need to go to [16: The Creek and Covered Bridge]
and bring back Isabel. 5) E PILOGUE
After defeating the Giant Centipede, Pegasus descends
2) DETERMINE THE AREA from the sky. A Cait Sith in a purple hat straddling her back
Determine the area for [16: The Creek and Covered will say, “Oh… Are you okay?” She will introduce herself
Bridge] and fill it on the map. as Isabel. When PCs tell her that Irving asked them to look
for Isabel, she will nod and say, “Oh, I see... I understand.
3) E VENTS ON THE WAY
I'm going back to the Seven Colored Cat's Hospitality
Pavilion. I'm sorry, but I will be there first.” And she will be
Follow Pegasus flying away on her Pegasus.
After traveling to [16: The Creek and Covered Bridge], When PCs return to [Fixed Section 1: Seven Colored
play section events. After that, PCs will see Pegasus (see CR Cat's Hospitality Pavilion], Isabel will be back. They will
II, p. 298) crossing the sky. Pegasus will fly away. Use
“Common Events: Chases” (see p. 115) when PCs go after complete the mission and will receive 3★.
it. Isabel will throw the key into the lake and will make the
mount stables rise to the surface. Thereafter, Isabel will be
in [Fixed Section 1: Seven Colored Cat's Hospitality
4) CLIMAX Pavilion], and [3: Stables] will become available. However,
As PCs are getting closer to the Pegasus (Sword) Giant unless PCs complete Isabel's “Mission 1: Find Wind
Centipede (see CR III, p. 263) attacks them. Regardless of Caller” and obtain the Wind Caller, they will not be able to
the number of PCs, only one Giant Centipede will appear. rent any mount other than the [Horse] from Isabel.
95
Eira will throw the key into the lake and will make the in [Fixed Section 1: Seven Colored Cat's Hospitality
magic workshop rise to the surface. Thereafter, Eira will be Pavilion], and [4. Magic Workshop] will become available.
96
knows that the lever by the door can be lowered to release about Advanced Research Materials to Deela Harpy in [52:
the trap on the floor. Tree of Birdcages], Emiko will be released.
Emiko will return to the Seven Colored Cat's
Enemy Determination Table Hospitality Pavilion after the PCs say to her about their
(Sword) Boggart Trooper (see CR II, p. mission.
1 PC After Emiko returns to [Fixed Section 1: Seven Colored
245)
2–3 + 1 x Boggart Swordsman (see CR II, p. Cat's Hospitality Pavilion] mission will be completed. PCs
PCs 243) earn 3★.
4–5 Emiko will throw the key into the lake, and the
+ 1 x Troll (see CR I: p. 439-452) transmigration magic circle will appear. After that, Emiko
PCs
will be in [Fixed Section 1: Seven Colored Cat's Hospitality
5) E PILOGUE Pavilion], and [6. Transmigration Magic Circle] will
After defeating barbarous, PCs will find a treasure chest become available. However, PCs will not be able to leave
in the back of the room. The treasure chest is neither Fairyland until they fulfill Emiko's request, “Mission 1:
locked nor trapped and contains the Advanced Research Unlocking the Magic Circle”.
Materials Book (4000G/white S). If PCs give the Book
FIXED MISSION "FIND LASAGNA" (RECOMMENDED LEVEL 6+, IF PCS DON’T HAVE
OFFENSIVE SPELLS, THEN LEVEL 11+)
CLIENT : I RVING Mister Lasagna has departed, and he said he was going to
“I heard from the others that Lasagna was close to visit someone named Lana.” If PCs want to ask about
Skadi. Anyway, can you find Skadi and talk to her? Lasagna Lana, Cirie will suggest, “I don't know where he is, but
is a golden-haired Cait Sith with a black hat. Sylph occasionally mentions that Lana's food is delicious,
If you don't have any idea where Skadi is, you can try to so why don't you ask Sylph?” Cirie knows that Sylph can
find her while completing another request.” be found in [24: Cape of Clouds]. Determine the location
of [24: Cape of Clouds] and fill it on the map.
1) SUMMARY OF THE MISSION
PCs need to get information from Skadi about At Cape of Clouds
Lasagna's whereabouts and bring back Lasagna to complete When PCs arrive at [24: Cape of Clouds], they will
the mission. automatically encounter Sylph (see CR II, p. 309), who will
tell them about Lana, the Honey Princess' Restaurant in
2) DETERMINE THE AREA [62: Peaceful Orchard] if PCs want to ask about Lana.
None.
4) CLIMAX
3) E VENTS ON THE WAY When PCs arrive at Lana’s Restaurant in [62: Peaceful
At the Frozen Mountains Orchard], Cait Sith, wearing a black hat, will be sleeping in
When PCs arrive at the palace in the Cave of [25: one corner of the restaurant. This Cait Sith is Lasagna.
Frozen Mountains] where Skadi (see CR III, p. 309) lives, Lana will tell PCs that it is not easy to wake up Lasagna
she will (p. 286) will appear. If PCs say they’re looking for after she falls asleep and that she might stay asleep for a few
Lasagna, Skadi will say, “He's not here. I have an where he more days. Lasagna would not wake up even if PCs made
might be, but I can't give it to someone I don't know. If you loud noises, tapped her, or shook her. If PCs try to pick
really want to know, fight me. It's just a contest of skill”. In her up, she will turn and roll around,, not letting her carry
order to get the information out of her, PCs have to win the her.
contest against Skadi. See “Common Event: Skills To wake up Lasagna, PCs need to make an Accuracy
Competition with Skadi” (see p. 113). check (TN 13). The female PC gains a +6 bonus to the
If PCs win against Skadi, she will say, “You did it. So I'll check. If the check is successful, add 2d + the attacker's
tell you. Lasagna is on his way to a woman named Cirie. Strength modifier to Waking points. If the total number of
However, I don't know where this Cirie is, so you'll have to Waking points reaches 30 or more, Lasagna will wake up.
find her yourself.” If PCs fail the Accuracy check, they will get so annoyed
If PCs’ Skadi Favoritism is 10 or higher, Skadi will give that they will need to make Willpower (TN 15). On fail,
PCs information about Lasagna without a fight. See they will become so frustrated that that PC will
“Secrets of the Snow Mountain Cave” on page 29 for more unintentionally hit the wall and suffer 2d points of physical
details. damage (which cannot be mitigated by Defense). This
damage will not reduce the HP to less than 1, but a PC with
less than 5 HP will be exhausted and will not be able to
At Little House in the Sky
perform an Accuracy check to wake up Lasagna.
When PCs arrive at [33: Little House in the Sky], the
same event as “Sortie of Three Sisters” (see p. 48) will
occur. When the PCs tell Cirie in runefolk language that
they are looking for Lasagna, she will reply, “I'm sorry, but
97
5) E PILOGUE Seven Colored Cat's Hospitality Pavilion], and Fairy King's
After Lasagna wakes up, she will complain, “Oh, no. I Castle will be available to travel there.
was having such a good time going from one girl to After that, Lasagna will give PCs a small silver key,
another… Well, if Irving wants me to come back, I guess I which they can use to go to the Fairy King's castle. He will
have no choice,” and Lasagna will agree to return to the wish them good luck. If PCs ask him about the Fairy King's
Seven Colored Cat's Hospitality Pavilion. castle, he will say, “You'll find out when you get there. I
After Lasagna returns to [Fixed Section 1: Seven don't know what's going on, but I think Anomala asked me
Colored Cat's Hospitality Pavilion] mission will be to do something for her. Why don't you wake Fairy King
completed. PCs earn 3★. Lasagna will throw the key into up and ask him directly?”.
the lake and make the Fairy King's castle rise to the surface.
After that, PCs can find Lasagna in the [Fixed Section:
On The Way
When PCs arrive at the section where Irving's package
is to be delivered, they first play normal events. After that,
PCs need to call out the name of the person they are
delivering the package to, and a fairy will appear and tell
PCs that the target fairy is not here.
See “Common Events: Running Around” (see p. 114).
When PCs find the target fairy using Running Around, go
to the climax.
98
FIXED MISSION "DELIVER MEDICINAL HERBS" (RECOMMENDED LEVEL 3+)
CLIENT : H AM “Common Events: Errands” (see p. 115). If you get the
“There's a humanoid village in Sheep Fields, but I same result, reroll again.
forgot that villagers asked me to deliver them some herbs After finishing both errands and traveling to [32: Sheep
before I came back here. I'm sorry, but can you deliver Fields], go to the climax.
them to me?”
4) CLIMAX
1) SUMMARY OF THE MISSION While walking along the path in the meadow, a Giant
PCs must go to [32: Sheep Fields] and give the Ham's Balloon Seed (see CR II, p. 272) will appear and attack
Herbal Bag to the villagers to complete the mission. At the PCs.
beginning of the mission, PCs will receive <Ham's Herbal
Bag> from Ham. Enemy Determination Table
1 x (Sword) Giant Balloon Seed (see CR II, p.
1 PC
2) DETERMINE THE AREA 272)
Determine the area for [32: Sheep Fields] and fill in the 2–5 + Half the number of PCs (rounded up) x Spin
area on the map. PCs Blossom (see CR III, p. 275)
99
5) E PILOGUE Thereafter, PCs will find Libby in [Fixed Section 1:
After Libby returns to [Fixed Section 1: Seven Colored Seven Colored Cat's Hospitality Pavilion], and they will be
Cat's Hospitality Pavilion] mission will be completed. PCs able to use the hot springs in [2: Therapy House].
will earn 3★.
100
FIXED MISSION "(R) DEFEND THE GARDEN OF HERBS" (RECOMMENDED LEVEL 10+)
CLIENT : H AM 1d Event
“I heard that some people are vandalizing the Garden 1–
Nothing.
of Herbs in the middle of the night. I'm sorry, but I need 3
you to keep an eye on the Garden of Herbs from the Muryan’s Song
evening until the next morning and try to catch them.” Out of nowhere, PCs hear a singing voice. A
Swarm of Muryans (see CR III, p. 303) is singing
1) SUMMARY OF THE MISSION 4 a song. If PCs ask them, they will sing [Healing]
If PCs guard 11: Garden of Herbs between “evening” spellsong to them. If PCs give them the food
and “dawn,” they'll complete the mission. from “Lana's Restaurant,” they will help to watch
over the garden for the next tb.
2) DETERMINE THE AREA Fairy Prank
None Out of nowhere, sprites appear and kiss PCs.
5
Roll a 2d and consult with Fairy Pranks Table C
3) E VENTS ON THE WAY (see p. 117) to determine the effect.
What Happens in the Garden of Herbs? Dancing with Dunae +★
When PCs get to [11: Garden of Herbs], for each of the 3 x Dunae (see p. 139) come and ask PCs to
four tb's (Evening, Night, Midnight, and Dawn), roll a 1d 6 dance with them. If PCs dance with them, 1tb will
and refer to the Garden of Herbs Event Table to determine pass before they know it. PCs who danced with
what will happen. Add a +2 modifier to the 1d for Dunae will receive magical effects similar to
“midnight” and “dawn.” [Luck] (see CR I: p. 255-261).
Succubus' Daily Routine (+★★)
4) CLIMAX (Sword) Succubus (see CR III, p. 254) comes to
None the garden. Succubus has come to collect the
Grass of Beautiful Skin, and if PCs give her 2
5) E PILOGUE Grass of Beautiful Skin, she will leave without
When PCs return to [Fixed Section 1: Seven Colored incident. PCs can't turn Succubus away in any
Cat's Hospitality Pavilion] and report to Ham, the mission other way; she will attack PCs, enemies of her
beauty. If PCs turn her away or defeat her, they'll
will be completed in the morning. PCs will earn 3★.
⑦+ get a 2★.
101
FIXED MISSION "FIND WIND CALLER" (RECOMMENDED LEVEL 3+)
CLIENT : I SABEL If the Search check fails, PCs may travel to another
“There is a flute called Wind Caller, and I want you to section, wait for a day to pass in the same section, and then
find it at… Well… without it, I can't talk to mounts… I check again. In any case, play the normal events before
probably dropped it in Graveyard of the Giants, Restful performing the check.
Hills, Mirror Pond, or Hill of Bones. Please help…”
4) CLIMAX
1) SUMMARY OF THE MISSION PCs spot some barbarous playing with a flute that looks
The mission will be accomplished when PCs go to the like a Wind Caller. If PCs ask to hand over the flute, the
designated section, find the “Wind Caller,” and return to barbarous will say that PCs can trade it for 1 fairy ore. PCs
Isabel. can give fairy ore of any type, and barbarous will give them
a whistle and leave. PCs can instead attack barbarous.
2) DETERMINE THE AREA If PCs are defeated by barbarous, record the section.
Determine the areas of [14: Graveyard of the Giants], After that, if PCs search for barbarous in that section, they
[25: Frozen Mountain], [44: Mirror Pond], and [64: Hill of will surely encounter them. Note that even if PCs have
Bones], and fill them in on the map. defeated some of the barbarous, new barbarous will come
to replace dead ones.
3) E VENTS ON THE WAY
Find the Wind Caller Enemy Determination Table
When PCs arrive at the designated section, play the 1 PC 1 x (Sword) Boggart (see CR I: p. 439-452)
normal events. 2–3
+ 1 x Gremlin (see CR I: p. 439-452)
After that, PCs need to make a Search check using the PCs
“How to Search” section of “Common Events: Searching” 4–5 + 1 x Boggart Swordsman (see CR II, p.
(see p. 114). PCs 243)
If the check is successful, go to the climax.
Note that there are search places in [25: Frozen 5) E PILOGUE
Mountain] and [44: Mirror Pond]. However, in both cases, When PCs defeat the barbarous, they will get the Wind
PCs can make a Search check after the normal events have Caller back. After they go back to [Fixed Section 1: Seven
been played. The PCs gain a +1 bonus modifier for each Colored Cat's Hospitality Pavilion] and give the Wind
failed check to the same check in that section. This Caller to Isabel, the mission will be completed. PCs will
modifier is cumulative. earn 3★.
102
FIXED MISSION "(R) WALK WITH A MOUNT" (RECOMMENDED LEVEL 10+)
CLIENT : I SABEL
“They seem to have grown quite fond of you... If you'd 3) E VENTS ON THE WAY
like, you can take them for a walk.” The two sections may be traveled in any order. On the
way, play the normal events of each section. When PCs
1) SUMMARY OF THE MISSION reach the second section, they proceed to the climax.
If the PCs take the mount specified by Isabel and go
around the two specified sections and come back, they will 4) CLIMAX
accomplish the mission. When PCs travel to a second section, a monster will
Roll a 1d and refer to the “Mount Decision Table” and attack them from above. Roll a 1d and use the “Monster
decide which mount PCs will have to walk with. Also, roll Decision Table” to determine the monster. 1 monster
a 1d twice and refer to the “Section Decision Table 1” and appears if there is 1 PC, and 2 monsters if there are 2-5
“Section Decision Table 2” to determine the two sections PCs.
to walk.
Monster Decision Table
Mount Decision Table 1d Monster
1d Mount 1-2 (Sword) Draconet (see CR III, p. 305)
1-2 Horse (see CR III, p. 113) 3–4 (Sword) Raptoras (see CR III, p. 270)
3–4 War Horse (see CR III, p. 114) 5–6 (Sword) Drake Baron (see CR II, p. 257-258)
5 Hippogryph (see CR III, p. 117)
6 Pegasus (see CR III, p. 118) 5) E PILOGUE
After the PCs defeat the monster and return to Isabel
Section Decision Table 1 with the mount, the mission will be completed. PCs will
1d Section 1 earn 3★.
1 [12: Forest of Tobacco Lovers]
2 [14: Graveyard of the Giants]
3 [23: Rainbow Roots]
4 [25: Frozen Mountains]
5 [36: Red River]
6 [51: The Forest of Giant Trees]
103
FIXED MISSION "GET TYPHON'S SHEET MUSIC" (RECOMMENDED LEVEL 7+)
CLIENT : I SABEL move to the determining section. Play the normal
“I've been going through my stored scores and found events there. After that, Sleipnir will fly to Jinn’s
that the one that invokes Typhon is worm-eaten and no Bell Tower.
longer useful... I'd like you to get me a new sheet of music
from Typhon... Can I ask you to get it for me? You can 4) CLIMAX
find Typhon at the Jinn’s Bell Tower. Please ask Sue to When PCs arrive at the bell tower, they will find
carry you there.” (Sword) Typhon (see p. 143). When PCs tell Typhon that
they had come to get the score at Isabel's request, he will
1) SUMMARY OF THE MISSION say, “I see, but giving it away for free is a trivial matter. I'll
PCs need to go to the West bell tower, where Jinn is only give it to you if you win the game with me. Don't worry.
depicted and get Rider's Song/Typhon from Typhon It's not a contest of strength. It's a contest of brains. I have
himself to complete the mission. 20 points of mana stored in mako stone. We each will cast
spells that cost 1 to 3 MP and those who destroy the mako
2) DETERMINE THE AREA stone wins.”
None. Typhon will say that PCs can choose who goes first. See
“Typhon's Tactics” for Typhon's tactics in this game.
3) E VENTS ON THE WAY If PCs cannot cast spells with MP cost 1 to 3, Typhon
will say, “Then learn magic and come back.” If PCs are in
To Jinn's Bell Tower
a party, they can switch who will cast a spell in a game
Isabel will summon (Sword) Sleipnir (see CR III, p.
round.
311), who will fly to Jinn's Bell Tower with PC on board. If
there is more than 1 PC at a party, then Sleipnir will call
her fellow Sleipnirs to carry all PCs. If the PC's Rider class Typhon's Tactics
level is high enough to control a Sleipnir, those PCs can Typhon casts [Fairy Wish] (MP Cost 1), [Wind Voice]
treat the Sleipnir as their mount in combat during this (MP Cost 2), and [Wind Guard] (MP Cost 3).
mission. Typhon will try to make leftover points in mako stone
On the PCs way to the bell tower, roll a 1d, and refer to “multiples of 4” whenever possible. (Example of Typhon's
the Encounter Decision Table. magic) The PC costs 3 points in the first move. If he can't
get to do this, he will cast a spell at random.
Examples of Typhon's magic. If the PC uses 3 points in
Encounter Decision Table
the first round, the Typhoon will cast [Fairy Wish] that
1d Event
costs 1 point, making the total cost 4 points. If the PC uses
Flying Fortress (+★/only the first time) 2 points from a total of 8 points, and the used total becomes
The magic of Fairyland has weakened, distorting 10 points, Typhon will cast [Wind Voice] to make the used
space and the mana being sucked into different total 12 points.
1 cracks in reality. Suddenly, the sky cracks. A If you are playing without a GM, PCs win when PCs
– Dragon Fortress (see CR III, p. 295) appears from choose to start second, and you lose when you choose to
2 the crack and attacks PCs once with its Main start first.
Battery (Body) x 2. After one attack, the Dragon Even if PCs lose, Typhon is willing to play as many
Fortress will disappear back into the crack. times as PCs want.
5) E PILOGUE
Mana Storm If PCs win the game, Typhon will give them the Rider's
Fairyland's magic has been weakened, distorting Song/Typhon as promised. The mission will be completed
space, and mana has become turbulent and raging. when PCs take it back to [Fixed Section 1: Seven Colored
PCs are affected by mana storms in two ways. First, Cat's Hospitality Pavilion] and give it to Isabel. PCs will
3
roll a 1d and consult with Fairy Pranks Table A
– earn 3★.
(see p. 117) to determine the first effect. Then
4
consult with Fairy Pranks Table C and roll another
2d to determine the second effect. Also, the PCs’
Fairyland Assimilation Level is increased by 1
point.
Sky Distortion
Fairyland's magic has been weakened, distorting
space, and mana has become turbulent and raging.
Suddenly, the sky cracks. With tremendous force,
5-
the wind is sucked into the crack, and Sleipnir is
6
sucked in as well. PCs will be sent somewhere in
Fairyland. Determine the section at random. If
they end up in a section that has not yet been
discovered, place it according to the rules. PCs
104
FIXED MISSION "COLLECT HONEY" (RECOMMENDED LEVEL 3+)
CLIENT : EIRA take PC away to clean up after the party of fairies in front
“I was going to make cookies, but I didn't have any of the big tree. The cleanup takes 1tb, and the PC can
honey! Please go and collect some Royal Jelly for me, so I return the next tb. The PCs who participate in the cleanup
can start working on it! The best honey is from The Forest will learn that the Great Tree is a Yggdrasil Sapling and that
of Giant Trees. I'll give you a small bottle, so please gather the Titan lives at its base.
enough for ten bottles.”
Forest Exploration
1) SUMMARY OF THE MISSION After that, PCs need to make a Search check using the
If PCs go to [51: The Forest of Giant Trees] and come “How to Search” section of “Common Events: Searching”
back with 10 small bottles of Royal Jelly, they will complete (see p. 114). However, PCs taken away by Dryad cannot
their mission. participate. If the check is successful, the PC gains Half of
Royal Jelly is the highest quality honey with an elegant 1d (rounded up of Royal Jelly after 1tb of search, at which
sweetness. point the PC taken by Dryad will return.
If PCs have found 10 or more Royal Jelly, go to the
2) DETERMINE THE AREA climax. If they still have 9 or fewer, go to “Encounter in the
Determine the area of [51: The Forest of Giant Trees] Forest” after each search. Search check for Royal Jelly can
and fill in the area on the MAP. be done once per 1tb.
105
4) CLIMAX Dragon will be satisfied and will leave. If PCs don't give him
Each time PCs travel through an area, roll a 2d. If the a Drunken Dragon Peach, there will be a battle.
result is 7 or less, a (Sword) Lesser Dragon (see CR II, p.
306) will come to PCs after smelling the Drunken Dragon 5) E PILOGUE
Peach. If PCs return to [Fixed Section 1: Seven Colored Cat's
The Lesser Dragon will demand Drunken Dragon Hospitality Pavilion] with at least 1 x Drunken Dragon
Peach. If PCs give it 1 x Drunken Dragon Peach, the Lesser Peach, they will earn 4★.
106
FIXED MISSION "(R) GATHER INGREDIENTS FOR SPECIAL CAKE" (RECOMMENDED
LEVEL 13+)
CLIENT : EIRA Searching for Ingredients
“Please gather the ingredients for miss Quiche the Once PCs have dealt with the mishap, they can collect
special cake. She will give you the list.” the ingredients using the method described in the Food
Collection Table. If PCs do not get the specified food, they
1) SUMMARY OF THE MISSION can search again. In that case, go back to the Mishap after
PCs need to gather ingredients Quiche instructed them 1tb has passed. When PCs get all the ingredients, go to the
to get and bring them back. climax.
Roll a 1d and use the Food Collection Table (see p.
114) to determine the ingredients Quiche suggests, where 4) CLIMAX
they can be found, and how to collect them. When PCs are about to leave, a fairy will appear and
ask them to play a game. Roll a 1d and decide which fairy
2) DETERMINE THE AREA will appear.
Determine the area of the specified section and fill it in
on the map. Fairy Decision Table
1d Fairy Game
3) E VENTS ON THE WAY 1-2
3) Drinking Competition with Undine (see p.
Mishap 113)
When PCs arrive at the specified section, play the 3–4 4) Hide and Seek with Dryads (see p. 113)
normal events. If no event occurs, roll a 1d; if the result is 5-6 5) Race with Puck (see p. 113)
1-3, a “Monster Encounter” event will occur; if the result is
4-6, a “Gas Blast” event will occur. If PCs don't play the game, an angry fairy will call the
1 - 3: Monster Encounter (+★★/only the first time) sprites to take the food and say, “I'll give it back to you if
PCs encounter 1 x (Sword) Giant Zombie (see CR III, you play with me.” Regardless of whether PCs win or lose,
p. 288). After they defeat the Giant Zombie they will gain the fairies will leave satisfied and return the food if it was
taken.
2★.
4 - 6: Gas Blast
Suddenly, a jet of gas shoots out of the ground. Roll a 5) E PILOGUE
1d and use the “Gas Effect Determination Table” (see p. The mission will be completed if PCs return to the
63) to determine the effect of the gas. [Seven Colored Cat's Hospitality Pavilion] with the
specified ingredients. PCs will earn 3★.
107
FIXED MISSION "FAIRY DELIVERY" (RECOMMENDED LEVEL 4+)
CLIENT : R ICCI Party] and also participate in [2. Big Party] to hand it over.
“I've made some sundries that the fairies asked me to Refer to each section for games descriptions. After the
make, so can you please deliver them to the fairies? The banquet, when PCs are leaving the hill, fairies will finally
delivery destination is Flowering Hills and Flower Garden accept Ricci's Delivery.
Maze. Please take care of them.”
108
- Meteor Version! Congratulations!”. Six points will be If PCs return to [43: The Flame Pit] and give the Starry
added to the PCs’ trial experience. For more information Branch to Efreet, he will soon give them a torch with the
on trial experience, see [56: Square of Magic Circles], fire lit on it. This is “Efreet’s Flame.”
“Trial Experience and Prizes”. At the same time, PCs will The mission will be completed when PCs return to
gain a Starry Branch. [Fixed Section 1: Seven Colored Cat's Hospitality Pavilion]
with the Efreet's Flame. PCs will earn 4★.
FIXED MISSION "(R) GET A GIFT FOR EIRA" (RECOMMENDED LEVEL 8+)
CLIENT : R ICCI 1 – 2: Tornado
“I'd like to give a gift to miss.......Eira. Can you go get Suddenly, a tornado erupts. PCs must make Fortitude
me what I'm about to give her? Please don't ask me why. save (TN 16). If they fail, they will be hoisted into the air
Anyway, I'm counting on you.” and fall to the ground from 2d+5 meters height, taking
falling damage. If a PC is holding one of Ricci's items and
1) SUMMARY OF THE MISSION are hoisted up into the air, the item will be destroyed, and
Roll a 1d twice and see the “Gift Table” and determine once PCs have the items again, determine the mishap
the two items PCs need to get. If you get the same number, again.
make the roll again.
Even if PCs have already acquired these items up to 3 – 4: Encounter with Barbarous
their limit, they will be able to acquire them again up to the PCs will encounter barbarous, which will attack them
required number during this mission. without question.
109
FIXED MISSION "GATHER MATERIALS FOR FAIRYLAND BELLS" (RECOMMENDED
LEVEL 7+)
CLIENT : EMIKO modifier for each failed check to the same check in that
“I want to make new Fairyland Bells for the four bell section. This modifier is cumulative for the same section.
towers to stabilize the magic of Fairyland, so could you Note that only one Fairy Ore can be obtained from each of
please collect six different kinds of fairy ore? I'm sorry, but the effects of this event.
I have a lot of preparations to make, so please come back If the search check fails, PCs may travel to another
once you've collected about three fairy ores.” section or wait for a day to pass in the same section, and
then make the check again. In any case, play the normal
1) SUMMARY OF THE MISSION events before making a new check.
PCs need to collect each of the six fairy ores and give
them to Emiko. Emiko will tell PCs where they can find If PCs Collected At least Three Fairy Ores
each type of fairy ore. PCs need not forget to go back to [Fixed Section 1:
Seven Colored Cat's Hospitality Pavilion] if they have 3 x
Fairy Ore Locations Fairy Ore. Emiko will say, “Then, I will go to the Fire Pillar
Fire Concentrate [65: City Buried in the Sand] Tower first, so if you get the rest of the fairy ore, come
Earth Concentrate [12: Forest of Tobacco Lovers] upstairs to the top of the Fire Pillar Tower.” And Emiko
Water Concentrate [25: Frozen Mountains] will head up to the Fire Pillar Tower.
After giving 3 x Fairy Ore, PCs can grow and gain XP
Wind Concentrate [23: Rainbow Roots]
Light Concentrate [22: The Tree of Light] from ★ and spend it.
Dark Concentrate [64: Hill of Bones] Determine the area for [53: Fire Pillar Tower] and fill
it in on the map.
2) DETERMINE THE AREA
Determine the location of each section and fill it in on 4) CLIMAX
the map. None.
110
Room Decision Table 6: Stone Servant Room (+★★)
1d Event In this room, there is a Stone Servant (see CR I: p. 462-
1 Red Magic Circle Room 468), which will attack PCs as soon as they step into the
2 Blue Magic Circle Room room. When the Stone Servant dies, any character on the
3 Green Magic Circle Room same skirmish will take 2d+5 points of magical fire-type
4 Black Magic Circle Room damage. Defeating a monster earns PCs 2★.
5 Deck Chest Trap Room
6 Stone Servant Room Enemy Determination Table
1-5 “Number of PCs + 1” x Stone Servant (see
1: Red Magic Circle Room (+★-★★) PCs CR I: p. 462-468)
In the center of the room is a glowing red magic circle.
PCs must make an Insight check (TN 14). If they succeed,
they will understand that this magic circle empowers 4) CLIMAX
constructs. Constructs in all floors gain a +2 bonus on In the center of the room on the sixth basement floor is
Accuracy checks and damage. The magic circle can be a gray magic circle, which Emiko will tell PCs is a
destroyed by a successful check “2d + Sage Level + transmigration magic circle. But in front of the
Dexterity modifier” (TN 15). If the magic circle is transmigration magic circle stands a (Sword) Stone Servant.
destroyed, this bonus to constructs is lost and PCs gain 2★. When PC enters the room, the Stone Servant will attack
them.
2: Blue Magic Circle Room (+★-★★)
In the center of the room is a glowing blue magic circle. Enemy Determination Table
PCs must make an Insight check (TN 14). If they succeed, 1 x (Sword) Stone Servant (see CR I: p. 462-
1 PC
they will understand that this magic circle empowers 468)
constructs. Constructs in all floors gain a +3 bonus to their 2-3
+ 1 x Stone Servant
Defense. The magic circle can be destroyed by a successful PCs
check “2d + Sage Level + Dexterity modifier” (TN 15). If 4–5
the magic circle is destroyed, this bonus to constructs is lost + 1 x Stone Servant
PCs
and PCs gain 2★.
5) E PILOGUE
3: Green Magic Circle Room (+★-★★) Once the constructs are defeated, Emiko will run up to
In the center of the room is a glowing green magic the transmigration magic circle and erase glyphs around it.
circle. PCs must make an Insight check (TN 14). If they Then, the gray glow of the magic circle changes to a light
succeed, they will understand that this magic circle pink glow.
empowers constructs. Constructs in all floors gain a +2 At last, the seal that Anomala had placed on it was
bonus to their Evasion. The magic circle can be destroyed broken. Emiko will smile and say:
by a successful check “2d + Sage Level + Dexterity “Thanks to your help, I was able to unseal the
modifier” (TN 15). If the magic circle is destroyed, this transmigration magic circle, and now I can return you to
bonus to constructs is lost and PCs gain 2★. the Raxia world whenever I want. Thank you very much.”
The mission will be completed. PCs will earn 3★.
4: Black Magic Circle Room (+★-★★) Thereafter, PCs will be able to use the Transmigration
In the center of the room is a glowing black magic circle. Magic Circle in “6. Transmigration Magic Circle” in [Fixed
PCs must make an Insight check (TN 14). If they succeed, Section 1: Seven Colored Cat's Hospitality Pavilion].
they will understand that this magic circle empowers
constructs. Constructs in all floors gain a +3 bonus to their
Fortitude and Willpower. The magic circle can be
destroyed by a successful check “2d + Sage Level +
Dexterity modifier” (TN 15). If the magic circle is
destroyed, this bonus to constructs is lost and PCs gain 2★.
111
FIXED MISSION "INSTALL 4 BELLS" (RECOMMENDED LEVEL 9+, IF PCS DON’T HAVE
OFFENSIVE SPELLS, THEN LEVEL 13+)
CLIENT : EMIKO
“I believe that the newly created Fairyland Bells can be 2. Jinn’s Bell Tower (+★★)
attached to the four bell towers to restore the magic of It's the bell tower to the west. In the bell tower, PCs will
Fairyland. Thank you very much.” find (Sword) Typhon (see p. 143), who will challenge them
“It's just that I need miss Isabel to call Sleipnir to get to to a match. For the details of the game, see the climax of
the bell tower. If miss Isabel still can't call Sleipnir, please the fixed mission, “Get Typhon's Sheet Music.”
help Isabel so she can call her.” If PCs win the game or have already won the game,
Typhon will allow them to install a new Fairyland Bell. If
1) SUMMARY OF THE MISSION PCs replaced the bell, they earn 2★.
This mission can only be taken if PCs have completed
“Mission 2: Find Sleipnir”, which is requested by Isabel. 3. Efreet's Bell Tower (+★★)
PCs need to visit the four bell towers and install new This bell tower is to the south. The bell tower is encased
Fairyland Bells in each one to complete this mission. in flames. In order to install the Fairyland Bell, PCs have
At the start of the mission, PCs will receive 4 x Fairyland to cross the flames.
Bell from Emiko. To cross, PCs must make Fortitude save (TN =
Adventurer Level + 7). If the PC fails, they take 2d+10
2) DETERMINE THE AREA magical fire-type damage. If PC succeeds, the damage is
None. halved (rounded up).
3) E VENTS ON THE WAY If PCs survive the damage, they will be able to install a
Ask Isabel Fairyland Bell. If PCs replaced the bell, they earn 2★.
The only way to get to the bell towers is to ask Isabel to
call a Sleipnir and have her carry PCs. Isabel will summon 4. Mimir’s Bell Tower (+★★)
(Sword) Sleipnir (see CR III, p. 311), who will fly to Jinn's The bell tower is located to the north. In the bell tower,
Bell Tower with PC on board. If there is more than 1 PC PCs will find 10 x Undine (see CR II, p. 307), who will tell
at a party, then Sleipnir will call her fellow Sleipnirs to carry PCs that they need Mimir's permission to replace the bell
all PCs. in the bell tower. They will tell that Mimir can be found in
[42: Frozen Sea]. As long as PCs are on Sleipnir or
To the Four Bell Towers Typhon, they can reach [42: Frozen Sea] in 1tb.
The four bell towers may be visited in any order. It After playing the normal events in [42: Frozen Sea],
takes 1tb to reach any of the bell towers from anywhere. PCs will always arrive at [1. Ice Throne] (see p. 60) and
Note that the old Fairyland Bell will shatter if PCs remove meet Mimir. When PCs tell him what happened, he will
it. say, “Hmm. If you fight me and win, I will allow you to
install the bell.” If the PCs reduce Mimir's HP by 25 points
Titan's Bell Tower (+★★) or more within three rounds, they win the battle, and Mimir
It's the bell tower to the east. The bell tower is guarded will stop the battle.
by the (Sword) Alchemy Tooth (see CR III, p. 293), which If PCs win the battle, they will receive an Ice Seal.
attacks when PCs approach the bell tower. When they return to Mimir's Bell Tower and give the Ice
Seal to Undines, they will allow PCs to install a Fairyland
Enemy Determination Table Bell. If PCs replaced the bell, they earn 2★.
1-3 + 1 x (Sword) Alchemy Tooth (see CR III,
PCs p. 293) 4) CLIMAX
4–5 None.
+ 1 x Iron Golem (see CR II, p. 294)
PCs
5) E PILOGUE
After defeating Alchemy Tooth, PCs will be able to After PCs install the new Fairyland Bells in all four bell
install the Fairyland Bell in the bell tower. If PCs replaced towers mission will be completed. When they return to
the bell, they earn 2★. [Fixed Section 1: Seven Colored Cat's Hospitality Pavilion]
and report to Emiko, PCs will get 3★.
Emiko will say, “Thank you very much. The magic that
maintains Fairyland should be stable now”.
112
COMMON EVENTS
COMMON EVENTS: FAIRY GAMES
When playing a game with fairies, if PCs have a dish 4) H IDE AND SEEK WITH DRYADS
from “Lana's Restaurant,” their fairy opponent might say, Search for the Dryad (see CR III, p. 307) hidden in the
“Oh. You have something good. Can you give it to me?” forest.
If PCs give them a dish, the fairy will concede in the To win, PCs need to make Search checks (TN 16) and
game and assume that PCs have won the game. However, find 3 x Dryads hidden in the forest. They can only search
PCs can only win this way once per game. If PCs play a 5 times. The PC will find a 1 x Dryad for each successful
game in a different section, the same method will not work search check. In this game, PCs may use the Fairy Tamer
if they have previously given away a dish and won because Level + Intelligence modifier instead of the Search check.
of it. The fairy will hold back their desire for the food and Also, male PCs will receive a +2 bonus to their check since
will say, “A game is a game.” Dryad will be aching to hug them. In that case, male PCs
will receive a -1 penalty for all checks while dryad hugging
1) SINGING CONTEST WITH SWARM OF M URYANS them.
Sing better than Swarm of Muryans (see CR III, p. 303)! If there are multiple PCs, all of them can participate in
PCs need to do a check 2d + Bard Level + Spirit the contest. Each PC can make up to 5 checks.
Modifier against Swarm of Muryans (for them, roll a 2d +
5). If there is a tie in the contest, start over. If PCs don't 5) R ACE WITH P UCK
have Bard class, then they have to roll just 2d only. PCs must win the obstacle race with Puck (see CR III,
If there are multiple PCs, all of them can participate in p. 308)!
the contest. If even one of the PCs wins against Swarm of While racing P
Muryans, they win. C must make a check 2d Adventurer Level + Agility
modifier, they will advance by a distance equal to the result
2) DANCE WITH SALAMANDER of the check units. Buck will automatically advance 20
Dance in the fire with Salamander (see CR II, p. 308)! units. The first player to advance 100 units wins.
PCs must make a Fortitude check (see below for TN). If PC has a Rider class, they can use mount. In that case,
If PCs fail, they will jump out of the fire and fail the game. the check will be 2d + Rider Level + Dexterity modifier
If they succeed, they can dance while enduring the heat. If (TN 20), and if on success, PC will move forward by the
PCs succeed in this check three times, Salamander will be “mount's movement speed” distance. If unsuccessful, they
satisfied. will remain in place as the mount will spin out of control.
However, Dance will gradually heat up. For this reason, If there are multiple PCs, all of them can participate in
the TN for a check is 11 for the first time, 12 for the second the contest. If even one of them reaches 100 units before
time, and 13 for the third time. Puck, they win.
Also, dwarf PCs will not be affected by fire but need to
roll Fortitude checks to check for an automatic failure. 6) SKILLS COMPETITION WITH SKADI
If there are multiple PCs, all of them can participate in PCs must fight Skadi (see CR III, p. 309) and win!
the contest. If one of them makes three successful checks All PCs can fight against Skadi. If Skadi's HP is reduced
in a row, they will win in this game. by at least 20 points, PCs will win. During the battle, Skadi
promises not to use fairy magic and unique skill [Icicle
3) DRINKING COMPETITION WITH UNDINE Spear]. PCs also need to promise to stop the fight at any
Win a drinking contest with Undine (see CR II, p. 307)! time if Skadi gives up.
PCs need to make a Fortitude check (TN 16) versus In addition, if PCs win against Skadi, “Skadi's
Undine (Fortitude 2d + 9). The first one to fail the check Favoritism” will increase by 1 point. For more information
loses. about Skadi's Favoritism, see “Secrets of the Snow
If there are multiple PCs, all of them can participate in Mountain Cave” (see p. 43).
the contest. If even one of the PCs wins against Undine,
they win.
Note that a PC who fails a Fortitude check will become
drunk for 1d tb and will take a -1 penalty to all checks.
113
COMMON EVENTS: RUNNING AROUND
In the destination section PCs need to ask about where Location Determination
the target person is, and they will find out about them. Roll 1d Location
a 1d and consult where the target person is. However, if 1 [66: Flower Garden Maze]
PCs were in the selected section at some point, you need to 2 [22: The Tree of Light]
change the target person’s location to the current section 3 [21: Flowering Hills]
(people in the destination section will say that the target 4 [52: Tree of Birdcages]
person is here). 5 [62: Peaceful Orchard]
6 A person is here (see left).
114
Food Collection Table Flying mushrooms float around
1d Food Collection method [33: Little House in the Sky], so
Fish at [16: The Creek and PCs can shoot them down. Do
Covered Bridge]. After normal an Accuracy check with a
Sweet Fish It's floating
1 events, do skill check 2d + 5- shooting weapon (TN =
“Sugar Fish” x “Flying
– Ranger Level +Dexterity 6 Adventurer Level + 6) and if
“Adventurer Mushrooms”
2 modifier (TN = Adventurer successful, PC will get a Flying
Level” pieces Mushroom x1. If they can fly,
Level + 6), and if successful,
PC will get a 1 Sugar Fish. they can use a melee weapon
Collect around [52: Tree of Accuracy (TN same as above).
Deathly stinky Birdcages]. After the normal
3
(Death Dorian) events, do a Search check (TN
–
x “Adventurer = Adventurer Level + 6), and if
4
Level” pieces successful, PC will get a 1
Death Dorian.
115
COMMON EVENTS: CHASES
The goal is to travel to another section in the same area. 2) F ALL FROM A CLIFF
Determine at random which section will be the target. There's a cliff on PC's way that's 2d meters high. They
However, during this event, PCs may not travel to the same must make a Danger Sense check (TN = Adventurer Level
section more than once. During the chase, determine a new + 7). If they fail, PCs will not notice the cliff and will fall off,
section if the character traveled to all existing sections. taking falling damage.
No Travel check is needed, but no road will be created
when PCs travel to a section. 3) CAUGHT IN A R IVER
In the section PCs are moving to, no normal events will There is a river flowing in PC's path. They need to
occur. Instead, roll a 1d and determine the event that will make a Danger Sense check (TN = Adventurer Level + 6).
occur with the “Chasing Events Table.” However, an event If they fail, they will fall into it without noticing the river.
can only occur once during a single mission; if, on 1d, you A PC that falls into the river will be swept away and
get an event that has already occurred, proceed to the moved to a section in the same area. Determine at random
mission's climax. which section it moves to. However, the player may not
move to the same section more than once during this event.
Chasing Events Table If PCs have moved to all existing sections, determine a new
1d Event section.
1 Run into a Monster
2 Fall from a Cliff 4) F LOWER GARDEN R AID
3 Caught in a River PCs trample through the flower garden, they are
4 Flower Garden Raid attacked by an angry Swarm of Muryans (see CR III, p.
5 Bang into a Tree 303), and all PCs suffer “2d + 7” points of physical damage.
6 Proceed to Climax If PCs apologize, Muryans will forgive them. Also, if PCs
just run away, the swarm will not chase you. If PCs want to
1) R UN INTO A MONSTER +★★ fight, there are 10 x Swarm of Muryans.
There is a monster on PC's way. They must make a
Danger Sense check (TN = Adventurer Level + 6). If they 5) B ANG INTO A T REE
succeed, they will notice the monster and can avoid the There is a big tree on PC's way. They need to make a
fight. If they fail, they'll run into a monster, and battle will Danger Sense check (TN = Adventurer Level + 6). Those
commence. Monster depends on the average adventurer PCs who fail will hit the tree but suffer no damage. Ripe
level. PCs will get 2★ for defeating the monster. fruit with a strong smell will fall from the tree on those PCs.
The smell will remain on those PCs for 1 day (6tb). During
Enemy Determination Table this time, if PCs get into a fight with animals, plants, or
Adventure mythical beasts, these monsters will try to attack those PCs
Monster first.
Level
4 or less Black Scorpion (see CR II, p. 266)
5-7 Lesser Manticore (see CR II, p. 300) 6) P ROCEED TO CLIMAX
8 – 10 Chimera (see CR II, p. 303) Proceed to the climax of the mission.
11 – 13 Dolgiras (see CR III, p. 271)
14+ Hecatoncheires (see CR III, p. 256)
116
FAIRY PRANKS
All fairy pranks have overlapping effects. All duplicate ⑦ It makes PCs feel sad. No particular effect.
effects will last as long as the most recent effect lasts. PCs have a happy dream. Their Fairyland
However, the same effect cannot be duplicated. If the same ⑧
Assimilation Level is increased by 1.
effect has some variations on duplication, apply the most PCs are flying and strolling through the sky with
recent version. sprites that appear out of nowhere. 1tb elapses,
⑨–
and PCs can move freely to any section of their
Fairy Pranks Table A ⑩ choice. Their Fairyland Assimilation Level is
2d Effect increased by 1.
For one day (6tb), when talking, PC will end 1tb elapses. Sprite gives PCs either Fairy Dust
⑪–
their sentences with “…cheep, cheep.”. If they or Fairy Wine, whichever they prefer. Their
will talk to someone other than a fairy, they will ⑫ Fairyland Assimilation Level is increased by 1.
2–3
be asked, “Are you making fun of me?” And
will not be unable to get information out of Fairy Pranks Table C
them. 2d Effect
For 1 day (6tb), the weapon PC is holding will PC becomes clairvoyant for 1 day (6tb). They
make funny sounds when it hits and a creaking can see through clothes and walls. But they
4–5
sound on a critical hit. Until this effect is lost, 2 – 3 cannot see through living things, except they
PC cannot change weapons. can see through constructs. This makes
For 1 day (6tb), PC armor will crack when hit constructs invisible.
by an enemy attack. If the PC is hit by more For 1 day (6tb), PC will look hilarious to your
than 20 points of damage at once, the PC will opponents. Anyone trying to make PC target of
be completely disguised in your underwear 4 – 5 magic needs to make Willpower save with TN
6 loud “Whoosh!” sound! But armor does not 15 and start laughing if they fail. On fail, all
lose any of its effects, including Defense. The spells that require chants are interrupted.
armor will change to its normal form in 1 tb. For one day (6tb), a part of the PC’s body will
Until this effect is on armor, PC cannot change glow like the sun. Roll a 1d. On 1-2 PC’s head
armor. 6 glows; on 3-4, the PC’s chest glows; 5-6 PC’s
It makes PC feel happy and excited. No bottoms glow. While this effect is active PC fails
⑦
particular effect. all Hide checks.
PC becomes children for 1 day (6tb). Their ⑦ It makes PC feel calm. No particular effect.
equipment becomes smaller, and their abilities For 1 day (6tb), a sprite will follow PC around
⑧ remain unchanged. If someone asks them to and sing a spellsong (success value 17, Level 10
play or compete with them, the PC will not be Bard). Roll a 1d to determine the effect of this
able to refuse. spellsong. In the case of [March], the
A flower appears on PC head for 1 day (6tb). movement speed should be 24.
⑨ – The flower will bloom or wilt depending on 1d Spellsong
⑩ PC's emotions. PC Fairyland Assimilation ⑧- [Summon Small Animals] (see CR II:
Level is increased by 1 point. ⑨ 1
p. 96)
PC's gender is switched for 1 day (6tb). PC 2 [Healing] (see CR II, p. 97)
⑪–
Fairyland Assimilation Level is increased by 1 3 [Vivid] (see CR II, p. 97)
⑫ point. 4 [Resistance] (see CR II, p. 98)
5 [March] (see CR III, p. 163)
Fairy Pranks Table B 6 [Reduction] (see CR III, p. 163)
The effects in this table apply to the entire party. The sprite will haunt PC for one day (6tb).
2d Effect During this time, sprite helps and hinders, so in
PCs have a peach-colored dream and forget ⑩–
addition to double 6’s and double 1’s at every
2 – 3 path here. Remove all paths connected to the ⑫ check, 11 becomes an automatic success, and 3
current section. becomes an automatic failure.
For one day (6tb), every time PCs walk, they
will make various noises ranging from dropped
stone to small explosion sounds. For the
4–5
duration, PCs will always fail to Hide checks.
Whenever they make a Travel check, you
receive a -2 penalty.
The sprites make PCs spin around. While they
are spinning, they are moved to another section
6 in the same area. Determine a section to move
to at random. If there is no other section in the
same area, determine a new section.
117
Fairy Pranks Table D Fairy Pranks Table E
The effects in this table apply to the entire party. The PC is transformed into a fairy. Since PC will become a
path will not be created if the party is moved by these fairy, they become invisible to constructs and runefolks.
effects. Also, animal and plant monsters will be neutral toward
2d Effect them. However, if PC attacks them, they will counterattack
1tb passes, and PCs find themselves in [21: and will not be surprised as a result.
2 – 3 Flowering Hills]. Determine the area of this 2d Effect
section and add it to the map if necessary. For 1 day (6tb), PC takes the form of a Sprite
1tb passes, and PCs find themselves in [22: The (see CR III, p. 305) and is recognized as a fairy.
2–3
4 – 5 Tree of Light]. Determine the area of this PC gains the unique skill “Flash.” All other
section and add it to the map if necessary. abilities remain unchanged.
1tb passes, and PCs find themselves in [25: For 1 day (6tb), PC takes the form of a Gnome
6 Frozen Mountains]. Determine the area of this (see CR III, p. 306) and is recognized as a fairy.
4–5
section and add it to the map if necessary. PC gains the unique skill “Quake.” All other
1tb passes, and PCs find themselves in [35: abilities remain unchanged.
⑦ Starry Stage]. Determine the area of this section For 1 day (6tb), PC takes the form of a Sylph
and add it to the map if necessary. (see CR II, p. 309) and is recognized as a fairy.
6
1tb passes, and PCs find themselves in [44: PC gains the unique skill “Gale Breath.” All
⑧ Mirror Pond]. Determine the area of this other abilities remain unchanged.
section and add it to the map if necessary. It makes the PC feel gentle. No particular
⑦
1tb passes, and PCs find themselves in [63: effect.
⑨ – Flower Garden with a Waterway]. Determine For 1 day (6tb), PC takes the form of an Undine
⑩ the area of this section and add it to the map if (see CR II, p. 307) and is recognized as a fairy.
⑧
necessary. PC gains the unique skill “Water Gun.” All
1tb passes, and PCs find themselves in [66: other abilities remain unchanged.
⑪ – Flower Garden with a Waterway]. Determine For 1 day (6tb), PC takes the form of a
⑫ the area of this section and add it to the map if Salamander (see CR II, p. 308) and is
⑨–
necessary. recognized as a fairy. PC gains the unique skill
⑩ “Fire Breath.” All other abilities remain
unchanged.
For 1 day (6tb), PC takes the form of a Shade
⑪ – (see CR III, p. 304) and is recognized as a fairy.
⑫ PC gains a unique skill, “Dark Mind.” All other
abilities remain unchanged.
118
RANDOM EVENTS
Random events can occur when PCs travel by path to Table B (see p. 117) to determine the magic effect of the
another area. PCs need to roll a 2d, and on the result of 2d sprite’s prank.
is 5 or less random events will occur.
First, roll a 1d, if an event with this number has already 6) F ALLEN B ROWNIE - P ART 1 (+★)
occurred roll a 1d. If it’s also occurred, 1d is added one There is a brownie lying on the side of the road. He will
more time until a random event corresponding to the sum say to PCs, “Hey, give me something to eat at...”. If PCs
of rolls hasn’t occurred (GM can always select an event give him some food, he will get well. After that, refer to “If
manually, see p. 12). PCs Meet a Brownie” (see p. 29). If PCs don't have any
If a random event has already occurred, it cannot occur food, the brownie will faint saying, “Too bad…”. PCs may
a second time, and after all 21 random events have carry the brownie on their back. If they give him some food
occurred, all random events can occur again, assuming that somewhere, he will get better.
all the random events have not yet occurred.
If PCs give food to the brownie, they will get 1★.
If PCs have already encountered the brownie in “Fallen
1) F AIRY P ATH +★ Brownie” events, they will encounter a Swarm of Muryans
PCs find a path they’ve never seen before and may (see CR III, p. 303). The swarm will challenge PCs to a
wonder where it leads. As they step into it, they will need to singing contest. Refer to “Common Events: Singing Contest
make another Travel check with a -2 penalty. with Swarm of Muryans” (see p. 113). If PCs win the singing
contest, they will receive 1 x Muryan’s Gem.
2) SPRITE'S P RANK (1)
The next thing PCs know, they're in a flower garden full 7) F AIRY P ATH +★
of beautiful flowers. There are sprites in the field, and they PCs find a path they’ve never seen before and may
will fly to them and sprinkle with magic dust. Roll a 2d and wonder where it leads. As they step into it, they will need to
consult with Fairy Pranks Table A (see p. 117) to determine make another Travel check with a -2 penalty.
the magic effect of the sprite’s prank.
8) SPRITE'S P RANK (3)
3) P OET OF F AIRYLAND (+★★) A tabbit comes running in a panic and jumps into a hole
PCs hear someone singing beautifully. After a few at the base of a large tree. If PCs go into the hole, roll a 2d
moments, they will see a minstrel playing lyre and singing and consult with Fairy Pranks Table D (see p. 117).
with a Swarm of Muryans (see CR III, p. 303). Minstrel will
call himself Maruki and will say that he wandered into 9) H OUSE OF SWEETS (+ ★)
Fairyland while traveling in Raxia. He became friends with
PCs smell something sweet. After a while, they see a
the fairies, and now they spend their time singing songs
house made of sweets. If they want to eat it, roll a 1d for
together. PCs can learn that Maruki is from a village where
each PC. If the result is 1, then the PC will feel bad (PC
PCs’ are from.
loses 2 MP); if the result is 2-3 PC will feel no taste at all
Maruki will say, “I think I'm probably stuck in
(No effect), and if the result is 4-6 PC will eat delicious
Fairyland, so if you do get out of Fairyland, I want you to
sweets (gains effect similar to [Luck] spell (see CR I: p. 255-
give this to my fiancée Lotte and tell her that Maruki is
261).
dead. I want her to be happy,” and Maruki will give to PCs
“Maruki's Pendant” to give to Lotte. If PCs accept it, they If PCs eat the sweets, they will get 1★.
will get 2★.
If PCs have already met Maruki, “Sprite's Prank (1)” 10) SOMEONE F AMILIAR (+★★)
will occur. A red flower is blooming on the side of the road. The
flower is swaying as if it wants to be picked. If PCs pick the
4) A SMALL B RIDGE OVER STREAM (+★) flower, someone remarkably familiar will come running,
fall down in front of them, and will start crying. PCs don't
There is a small river flowing and a small stone bridge
know exactly who this person is exactly (as GM you can say
over it. PCs have to cross the river to reach their
they are the same race as PC, who picked the flower).
destination.
This person will stare, cry, and beg for the red flower
When PCs try to cross the bridge, the stone bridge
the PC is holding. The person wants this flower and will not
disappears. PCs will fall into the river two meters below and
respond to anything else. If they give them the red flower,
get soaked. The sprites will fly away with laughing.
the person will thank the PCs and run away.
The river is shallow and can be crossed without a
PC that was holding a flower will remember as new
bridge.
history that “When I fell and was crying, a passing
adventurer comforted me and gave me a red flower.” If PCs
5) SPRITE'S P RANK (2)
give a flower, they will gain 2★.
Suddenly, PCs hear a happy child's laughter. As they If the flower is not picked, nothing happens. If PCs
look, sprites fly out of the sky, spinning around and ignore, a person's requests PC that was holding a flower will
surrounding them. PCs are bathed in magic dust sprinkled remember as new history that “I fell and passing adventurer
by the sprites. Roll a 2d and consult with Fairy Pranks ignored your crying and went away.”
119
11) SPRITE'S P RANK (4) second at random. If the section does not exist on the map
PCs come to a tree-lined road. Sprites are playing with yet, determine its position at random.
the wind chimes hanging from the trees along the roadside.
The sound of the wind chimes filled with magic. Roll a 2d 17) SPRITE'S P RANK (6)
and consult with Fairy Pranks Table C (see p. 117) to A gust of wind filled with flower petals blows through
determine the effect of the sprite’s prank. the air. There are sprites in the wind, and they will kiss PCs.
Roll a 2d and consult with Fairy Pranks Table C (see p.
12) GOLDEN F RUIT (+★) 117) to determine the magic effect of the sprite’s prank.
PCs are following a path through the forest. Many
delicious-looking golden fruits are hanging from the 18) R AINBOW M OON +★★
branches overhead. The next thing PCs know, it's dark and a rainbow moon
If they try to pick up the fruit, it will pop, and the juice is floating in the sky. They need to make a Willpower save
will rain down on them from above. The PC who tries to (TN 20). Roll a 1d for each PC which failed and refer to
pick up the fruit will be covered in the juice with a very the effect PC will receive “Otherworldly Influence Table”
strong smell. The odor stays with them for a day (6tb) and (see p. 77). However, this time duration of the effect is 1d
cannot be removed by any means. During this time, if the days (6-36tb).
PC gets into a fight with animals, plants, or mythical beasts,
the monster will try to attack that PC first. But PCs will get 19) SKADI 'S CHALLENGE (+★★★)
1★ in that case. The snow begins to fall, and Skadi (see CR III, p. 309)
flies in and challenges the PCs, saying, “So you're the
13) F ALLEN B ROWNIE - P ART 2 (+★) adventurer all are talking about.” Even if the PCs don't want
There is a brownie lying on the side of the road. He will to fight, Skadi will attack them. See “6) Skills Competition
say to PCs, “Hey, give me something to eat at...”. If PCs with Skadi” (see p. 113) in “Fairy Games.”
give him some food, he will get well. After that, refer to “If If the PCs win, Skadi will say, “I see. Adventurers are
PCs Meet a Brownie” (see p. 29). If PCs don't have any really something”. She will then ask the PCs to visit her
food, the brownie will faint saying, “Too bad…”. PCs may palace in the cave at the top of [25: Frozen Mountains] if
carry the brownie on their back. If they give him some food they have the chance and will fly away. If PCs win against
somewhere, he will get better. Skadi, they will gain 3★.
If PCs give food to the brownie, they will get 1★.
If PCs have already met Brownie in “Fallen Brownie” 20) GIANT B ELL T OWER +★★
events, PCs will encounter Salamander (see CR II, p. 308), PCs found themselves standing in front of a huge bell
who will challenge them to dance. See “Common Events: tower. On the four walls of the bell tower are reliefs of Jinn,
Dance with Salamander” (see p. 113); if they win, PCs will Mimir, Titan, and Efreet, respectively. Suddenly, the bell
receive 1 x Salamander's Gem. tower bells start ringing, and the bell tower splits into four
pieces and moves away in all directions. Next thing PCs
14) SPRITE'S P RANK (5) know, they are in [Fixed Section 1: Seven Colored Cat's
Suddenly, a group of sprites appears out of nowhere, Hospitality Pavilion].
“Wow! The adventurers are here!” They will dance around Their Fairyland Assimilation Level increases by 2
PCs and sprinkle glittering light dust around them. Roll a points.
2d and consult with Fairy Pranks Table E (see p. 117) to
determine the effect of the sprite’s prank. 21+) F AIRY F OOLERY
PCs can hear cheerful singing, music that makes them
15) F AIRY P ATH +★ want to dance and laugh. After a while, they come across
PCs find a path they’ve never seen before and may various fairies singing, dancing, and having a good time. If
wonder where it leads. As they step into it, they will need to fairies see PCs, they will forcefully pull PCs' hands and
make another Travel check with a -2 penalty. invite them to join their dancing circle. They will shower
PCs with petals and dance around them in a circle. PCs will
16) R EST +★★ start to feel happy and fall asleep, exhausted after a while.
The next thing PCs know, it's the “morning” of the next
On the side of the path, there is a small, covered rest
day. PCs have fully recovered their HP and MP and are
area. There are chairs and a clock. There is also a sign on
well-rested. They also gain the effect [Luck] spell (see CR
the roof that says “Rest Spot” in arcana.
I: p. 255-261). In addition, roll a 1d. If the result is 1-2 roll
If PCs spend some time here, the clock will start to tick.
a 2d and use Fairy Pranks Table A (see p. 117). If the result
Suddenly, PCs will feel dizzy as they are being transported
is 3-4 roll a 2d and use Fairy Pranks Table B (see p. 117).
somewhere.
If the result is 5-6 roll a 2d and use Fairy Pranks Table C
The group needs to choose one number between 1 and
(see p. 117).
6, then roll a 1d. PCs will be teleported to a section with a
If this event has already happened, use the highest-
2-digit number, the first number chosen by PCs and the
numbered random event that has not yet occurred.
120
RANDOM QUESTS
Roll a 1d to determine a random quest. Monster Table
1d Event Adventurer
1–2 Delivery 1d Monster
Level
3–4 Monster Extermination 1-2 Imp (see CR III: p. 313)
5-6 Material Procurement Dusky Grace (see CR I: p.
4–6
488-490)
1– Dark Bully (see CR II, p.
1 - 2: DELIVERY 2
7–9
314)
“Make the delivery and take the money from them.” Cerberus (see CR II: p. , p.
10 -12
This is a request from a food store in the village. PCs 316)
need to go to the “delivery address” section, give the trader 13+ Foregone (see CR III, p. 318)
a “burlap bag with ingredients,” collect the payment, and 1-2 Ghoul (see CR I: p. 462-468)
return. If PCs go to the destination and meet with the Ghoul Mage (see CR I: p.
4–6
trader, they will receive “Adventurer Level x 1000” G as 462-468)
payment. After that, they need to return to the village and 3– 7–9 Blank (see CR II, p. 281)
give the money to the food store owner. In addition, they 4 Ghost Horse (see CR III, p.
10 -12
will be rewarded with “Adventurer level x 100” G. 282)
Roll a 1d and consult with “Addresses and Traders Cast Armor (see CR II, p.
13+
Table” to determine the details. When PCs receive this 285)
Quest, they will be given a burlap sack with ingredients. Sidewinder (see CR II, p.
1-2
263)
Addresses and Traders Table 5-
4–6 Tiger (see CR II, p. 265)
1d Delivery Address Trader Sabertooth Tiger (see CR III,
6 7–9
1 [Fixed Section 1: Seven p. 268)
– Colored Cat's Irving 10 -12 Dolgiras (see CR III, p. 271)
2 Hospitality Pavilion] 13+ Roc (see CR III, p. 274)
If [31: Valley of
If request from [31:
Windmills] is the
3 Valley of Windmills],
delivery address, it’s 5 - 6. MATERIAL PROCUREMENT
– then [32: Sheep Fields],
Bitz. If [32: Sheep “Gather the materials needed to make farm tools,
4 in another case, it is [31:
Fields] is the delivery carpenter items, and the like.”
Valley of Windmills].
address, it's Suhoi. This is a request from the general store in the village.
5- PCs need to collect the required number of materials and
[62: Peaceful Orchard] Lana
6 give them to the general store to complete the quest. In
addition, they will be rewarded with “Adventurer level x
100” G.
Roll a 1d and refer to the “Materials and Origin Table”
3 - 4. MONSTER EXTERMINATION to determine the details.
“There's a monster near the village. Please defeat it.” Each material can be obtained by searching the
This is a request from the village chief. Choose one of specified section after playing normal events.
the sections in the same area at random. When PCs To search, PCs need to make a Search check (TN =
Adventurer Level + 6). For each PC that succeeds, they will
complete the quest, they'll get 2★. In addition, they will be
get one material. This check can only be done once per
rewarded with “Adventurer level x 100” G.
1tb. If the number of materials obtained by the search
Roll a 1d and refer to the “Monster Table” to
check exceeds the required number, further searching will
determine the monster to be killed. At this time, one
obtain nothing.
monster will appear if the number of PCs is 1, two if there
are 2-3 PCs, or three if there are 4-5 PCs.
If PCs receive this Quest, when they move to the Materials and Origin Table
specified section, they will immediately encounter a 1d Material Section to Search
monster that they must exterminate. This event takes 1– Number of PC's x “Magic [14: Graveyard of
precedence over the normal events in each section. 2 Material” the Giants]
3– Double number of PC's x
[64: Hill of Bones]
4 “Magical Bones”
5- Triple number of PC's x [65: City Buried in
6 “Thin Feather” the Sand]
121
IMPORTANT INFORMATION ABOUT FAIRYLAND
ABOUT F AIRYLAND ABOUT THE F AIRY K ING
1. L EGEND 1. L OCATED
Fairyland was created by the female magician Anomala The Fairy King is sleeping in the “King's Chambers”
Hamesgadaras of the Durandal era. See “The Legend of (see p. 88) in the [Fixed Section 2: Fairy King's Castle],
Fairyland” (see p. 18) for details. which is submerged at the bottom of the lake near [Fixed
Section 1: Seven Colored Cat's Hospitality Pavilion].
2. ANOMALA
Anomala Hamesgadaras was an outstanding sorcerer 2. OFFICIAL I NFORMATION
and fairy tamer of the Durandal era, who built Fairyland The Fairy King had been entrusted by Anomala with
and was nicknamed the “Fairy Queen” but vanished with the management of the entire Fairyland and had been given
the disappearance of Fairyland. She was a beautiful elf the Crown of the Fairy King as proof. Although the Fairy
woman with long golden hair and green eyes. King was a high-ranking fairy, he had no special power, but
the Crown of the Fairy King gave him the power to rule
3. SECRET over all fairies.
Fairyland was created by a female magician, the Witch,
who is different from Anomala. It is forbidden to call her 3. SECRET
by her name. The Fairy King wanted to use the power of the Crown
of the Fairy King to create an army of fairies to rule the
4. T RUTH world. For this reason, he was sealed away by Anomala.
Witch created Fairyland to gain eternal life, seeking the
beauty that would never fade like the fairies. The witch was 4. T RUTH
tempted by Metissier, God of Immortality, and she wanted The Fairy King is not a fairy, but a good part of the
to become a god by the faith of fairies, just like Asteria, who Witches soul that Anomala separated from her to seal the
is said to have become a fairy goddess by gathering faith of Witch and weaken her power. The good part of the soul
fairies. To do so, she created the “Crown of the Fairy King” filled with wisdom and kindness of a “fairy queen” who
to rule over the fairies and built Fairyland as a huge temple loved fairies was separated from the evil heart dominated
to herself as a god. by madness and desire for eternal life.
5. T RUTH ABOUT ANOMALA The Fairy King sleeps as the watcher of the sleeping
Anomala defeated Witch and stopped her plans. Witch and hopes that the Witch, the evil part of him, will
However, she could not destroy her completely and sealed eventually be completely destroyed. But at the same time,
her away somewhere in Fairyland. After that, Anomala he's worried about many fairies in Fairyland being taken
isolated Fairyland was from Raxia to destroy Fairyland and away, and he listens to the whispers of Witch that drive
Witch by cutting off the supply of mana. In later times, the fairies out of Fairyland and open a path between Fairyland
Witches name was erased from many books, and her and Raxia. This led to the influx of barbarous and daemons
achievements, including the construction of Fairyland and from Raxia into Fairyland.
her nickname “Fairy Queen,” were attributed to Anomala,
who sealed the witch. 5. AWAKENING THE F AIRY K ING
For information on how to awaken the Fairy King, see
“How to Awaken the Fairy King”.
In golden blessing seen.
H OW TO AWAKEN THE F AIRY K ING The blue lake, calm and still, = Golden hat
Blue lake, calm and still = Blue hat
PCs can call out his name in the King's Chamber of the 'Neath jet-black night sky's thrill. = Black hat
Fairy King's castle to awaken the Fairy King. However, it is The king's throne, white and bright, = White hat.
forbidden by Anomala to speak the Fairy King's name, so Dyed purple in morning light, = Purple hat.
PCs can't ask fairies to say it. And overhead the red sun rises, = Red hat.
However, Fairy King's name can be found in the song When rearranged accordingly, the first letter of each
of the fairies (see p. 36): “All fairies, seven-colored Cait hat-wearing Cait Sith's name becomes “Heigeir.” By
Siths, lined up to greet you. Take off your hats and applying this name to the king's name, “■■■■■■os,” which
welcome them. Come on, let's chant. Praise the name of can be found erased on the top floor wall of Fairy King's
our king!” The song is a clue. In other words, Fairy King's castle, the name of Fairy King, “Heigeiros”, will be
name can be known as “taking off the hats” of seven- completed.
colored Cait Siths. Taking off the hats here means taking
off the first letters of Cait Siths' names. The sequence in
which names should be used is indicated by the colors in
the lyrics that follow.
The earth's deep green,= Green hat
122
ABOUT THE CROWN OF THE F AIRY K ING ABOUT ANOMALA'S L EGACY
1. L EGEND 1. E XISTENCE
The Fairy King wore the Crown and had the magical Anomala has left behind a weapon that can destroy
power to control all fairies. It was created by Anomala and Witch in preparation for the day when she awakens.
given to the Fairy King as a sign that he rules Fairyland.
2. H INTS
2. SECRET Hints as to the whereabouts of Anomala's legacy and
The Crown of the Fairy King wasn’t created by how to use it were given to sprites at [22: The Tree of
Anomala, but it is a Sacred Treasure of Metissier, the God Light].
of Immortality, created by the Witch. It can control all
fairies and works in conjunction with the six crystal towers 3. H OW TO GET IT
in Fairyland to absorb vast amounts of mana, transforming Anomala's legacy can be obtained by reversing the
crowned one into a god. Fairyland is a cage where fairies Wheel of Life to return it to the state it was in when
gather to supply mana to the Crown of the Fairy King are Anomala was using it and then sinking it in [44: Mirror
kept. For this reason, Fairyland will completely disappear Pond].
when a new God is born with the Crown of the Fairy King
on them. 4. I DENTITY
Anomala's legacy is the magic sword. For more
3. CRYSTAL T OWERS information on the magic sword, see “How to Use the
There are six crystal towers: Fire, Water, Earth, Wind, Magic Sword” (same page).
Light, and Dark, located throughout Fairyland. Currently,
all of the crystal towers are sealed by Anomala. Due to
seals, barbarous, undead, and daemon characters cannot
enter magic circles drawn around crystal towers. H OW TO U SE THE MAGIC SWORD
All crystal towers cannot be destroyed by any means. Anomala’s legacy is a fine sword with a silver rose-
shaped brim and thorns wrapped around the blade and hilt.
4. WHERE ARE THE CRYSTAL T OWERS? On the scabbard is written in arcana, “The children of light
The six crystal towers can be found in the following in the trees will guide you,” and it cannot be pulled out of
locations. its scabbard unless the wielder calls out its name in sylvan.
Fire Crystal Tower……….. [53: Fire Pillar Tower]. The name of the magic sword appears in the “Song of
Water Crystal Tower…..[25: Frozen Mountains]. the Sprites” (see p. 89). Also, information can be found in
Earth Crystal Tower………………..[36: Red River]. this song on how to use this sword.
Wind Crystal Tower………..[23: Rainbow Roots]. The Luminous Retaliator
Light Crystal Tower…..[15: Great White Tower]. Base Price: 500,000 (not for sale)
Dark Crystal Tower…[45: The Valley of White Lilies]. Fine sword with a
silver rose-shaped
Cat.
5. CRYSTAL T OWERS SEALS Pop. - App. brim and thorns Sword B
wrapped around the (Rank)
Crystal Tower Seals can be removed by absorbing Fairy blade and hilt
Ore that corresponds to the type of crystal tower. For Ancient Magic
Sum. It can destroy undead. Era
example, a fire crystal tower can be unsealed by absorbing Civilization
Fire Ore. Once a seal is broken, it cannot be remade. The The wielder can activate Retaliator to cast [Fairy Lord] fairy magic
spell for a duration of 18 rounds.
Crown of the Fairy King regains its original magical power By casting [Erase Soulscar], the wielder gains the effect of “Divine
if all the seals are broken. Being Killer” for 1 day (6td).
The wielder gains the effect of “Fairy Guidance” while in the effect
range of [Elements] spellsong.
Fairy Release
All effects of the fairy character’s control created by the Witch will
be canceled in a radius of 30m. Fairies that were already under
control were immediately released from those effects.
Divine Being Killer
Eff. Divine Being or Undead characters who suffer 1 or more points
of damage from this sword cannot recover HP in any way for the
next 3 rounds.
Fairy Guidance
All fairies within a radius of 30m gain +2 to their Magic Power.
Add'l Dmg
Min STR
Accuracy
Crit Rate
Stance
Power
③④⑤⑥⑦⑧⑨⑩⑪⑫
1H 10 +1 20 1 2 3 4 5 6 7 8 9 10 ⑩ +1
123
ABOUT THE WITCH H OW TO AWAKEN THE WITCH
1. E XISTENCE Witch's name was lost due to Anomala, and her magic
She is a female magician of the Durandal era who has put the witch to sleep. Saying the witch’s name in front
created Fairyland. She was a close friend of Anomala and of the sleeping witch will wake her up.
was known as a fairy-loving fairy tamer. “Fairy Queen” was To make sure the witch won’t wake up, Anomala
originally given to her. She was a beautiful human woman divided her name and sealed it with the power of the Fairy
with black hair and black eyes. King, the good part of the witch herself. In other words, she
sealed the name of the witch, along with the name of the
2. SECRETS Fairy King, in the names of the Cait Siths.
Witch’s name was hidden in the last letter while the
Witch sought eternal life. She was tempted by
Fairy King's name was hidden in the first letter of the Cait
Metissier, God of immortality, and wanted to become a god
Siths' names. This implies that the Fairy King is above and
by the faith of fairies, like Asteria, God of fairies. The
suppresses the power of the witch. Therefore, to find out
Crown of the Fairy King and Fairyland was created to
the name of the witch, PCs can arrange the names of the
achieve this goal, but Anomala defeated her and thwarted
Cait Siths in the same way as the name of the Fairy King
her plans. She is now asleep and sealed up in a tomb in
and take the last letters. The name derived in this way
Fairyland.
would be - “Magnoli”. By applying letters to the
“■■■■■■■a” erased name of Anomala's best friend's
3. SEALING name scraped from the white stone monument in [63:
Anomala could not kill the Witch. So, she took the Flower Garden with a Waterway], witch’s name “Magnolia”
name away from the witch to put her into eternal sleep, will be completed.
sealed her in the castle of the Fairy King, and sank the If PCs awaken a sleeping witch by calling her name in
whole castle to the bottom of the lake. She also left the Fairy front of her, go to “Ending: Awakened Witch” (see p. 92).
King in the castle as a sleeping watchman. The witch's sleep
can be broken by saying her true name. For this reason,
Anomala has erased the name of the Witch from many
books and forbidden mention of her name by fairies.
4. DARKNESS
While the witch slept, she was trying to break the seal.
She spread the rumor by appearing in the dreams of
fairies that the Fairy King was sealed away by Anomala
because she wanted to rule the world. She also appeared in
the Fairy King's sleep and took advantage of his kindness to
open the path to Raxia, pretending that she was trying to get
the fairies out of Fairyland. She then lured barbarous and
daemons to try to break Anomala’s seals on crystal towers.
However, these attempts have not been successful due to
the interference of high-ranking fairies such as Mimir and
Efreet.
5. WITCH AWAKENING
For information on how to awaken a witch, see “How
to Awaken a Witch”.
124
ITEMS AVAILABLE IN FAIRYLAND
125
ABOUT "WHEEL OF L IFE "
SAND R OSE
Sand Rose is made of sand that has been hardened over
time and has been scraped off by winds and rains. It does
not have any special properties, but it is rare and valuable.
Its base price is 2d x 1,000G/Gold S-SS
126
ENDING: RETURN FROM FAIRYLAND If they give up on getting the “Crown of the Fairy King,”
go to “Ending: Returned from Fairyland” (see p. 92).
When Emiko chants the password, a light pink blur will Introduction 2: Solve the Mystery of Fairyland
appear in the transmigration magic circle. PCs will be Have PCs solved the mystery of Fairyland's
enveloped in the blur and will find themselves standing in disappearance? If PCs found out “Important Information:
a place where PCs were just before they entered Fairyland. About Fairyland: 1. Legend / 2. Anomala / 3. Secret / 4.
PCs have finally escaped from Fairyland and returned Truth / 5. Truth About Anomala (see p. 122), they have
to Raxia! achieved their goal. In that case, go to “Ending: Returned
If PCs have a “Maruki’s Pendant,” go to “Maruki's from Fairyland” (see p. 92).
Wish.” Introduction 3: Find the Missing Girl
Maruki's Wish Have PCs brought back Emma Roseworth? If they've
If PCs have Maruki's pendant and give Maruki's brought Emma back, they've accomplished their goal. If
message to his fiancé Lotte, she will ask, “Is he really PCs haven't brought her back, but they have brought back
dead?”. If the PCs tell her that Maruki is in Fairyland, Lotte Emma's Handkerchief or Emma's Hat, then her parents
will say, “Please take me there.” If the PCs take Lotte to will agree that Emma is dead. They will reward PCs with
Fairyland, the random event “3) Poet of Fairyland” will 500G per person. If they brought Emma back, go to
occur again, and PCs will be able to reunite Lotte with “Ending: Returned from Fairyland” (p. 92).
Maruki. Maruki and Lotte will thank the PCs and decide
to live together in Fairyland. If the PCs feel that they have not achieved their goal,
To the Ending they can return to the city to rest, buy some items, etc., and
Are the PCs fulfilled their purpose in Fairyland? then return to Fairyland. They can even gain experience
Introduction 1: Find Fairy's Treasures and grow and then return to the Fairyland.
Did PCs get the “Crown of the Fairy King”? If PCs have Only they have the “Key to Fairyland,” and only they
learned the “Important Information: About the Crown of can save it…
the Fairy King 2. Secret,” they can give up on the idea of
getting it.
127
ABOUT ADVENTURE COMPLETION
or defeat certain enemies. See the following list of
ABOUT ADVENTURE COMPLETION adventure achievements to find out when and how many
The adventure completion is a percentage that indicates adventure completion they can earn.
how much of the mystery of Fairyland PCs have solved and Whenever PCs get an adventure completion, mark in
how far they have progressed in the story. Adventure Achievement List to keep track of adventure
In PC's adventures in Fairyland, they will earn completion. The maximum amount of adventure
adventure completion when they complete certain missions completion is 100%.
128
Emma Roseworth
NPC LIST Human / Female / 17 yrs. / ?
“I can't wait to see my mom and dad... as soon as possible.”
This section contains descriptions of the NPCs that Emma Roseworth
appear in Fairyland. These NPCs can be allies or enemies is a young girl with
for PCs. However, you will not find detailed stats about short, orange hair, a
each NPC. Please refer to the description if you need stats student at the Institute
and create your own. of Magitechnology in
the city where PCs are
based. She is active,
Glynn energetic, and popular
Cait Sith / Female / ? yrs. / among his
Fairy King's Castle at night schoolmates. She was
“Please understand how I feel, Anomala.” more interested in the
Glynn is a golden-haired Cait Sith with a black hat, she ecology of plants and
is one of the Cait Siths appointed by Anomala as caretaker animals than in
of Fairyland, but she is not considered to be one of Seven learning magitech. She
Colored Cats, and Irving and the others do not know of her frequently left the city
existence. She is in charge of the Fairy King's castle at night to investigate the
and watches over the Witch as she sleeps. In fact, Seven ecology of plants and animals in the surrounding area. One
Colored Cat's Lasagna is Glynn's alter ego. Use Cait Sith day, however, she become enveloped in a pale pink blur
(see p. 139) stats enhanced with Sword Shards for Glynn. on a mountain she visited and wandered into Fairyland. In
[Introduction 3], PC comes to Fairyland at her parents'
Anomala Hamesgadaras request, who want him to find Emma, who has gone
Elf / Female / 280 years old at the time of legend / - missing. She has at least Artificer Level 1, Sage Level 2, and
“To the far future. Please right, my wrongs.” Ranger Level 1.
Anomala was a
female magician of the Quiche
Durandal era (the age of Runefolk / Female / 21 yrs. / Cave in [25: Frozen
magic civilization). She Mountains]
was an excellent sorcerer “Three tablespoons of sugar, 225/279... it is ready.”
and fairy tamer, who Quiche is a runefolk female with long, silky green hair
built Fairyland and was and blue eyes. She was probably created by an artificer who
known as “Queen Fairy” once wandered into Fairyland, but the details were lost. Her
but vanished with the skill at making sweets is top-notch, and her creations have
disappearance of captivated Eira, who loves sweets. She is currently sleeping
Fairyland. She is said to near a generator deep in a cave in Frozen Mountains. She
have been a beautiful elf has at least Artificer Level 5, Marksman Level 4, Sage Level
with golden hair and a 3, and Ranger Level 3.
kind-hearted woman
who very loved fairies. It Irving
was another female Cait Sith / Male / ? yrs. / [Fixed Section 1 : Seven Colored
magician, a close friend of Anomala's, who created Cat's Hospitality Pavilion]
Fairyland. To stop her best friend's horrible plan, Anomala “Welcome back! I'm glad you're okay today!”
battled with her best friend. Then she disappeared out of Irving is a black-
regret for not being able to stop her best friend. But furred Cait Sith with a
because of her efforts, all of her best friend's achievements blue hat. He is one of
were attributed to Anomala. the Cait Siths appointed
by Anomala as the
Jinn of Cape of Clouds caretaker of Fairyland
Jinn / Male / ? yrs. / [24: Cape of Clouds] and is in charge of the
“I'm just blowing off steam. It makes you feel better, Seven Colored Cat's
doesn't it?” Hospitality Pavilion. He
Jinn is a wind fairy, one of the higher fairies in reopens the inn when
Fairyland. He often walks around [24: Cape of Clouds]. he meets PCs who
Jinn is easy to get along with and might have some. When visited Fairyland and
approached by a PC, he will respond openly, but he has asks them to find and
little information and will soon say, “I'm bored” and fly reunite his friends. He
away. However, after they met again, he may have some is caring and helpful.
unexpected information. For his stats use as Jinn (see p. Also, Irving is a tea
139) enhanced with Sword Shards. lover who makes tea in his spare time. Use Cait Sith (see p.
139) stats enhanced with Sword Shards for Irving.
129
Sheila Rafida Suhoi and Miku
Vampire Lily / Female / Looks like 7 yrs. / [46: Grand Dwarves / See below / See below / [32: Sheep Fields]
Temple] “Hey, you've got a beautiful body. Would you like to be
“I'm not going to suck your blood. I hope you die in my son-in-law? Hahahaha!
agony!” Suhoi (male/67) and his daughter Miku (female/22) live
Sheila is a vampire lily who is the younger sister of in a humanoid village in [32: Sheep Fields]. Miku's mother
Deanna, the mistress of [45: The Valley of White Lilies]. was a local woman in Fairyland, where Suhoi's father was
She has pale peach-colored wavy hair in twin tails, morbidly an adventurer. Suhoi's wife passed away a few years ago.
white skin, and red-black eyes. She is black-hearted and Miku runs a grocery store in the village and may ask the
brutal, but she loves her sister dearly. Sheila is currently PCs for help with deliveries. She is hospitable and can
sealed away in the basement of the Grand Temple by provide lodging.
Anomala, with Zii acting as her guardian. Use Vampire Lily
(see p. 138) enhanced with Sword Shards stats for Sheila. Zela
Runefolk / Female/ Looks like 16 yrs./ [33: Little House
Cirie in the Sky]
Runefolk / Female/ Looks like 18 yrs./ [33: Little House “I don't know, maybe we should just beat them?”
in the Sky] Zela is runefolk with short, boyish blue hair. She is
“It is our duty to wait for master Belsen's return.” mischievous and impulsive. Zela lives in [33: Little House
Cirie is a runefolk in the Sky] with her older sister Cirie and younger sister Fin
female with long, wavy and waits for her master, artificer Belsen, to return. The
red hair and amber Wheel of Life has made her immortal, and she has been
earrings. She lives with operating for nearly 500 years. She has at least Grappler
her two younger sisters, Level 11 and Enhancer Level 10.
Zela and Fin, in [33:
Little House in the Titan of the Forest of Giant Trees
Sky], and looks forward Titan / Female / ? yrs. / [51: The Forest of Giant Trees
to the return of her “Ha-ha-ha! Sing more joyfully. Sing louder!”
master, artificer Belsen. She is one of the four higher fairies in Fairyland and is
As the eldest, she is an earth fairy. Titan resides at the base of a towering
always resolute, which Yggdrasil Sapling (see CR III, p. 278) deep in the Forest of
makes her seem cold, Giant Trees and enjoys
but she is very hosting feasts. She loves
compassionate and to sing and showcases
although seems to have her beautiful voice at
more feelings for Belsen than those of a master and servant. these gatherings while
She hides these feelings, but quietly follows his orders. She dryads and gnomes
is immortal due to the effects of the Wheel of Life and has perform. Anomala has
been living for nearly 700 years. She has at least Conjurer entrusted her with a
Level 9, Fencer Level 10, and Scout Level 11. mysterious song whose
meaning she does not
Scudel know, and she also
Einsel / Female / Looks like 12 yrs. / [53: Fire Pillar possesses information
Tower] about Fairyland and the
“Hello, I'm Scudel, nice to meet you.” Fairy King. Use Titan's
Scudel is a young (see p. 139) stats
Einsel girl who lives with enhanced with Sword
Salamanders on the top Shards for her.
floor of the Fire Pillar
Tower. After the death Dulles
of artificer Dulles, she Human / Male / 24 years old at the time of legend / -
continues to protect the “Scudel, I'm sorry. Your father abandoned you.”
magic device he left Dulles was an artificer from the Magitech Civilization
behind, but she doesn't era who stumbled upon Fairyland about 500 years ago. He
know what effect the had always yearned to return home, but during his
magical device has. She research, he discovered that Fairyland was on the brink of
is innocent and kind to disappearance. To save the fairies and people living in
everyone. Use Einsel Fairyland, he abandoned his desire to return to his
(see p. 139) stats homeland and dedicated his research to preventing
enhanced with Sword Fairyland's grim fate. He ultimately left behind a magical
Shards for Scudel. device and passed away, but not before gifting the Einsel
girl he was working with the name of his beloved daughter,
whom he had left behind in his hometown.
130
Deanna Rafida Isabel
Vampire Lily / Female/ Looks Like 27 yrs./ [45: Valley of Cait Sith / Female / ? yrs. / [Fixed Section 1: Seven
White Lilies] Colored Cat's Hospitality Pavilion]
“If you wish to know her secrets, you must be prepared “Oh, um... It's nothing, it's just...”
to die.” Isabel is a black-and-white Cait Sith with a purple hat,
Deanna Rafida is she is one of the Cait Siths appointed by Anomala as the
the mistress of The caretaker of Fairyland and manages the mount stables. She
Valley of White Lilies is shy and reserved but talkative with her mounts. Use Cait
and ally of the Witch, Sith (see p. 139) stats enhanced with Sword Shards for
guarding the temple of Isabel.
Metissier. She has a
noble air but a cunning Pixie of Flower Garden Maze
and cruel nature Pixie / Female / Looks like 17 yrs. / [66: Flower Garden
towards her opponents. Maze
She has long brown “Sir, sir, sir. Come, sit down. Let's have some tea!”
hair and sparkling She's a flower fairy
crimson eyes, and is the who used to serve in the
older sister of Sheila, Fairy King's castle. Now
who is sealed in the she lives in the fields
basement of the Grand behind [66: Flower
Temple. Deanna has a Garden Maze] where
soft spot for her sister. To stat Deanna, use the Vampire pixies have tea parties.
Lily (see p. 138) enhanced with the Sword Shards. She'll give information
about the Fairy King
Mimir of the Frozen Sea and welcome any PC
Mimir / Male / ? yrs. / [42: Frozen Sea] who visits as a guest.
“Show us your power, heroes! Let this freezing blood She likes sweet treats
boil!” that go well with tea and
Mimir is a giant ice fairy in Fairyland who values bravery loves Lana's food. Give
and is only interested in strong PCs. He sits on an ice her Pixie (see p. 139)
throne beyond the Frozen Sea and is accompanied by ice stats enhanced with
maidens like Frau and Skadi. PCs can seek information Sword Shards.
about Fairyland and the Fairy King from Mimir if he
approves of them. Use Mimir's stats (see p. 139) enhanced Bitz and Cecilia
with Sword Shards. Human / See below / See below / [31: Valley of
Windmills].
Eira “Oh, I miss being an adventurer. Back then, I was also
Cait Sith / Female / ? yrs. / [Fixed Section 1: Seven (insert PC’s class here).”
Colored Cat's Hospitality Pavilion] They are an elderly couple living in a humanoid village
“Oh-ho-ho-ho-ho! That's what I'm talking about! It's in [31: Valley of Windmills], the husband is Bitz (male/75),
perfect.” and the wife is Cecilia (female/68). Both of them have a
Eira is a red-haired Cait Sith with a golden hat, she is head of gray hair with a friendly smile. They are both
one of the Cait Sith appointed by Anomala as the caretaker former adventurers who wandered into Fairyland on an
of Fairyland and manages the magic workshop where magic adventure about 50 years ago, settled in the village, and got
items are created. Her high-flying words and deeds are married. They have a son named Leopard (male, 23 years
conspicuous, but she also takes good care of people who old), who likes to listen to Raxia's stories and will let PCs
wander into Fairyland. Brownies work in her workshop. stay at their house. Sometimes they go for walks far away
Use Cait Sith (see p. 139) stats enhanced with Sword Shards from home.
for Eira.
Emiko
Ricci Cait Sith / Female / ? yrs. / [Fixed Section 1: Seven
Cait Sith / Male / ? yrs. / [Fixed Section 1: Seven Colored Colored Cat's Hospitality Pavilion]
Cat's Hospitality Pavilion] “Yes. It will lead to Raxia. Hurry up and get in here.”
“What do you want this time? I'll make you anything Emiko is a Cait Sith with white fur and wears a white
you want.” hat. She is one of the Cait Siths that Anomala has entrusted
Ricci is a chestnut-haired Cait Sith with a red hat. He is to be the caretaker of Fairyland, and she manages the
one of the Cait Siths appointed by Anomala as the transmigration magic circle that connects Raxia to
caretaker of Fairyland, overseeing a steel workshop that Fairyland. She is pure and quiet but has a strong heart and
creates weapons and armor. Ricci is a stubborn artisan, but is willing to face danger for the sake of others. She knew
he is in love with Eira and gets so nervous that he can't artificer Dulles and helped him with his research. Use Cait
speak in front of her. Use Cait Sith (see p. 139) stats Sith (see p. 139) stats enhanced with Sword Shards for
enhanced with Sword Shards for Ricci. Emiko.
131
Fin Ham
Runefolk / Female/ Looks like 14 yrs. / [33: Little House Cait Sith / Male / ? yrs. / [Fixed Section 1: Seven Colored
in the Sky] Cat's Hospitality Pavilion]
“Zela, my sister is useless without me.” “Are you hurt? Here, take this.”
Fin is a runefolk girl Ham is a blue-haired Cait Sith with a green hat, he is
with green hair. She and one of the Cait Siths appointed by Anomala as the
her two sisters, Cirie and caretakers of Fairyland and manages the Therapy House,
Zela, and are waiting for which produces herbs and potions. He's impatient but
the return of their good at his job, and he's close to a Bannik named Libby,
master, artificer Belsen, who runs Therapy House for him. Use Cait Sith (see p.
at [33: Little House in the 139) stats enhanced with Sword Shards for Ham.
Sky]. As the youngest
daughter and for Belsen's Efreet of the Fire Pit
sake, she cares for and Efreet / Male / ? yrs. / [43: The Flame Pit]
supports her “Do not give up; keep burning until the end of your
hardworking elder sister days. Like a flame.”
Cirie. Fin misses her Efreet is one of the four higher fairies in Fairyland. He
father Belsen, and is a fire spirit and lives at the bottom of [43: The Flame Pit],
although she usually acts where he is accompanied by Einsels and Salamanders. He
tough, she feels lonely is fair-minded, but stern. He knows about the Crown of the
and cannot show it. She has at least Artificer Level 9, Fairy King and Witch and is looking for someone to carry
Marksman Level 11, and Sage Level 9. on Anomala's wish to save Fairyland. Use Efreet (see CR
III, p. 312) stats enhanced with Sword Shards for him.
Furia
Einsel / Female / Looks like 16 yrs. / [43: The Flame Pit Poppin' Bobbin'
“I can't help it. If you insist, I'll help you.” Grassrunner / Male / 46 yrs. / Traveling
Furia is a female Einsel. He is the type of person who “Do you want to get out of Fairyland? Even though it is
is direct but cannot be honest when it really matters. As such an interesting place?!”
Ricci's sidekick, she maintains the fire that lies in the Steel Poppin' Bobbin' is a
Workshop. She loves Ricci, which is obvious to everyone grassrunner bard who
but Ricci, but he can't tell. Use Einsel (see p. 139) stats wandered into
enhanced with Sword Shards for Furia. Fairyland. He is easy-
going and doesn't think
too much about
Belsen anything. His voice,
Tabbit / Male / ? yrs. / On a journey however, has the power
“Kindness alone is meaningless. You need to be to soothe the hearts of
prepared.” those who hear it. He is
Belsen is a red- said to be from the Zalts
haired tabbit artificer of region but seems to have
the Al Menas era forgotten details.
(Magitech Civilization Poppin' Bobbin' enjoys
era). He is the master of wandering around
the three runefolk sisters Fairyland and can be
Cirie, Zela, and Fin, and found in many different places. He is constantly around
is currently wandering fairies, who love to sing, dance, and party, and the Titan of
around Fairyland. After [51: The Forest of Giant Trees] is an especially big fan of
wandering into Poppin. He has at least Bard Level 10 and Ranger Level 8.
Fairyland, he discovered
the Wheel of Life in [33: Maruki
Little House in the Sky], Human / Male / 24 yrs. / Somewhere in Fairyland
where Anomala used to “I want to see her smile again. That's what I really want.”
live, and became Maruki is a human bard who wandered into Fairyland.
immortal through its effect. After meeting PCs, he can He is a gentle young man with flaxen hair and gray eyes and
decide to leave Wheel and the fate of Fairyland in their comes from a village near the city where PCs are based and
hands. He is a bit of a recluse and nihilistic. He has at least has his fiancé Lotte in his hometown. He has loved singing
Artificer Level 15 and Sage Level 13. with the fairies since he was a child and has set out to
become the most famous fairy bard in Raxia. He already
knows he's stuck in Fairyland. Maruki has at least Fairy
Tamer Level 2 and Bard Level 5.
132
Fairy King Lana, the Honey Princess
Fairy / Male/ ? yrs. / [Fixed Section 2: Fairy King's Castle] Elf / Female / Looks like 22 yrs. / [62: Peaceful Orchard]
“Welcome to the fairy paradise. You are always “If you like sweets, you can have one.”
welcomed here.” Lana is an elf woman who runs a restaurant in [62:
The Fairy King rules Peaceful Orchard]. She
over all the fairies of has long, honey-
Fairyland. He is a colored, wavy hair and
beautiful young man with green eyes. She protects
long, reddish-gold hair the orchard left to her
that looks as if it has been by her parents, makes
dyed in the twilight and various sweets using the
clear blue eyes. On top fruits from the orchard
of his head, he wears the and serves them to the
Crown of the Fairy King, fairies. The name
a golden crown inlaid “Honey Princess”
with gems representing reflects the fairies'
six attributes (fire, water, gratitude and respect for
earth, wind, light, and Lana. She is gentle and
dark). He is always kind-hearted, and when
smiling benevolently and is revered by all fairies. He is she sees someone in
concerned about the fate of Fairyland and can ask PCs to trouble, she can't help but extend a helping hand. Lana is
help him. Use Fairy King (see p. 139) stats enhanced with strong, probably because she lost her parents at an early
Sword Shards for him. age. Her parents sealed vampire lily, Sheila, with
adventurers, but Sheila’s sister Deanna killed them for it.
The Witch of Fairyland
Human / Female / 24 years old at the time of legend / - Libby
“I'm aging, I'm fading… I will stop this.” Bannik / Female / Looks like 19 yrs. / Cave in [65: City
The witch was a female magician of the Durandal era Buried in the Sand]
(Magic Civilization era). She was a close friend of Anomala “It's a hot spring! It's warm! It feels good!”
and the greatest fairy Libby is a Bannik
tamer at the time and maiden. She is kind to
was granted the title everyone and always has a
“Fairy Queen.” It was smile on her face, but
she who built sometimes when she
Fairyland, not makes unexpected
Anomala. She is a mistakes she cries. She is
beautiful woman with very fond of being clean,
lustrous black hair and will ask someone dirty to
dusky eyes, and to take a bath with a serious
make her beauty last face. She is usually can be
forever, she caused a found in the hot springs at
terrible incident. After the end of a cave near [65:
that, the witches’ City Buried in the Sand].
existence was erased Use Bannik (see CR III,
from all records, and it p. 302) stats enhanced
was forbidden to even mention her name. That's why the with Sword Shards for Lasagna.
name “Fairy Queen” and credit for building Fairyland was
attributed to Anomala, who is said to have been defeated Lotte
the witch. Human / Female / 21 yrs. / Maruki’s home village
“I want to be with him. I want to listen to him sing.
Lasagna That's all I want.”
Cait Sith / Male / ? yrs. / [Fixed Section 1: Seven Colored Lotte is the fiancée of bard Maruki, who wandered into
Cat's Hospitality Pavilion] Fairyland. She is a chestnut-haired woman with strong-
“Mmmm, that smells good. Meow… Meow…” willed blue eyes. She is a good friend to Maruki, who
Lasagna is a golden-haired Cait Sith with a black hat, he dreams of becoming the fairy bard of Raxia. However, she
is one of the Cait Siths appointed by Anomala as the regrets that she could not stop him from leaving. She does
caretakers of Fairyland to the castle of the Fairy King. He not have an adventurer class.
is a lover of women and goes back and forth between his
favorite girls, such as Skadi and Cirie. He is actually Glynn's
alter ego, but he's not good at hiding it. Use Cait Sith (see
p. 139) stats enhanced with Sword Shards for Lasagna.
133
FAIRYLAND ADVENTURE MANAGEMENT SHEET (FOR GM)
Player Characters Data
Fairyland Classes Level
Name
Assimilation
Level
Race Gender
Age
Fairyland Classes Level
Name
Assimilation
Level
Race Gender
Age
Fairyland Classes Level
Name
Assimilation
Level
Race Gender
Age
Fairyland Classes Level
Name
Assimilation
Level
Race Gender
Age
Fairyland Classes Level
Name
Assimilation
Level
Race Gender
Age
PCs successfully completed Monster Knowledge Checks
Missions History
Mission Name Client Mission Name Client
134
Adventure Achievement Checklist
☑ Completion % Content
☐ +2 Ham has returned to the “Seven Colored Cat’s Hospitality Pavilion”
☐ +2 Isabel has returned to the “Seven Colored Cat’s Hospitality Pavilion”
☐ +2 Ricci has returned to the “Seven Colored Cat’s Hospitality Pavilion”
☐ +2 Eira has returned to the “Seven Colored Cat’s Hospitality Pavilion”
☐ +3 Emiko has returned to the “Seven Colored Cat’s Hospitality Pavilion”
☐ +3 Lasagna has returned to the “Seven Colored Cat’s Hospitality Pavilion”
☐ +3 Fire Crystal Tower is unsealed.
☐ +3 Water Crystal Tower is unsealed.
☐ +3 Earth Crystal Tower is unsealed.
☐ +3 Wind Crystal Tower is unsealed.
☐ +3 Light Crystal Tower is unsealed.
☐ +3 Dark Crystal Tower is unsealed.
☐ +2 Found out “Information: About Fairyland 3. Secret”.
☐ +3 Found out “Information: About Fairyland 4. Truth”.
☐ +2 Found out “Information: About the Fairy King 3. Secret”.
☐ +3 Found out “Information: About the Fairy King 4. Truth”.
☐ +2 Found out “Information: About the Crown of the Fairy King's 2. Secret”.
☐ +3 Found out “Information: About the Crown of the Fairy King's 5. Crystal Tower Seals”.
☐ +2 Found out “Information: About the Witch 1. Existence”.
☐ +3 Found out “Information: About the Witch 5. Witch's Awakening”.
☐ +2 Found out “Information: About Anomala’s Legacy 1. Existence”.
☐ +3 Found out “Information: About Anomala’s Legacy 4. Identity”.
☐ +2 Met Efreet.
☐ +2 Met Mimir.
☐ +2 Met Titan.
☐ +2 Met Jinn.
☐ +2 Have found Emma.
☐ +2 Earned the title “Returned from Fairyland”
☐ +2 Unsealed Transmigration Magic Circle.
☐ +3 Waked up the Fairy King.
☐ +3 Destroyed Daemon Gate.
☐ +2 Found 5 brownies.
☐ +2 Found 10 brownies.
☐ +2 Visited Fairy King's Castle at nighttime.
☐ +2 Obtained “Statue of Tree Frog”.
☐ +3 Obtained “Wheel of Life”.
☐ +2 Defeated Deanna.
☐ +2 Defeated Sheila.
☐ +2 Defeated Meaningless.
☐ +2 Obtained Magic Sword.
☐ +2 Maruki and Lotte have met.
☐ +5 The witch was defeated!
135
FAIRYLAND ADVENTURE MANAGEMENT SHEET (FOR PC)
Player Characters Data Average PC Adventure
Fairyland Classes Level level Completion
Name
Assimilation
Level %
Race Gender Mana
Age Earned ★ Materials
Fairyland Classes Level
Name MM
Assimilation
Level Number of
Race Gender Number of
Age Brownies
Elapsed Days
Fairyland Classes Level Saved
Name
Assimilation
Level
Race Gender TB reference table (Time is
Age
Classes Level Approximate)
Name Fairyland
Morning Noon Evening
Assimilation
(6am – (10am – (14pm –
Level
Race Gender 10am) 14pm) 18pm)
Age Night Midnight Dawn
Fairyland Classes Level (18pm – (22pm – (2am –
Name
Assimilation 22 pm) 2am) 6am)
Level
Race Gender Items Deposited with Irving
Age
Quest History
Quest Name Client Contents Result
Success/Failure
Success/Failure
Success/Failure
Success/Failure
Success/Failure
Success/Failure
Success/Failure
Success/Failure
Success/Failure
Success/Failure
136
Part 3 Data
137
BESTIARY
ADDITIONAL DESCRIPTION
Habitat: Fairyland
Olden fairies are monsters that live only in Fairyland or
are rarely seen outside of Fairyland. Olden fairies used to
be seen all over Raxia before the age of magic civilization,
but now they have become rare for some reason.
New Monster Type: Divine Being
Divine beings are classified as ancient gods, major gods,
minor gods, etc., depending on their divine status and the
time of their elevation.
In addition to gods, divine beings are those who are
becoming gods, divine beasts, and divine messengers are
also classified as divine beings.
138
FAIRIES
17 Vampire Lily (Bat Form)
Int: High
Perc: Five senses (Darkvision)
Loot
Tainted Ashes 1 Knocker
Lang: Barbaric, Trade Always
(10,000G / gold SS) Int: Average Loot
Common, Arcana, Nosferatu 2 – 10 None Perc: Five senses None
Hab: Various Immortal Cloak Lang: Sylvan
Disp: Hostile 11 –
(10,000G / White Hab: Fairyland
Rep / Weak: 19/25 12
SS) Disp: Friendly
Initiative: 24 Valley Lily Rep / Weak: 9/14
Movement Speed: 22/44 13+ Ornament (16,000g Initiative: 7
(Flying) / gold white SS) Movement Speed: 11
Fortitude: 22 (29) Fortitude: 3 (10)
Willpower: 22 (29) Willpower: 2 (9)
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
None - - 22(29) 19 112 112 Pickaxe 0(7) 2d 2(9) 2 13 10
Weak Point: Physical damage +2 points Weak Point: Wind damage +3 points
Unique Skills Unique Skills
[Truespeech Magic, Spiritualism Magic, Divine Magic (Level 14) None
/ Magic Power 21 (28)]
[Magic Aptitude] Description
[Flight] Knocker is an olden fairy. They live in tunnels and caves and are
[Normal Weapon Immunity] always busy mining. In Fairyland, they can often be found interacting
[Resurrection] with humanoids.
Same as for Vampire Lily (Vampire Form). See above.
[Vampire Form]
As a Minor Action, the Vampire Lily transforms into its original
1
vampire form. For more information, see the Vampire Lily
(Vampire Form) data. A Vampire Lily cannot transform during Brownie
the same turn they use their [Bat Form] ability.
[Bat Dance / Can't] Int: Average Loot
The Vampire Rose (Bat Form) swarms around a single target on Perc: Five senses None
the same skirmish, dealing Physical damage equal to 1/3 the Lang: Sylvan
Vampire Rose's Current HP (rounded down) + 5. Because of the Hab: Fairyland
number and size of the bats, this attack cannot be Evaded. Disp: Friendly
[Swarm] Rep / Weak: 9/14
When targeting the Vampire Lily (Bat Form) or another character Initiative: 8
on the same skirmish, the Combat Feats [Precise Shot], [Guided Movement Speed: 12
Magic], and [Magic Control] cannot be used. Fortitude: 2 (9)
Willpower: 3 (10)
Description
F Style Accuracy Damage Evasion Def. HP MP
Vampire Lily is one of the Nosferatu who belongs to the Frau clan,
Gavel 1(8) 2d-1 3(10) 0 15 10
like Vampire Rose. Like other Nosferatu, Vampire Lily is a
graceful and lovely creature, who prefers to dress in pristine white. Weak Point: Accuracy +1
Those who come close to them will be lured by the subdued yet Unique Skills
intoxicating scent of lilies and will want to serve and devote
[Power Strike]
themselves to Vampire Lily in any way possible.
Brownie's next melee attack deals +4 damage. When they use [Power
Strike], they suffer a -2 penalty to Evasion until their next turn.
Description
Brownie is an olden fairy. They are about 50cm long and look like
a chubby human child. They like to help others and will try to help
anyone who is in trouble. Sometimes they work as subordinates or
servants, and other times they help in secret without being seen
directly.
139
1 Pixie 3 Dunae
Int: Average Loot Int: Average Loot
Perc: Five senses None Perc: Five senses (Darkvision) None
Lang: Sylvan Lang: Sylvan
Hab: Fairyland Hab: Fairyland
Disp: Friendly Disp: Friendly
Rep / Weak: 9/14 Rep / Weak: 10/15
Initiative: 9 Initiative: 11
Movement Speed: 14 (Flying) Movement Speed: 10 (Flying)
Fortitude: 2 (9) Fortitude: 4 (11)
Willpower: 2 (9) Willpower: 5 (12)
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Dagger 2(9) 2d-2 2(9) 1 12 12 Slam 4(11) 2d+2 5(12) 2 18 24
Weak Point: Earth damage +3 points Weak Point: Physical damage +2 points
Unique Skills Unique Skills
[Flight] [Limited Fairy Magic (Level 3) / Magic Power 5(12)]
A Pixie receives a +1 bonus to Accuracy and Evasion checks while Dunae may cast Fairy Magic spells [Fairy Wish], [Whisper Heal] up
flying. to 3rd level. For spell effects, refer to that spell's description.
[Moonlight]
Description
When Dunae is in the moonlight its HP and MP are increased by 5
Pixie is an olden fairy. It has the appearance of a small girl, with and Magic Power by 2.
pointy ears and beautiful butterfly-like wings on her back. They are [Moon Dance / 5(12) / Willpower / Negated]
generally kind to strangers and will answer their questions, but As a Major Action, 1 Character within touch range of Dunae receives
sometimes they can play adorable pranks on them. the blessing. Target can re-roll once 2d on skill check for 1 day.
Target can decide if they want or not to use re-roll or not. After the
re-roll, the second roll must be used as a result. The same target can
3 Einsel receive this blessing only once per day.
Description
Int: Average Loot Dunae is an olden fairy. They are about 1 meter long and have a
Perc: Five senses None genderless human-like look. They are friendly to humans and
Lang: Sylvan animals but are very timid and rarely hurt others except in self-
Hab: Fairyland defense.
Disp: Neutral
Rep / Weak: 10/15
Initiative: 10
Movement Speed: 13
Fortitude: 5 (12)
7 Cait Sith
Willpower: 5 (12) Int: Average Loot
F Style Accuracy Damage Evasion Def. HP MP Perc: Five senses None
Lang: Various
Fist 5(12) 2d+3 4(11) 3 23 17
Hab: Fairyland
Weak Point: Water/Ice damage +3 points Disp: Friendly
Unique Skills Rep / Weak: 9/16
Initiative: 13
[Limited Fairy Magic (Level 3) / Magic Power 5(12)]
Movement Speed: 14
Einsel may cast Fairy Magic spells [Fire Bolt] up to 3rd level. For
Fortitude: 9 (16)
spell effects, refer to that spell's description.
Willpower: 9 (16)
[Fire Immunity]
They take no damage from Fire-type effects. F Style Accuracy Damage Evasion Def. HP MP
[Fire Dance / 5(12) / Willpower / Half] Slam 9(16) 2d+5 10(17) 5 32 42
As a Major Action, Einsel springs sparks around 1 character. Skill Weak Point: Accuracy +1
deals 2d+2 points of magic fire-type damage. In addition, a target that
fails resistance takes a -2 penalty to Evasion checks for 10 seconds (1 Unique Skills
round). [Limited Fairy Magic (Level 3) / Magic Power 5(12)]
Cait Sith may cast Fairy Magic spells [Fairy Wish], [Whisper Heal],
Description
[Sanity], [Distraction], and [Basic Healing] up to 5th level. For spell
Einsel's hair is burning with fire. They live in groups of three to five effects, refer to that spell's description.
in Fairyland, near the fire sources. They are curious and fond of [Service / Various Check / 11(18)]
people and will be nice to anyone kind to them. On the other hand, The skill allows entertaining guests. Cait Sith can use this success
they will never forgive those who were hostile to them or have value 11(18) for non-combat Dexterity or Intelligence-based skill
betrayed them and will try to burn them with fire. checks.
Description
Cait Sith is an olden fairy. It is an upright cat-like creature, about one
meter long, with a cute appearance. They like to help anyone in
need. They can easily learn languages, and once they hear a
language, they can use it within a short period of time.
140
9 Frau 17 Mimir
Int: Average Loot Int: High Loot
Perc: Five senses None Perc: Five senses None
Lang: Trade Common, Sylvan Lang: Sylvan
Hab: Snowfields, Mountains Hab: Snowfields, Snowy Mountains, Ruins
Disp: Neutral Disp: Neutral
Rep / Weak: 12/19 Rep / Weak: 19/22
Initiative: 15 Initiative: 22
Movement Speed: 22 (Flying) Movement Speed: 22/22 (Swimming)
Fortitude: 11 (18) Fortitude: 23 (30)
Willpower: 11 (18) Willpower: 23 (30)
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist 11(18) 2d+9 11(18) 9 62 70 Fist (Upper Body) 21(28) 2d+18 21(28) 17 134 106
Weak Point: Fire damage +3 points Kick (Lower Body) 22(29) 2d+18 20(27) 17 140 44
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Unique Skills
[Limited Fairy Magic (Level 9) / Magic Power 12 (19)] Weak Point: Fire damage +3 points
Frau may cast Fairy Magic spells [Water Screen], [Purification], [Ice Unique Skills
Bolt], [Seabed Walk], [Sink], [Mist Hide] up to 9th level. For spell
● All Sections
effects, refer to that spell's description.
[Twin Strike & Double Attack]
[Magic Aptitude]
Mimir can make two attacks each round, but each attack requires its
They can use the Combat Feats [Metamagic / Accuracy], [Metamagic
Accuracy check. They may choose to attack different characters with
/ Time Metamagic / Distance].
each attack.
[Cold Storm / 10(17) / Fortitude / Half]
[Icy Mana Strike]
As a Major Action, Frau creates a cold storm around them. Within
A Mimir may deal an additional +23 damage to their next melee
a radius 6m/20 they deal 2d+8 water/ice magic damage. A target that
attack and its damage becomes Water/Ice-type. If they do, they
fails resistance is frozen for 30 seconds (3 rounds) and suffers a -2
receive a -1 penalty to Evasion, Fortitude, and Willpower checks
penalty to Accuracy and Evasion checks. This penalty modifier is not
until their next turn.
cumulative. This ability cannot be used on consecutive turns.
[Ice Body]
[Ice Body]
Mimir is not affected by Water/Ice-type effects or damage. Also, if
Frau is not affected by Water/Ice-type effects or damage. Also, if they
they take damage from a bludgeoning weapon, it is treated as if
take damage from a bludgeoning weapon, it is treated as if Frau had
Mimir had additional 5 points of Defense.
additional 5 points of Defense.
[Underwater Aptitude]
[Fire Vulnerability]
Mimir is able to move in water without penalty.
If Frau is hit by a fire-type attack, they will suffer an extra 3 points of
[Fire Vulnerability]
damage.
If Mimir is hit by a fire-type attack, they will suffer an extra 3 points
[Flight]
of damage.
They receive a +1 bonus to Accuracy and Evasion only for melee
attacks. ● Upper Body
[Limited Fairy Magic (Level 15) / Magic Power 23 (30)]
Description Mimir may cast Fairy Magic spells [Water Screen], [Purification],
Frau is an ice fairy in the form of a woman. It is said to seduce men [Seabed Walk], [Sink], [Mist Hide], [Ice Coffin], [Water Edge],
who climb snowy mountains and freeze them to death, but it is also [Current], and [Maelstrom] up to 15th level. For spell effects, refer
said to help travelers in distress in some regions. to that spell's description.
In addition, if the PC has any levels in the Fairy Tamer class, they [Magic Aptitude]
automatically know the lore and value of the Frau. A Monster Mimir can use the Combat Feats [Guided Magic], [Magic
Knowledge check is still required in order to determine Frau’s Convergence], [Magic Control], [Metamagic/Targets],
Weakness. [Metamagic/Distance], [Metamagic/Area], [Hawk Eye], [Multi-
Action], [Wordbreak].
[Raging Blizzard / 23(30) / Fortitude / Half]
As a Major Action, Mimir creates a blizzard that surrounds the area
in a blizzard. It deals 2d+19 magical water/ice type damage to all
targets within a 30m radius, and targets that fail Fortitude save will be
swept up to 30m from the Mimir. A target with [Sword’s
Grace/Gentle Water] will not be swept away on a failed Fortitude
save. This skill can be used as a Minor Action once per turn.
[King of Ice]
As a Major Action, the Mimir can choose and negate the Racial
Ability [Sword’s Grace/Gentle Water] of a single target for 10
seconds (1 round).
● Lower Body
[Large Body]
As long as the Lower Body's HP is 1 or more, the Upper Body
receives a +4 bonus to melee Evasion checks. When the Lower Body
falls to 0 HP or lower, this effect disappears.
[Thick Legs]
Mimir does not fall over even if they are subjected to a prone effect.
Also, they do not receive any penalties due to poor foothold. This
effect disappears when the Lower Body falls to 0 HP or lower.
Description
Mimir is a fairy that appears in snowfields and snowy mountains.
They have the appearance of muscular giants, around 5 meters in
height. They are usually the kings of Frau and Skadi and live like
kings. In addition, if the PC has any levels in the Fairy Tamer class,
they automatically know the lore and value of the Mimir. A Monster
Knowledge check is still required to determine Mimir's Weakness.
141
17 Jinn 17 Titan
Int: High Loot Int: High Loot
Perc: Five senses None Perc: Five senses None
Lang: Sylvan Lang: Sylvan,
Hab: Hills, Deserts, Ruins Hab: Wasteland, Mountains, Ruins
Disp: Neutral Disp: Neutral
Rep / Weak: 19/22 Rep / Weak: 19/22
Initiative: 24 Initiative: 21
Movement Speed: 30/60 (Flying) Movement Speed: 24
Fortitude: 22 (29) Fortitude: 24 (31)
Willpower: 22 (29) Willpower: 23 (30)
F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Fist (Upper Body) 22(29) 2d+16 22(29) 16 99 122 Fist (Upper Body) 22(29) 2d+19 19(26) 21 119 74
Kick (Lower Body) 22(29) 2d+17 22(29) 16 109 38 Kick (Lower Body) 22(29) 2d+19 19(26) 21 148 37
Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body Sections: 2 (Upper Body / Lower Body) Main Section: Upper Body
Weak Point: Earth damage +3 points Weak Point: Wind damage +3 points
Unique Skills Unique Skills
● All Sections ● All Sections
[Twin Strike & Double Attack] [Twin Strike & Double Attack]
Jinn can make two attacks each round, but each attack requires its Titan can make two attacks each round, but each attack requires its
Accuracy check. They may choose to attack different characters with Accuracy check. They may choose to attack different characters with
each attack. each attack.
[Wind Mana Strike] [Earth Mana Strike]
A Mimir can add +23 Wind-type damage to their next melee attack, A Titan may deal an additional +23 damage to their next melee
but suffer -1 penalty to Evasion, Fortitude, and Willpower checks attack and its damage becomes Earth-type. If they do, they receive a
until their next turn. -1 penalty to Evasion, Fortitude, and Willpower checks until their
[Wind Body] next turn.
Mimir is not affected by Water/Ice-type effects or damage. Also, if [Earth Immunity]
they take damage from a bladed weapon, it is treated as if Jinn had A Titan is not affected by Earth-type effects or damage.
additional 5 points of Defense. [Wind Vulnerability]
[Flight] If Titan is hit by a Wind-type attack, they will suffer an extra 3 points
They receive a +1 bonus to Accuracy and Evasion only for melee of damage.
attacks. ● Upper Body
[Earth Vulnerability] [Limited Fairy Magic (Level 15) / Magic Power 23 (30)]
If Jinn is hit by an Earth-type attack, they will suffer an extra 3 points Jinn may cast Fairy Magic spells [Snare], [Stone Guard], [Stone
of damage. Blast], [Crack], and [Earthquake] up to 15th level. For spell effects,
● Upper Body refer to that spell's description.
[Limited Fairy Magic (Level 15) / Magic Power 23 (30)] [Magic Aptitude]
Jinn may cast Fairy Magic spells [Wind Voice] [Wind Guard] Titan can use the Combat Feats [Guided Magic], [Magic
[Windcutter] [Hovering], [Shoot Arrow], [Windstorm], [Missile Convergence], [Magic Control], [Metamagic/Targets],
Protection], [Invisibility], [Whirlwind], and [Tornado] up to 15th [Metamagic/Distance], [Metamagic/Area], [Hawk Eye] and [Multi-
level. For spell effects, refer to that spell's description. Action].
[Magic Aptitude] [Earth Rumble / 23(30) / Fortitude / Half]
They can use the Combat Feats [Guided Magic], [Magic As Minor Action, the earth vibrates shaking the space around. It
Convergence], [Magic Control], [Metamagic/Targets], deals 2d+20 of magical Earth-type damage to all targets within a 30m
[Metamagic/Distance], [Metamagic/Area], [Hawk Eye] and [Multi- radius. If the target has their feet on the ground, they receive
Action]. additional 5 damage.
[Continuous Attack] [King of Earth]
If Jinn successfully hit a target in melee, they may make a second As a Major Action, the Titan can choose and negate the Racial
attack on that same target without rolling Accuracy. Ability “Sword’s Grace/Change Fate “ of a single target for 10
[Windblade Storm / 23(30) / Fortitude / Half] seconds (1 round).
Jinn creates a storm of wind blades by twisting their body as a Minor ● Lower Body
Action. Targets within 30m suffer 2d+24 magic wind-type damage [Large Body]
and may fall prone if they fail to resist a Fortitude save. Targets with As long as the Lower Body's HP is 1 or more, the Upper Body
[Sword’s Grace/Wings of the Wind] receive a +2 bonus to their receives a +4 bonus to melee Evasion checks. This effect disappears
Fortitude save against this ability. when the Lower Body falls to 0 HP or lower.
[King of Wind] [Earth's Vitality]
As a Major Action, the Jinn can choose and negate the Racial Ability This unique skill is always in effect. As long as the Lower Body's HP
[Sword’s Grace/Wings of the Wind] of a single target for 10 seconds is less than its maximum at the end of Titan’s turn Lower Body
(1 round). regains 20 HP.
● Lower Body
[Large Body] Description
As long as the Lower Body's HP is 1 or more, the Upper Body Titan is a fairy that appears in mountainous areas and wastelands
receives a +4 bonus to melee Evasion checks. This effect disappears where are no animals or plants. They are beautiful giants with a
when the Lower Body falls to 0 HP or lower. slender body of around 5 meters in height. They are usually
[Wind Spirit Barrier] accompanied by dryads and gnomes and usually hold cheerful
This skill is always active. When targeting Jinn with a ranged attack, parties.
roll 1d before Accuracy check. If 1-3, attack works as usual. If 4-6, In addition, if the PC has any levels in the Fairy Tamer class, they
attack misses without Accuracy check. automatically know the lore and value of the Titan. A Monster
Knowledge check is still required to determine the Titan’s
Description Weakness.
Jinn is a 5-meter tall fairy that moves on the wind in hills and deserts.
If the PC has levels in Fairy Tamer, they automatically know Jinn's
value and lore. A Monster Knowledge check is still needed to find
Jinn's Weakness.
142
MYTHICAL BEASTS DIVINE BEINGS
19
Typhoon (Greater Storm 20 Fairy King
Dragon) Int: High Loot
Int: High Loot Perc: Five senses None
Perc: Five senses (Darkvision) Dragon Pearl of Lang: Trade Common, Arcana,
Lang: Trade Common, Always Fairy Dragon Sylvan
Dragonic, Sylvan (100,000G/-) Hab: Fairyland
Hab: Fairyland Disp: Neutral
2–5 None
Disp: Neutral Rep / Weak: 22/26
Fairy Dragon Scales
Rep / Weak: 19/25 6 – 11 Initiative: 25
(2,000G / Red S)
Initiative: 23 Movement Speed: 30
Seven-color Scales Fortitude: 24 (31)
Movement Speed: 35 / 70 12+
(12,000G/ Red SS) Willpower: 24 (31)
(Flying)
Fortitude: 24 (31) F Style Accuracy Damage Evasion Def. HP MP
Willpower: 24 (31) Bow (Body) 24 (31) 2d+24 24(31) 24 164 164
F Style Accuracy Damage Evasion Def. HP MP Right Barrier - - 0(7) 20 200 -
Bite (Head) 24 (31) 2d+22 25(32) 17 124 106 Left Barrier - - 0(7) 10 200 -
Claw (Body) 25 (32) 2d+20 22(29) 19 151 136 Sections: 3 (Body / Right Barrier / Left Barrier) Main Section: Body
Tail (Tail) 23 (30) 2d+20 23(30) 18 130 97
Weak Point: Physical damage +2 points
Wing (Wing) x2 22 (29) 2d+18 23(30) 14 105 85
Sections: 5 (Head / Body / Tail / Wing x 2) Main Section: Head Unique Skills
● Body
Weak Point: Physical damage +2 points [Fairy Magic (Level 15) / Magic Power 23(30)]
Unique Skills The Fairy King may cast Fairy Magic up to the 15th level. For
● All Sections individual spell effects, refer to that spell's description.
[Shimmering Scales] [Double Action]
A Typhoon takes no damage from Energy-type effects. The Fairy King may take two Major Actions during each of its turns.
[〇Wind Immunity] [Fairy Bow and Arrows]
The Fairy King can attack with Bow attack up to 30m. The bow has
● Head
60 arrows.
[Fairy Magic (Level 15) / Magic Power 21(28)]
[The King of the Fairies]
The Typhoon may cast Fairy Magic up to the 15th level. For
This is a unique skill that is always active. All fairy characters within
individual spell effects, refer to that spell's description.
50m of Fairy King cannot attack, use magic or abilities that negatively
[Magic Aptitude]
affect the Body section. Also, the Body section is immune to Fairy
Typhoon can use the Combat Feats [Guided Magic], [Magic
Magic that has a negative effect on it (such as dealing damage or
Convergence], [Magic Control], [Metamagic/Targets],
weakening it).
[Metamagic/Distance] and [Multi-Action].
[Gale Press / 23 (30) / Fortitude / Half] ● Right Barrier
Typhoon attacks with a destructive gale dealing 2d+20 magical wind- [Fairy King’s Protection]
type damage “Target: 50m Radius” in the “6m Radius/20”. Gale This is a unique skill that is always active. There is a golden barrier
Press cannot be used on consecutive turns. that makes Fairy King immune to physical damage. This effect
disappears when the Right Barrier falls to 0 HP or lower.
● Body
[Large] ● Left Barrier
As long as the Body's HP is 1 or more, the Head cannot be attacked [Fairy King’s Ward]
in melee. When the Body falls to 0 HP or lower, this effect This is a unique skill that is always active. There is a silvery-white
disappears. barrier that makes Fairy King immune to magic damage. This effect
[Magic Aptitude] disappears when the Left Barrier falls to 0 HP or lower.
They can use the Combat Feat [Wordbreak]. [Magic Protection]
[Dragon's Majesty] This is a unique skill that is always active. Left Barrier has 20 points
This is a unique skill that is always active. Typhoon has a force field of Defense against magic damage.
that makes any mana shift. All sections receive magic damage by half Description
of each section's Defense (rounded up). When the Body falls to 0 Fairy King is the king of the fairies who lives in his royal castle of
HP or lower, this effect disappears. Fairyland. His origins remain a mystery to many.
● Tail As soon as Fairyland was created, according to rumors Fairy King
[Tail Swing] was going to command all the fairies and build an army of fairies.
A Typhoon can use its tail to attack up to 5 targets. Accuracy and However, he was opposed by Anomala and was sealed inside
Damage are the same as a normal attack, and this attack cannot be Fairyland.
used in consecutive rounds. The Crown of the Fairy King, which the Fairy King wears on his
● Wing forehead, has the power to control all surrounding fairies. It is also
[Flight II] said that he has many other incredible powers, but few people know
A Typhoon receives a +2 bonus to Accuracy and Evasion only for the details.
melee attacks.
If one of the Wings falls to 0 HP or lower, this ability cannot be used.
[All-Out Attack]
A Typhoon Wing can deal an additional 8 damage on their next
attack. However, any Evasion Check made by the Wing this turn
receives a -3 penalty.
Description
Typhoon is a type of dragon that lives in Fairyland. It is believed to
have lived since the time of magic civilization and is said to be able
to move freely between Fairyland and Raxia.
They are unusually close to fairies among dragons and differ from
usual dragons in many ways.
They are usually peaceful and live calmly with fairies.
143
Ravager Base Price: 200,000G (not for sale)
20 Witch of Fairyland
A tin staff that Cat.
Int: High Loot Pop. 24 App. Staff S
rings mana. Rank
Perc: Five senses Always Ravager
Lang: Trade Common, Arcana, (200,000G/-) Heals its wielder when they are Ancient Magic
Sum. Era
Sylvan Always 0-10 Unused Mako attacked. Civilization
Hab: Fairyland Stones 20 pts. (0 - Effect
Disp: Hostile 20,000G / -) Rank Effects
Rep / Weak: 23/27 2+ None Immediately after the wielder takes magic damage, their HP and MP are
Initiative: 26 automatically restored by 5 points. This effect is lost if the HP of the
Movement Speed: 20 wielder is 0 or less.
Fortitude: 22 (29)
Willpower: 25(32) Non-rank Effects
F Style Accuracy Damage Evasion Def. HP MP None
Ravager 24 (31) 2d+16 23(30) 14 168 214
Weak Point: Accuracy +1
Unique Skills
[Spiritualism Magic, Divine Magic, Fairy Magic (Level 15) / Magic
Power 26 (33)]
The Witch may cast Spiritualism, Divine, and Fairy Magic up to the
15th level. For individual spell effects, refer to that spell's description.
[Magic Aptitude]
The Witch can use the Combat Feats [Guided Magic], [Magic
Convergence], [Magic Control], [Metamagic/Time],
[Metamagic/Distance], and [Wordbreak].
[Double Action]
The Witch may take two Major Actions during each of her turns.
[Mako Stones]
The Witch has 10 mako stones with 20 points each, which she can
use to pay MP cost when she uses magic.
[Witch's Reign]
It is a unique skill that is always active. It allows them to gain power
from Fairyland's Crystal Towers and forcibly summon and control
fairies.
If the seals of Fairyland Crystal Tower were broken, the Witch could
summon 1 fairy in front of her at the beginning of her turn. The type
of fairy she can summon depends on the type of crystal tower that
has been unsealed. See below for a list of crystal towers and their
associated fairies.
In addition, any fairy character within a 50-meter radius of the Witch
that corresponds to an unsealed crystal tower will automatically
follow the instructions of the Witch of Fairyland, regardless of the
situation. The witch can give commands without any actions on her
part.
Furthermore, any fairies summoned by the Witch with [Fairy Lord]
spell will be summoned permanently instead of the set duration of
the spell.
Fire Crystal Tower: Einsel, Salamander, Efreet
Water Crystal Tower: Bannik, Undine, Frau, Skadi, Mimir
Earth Crystal Tower: Swarm of Muryans, Dryad, Knockers, Gnome,
Titan
Wind Crystal Tower: Pixie, Sylph, Puck, Sleipnir, Jinn
Light Crystal Tower: Brownie, Dunae, Sprite, Cait Sith
Dark Crystal Tower: Shade
[Ravager]
This is a unique skill that is always active. Divine magic wand
increases Witch’s vitality and vigor, automatically recovering 5 points
of HP and MP each time she takes magic damage.
If the Ravager's HP drops below 0, she loses this ability.
Description
She is a witch who tried to bring all fairies under her control in
Fairyland but was stopped by Anomala. Her name was kept secret
by Anomala, and no one, not even the fairies who live in Fairyland,
knows her name.
Despite her humanoid nature, she believes in Metissier, the god of
the second swords, and she wants to become immortal. As a human,
she does not receive the blessings of [Sword’s Grace/Change Fate].
144
NEW MOUNTS
These are the stats for the mounts trained by Isabel in
Fairyland.
If PCs are adventuring in Fairyland, they can rent these
Lesser Dragon Price: 180,000
mounts. Of these mounts, Unicorn and Sleipnir are not yet App. 13 - Required [Large-scale control] [Aerial
Lvl 15 Stunts Riding]
treated as mounts outside of Fairyland. It’s up to GM to
allow the use of these mounts outside of Fairyland. Mount Data
Int: High Perc: Five senses (Darkvision) Lang: Trade
Translator’s Sidenote: Required Stunts were removed Common, Arcana, Dragonic
in Revised Core Rulebooks. So you can ignore this field. Hab: Cave Disp: Neutral Rep/Weak: 12/20
Weak Point: Physical Damage +3 pts. Initiative: -
Movement Speed: 15/30 (Flying)
Unicorn Price: Not for Sale Level F Style Fort Will Acc. Dam. Evas. Def. HP MP
App. Lvl 6-8 Required Stunts None Bite
17 17 17 2d+18 15 14 79 84
(Head)
Mount Data Tail
Int: High Perc: Five senses Lang: Sylvan - - 16 2d+16 13 16 103 30
13 (Body)
Hab: Forests Disp: Neutral Rep/Weak: 10/15 Wing
Weak Point: Accuracy +1 Initiative: - (Wings) - - 16 2d+14 13 13 54 28
Movement Speed: 20 x2
F Bite
Level Fort Will Acc. Dam. Evas. Def. HP MP 18 18 18 2d+20 16 15 92 90
Style (Head)
6 Horn 10 10 8 2d+6 7 5 50 86 Tail
7 Horn 11 11 9 2d+7 8 6 53 98 - - 17 2d+17 14 18 116 36
14 (Body)
8 Horn 12 12 10 2d+8 9 7 56 110 Wing
Unique Skills (Wings) - - 17 2d+16 14 14 67 32
[Healing Horn / Rider Level + Intelligence modifier / Fort / x2
Negated] Bite
19 19 19 2d+22 17 16 105 96
Completely recovers itself or the jockey’s HP and removes any (Head)
poisons, diseases, curses, and cures petrification. To use this ability, Tail
- - 18 2d+18 15 20 129 42
both jockey and mount must not use any actions in the same round 15 (Body)
when Healing Hord is used. Wing
Costs 10 MP of Unicorn to use. (Wings) - - 18 2d+18 15 15 80 36
x2
Description
Unicorns are elegant creatures, horses with long, iridescent spiraling Sections: 4 (Head / Body / Wings x2) Main Section: Head
horns on their forehead. They are intelligent but very skittish, but Unique Skills
they are open to Isabel, the owner of the mount stables. ● Head
This mount can only be rented in Fairyland. [Breath / Rider Class Level + Intelligence Bonus / Fort /
Half/Enhance: Unique Skill Perfect Release]
Sleipnir Price: Not for Sale As a Major Action, spit an elemental mass up to a range of 20m.
App. Lvl 15 Required Stunts [Aerial Riding] Upon reaching the desired distance, the mass explodes into a 6m
radius area, dealing “Power 40 + Rider Class Level + Intelligence
Mount Data Bonus” damage to up to 20 targets in the area. The element of the
Int: Average Perc: Five senses Lang: Sylvan breath will be the same type as the Lesser Dragon.
Hab: Meadow, Mountain Disp: Neutral Rep/Weak: 18/21 Weak This ability cannot be used in consecutive rounds.
Point: Earth Damage +3 pts. +1 Initiative: - ● Body
Movement Speed: 44/88 (Flying) [Passenger / 2]
F Two extra characters can ride a Lesser Dragon as a passenger. These
Level Fort Will Acc. Dam. Evas. Def. HP MP
Style passengers can take Major Actions without being penalized for bad
15 Hoof 21 21 21 2d+18 21 17 123 87 footing but can only take such Major Actions as would be possible
Unique Skills after a Limited Move. Mounting a Lesser Dragon as a passenger is
[Flight] a Major Action, but dismounting is only a Minor Action.
A Sleipnir and its jockey receive a +1 bonus to Accuracy and Evasion ● Wings
only for melee attacks. [Flight]
[Gale Shift] Grants a +1 bonus to Accuracy (only for melee attacks) and Evasion
When jockey uses [Charge] or [Trample] stunts, their damage is to both jockey and mount. This ability cannot be used if either Wing
increased by 5 points. is reduced to 0 HP or lower.
[Whirlwind/6] [Twin Strike & Double Attack]
A character within 3m of Sleipnir can fly and move at the same Lesser Dragon can make two attacks with each Wing each round,
speed as Sleipnir. While moving with this ability, the target cannot though each attack requires its own Accuracy check. They may
perform Major Actions. choose to attack different characters with each attack.
Description Description
Wind fairies that take the shape of an 8-legged horse, Sleipnirs are This dragon has just recently grown from a Draconet but is still
known as “gale fairies” due to their incredible speed. They are the younger than 500 years old. The few jockeys who can tame these
fastest of all fairies, but are also the strongest and most erratic, and massive beasts are called "Dragoons", and the combined combat
require a great deal of training to fully control it as a mount. power is simply unmatched. Whole battlefields can be scorched
While riding on Sleipnir in Fairyland jockey will be able to travel to with a minimum of effort, and even entire counties will respect
the bell towers on all sides. They can also travel to any location, dragoons and their mounts.
including bell towers, for 1tb, without the need for a travel check or
checks for random events.
This is perfect mount for those in the hurry.
145
Designer's Notebook
Tadaaki Kawahito Tanaka Kouji
Hello everyone, welcome to Fairyland! This is I am pleased to present Fairy Garden, the
a paradise for fairies, full of dreams and fourth major supplement for SW2.0. We have
adventures, where you'll find lots of fairies. worked hard to provide even more fun while
However, all humanoid races are welcome here keeping the same concept as the first supplement,
too! Mist Castle. Whether you're playing solo or at a
Fairy Garden has many new fairies, including party, you'll experience the thrill of exploring
old fairies like Cait Sith and Dunae who are new to Fairyland.
Fairyland. These are old fairies who are rarely seen If you want to enjoy Fairyland's story and
in Raxia today. However, they are not entirely atmosphere at a relaxed pace, please follow the
absent, as most of them live quietly in deep forests guidelines below.
and highlands where people do not often venture.
Unless you are lucky, you may not be able to meet Relaxed Pace
them. Due to their rarity, some people may try to When using the Enemy Determination Table
capture them, and there may even be villages that to determine the number of enemies that will
secretly hide old fairies. appear, count the number of PCs as 2 less than the
You can create and play scenarios featuring old actual number; for example, if there are 5 PCs,
fairies outside Fairy Garden. I'm sure you'll come count the number of enemies that will appear as 3.
to love them as much as I do, just like Anomala If there are less than 3 PCs, count the number of
and her best friend. If you do, Fairyland will be enemies that will appear as 1.
even more fun to visit.
Finally, thank you for taking the time to read Playing at this relaxed pace should not detract
this book. I hope your adventure in Fairyland will from the fun of Fairy Garden.
be fun and exciting! Finally, I would like to thank everyone who
helped me complete this book despite the tight
schedule. Thank you very much.
We look forward to seeing you again after you
reveal the mysteries of Fairyland.
146
Translator's Notebook
Auquid 1) The Cait Sith names had to be changed to make the
After a month of work on the translation, I present you Cait Sith name puzzle (see p. 122) work.
the first translated and the second released comprehensive • Irving (old name is Gratin)
campaign book released in 2010 - Fairy Garden. • Eira (old name is Doria)
• This is a sandbox adventure where the campaigns • Ricci (old name is Gnocchi)
will differ from each other because of the ever- • Isabel (old name is Pasta)
changing structure of Fairyland. • Emiko (old name is Fitcine).
• Since it was released relatively early in the life of • Ham (old name is Penne).
SW2.0, you only need Core Rulebooks that have • Glynn (old name is Anizara).
already been translated to play it. 2) I moved most of the footnotes to the sections that
• In this book, you can find new monsters like olden mention them. As I understand it in the original, this was
fairies. And also new items and exciting mini- done to maintain fully filled section pages. And so that GM-
games. All of this can be used not only for this player using the book could not see the unexpected plot
campaign. twists. Still, it did the work of GM to prepare this campaign
As a result of working on the translation of this book, I was much more difficult.
had to make several changes and deviations from the
original. Thanks to everyone at the Sword World subreddit and
Discord server. I hope we do the impossible and translate
SW 2.0 so we can all get a closer look at this interesting
system and the equally exciting world of Raxia.
Please support original creators by buying Sword World books and supplements.
147
148