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Sword World 2.0 - Fairy Garden

Fairy Garden
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0% found this document useful (0 votes)
100 views148 pages

Sword World 2.0 - Fairy Garden

Fairy Garden
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

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.

Part 1 How to Play .......................... 4 Ending ................................................... 92


Before Reading the Rules ...................... 5 Fixed Missions List ............................... 94
Unique Rules .......................................... 6 Common Events ................................. 113
Important Things to Remember ......... 10 Fairy Pranks ........................................ 117
How to Fill map ................................... 13 Random Events .................................. 119
Travel.................................................... 13 Random Quests .................................. 121
GM Advises .......................................... 14 Important Information about Fairyland122
Mission Management Sheet (for PC) .. 15 Items Available in Fairyland .............. 125
Map of Fairyland .................................. 16 About Adventure Completion ........... 128

Part 2 Main Scenario ..................... 17 Adventure Achievement Checklist .... 128

Basic Knowledge about Fairyland ....... 18 NPC Check Sheet .............................. 128

Fairyland Introductions........................ 19 NPC List ............................................. 129

The Story of Irving ............................... 21 Fairyland Adventure Management Sheet


(for GM) ............................................... 134
First Mission ......................................... 23
Fairyland Adventure Management Sheet
Fixed Section 1 Seven Colored Cat's (for PC) ................................................. 136
Hospitality Pavilion ................................ 24
Part 3 Data ....................................137
11 Garden of Herbs ............................. 30
Bestiary ............................................... 138
66 Flower Garden Maze ...................... 86
New Mounts ....................................... 145
Fixed section 2 Fairy King’s Castle ...... 88

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.

CAMPAIGN R ANDOM EVENTS


A single campaign is presented in this book from the When traveling along a path between areas, a random
introduction to the ending. event will occur if on 2d roll result is equal to or less than
6. A random event is determined by the 1d roll.
ADVENTURE COMPLETION
Adventure Completion is a measure of how far PCs TB ( TIME BAND)
have advanced in their adventures in Fairyland. It is in This is the unit of time in Fairyland. There are six tb's:
percentages and increases with certain missions and “morning,” “noon,” “evening,” “night,” “midnight,” and
actions. The adventure completion maximum is 100 “dawn,” and one tb are about four hours.
percent; see the Adventure Achievement Checklist (see p.
128). R OLL A 1 D, R OLL A 2D
“Roll a 1d” means a single roll of six-sided dice to
QUEST determine the situation's outcome. To “Roll a 2d”, you
These are requests without the time limit that PCs need to roll two six-sided dice.
receive from trusted NPCs. Unlike Missions, PCs will not
grow when they complete them, but they will earn ★ which ★ (STAR )
can be used only after a completed mission. This is a measure of how well an event is resolved. PCs
can get them when they solve an event. They will also get
P ARTY 200 experience points for each ★ when they complete a
This term is used to describe multiple PCs that are mission.
working together.

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.

ABILITIES OF F AIRY TAMERS N ORTHWEST , SOUTH


In Fairyland, fairies are everywhere, and if you use fairy This represents the location of each area. When PCs
magic, a nearby fairy will appear and help you. When accept the mission and decide on a destination, follow
casting fairy spells in Fairyland, characters do not need to “How to Determine Sections” (see p. 13) and fill in sections
have Gems, which are usually required for fairy spells. But in corresponding areas.
other conditions for fairy magic still apply.
★ (STAR )
OLDEN FAIRIES ★ indicates the degree of success in a mission or an
There are fairies in Fairyland that are unique to it (and event. They can be found in the event selection tables and
ceased to appear in Raxia). These rare fairies are called random events. When PCs complete a mission, they earn
olden fairies, and even the most experienced fairy tamer experience points based on the number of ★. Please use
rarely knows much about their existence. the Fairyland Adventure Management Sheet (see p. 134) to
Even though an olden fairy is of fairy category, a fairy keep track of the number of Stars you have currently
tamer cannot automatically succeed in the Monster earned.
Knowledge check for them. For olden fairies, a Monster

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 R UNEFOLK AND F AIRIES


Runefolks cannot see fairies or sprite. In such cases,
they cannot use magic against invisible fairies in combat,
except for ranged attacks and with Range/Area: Touch/-.
Runefolks also receive a -4 penalty for their Accuracy and
Evasion for melee attacks.
But Runefolk will get “Fairy Glasses” in the
introduction. They will be able to see fairies with no
problems.

ABOUT N IGHTMARES AND [ALTERNATE F ORM]


Fairyland has no stigma for soulscares, and nightmares
can always be in their [Alternate Form] without setbacks.

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.

ABOUT F AIRY T AMERS


In Fairyland, fairies are always near, and if Fairy Tamer
wishes, a nearby fairy is ready to lend a helping hand. Fairy
magic in Fairyland does not require the use of Gems,
regardless of spell level/rank.

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.

10. R ECEIVE N EW M ISSION T ABLE OF E VENTS (I N E ACH SECTION )


Once PCs have completed the mission, they will be able A Table of Events can be found at the beginning of each
to receive a new mission at [Fixed Section 1: Seven Colored section. Roll “1d + “PC's Average Adventurer Level
Cat's Hospitality Pavilion]. (rounded up)” to find what event will occur.
PCs can also choose not to accept a new mission. In this Anything listed as “Always” in the Table of Events will
case, all ★ they have earned up to that point will be saved happen automatically after the event rolled before was
until they receive and complete another mission. resolved.
Use “1. Take Mission” if PCs receive a new mission. If the name is preceded by (Sword), the monster is
enhanced by the same number of Sword Shards as its level.

ABOUT QUESTS E NEMY DETERMINATION TABLE


Some events and missions include an Enemy
While traveling around Fairyland, PCs may get quests Determination Table when monsters should appear.
from NPCs they don’t have a set time to complete, and they Enemy Determination Table can be either based on the
can be done at any time during the adventure. Quest could number of PCs, or PC's Average Adventurer Level.
be to collect a specific item or defeat a monster. For more If the number of enemies depends on the number of
information, please refer to the description of each section. PCs, then if there is only 1 PC, only enemies in the first
Questing is separate from accepting and completing column of the Enemy Determination Table will appear; if
missions and can be completed at any time as long as the there are more than one PC, then all enemies listed under
requirements are met. PCs can earn rewards and ★ by the appropriate number will appear.
completing quests. In the example below, if there is only one PC, only 1
Quests may be obtained from multiple NPCs at the Goblin will appear; if there are two or three PCs, 3 Goblins
same time and do not have to be completed for ending to will appear; if there are four to five PCs, one Boggart and
occur. Some quests may have continuation given by the three Goblins will appear.
same NPC.
Example of Enemy Determination Table
1 PC 1 Goblin (see CR I: p. 439-452)
DISCARDING AND RETAKING 2 – 3 PCs + 2 Goblins
MISSIONS AND QUESTS 4 – 5 PCs + 1 Boggart (see CR I: p. 439-452)
DISCARDING AND R ETAKING M ISSIONS
After accepting a mission, if enemies are too strong or When determining the number of PCs and average
PCs want to prioritize other missions, they can discard the adventurer level for the Enemy Determination Table,
mission at any time at GM discretion. Also, the mission will accompanying NPCs, mounts, etc., are not counted.
be forcibly discarded if PCs were defeated in battle.
When the mission is discarded, PCs will receive R ANDOM EVENTS ( SEE P. 119)
Random events can occur when PCs travel by path to
experience points based on ★ what they had earned up to
another area. PCs need to roll a 2d, and the result of 2d is
that point and can grow. Up to five earned ★ will be worth 5 or less random events will occur.
100 XP each, and the sixth and subsequent ★ will be worth First, roll a 1d, if an event with this number has already
200 XP. PCs will also receive experience points for each occurred roll a 1d, if it’s also occurred, 1d is added one
defeated monster or automatic failure. more time until a random event corresponding to the sum
Once a mission has been discarded, it can be retaken at of rolls hasn’t occurred (GM can always select event
any time by going to a location where it was taken manually, see p. 14).
previously. If a random event has already occurred, it cannot occur
a second time. After all 21 random events have occurred,
DISCARDING AND R ETAKING QUESTS all random events can occur again, assuming that all the
Unlike missions, PCs can have as many quests as they random events have not yet occurred.
want. Discarding them is unnecessary, as they will not Below you will find things to keep in mind while going
interfere with PCs' overall progress. through missions and resolving events.

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

ABOUT ICONS PASSAGE OF TIME


In each section, you may find icons. Three types of TB (T IME B AND)
these icons represent what PC can do in that section in In Fairyland, the day is divided into six time bands, one
their free time. of which is called 1 TB (Time Band), and there are six
types of 1 TB: morning, noon, evening, night, midnight,
[Rest Icon] and dawn, with morning starting at 6 a.m. 1 TB lasts about
In this section, PCs can get food and rest. four hours.
When PCs travel or resolve the event, 1 TB passes.
This time can also pass if PCs will just wait or rest.
[Trade Icon]
In this section, PCs can spend gamels and R EROLLING CHECKS
items to obtain items and various Some Skill Checks take a long time to complete. If PCs
advantages. fail these checks and try again, more time will pass.
Fairyland will not allow PCs to retry a check that requires
more than 6 hours to complete.
[Search Icon]
In this section, PCs can search and find useful
F AIRYLAND AT N IGHT
items, loot, and materials.
Fairyland is dark at night, and some humanoids cannot
see at night. Time bands for the nighttime are “night,”
“midnight,” and “dawn,” and without light, PCs without
OUT OF PLACE DESCRIPTIONS [Darkvision] suffer a -4 penalty due to poor visibility.
If they use torches, at least 2 torches per 1 TB must be
The descriptions in the main part of the scenario in this used. If PCs use lanterns, they can light them for 3 TB at a
book could sometimes look unnatural due to the number time.
of PCs, the presence or absence of GM, or current
situation. For example, there are descriptions of NPCs who SLEEP AND F OOD
have already met PCs, and the description says otherwise, Core Rulebooks state that 3 hours of sleep will restore
or randomly chosen events or monsters that do not fit the 10% of your HP and half of your MP. In Fairyland,
situation. however, a PC can recover this in 1 TB, not in 3 hours of
In these cases, it is recommended that you should sleep. Sleep can only be done at the “base” or in a place
change the description to meet the situation. GM's where it is stated that rest is available.
decisions and actions will precede the descriptions and PCs must also eat one meal per day in Fairyland. They
rules presented in this book if there is a GM. can eat a day's worth of rations or at any of the places listed
as having food available. Time will not pass after PCs eat.
If a character has not eaten or slept between “morning”
★ DESCRIPTIONS and “dawn” the next “morning,” they lose 1 point of
maximum HP and MP and take a -1 penalty to all checks.
★ from events can be earned in several separate This penalty is cumulative for both eating and sleeping. All
ways. penalties are lost when the character eats or sleeps.
+★
SUMMARY
If you solve that event, you will always receive the The passage of time is shown in the chart below.
number of ★ listed. Once you get it, you won't get it for
the same event after that.

(+★/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.

T HE DISTANCE AT THE START OF COMBAT


If there is more than one PC, the distance between the
first PC and the monster is 5 meters, and other PCs should
be within 5 meters of the first PC.
If there is more than one monster, monsters should be
placed similarly to PCs. If there is GM present, they are
free to decide where monsters are placed. If there is no
GM, place all monsters as close to PCs as possible.
Translator Note: This book was released when only
advanced combat was present in the original Core
Rulebooks, so feel free to adapt these rules for simplified
and standard combat.

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.

M ONSTER ACTIONS IN COMBAT


When playing an event, make sure to do so based on GM determines the monster's actions during combat.
the number of all PCs participating in the session, not on However, if there is no GM, the monster rolls a 1d and
the number of PCs at that point in time. takes action corresponding to Monster Action Decision
Table. If the corresponding action is not possible, then
move one row down. If this is not possible, move down one
more. If you can't decide what unique skills to use or what
kind of magic to use in the table, you can decide on your
own what action will give the monster the most advantage
or give the PCs the least advantage.

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.

DECREASE OF F AIRYLAND ASSIMILATION L EVEL


PC can reduce Fairyland Assimilation Level gained by
going out of Fairyland, or by going to “Therapy House” hot

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.

HOW TO FILL MAP


When playing “Fairy Garden”, you will need to fill “23” is already placed in another area. If they then roll a 1d
sections in the Map and draw paths and new sections each and it is 1-3, then “16” will be placed in that area. If the
time PCs travel. In this section, we will explain how to fill result is 4-6, then “25” will be placed in that area.
the Map.

HOW TO DETERMINE DESTINATION


HOW TO DETERMINE SECTIONS
When PCs get information about mission destinations
If PCs are going to travel to a new area or a new section or new section, they need to determine in which area that
as a result of a travel check, the section will be determined section is located.
by random. To do this roll a 1d twice and place section with To determine the area where the section should be
the corresponding roll. Write the number and name of the placed, roll a 1d twice, then look at the “Area
corresponding section in the area where PCs traveled to. Determination Table” below and place the section in the
If a randomly selected section is already placed on the corresponding location.
map, roll a 1d, if the result is 1-3, select the lowest available
section (from 33 moves to 32 and so on); if the result is 4- Area Determination Table
6, select the highest available section (from 33 moves to 34 1st Roll
and so on). 1-2 3-4 5-6

Example 1 of How to Determine Section 1-2 Northwest North Northeast


2nd Roll

PCs have traveled to a new area where there are no


3-4 West Center East
sections yet. To determine the section GM or players roll a
1d twice. “42: Frozen Sea” was selected. If PCs travel in this 5-6 Southwest South Southeast
area, they will need to roll for new sections and then do a
Travel check (see p. 14) toward them. Example of How to Determine Destination
For the first mission, PCs received a destination [11:
Example 2 of How to Determine Section Garden of Herbs]. The first roll is 3 and the second roll is
The section numbered “15”, “21”, “22”, “23”, and “24” 6, then it was determined that [11: Garden of Herbs] is
are already placed in some area. PCs are moving to a new located in the south area of Fairyland. PCs write [ 11:
section as a result of the Travel check. They roll a 1d twice Garden of Herbs] in the south area of Map.
to determine the section. The result was (2) and (3), but

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.

MANIPULATING RANDOM DECISIONS


As GM, you may intentionally change randomly
determined parts of the book to make the session more
interesting, such as the placement of sections, events, or the
strength of monsters. However, it would help if you did not
make changes that will only make the player experience
tougher.

14
MISSION MANAGEMENT SHEET (FOR PC)
Mission Goal Mission Name Client Destination

Summary

Mission Progress
Area Section tb Contents Number of ★

Mission Goal Mission Name Client Destination

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).

ABOUT FAIRY GLASSES Table of Introductions


Cait Sith will ask PCs to wear Fairy Glasses (see p. 125). 1–2 Introduction 1: Find Fairy's Treasures
If PC wears Fairy Glasses, they will be able to talk in Sylvan 3–4 Introduction 2: Solve the Mystery of Fairyland
and see fairies, even runefolks. 5–6 Introduction 3: Find the Missing Girl

Read or paraphrase the following:


Cat creature says to you:
“Greetings, and welcome to Fairyland! This magical
realm was created by the wonderful and majestic 'Queen of
Fairies', Anomala Hamesgadaras, who is known
throughout the land for her unrivaled wisdom, beauty, and
talent in taming fairies. She is not only their queen, but also
their sister, daughter, mother, friend, and lover. My name
is Irving, and I'm a Cait Sith, the friendly administrator of
Fairyland, appointed by Anomala herself. It's a pleasure to
meet you!”
After bowing to you, Irving smiles happily and says, “If
the guests are here, then we must reopen the inn,” before

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.

Steel Workshop (see p. 28)


CURRENT FAIRYLAND The caretaker is Ricci. He can create weapons and
Currently, the magic that has maintained Fairyland for armor.
so many years is losing its power. As a result, space has
become unstable, and Irving can no longer tell where things Transmigration Magic Circle (see p. 28)
have been. In addition, because the transmigration magic The caretaker is Emiko. Circle allows teleporting back
circle operates on its own, Raxia monsters sometimes and forth between Fairyland and Raxia. It will also allow
wander into Fairyland and stay there. There are barbarous, PCs to take items out of Fairyland.

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.

I NTRODUCTION 2: SOLVE THE M YSTERY OF USE OF M ANA M ATERIALS


F AIRYLAND By using mana materials, PCs can ask each Cait Sith to
“I don't know why Anomala quarantined Fairyland create an item for them. In addition, Isabel, who manages
from Raxia, but Fairy King might have heard something stable, can give mounts using mana materials.
from Anomala. The Fairy King is at the bottom of the lake For more information, please refer to the section on
with the castle, so we need to find Lasagna, the castle's each Cait Sith facility in [Fixed Section 1: Seven Colored
caretaker, and bring the castle up. Cat's Hospitality Pavilion] (see p. 24).
I don't know where the Lasagna is, so why don't you
look for my friends first? Maybe they'll know where ABOUT F AIRYLAND I TEMS
Lasagna is, too.” All items obtained in Fairyland, including items created
with mana materials, are made by Fairyland’s magic. As
I NTRODUCTION 3: F IND THE M ISSING GIRL such, they cannot be taken out of Fairyland.
“Unfortunately, I don't know anyone named Emma, PCs should keep a separate record for items obtained
but I think there is a high possibility that she may have in Fairyland and items brought in from outside. GM should
wandered into Fairyland, just like other guests did. But as I inform PCs of this in advance and warn them to be careful.

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.

3) R EQUEST THE CREATION OF AN I TEM


In the middle of a vast lake surrounded by sheer cliffs “Items Irving Can Create” contains all items he can
are a small building with a pale pink roof and white walls. create. The “Initial” row contains items that he can create
It is the Seven Colored Cat's Hospitality Pavilion. A stone without Eira and Ricci. Once PCs find Eira and Ricci, they
bridge stretches straight from the edge of the lake to the can request items in the “Eira and Ricci” row.
Seven Colored Cat's Hospitality Pavilion. In both cases, when PCs request an item, it will cost
When PCs come to this section, go to “Irving's mana materials equal to the price in the gamels of each
Welcome.” item.

I RVING'S WELCOME Items Irving Can Create


When PCs enter the inn, Irving greets them with a Irving can create non-magic general
cheerful “Hi! Welcome home.” Here, PCs can give items equipment, non-magic ammunition, Lifegrass,
and loot to Irving to get mana materials. They can also go Initial Magic Herbs, Magical Implements, Holy
to facilities managed by Cait Sith and his friends. Symbols, Magisphere (small), Alchemy Kit,
and non-magic B-rank weapons and armor.
ACQUISITION OF M ANA M ATERIALS Eira In addition to the above, Irving can create all
PCs can acquire mana materials by giving items or loot and general equipment, including magic items,
to Irving. If PCs give Irving an item, they will get mana Ricci ammunition, and B-rank weapons and armor.
materials worth the “base price of the item divided by 2
(rounded up)”. If PCs give Irving loot, they will get mana 4) ACCEPT R EQUESTS FOR AN I RVING
materials worth the “selling cost of loot.” However, mana PCs can receive requests from Irving. See the next
materials cannot be extracted from gamel money section for details.
themselves.

NPC L OCATION ( IF THEY CAME BACK ) IRVING'S REQUESTS


• Irving is in 1. Seven Colored Cat's Hospitality Pavilion. Irving will first ask PCs to complete Missions 1-4, but
• Ham is in 2. Therapy House. they cannot accept more than one at a time. Irving will ask
• Isabel is in 3. Stables. for Missions 5-7 once PCs have completed all Missions 1-
• Eira is in 4. Magic Workshop. 4 and their average adventurer level is 5 or higher.
• Ricci is in 5. Steel Workshop. M ISSION 1. F IND H AM
Please find Cait Sith Ham! If PCs find Ham, PCs will
• Emiko is in 6. Transmigration Magic Circle.
be able to use Therapy House to create potions.
• Lasagna is in 7. Fairy King's Castle. If PCs are looking for Ham, see [Fixed Mission: Find
Ham] (see p. 94).

M ISSION 2. F IND I SABEL


Please find Cait Sith Isabel! If PCs find Isabel, they will
be able to use stables and rent mounts.

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.

M ISSION 4. (R) DEFEND THE GARDEN OF H ERBS M OUNT R ENTAL L IST


PCs need you to guard [11: Garden of Herbs] during
the next “evening” to “dawn”! Initial
If PCs want to guard the Garden of Herbs, see “Fixed Name Mana Materials Cost
Mission: (R) Defend the Garden of Herbs” (see p. 101). Horse (see CR III, p.
250
113)

3. STABLES Wind Caller


The mount stables are only available when Isabel has Mana Materials
Name
returned to the Seven Colored Cat's Hospitality Pavilion. Cost
“Aren't they cute? I feel at home when I'm with them.” War Horse (see CR III, p. 114) 1,000
“If you find a sheet of music called “Rider's Song,” Carriage (see LL, p. 163) 2,000
could you give it to me? It will allow me to call up rare Dolphin (see CR III, p. 114) 500
mounts.” Hippogryph (see CR III, p.
1,500
117)
In Stables, PCs can: Pegasus (see CR III, p. 118) 2,000
1) Request the Creation of an Item Wyvern (see CR III, p. 119) 4,000
2) Rent a Mount
3) Accept Isabel’s request Rider's Song Mounts
Mana Materials
1) R EQUEST THE CREATION OF AN I TEM Name
Cost
Isabel can create riding equipment. You can find items Rider's Song / Unicorn (see p.
that she can create on her own in the “Initial” row. If PCs 5,000
Unicorn 145)
find Eira and Ricci, Isabel can create the items listed in the Rider's Song / Draconet (see
“Eira and Ricci” row. 10,000
Draconet CR III, p. 120)
In both cases, when PCs request an item, it will cost Rider's Song / Lesser Dragon
mana materials equal to the price in the gamels of each 18,000
Lesser Dragon (see p. 121)
item. Rider's Song / Sleipnir (see p.
20,000+Special
Sleipnir 145)
Items Isabel Can Create
Isabel can create non-magical mount
Initial SLEIPNIR ’S UNIQUE SKILLS
equipment.
Eira and Isabel can create all mounting equipment, Sleipnir can travel from anywhere in Fairyland to any of
Ricci including magic items. the towers floating in the sky on all sides and anywhere in
Fairyland. This travel is treated as normal travel, and since
Sleipnir cannot get lost, no Travel check is needed.
2) R ENT A M OUNT
However, to rent a Sleipnir, PCs must pay 1 x fairy ore for
PCs can rent mounts from Isabel for the duration of a
each day (6tb) of the rental period and the usual 20,000
single mission until the mission is completed or failed.
costs in mana materials.
See the “Initial” row in Mount Rental List for mounts
Isabel can initially rent to PCs. If PCs have given Isabel the
3) ACCEPT I SABEL’S REQUEST
Wind Caller, they will be able to rent the mounts in the
See the next section for details.
“Wind Caller” row. Isabel can also call powerful mounts by
playing spellsongs called “Rider's Song.” For more
information on mounts that can be called the Rider's Song,
see “Rider's Song Mounts” in the Mount Rental List.

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.

3) ACCEPT EIRA’S REQUEST


4. MAGIC WORKSHOP
See the next section for details.
The magic workshop is only available when Eira has
returned to the Seven Colored Cat's Hospitality Pavilion.
“Ho-ho-ho-ho-ho! What is it? What do you want? I'll EIRA’S REQUESTS
make you anything you want! But you have to eat this cake Eira asks for missions in order, starting with “Mission
first.” 1”. When a mission is completed, Eira will automatically
“Ugh. I knew I wasn't cut out for this kind of work! You, ask PCs to do the next mission.
please bring the brownies to me. If only I had them, I could
mass-produce like crazy!”
M ISSION 1. COLLECT H ONEY
In Magic Workshop, PCs can: Eira wants PCs to collect 10 small bottles of honey!
If PCs want to go collect honey, see “Fixed Mission:
1) Request the Creation of an Item
Collect Honey” (see p. 105).
2) Process the Item
3) Accept Eira’s request
M ISSION 2. WAKE UP QUICHE
1) R EQUEST THE CREATION OF AN I TEM PCs have to wake up Quiche, a runefolk who is sleeping
Eira can create magic items and wizard items; the items in the back of a cave near [25: Frozen Mountains]. It seems
Eira can create are those listed under “Initial” in “Items that the cave is a lair for monsters.
Eira Can Create”. If brownies have brownies, she can If PCs are going to wake up Quiche, see “Fixed
create more powerful magic items depending on the Mission: Wake Up Quiche” (see p. 106).
number of brownies. See the “When Brownies are
Present” section for items that can be created when M ISSION 3. GET T HE M YSTIC F RUIT
brownies are present. Brownies are hiding somewhere in Eira wants PCs to bring her Mystic Fruit which makes
Fairyland, so PCs need to find them and bring them to Eira. even dragons fall in love with you. Mystic Fruit is called
In both cases, when PCs request an item, it will cost Drunken Dragon Peach!
mana materials equal to the price in the gamels of each If PCs want to find “ Drunken Dragon Peach,” see
item. “Fixed Mission: Get the Mystic Fruit” (see p. 105).

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

3) ACCEPT EMIKO’S REQUEST


See the next section for details.

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.

M ISSION 1. UNLOCKING T HE M AGIC CIRCLE


PCs have to take Emiko to the Transmigration Magic
Circle to break the seal Anomala placed on it. Once the
seal is broken, the transmigration magic circle can be used.
If PCs want to take Emiko to the transmigration magic
circle, see “Fixed Mission: Unlocking the Magic Circle”
(see p. 110).

M ISSION 2. GATHER M ATERIALS F OR FAIRYLAND


B ELLS
PCs need to collect fairy ore, the material for the “Bells
of Fairyland.” By attaching the Bells of Fairyland to the four
bell towers, PCs can stabilize the magic of Fairyland.

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.

QUEST : L OST ALRAUNE


PCs must escort Alraune to Alraune's Square in [12:
Forest of Tobacco Lovers]. Alraune will accompany PCs
and participate in combat. If Alraune dies, the quest will be
failed. If PCs escort Alraune, they will get 3★.

[11 – 13] WITHERING H ERBS


PCs notice that many of the medicinal herbs around the
Garden are starting to turn brown and will die if left
unattended. A successful Insight check (TN 14) shows that
the mana density in the surrounding ground has decreased,
preventing the medicinal plants from growing. This is
Beyond the latticed iron fence, PCs can see a flower bed probably due to the weakened magic of Fairyland. If they
planted with fragrant flowers and plants. Above the slightly report this to Ham in [Fixed Section 1: Seven Colored Cat's
open gate is a plaque that says “Ham’s Garden of Herbs” Hospitality Pavilion], he'll ask them to get her 1 [Earth
in Arcana. Concentrate] to replenish the mana.
When PCs enter Garden of Herbs, roll on Table of
Events.
QUEST : WITHERING H ERBS
If PCs don't want to do anything here, they can travel to
another section. To replenish the mana in the Garden of Herbs, PCs
need to get some [Earth Concentrate]. If they give 1 Earth
Table of Events Concentrate to Ham, they will get 3★.
4 or less (R) Fairy Prank
[14 – 16] (R) L OST ALRAUNE, AGAIN
5–7 (R) Herb Thief (+★★/up to 5 times)
The same event as “Lost Alraune” will occur, and PCs
8 – 10 Lost Alraune will receive Quest: The Lost Alraune. However, not only
11 – 13 Withering Herbs this Alraune who is lost. Randomly select a section in the
14 – 16 (R) Lost Alraune, again same area where Garden of Herbs is. In that section, they
17+ (R) Withering Herbs, again can find other Alraune who must also be escorted to
Always (R) Gathering Medicinal Herbs Alraune’s Square. If they escort two lost Alraune to the
Alraune’s Square in [12: Forest of Tobacco Lovers], they
[4 OR LESS] (R) F AIRY P RANK will get 3★.
Suddenly, flowers begin to bloom, and sprites appear
from somewhere to kiss PCs. PCs fall under the magic of [17+] (R) WITHERING H ERBS, AGAIN
the sprites. Roll a 2d and consult with “Fairy's Prank Table An event similar to “Withering Herbs” will occur, and
B” (see p. 117). PCs will receive Quest: Withering Herbs. This time,
however, it seems that the land is out of the wind and light
[5 – 7] (R) H ERB T HIEF (+★★/UP TO 5 TIMES) mana. PCs need to find 1 [Wind Concentrate] and 1 [Light
In a remote corner of a flower bed filled with medicinal Concentrate]. If they give them to Ham, they will get 3★.
herbs, shadows are shuffling around. Shadow of barbarous,
and they are pulling out all medicinal herbs around and
[ALWAYS] (R) GATHERING M EDICINAL H ERBS
shoving them into bags they are carrying. The barbarous
The Garden of Herbs contains a variety of medicinal
notice PCs approach and attack them. PCs will get 2★ if herbs. PCs may collect any herbs that may be useful in their
they defeat barbarous. adventure. However, only one herb may be collected per
PC per day (6 tb).
Enemy Determination Table To collect herbs, PC needs to do a Search check (TN:
1 PC 1 Goblin (see CR I: p. 439-452) Adventurer Level + 6). If they are successful, PC should
2 – 3 PCs + 2 Goblins roll a 1d and determine obtained herbs from the “Herb
4 – 5 PCs + 1 Boggart (see CR I: p. 439-452) Search Table” (see p. 114).

30
12 FOREST OF TOBACCO LOVERS

[14 – 16] SICK E NTLET


PCs come across several Entlets lying on the ground,
writhing in agony and looking like they are about to die.
PCs don't know the cause of their suffering.
The leader of the Entlets 1 x (Sword) Entlet will appear
and will tell PCs that the Entlets have been smoking too
much Pipe Grass for a long time and that the only way to
cure them is to stop smoking, which the Entlets refuse to
do. The leader will ask PCs to get 20 x “No Smoking
Pipes,” which, as he will say, Irving can make.

QUEST : GET THE “N O SMOKING P IPES”


To help Entlet quit smoking, PCs need to ask Irving to
make 20 x No Smoking Pipes. For that, PCs need to
provide Irving 4 x Magic Materials (400G/Gold Green A)
and 200 mana materials. The magic materials can be found
in [14: Graveyard of the Giants]. If PCs give 20 No
Smocking Pipes to the Entlet leader, they will receive 3★,
1 Earth Concentrate, and 1 Wind Concentrate as rewards.
The surrounding area is shrouded in fog, making it hard
to breathe. Ferns grow thickly under feet, and trees line to [17+] (R) F OREST R AMPANT (+★★/UP TO 5 TIMES)
the ground on the right and left. It seems to be like a middle The PCs notice a figure slowly approaching. It is
of a forest. Belladonna (see CR III, p. 277), an entangled mass of vines
As PCs wander around the forest, roll on Table of in the shape of a person. Belladonna will attack PCs. If PCs
Events. defeat Belladonna, they will gain 2★.

Table of Events Enemy Determination Table


10 or (R) Tobacco Lover Entlet +★★/First Time 1 PC 1 x Belladonna (see CR III, p. 277)
less Only 2 – 3 PCs + 1 x Belladonna
11 – 13 (R) Fog is Getting Thicker 4 – 5 PCs + 1 x Belladonna
14 – 16 Sick Entlet
17+ (R) Forest Rampant (+★★/up to 5 times) [ALWAYS] (R) ALRAUNE SQUARE
If lost Alraune is with PCs, or if they have Badge of
Always (R) Alraune Square
Forest Friend, they can come to Alraune's Square.
Otherwise, PCs cannot get to Alraune Square and can leave
[10 OR LESS] (R) T OBACCO L OVER E NTLET this section.
+★★/F IRST T IME ONLY
Suddenly, PCs hear a voice in Sylvan above them The forest opens up to a clearing with tall grass.
saying, “Phew. The best cigarette ever!” PCs are Numerous Alraune (see CR III, p. 275) peek out from
surrounded by 5 Entlets (see CR III, p. 276), all blowing between grass, looking at PCs. The leader of the Entlets
pipes. The smoke rising from their pipes is becoming a blur (see CR III, p. 276) appears from the back of the square
covering the forest. and greets PCs.
Entlets do not respond when spoken to. However, if If PCs have brought lost Alraune, the leader will thank
PCs offer Pipe Grass, Entlets will be delighted, and in them and give them a Badge of Forest Friend. If they have
return, it will give them Ent Leaves for every Pipe Grass it, they will be able to find their way to this square without
they receive. any guidance.
If lost Alraune is with PCs, Entlets will say, “Aren't you Here PCs can eat and rest.
Alraune, the one who the leader said was missing?” Entlets PCs can also get permission to search for medicinal
will take PCs to [Alraune's Square] (see event below). herbs. If they want to search the forest, they can do a Search
check (TN = adventurer level + 6). However, only one
[11 – 13] (R) F OG IS GETTING T HICKER search is allowed per PC per day (6tb). On success, the PC
The fog that surrounds the forest is getting thicker, and needs to roll a 1d. On 1-3, consult with the “Herb Search
it's getting harder and harder to breathe. PCs need to make Table” (see p. 114); if the result is 4-6, use the “Forest
Fortitude save (TN 15). If they fail, they will become sick Search Table” (see p. 114). Roll a 1d again to determine
and take 2d magical poison-type damage. what was found using the corresponding table.

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.

[11 – 13] K NOCKERS UNDER ATTACK (+★★)


As PCs are walking along the mountain path, they hear
a commotion ahead. They will see a group of stone fairies
wearing blue hats, Knockers (see p. 139), being attacked by
daemons. When the daemons notice PCs, they attack them
as well. If PCs defeat the daemons, they will gain 2★.

Enemy Determination Table


1 PC 1 x Gildrekk (see CR II, p. 312)
2 – 3 PCs + 2 x Spawn (see CR III, p. 313)
4 – 5 PCs + 2 x Spawn, 1 x Gildrekk

When the daemons are defeated, the knockers will


thank the PCs and will give them the Black Iron Key to
open the door that leads deeper into the mine.
In addition, there is a 1 x Brownie (see p. 139) among
The sky is pierced by a towering rocky mountain. On the Knockers. This brownie is a brownie that served Eira.
the face of the mountain, there are several mine tunnel For more information, see “If PCs Meet a Brownie” (see
openings. The entrance to the tunnel can be reached by a p. 29).
winding road.
If PCs are heading to the tunnels, roll on Table of [14 – 16] (R) R AINBOW R IFT
Events. Roll a 2d. If the result is 7 or less, PCs are suddenly hit
If they are not, they can move to another section. by a powerful quake. Suddenly, a rainbow-colored rip
appears in the space beside PCs, and they are sucked into
Table of Events it. Roll a 2d and consult with “Fairy Pranks Table D” (see
7 or less (R) The Mischief of the Wind p. 117).
8 – 10 (R) Fairy Prank
11 – 13 Knockers Under Attack (+★★) [17+] (R) ※SHADOWS IN THE SKY
14 – 16 (R) Rainbow Rift ※This event will repeatedly occur until PCs don’t have
17+ (R) ※Shadows in the Sky “Quest: Defeat Meaningless.”
PCs are walking down a narrow, winding path when a
Always (R) Into the Mines
large shadow crosses over their head and lands on a ledge
a short distance away. It's the mythical beast Hraesvelgr (see
[7 OR LESS] (R) T HE M ISCHIEF OF THE WIND CR III, p. 300), looking like a giant eagle. It will land and
PCs are walking along a mountain path when something ask PCs to go and kill Meaningless (see CR III, p. 287) in
is blown away by strong mountain wind. Determine what it the mines.
is by referring to the “Mischief of the Wind Table”.
QUEST : DEFEAT M EANINGLESS
Mischief of the Wind Table
PCs need to defeat the Meaningless at the end of the
Number of
1d What Flew In tunnel! Hraesvelgr will be waiting for PCs outside the
PCs
tunnel and will reward them with 2 x Fire Concentrates. If
1 x Giant Bat (see CR I: p. PCs are already defeated Meaningless, Hraesvelgr will say,
1–3
1 452-460) “I was looking for the guys who defeated him,” and thank
4–5 + 1 x Giant Bat them, giving them 2 x Fire Concentrates as well.
2 1 x Spin Blossom (see CR III,
1–3
– p. 275) [ALWAYS] (R) I NTO THE M INES
3 4–5 + 1 x Spin Blossom There is a huge opening before PCs. The tunnel is
4 dark, so without light, any checks except Fortitude and
1 x Soft Feathers (1,000 G/red
– 1–5 Willpower will incur a -4 penalty. The tunnel is 3 meters
S)
5 wide, and two PCs can walk side by side. Because of the
1 x Advanced Feathers (5,000 high ceiling, it is possible to move on a mount with up to 2
6 1–5
G/red S) sections.
If PCs want to enter mines, go to “1: Near Mine
Entrance”.

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.

1. NEAR MINE ENTRANCE CARRY


The tunnel is hollowed out of solid rock. When PCs PCs need to carry out dirt and rocks dug up! If PCs
enter mine tunnels, roll on Table of Events. make successfully check 2d + Adventurer Level + Strength
modifier (TN = Adventurer Level + 8), they will get 1 help
Table of Events point.
10 or less (R) Slippery Stairs +★/Only the First Time
M INE
11 – 16 Underground Starry Sky (+★★)
PCs need to follow the instructions of Knockers and dig
17+ Drunken Knocker (+★★★) out fairy ore! If PCs make successfully check 2d +
Always (R) Locked Door Adventurer Level + Dexterity modifier (TN = Adventurer
Level + 8), they will get 1 help point.
[10 OR LESS] (R) SLIPPERY STAIRS +★/ONLY THE
F IRST T IME GEOLOGICAL SURVEY
A staircase carved out of rock leads deep into the PCs need to survey mines for parts that are likely to
mountain. The stairs are slippery; PCs need to roll the 2d contain ore! If they succeed in the Insight check (TN =
+ Adventurer Level + Agility modifier (TN 12). If the PC Adventurer Level + 6), they will get 1 help point.
fails, it will slip and fall 1d+5 meters taking fall damage.
Keep track of the total number of help points earned
[11 – 16] UNDERGROUND STARRY SKY (+★★) by each PC in the party. For every 4 help points, PCs can
PCs can see countless red and green sparkles in the get 1 fairy ore using the “Fairy Ore Search Table” (see p.
tunnel's darkness. It seems like they are walking under a 114). Alternatively, for every 6 help points, PCs can get 1
starry sky. fairy ore of their choice.
PCs need to make an Insight check (TN 14). If they If PCs want to go further into the mines, go to Sealed
succeed, they will find that each sparkle is a fairy ore. Fairy Room.
ore must be mined in a certain way, or it will lose its
brilliance and become nothing but stone. Only if the Insight SEALED R OOM
check is successful will PCs get 2★. The tunnel ends with a small door. The door is marked
with “No Entry” in arcana. The door is locked. The lock
[17+] DRUNKEN K NOCKER (+★★★) can be opened with the Black Iron Key and cannot be
A drunken Knocker is sleeping in the tunnels, talking unlocked using Scout tools, [Unlock], or [Knockers Bomb]
in his sleep. If PCs listen to him, they can hear him say in spells.
Sylvan, “There's a monster... There's a monster...” If they
wake Knocker up and ask him about his sleep, he will say , Sealed Wraiths (+★★★)
“There is a Meaningless in a room at the end of the tunnel. The opened door reveals a wide cavern flooded with
I'm too scared to go to the end of the tunnel.” If the PCs damp, cold air that crawls over the ground. As PCs step into
say they will defeat Meaningless, Knocker will give them the the cavern, they will notice that something is buzzing in the
Black Iron Key to open the door at the end of the tunnel. dark. It's an undead monster in the form of a shape foggy
human – (Sword) Meaningless (see CR III, p. 287).
[ALWAYS] (R) L OCKED DOOR Roll on Enemy Determination Table to find out how
As PCs continue down the tunnel, they come to a large many undead were trapped there. They immediately attack
steel door. The door is locked. The door is unlocked with when the door is opened. If PCs defeat the undead, they
the Black Iron Key. will gain 3 ★.
If PCs want to open the door and go deeper, go to “2:
Deep into the Mines”. Enemy Determination Table
1 x (Sword) Meaningless (see CR III, p.
1 PC
287)
2. DEEP INTO THE MINES 2–3
+ 1 x Dullahan Lord (see CR III, p. 283)
When PCs open the large door, they will find that the PCs
tunnel continues. Unlike the previous tunnels, this one was 4–5
+ 1 x Dullahan Lord
not very well maintained, and the floor is rough and rugged. PCs
If PCs want to go through the tunnels, go to “Help the
Knocker”. If PCs want to explore the cavern after defeating the
undead, with a successful Search check (TN 15), they can
H ELP THE K NOCKER find 2 x Dark Concentrate. In addition, each successful PC
In the mine, Knockers are working hard to mine fairy must roll a 1d once to determine what was found using
ore. If PCs want to get fairy ore Knockers can say, “If you Treasure Search Table (see p. 114).

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.

Magic Circle Effect Table


1d Effect
Big explosion! PCs must make Willpower save
1 (TN 18). If they fail, they take 2d+15 magical fire-
type damage.
Rock Golem rises for 1 day (6tb). A Rock Golem
2–
will obey PC's command without Command
3
Stone. After 1 day Rock Golem will collapse.
4 – PCs are instantly transferred to [Fixed Section 1:
6 Seven Colored Cat's Hospitality Pavilion].

[ALWAYS] (R) GIANT ’S R EMAINS


As PCs make their way through ashen plains, they find
the remains of a giant golem. There are 10 Kobolds (see
CR I: p. 439-452) around the wreckage gathering
something. If PCs talk to them, they'll say, “There's some
Countless giants are lying or cowering on the white
kind of magical materials here, and we've been ordered to
earth. They are the remains of giant golems. White ashes
get it.” Kobolds or work for the Goblin Shaman (see CR
are falling from the black sky, enveloping slumbering giants.
III, p. 251) in the Great White Tower, or they are just an
When PCs enter this section, roll on Table of Events.
aggressive bunch ready to attack PCs at any point.
Table of Events QUEST : F REE THE K OBOLDS
13 or less Footprints (+★★) PCs can defeat Goblin Shaman, the ruler of the Great
14 – 16 Mysterious Light (+★★) White Tower, and free abused Kobolds! If they defeat the
17+ (R) Buried Magicians +★★/up to 5 times Goblin Shaman, they will gain 3 ★. After that, Kobolds will
Always (R) Giant’s Remains no longer appear here. If PCs have already taken a quest
with the same name, this quest will not occur.
[13 OR LESS] F OOTPRINTS (+★★)
PCs find small footprints that appear to be of If PCs want to explore their surroundings, they can do
humanoids traveling the ash-covered plain. They also spot a Search Check (TN = Adventurer Level + 6). However,
a handkerchief that has fallen beside it. The handkerchief only one Search check is allowed per PC per 1tb. If
has “Emma” embroidered on it in Trade Common. When successful, the PC must roll a 1d and see what magic
PCs pick it up, they will get 2★. material was obtained using the “Magic Material Search
Table” (see p. 114).
If PCs have “Quest: Find No-Smoking Pipe,” they can
[14 – 16] M YSTERIOUS L IGHT (+★★)
declare that they are searching for Magic Material
The PCs notice something flickering in the darkness. If
(400G/gold green A) before doing the check. In that case,
they get close enough, they'll see that the shining object is a
the TN will be increased by +4. If they succeed in this
Gem inlaid in the forehead of a fallen stone statue. They
check, they will automatically get 1 x Magic Material
must make Appraise check (TN 10). If they succeed, they
(400G/gold green A).
will know that Gem is worth 2,000G. If PCs touch the Gem,
the statue starts moving and attacking them. If they defeat
the golem, they will get the Gem (2,000G/gold S) in
addition to the normal loot, and they will get two★.

Enemy Determination Table


1 PC Rock Golem (see CR II, p. 291)
2 – 3 PCs + 1 x Rock Golem
4 – 5 PCs + 1 x Iron Golem (see CR II, p. 294)

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★.

[ALWAYS] (R) WHITE CHALK T OWER


The white tower is standing tall, reaching for the sky.
The large double door leads into the tower. There is a sign
in Barbaric on the door that says, “If you open this door
without permission, I will kill you.”. There is no trap or
lock on the door.
If PCs want to open the door and go inside, go to “1.
Master of the Colossal Tower.”

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.

QUEST : F REE THE K OBOLDS Enemy Determination Table


PCs can defeat the Goblin Shaman, ruler of the tower, 1 – 3 (Sword) Goblin Shaman (see CR III, p. 251),
and free the abused Kobolds. Defeating Goblin Shaman PCs 2 x Kobolds (see CR I: p. 439-452).
will earn PCs 3 ★. If PCs have already taken a quest with 4 – 5 + 2 x Boggart (see CR I: p. 439-452).
the same name, this quest will not occur. 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.”

11 – 13 CRAZY UNDINES +★★


PCs find themselves in the middle of the bridge
between four Undines (see CR II, p. 307), two in front and
A small river crosses a field covered with lush green two behind them. PCs need to make “2d + Wizard-Type
grass and flowers. The river is transparent and clear. A Class Level or Sage Level + Intelligence modifier” (TN 15).
covered bridge spans the river. If they succeed, they will see that Undine is hallucination
If PCs want to cross the bridge, roll on Table of Events. the magic on the bridge. Undines will attack PCs shouting
If they are not, they can move to another section. in Sylvan, “Kill Anomala, kill Anomala, kill Anomala, kill
Anomala…”. If PCs are aware that they are hallucinating,
Table of Events the Undines will disappear when they attack the PCs.
However, if PCs are not aware that they are hallucinating,
7 or less Reminiscence of Darkness (1) +★
they will take 2d+7 magical water-type damage. The
8 – 10 Illusions of the Past +★★★ Undines then disappear, and the PCs realize that they are
11 – 13 Crazy Undines +★★ hallucinating.
14 – 16 Reminiscence of Darkness (2) +★★
17+ Illusions of the Past (Repetition) [14 – 16] R EMINISCENCE OF DARKNESS (2) +★★
Always (R) Hungry An event similar to “Darkness of Remembrance (1)”
will occur. However, Willpower's TN will be 15. PCs will
[7 OR LESS] R EMINISCENCE OF DARKNESS (1) +★ also gain 2★ instead of 1★.
There is no light inside the covered bridge, and it is
dimly lit. Suddenly, a sad and nostalgic thought runs [17+] I LLUSIONS OF THE P AST (R EPETITION )
through your mind. PCs need to do Willpower save (TN An elf woman with golden hair will appear ahead. PCs
10). If they succeed, they are unaffected. If someone fails, must make a check 2d + Wizard-type class Level or Sage
they will see one of their “past” events unfold. This is a Level + Intelligence modifier. If they succeed, they will
hallucination created by the magic of the bridge. realize that elf on the bridge is an illusion.
Roll a 1d. If the result is 1-2 roll using History Chart A The elf woman is holding a spinning wheel. She will say
(see CR I p. 62), if 3-4 roll using History Chart B (see CR I after a pause, “If you reject eternal life and wish to destroy
p. 63), if 5-6 roll using History Chart C (see CR II p. 29) to the Witch, turn the wheel in the opposite direction. I hope
determine past events that PC remembers here. This effect that day never comes...” After that, the woman will
gives 1★ only the first time a new history is obtained from disappear.
each history table (so 3★ maximum is possible). Even if PCs didn't realize it was an illusion, they could
get this idea.
[8 – 10] I LLUSIONS OF THE PAST +★★★
[ALWAYS] (R) H UNGRY
As PCs cross the bridge, two women come walking
As PCs cross the covered bridge, PCs gradually get
shoulder to shoulder from the other side. One is a human
hungry. By the time they have crossed the bridge, it is as if
woman with long black hair, and the other is an elf woman
they have not eaten for an entire day. Until they have eaten
with golden hair. They stop in the middle of the bridge.
enough food, PCs take a -1 penalty to all checks.
They act as if PCs are not there. PCs need to make check

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)

In any case, if PCs participate in one of the games and


win any one of them, they win 2★.
Whether PCs participate in games or not, fairies will
offer them food and drinks and then go straight to the [2.
It is a hill filled with flowers of all colors. On top of the Big Party].
hill, all kinds of fairies are singing, dancing, and having a
party. PCs can hear their joyful laughter and singing voices
in the wind.
2. BIG PARTY
If PCs want to join the party, go to “1. The Fairy Party”. PCs can drink, sing, dance, and have a good time with
If they are not, they can move to another section. the wine that the fairies offer them. The wine served at the
feast is “Fairy Wine” (see p. 125), specially made by the
fairies, and has a remarkably high alcohol content. PCs who
1. THE FAIRY PARTY (+★★) drink this alcohol must do Fortitude save (TN 16). If they
fail, they will get drunk and fall asleep. PCs who do not get
The fairies will welcome PCs. They will invite PCs to
drunk can memorize the song of the fairies; see “Song of
play games with them. There are five games PCs can
the Fairies.”
participate in. If they complete each game, they will receive
a prize. Each PC can participate in all the games, but one
can only participate in one daily game. Song of the Fairies
The fairies are singing the following song in Sylvan.
1) SINGING CONTEST WITH SWARM OF M URYANS However, if PCs attend a fairy feast and ask them about the
song, they will tell its content in Trade Common. If PCs ask
See “1) Singing Contest with Swarm of Muryans” (see about the origin of the song, fairies do not know the details.
p. 113).
Let's bless it. Let us celebrate. Let us celebrate the
2) DANCE WITH SALAMANDER
return of our king.
See “2) Dance with Salamander” (see p. 113). Pick the flowers. Pick the flowers. To give to our king!
The seven-colored fairies are all lined up to welcome him.
3) DRINKING COMPETITION WITH UNDINE Take off your hat!
See “3) Drinking Competition with Undine” (see p. The seven-colored fairy cats all lined up to welcome
113). him. They take off their hats to welcome him.
Come on, let's chant. Let us praise. Praise the name of
4) H IDE AND SEEK WITH DRYADS our king!
See “4) Hide and Seek with Dryads” (see p. 113).
The earth's deep green,
5) R ACE WITH P UCK In golden blessing seen.
See “5) Race with Puck” (see p. 113).
The blue lake, calm and still,
For each game PC win, roll a 2d to determine the prize
'Neath jet-black night sky's thrill.
and consult with “Prize Table”. Make the following
The king's throne, white and bright,
adjustments to 2d for each game PC win. When
Dyed purple in morning light.
determining the prize, PC may select an item in the lower
And overhead the red sun rises,
roll column than the actual roll.
Announcing the king's arrival, oh so priceless.
Let's bless and celebrate,

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.

Enemy Determination Table


22 THE TREE OF LIGHT 1 – 3 PCs 1 x Harpy (see CR II, p. 296)
4 – 5 PCs + 1 x Harpy

[10 – 12] (R) H IDE AND SEEK WITH DRYAD


A beautiful woman, a Dryad (see CR III, p. 307),
appears from the trees and says, “Let's play hide and seek!
If you can find me, I'll give you something nice.”. If PCs
want to play, refer to “4) Hide and Seek with Dryads” (see
p. 113) in “ Common events: Fairy Games.” PCs can play
this game only once a day.
If PCs win, they will receive either 1 x Fairy Wine or 1
x Fairy Dust, whichever they prefer.

[13 – 15] STOLEN T REASURES


Several lights are spinning around a large tree. The
lights are 10 x Sprites (see CR III, p. 305), and they scream
in Sylvan, “Stolen! Stolen!” When PCs approach them,
they will shout, “Oh, you are the culprit! It's the culprit!
Return the treasure! Return the treasure!”
When PCs explain to the sprites that they are not the
culprits, they say, “Well, it's Shades. After all, they stole it!”
Sprites will ask PCs to travel to Shades and get the treasure
back. Shades (see CR III, p. 304) is said to live in the Dark
Tree on the other side of the forest.
As PCs walk through the dense forest, they soon come
to a small clearing. In the middle of the clearing, a large tree QUEST : GET BACK THE SPRITE’S T REASURE
stands still. PCs need to go to shades, who lives in the Dark Tree,
Roll on the Table of Events. and retrieve Sprite's Treasure, The Tree of Light Fruit (see
p. 125). If PCs return the Tree of Light Fruit to Sprite, they
Table of Events will gain 3★, and as a reward, they will receive 1 x Sprite's
6 or Gem. For more information on Sprite's Gem, see “About
Nothing Fairy's Gems” (see p. 125).
less
7–9 (R) Hungry Harpy (+★★/Up to 5 times)
[16+] (R) F AIRY P RANK
10 – 12 (R) Hide and Seek with Dryad
Out of nowhere, little fairies appear, perch on the heads
13 – 15 Stolen Treasures
and shoulders of the PCs, and begin to sing. The merry
16+ (R) Fairy Prank
sprites will sprinkle PCs with magic dust. Roll a 2d and
Always (R) Song of the Tree of Light +★★★/Only consult with Fairy Pranks Table B (see p. 117) to determine
the First Time the effect.

[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.

which spots PCs and prepares to attack. The brownie


shouts to them, “Hurry up and run!”

23 RAINBOW ROOTS Enemy Determination Table


1 – 5 PCs 1 x Imp (see CR III, p. 313) per PC

If PCs defeat Imp, Brownie will tell them that “Daemon


Gate was built in Rainbow Roots” and that the land beyond
is covered with daemon magic, so no matter how hard you
walk, you will not be able to reach Rainbow Roots. If PCs
want to go to Rainbow Roots, they have to fly through the
sky.
Note that this brownie served Eira. For more
information, see “If PCs Meet a Brownie” (see p. 29).

[10 OR LESS] (R) ※B IRTH OF THE R AINBOW


※This event will only occur if the “Brownie Warning”
event has occurred.
A seven-colored pillar of light stretches across the sky,
expanding and contracting as it pulsates.
PCs need to do Willpower save (TN 12). If they fail,
their body will be affected by distorted light magic. Roll a
1d and consult with “Effects Table” in that case.

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

If the “Rainbow Quake” event has already occurred,


[14+] ※R AINBOW QUAKE +★★★
then in addition to the enemies listed in the table, there will
※This event will only occur if the Daemon Gate has be a (Sword) Doppelganger (see CR III, p. 319).
not been destroyed. Even after all daemons have been defeated, the
Suddenly, the earth shakes. The seven-colored light Daemon Gate (use stats for “Stone Wall” from CR III page
that had been rising into the sky seemed to increase in 91) will still summon daemons. If PCs attack the gate and
intensity, and black clouds swirled around it. Make note reduce its HP below 0 points, it will be completely
that “Rainbow Quake” has occurred. destroyed.
When the gate is destroyed, pillars of seven-colored
[ALWAYS] (R) E NDLESS WASTELAND light disappear, but traces of seven-colored light remain in
If PCs are heading toward the pillar of seven-colored the sky for a while. When the Daemon Gate is destroyed,
light, no matter how far they walk, they will not reach it. the magic of the Endless Wasteland is also canceled, and
However, if they move to another section, they can leave the Endless Wasteland event will not occur again.
this section in 1tb, no matter how many tbs they have
moved towards the light.
If PCs fly toward the light within 30 minutes, they will WIND CRYSTAL T OWER (+★★★)
eventually reach the Daemon Gate. See “Daemon Gate.” When the Daemon Gate is destroyed, a two-meter-tall
tower made of transparent crystal will appear in its place.
If PCs ask a wind fairy to carry them to the Daemon At the same time, a magic circle centered on the tower will
Gate, fairies below the 10th level, such as Sylph or Puck, also dimly appear.
will not have the strength to carry them, while Sleipnir or If PCs have the Wind Concentrate, the crystal tower
Jinn will be able to carry them to the gate. However, even and the Wind Concentrate will glow and resonate with a
then, they will not fight with PCs, as they do not like to fight. bell-like sound. If PCs step into the magic circle while
holding the Wind Concentrate, one Wind Concentrate will
Daemon Gate be sucked into the crystal tower and absorbed into it.
There is a pyramid-shaped building at the base of the Instantly, a pillar of green swirling light rises from the crystal
rainbow-colored pillar of light. The light rises from the top tower into the sky with a burst that shakes the sky. PCs will
of it. A gate opens to summon powerful daemons, and it is feel the mana filling the air around them.
guarded by daemons. PCs need to record that they have unsealed Wind
If PCs want to approach the building and destroy the Crystal Tower and gain 3★.
Daemon Gate, they will have to fight the daemons. If they

Roll on the Table of Events.

24 CAPE OF CLOUDS Table of Events


7 or
(R) Fairy Prank
less
8 – 10 Maiden of the Wind +★/Only the First
Time
11 – 13 (R) Hunter of the Skies (+★★/up to 5
times)
14 – 16 Children of the Wind +★★/only the first
time
17+ Wind Giant +★★/only the first time
Always (R) Sky Walkers

It is a dazzling cliff. Below, a sea of clouds stretched as


far as the eye could see, and a strong wind blew constantly.

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)

[14 – 16] CHILDREN OF THE WIND +★★/ONLY THE


FIRST TIME
1 x Puck (see CR III, p. 308) comes running up to PCs.
If they want to race against Puck, see “5) Race with Puck”
(see p. 113) in “Common Events: Fairy Games”. If PCs
win, Puck will say, “Well… I lost…”. Puck will give PCs 1 x
Puck's Gem even though he is frustrated. For more
information on Puck's Gem, see “About Fairy's Gem” (see
p. 125).

[17+] WIND GIANT +★★/ONLY THE FIRST TIME


1 x (Sword) Jinn comes in front of PCs. If PCs let him
pass, Jinn will fly away. If they call out to him, he will
approach the PCs and say, “Oh, it's been a long time since
there have been guests in Fairyland. Well, what can I do for
you?” Jinn knows what's on Jinn's Table of Information and
will answer any relevant questions that he knows about.

Jinn's Table of Information


Each piece of information will become available as PCs
Adventure Completion has reached the specified value.
Adventure Information
Completion
1 5% Skadi is at [25: Frozen Mountains].
2 5% Mimir is in the [42: Frozen Sea].
3 5% Efreet is in [43: The Flame Pit].
Titan is in [51: The Forest of Giant
4 5%
Trees].
There is Daemon Gate in [23:
5 10%
Rainbow Roots].

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).

[17+] (R) ※UNHOLY DRAGON (+★★★★)


※This event will only occur if the Dragon Zombie has
not been defeated.
The air around PCs becomes filled with an aura of
impurity. Suddenly, a huge shadow rises up from the
shadows of the mountains. It is the (Sword) Dragon
Zombie (see CR III, p. 289). Perhaps it was because of the
distance, but the Dragon Zombie will not notice the PCs.
But PCs can approach him to start a fight.
There is only 1 x (Sword) Dragon Zombie, regardless
of the number of PCs. If PCs defeat a dragon, they will get
4★.
The mountain road is covered with deep snow. The
trees huddled together in a row dyed white, and not a single
[17+] (R) ※CRYSTAL T OWER CAVE (+★★★★)
animal could be heard.
As PCs walk down the road, roll on Table of Events. ※This event will only occur if PCs have defeated the
Dragon Zombie.
There is a cave in one of the mountains. Inside the cave
Table of Events
is a two-meter-tall tower made of indigo crystal, with a magic
7 or less (R) Fairy Prank
circle drawn around the tower.
8 – 10 (R) Avalanche Caution
If the PCs have the Water Concentrate, the crystal
11 – 16 Iced Brownie +★★ tower and the Water Concentrate will shine and resonate
17+ (R) ※Unholy Dragon (+★★★★) with each other, making a leaning bell-like sound.
17+ (R) ※Crystal Tower Cave (+★★★★) If PCs step into the magic circle with Water
Always (R) Snow Mountain Cave Concentrate, 1 x Water Concentrate will be sucked into the
crystal tower. Instantly, a pillar of swirling blue light rises
※This area is cold, so if PCs do not have warm
from the crystal tower into the sky with a burst that shakes
clothing, they will receive a -2 penalty on all checks.
the sky. PCs will feel the mana filling the air around them.
PCs must record that they have unsealed Water Crystal
[7 OR LESS] (R) F AIRY P RANK
Fine snowflakes are blowing in the wind. The next thing Tower and gain 3★.
PCs know, countless sprites are flying in the snow. The
sprites kiss PCs as fairy magic kicks in. Roll a 2d and consult [ALWAYS] (R) SNOW MOUNTAIN CAVE
with Fairy Pranks Table A (see p. 117) to determine the Eventually, the PCs arrive in front of a cave on the cliff
effect. near the top of the mountain. It is dark inside the cave, and
occasionally an eerie wind rumbling that resembles a
[8 – 10] (R) AVALANCHE CAUTION daemonic roar echoes through the air.
There is a tremendous rumbling sound as a large The cave is dark, so if there is no light, PCs will incur a
amount of snow slides down from the mountain surface. -4 penalty to all checks except Fortitude and Willpower.
PCs need to make check the 2d + Adventurer Level + Also, the cave is 3 meters wide, and two PCs can walk side
Agility modifier (TN 11). If some PCs fail, they will be by side. The ceiling is high enough to allow a mount with
swallowed by the avalanche and take 2d+2 points of up to 2 sections to move inside.
water/ice magic damage. If they succeed, they will evade the If PCs want to enter the cave, see “Secrets of the Snow
avalanche. Mountain Cave.”
In any case, the avalanche will block the path, and if
PCs continue on, 1d tb will pass. PCs may turn back and Secrets of the Snow Mountain Cave +★★/First
travel to the randomly selected section in the same area. time only
As PCs walked through the dark, icy cave, they
[11 – 16] I CED B ROWNIE +★★ eventually came to a vast cavern. Overhead is a dome of
While walking along the snow-covered road, PCs will crystal-clear ice, and the sun's rays reflect off the ice and
find a Brownie (see p. 139) trapped in an ice casket. With shine down on them. There is a huge palace made of ice in

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.

In any case, if the PCs gain one or more Skadi


Favoritism points, then Skadi will welcome PCs to visit the
Ice Palace.
The PCs can eat and rest here.
If there is a male in the party, he must roll a 1d-1 for
each visit to the Ice Palace and record that value as Skadi's
Favoritism on the character sheet. If PCs give a dish from
Lana's Restaurant, Skadi's Favoritism score will increase by
1 point. If Skadi's Favoritism reaches 21 or more, Skadi will
plead with the male PC (the one chosen at random) to stay
in the palace forever. If he refuses, Skadi will try to keep
PC by casting [Ice Coffin] spell. That PC must make a
Willpower save (TN 26). If PC succeeds, Skadi will give up
trying to hold them back and give PC 1 x Skadi's Gem.

Skadi's Gift List


2 x Water Concentrate
Blessed Sword (see CR III, p. 184)
Goddess's Veil (see CR III, p. 189)
Cattleya Garland (see CR II, p. 156)
Skadi's Gem (see p. 125)

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).

[16 OR LESS] (R) ※T HE R ING OF SUNLIGHT


※This event occurs only between “night” and “dawn.”
A circle of light is forming on a hill a short distance from
the path. If PCs enter the circle of light, time will
immediately advance to the “morning” (and to that tb). In
the middle of the circle, PCs can find 1 x Light
Concentrate. Thereafter, each time they enter the circle of
light, roll a 2d. If the roll is 10 or more, they find 1 x Light
Concentrate. If the roll is 9 or less, they find nothing. In any
case, if PCs enter the Ring of Sunlight, time will
A narrow path wound its way through the rolling hills, immediately advance to the “morning” (and to that tb).
shaded by crunching trees. Birdsong could be heard, and a
gentle breeze was blowing. It is peaceful here. [17+] SOURCE OF T REMOR (+★★★)
As PCs walk down the road, roll on Table of Events. PCs feel earth-shaking. A huge lump of metal walks
towards them. It's a (Sword) Mithril Golem (see CR III, p.
296). This mithril golem patrols an area to get rid of
Table of Events
dangerous monsters, so if PCs don't attack it, it will just pass
16 or less ※An Elderly Couple Taking a Walk +★★ by.
16 or less (R) ※The Ring of Darkness If they attack it, the mithril golem will attack in return.
16 or less (R) ※The Ring of Sunlight If they defeat (Sword) Mithril Golem, they will gain 3★.
17+ Source of Tremor (+★★★) Thereafter, in the Table of Events [17+] this event will be
Always (R) Resting Place +**/up to 5 times changed to “[R] Encounter with Barbarous (+★/up to 5
times)” as there is no golem to stop them from coming in
[16 OR LESS] ※AN E LDERLY COUPLE T AKING A WALK this section. Barbarous will attack PCs without mercy.
+★★
Enemy Determination Table
※This event will only occur if PCs have not yet met
1 x Hecatoncheires (see CR III, p. 256),
Bitz and Cecilia. 1 PC
1 x Ogre Warlord (see CR III, p. 255)
As PCs walk down the path, a pair of older men and
women walk up ahead. They will ask: “Are you wandering 2 – 3 PCs + 1 x Hecatoncheires, 1 x Ogre Warlord
into Fairyland?”. The man will introduce himself as Bitz 4 – 5 PCs + 1 x Hecatoncheires, 1 x Ogre Warlord
and the woman as Cecilia. When PCs ask them for more
details, they will say that they, too, had been adventurers in [ALWAYS] (R) R ESTING P LACE +**/U P TO 5 TIMES
their youth and had wandered into Fairyland when they On the side of the path, there is a small, covered rest
were enveloped by a pale pink blur in the forest. Since then, area. There are chairs and a clock. There is also a sign on
they have been living here for almost 50 years. Bitz laughs, the roof that says “Rest Spot” in arcana.
“Once you get used to it, life here is good. People who got If PCs spend some time here, the clock will start to tick.
lost made a small village and help each other.” They got Suddenly, PCs will feel dizzy as they are being transported
married and have a child in Fairyland. Cecilia will invite somewhere.
PCs “If you'd like, we'd like to hear about what's going on The group needs to choose one number between 1 and
in the outside world, so why don't you come by our 6, then roll a 1d. PCs will be teleported to a section with a
village?”. 2-digit number, the first number chosen by PCs and the
If PCs want to talk about Cait Siths, Bitz will say, “Oh, second at random. If the section does not exist on the map
we have a Cait Sith, miss Eira, in our village. In fact, it was yet, determine its position at random.
miss Eira who helped us when we were lost in Fairyland,”.
If PCs want to go to their village, they need to travel to
[31: Valley of Windmills] (you can determine it on the map
if it wasn’t done).

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 invite PCs to become a part of their


village and can lead them to “2. Bitz and Cecilia's House”.
In any case, the villagers are happy with their life in
Fairyland and have no desire to leave. However, they are
willing to help PCs in their adventures.
Thereafter, PCs can eat and rest here. They can stay at
Bitz and Cecelia’s house if they want to rest in the village.
They can also buy and sell loot and items for gamel.

Items Sold in Village


• General equipment under 500G except for magic
items.
• Ammunition, except for magic items.
• Medicinal Herbs and Potions under 500G.
• Wizard Items under 500G.

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”.

ABOUT E IRA 3. VILLAGER'S REQUEST


When PCs mention Cait Siths or Seven Colored Cat's
Hospitality Pavilion, villagers will say that they don't know The villagers can request PCs to help them in their
about Seven Colored Cat's Hospitality Pavilion, but one troubles.
Cait Sith is living in this village. The Cait Sith's name is Eira. Roll a 2d. If the roll is 7 or more, villagers can give
The villagers explain that Eira is a kind-hearted Cait Sith, Random Quest. See the “Random Quest Table” (see p.
although her brash attitude and manners may mislead those 121) to determine the quest.
who meet her for the first time. It was Eira who gathered From now on, every time PCs visit this village, roll to
the people who had wandered into Fairyland and were in check if a Random Quest will occur or not. However, if
trouble and built a village with them here, the villager will Quest has already occurred in this village, the next one will
explain. Eira has a lot of knowledge about magic and has not occur until that one is completed.
been helping the villagers with various magic items.

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”.

1. SHEEP FIELDS VILLAGE


3. VILLAGER'S REQUEST
PCs come to the village, and the villagers gather around
them. One dwarf asks, “Are you also wandering into The villagers can request PCs to help them with their
Fairyland?”. If PCs answer, “Yes,” he says, “I knew it! troubles.
Actually, so are we,” said the villager. Villagers will say that Roll a 2d. If the roll is 7 or more, villagers can give
this village is home to those who wandered into Fairyland Random Quest. See the “Random Quest Table” (see p.
and their descendants. 121) to determine the quest.
From now on, every time PCs visit this village, roll to
ABOUT E IRA check if a Random Quest will occur or not. However, if
If PCs mention Cait Sith or the Seven Colored Cat's Quest has already occurred in this village, the next one will
Hospitality Pavilion, the dwarf will tell PCs that he doesn't not occur until that one is completed.
know about the Seven Colored Cat's Hospitality Pavilion or
that there is one Cait Sith in the village at [31: Valley of
Windmills]. “I think her name is Eira. She’s a snobby Cait
Sith with a brash attitude and manners,”. However, Eira
seems to have a wealth of knowledge about magic and has
been helping villagers with various magic items, “I guess
she's not a bad girl,” the dwarf adds.
The dwarf's name is Suhoi, and he seems to be living
with a daughter named Miku. Suhoi and other villagers will
invite PCs to become a part of the village. Refer to “2.
Suhoi’s House”.
In any case, villagers are happy with their life in
Fairyland and have no desire to leave. However, they are
willing to help PCs with their adventures.
Thereafter, PCs can eat and rest here and stay at Suhoi's
house. They can also buy and sell loot and items for gamel.

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.

[11 – 13] SORTIE OF T HREE SISTERS (+★★★)


Suddenly, PCs hear a vicious scream from above. They
will see that the barbarous have flown in, attacking the
house on the rock from the sky. Three runefolk women
come out of the house and start fighting back. Some of the
barbarous will notice PCs and attack them.

Enemy Determination Table


1 PC 2 x Deep Gremlin (see CR II, p. 242)
2 – 3 PCs + 1 x Deep Gremlin
4 – 5 PCs + 1 x Drake (see CR I: p. 439-452)

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★.

Enemy Determination Table


1 PC 1 x Garuda (see CR II, p. 262)
2 – 3 PCs + 1 x Drake Baron (see CR II, p. 257-258)
4 – 5 PCs + 1 x Garuda

If the PCs are not yet acquainted with Cirie and the
others, refer to the “Sortie of Three Sisters” event.

[ALWAYS] ※USING “B ELSEN'S H OUSE CALLER ”


※This event will only occur if PCs play Belsen's House
Caller.
A short time later, the door of a house on a rock opens
to reveal a runefolk woman (Cirie) with long red hair.
If PCs are already acquainted with Cirie and her sisters,
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”.

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”.

1. HOME OF THREE RUNEFOLK SISTERS


Three runefolk live in this house: Cirie with long red
hair, Zela with short blue hair, and Fin with green hair in a
ponytail. They served an artificer named Belsen, who is the
owner of the house. One day, however, Belsen wandered
off and has yet to return. The runefolk have no choice but
to guard the house and wait for the master’s return. If PCs
ask when Belsen left the house, Cirie will tell them that it
was about 700 years ago.
If the PCs ask why the barbarous are after the house,
Cirie will show them the spinning wheel that keeps turning
in the house. It's a magic item called the “Wheel of Life”
(see p. 125), and the barbarous want to get their hands on
it. Cirie will say:
“As long as this wheel keeps turning, Belsen will be alive
somewhere, and he will come back to this house someday.
Therefore, we will continue to protect this house and the
Wheel of Life. Forever.”
Zela and Fin will nod in agreement.
In any case, Cirie and her sisters will serve PCs a
delicious meal and provide them with a warm bed if they
wish.

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.

Turn the Wheel of Life in the Opposite


Direction +★★★
When PCs turn the Wheel of Life in the opposite
direction, the spinning wheel begins to spin on its own.
Eventually, the wheel stops spinning, and an elf woman
with golden hair appears beside it. She will say in Arcana:
“To those who, in the distant future, have overcome the
temptation of eternal life. My name is Anomala
Hamesgadaras, and I entrust you with a magic sword that

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.

[11 – 13] (R) ※I N THE SWAMP (3)


The moment PCs take a step, they will fall toward the
ground above them. They need to check 2d + Adventurer
Level + Agility (TN 14). If they fail, they’ll be stuck in a
swamp. The swamp is shallow, so it's easy to get out, but
there's a chance they will drop items in the mud. Each PC
needs to roll a 2d for each item equipped in each part. If
the roll is 5 or less, the item will be dropped into the mud.
PC will not be to find the dropped item.
Translator’s Sidenote: GM might allow PCs to find
missing items. Maybe some swamp monster has stolen
them, and they can track it down.

[14 – 16] (R) ※I N THE SWAMP (4)


As PCs look up, they can see that the sky ends about 10 The moment PCs take a step, they will fall toward the
meters above their head, and the ground begins. The ground above them. They need to check 2d + Adventurer
ground above them is a swamp, with trees growing Level + Agility (TN 15). If they fail, they’ll be stuck in a
downward. It's as if the sky and the earth have flipped swamp.
around and switched places. The swamp is shallow and easy to get out of. However,
If PCs step forward, roll on Table of Events. the swamp has magic in it, which makes the skin of the
If they are not, they can move to another section. trapped PCs very smooth. A PC stuck in the swamp will
not be able to equip armor for 1 day (6tb).
Table of Events
7 or [17+] (R) ※I N THE SWAMP (5) (+★★★/UP TO 5
(R) ※In the Swamp (1) TIMES)
less
8 – 10 (R) ※In the Swamp (2) The moment PCs take a step, they will fall toward the
11 - 13 (R) ※In the Swamp (3) ground above them. They need to check 2d + Adventurer
Level + Agility (TN 16). If they fail, they’ll be stuck in a
14 – 16 (R) ※In the Swamp (4)
swamp.
17+ (R) ※In the Swamp (5) (+★★★/up to 5 Fortunately, the swamp is shallow and easy to get out of.
times) However, when they get out of the swamp, they are attacked
Always (R) ※The Mysterious Frog by tentacles from the bottom. If PCs defeat the Kraken (see
The events marked with ※ will not occur if the sky CR III, p. 273), they will gain 3★.
and earth are not reversed in [34: The Upside Down This Kraken will appear even if the sky and earth have
Swamp]. not been reversed in [34: The Upside Down Swamp] and
Translator’s Sidenote: When PCs first arrive at this the PCs weren’t stuck in a swamp.
section, sky and earth are reversed, and all described events
will occur until Tree Frog is not a statue (see the next page). Enemy Determination Table
1 – 3 PCs 1 x Kraken (see CR III, p. 273)
[7 OR LESS] (R) ※I N THE SWAMP (1) 4 – 5 PCs + 1 x Kraken
The moment PCs take a step, they will fall toward the
ground above them. They need to check 2d + Adventurer [ALWAYS] (R) ※T HE M YSTERIOUS F ROG
Level + Agility (TN 12). If they fail, they will get lost in the A black and white striped frog jumps in front of the
swamp and will be forced to travel into different sections. PCs. The frog stares at them and tilts its head. If PCs know
Roll a 1d twice. During this tb period, the swamp is about this frog, refer to “About the Identity of the
connected to the rolled section, and PCs can travel between Mysterious Frog”.
discovered section and The Upside Down Swamp. If the In addition, if the PCs use magic or effects that sense
section does not exist on the map yet, place it on the map. magic, such as [Sense Magic] or [Mana Search], they can
sense that the frog is magical.
[8 – 10] (R) ※I N THE SWAMP (2) If the PCs don't do anything, the frogs will go away.
When PCs take a step, they will fall toward the ground
above them. They need to check 2d + Adventurer Level +
Agility (TN 13). If they fail, they’ll be stuck in a swamp, but

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 of Tree Frog


Base Price: 50,000 (not for sale)
Frog
Appearance
Popularity

statue

Category
(Rank)
with
24 Sword SS
Black and
white
stripes
Summary

Turns ground upside Magic


Era

down. Civ.

The Statue of Tree Frog is a magic statue created


by Anomala. If the wielder clicks a special place
statue will croak and turn into a real frog with black
and white stripes. At the same time, the sky, and
the ground turn upside down in the same place.
Effect

Tree Frog that has become a real frog will act on


its own, but it will not go out of the upside-down
area.
When the wielder makes the tree frog laugh by
saying puns, the frog returns to its statue form. At
the same time, the sky, and ground return to their
original state.

To make the tree frog laugh, PCs need to say a pun


using a spell, monster, or place name from “Sword World
2.0” and then roll a 2d. If the result is 8 or more, the tree
frog will laugh. If the result is 2, the tree frog will go away in
disgust. Thereafter, the tree frog will never appear in front
of PCs until the next “morning”. As long as the tree frog is
near, PCs can make puns as many times as they like. If PCs
succeed in making the frog laugh, the tree frog will become
a statue. If PCs use Statue of the Tree Frog in [34: The
Upside Down Swamp] then it will become accessible.

52
35 STARRY STAGE attempt to make PCs part of their macabre dance.
Defeating the zombies earns PCs 2 ★.

Enemy Determination Table


1 – 5 PCs 1 x Zombie (see CR I: p. 462-468) per PC

[8 – 10] (R) STARLIGHT DANCER (3)


Dunae is dancing on the stage. Dunae will invite PCs to
dance with them. But there are also sprites dancing around
PCs, sprinkling light powder on them. If PCs dance with
them, 1tb will pass. PCs who danced with Dunae will
receive magical effects similar to [Luck] (see CR I: p. 255-
261). Furthermore, roll a 2d and consult with “Fairy Pranks
Table A” (see p. 117).

[11 – 13] (R) STARLIGHT DANCER (4)


On the stage, Dunae and Sprites are dancing. When the
fairies see PCs, they forcefully pull PCs up on the stage,
take their arms and legs, and start dancing around them.
Before PCs know it, 1tb has passed, and PCs will receive
magical effects similar to [Luck] (see CR I: p. 255-261).
Furthermore, roll a 2d and consult with “Fairy Pranks
Table E” (see p. 117).
The sky is full of twinkling stars. The slope of the hill is
carved into a bowl shape, with dozens of tiers of seats. From [14 – 16] (R) STARLIGHT DANCER (5) (+★★/UP TO 5
seats, PCs can look down on a circular stage made of TIMES)
transparent blue stone. There's something on the stage. On the stage, several shadowy figures are shimmering.
Roll on the Table of Events. They are Mummy (see CR II, p. 283) and Mummy Lord
(see CR II, p. 284). When the mummies find PCs, they will
Table of Events attack them to add PCs' corpses to their eerie dance. If PCs
4 or defeat mummies, they will earn 2★.
(R) Starlight Dancer (1)
less
(R) Starlight Dancer (2) (+★★/up to 5 Enemy Determination Table
5–7
times) 1–5 per Number of PCs x Mummy (see CR II, p.
8 – 10 (R) Starlight Dancer (3) PCs 283), 1 x Mummy Lord (see CR II, p. 284)
11 – 13 (R) Starlight Dancer (4)
14 – 16 (R) Starlight Dancer (5) (+★★/up to 5 [17+] (R) STARLIGHT DANCER (6)
times) Roll a 1d. If the result is 1-2 “Dancer of the Starlight 5”
17+ (R) Starlight Dancer (6) event will occur. If the result is 3-4 “Dancer of the Starlight
Always (R) ※The Mysterious Rabbit 1” event will occur if the result is 5 “Dancer of the Starlight
3” if the result is 6 “Dancer of the Starlight 4” event will
occur. If “Starlight Dancer 5” occurs, it will not be added
If PCs visit [35: Starry Stage] from “morning” to
“evening,” the sky will be full of stars. They can notice that to the maximum number of times PCs can get ★.
stars are projected in the sky due to some magic.
[ALWAYS] (R) ※T HE M YSTERIOUS T ABBIT
[4 OR LESS] (R) STARLIGHT DANCER (1) ※This event will only occur if PCs have not obtained
On the stage, human-like creatures of about one meter Belsen's Letter.
in length, shining strongly in the moonlight, dance in the PCs hear a crackling sound from the auditorium and
light of the moon and the stars. They are the Dunae (see p. see red-haired tabbit clapping. Tabbit will say: “Nice
139). When Dunae notices PCs, they will invite them to moves! I'll give you a drink for showing me something
dance with them. good,” offering a bottle of wine. If PCs refuse, tabbit will
If PCs dance with them, 1tb will pass before PCs know say, “You're boring.” If PCs ask him questions, he will not
it. PCs who danced with Dunae will receive magical effects answer and say, “I have no use for boring guys/girls. Just go
similar to [Luck] (see CR I: p. 255-261). away.”
If PCs drink wine with tabbit, go to “Drinking under
[5 – 7] (R) STARLIGHT DANCER (2) (+★★/UP TO 5 Stars.”
TIMES)
Zombies (see CR I: p. 462-468) are dancing on the stage
with awkward movements. Zombies will attack PCs in an

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.

WHO'S SLEEPING IN THE B OX?


T HE F IRST ONE CONTAINS R UNEFOLK ! +★★
Roll a 1d to determine the appearance of runefolk. If
After passing through the forest, PCs can see a Red the result is 1, runefolk is an “adult male”; if 2-3, runefolk
River flowing through a steep mountain valley. When they is a “boy”; if 4-5, runefolk is a “girl”; if the result is 6,
looked, they could see that the river was not flowing with runefolk is an “adult female.” When PCs open the box,
water but with red sand. runefolk will wake up and recognize the randomly selected
If PCs get closer to the river, roll on the Table of Events. PC as its “master.” Since runefolk has no memory of its
If they are not, they can move to another section. past, PC “master” can give the name. Runefolk has the
same data as Runefolk Artificer on pages 49-52 of CR I and
Table of Events grows the same way as PCs. If PCs accept them into the
13 or group, increase the number of PCs by 1 for Enemy
(R) Drifting Box Determination Tables. PCs can also leave in rest spots. If
less
14 – 16 Gnome Request they die, their Fairyland Assimilation Level will also
17+ (R) Large Sand Stream increase as usual.

Always (R) Enemies in the Sand (+★★/up to 10


times) T HE SECOND ONE CONTAINS B ROWNIE! +★★
When PCs open the box, Brownie (see p. 139) wakes
[13 OR LESS] (R) DRIFTING B OX up. He tells PCs that he was accidentally trapped while
As PCs approach the river, they can spot a large, sturdy crossing quicksand on a box. Brownie will thank PCs. This
wooden box washed up on the shore. There is no lock or brownie is the brownie that served Eira. For more
trap on the box. If they want to open the crate, roll a 1d to information, see “ If PCs Meet a Brownie” (see p. 29).
determine the contents of the box using the “Box Contents
Determination Table.” AFTER THE T HIRD T IME, I TEM IS IN THE B OX !
Roll a 1d and use Ruins Search Table (see p. 114) to
Box Contents Determination Table determine its contents.
Box contains construct (determined by
1d [14 – 16] GNOME R EQUEST
adventurer level) (+★★/up to 5 times)
1 x Gnome (see CR III, p. 306) emerges from a swift
Av. The box is Chest Mimic (see CR
river of sand. If he sees PCs, he will say “Oh! I heard about
Adventurer I: p. 462-468). 1 x Chest Mimic
you! This is just fortuitous. I'm sorry to bother you so soon,
Level will attack PCs. Defeating it will
but I need you to help me rescue my people trapped in the
4 or less earn 2★. Labyrinth of the Sun, Moon, and Stars by the Ogre
The box is Deck Chest Trap (see Warlord. Please”. Then he will go away searching for other
1-
CR II, p. 290). 1 x Deck Chest adventurers.
2 5–7 Trap will attack PCs. Defeating it
will earn 2★. QUEST : R ESCUE GNOME
A tiny Queen DOOM (see CR I: PCs need to rescue the gnomes trapped in the
8 – 10 p. 462-468) pops out of the box Labyrinth of the Sun, Moon, and Stars. When they rescue
and grows bigger! 1 x Queen
gnomes, they'll get 3★. If they visit this section afterward,

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)

Barbarous boat was modified to run on sand, but it was


too big and heavy to carry. If PCs use a boat, they can glide
on the sand.
If PCs want to explore a sandy river by boat, see
“Explore the Red River.”

Exploring the Red River


1: UPSTREAM OF THE R ED R IVER
If PCs head upstream, they will eventually hit a red
waterfall. A huge amount of sand is flowing down from the
cliffs into a river. There is nothing here.

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.

[5 – 7] (R) WATCH FOR B ARBAROUS (1) (+★★/UP TO


5 TIMES)
There are barbarous in the room, and they will attack
PCs.

Enemy Determination Table


1 PC 2 x Goblin (see CR I: p. 439-452)
3 – 4 PCs + 1 x Gremlin (see CR I: p. 439-452)
4 – 5 PCs + 1 x Boggart (see CR I: p. 439-452)

[8 – 10] (R) VERY DIRTY R OOM


It's a very dirty room. Just breathing in the room makes
PCs sick to their stomach. Each PCs must make a Disease
check with Disease Toxicity Value 12.

[11 – 13] (R) WATCH FOR B ARBAROUS (2) (+★★/UP


There is a small stone building in the forest. Above the TO 5 TIMES)
entrance of the building is a plaque inscribed with the words There are barbarous in the room and they will try to
Labyrinth of the Sun, Moon, and Stars in Arcana. attack PCs. If PCs defeat them they will earn 2★.
If PCs want to enter the building, go to “1. Into The
Labyrinth”. Enemy Determination Table
If they are not, they can move to another section. 1 PC 1 x Troll (see CR I: p. 439-452)
3 – 4 PCs 1 x Boggart Trooper (see CR II, p. 245)
4 – 5 PCs 1 x Dark Troll (see CR II, p. 252)
1. INTO THE LABYRINTH
It is dark in the building, so without light, any checks [14 – 16] (R) VERY, VERY DIRTY R OOM
except Fortitude and Willpower incur a -4 penalty. The It's an incredibly dirty room. The walls and floor are
corridor is 3 meters wide, allowing two PCs to walk side by covered with an unfamiliar fungus and moss. Each PCs
side. Because of the high ceiling, it is possible to move on must make a Disease check with Disease Toxicity Value
a mount with up to 2 sections. 15.
Inside the building is a large room with a staircase
leading to the basement at the back. [17+ ] (R) CLEAN R OOM (+★★/ONLY THE FIRST
Roll on the Table of Events. TIME )
The floor and walls of the room are polished to a high
Table of Events shine. There is a clean-looking bunk. If PCs sleep on this
4 or bunk, barbarous will come up the stairs just as PCs are
(R) Dirty Room
less falling asleep. PCs need to make a Danger Sense check
(R) Watch for Barbarous (1) (+★★/up to 5 (TN 20). If they succeed, PCs will notice the approach of
5–7
times) the barbarous. If PCs fail, they will be hit by a surprise
8 – 10 (R) Very Dirty Room attack and will start the fight in a prone state.

11 - 13 (R) Watch for Barbarous (2) (+★★/up to 5


times) Enemy Determination Table
14 – 16 (R) Very, Very Dirty Room 1 x (Sword) Ogre Warlord (see CR III, p.
1 PC
17+ (R) Clean Room (+★★/only the first time) 255)
Always (R) Going Down the Stairs 3–4
+ 1 x Ogre Berserker (see CR III p. 302)
PCs
4–5
[4 OR LESS] (R) DIRTY R OOM + 2 x Ogre Berserker
PCs
It's a messy, dirty room. Each PCs must make a Disease
check with Disease Toxicity Value 10.

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).

[11 – 13] (R) I CE WALL D RAGON (+★★/UP TO 5


TIMES)
As PCs walk through the ice field, they will eventually
come to a sharp ice wall. On the ice wall is 1 x Frost Wyvern
(see CR II, p. 299), which will attack PCs once it sees them.
There is always only 1 x Frost Wyvern, regardless of the
number of PCs.
The white, frozen sea endlessly stretches on. The wind If PCs defeat Frost Wyvern, they will get 2★.
is frozen and glistening.
Roll on the Table of Events. [14+] (R) COLORFUL SNOW
Suddenly, peach-colored snow begins to fall. Then
Table of Events yellow, red, green, blue, and other colorful snowflakes
4 or less Nothing began to fall, staining the once pure white ice field with
5 – 10 (R) Ice Maiden color. When PCs look up, they will see sprites frolicking in
11 – 13 (R) Ice Wall Dragon (+★★/up to 5 times) the sky, raining down colorful snow. Roll a 1d. Use “Fairy
14+ (R) Colorful Snow Pranks Table A” (see p. 117) if the result is 1-3, or “Fairy
Always (R) Endless Ice Fields Pranks Table C” see p. 117) if the result is 4-6. Roll another
2d to determine the effect on each table.
※This section is cold, so if PCs do not have warm
clothing, they will receive a -2 penalty on every check.
[ALWAYS] (R) E NDLESS I CE F IELDS
Ice fields are endless. Roll a 1d and consult the “Map
[5 – 10] (R) I CE M AIDEN of Ice Fields.” PCs may turn back.
This event will occur if PCs have not accepted “Quest: If PCs have Ice Compass, they can go to “1. Ice
Frau's Errand” yet. Throne”.
PCs are walking through an endless white field of ice
when suddenly two Frau (see p. 139) descend from the sky,
telling PCs to stop. If they don’t stop, Frau will warn again, Map of Ice Fields
and if PCs still don't stop, they will attack. 1d Effect
When PCs stop, Frau will say, “This is not the place for PCs travel to another section in the same area.
a humanoid to come. Go away.” If PCs ask what is beyond Determine the destination randomly. If there is
1
this point, Frau will say, “This is Mimir's territory, and no other section in the same area, determine a
beyond is his throne.” If PCs want to meet Mimir, one of new section and travel to it.
Frau will say, “If you accept our request, we will take you to PCs travel to any other of their choice section in
Mimir.” If PCs try to ask what the request is in advance, 2– the same area. If there is no other section in the
Frau won't tell them, “I can't say that.”. 3 same area, determine a new section and move to
If OCs accept the request, Frau will say, “Now, go to it.
Lana's store and buy the dishes I am about to tell you. Roll 4– PCs wander through ice fields. 1tb has passed.
a 1d five times and use Frau's Order List to determine five 5 Roll on Table of Events.
dishes to buy. The sprites come on a freezing wind and carry
Lana's Shop is located at [62: Peaceful Orchard]. Frau 6 PCs away. Roll a 2d and consult with Fairy
will tell PCs where it is, so determine the location of [62: Pranks Table D (see p. 117).
Peaceful Orchard] and fill it on the map.

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.”

Mimir's Table of Information


Each piece of information will become available as PCs
Adventure Completion has reached the specified value.

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). +★★

Mimir won't say “8” information unless PCs say that


they want to wake Fairy King and if they know at least “6”,
“7” information.
If PCs ask for help in defeating the witch, Mimir will
give them 1 x Mimir's Gem. For more information about
Mimir's Gem, see “About Fairy’s Gem” (see p. 125).

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.

Later, Poppin gets tired of looking into the pit and


leaves.
Thereafter, when PCs enter a section with the number
“6” on the left side of the section number, you must roll a
2d. If the roll is 8 or higher, they will meet Poppin. They
There is a huge hole in the middle of the desert. The can ask Poppin about anything in the “Poppin's Table of
hole is gurgling with fire, and the air was so hot that anyone Information” at any time. Players can record what has been
who came close could get burned. said on their management sheet so they don't forget.
Roll on the Table of Events.
[11 – 13] E INSEL AND SYLPH +★★
Table of Events Near the hole, Einsel (see p. 139) and Sylph (see CR II,
10 or p. 309) are debating. Apparently, a passing Grassrunner
less Little Traveler +★★ told them that they were cute, but they were arguing over
which one is cuter. There is no sign of the Grassrunner, so
11 – 13 Einsel and Sylph +★★ the fairies find the PCs and ask, “Which one is cuter?”.
13 or
(R) ※Fairy Prank
less “EINSEL IS CUTER” – PCS ANSWER
14 - 16 Einsel, Sylph and Undine +★★ Sylph gets angry and flies away. However, Einsel will be
delighted and will give PCs 1 x Einsel’s Gem, promising to
17+ (R) ※Burning Giant Beast (+★★★)
come and help if they will need the help of Efreet.
(R) Down in The Flame Pit
Always
(+★★/only the first time) “SYLPH IS CUTER” – PCS ANSWER
Einsel gets angry and disappears into the hole. Sylph
[10 OR LESS] L ITTLE T RAVELER +★★ will be happy and will give PC 1 x Sylph's Gem.
A grassrunner is looking into a hole where the fire is
spewing out. The Grassrunner is shouting, “Wow! This is “CAN’T DECIDE” - PCS ANSWER
amazing!”. Poppin' Bobbin' is a minstrel who was walking Soon after, Einsel and Sylph will say, “We are getting
through a forest in the Zalts region when he was enveloped bored,” and will leave.
in a pale pink blur and found himself in Fairyland. If PCs
come to Poppin, he will greet them and will tell, “You know For more information about Einsel's Gem and Sylph's
at the bottom of this hole lives an Efreet.” When PCs ask Gem, see “About Fairy's Gem” (see p. 125).
him where he found out about it, he will tell them that he
learned it from Titan in [51: The Forest of Giant Trees].
[13 OR LESS] (R) ※F AIRY P RANK
Poppin will say that he has traveled all over Fairyland,
but he remembers truly little. However, he does remember ※This event will only occur if the “Little Traveler” or
the information in the “Poppin's Table of Information”. “Einsel and Sylph” events have already occurred.
Poppin will give PCs one piece of information in exchange Sprites fly around PCs, and sparks are scattered around
for three days of food. For every piece of information PCs them. Roll a 2d and consult with “Fairy Pranks Table E”
(see p. 117) to determine the effect.
get from Poppin, they earn 1★.

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?”

“EINSEL IS THE BEST” – PCS ANSWER 1. EFREET'S DWELLING PLACE


Angry Sylph attacks once PCs with [Gale Breath], and The bottom of the hole leads to a wide cavern. The
then with Undine they will leave. However, Einsel will be cavity is quite bright, as the numerous candlesticks on the
delighted and will give PCs 1 x Einsel’s Gem, promising to walls are lit with fire. In the cavern, there are 1 x (Sword)
come and help if they will need the help of Efreet. Efreet (see CR III, p. 312), 10 x Salamander (see CR II, p.
308), and 5 x Einsel (see p. 139).
“SYLPH IS THE BEST” – PCS ANSWER Efreet will say, “Oh. We have guests. That's unusual”.
Angry Undine attacks once PCs with [Water Gun], and If PCs have any questions, Efreet will answer them as much
then with Einsel, they will leave. But a happy Sylph will give as he knows. The Efreet knows what is on the Efreet’s
PC 1 x Sylph's Gem. Table of Information and will answer any relevant
questions.
“UNDINE IS THE BEST” – PCS ANSWER
An angry Einsel summons Salamander (see CR II, p. Efreet’s Table of Information
308) to attack the PCs once with [Fire Dance]. Then Einsel Each piece of information will become available as PCs
and Sylph will disappear, but a delighted Undine will give Adventure Completion has reached the specified value.
PCs an Undine's Gem x1. Adventure Information
Completion
1 5% Jinn is at [24: Cape of Clouds]
“CAN’T DECIDE” - PCS ANSWER 2 5% Skadi is at [25: Frozen Mountains].
Soon, the fairies will become furious, “Enough of this!” 3 5% Mimir is in [42: Frozen Sea].
Sylph will attack the PCs once with [Gale Breath], Undine Titan is in [51: The Forest of Giant
one with [Water Gun], and Einsel with [Fire Dance], and 4 5%
Trees].
then will disappear. Efreet's bell tower is surrounded by
5 10%
fire.
For more information about Einsel's Gem, Undine’s
Important Information: About the
Gem, and Sylph's Gem, see “About Fairy's Gem” (see p.
Crown of the Fairy King 1. Legend
125).
/ 2. Secret / 3. Crystal Towers / / 4.
6 15% Where are the Crystal Towers? / 5.
[17+] (R) ※B URNING GIANT B EAST (+★★★) Crystal Towers Seals (see p. 123)
※This event will occur until the Lesser Dragon is +★★★
defeated. Important Information: About the
Suddenly, a huge beast attacks PCs from the sky. Witch 1. Existence / 2. Secret / 3.
Regardless of the number of PCs, it’s 1 x (Sword) Lesser 7 20% Sealing / 4. Darkness (see p.124)
Dragon (see CR II, p. 306). If PCs defeat the Lesser
+★★★
Dragon, they will gain 3★. Important Information: About the
Witch 5. Witch Awakening (but
[ALWAYS] (R) DOWN IN T HE F LAME P IT (+★★/ONLY 8 25% will not tell Witch's name) (see p.
THE FIRST TIME ) 124). +★★★
PCs can't see the bottom of the hole because of the
burning fire. If they try to use a rope to get down to the
Efreet will tell “8” information only if PCs will say that
bottom, the rope will immediately burn.
they want to defeat the witch and if PCs know “6”, “7”
The inside of the hole is a smooth rock wall with no
information and “Important Information: About Fairyland
protrusions that could be a foothold. The pit depth is 30
3. Secret / 4. Truth”.
meters. Therefore, when making a Climb check (TN 10),
If PCs ask for help in defeating the witch, the Efreet will
there is a -14 penalty to it. If a check fails, the PC will suffer
give them 1 x Efreet's Gem. For more information on
fall damage. Also, the check PCs in the hole will be subject
Efreet's Gem, see “About Fairy's Gem” (see p. 125).
to its heat regardless of the result. They need to make
Fortitude save (TN 24). On fail, the PC suffers 2d+17 of
magical fire damage. If successful, the damage is halved
(rounded up).
If PCs reach the bottom of the hole and are still alive,
they will gain 2★.
Call Einsel

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).

[14+] F ROM B EYOND THE R EEDS (4) (+★★)


From beyond the reeds, PCs hear a whimpering voice.
If they push through the reeds, they'll find Banshee (see CR
III, p. 281), who will scream at them, “Traitors! It's all your
fault!” and will attack PCs. If PCs defeat Banshee, they will
gain 2★.

Enemy Determination Table


1 PC 1 x Banshee (see CR III, p. 281)
3 – 4 PCs + 1 x Specter (see CR II, p. 281)
4 – 5 PCs + 1 x Specter

[5+] (R) ※WEIRD SMELL


※This event will only occur if “From Beyond the
Reeds (1)-(4)” events have already occurred.
These are wetlands with tall reeds. There is a strange smell in the aid. Roll a 1d to
Roll on Table of Events. determine the effect of the gas using the “Gas Effect
Determination Table”.
Table of Events
4 or less Nothing Gas Effect Determination Table
5–7 From Beyond the Reeds (1) (+★★) 1d Effect
8 – 10 From Beyond the Reeds (2) 1 – 2 PCs faint from the smell and wake up after 1tb pass.
11 – 13 From Beyond the Reeds (3) PCs can't stop laughing! For the next 3tb, PCs can't
14+ From Beyond the Reeds (4) (+★★) 3 – 4 cast spells, command summoned creatures, or
perform Hide checks.
5+ (R) ※Weird Smell
PCs gain confidence boost! For the next 3tb, they
Always (R) Crescent-Shaped Pond 5
gain an effect similar to the [Fanaticism] spell.
PCs become smarter! They gain a +1 bonus to
[5 – 7] FROM B EYOND THE R EEDS (1) (+★★) Intelligence-based checks for the next 3tb. After
PCs hear a voice crying from behind the reeds. If they 6
3tb, they will feel sick in reverse and take a -1
shuffle through, they will find 1 Deela Harpy (see CR I: p. penalty to similar checks for the next 3tb.
468-484) cowering and crying with a wound on her wing.
Deela Harpy has suffered 10 points of damage and will be
able to fly once her HP is fully restored. [ALWAYS] (R) CRESCENT -SHAPED P OND
After regaining her HP, Deela Harpy will thank PCs As PCs walked along the wetlands, they came upon a
and fly away, telling them that she lives at [52: Tree of crescent-shaped pond. The pond's surface reflects the light
Birdcages] and that they can visit her anytime. Determine like a polished mirror, as there is not a single wave on it.
the location of [52: Tree of Birdcages] and mark it on the If PCs want to get closer to the pond, go to “By Mirror
map. Pond.”
If PCs help Deela Harpy, they will get 2★.

[8 – 10] F ROM B EYOND THE R EEDS (2)


Suddenly, sprites come running out! After surprising
PCs, the sprites leave, laughing. PCs are bathed in the light
dust that the sprites sprinkle around them.
PCs need to make Willpower save (TN 12) with a
penalty equal to PCs’ Fairyland Assimilation Level. On
failed save, roll a 1d and consult with “Fairy Pranks Table
C” (see p. 117) to determine the effect of the dust.

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.

(R) Beautiful Woman Blocking the Way


14 – 16
(+★★/up to 5 times)
45 THE VALLEY OF WHITE LILIES 17+ (R) Dream of Lilies (2)
Always (R) The Garden of Lilies

[7 OR LESS] F LOWER F AIRY WARNING +★★


As PCs walk along the bank of a stream filled with white
lilies, they hear a whisper saying, “Hey, you there!” As PCs
stop, Pixie (see p. 139) appears from among the lilies.
Pixie warns, “There's a terrifying and strong monster at
the end of the valley, so you'd better turn around.”.
If PCs say something like, “We really want to go deeper
into the valley. Is there any way we can do it without being
seen by the monster?” Pixie will ponder a bit and then will
say, “I think you can go undetected if you have the Fairy
Invisibility Potion. If you drink the Fairy Invisibility Potion
(see p. 125), the scary monsters won't be able to see you for
a while.”
Pixie will say, “I don't have it, but the ladies having a tea
party at the back of the Flower Garden Maze might have
it,” and will tell PCs where [66: Flower Garden Maze] is.
Determine the location of [66: Flower Garden Maze] and
fill it on the map.
At the end of the conversation, Pixie will say, “Be
careful,” and will hurry off before the monster sees her.

[8 – 10] (R) DREAM OF L ILIES (1)


The thick, sweet scent of lilies makes PCs feel dizzy.
They need to do Willpower save (TN 20). If they succeed,
A stream flows through a narrow valley between the they will be unaffected. If they fail, they will fall asleep.
cliffs. On the banks of the creek, pure white lilies are in full While asleep, affected PCs will have a happy dream. They
bloom, and the surrounding area is filled with a sweet will wake up after 1tb has passed.
fragrance. The valley floor is filled with fog, so no sunlight If all PCs fall asleep, Leanan Sidhe (see CR III, p. 253)
reaches it, even in the daytime. The lights on the metal will appear and perform a “Bloody Temptation” on one
pillars illuminate the milky darkness. randomly selected PC. The chosen PC must keep a record
Roll on the Table of Events. of the number of times the “Bloody Temptation” was done
on them. In subsequent events, that PC will automatically
Table of Events be chosen as the “Bloody Temptation” target.
7 or A PC who has been subjected to “Bloody Temptation”
less Flower Fairy Warning +★★ will recognize Leanan Sidhe as the lover from the dream.
8 – 10 (R) Dream of Lilies (1) After “Bloody Temptation” was done to the same PC six
or more times, that PC will try to come and stay in [45: The
11 – 13 (R) Bloodsucking Monster (+★★/up to 5
times)

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.”

Behind the Metissier Temple (+★★★-


2. INFILTRATING THE LILY GARDEN ★★★★★★★)
With the Fairy Invisibility Potion, PCs can travel At the back of the temple, there is a small garden where
around the Garden of Lilies without issues. not a single plant or tree grows. In the center of the garden
If PCs are here to rescue women rescuing women, then is a two-meter-high tower made of jet-black crystal, with a
go to 1) Rescue Women. magic circle drawn around the tower.
If PCs want to go deeper into the valley, go to 2) Secrets If PCs have the Dark Concentrate, the crystal tower and
of the Valley of the Lilies. the Dark Concentrate will glow and resonate, making a bell-
like sound. If PCs step into the magic circle with the Dark
1) R ESCUE WOMEN Concentrate, the 1 x Dark Concentrate will be sucked into
PCs can rescue the woman without anyone noticing. the crystal tower. Instantly, the crystal tower will glow with
Even if PCs take the woman out, Deanna will not chase a grim light with tremble. PCs will feel the mana filling their
them because it is a trivial matter for her. surroundings. At the same time, the effect of the Fairy
When a woman is rescued, see “Rescued Woman.” Invisibility Potion will be canceled.
PCs need to record that they have unsealed Dark
Woman Rescued +★★★★ Crystal Tower and gain 3★.
When PCs wake up the woman who was dreaming, she
will introduce herself as Emma Roseworth. Emma is the WHEN THE DARK CRYSTAL TOWER IS UNSEALED
woman PCs need to find in [Introduction 3: Find the If PCs haven't defeated Deanna and the others, they will
Missing Girl]. She was enveloped in a pale pink blur on a come running when they notice something is wrong.
mountain she visited to investigate the plant life and found Deanna will be delighted to see the dark glow of the crystal
herself in Fairyland. tower and will say, “Normally, I wouldn't let an intruder
Emma will thank PCs. They can ask Irving to keep leave alive, but I'll let you go for your work of unsealing the
Emma at Seven Colored Cat's Hospitality Pavilion until Dark Crystal Tower.” True to her word, Deanna did not
PCs find a way out of the Fairyland. touch the PCs, and they will be able to return to the valley's
If Emiko returns and the transmigration magic circle entrance.
becomes available, Emma will ask to leave Fairyland, If PCs want to fight Deanna, use the Enemy
saying, “I'd like to go home as soon as possible, please.” Determination Table in “1. Encounter with the Mistress”
However, she can stay if PCs will persuade her that this will (see p. 65) to determine enemies.
interfere with their plans. If PCs defeat (Sword) Vampire Lily, they will gain 4★.

2) SECRETS OF THE VALLEY OF THE L ILIES


As PCs follow the stream to the end of the valley, they
soon see a jet-black building. It is the temple of Metissier,
the God of Immortality.
As they come closer to the temple, 10 minutes of Fairy
Invisibility Potion will come to an end. If they turn back
immediately, they can return to the valley's entrance before
the effect expires (GM can warn them about this). If PCs
still have spare Fairy Invisibility Potions, they may use them
before proceeding.
If PCs enter the temple, go to 3) Temple of Metissier.

3) T EMPLE OF M ETISSIER (+★★★★)


Inside the temple is a statue of Metissier and a
bewitching woman in a green dress. The woman is Deanna
Rafida, the Vampire Lily and mistress of the Valley of the
Lilies.
If PCs are still under the effect of the Fairy Invisibility
Potion, Deanna and her allies will not notice them. If PCs
attack, they catch Deanna by surprise. If PCs are not under
the effects of the Fairy Invisibility Potion, Deanna and her

66
46 GRAND TEMPLE If PCs want to go underground, go to “2. Grand
Temple's Basement”.

2. GRAND TEMPLE BASEMENT +★★


At the back of the temple, there is a staircase to the
basement.
Going down the stairs, PCs will eventually come to a
basement. In the basement, there is one (Sword) Jii (see CR
II, p. 302), and several Rock Golems (see CR II, p. 291)
lined up against the wall on both sides. There is also a
sturdy-looking steel double door at the back of the room.
When Jii sees PCs enter, it will say in arcana, “It is
forbidden for anyone but the high priest of Asteria to enter
beyond this point. You may leave.”
If PCs ask, “What's in the back?” Jii will answer, “I can't
tell you the details.”. If PCs ask about the souls in the
temple, Jii can say, “A lot of power is needed to contain the
evil ones, but that power began to wane with the isolation
of Fairyland. That's why we called them here. Believers
must fight against enemies of Asteria, and they are doing
their duty well”.
If PCs tell the souls in the temple what Jii told them,
souls will understand and say, “If it is to keep the evil ones
A majestic white chalk temple stands here. The walls at bay, then we have no choice. We understand. We will
are inlaid with flowers and decorated with many statues of continue to fight the evil here.” However, since the souls
maidens and fairies that seem to be blessing all visitors. On
can't go to heaven, PCs won't get ★.
the main gate of the temple, there is the holy symbol of
The only way to get through the steel door is to fight the
Asteria, the God of fairies.
Jii and defeat them or convince them. There are three ways
If PCs enter the temple, go to “1. The Grand Temple
to convince Jii.
of Asteria”.
1) One of the PCs or an NPC companion is a Priest of
If they are not, they can move to another section.
Asteria Level 10 or higher.
2) One of the PCs or an NPC companion is a Priest of
1. THE GRAND TEMPLE OF ASTERIA Level 13 or higher.
3) All PCs have Adventure Level 15.
There are a lot of people inside the temple. But if PCs
look closely, they can spot that the bodies of the people are If PCs meet one of these conditions and make a vow
half-transparent. They are only souls. that they will not break the seal, then Jii will let PCs through.
They are souls in the middle of reincarnation. They are If PCs tell a lie - in other words, if they are willing to
not undead. They retain their memories, have no intention break the seal, they need to do check the 2d + Scout level
to fight PCs and can talk in trade common. + Intelligence modifier (TN 14). If they fail, Jii will detect a
If PCs talk to them, they will find out that these souls lie, and Jii will not let PCs pass. After that, persuasion will
are all believers in Asteria. Souls will say that they died in no longer work for them.
Raxia due to different reasons such as disease, accident, If PCs get into a battle with Jii, some of the Rock
war, etc. They thought they were going to the heavenly Golems by the wall will start moving depending on the
realm to be with Asteria, but they found themselves in this
number of PCs. PCs will not get any ★ even if they defeat
place.
Jii.
One soul that was a scholar will say: “I don’t know why
we are here. But there seems to be something in this temple
that attracts the souls of Asteria believers. Please help us Enemy Determination Table
and find out what it is that is keeping us here. Or we will 1 PC (Sword) Jii (see CR II, p. 302)
never make it to the heavens.” He asks PCs. 2 – 3 PCs + 2 x Rock Golems (see CR II, p. 291)
4 – 5 PCs + 2 x Rock Golems
QUEST : F REE THE B OUND SOULS
PCs must figure out what's holding back the souls in [46: If PCs open the steel door, go to the “Sealed Room of
Grand Temple]. If they can figure out the cause and send the Grand Temple.”
the souls back to heaven, they will get three 3★. If PCs have received Quest: Free Sheila and want to
confide with Jii about the situation, go to “Jii's Suggestion.”
If PCs ask souls if they have any idea what is holding
them back, they will tell PCs that there seems to be
something underground.
PCs can rest in this temple.

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.

Sealed Room of the Grand Temple


The steel door opens into a long corridor. The passage
eventually leads to a large room. In each of the room's four
corners, a shining sword is propped up. And in the center
of the room lies a little girl. When the PCs enter the room,
the girl wakes up in distress and says, “Please help me.
Please pull out that sword.”. PCs can make an Insight check
(TN 13). If they succeed, they will find that the swords are
extremely powerful “Swords Of Protection.” If they fail,
they will still be able to detect that they are immensely
powerful magic swords.

1. WHEN R EMOVING THE SWORD


When PCs pulled out one Sword of Protection, a thick
scent similar to the fragrance of lilies wafted out at that
moment. At the same time, they will hear a high-pitched
laugh. “You've done it! I’m finally free!” the girl shouted as
she stood up. “Thank you for freeing me, servants.”. And
then the girl will attack. The girl is Sheila Rafida, a (Sword)
Vampire Lily (see p. 138).
If PCs have “Quest: Free Sheila,” Sheila Rafida will stop
before attacking and will say ask them why they freed her.
If PCs say to her that they’ve got a quest from Deanna, she'll
say, “Oh, right. I'll let you off the hook this time,” smashing
four “Swords Of Protection” before leaving the room. Even
if Jii is still alive, Sheila will kill him in no time. After that,
Sheila will return to [45: The Valley of White Lilies] to be
by Deanna's side.

I F PCS DON'T R EMOVE SWORDS +★★★


If PCs don't pull out one Sword of Protection, Sheila
will say, “Pfff... You're useless. Get the hell out of here,”. If
PCs ask her questions, the girl will only tell them that she is
a Vampire Lily named Sheila Rafida and that her sister
Deanna Rafida lives in [45: The Valley of White Lilies].
However, she doesn't answer anything else and spits out,
“You should be torn to pieces by my sister!”. In addition,
unless PCs draw Sword of Protection, any attacks against
Sheila will be blocked by the “Swords Of Protection”.

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).

[14 – 16] GIANT B EAST (+★★)


With a thud, Dolgiras (see CR III, p. 271) is running
from the depths of the forest. A swarm of Muryans and
dryads is chasing after him, shouting, “Please, somebody
stop the child!” It seems that Dolgiras, excited for some
reason, is running amok. Dolgiras rushes towards PCs. If
they want to stop Dolgiras, one of the PCs must try to “calm
down” the beast. This PC must make check the 2d +
Fighter Level + Strength modifier (TN 19). If successful,
with a huge punch, Dolgiras will return to its senses. If they
fail, Dolgiras will run away, and the fairies will follow him.
In any case, the PC suffers 2d+20 points of physical damage
and falls prone.
If PCs can bring Dolgiras back to their senses, fairies
will thank them and will give 1 x Earth Concentrate and 1
x Leaf of World Tree (5000G/Green S). After that, fairies
will take Dolgiras, who has calmed down, back to the
forest's depths.
When PCs bring Dolgiras back to their senses, they will
gain 2★.
A narrow animal path leads through the deep forest.
The branches and leaves of a huge tree cover the sky which [16 OR LESS] (R) ※ F OREST F RUITS
can be seen slightly through the trees.
※This event will only occur if the “Singing Contest with
Roll on the Table of Events.
Swarm of Muryans”, “Hide and Seek with Dryads”, and
“Giant Beast” events have already occurred.
Table of Events The trees in the forest are overflowing with colorful
8 or less Singing Contest with Swarm of Muryans fruits. There are four kinds of fruits: red fruits, yellow fruits,
9 – 13 Hide and Seek with Dryads blue fruits, and green fruits. PCs can make an Insight check
14 – 16 Giant Beast (+★★) (TN 11) on the fruits. If they succeed, they will know the
16 or effects of the fruits. For the effects of the fruits, see “Fruits
(R) ※ Forest Fruits of the Forest of Giant Trees” (see p. 125).
less
(R) ※ Forest Song (+★★/only the first PCs can harvest one of the four fruit types in one day (6
17+ tb).
time)
Always (R) Forest Exploration
[17+ ] (R) ※ F OREST SONG (+★★/ONLY THE FIRST
TIME )
The giant tree is a Yggdrasil Sapling (see CR III, p. 278),
which is visible when PCs enter this section. To recognize ※Roll a 2d. If the roll is 6 or less, nothing happens; if
it, they should immediately perform a Monster Knowledge the roll is 7 or more, this event occurs.
check (reputation/weakness 18/23). A beautiful singing voice echoes through the forest. It
seems as if the entire forest is singing. PCs’ HP and MP are
[8 OR LESS] SINGING CONTEST WITH SWARM OF completely restored.
M URYANS
A Swarm of Muryans (see CR III, p. 303) appears from [ALWAYS] (R) F OREST EXPLORATION
the grass and asks PCs to participate in a song contest. If The forest is overgrown with different plants. If PCs
PCs want to play, refer to “Common events: Fairy Games”, want to explore the forest, they need to make a Search
and “Singing Contest with Swarm of Muryans” (see p. 113). check (TN = Adventurer Level + 6). However, only one
If PCs win, the Swarm of Muryans will say, “You're search is allowed per PC per day (6tb). If they succeed, roll
amazing!” accept their defeat and give PCs 1 x Muryan's a 1d. If the result is 1-3, use the “Herb Search Table” (see
Gem. For more information on Muryan's Gem, see “About p. 114). If it is 4-6, use the “Forest Search Table” (see p.
Fairy's Gems” (see p. 125). 114). Then roll a 1d to determine what was found using the
corresponding table.
Between the trees in the forest, PCs can see a giant tree.
[9 – 13] H IDE AND SEEK WITH DRYADS
If they want to proceed toward the giant tree, go to the
Dryad (see CR III, p. 307) appears from the trees and
“Giant Tree Square.”
says, “Let's play hide and seek! If you can find me, I'll give
you something nice.”. If PCs want to play, refer to “4) Hide
and Seek with Dryads” (see p. 113) in “ Common events:
Fairy Games.”

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.

[16 OR LESS] (R) ※F AIRY P RANK


※This event will only occur if the “Captive Brownie”
or “Rotating Birdcages” event has already occurred.
As PCs walk, suddenly, a birdcage falls. PCs must make
Evasion checks (TN 14). If they fail, they will be trapped in
the birdcage.
The trapped PCs must roll a 1d. Use “Fairy Pranks
Table A” (see p. 117) if the result is 1-2, “Fairy Pranks
Table C” (see p. 117) if the result is 3-4, and “Fairy Pranks
Table E” (see p. 117) if the result is 5-6. Roll another 2d to
determine the effect on each table. After this, PCs can easily
escape from the birdcage.

[17+] (R) ※WITCH IN THE B IRDCAGE (+★★★)


※This event will only occur if a witch is still in the
Birdcages decorated with countless amounts of gold
birdcage.
and silver hang from a large white tree. Inside the birdcages,
PCs see inside the birdcage a beautiful elf woman with
PCs can spot something inside.
golden hair. When the woman notices the PCs, she will say,
Roll on the Table of Events.
“Please let me out of here.” When asked what happened,
the woman will reply, “I'm Anomala Hamesgadaras,
Table of Events trapped here by my best friend, Mag.” According to her,
10 or less ※Captive Brownie (+★★) Mag was jealous of the magnificence of Fairyland created
11 – 16 Rotating Birdcages by Anomala and captured Anomala to steal Fairyland. Mag
tried to take Anomala's place as the Queen of Fairyland,
16 or less (R) ※Fairy Prank but the Fairy King saw through her, so Mag put the Fairy
17+ (R) ※Witch in the Birdcage (+★★★) King to sleep and isolated Fairyland from Raxia.
Always (R) Birdcage Dwellers The birdcage is locked, and if PCs want to rescue the
[10 OR LESS] ※CAPTIVE B ROWNIE (+★★) woman, they must succeed in the Disable Device check
(TN 18). Once the lock is unlocked, the woman will come
※This event will occur only if the brownie is still out of the birdcage. She will say: “Thank you very much.
captive. Thank you very much for saving my life. I'll kill you for
Brownie (see p. 139) is trapped inside the birdcage. your help.” She will smile and reveal themselves. In fact,
When brownie notices PCs, he will say, “Hey. Can you the woman is a (Sword) Doppelganger (see CR III, p. 319),
help me there? Deela Harpies live in a birdcage up here in who remembers Anomala's appearance from the illusion of
this tree. I was looking for some interesting books to read, the past they saw in [16: The Creek and Covered Bridge].
and I was going through Deela Harpy's book collection But they were then captured by the artificer Dulles and
when I got caught and put in here. But I'm really sorry, so sealed up here. However, they made up the current story
let me out,” Brownie pleads. based on the information they collected in Fairyland and
The birdcage is locked, and if PCs want to rescue were waiting for fools to come along and open their cage.
Brownie, they will need to successfully make a Disable Either way, the (Sword) Doppelganger x1 Character will
Device check (TN 13). When PCs unlock the door and let attack PCs. If PCs defeat the Doppelganger, they will get
brownie out of the birdcage, he will exclaim, “Yay! Thank
3★.
you! Thank you for saving my life!”. This brownie is used
to work for Eira. For more information, see “If PCs Meet
a Brownie” (see p. 29). [ALWAYS] (R) B IRDCAGE DWELLERS
The birdcage at the top of the tree is home to about 20
Once the brownie is released, PCs will earn 2★.
Deela Harpies. Deela Harpies also keep the books they
If PCs intend to ask Deela Harpies to release the
have collected in the birdcages.
brownie, go to the “Birdcage Dwellers” event.
Deela Harpies will ignore PCs until called. In that case,
they will say in Arcana, “What do you want?”.
[11 – 16] R OTATING B IRDCAGES If PCs have helped a wounded Deela Harpy
Suddenly, with light music, the tree begins to rotate. somewhere, Deela Harpy will appear, look at them, and
The birdcages are not thrown down, but some of what was thank them again, saying, “Thank you so much for helping
inside them come pouring down from above. PCs must me get back to my friends.”. If PCs ask her to 1) Ask to

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.

1) ASK TO R ELEASE THE B ROWNIE


Deela Harpy ponders for a bit, then will says, “Oh, by
the way, I was running out of Blank Books to copy the
books! If you give me 10 Blank Books, I'll let him go.” PCs
need to give Deela Harpy 10 Blank Books, and the
brownie will be released. This brownie is used to work for
Eira. For more information, see “If PCs Meet a Brownie”
(see p. 29).
Once the brownie is released, PCs will earn 2★.

2) ASK TO R EAD B OOKS


Deela Harpy will say, “If you want to read them, do me
a favor.” Deela Harpy will request to get her Dulles
Manuscript, which is located in the [53: Fire Pillar Tower].
It is said that this is a copy of an ancient book done by an
artificer named Dulles, who lived in the tower. However,
Dulles has already died, and the tower has now become a
labyrinth, so Deela Harpy cannot easily get to it.

QUEST : GET DULLES M ANUSCRIPT


PCs need to get the Dulles Manuscript in [53: Fire Pillar
Tower]. If they give the Dulles Manuscript to Deela Harpy,
they will gain 3★. For information on what is written in
Deela Harpy's books, see “Information in Deela Harpy's
Books”.

Information on Deela Harpy's Books


The books contain information about “Important
Information: About the Crown of the Fairy King: 1. Legend
/ 2. Secret / 3. Crystal Towers” (see p. 123) and “Important
information: About the Witch 1. Existence / 2. Secret” (see
p. 124).

3) ASK ABOUT THE PASSWORD


According to Deela Harpy, the tree and the birdcage
have magic in them, and they light up and rotate with the
correct password. The color and arrangement of the
birdcage can be changed. She can say that she once made
a mistake when she tried to rearrange birdcages.
4) ASK ABOUT THE WOMAN IN T HE B IRDCAGE
Deela Harpy will say, “She has been in the birdcage for
a long time. Maybe she did something bad and got caught
by a powerful magician? Well, I don't know for sure, and
it's kind of suspicious, so let her say there.” For this reason,
Deela Harpy will not allow freeing the woman.

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★.

Enemy Determination Table


1 – 3 PCs 1 x DOOM (see CR I: p. 462-468)
4 – 5 PCs + 1 x DOOM

After defeating DOOM, if PCs step into the magic


circle with the Fire Concentrate, Fire Concentrate will be
sucked into the crystal tower and absorbed into it.
Simultaneously, a bright red light will flood out of the
crystal tower with a violent shudder. PCs will feel the mana
filling their surroundings.
PCs need to record that they have unsealed Fire Crystal
Tower and gain 3★.

Door from Low Level to Middle Level


To Spot: Search check (TN 9) / Spot Trap
check (TN 13)
Flying
To Disable: Disable Device check (TN 11)
The big tower stands on top of a lush green mountain. Spears
Trap Effect: Everyone in the area is hit by
From the top of the tower is a pillar of fire, illuminating the Trap
spears and suffers “Power 20 + 3” physical
surrounding area with red light. On the door leading into damage. The Critical Threshold is 10.
the tower is written in magitech, “Danger. Do not enter by Key Pick a Lock: Disable Device check (TN 9)
mistake.”.
If PCs enter the tower, go to “1. Enter the Tower”.
M IDDLE L EVEL
If they are not, they can move to another section.
The staircase to this level is narrow and spirals along the
tower's inner wall. The stairs are very old and scruffy, and
1. ENTER THE TOWER very slippery, so PCs have to stick to the inner wall to
proceed. If PCs climb the stairs carefully, it will take 1tb,
There was no lock or trap on the entry door. but PCs will reach the top safely. If PCs are in a hurry to
Within the tower is a stone room. There are no get to the top, they need to do an Acrobatics check (TN
windows, and it is dark, so without light, PCs suffer a -4 13). If they fail, they will slide down and suffer fall damage
penalty to all checks except Fortitude and Willpower. The from “2d+8” meters.
corridor is 3 meters wide, allowing two PCs to walk side by
side. Because of the high ceiling, it is possible to move on Door from Middle Level to Upper Level
a mount with up to 2 sections. To Spot: Search check (TN 11) / Spot Trap
The tower is divided into four levels: the Lower Level, check (TN 15)
the Middle Level, the Upper level, and the Top Level. To
To Disable: Disable Device check (TN 13)
advance from one level to the next, PCs must open a door
Trap Effect: Everyone around the door must
with a key and deal with a trap. All traps and keys will be Explosion
make Fortitude save (TN 14). If they fail, they
automatically reinstalled when the PCs go out of the tower. Trap
will receive “Power 20 + 4” magic fire-type
If PCs make it past the top level, they can visit the [2.
damage. The Critical Threshold is 10. If they
Artificer's Room] at the top level.
succeed, the damage will be halved (rounded
up).
L OW L EVEL (+★★-★★★★★) Key Pick a Lock: Disable Device check (TN 11)
This is a vast, circular room with a high ceiling. In the
center of the room is a two-meter-high tower made of UPPER L EVEL (+★★)
crimson crystal, with a magic circle drawn around the tower. PCs are in a room surrounded by an eerie yellow blur.
There is also a sign on the edge of the magic circle that A Poison Mold (see CR II, p. 275) is in this room,
says in magitech, “Do not enter the magic circle with the constantly spreading poison spores. PCs must make a
Fire Concentrate.” Danger Sense check (TN 15). If PCs succeed, they can
If PCs have the Fire Concentrate, the crystal tower and sense the danger and stop before entering the poison range.
Fire Concentrate will shine and resonate with each other, If they fail, they will enter the poison's range.
producing a bell-like sound.
They will earn 2★ for defeating the Poison Mold.
The magic circle is surrounded by DOOMs (see CR I:
p. 462-468). When PCs step into the room, they will hear
a male voice in magitech saying, “Leave. If you don't, we
will attack.”

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.

[11 – 13] DAEMON T HREAT (+★★)


When PCs step into the clearing, daemons will attack
them from above. If PCs defeat them, they will gain 2★.

Enemy Determination Table


1 PC 1 x Zalbard (see CR I: p. 488-490)
2 – 3 PCs + 1 x Zalbard
4 – 5 PCs + 1 x Tikira (see CR III, p. 315)

Later, 10 x Shades will appear from a large tree and will


say, “Thank you. We've been hiding because of them.”
They will thank PCs and will give PCs 1 x Shade's Gem as
As PCs walked through the dense forest, they soon a reward. For more information on Shade's Gem, see
came to a small clearing. In the middle of the clearing “About Fairy's Gem” (see p. 125).
stands a large tree.
Suddenly, a voice says, “Don't come any closer. Leave.”
[14 – 16] VANISHING SHADE (+★★)
Roll on the Table of Events.
Numerous Shades are jumping into the shadows under
a large tree, and one by one, they disappear into the
Table of Events shadows.
7 or If PCs talk to Shades and ask where the shadows are
(R) Pitfall
less heading, Shades will say, “Into the Fairyland’s Night
(R) When the Darkness Blooms (1) + ★ World. Don't interrupt us!” and then disappear into the
8 – 10
★/First time only shadows. They will not answer any questions about
11 – 13 Fairyland’s Night World.
Daemon Threat (+★★)
If PCs learn about Night World from Shade, they will
14 – 16 Vanishing Shade (+★★)
get 2★.
(R) When the Darkness Blooms (2)
17+
+★★/only the first time
[17+] (R) WHEN THE DARKNESS B LOOMS (2)
Always (R) Shade of Dark Tree
+★★/ONLY THE FIRST TIME
[7 OR LESS] (R) P ITFALL An event similar to “When the Darkness Blooms (1)”
As the PCs step out into the clearing, they need to make will occur. However, this time roll using Fairy Pranks Table
(or GM for them) a Danger Sense check (TN 12). If they C.
succeed, they will realize that there is a trap in their path. If
they fail, they will step into the pit, but before that, they can [ALWAYS] (R) SHADE OF DARK T REE
make a Spot Trap check (TN 16). On success, they will The Dark Tree is inhabited by 20 x Shades. They are
notice the pit and stop just in time. If they fail this check, not very friendly and will not take kindly to PCs talking to
they will also fall into a 5-meter-deep pit taking appropriate them. And may attack them if PCs disturb them too much.
falling damage. This trap can be found by successfully
making a Search Check (TN 12), but only if PCs ask for If PCs have received the “Quest: Retrieve the Sprite's
this check. Treasure,” and they demand the return of the “Fruit of the
If PCs fall into the pit, 10 x Shade (see CR III, p. 304) Tree of Light,” shades will say, “It wasn't us.” According to
will appear from a large tree and say, “I told you to stay Shade, this is probably the work of the daemons that
away, you idiots” and leave after that. sometimes roam around here. Shades will say that
daemons sometimes come from [23: Rainbow Roots].

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)

Table of Events [17+] CATACLYSM


Suddenly, the ground shakes, and cracks appear under
13 or
(R) Another World Erosion the PC's feet. A large scale occurs. The collapse begins at
less
the edge of the hole and is rapidly approaching PCs. They
(R) An Emissary from Another World
14 – 16 will be sucked into the hole if they don't escape quickly.
(+★★/up to 5 times) To escape from the collapse, they need to run to a safe
17+ Cataclysm zone five miles from their current location. PCs must do an
Escape Check 2d + Adventurer Level + Agility modifier
[13 OR LESS] (R) ANOTHER WORLD E ROSION (TN 12). On success, the PC can move two distances. On
The hole is invisible to the eye, but PCs can sense fail, PCs cannot move. Therefore, PCs need three
immense power leaking through when they step closer to successful checks to reach the safe zone.
it. Power is coming from the other world. PCs around the However, each time PCs make a check, the collapse
hole must make Willpower save (TN 15). If they succeed, progresses. Roll a 1d. If the result is 1-3, then the hole will
they will be unaffected. If they fail, they will be affected by widen and get closer by 1. If the result is 4-6 hole will widen
otherworldly influences. Roll a 1d and consult with the by 2 distances. At first, PCs are five distances from the hole.
“Otherworldly Influence Table.” If the collapse catches up with PC, they will be caught in the
collapse. Such a PC can make a check to jump to the edge
of the growing hole. This check is a 2d + Adventurer Level
+ Agility modifier (TN 14), and if they succeed, they can
quickly jump to the edge of the hole. If they fail, they will
be sucked into the hole. This PC's adventure comes to an
end.

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

QUEST : B RING THE SPECIFIED GOODS


PCs must bring the specified good to [56: Square of
Magic Circles] within 2 days (12tb)! If they bring the
specified good within 12tb, they will gain 2★. In addition,
a voice will say, “Two trial experience points have been
added.” For more information about trials, see “Trial
Experience and Prizes”. If PCs do not return in time, this
quest will be failed.

[10 – 14] (R) T RAVEL’S T RIALS


When PCs enter the square, they hear young women’s
voice saying in arcana, “We are about to begin the travel
trials, and you have three days to visit the three designated
locations.” A scroll of parchment appears at the PCs' feet.
It is a square surrounded by several magic circles. The On the scroll, three designated locations are written.
ground is scorched, with large holes in many places, as if Randomly choose three sections as the designated
there had been several explosions. locations.
If PCs enter the square, roll on Table of Events. When PCs travel to a designated location, the scroll will
If they are not, they can move to another section. automatically record this (you might add specific sounds to
help the players).
Table of Events
4 or (R) Battle Trials - Elementary (+★★/up to 5 QUEST : T RAVEL TO DESIGNATED SECTIONS
less times) PCs must go through all the designated sections within
5–9 (R) Supply Trials 3 days (18tb) and return to [56: Square of Magic Circles].
10 – 14 (R) Travel’s Trials When PCs return, they will gain +3 Trial Experience, and
(R) Battle Trials - Advanced (+★★★/up to 5 a voice in arcana will say, “Three trial experience points
15+ have been added.” For more information about trials, see
times)
“Trial Experience and Prizes”. If PCs do not return in
[4 OR LESS] (R) B ATTLE T RIALS - E LEMENTARY time, this Quest will be automatically discarded.
(+★★/UP TO 5 TIMES)
When PCs enter the square, they hear young women’s [15+] (R) B ATTLE T RIALS - ADVANCED (+★★★/UP
voice saying in arcana, “You are about to begin an TO 5 TIMES)
elementary battle trial.”. Immediately afterward, a construct When PCs enter the square, they hear young women’s
will appear from the magic circle and attack the PCs. voice saying in arcana, “You are about to begin the
Advanced Battle Trials.” Immediately afterward, a mythical
When the construct is defeated, PCs will gain 2★. In
beast appears from the magic circle and attacks PCs. If they
addition, a voice will say, “One trial experience point has
been added.” For more information about trials, see “Trial defeat the mythical beast, they will gain 3★, and a voice will
Experience and Prizes”. say, “Four trial experience points have been added.” For
more information about trials, see “Trial Experience and
Prizes.”
Enemy Determination Table
1–3 1 x (Sword) Ghast Lurker (see CR II, p.
PCs 286) Enemy Determination Table
4–5 1 – 3 PCs 1 x (Sword) Cockatrice (see CR II, p. 304)
2 x Ghast Lurker 4 – 5 PCs 1 x Draconet (see CR II, p. 305)
PCs

[5 – 9] (R) SUPPLY T RIALS T RIAL E XPERIENCE AND P RIZES


When PCs enter the square, they hear young women’s If PCs ask about the trials while in this section, a young
voice saying in arcana, “The supply trials are about to begin, female voice will answer, “When you complete these trials,
and you have two days to bring me the specified good.” Roll you will receive trial experience. You can spend your trial
a 1d and consult with the “Specified Goods Table” to experience to exchange it for the prize”. For more
determine the items and loot PCs must bring. information on the items PCs can exchange, please refer to

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)

The statue begins to move erratically and attacks PCs.


It’s blind because of vitrification.
These fairies have lost their [** Body] and [**
Vulnerability] unique skills and instead have [Glass Body]
(they are immune to light- and dark-type effects and
damage) and [Vulnerable to Bludgeoning] (bludgeoning
damage +3 points). If PCs make a successful Monster
Knowledge check versus monster reputation, they will find
out about “vitrification disease” and previously described
changes in unique skills.
PCs have no choice but to fight the fairy. If they defeat
the fairy, they will get 3★, and they won't get the normal
loot but will automatically get a 1 x “<Fairy Name> Glass
Piece.” If PCs heal the vitrification disease from “<Fairy
Name> Glass Piece” with 11 Vitrification Depth, the
Here trees made of glass stand in a row. The ground is vitrified fairy will be reborn.
covered with fallen glass leaves, and PCs can hear glass
shattering as they walk. [ALWAYS] T URNING INTO GLASS
Roll on the Table of Events. While walking through the Glass Forest, the PCs
noticed that their hair is slowly turning into glass.
They need to make a Pathology check (TN 15). If
Table of Events successful, refer to “Secrets of the Glass Forest.”
12 or
Nothing
less
Secrets of Glass Forest
(R) Disturbing Spirit of the Glass Forest(
13 – 15 A rare disease prevalent in this forest is a “vitrification
+★★/up to 5 times) disease” that causes plants affected by it to turn into a glass-
16+ (R) Glass Fairy (+★★★/up to 5 times) like substance. PCs have read about it in some books that
Always Turning into Glass this disease was completely eradicated during the Al-
Menace period, but apparently, it is still present in
[13 – 15] (R) DISTURBING SPIRIT OF THE GLASS Fairyland, which was built during the Durandal period.
F OREST (+★★/UP TO 5 TIMES) Even if the pathology check failed, PCs knew that it was
Suddenly, pieces of glass that had fallen to the ground dangerous to stay in this place.
fly toward PCs. The next thing they know, countless shards For every 1tb PCs spent in the Glass Forest, they gain
of glass are circling around them. It’s a Poltergeist (see CR +1 to Vitrification Depth (they need to mark it somewhere
on their sheet). The Vitrification Depth is cumulative, and
III, p. 280). If PCs defeat the Poltergeist, they will gain 2★.
it is effects shown in the “Vitrification Effects Table.”
The success value for vitrification disease is
Enemy Determination Table “Vitrification Depth + 7” (for contested checks to heal it).
1 PC 1 x Poltergeist (see CR III, p. 280)
2 – 3 PCs + 1 x Poltergeist Vitrification Effects Table
4 – 5 PCs + 1 x Poltergeist Vitrification Effect
Depth
[16+] (R) GLASS F AIRY (+★★★/UP TO 5 TIMES) 1–4 No particular influence.
As PCs walk through the Glass Forest, the glass statues Movement becomes awkward. PC
5–8
of fairies in front of them start to move. Determine the type receives a -2 penalty for all checks.
of fairies and the number of statues based on the PC's Vulnerable to damage from
average adventure level. bludgeoning weapons and bludgeoning-
9 – 10
type attacks, taking an extra 3 points of
damage from them.
The entire body becomes vitrified and
11 incapable of making any actions. After 3
days (18tb), the victim dies.

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.

[11 – 13] ※ B EAUTIFUL STRANGER (1) (+★★★)


※This event will only occur if Deanna has not been
defeated.
A young woman with a colorful butterfly mask covering
her face is walking by PCs. The woman will say, “Hey there.
If you don't mind, could you please go to the store down
the road and buy me some Strawberry Fluffy Muffins?” If
PCs ask her the reason behind this request, she will tell
them that she loves Lana's cooking but doesn't get along
well with Lana. If PCs accept her request, she will give PCs
20G to buy the dish. “No change is needed,” she will say.
The lady will be waiting for PCs here. When they buy
Strawberry Fluffy Muffin and give it to her, she will thank
them for help and will leave.
The woman is a Leanan Sidhe Assassin (see CR III, p.
257) from [45: The Valley of White Lilies]. If PCs want to
fight her, roll a 1d and consult with Leanan Sidhe Assassin
Class Table” (see p. 65) to determine the class and combat
Trees with colorful fruits are crowded together. The feats that Leanan Sidhe Assassin has.
sweet and sour scent of ripe fruit is carried by a gentle Defeating the Leanan Sidhe Assassin will earn PCs 3★.
breeze. Butterflies are fluttering through this orchard. Translator’s Sidenote: GM can hint about the nature of
Roll on the Table of Events. Leanan Sidhe with clever roleplay or with successful
Danger Sense or Detect check (see CR III, p. 85).
Table of Events
5 or less (R) Barbarous Looters (+★★/up to 5 times) [14 – 16] ※ B EAUTIFUL STRANGER (2) (+★★★★)
6 – 10 Puck and Apple ※This event will only occur if Deanna has not been
11 – 13 ※ Beautiful Stranger (1) (+★★★) defeated.
14 – 16 ※ Beautiful Stranger (2) (+★★★★) A mysterious woman is walking by. Her face is hidden
by an owl mask with fancy feather decorations. As she spots
17+ Dark Tree Sprouting +★★★ PCs, she will say, “You there, go to the store down the road
Always (R) Orchard’s Restaurant and buy me some Honey-Dipped Pear Cream Cake.” If
PCs ask her the reason behind this request, she will tell
[5 OR LESS] (R) B ARBAROUS L OOTERS (+★★/UP TO them that she loves Lana's cooking but doesn't get along
5 TIMES) well with Lana. If PCs accept her request, she will give them
While walking through the orchard, PCs encounter 1,000G to buy the dish. “No change is needed,” she will
barbarous pulling of a cart full of fruit. Barbarous are trying say.
to steal the fruit and will attack PCs if they see them. In The lady will be waiting for PCs here. When they buy
addition, PCs will get a cart full of fruit. The fruits can be Honey-Dipped Pear Cream Cake and give it to her, she will
sold for 2d x 10 G. thank them for help and will leave.
The woman is Deanna, the (Sword) Vampire Lily (see
Enemy Determination Table p. 138) from [45: The Valley of White Lilies]. If PCs attack
1–5 Number of PC x Redcap (see CR I: p. 439- and defeat her, they will earn 4★. After her defeat, Deanna
PCs 452) will no longer appear in [45: The Valley of White Lilies].
Translator’s Sidenote: As with the previous event, GM
[6 – 10] P UCK AND APPLE can hint about the nature of Vampire Lily with Deanna’s
As PCs duck under a branch full of fruit, they come commanding presence and contempt towards fairies and
upon 1 x Puck (see CR III, p. 308) walking along, chewing the orchard.
on a piece of fruit.
Puck offers to play a game of guessing which of the [17+] DARK T REE SPROUTING +★★★
three fruits is the only one that is very sour. Suddenly, a mass of darkness crosses in front of the
If PCs want to play a game, roll a 1d to determine which PCs. 3 x Shades (see CR III, p. 304) appear and fly towards
fruits are sour. On 1-2, it is 1st. On 3-4 it is 2nd. On 5-6 it the young in the corner of an orchard. If PCs look closely,
is 3rd. they will see that the tree has unnatural darkness on its
If PCs want to look at fruits, they need to make an branches. If PCs ask Shades about the young tree, they will
Insight check (TN 10). If they are successful, they will be say, “It's our young tree. Don't go near it. Don't rip it out.”
able to identify the sour fruit. This young tree is the young tree of the Dark Tree from

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”.

3. WHITE STONE MONUMENT


The waterway eventually ends in front of a marble pier.
A narrow stone-built waterway leads through a field of As a small boat stops at the pier, a woman's voice will say,
red and yellow flowers. The flower field is lined with a few “You have arrived. Please watch your step.”
trees. There is a pier in front, where small boats are The pier leads to a small open space built on a small
anchored. hill, and at the end of the open space, PCs can see the stairs
If PCs walk through the flower fields, go to “1. Entering leading to the top of the hill.
Flower Field”. At the top of the stairs, there is a white stone
If PCs go through the waterway to the small boats, go to monument. If PCs want to check out the monument,
“2. Pier”. please refer to “About the White Stone Monument” (see
If they are not, they can move to another section. p. 106).
When the PCs return to the small boat, the boat will
start moving by itself and will return to the original pier.
1. ENTERING FLOWER FIELD
When PCs try to enter the flower garden, 1d x Dryads About the White Stone Monument
(see CR III, p. 307) will appear from a nearby tree. They The stone monument is elaborately designed, with
will warn in sylvan: “Don't go in there. Don't step on the intricate floral patterns carved all over it. On the surface of
flowers.” If PCs ignore the warning and step flower field, the monument is inscribed in arcana, “Dedicated to my
Dryads will try to stop them by using their “Mesmerize” best friend ■■■■■■■a, a friend of fairies. At least now you
ability. If PCs resist Mesmerize, Dryad will use this ability sleep with the fairies. -Anomala Hamesgadaras.” It seems
one more time. If that attempt is also ignored, they will that each “■” letter has been scraped off.
attack. In addition, the following figures are carved into the
After combat walking through the flower garden, PCs reverse side.
will come to a small plaza. In the center of the plaza stands
a black stone monument.
If PCs want to know more about stone monuments, go
to “Black Stone Monument”.

B LACK STONE MONUMENT


There is a sign in arcana on the black stone monument,
“Sleep, Wild One”. Immediately, PCs are struck by an
intense desire to sleep.
PCs need to make Willpower save (TN 20). If they fail,
they will fall asleep. If all of the PCs fall asleep, they will
find themselves in the Fixed Section 1: Seven Colored Cat's
Hospitality Pavilion after half a day (3tb) has passed. In that
case, PCs will lose all of their weapons and armor.
Translator’s Sidenote: GM can make that lost items are
still near Black Stone Monument so PCs can get their items
back, as this event could annoy them.

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.

[11 – 13] (R) F EAR OF M OVING B ONES (2) (+★★/UP


TO 5 TIMES)
There is something that rises from the bones. It's a Jack
O'Lantern, that will attack PCs. Defeating the Jack
O'Lantern will earn PCs 2★.

Enemy Determination Table


1 PC 1 x Jack O’Lantern (see CR II, p. 280)
2 – 3 PCs 1 x Jack O'Lantern
4 – 5 PCs + 1 x Blank (see CR II, p. 281)

[14 – 16] F EAR OF M OVING B ONES (3) +★★


There is something that rises from the bones. It’s a
skull that is softly flying, slowly approaching PCs. A vague
light leaks from its gaping eye sockets. Suddenly, the skull
begins to chuckle.
PCs must make a Detect check (TN 15). If they
succeed, they will find a sprite in the skull, which seems to
At first, it looks like a white hill, but as PCs get closer, be a prank played by the sprite. If a prank is detected, the
they can see that it is actually the bones of a huge beast that sprite will stick out its tongue at the PC who detected it.
seems to be several hundred meters long. There are Then it will sprinkle some magic powder and will fly away.
countless smaller bones scattered around it. Roll a 1d and consult with Fairy Pranks Table B (see p.
If PCs want to get closer to the bones of the giant beast, 117).
roll on Table of Events. In addition, the sprite will use special magic if one of
If they are not, they can move to another section. the PCs detects the sprite. Roll a 2d for that PC and consult
with Fairy Pranks Table C (see p. 117) to determine the
Table of Events effect.
4 or (R) Fear of Moving Bones (1) (+★★/up to 5 If PCs detect a fairy prank, they gain 2★.
less times)
5 – 10 [17+] B ONE CRUMBLING
Rustling +★★
The sound of bones creaking and cracking echoes in
11 – 13 (R) Fear of Moving Bones (2) (+★★/up to 5 the air.
times) PCs must make a Danger Sense check (TN 13). If they
14 – 16 Fear of Moving Bones (3) +★★ succeed, they will understand that the giant beast's bones
17+ Bone Crumbling are about to collapse in a big way. If they want to escape,
Always (R) In The Bones they must do an Escape check as “2d + Adventure Level +
Agility modifier” (TN 18). If they succeed, they will be able
[4 OR LESS] (R) F EAR OF M OVING B ONES (1) to escape this collapse of the bones.
(+★★/UP TO 5 TIMES) The bone collapse is so extensive that even if PC fails
There is something that rises from the bones. It is a either of the above checks, it will not be able to escape.
Skeleton (see CR I: p. 462-468). If PCs defeat the Skeleton, Such PCs will be caught in the collapse and will suffer
2d+20 physical damage. They will also be trapped under
they will gain 2★.
the bones, and 1tb will elapse for them to escape.

Enemy Determination Table


[ALWAYS] (R) I N T HE B ONES
1 PC 2 x Skeleton (see CR I: p. 462-468)
Inside the bones of the giant beast, there may be
2–5 + Number of PCs x Skeleton (see CR I: p.
materials and other things that will help PCs in their
PCs 462-468)
adventure. If they want to explore the surroundings, they
need to do a Search Check (TN = Adventurer Level + 6).
[5 – 10] R USTLING +★★ However, only one search is allowed per PC per day (6tb).
PCs hear snoring coming from somewhere. Then they If the PC succeeds, roll a 1d. If the result is 1-3, use the
look and see a Brownie (see p. 139) asleep on top of a “Bone Material Search Table” (see p. 114), and if the result
huge pile of bones. is 4-6, use the “Other Search Table” (see p. 114). Roll a 1d
If PCs call out to him, the brownie will wake up, but he further to determine what was found using the
slips off the bone in his sleep. When he falls in front of the corresponding table.

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★.

[8 – 10] (R) E NEMY IN R UINS (2) (+★★/ UP TO 5


TIMES)
As PCs walk through the ruins of a sand-covered city,
they encounter monsters that appear from behind a
crumbling building.

Enemy Determination Table


1 PC 1 x Black Scorpion (see CR II, p. 266)
2 – 3 PCs + 1 x Black Scorpion
4 – 5 PCs +1 x Sandworm (see CR I: p. 452-460)

[11 – 13] (R) SANDSTORM


The wind is getting stronger. Soon, the desert is filled
with wind. It's a sandstorm. PCs must make Fortitude save
(TN 16). If they fail, they will not be able to move until the
sandstorm subsides. The sandstorm will continue until the
next tb.
Hot sand covers this land. The wind blows the dust up
[14 – 16] M IRAGE R UINS
and blocks vision. Eventually, PCs reach the ruins of the
PCs see a ruined castle tower. But PCs may make a
City Buried in the Sand.
Search check (TN 13). If they succeed, they will find real
If PCs investigate the ruins, roll on the Table of Events.
ruins. If they fail, PCs need to travel to another section or
If they are not, they can move to another section.
let 1tb pass to search again.
If PCs find ruins, go to “Exploring Ruins.”
Table of Events
4 or (R) Enemy in Ruins (1) (+★★/up to 5 [17+] (R) T ORNADO (+★★★/ONLY THE FIRST TIME )
less times) The wind is getting stronger. PCs must make a
5–7 Protruding Legs + ★★ Meteorology check (TN 20). If they succeed, they will see
(R) Enemy in Ruins (2) (+★★/up to 5 that a tornado will soon appear. In this case, they can take
8 – 10 shelter in an abandoned building to escape the tornado.
times)
11 – 13 (R) Sandstorm Eventually, a tornado will strike. If PCs fail to evacuate,
14 – 16 Mirage Ruins they must make a Fortitude save (TN 22). If they fail, the
17+ tornado will lift them and throw them into the air, knocking
(R) Tornado (+★★★/only the first time)
PCs to the ground. They will take 2d+20 physical damage.
Always (R) Exploring Ruins (+★★/only the first
time)
[ALWAYS] (R) E XPLORING R UINS (+★★/ONLY THE
FIRST TIME )
[4 OR LESS] (R) E NEMY IN R UINS (1) (+★★/UP TO 5 If PCs want to search the ruins, they need to make a
TIMES) Search Check (TN = Adventurer Level + 6). However, only
As PCs walk through the ruins of a sand-covered city, one search is allowed per PC per day (6tb). The successful
they encounter monsters that appear from behind a PC must roll a 1d. If the PC succeeds, roll a 1d. If the result
crumbling building. PCs will gain 2★ if they defeat is 1-3 use the “Bone Material Search Table” (see p. 114),
monsters. and if the result is 4-6 use the “Ruins Search Table” (see p.
114). Roll a 1d further to determine what was found using
Enemy Determination Table the corresponding table.
1 PC 1 x Giant Lizard (see CR I: p. 452-460)
2 – 3 PCs + 1 x Giant Lizard
4 – 5 PCs + 1 x Lizard Fly (see CR II, p. 268)

[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).

[11 – 13] (R) F OUNTAIN OF FOUNTAINS


PCs come to a small square with a fountain. Roll a 1d
and refer to the Fountain Determination Table.

Fountain Determination Table


1d Content
This is just a fountain, but sprites hang out there
1
and will play with PCs. Roll a 1d and consult with

Fairy Pranks Table B (see p. 117) to determine the
2
effect of their games.
Undines (see CR II, p. 307) are drinking, and they
3 challenge PCs to a drinking contest. If PCs want to
– play, see “3) Drinking Contest with Undine” (see
4 p. 113) in “Common Event: Fairy Games.” If PCs
win, they will get 1 x Fairy Wine.
It's a hot spring! Bannik (see CR III, p. 302) will
say, “You are dirty. Let's clean you up!” There are
three types of hot springs available to PCs:
Tall hedges stand like walls. The hedges are covered 5-
“Healing Water,” “Relaxing Water,” and
with red, white, and yellow flowers. Between the hedges, 6
“Dispelling Water,” and PCs can choose any of
there were narrow maze-like passages. them. For the effects of each hot spring, refer to
If PCs enter the maze, roll on the Table of Events. “Libby's Hot Springs Effects Table” (see p. 25).
If they are not, they can move to another section.
[14+] (R) B OMB R UNNERS (+★★/UP TO 5 TIMES)
Table of Events Bone Knight (see CR II, p. 282) comes running ahead
4 or less (R) Fairy Prank and attacks PCs. The corridor is three meters wide, and two
5–7 (R) White Bench PCs can stand side by side.
8 – 10 (R) Thorny Arch Defeating an undead will earn PCs 2★.
11 – 13 (R) Fountain of Fountains
14+ (R) Bomb Runners (+★★/up to 5 times) Enemy Determination Table
Always (R) Lost Path 1 PC 1 x Bone Knight (see CR II, p. 282)
2 – 3 PCs + 1 x Bone Knight
[4 OR LESS] (R) F AIRY P RANK 4 – 5 PCs + 1 x Dullahan Lord (see CR III, p. 283)
A group of sprites is chasing each other. The PC's
become caught up in this and become covered in light
magic dust. Roll a 2d and consult with Fairy Pranks Table Dullahan Lord, in the case of four or five PCs, will
A (see p. 117) to determine the effect. come 10 meters behind the party.

[5 – 7] (R) WHITE B ENCH [ALWAYS] (R) L OST PATH


PCs see a white bench. The white ink will stick to their The maze is intricate, and easy to get lost in it. PCs must
clothes if someone sits on it. The ink will not disappear no make a Cartography check. Consult with Maze Results
matter what PCs do for 1 day (6tb). Roll a 1d and consult Table using check results.
with the Ink Effect Table to determine the ink’s effect.
Note that this is magic ink, so it will not stick unless PCs Maze Results Table
sit on the bench, and PCs will not be affected by touching Cartography Result
the bench. Check
1tb passes, and PCs return to the
9 or less
Ink Effect Table entrance.
1d Effect 1tb passes, and PCs are out of the maze.
10 – 12
1– PC’s cloth becomes half transparent. Armor stats Go to “1: Flower Fairy Garden”.
2 do not change. 1tb passes. PCs find an exit from the
3– It has the same effect as [Curiosity] spellsong (see maze. They can choose to return to the
4 CR II, p. 99) with the magic power of 20. 13 – 15 entrance or go through the maze. If they
PC can fly at the same speed as its normal want to go through the maze, go to “1:
5- Garden of Flower Fairy”.
movement (gaining a +1 bonus to Accuracy and
6
Evasion checks).

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.

ASKING ABOUT E MMA


Pixies reply that a fellow Pixie told them that a young
human woman is being held captive in the [45: Valley of
the White Lilies]. However, they don't know if the woman
is Emma or not. They also warn that the Valley is
dangerous because of the Vampire Lily.
However, they will add that Vampire Lily will not
pursue PCs if they try to covertly steal a woman from
Vampire Lily.

87
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.”

The Sleeping Witch


The tower of the castle at night, where the “witch”
sleeps. Now, the door that had been closed for an
incredibly long time has finally been opened.
“Then I wish you good luck. Please save Raxia,
Fairyland, Anomala's heart... and the soul of the Witch,”
says Glynn, sending PCs off.
If PCs move the tiles and rearrange them as shown in
In a large room on the top floor of the building, on a “1) Correct Placement of Tiles” (see p. 113), they will open
fine but plain bed, lies the Witch. She is a beautiful human the door to the King's Chamber, where the Fairy King
woman with black hair. Looking at her peaceful sleeping sleeps.
face, she does not look like someone willing to sacrifice If the tiles are rearranged, see “3) Completed Puzzle”
countless fairies for eternal life. (see p. 113)
The sleeping witch is protected by a spell that brings
eternal sleep and protects her at the same time. To defeat
a witch, PCs must first wake her up by calling out her name. 3. THE KING'S CHAMBER
Do PCs know the name of the witch?
If PCs want to awaken the witch, refer to the “How to Once PCs have awakened the Fairy King, they will be
Awaken the Witch” section (see p. 124). able to enter the King's Chamber.
If PCs want to go to the King's Chamber, go to “Fairy
King's Castle - King's Chamber” (see next section).
2. THE FAIRY KING'S CASTLE TOWER
F AIRY K ING'S CASTLE “KING'S CHAMBER ”
No locks or traps on the double doors lead to the castle “Heigeiros!”
tower. PCs can easily push open the doors. The building is As soon as PCs say the name of the Fairy King, the
empty, and PCs are free to move about freely. Castle is image of the Fairy King carved into the tile comes to life.
divided into several levels. He then slips out of the tiles and lands in the middle of the
If PCs climb to the top floor, they will come into a large room.
circular room. PCs will not find anything that looks like a Suddenly, a dazzling light will brighten the room. The
doorway other than the door that they came in, but the back surrounding walls will disappear, the castle will float over
wall is inlaid with tiles of various sizes. The tiles currently the lake, the steep cliffs surrounding the lake, and the deep
look like on the picture below, but it looks like they can be blue sky surrounding it all.
moved. Before PCs knew it, the floor of the room had been
A wall with tiles fitted into it is divided into 4x4 squares. replaced with marble and a crimson carpet trimmed with
There are the following types of tiles: gold threads. White columns carved with the figures of
• Fairy King tile carved with the figure of the Fairy King maidens support a canopy of colorful flowers and the
(size 2x2 squares). statues of the fairies.
• Sword tile with a carved sword (size 2x1 squares). “Congratulations on the awakening of our king!”
• Crown tile with a carved crown (size 1x2 squares). Various fairies will come and congratulate the Fairy
• Wand tile with a carved wand (size 2x1 squares). King and PCs one after another. The room quickly fills
• Efreet tile with the figure of Efreet carved into it (size with celebrating fairies.
1x1 square) The Fairy King looks over the fairies with a benevolent
• Mimir tile with the figure of Mimir carved into it (size gaze. On his head is a golden crown decorated with six
1x1 square) gems representing the six attributes: fire, water, earth, wind,
light, and darkness.

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).

90
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.

ENDING: WITCH’S VICTORY ENDING: AWAKENED WITCH


Before the PCs’ eyes, the Fairy King's form transforms Long jet-black hair. Pale white skin. An outline as sharp
into that of a beautiful human woman with long jet-black as a blade. A pair of dusky eyes are gleaming in the midst
hair. of it all.
“My name is Magnolia. I am a witch sealed away by This is the awakening of the witch, Magnolia.
Anomala. I’m the true creator of Fairyland. Thanks to you, She will say to PCs smiling with a horrifying smile that
my plans, nearly foiled by the treacherous Anomala, are was both terrifying and beautiful, “...Was it you who called
finally coming to fruition. And I thank you.” my name? Who has awakened me from my eternal
The Witch will laugh. slumber? I thank you. I hope you will continue to work for
If PCs ask what it means, Magnolia can explain: me. If you do, I'll ask Metissier to give you eternal life.
“Important Information: About Fairyland 3. Secret / 4. What do you think? You need to defeat the Fairy King,
Truth” (see p. 122), “Important Information: About the who is still restricting my power. Can you do that for me?”
Fairy King 4. Truth” (see p. 122), “Important Information: If PCs side with Magnolia, they have to fight the Fairy
About the Crown of the Fairy King 2. Secret” (see p. 123), King (see p. 90)! If they defeat the Fairy King, Magnolia will
“Important Information: About the Witch 1. Existence / 2. do as she says and give PCs eternal life, which is, of course,
Hints /3. Sealing / 4. Darkness” (see p. 124). eternal life as Nosferatu. The PCs will live for eternity, as
Then she will say: “The Fairy King was originally a part vampires.
of my soul. An ungodly person like Anomala can't separate

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

FIXED MISSION "FIND HAM" (RECOMMENDED LEVEL 1+)


CLIENT : I RVING Enemy Determination Table
“I need you to find my friend Ham, a blue-haired Cait 1 PC 1 (Sword) Goblin (see CR I: p. 439-452)
Sith with a green hat. Ham was very protective of the 2 – 3 PCs + 1 Goblin
Garden of Herbs, so I'm sure he’ll be there.” 4 – 5 PCs + 1 Boggart (see CR I: p. 439-452)

1) SUMMARY OF THE MISSION 5) E PILOGUE


If PCs go to [11: Garden of Herbs] and bring Ham After the PCs defeat barbarous, collect the bag of herbs,
back, the mission will be accomplished. and return to [11: Garden of Herbs], Ham will be waiting
for them. If PCs return the bag, Ham will thank them and
2) DETERMINE THE AREA Lifegrass to each PC.
Determine the area for [11: Garden of Herbs] and fill If PCs show Emma's Hat, Ham will say that he doesn't
in the map. recognize it: “Maybe barbarous attacked someone named
Emma and took it from her. Or maybe they just picked it
3) E VENTS ON THE WAY up… If you're curious about this Emma girl, you should
"Herb Thief" (+★★) look for Mirror Pond, where you can sink someone's
When PCs arrive at [11: Garden of Herbs], they hear, belongings and find out what they're doing. But I don't
“Wait, you, herb thieves! You can't escape!” As PCs rush know where it is”.
to the scene, they see a Cait Sith wearing a green hat biting Once again, when the PCs tell Ham that they are
Goblin (see CR I: p. 439-452). Cait Sith looks at PCs and looking for her at Irving's request, Ham agrees to return to
says, “Hey! You've come to the right place. Help me take the Seven Colored Cat's Hospitality Pavilion. If PCs return
to [Fixed Section 1: Seven Colored Cat's Hospitality
herb thief down.” If PCs defeat Goblins, you get 2★.
Pavilion] with Ham, they will complete the mission and will
receive 3★.
Enemy Determination Table
Ham will throw the key into the lake and Therapy
1 PC 1 Goblin (see CR I: p. 439-452)
House will rise to the surface. Thereafter, Ham will remain
2 – 3 PCs + 1 Goblin in [Fixed Section 1: Seven Colored Cat's Hospitality
4 – 5 PCs + 1 Goblin Pavilion], and [2: Therapy House] will become available.
After defeating goblins, Cait Sith will say, “Their friends However, they won't be able to use hot springs until they
ran away. I'm sorry, but can you please go after them and fulfill Ham's request, “Mission 2: Find Libby,” and bring
get the herbs back? Please?”. Cait Sith points in the Libby back.
direction where the barbarous had fled. Ham also will tell PCs that they may gather medicinal
Barbarous moved to a different section in the same herbs in the Garden of Herbs whenever they like.
area. Determine at random which section they are moved If PCs were defeated in combat, Ham, on her own,
to. If there is no other discovered section in this area, would return to the [Seven Colored Cat's Hospitality
determine a new section. Pavilion], and [2: Therapy House] will become available.
Cait Sith will stay here because he has to restore the Ham will say to PCs, “Well, what happened, it's happened,
Garden of Herbs, which was ravaged by goblins. so be it. There's always next time. Good luck to you.”. He
If PCs ask Cait Sith what her name is, he will say, “I am will encourage PCs. In this case, the mission is considered
Ham” and if they tell her that Irving has asked them to bring a failure, and PCs will not be able to retake this mission.
Ham to him, he will say, “Well, get the herbs back, and I'll
be back as soon as you do.”
In any case, PCs have to go after goblins if they want to
return Ham.

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.

FIXED MISSION "FIND EIRA" (RECOMMENDED LEVEL 2+)


CLIENT : I RVING 4) CLIMAX
“I need you to find my companion, Eira, a red-haired After playing normal events of the section where Eira
Cait Sith with a golden hat. Rumor has it that she's in the is, the PCs will find a Cait Sith with red fur and a golden hat
Valley of Windmills.” running. Cait Sith says, “Geez, you found me!” She will stop
and throw a vial. The vial falls to the ground and shatters,
1) SUMMARY OF THE MISSION creating a construct. Cait Sith will say, laughing, “Oh-ho-ho-
PCs must go to [31: Valley of Windmills] and bring Eira ho! I wonder if you can beat these children?”. The
back to complete the mission. However, the target section construct attacks PCs.
will change if this is the PC's second or later attempt. If PCs were defeated by constructs, Eira would say,
Determine the target section randomly. “Oh-ho-ho-ho! You still have a lot of training to do. Now,
2) DETERMINE THE AREA if you'll excuse me!” and will run away.
Determine the area of [31: Valley of Windmills] and fill
it in on the map. However, the target section will change if Enemy Determination Table
this is the PC's second or later attempt. Determine the 1 PC 1 x (Sword) Ghast Lurker (see CR II, p. 286)
target section randomly. 2–5 + Half Number of PCs (rounded up) x Ghast
PCs (see CR I: p. 462-468).
3) E VENTS ON THE WAY
Follow Eira 5) E PILOGUE
※If this is the PC's second or later attempt, proceed After defeating the construct, Cait Sith will say, “Oh-ho-
immediately to the climax. ho-ho! By the way, Irving sent you you to bring me back,
When PCs arrive at the village of [31: Valley of weren't you?” If PCs say yes, Eira will say, “Let's go!” and
Windmills] and ask about Eira, one of the villagers will will walk away. If PCs accuse Eira of attacking them with
reply, “Eira went out a while ago.” The villagers will point constructs earlier, she will laugh and say, “I was just testing
out the direction Eira ran off in, and Eira will be in another your skills.”
section in the same area. If there are no other sections in Eira will return to [Fixed Section 1: Seven Colored Cat's
the same area, select a section at random and add it to the Hospitality Pavilion]. PCs will complete the mission and
area. will receive 3★.

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.

FIXED MISSION "FIND RICCI" (RECOMMENDED LEVEL 2+)


CLIENT : I RVING This Cait Sith is Ricci. When PCs tell him that they are
“I need you to find my companion, Ricci, a chestnut looking for him at Irving's request, Ricci will say, “I see. I
Cait Sith with a red hat. He's a blacksmith, so I think he'd understand. I'll be right back.”
be in one of the mines where there's fairy ore.” Just as PCs are about to leave, the ground shakes
violently, and a collapse begins at the edge of the hole. If
1) SUMMARY OF THE MISSION PCs don't get out of there quickly, they'll be caught in the
PCs must go to [13: Fairy Mines] and bring Ricci back collapse and swallowed by the hole. Play the “Cataclysm”
to complete the mission. event (see p. 77) from [55: Crumbling Grounds].
However, the TN to escape collapse is equal to 9
(Escape check 2d + Adventurer level + Agility modifier). If
2) DETERMINE THE AREA
PCs are caught in a collapse, the TN of the check is also 9.
Determine the area for [13: Fairy Mines] and fill in the
If someone gets caught in a hole, another PC can grab
area on the map.
his hand and help him. The PC to help should make
Escape check 2d + Adventurer level + Agility modifier (TN
3) E VENTS ON THE WAY 10). On success, the PC will be saved.
"Disturbances in the Mines" (+★★) Ricci automatically succeeds at all of these checks and
After traveling to [13: Fairy Mines], play the normal at the check to help a PC, so he can automatically save one
events. After that, Knockers (see p. 139) will rush out of the PC.
mines, and half the number of PCs (rounded up) x Giant If PCs can escape the collapse, then go to the epilogue.
Centipedes (see CR III, p. 263) will appear and attack PCs,
chasing the knockers. Defeating Giant Centipedes will earn 5) E PILOGUE
PCs 2★. Once PCs have narrowly escaped, they return with
After defeating Giant Centipedes, knockers will tell Ricci to [Fixed Section 1: Seven Colored Cat's Hospitality
PCs, “Ricci went to Crumbling Grounds because he heard Pavilion]. PCs will complete the mission and will receive
a rumor that something bad is happening in Fairyland due 3★. However, if Ricci helped them at the climax, PCs
to depleting of magic.”
would earn only 1★.
Determine the area of [55: Crumbling Grounds] and fill
Ricci will throw the key into the lake and will make the
it on the map.
Steel Workshop rise to the surface. Thereafter, Ricci will
be in [Fixed Section 1: Seven Colored Cat's Hospitality
4) CLIMAX Pavilion] and [5. Steel Workshop] will become available.
When PCs arrive at [55: Crumbling Grounds], they will However, Ricci will be able to create items for PCs only
find a Cait Sith with a red hat peering into a hole in the when they complete [Mission 1: Find Furia], which Ricci
ground. will ask them to do, and bring Furia back.

FIXED MISSION "FIND EMIKO" (RECOMMENDED LEVEL 5+)


CLIENT : I RVING Cait Sith is Emiko, who had come here to ask Deela Harpy
“Emiko has been captured by Deela Harpy; can you to show her some books but was mistaken for a thief and
help me find her? Emiko is a Cait Sith with white fur and a put in a birdcage.
white hat. I don’t know where Deela Harpy lives, so please Then Deela Harpy (see CR I: p. 468-484 will fly nearby.
try searching for their location on your own.” When PCs ask Deela Harpy to let Emiko go, they will say,
“If you get the ancient book from the room at the back of
1) SUMMARY OF THE MISSION the Labyrinth of the Sun, Moon, and Stars, we will let her
The mission will be accomplished if PCs can find go in exchange.” However, Deela Harpy knows that there
Emiko and bring her back. seem to be Boggart Troopers in the labyrinth.
Determine the area of [41: Labyrinth of the Sun, Moon,
and Stars], and fill it in on the map. When PCs arrive in the
2) DETERMINE THE AREA
“Deepest Labyrinth” (see p. 91) of [41: Labyrinth of the
None.
Sun, Moon, and Stars], they proceed to the climax.
Note that even if the mission is discarded, Emiko will
3) E VENTS ON THE WAY remain trapped in the [52: Tree of Birdcages] until this
Emiko in the Birdcage mission is completed.
Once PCs have traveled to the [52: Tree of Birdcages],
play the normal events. 4) CLIMAX
Then, from above the PCs' heads, they will hear a voice When PCs reach the Deepest Labyrinth, they will
saying, “Please, help me! Please help me!”. PCs will see a encounter the Boggart Trooper (see CR II, p. 245) instead
Cait Sith wearing a white hat trapped in a birdcage. The of the Ogre Warlord. Note that the Boggart Trooper

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:

FIXED MISSION "(R) IRVING’S ERRAND" (RECOMMENDED LEVEL 4+)


CLIENT : I RVING
“I'd like you to run a few errands for me if you don't
mind.” 4) CLIMAX
The barbarous will be interested in PCs and will ask
1) SUMMARY OF THE MISSION PCs to give the package to them. If they refuse, a battle will
PCs need to complete the mission by completing the ensue. Determine which barbarous PCs encounter based
two errands that Irving asks PCs to do. At the start of the on the PCs adventurer level and the number of PCs.
mission, PCs will receive Irving's Package.
The first errand is to deliver Irving's package. Roll a 1d Enemy Determination Table
using the “Package Destination Table.” to determine the Adventure
Barbarous
delivery location. Level
Determine the second errand in “Common Events: Half the number of PCs (rounded up) x
6 or less
Errands” (see p. 115). (Sword) Centaur (see CR II, p. 241)
Half the number of PCs (rounded up) x
Package Destination Table 7–9 (Swords) Caesarscorpion (see CR II, p.
1d Destination 249).
1 Betty the Einsel at [43: The Flame Pit] 1 x (Sword) Ogre Berserker (see CR III:
2 Chumil the Frau in [42: Frozen Sea] 10 – 12 p. 299-319), half the number of PCs
3 Nona the Dryad in [51: The Forest of Giant Trees] (rounded up) x Gory (see CR II, p. 250)
4 Kurilika the Sylph in [24: Cape of Clouds] 1 x Ogre Warlord (see CR III, p. 255),
5 Lew the Skadi in [25: Frozen Mountains] 13 – 15 Half the number of PCs (rounded up) x
6 Lease the Dunae's in [35: Starry Stage]. Minotaur Caster (see CR II, p. 259)

2) DETERMINE THE AREA 5) E PILOGUE


Determine the area of the section PCs are going to and After defeating the barbarous and searching the area,
fill it in on the map. PCs will find the fairy they want. The fairy will be incredibly
happy to receive the package and will say that special
perfume for fairies was in the package.
3) E VENTS ON THE WAY
PCs might do two errands in any order. When PCs return to Irving to report they will earn 3★.

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)

3) E VENTS ON THE WAY 5) E PILOGUE


Just Quick Errands When the PCs arrive at the village after defeating the
While giving this mission, Ham will say, “By the way, I Giant Balloon Seed and giving herbs to the villagers, they
have a favor to ask you. I've got two more requests that you will thank the PCs. After that, when PCs report to Ham,
need to do before delivering the bag.” PCs will earn 3★.
Roll a 1d twice. Decide which two errands Ham will ask
PCs to perform using the “Errands Decision Table” in

FIXED MISSION "FIND LIBBY" (RECOMMENDED LEVEL 4+)


CLIENT : H AM again, roll again for normal events, and PCs can make a
“I want to reopen the hot spring. But Libby, who is in Search check.
charge of the hot spring, is missing. Can you go find her for
me? Aah. By the way, Libby is a Bannik of the hot spring Hot Springs in a Cave
fairies, and there's a secret hot spring in the City Buried in The entrance to the cave opened up behind a rock.
the Sand where Banniks gather, so you'd better start Steam is rising from inside the cave. As PCs continue
looking there.” through the cave, they eventually reach an underground hot
spring. There are 10 x Bannik (see CR III, p. 302) in the
1) SUMMARY OF THE MISSION hot spring.
If PCs go to [65: City Buried in the Sand] and bring When PCs call Libby, Banniks will reply, “Libby's gone
Bannik Libby, they will accomplish the mission. out.” See “Common Events: Running Around” (see p.
If Libby dies, the mission fails and is discarded. In that 114).
case, Libby will be resurrected at the hot springs by Banniks
of [65: City Buried in the Sand] after 7 days (42tb). When Person is Here
Libby is resurrected, Ham will ask PCs to go find her again, When PCs find Libby after searching, she will gladly
and PCs will be able to take the “Fixed Mission: Find return to the Therapy House and Ham. “Is that mister
Libby” again. Ham calling? Yes, sir. I'll come with you.” And she will ask
PCs to accompany her.
2) DETERMINE THE AREA
Determine the area for [65: City Buried in the Sand] 4) CLIMAX
and fill it in on the map. Just before PCs reach the Seven Colored Cat's
Hospitality Pavilion, they are attacked by wild animals.
3) E VENTS ON THE WAY
Play the normal events in [65: City Buried in the Sand]. Enemy Determination Table
After that, PCs can search for the hot springs instead of the 1 PC 1 x (Sword) Gorgol (see CR II, p. 267)
“Exploring Ruins” event. 2 – 3 PCs + 1 x Gorgol
4 – 5 PCs + 1 x Golden Gorgol (see CR II, p. 270)
Search for Hot Spring
To find hot spring PCs need to make a Search check
(TN 12). If they succeed, PCs will find a cave. Proceed to
the “Hot Springs in a Cave.” If PCs fail and want to search

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★.

FIXED MISSION "FIND SEVEN COLORED SEEDS" (RECOMMENDED LEVEL 7+)


CLIENT : H AM failed check to the same check in that section. This
“I'm going to grow some herbs to make a wider modifier is cumulative.
selection of potions, and I need you to find me some seeds If the search check fails, PCs may travel to another
for them. They are called Seven Colored Seeds. You can section, wait for a day to pass in the same section, and then
probably find them in the Forest of Tobacco Lovers, The check again. In any case, play the normal events before
Tree of Light, The Forest of Giant Trees, or Peaceful performing the check.
Orchard.” Note that once PCs have found the Seven Colored
Seeds, a record that this section contains Seven Colored
1) SUMMARY OF THE MISSION Seeds. And in the future, PCs can search for seeds only in
PCs need to explore the designated sections, get the this section.
Seven Colored Seeds, and return to complete the mission.
4) CLIMAX
2) DETERMINE THE AREA Finally, the PCs will find a tree bearing Seven Colored
Determine the areas of [12: Forest of Tobacco Lovers], Seeds. However, the tree is surrounded by Ripper Leaf (see
[22: The Tree of Light], [51: The Forest of Giant Trees], CR III, p. 276).
and [62: Peaceful Orchard], and fill them in on the map. In any case, PCs won't be able to gather the Seven
Colored Seeds unless they defeat the monster.
3) E VENTS ON THE WAY
Find the Seven Colored Seeds. Enemy Determination Table
When PCs arrive at the des designated section, play the 1 PC 1 x (Sword) Ripper Leaf (see CR III, p. 276)
normal events. After that, PCs need to make a Search 2–5
+ 1 x Poison Mold (see CR II, p. 275)
check using the “How to Search” section of “Common PCs
Events: Searching” (see p. 114).
If the check is successful, go to the climax. 5) E PILOGUE
Note that there are search places in [22: The Tree of If PCs defeat the monster, they can gather the Seven
Light] and [62: Peaceful Orchard]. However, in both cases, Colored Seeds. When they return to [Fixed Section 1:
PCs can make a Search check after the normal events have Seven Colored Cat's Hospitality Pavilion] and give the
been played. The PCs gain a +1 bonus modifier for each Seven Colored Seeds to Ham mission will be completed.
PCs will earn 4★.

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★.

Enemy Determination Table


1 x (Sword) Succubus (see CR III,
1 PC
p. 254)
2–3
+ 1 x Hill Giant (see CR II, p. 260)
PCs
4–5 + 1 x Lesser Vampire (see CR II,
PCs p. 261)

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★.

FIXED MISSION "FIND SLEIPNIR" (RECOMMENDED LEVEL 5+)


CLIENT : I SABEL If PCs are defeated by barbarous, they will lose Sleipnir.
“Sue... Sue is a Sleipnir... You can go with her to the They will have to search for Sleipnir again at [24: Cape of
bell towers floating in the sky... Isn't that amazing? So, Clouds].
please find Sue and take her to me... Sue sometimes goes
for a walk at the Cape of Clouds, so you can start from Enemy Determination Table
there...” 1 PC 1 x (Sword) Troll (see CR I: p. 439-452)
2 – 3 PCs + 1 x Goblin Shaman (see CR III, p. 251)
1) SUMMARY OF THE MISSION 4 – 5 PCs + 1 x Troll
If PCs go to [24: Cape of Clouds] and bring Sleipnir
back with them, they will accomplish the mission. 5) E PILOGUE
After defeating the barbarous, Sleipnir will swoop down
2) DETERMINE THE AREA from the sky and will ask, “Are you okay?” If the PCs tell
Determine the area for [24: Cape of Clouds] and fill in her that they are looking for Sleipnir at Isabel's request, she
the area on the map. will say, “I see. Well, I'll go see her before you do. Thank
you.” and Sleipnir will fly away.
3) E VENTS ON THE WAY As PCs return to [Fixed Section 1: Seven Colored Cat's
Follow Sleipnir Hospitality Pavilion] and report back to Isabel, the mission
When PCs arrive at [24: Cape of Clouds], they play the will be completed. PCs will earn 3★.
normal events. After that, PCs will see a horse running in Isabel will say, “Sue, you've come to see me... You
the sky, which seems to be (Sword) Sleipnir (see CR III, p. found her... Um... Thank you”. She will also say that
311). Sleipnir is running away quickly, and PCs have to Sleipnir gave her “Rider's Song/Sleipnir.”
chase it. See “Common Events: Chases” (see p. 116). Thereafter, Sleipnir can be rented as a mount in “2.
4) CLIMAX Stables”.
When PCs look up at the sky to follow Sleipnir, they
are too late to notice the (Sword) Troll (see CR I: p. 439-
452) standing in front of them.

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]

Section Decision Table 2


1d Section 2
1 [22: The Tree of Light]
2 [42: Frozen Sea]
3 [43: The Flame Pit]
4 [44: Mirror Pond]
5 [56: Square of Magic Circles]
6 [66: Flower Garden Maze]

2) DETERMINE THE AREA


Determine the areas of the two sections to be walked
and fill them in on the map.

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.

3) E VENTS ON THE WAY 4) CLIMAX


Encounter in the Woods PCs are about to leave the forest when a (Sword) Killer
Once PCs have traveled to [51: The Forest of Giant Bees (see CR II, p. 263) appears in their path. It will attack
PCs to steal its honey.
Trees], they play the normal events. If “(R) ※ Forest
Fruits” occurs, “Dryad's Temptation” will occur after
playing the event. After processing these events, go to Enemy Determination Table
“Forest Exploration.” 1 - 5 PCs 3 x (Sword) Killer Bee (see CR II, p. 263)

Dryad's Temptation +★★/ First time only 5) E PILOGUE


1 x Dryad (see CR III, p. 307) will appear and will use After PCs kill the Killer Bees, return to [Fixed Section
[Mesmerize] at the randomly selected PC, saying, “I'll steal 1: Seven Colored Cat's Hospitality Pavilion], and give 10 or
them for a bit. I'll bring them back for you later...” and will more Royal Jelly to Eira, the mission will be completed.

FIXED MISSION "GET THE MYSTIC FRUIT" (RECOMMENDED LEVEL 10+)


CLIENT : EIRA
“The Mystic Fruit (Drunken Dragon Peach) is said to Search for the Drunken Dragon Peach
intoxicate even dragons. I would love to taste it, so please When PCs arrive at the destination section, they play
go and find it for me. First, please ask Lana at Peaceful the normal events.
Orchard where you can find the said fruit.” After that, PCs need to make a Search check using the
“How to Search” section of “Common Events: Searching”
1) SUMMARY OF THE MISSION (see p. 114). If the check is successful, PCs will receive 1 x
PCs need to go to [62: Peaceful Orchard], ask Lana for Drunken Dragon Peaches.
information, and bring back the Drunken Dragon Peach. Note that there is no place to search in [34: The Upside
Down Swamp] and [45: The Valley of White Lilies].
2) DETERMINE THE AREA However, in both cases, PCs can perform a search check
Determine the area of [62: Peaceful Orchard] and fill after playing the normal events. In [63: Flower Garden with
in the MAP. a Waterway], PCs can search by going to the [3. White
Stone Monument].
The PCs gain a +1 bonus modifier for each failed check
3) E VENTS ON THE WAY
to the same check in that section. This modifier is
At Lana's Restaurant cumulative.
After traveling to [62: Peaceful Orchard], play the During this mission, PCs can only acquire 3 x Drunken
normal events. Lana will tell them that there's a Drunken Dragon Peaches. Once PCs find one Drunken Dragon
Dragon Peach near the White Stone Monument in [63: Peach, go to the climax.
Flower Garden with a Waterway] or [34: The Upside If the search check fails, PCs may travel to another
Down Swamp] or [45: The Valley of White Lilies]. section, wait for a day to pass in the same section, and then
Determine each section and fill it in on the map. check again.

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★.

FIXED MISSION "WAKE UP QUICHE" (RECOMMENDED LEVEL 6+)


CLIENT : EIRA they will fall into the hole hidden by the junk taking
“I want to eat miss Quiche’s cakes again! She must be falling damage. The depth of the hole is 5 meters.
sleeping in the depths of a monster-infested cave in the At the bottom of the hole, there is a leather bag
Frozen Mountains, so please wake her up!” containing 2d x 100G.
There Are Fairies
1) SUMMARY OF THE MISSION 4
The sprites are playing and sprinkling magic dust.
PCs need to wake up Quiche, the runefolk sleeping in Roll a 2d and consult with Fairy Pranks Table E
the cave in [25: Frozen Mountains], and bring her to Eira. (see p. 117).
Hot Spring + ★ / First time only
2) DETERMINE THE AREA A hot spring with 1 x Bannik (see CR III, p. 302)
Determine the area of [25: Frozen Mountains] and fill 5 will invite PCs to go and bathe in it. When PCs
it in on the map. soak in the hot spring, 1tb will pass, and their HP
and MP will recover 5 points.
3) E VENTS ON THE WAY Knocker Standing +★ / First time only
Into the Cave 3 x Knockers (see p. 174) are mining in this room.
It is dark in the cave, and without light, any checks The Knockers came here to see if there were any
except Fortitude and Willpower suffer a -4 penalty. The 6 good ores in the cave, but they didn't find any and
passageway is 3 meters wide, allowing two PCs to walk side didn't know what was in the back. If PCs give them
by side. Because of the high ceiling, the passage can be the food from Lana's Restaurant, they will give PCs
crossed with a mount with up to two sections. 1 x Earth Concentrate x1 (one time only).
There are five rooms in the cave, each connected in a
straight line by a passage. As PCs enter each cave, roll a 1d 4) CLIMAX
and refer to the “Room Decision Table” to determine the Inside the room is a (Sword) Queen DOOM (see CR
contents of the cave room. I: p. 462-468) and a steel coffin-like box on the far wall.
When PCs enter the fifth cave, they proceed to the Queen DOOM warns in magitech that “Unauthorized
climax. persons must leave”. If the warning is not heeded, the
Queen DOOM will attack. If there is only one PC, the
Room Decision Table Queen DOOM cannot use “Machine Gun (Chassis) x2”
1d Event because it’s broken.
Rockfall Hollow Enemy Determination Table
There is a trap in this room where rocks fall when 1-3 1 x (Sword) Queen DOOM (see CR I: p.
PCs step into it. When PCs enter the room, they PCs 462-468)
must make a Danger Sense check (TN 15). If they 4–5
+ 1 x Rigaqua (see CR II, p. 291)
succeed, they will realize that there is a trap. To PCs
find the trap, they have to succeed in the Search
1 check (TN 11). The trap can be disabled by 5) E PILOGUE
successfully making the Disable Device check (TN After defeating the construct, a coffin-like box in the
12). If PCs fail Danger Sense, they need to make a back will open to reveal a green-haired runefolk woman.
Spot Trap check (TN 15). If they fail, they will be Runefolk Quiche will ask, “Are you the one who woke me
hit by a rock falling from above and receive up? Are you the master?”
physical damage from Power 20 + 10 (Critical When PCs tell Eira that they had come to look for
Threshold 10). Quiche, she says, “Oh, that oh-oh-oh Cait Sith. I get it. I'll
DOOM Hollow +★★/ First time only come with you.” If you need stats on Quiche, use Artificer
There is 1 x DOOM (see CR I: p. 462-468) in the Level 5, Marksman Level 4, Sage Level 3, and Ranger
2
room, and it will attack PCs. When PCs defeat a Level 3. In addition, Quiche has Fairy Glasses.
DOOM, they gain 2★. The mission will be completed if PCs bring Quiche
Junk Room back to [Fixed Section 1: Seven Colored Cat's Hospitality
3 The room is filled with a lot of junk. PCs need to Pavilion]. PCs will earn 3★.
make a Danger Sense check (TN 14). If they fail,

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★.

FIXED MISSION "FIND FURIA" (RECOMMENDED LEVEL 3+)


CLIENT : R ICCI She will say, “Ricci called for me? Really? He needs
“If there is no fire in the hearth, there is no work. me, doesn't he? Yeah. I'm coming. I'll be right there!” But
There's a fire fairy named Furia. She lives at the bottom of then, after the three, Einsel will come and say, “Wait. He
The Flame Pit. If you shout into the pit that I need her, threw you because it was convenient for him, and now
she'll surely come out.” calling you back when he needs you, isn't that too
convenient? We need a reimbursement.”.
1) SUMMARY OF THE MISSION As a token of their good faith, Einsels will order PCs to
PCs need to go to [43: The Flame Pit] and bring back go to [62: Peaceful Orchard] and buy some food from
Furia the Einsel to complete the mission. “Lana's Restaurant.”
If Furia dies, the mission is discarded. In that case, Refer to the “Get “Honey-Dipped Pear Cream Cake”
Furia will be resurrected 7 days (42tb) later at [43: The in the “Common Events: Errands” section (see p. 115).
Flame Pit]. When Furia is resurrected, Ricci will ask PCs Once the errand is completed, the Einsels will be satisfied,
to find her. And PCs will be able to receive this mission and PCs can take Furia to the Ricci.
again. 4) CLIMAX
None.
2) DETERMINE THE AREA
Determine the area of [43: The Flame Pit] and fill in 5) E PILOGUE
the map. The mission will be completed if PCs return to the
[Seven Colored Cat's Hospitality Pavilion] with Furia. PCs
3) E VENTS ON THE WAY will earn 3★.
Fire Pit After that, PCs will be able to find Furia in [Fixed
After traveling to [43: The Flame Pit], play the normal Section 1: Seven Colored Cat's Hospitality Pavilion], and
events. After that, if the PCs go to the pit and call out Furia's she will help them make weapons and armor in [5. Steel
name and tell her that Ricci asked her to come and get her, Workshop].
then eventually (Sword) Einsel (see p. 139) will appear.

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.”

1) SUMMARY OF THE MISSION Pixie's Request (+★★)


PCs need to go to [21: Flowering Hills] and [66: Flower When PCs arrive at [1. Flower Fairy Garden] in [66:
Garden Maze] and give the fairies [Ricci's Delivery] to Flower Garden Maze], they can give Pixies 1 x [Ricci's
complete the mission. At the start of the mission, PCs will Delivery].
receive 2 x Ricci's Delivery from Ricci. Ricci's Delivery is a Pixies will ask PCs to “Deliver the Letter to Cirie.”
set of ceramic tableware. Refer to the “Common Events: Errands” section (see p.
115). If PCs accept this request, determine the location of
2) DETERMINE THE AREA the [33: Little House in the Sky] and fill it on the map.
Determine the areas of [21: Flowering Hills] and [66: However, even if PCs don't accept the request, Pixie will
Flower Garden Maze], and fill them in on the map. only be upset, and the mission will not be affected. If PCs
complete this request, they will receive 2★.
3) E VENTS ON THE WAY
You can start from either [21: Flowering Hills] or [66: 4) CLIMAX
Flower Garden Maze]. When PCs arrive at [21: Flowering None.
Hills], go to “Join the Fairy Party.” When PCs arrive at [66:
Flower Garden Maze], go to “Pixie's Request”. 5) E PILOGUE
When PCs have delivered 2 x Ricci's Delivery, go to the The mission will be completed when PCs give all of
climax. Ricci's Deliveries to the fairies and return to [Fixed Section
1: Seven Colored Cat's Hospitality Pavilion]. PCs will earn
Join the Fairy Party 3★.
When PCs arrive at [21: Flowering Hills] and try to
hand over Ricci's Delivery, they will be told that they must
participate in at least one of the games in [1. The Fairy

FIXED MISSION "GET THE EFREET’S FLAME" (RECOMMENDED LEVEL 7+)


CLIENT : R ICCI Efreet will tell PCs the location of [56: Square of Magic
“Get Efreet’s Flame from Efreet. With Efreet’s Flame, Circles]. Write [56: Square of Magic Circles] on the map.
I can forge magic weapons and armor. Efreet lives in The
Flame Pit.” 4) CLIMAX
After arriving at the [56: Square of Magic Circles] and
1) SUMMARY OF THE MISSION chanting the password, PCs will hear a young woman's
PCs need to go to [43: The Flame Pit] and return with voice saying, “We will now begin the Hidden Battle Trial -
Efreet’s Flame. Meteor Version. At the same time, Grunel (see CR II, p.
313) will appear from the surrounding magic circle and
2) DETERMINE THE AREA attack PCs.
None.
Enemy Determination Table
3) E VENTS ON THE WAY 1 PC 1 x (Sword) Grunel (see CR II, p. 313)
At The Flame Pit 2 - 3 PCs + 1 x Grunel
When PCs arrive at [43: The Flame Pit], they will find 4 – 5 PCs + 1 x Grunel
1 x Einsel (see p. 139). If they give Einsel one of the dishes From round 2, roll a 2d at the beginning of the round.
from Lana's Restaurant, then she will drop them safely to If the roll is 6 or less, numerous fireballs will fall from the
the bottom of the pit. See “1. Efreet's Dwelling Place” on sky, covering the entire square and targeting everyone
page 62. When PCs ask for the Efreet’s Flame, the Efreet participating in the battle, including daemons.
will say, “To light the Efreet’s Flame, you need to make a PCs must make Willpower save (TN 18). If they fail,
special torch. The material for the torch, the Starry Branch, they will receive Power 30 + 11 magical fire-type damage
can be obtained in one of the Square of Magic Circles trials. (Critical Threshold 10). If PCs succeed, the damage will be
Bring me the Starry Branch, and I'll make you a torch and halved (rounded up).
give you Efreet’s Flame,”. The trial is a special kind of trial
that occurs when PCs say the password. Efreet will tell them 5) E PILOGUE
the password, but he won't tell them the trial details, just Once PCs have defeated all the daemons, they will
that it's a battle. receive a message saying, “You have passed the Battle Trial

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.

Gift Table Enemy Determination Table


1d Gift 1 PC 1 x (Sword) Werewolf (see CR II, p. 256)
1 1 x Sand Rose 2 - 3 PCs + 1 x Werewolf
2 1 x Witch's Flower 4 – 5 PCs + 1 x Faceless (see CR II, p. 255)
3 5 x Grass of Beautiful Skin
4 1 x Fairy Wine 5 – 6: The Drunkard's Fairy
5 1 x Fairy Dust A drunken fairy appears. Roll a 1d and use the “Fairy
6 All of each dish from Lana's Restaurant Decision Table” to decide what fairy it is. The fairy will
attack PCs playfully. The fairy comes to their senses when
their HP drops below 10 points.
2) DETERMINE THE AREA
None.
Fairy Decision Table
1d Fairy
3) E VENTS ON THE WAY
1–2 1 x Frau (see p. 139)
None.
3–4 1 x Puck (Puck (see CR III, p. 308)
5-6 1 x Dryad (see CR III, p. 307)
4) CLIMAX
Once PCs have acquired all of the specified items, roll
a 1d and consult the “Mishap Determination Table.” 5) E PILOGUE
The mission will be completed if PCs return to [Fixed
Section 1: Seven Colored Cat's Hospitality Pavilion] with
Mishap Determination Table
1d Mishap the two specified items. PCs will earn 3★.
1–2 Tornado
3–4 Encounter with Barbarous
5-6 The Drunkard's Fairy

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.

3) E VENTS ON THE WAY 5) E PILOGUE


If PCs go to [2. Artificer's Room] (see p. 74) in [53: Fire
The Search for Fairy Ore
Pillar Tower] and give Emiko the rest of the fairy ore. She
When PCs arrive at the desired section, play the normal
will start to make the bells. The mission will be completed.
events.
After that, PCs need to make a Search check using the PCs will earn 3★.
“How to Search” section of “Common Events: Searching” Also, if PCs haven't met Scudel yet, see “2. Artificer's
(see p. 114). If the check is successful, PCs will receive 1 x Room” in [53: Fire Pillar Tower].
Fairy Ore found in this section. The bells will take 2 days (12tb) to be completed. The
Note that there are no places to search in some sections. “Fixed Mission: Install 4 Bells” will not occur until the bells
However, in both cases, PCs can perform a search check are completed.
after playing the normal events. The PCs gain a +1 bonus

FIXED MISSION "UNLOCKING THE MAGIC CIRCLE" (RECOMMENDED LEVEL 6+)


CLIENT : EMIKO 3) E VENTS ON THE WAY
“The transmigration magic circle seems to have been Transmigration Magic Circle
sealed by Anomala. There is also a construct guarding it, so The transmigration magic circle is located on the sixth
I can't get close to it. I'm sorry, but you'll have to come with underground floor of the building that surfaced next to the
me to the magic circle.” Seven Colored Cat's Hospitality Pavilion. PCs have to enter
from the first floor and go down to the sixth underground
1) SUMMARY OF THE MISSION floor. Each floor is connected to the next by stairs. There
PCs need to take Emiko to the transmigration magic are no doors on the way.
circle and remove the seal to complete the mission. Each time PCs enter a floor, roll a 1d and refer to the
Emiko will accompany PCs. Use Cait Sith (see p. 139) “Room Decision Table”. Reroll if this roll already
stats enhanced with Sword Shards for Emiko. If Emiko occurred.
dies, this mission will be considered a failure and will be Only the sixth underground floor has a specific room.
discarded. Emiko will be immediately returned to Seven When PCs reach the sixth underground floor, proceed to
Colored Cat's Hospitality Pavilion and will be revived, but the climax.
it will take 5 days (30tb) for her to fully recover. Until then,
PCs will not be able to take this mission from Emiko.

2) DETERMINE THE AREA


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★.

5: Deck Chest Trap Room (+★★)


In this room, there is a lot of furniture. There is a Deck
Chest Trap (see CR II, p. 290) that mimics furniture and
will attack PCs. There is only 1 x Deck Chest Trap,
regardless of the number of PCs. Defeating a monster earns
PCs 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).

COMMON EVENTS: SEARCHING


H OW TO SEARCH
Bone Material Search Table
Search check (TN = adventurer level + 6) should be
1d Bone Material Limit
done according to the description of the [Always] event in
each section. 1 – 3 Magical Bones (250G/red A) -
If the check is successful, the PC should roll a 1d and 4 – 5 Ivory (500G/gold red A) 32
consult the table specified in each section to determine 6 Dragon Fang (1200G/red S) 16
what has been found. Ruins Search Table
It is also possible to search for specific items. In that 1d Item Limit
case, the TN of the Search check will be increased by 2. If
- Thin Feather (120g/red A) x l -
this check is successful, PC will automatically find the item
1 – Old Accessory (1d x 200G/gold white A - S) x
they were looking for without having to roll a 1d. Searching 32
3 1
for an item specified in a mission will also increase the TN
by +2. 4 – 5 Elegant Furniture (2d x 200G / white A - S) x l 16
PCs can only search the same place only once a day. 6 Sand Rose (2d x 1000G/gold S – SS) x 1 8
However, some sections or missions might specify that Treasure Search Table
search there is possible once per 1tb. 1d Item Limit
In addition, each item has a limit to the number of items - Mako Stone (1d MP pts.) x 1 -
that can be acquired in Fairyland. If an item is already 1 Storage Bracelet (see CR II, p. 158) x 1 1
acquired to its limit, it will be assumed that the item has 2 Judgment Spear (see CR III, p. 183) x 1 1
been exhausted, and the result should be changed to one 3 Combat Maid's Outfit (see CR III, p. 181) x 1 1
step lower than the original result. 4 Scale Mask (see CR II, p. 155) x 1 1
5 Asteria's Defense (see CR III, p. 179) 1
R ESULTS T ABLES
6 Robe Of Wild Roses (see CR III, p. 180) x 1 1
Herb Search Table
1d Herb Limit
Forest Search Table
1–3 Lifegrass x 1 -
1d Item Limit
4 Pipe Grass (see p. 125) x 1 32
1 – 2 Sharp Laves (100G/green A) x l -
5 Magic Herb x 1 16
3 – 4 Spinning Petals (200G/green A) x 1 32
Grass of Beautiful Skin (see p. 125) x
6 16 5 Sharpened Leaves (500G/green A) x 1 32
1
6 Forest Miracle (2000G/green S) x 1 16
Fairy Ore Search Table
1d Fairy Ore Limit
1 Light Concentrate x 1 - Other Search Table
1d Item Limit
2 Dark Concentrate x 1 -
Elaborate Weapon (150G/black white
3 Earth Concentrate x 1 - 1–2 -
A) x 1
4 Water Concentrate x 1 -
3 – 4 Big Weapon (300G/black white A) x 1 32
5 Fire Concentrate x 1 -
Magnificent Spear (600g/black white A)
6 Wind Concentrate x 1 - 5 32
x1
Magic Materials Search Table 6
Well-Kept Weapon (1000G/black white
16
1d Magical Material Limit S) x l
Magical Material (200G/gold green A)
1–3 -
x1
4 – 5 Magical Stone (250G/gold A) x1 32
Magical Iron Nugget (6800/gold black
6 16
A) x1

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.

COMMON EVENTS: ERRANDS


Roll a 1d and decide what the PC's errand will be. Step 3) PCs need to return to the original section and give
the client the “Fairy Dust” to complete the errand.
Errands Decision Table
1d Event 4) B ORROW A BOOK FROM DEELA H ARPY
Get “Honey-Dipped Pear Cream Step 1) PCs need to go to [52: Tree of Birdcages] and play
1
Cake” the normal events.
2 Get “Fairy Wine” Step 2) PCs need to borrow a book from Deela Harpy who
3 Get “Fairy Dust” will give it for free (see p. 71).
4 Borrow a Book from Deela Harpy Step 3) PCs need to return to the original section and give
5 Deliver the Letter to Cirie the client the Book from Deela Harpy to complete the
Go lay flowers on the White Stone errand.
6
Monument
5) DELIVER THE L ETTER TO CIRIE
1) GET “H ONEY -DIPPED P EAR CREAM CAKE” Step 1) The client will give PCs a “Letter to Cirie.”
Step 1) PCs need to go to [62: Peaceful Orchard] and play Step 2) PCs need to go to [33: Little House in the Sky] and
the normal events. play the normal events.
Step 2) PCs need to go to “Lana's Restaurant” and buy 5 x Step 3) Give the “Letter to Cirie” to Cirie, who lives in a
“Honey-Dipped Pear Cream Cake”. house on top of a rock, and they will get a “Reply from
Step 3) PCs need to return to the original section and give Cirie.” Cirie is waiting for this letter, so she will come out
the client the “Honey-Dipped Pear Cream Cake “ to of the house when the PCs call her.
complete the errand. Step 4) PCs need to return to the original section and give
the client the “Replay from Cirie” to complete the errand.
2) GET “FAIRY WINE”
Step 1) PCs need to go to [21: Flowering Hills] and play the 6) GO LAY FLOWERS ON THE WHITE STONE
normal events. M ONUMENT
Step 2) PCs need to Participate in the fairy's party to get 5 Step 1) The client will give PCs flowers to put down.
x Fairy Wine. Step 2) PCs need to go to [63: Flower Garden with a
Step 3) PCs need to return to the original section and give Waterway] to take a boat through the waterway, and play
the client the “Fairy Wine” to complete the errand. the normal events.
Step 3) PCs need to place flowers at the White Stone
3) GET “FAIRY DUST ” Monument.
Step 1) PCs need to go to [35: Starry Stage] and play the Step 4) PCs need to return to the original section and report
normal events. to the client to complete the errand.
Step 2) PCs need to dance with Dunae to get 1 x “Fairy
Dust”.

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

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

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.

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

F RUITS OF THE F OREST OF GIANT T REES ABOUT “F AIRY DUST”


Here you can find stats for fruits of Forest of This is the glittering golden powder that sprites are
the Giant Trees. When character eats fruit, they sprinkling around. If characters are exposed to this powder,
they will be transformed into a fairy. Those who are
get fruit’s effect. If a character eats more than one exposed to the powder must roll a 2d to determine what
fruit, they will only receive the effect of the fruit they eat kind of fairy they have transformed into by referring to
latest. Fruits are effective for 3 days (18tb) after they are “Fairy Pranks Table E” (see p. 117). Note that this item
harvested. All fruits have a base price of 500G/green A. cannot be taken out of Fairyland. Base Price: 500G/gold A.

Red Fruit: ”Fruit of the Fire Spirit Tree”


A person who eats this fruit receives -2 damage of fire ABOUT “F AIRY 'S GEMS”
type and +2 damage of water/ice type for 1 day (6tb).
Fairy’s Gem
Yellow Fruit: “Fruit of the Earth Spirit Tree” Base Price: Fairy Level x 1,000G (not for sale)
A person who eats this fruit receives -2 damage of earth Each fairy’s gem has a
Cat.
type and +2 damage of wind type for 1 day (6tb). Pop. 18 App. different color depending Consumable
on its fairy. Rank
Sum. Calls a fairy Era -
Blue Fruit: “Fruit of the Water Spirit Tree”
Effect
A person who eats this fruit receives -2 damage of This is a gem that can call 1 fairy by saying the secret phrase. Sylph's Gem
water/ice type and +2 damage of fire type for 1 day (6tb). will call 1x Sylph, Skadi's Gem will call 1 x Skadi, and so on. The called
fairy will stay by the side of the caller for 1 minute (6 rounds) and follow
their instructions, except those that harm non-threatening characters or
Green Fruit: “Fruit of the Wind Spirit Tree” other fairies. When the called fairy's duration expires, the fairy will be
A person who eats this fruit receives -2 damage of wind sucked into the gem and disappear. After that, the gem will shatter.
type and +2 damage of earth type for 1 day (6tb). If the caller calls upon a fairy in combat, it is treated as a Major Action.
Then the called fairy can act immediately.

ABOUT “GRASS OF B EAUTIFUL SKIN”


When made into tea, this grass leaves the skin moist
and smooth. Base Price: 20G/-
ABOUT "F AIRY GLASSES"
Fairy Glasses Base Price: 20,000G
Eyeglasses with seven-
Acc.
Pop. 14 App. colored lenses inlaid with Face
ABOUT “P IPE GRASS” flowers and grasses. Section
Those who can't see fairy will be able
Tobacco is used for pipes. Basic Price: 5G/-. Magic
Sum. to see them, and they will be able to Era
Civilization
speak Sylvan.
Effect
With these glasses, runefolk will be able to see fairies. Also, those who
ABOUT “F AIRY I NVISIBILITY P OTION” are unable to speak Sylvan will be able to understand and speak the
language of fairies.

Fairy Invisibility Potion Base Price: 1,200G


Glittering golden Cat.
Pop. 16 App. Consumable
pills Rank
Makes invisible from barbarous,
Sum. Era -
undead, and daemon
Effect
For 10 minutes (60 rounds), barbarous, undead, and daemon characters
cannot detect the character who drinks this potion by any means.
However, this effect is immediately removed if the character makes a full
move, attack, cast a spell, or is attacked by another person. The Fairy
Invisibility Potion can only be created by pixies. To create Fairy
Invisibility Potion, 1 Fairy's Powder and 1 Fairy's Wine are needed.
However, it only works in Fairyland.

125
ABOUT "WHEEL OF L IFE "

Wheel of Life Base Price: Not for Sale


A spinning wheel that Cat.
Pop. - App. -
continues to churn. Rank
Keep spinning the lives of those who Magic
Sum. Era
spin it while chanting the password. Civilization
Effect
A person who spins the Wheel of Life while chanting the password will
never grow old or die of old age while the wheel is spinning. However, if
their HP falls below 0 and they fail Death Check, they will die. A person
who wishes to receive this effect anew must stop the wheel and start
spinning it while reciting the password. The Wheel of Life can be
stopped by anyone. The Wheel of Life can be found at [33: Little House
in the Sky]. Currently, Belsen, Cirie, Zela, and Fin are under the effects
of the Wheel of Life, which is why Cirie and the others have been alive
for over 700 years, despite being runefolk. This item cannot be taken out
of Fairyland.

ABOUT THE “F RUIT OF THE T REE OF L IGHT ”


AND THE “F RUIT OF THE D ARK T REE ”
The white fruit that grows on the Tree of Light is called
the “Fruit of the Tree of Light”, and the black fruit that
grows on the Dark Tree is called the “Fruit of the Dark
Tree”.
The Tree of Light attracts Sprites (see CR III, p. 305),
and the Dark Tree attracts Shades (see CR III, p. 304).
These trees take several hundred years to grow fruit.
Therefore, Sprites treasure the “Fruit of The Tree of
Light”, and Shades treasure the “Fruit of the Dark Tree”.
However, both fruits are only worth “1,000G/green A” in
terms of gamel.

ABOUT “WITCH'S F LOWER ”

Witch's Flower Base Price: 1,500G


Small red
Pop. 13 App. Cat. Rank Consumable
flower.

Sum. Recovers MP when eaten. Era -


Effect
Eating this flower restores 10 MP points.
The Witch's Flower is a small red flower, and its buds bloom by sucking
up mana from the surrounding area. The flower stores the mana it sucks
up, so eating the flower will restore MP. If you eat a Witch's Flower
during combat, it is treated as a Major Action.

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%.

ADVENTURE ACHIEVEMENT CHECKLIST


☑ % Content ☑ % Content ☑ % Content
☐ +2 Ham has returned to the “Seven ☐ Found out “Information: About the Fairy King ☐ PCs unsealed
Colored Cat’s Hospitality Pavilion” +2 3. Secret”. +2 Transmigration Magic
Circle.
☐ +2 Isabel has returned to the “Seven ☐ +3 Found out “Information: About the Fairy King ☐ +3 Waked up the Fairy King.
Colored Cat's Hospitality Pavilion” 4. Truth”.
☐ +2 Ricci has returned to the “Seven ☐ +2 Found out “Information: About the Crown of ☐ +3 Destroyed Daemon Gate.
Colored Cat’s Hospitality Pavilion” the Fairy King's 2. Secret”.
☐ +2 Eira has returned to the “Seven Colored ☐ +3 Found out “Information: About the Crown of ☐ +2 Found 5 brownies.
Cat’s Hospitality Pavilion” the Fairy King's 5. Crystal Tower Seals”.
☐ +3 Emiko has returned to the “Seven ☐ +2 Found out “Information: About the Witch 1. ☐ +2 Found 10 brownies.
Colored Cat’s Hospitality Pavilion” Existence”.
☐ +3 Lasagna has returned to the “Seven ☐ +3 Found out “Information: About the Witch 5. ☐ +2 Visited Fairy King's Castle at
Colored Cat’s Hospitality Pavilion” Witch's Awakening”. nighttime.
☐ +3 Fire Crystal Tower is unsealed. ☐ +2 Found out “Information: About Anomala’s ☐ +2 Obtained “Statue of Tree
Legacy 1. Existence”. Frog”.
☐ +3 Water Crystal Tower is unsealed. ☐ +3 Found out “Information: About Anomala’s ☐ +3 Obtained “Wheel of Life”.
Legacy 4. Identity”.
☐ +3 Earth Crystal Tower is unsealed. ☐ +2 Met Efreet. ☐ +2 Defeated Deanna.
☐ +3 Wind Crystal Tower is unsealed. ☐ +2 Met Mimir. ☐ +2 Defeated Sheila.
☐ +3 Light Crystal Tower is unsealed. ☐ +2 Met Titan. ☐ +2 Defeated Meaningless.
☐ +3 Dark Crystal Tower is unsealed. ☐ +2 Met Jinn. ☐ +2 Obtained Magic Sword.
☐ +2 Found out “Information: About ☐ +2 PCs have found Emma. ☐ +2 Maruki and Lotte have met.
Fairyland 3. Secret”.
☐ +3 Found out “Information: About ☐ +2 Earned the title “Returned from Fairyland” ☐ +5 The witch was defeated!
Fairyland 4. Truth”.

NPC CHECK SHEET


NPCs Relationship (□: Have met / ♡: Have gained trust / ☼: Have become enemies and defeated)
NPC’s Name Relationship NPC’s Name Relationship
Glynn □♡☼ Isabel □♡☼
Anomala Hamesgadaras □♡☼ Pixie of Flower Garden Maze □♡☼
Jinn of Cape of Clouds □♡☼ Bitz and Cecilia □♡☼
Emma Roseworth □♡☼ Emiko □♡☼
Quiche □♡☼ Fin □♡☼
Irving □♡☼ Furia □♡☼
Sheila Rafida □♡☼ Belsen □♡☼
Cirie □♡☼ Ham □♡☼
Scudel □♡☼ Efreet of the Fire Pit □♡☼
Suhoi and Miku □♡☼ Poppin' Bobbin' □♡☼
Zela □♡☼ Maruki □♡☼
Titan of the Forest of Giant □♡☼ Fairy King □♡☼
Trees
Dulles □♡☼ The Witch of Fairyland □♡☼
Deanna Rafida □♡☼ Lasagna □♡☼
Mimir of the Frozen Sea □♡☼ Lana, the Honey Princess □♡☼
Eira □♡☼ Libby □♡☼
Ricci □♡☼ Lotte □♡☼

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

Average PC level Adventure Completion


%

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.

effect as a psychic type. This effect occurs automatically at the start


BARBAROUS of Vampire Lily's turn.
[Double Claws]
When dealing damage with a Claw attack, the damage is rolled twice
17 Vampire Lily (Vampire Form) and added during damage calculation.
[Blood Suck]
Int: High Loot On a successful Claw attack, the Vampire Lily (Vampire Form) can
Perc: Five senses (Darkvision) Tainted Ashes choose to drink blood instead, dealing 2d + 25 damage. The
Lang: Barbaric, Trade Always
(10,000G / gold SS) Vampire Lily heals HP equal to the total damage dealt.
Common, Arcana, Nosferatu 2 – 10 None If the target is reduced to 0 HP or lower from this attack, they receive
Hab: Various Immortal Cloak a -15 penalty to their next Death Check. If the character fails this
Disp: Hostile 11 –
(10,000G / White Death Check, they receive an extra 5 soulscars and rise as a Blood
Rep / Weak: 19/25 12
SS) Sucker (see CR II, p. 279).
Initiative: 24 Valley Lily If the Vampire Lily does not use this ability at least once every 7
Movement Speed: 22/44 13+ Ornament (16,000g / days, they lose 8 HP and MP per week (cumulative) that they, do
(Flying) gold white SS) not drain blood and cannot use their “Regeneration” ability. These
Fortitude: 22 (29) penalties immediately go away once the Vampire Lily successfully
Willpower: 22 (29) drains blood.
F Style Accuracy Damage Evasion Def. HP MP [Vampire Body]
Claw 22(29) 2d+20 22(29) 19 112 112 As long as a Vampire Lily (Vampire Form) is under sunlight, it
receives a -2 penalty to all Accuracy and Evasion Checks.
Weak Point: Physical damage +2 points
Additionally, the Vampire Lily cannot use their “Regeneration” or
Unique Skills “Normal Weapon Immunity” abilities, and at the end of each
[Truespeech Magic, Spiritualism Magic, Divine Magic (Level 14) / round, the Vampire Lily is dealt 9 Magic damage. This damage
Magic Power 21 (28)] cannot be reduced by any means.
A Vampire Lily (Vampire Form) may cast Truespeech, Spiritualism, [Resurrection]
and Divine Magic as a fifteenth-level Sorcerer, Conjurer, and Priest. After 7 days, the Vampire Lily will revive itself from the collection
It is up to the GM to determine any Special Divine Spells. For of tainted ashes that it leaves behind when “killed”. To prevent this
individual spell effects, refer to that spell's description. from occurring, the ashes must be dispersed into free-flowing water
[Magic Aptitude] or
They can use the Combat Feats [Magic Convergence], stored in a place sacred to one of the Gods of Light. However, for
[Metamagic/Targets], [Metamagic/Time], [Metamagic/Area], these methods to be effective, the character performing the deed
[Hawk Eye], [Multi-Action], [Wordbreak]. must have succeeded on their Monster Knowledge check enough to
[Flight] know the Vampire Lily’s Weakness. If they have not, the Vampire
They receive a +1 bonus to Accuracy and Evasion only for melee Lily will resurrect itself after 7 days.
attacks. [Bat Form]
[Normal Weapon Immunity] As a Minor Action, the Vampire Lily transforms into a myriad of
They are immune to damage from normal weapons and can only be bats, each about 10cm long. For more information, see the Vampire
harmed with silver or magical weapons. Lily (Bat Form) data. A Vampire Lily cannot transform during the
[Lily Scent / 20 (27) / Willpower / Negated] same turn they use their [Vampire Form] ability.
Vampire Lily (Vampire Form) emits a lily-like scent and attracts any [Regeneration]
target within a 20m radius. The target will try to support and heal the A Vampire Lily (Vampire Form) recovers 8 HP at the end of each
Vampire Lily as much as possible for 10 seconds (1 round). Target round, unless their HP is 0 or less.
will attempt to use spells, combat feats, and other items to give
Vampire Lily the greatest possible advantage (up to GM). Treat this

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.

Staff List Web Content


Supervision: ............................................. Kei Kitazawa (Group SNE site)
Scenario Creation: ……………………….Tadaaki Kawahito http://www.groupsne.co.jp/
Design: ……………………………………………….Tanaka Kouji You can find here errata and FAQ, and interviews.
Development: …………………………………… Group SNE
Cover Illustration: …..…… Kususaga Rin, Anji Majima (Fujimi Shobo official TRPG ONLINE
Cover Comic: ………………………………………. Choko Fuji Introduction page of "Sword World 2.0")
Character Illustrations: ….… Popolcha, Mikako Mikaki https://fujimi-trpg-online.jp/game/sw.html
Section’s Illustrations: Kajmya, Kiwo, Tsuda Numato, This page contains information on downloads for
bob various sheets and new releases.
Editing: ………………..... Keiji Kariya (Arclight Co., Ltd.).
Main Text Design: … Shinya Sasaki (Arclight Co., Ltd.) (SNE's "Sword World 2.0 Days")
Translation and Editing: …………………………… Auquid http://sw2.blog.shinobi.jp/
The development diary of Group SNE staff is posted
here.

Original Release Date: 2010/03


Translation Release Date: 2021/11

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


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

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

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