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Daemon's Line

The document is a guide for playing a campaign in the Sword World 2.5 role-playing game, set in the dangerous Korgana region. It includes rules for character creation, gameplay mechanics, and various areas to explore, along with specific symbols and terms used throughout the game. Players can engage in quests, manage time, and interact with different facilities while aiming to conquer areas and defeat powerful monsters known as 'Lords.'

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Miguel Esquivel
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
39 views137 pages

Daemon's Line

The document is a guide for playing a campaign in the Sword World 2.5 role-playing game, set in the dangerous Korgana region. It includes rules for character creation, gameplay mechanics, and various areas to explore, along with specific symbols and terms used throughout the game. Players can engage in quests, manage time, and interact with different facilities while aiming to conquer areas and defeat powerful monsters known as 'Lords.'

Uploaded by

Miguel Esquivel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 137

1

Part 1 How to Play

2
3
Part 1 How to Play

4
5
Part 1 How to Play

6
E: Reines.....................................................38 Central Area 4: The Gift of
Introduction & Glossary .............................. 8 F: El Yabibi.................................................39 Lightning/Mountains ............................... 100
Introduction ................................................. 8 G: Bosunghamn .........................................40 Central Area 5: Attack on a Magic
Glossary ........................................................ 8 H: Oxsilda ..................................................41 Train/Wetlands ....................................... 101
About References......................................... 8 Central Area 6: Return from the Darkest
Area 1 “Plains” ...........................................42
Part 1 How to Play .................................... 9 Depths/Wilderness ................................. 102
Area 2 “Forest” ..........................................48 Central Area 7: Birth of Teutal/Fjord .... 103
Before Reading the Rules ..........................10 Area 3 “Mountains” ...................................54
Rules Unique to this Book ........................10 Central Area 8: Prayer Buried in Snow/Snow
Area 4 “Wetlands” .....................................60 Forest ....................................................... 104
Character Growth.......................................11
Area 5 “Wilderness” ..................................66 Central Area 9: Lost Wedding/Tundra . 105
Other Notes ...............................................12
Area 6 “Fjord” ............................................72 Central Area 10: The Great Erosion
How to Play the Campaign ........................13
Area 7 “Snow Forest” ................................78 Counterattack/Final Battle ...................... 106
Passage of Time .........................................14
Area 8 “Tundra” ........................................84 Ending...................................................... 107
Explore the Various Areas of the Korgana
Shallow Abysses .........................................90 Part 3 Data ............................................ 109
Region.........................................................14
Map of Outer Area ....................................90 Items Data ............................................... 110
Fatigue Level Treatment ............................17
1st Shallow of Alexandra ...........................90 Weapon Details ...................................... 110
What PCs Can Do in the City ...................18
2nd Shallow of Alexandra..........................91 Armor Details.......................................... 110
Procedures for Shallow Abysses ................20
1st Shallow of Katya ...................................92 Chemicals/Herbs..................................... 111
Combat .......................................................21
2nd Shallow of Katya .................................92 Class-Specific Items................................. 111
Total Defeat and Death, Resurrection ......24
1st Shallow of Zai .......................................93 Adventure Items ...................................... 112
About Guardian Fellows ............................25
2nd Shallow of Zai .....................................94 Accessories .............................................. 112
Player’s Daemon's Line Strategy Guide ....26
1st Shallow of Tautomi ..............................94 Monsters Data ......................................... 113
How to Fill out the Adventure Management
Sheet ...........................................................28 2nd Shallow of Tautomi ............................95 Guardian Fellows Data ........................... 116
Part 2 Main Scenario............................... 29 1st Shallow of Nanaly .................................96 “Black Wolf” Alexandra ......................... 116
Basics of Northwest Korgana Region ........30 2nd Shallow of Nanaly ...............................97 “Hero Killer” Katya Rosa ....................... 117
Prologue .....................................................31 Map of “Central Areas” .............................98 “Fatal Shot” Zai ....................................... 118
Cities ...........................................................33 Central Area 1: Escape from Royal “Indomitable Goliath” Tautomi ............. 119
A: Kurtzholm .............................................34 City/Prologue..............................................98 “Princess of Deprivation” Nanaly........... 120
Central Area 2: Treacherous Snow/Plains 99 Camping .................................................. 121
B: Esamier ..................................................35
Central Area 3: Blood-Stained Common Events...................................... 122
C: Paluake ..................................................36
Ceremony/Forest .......................................99 Designer's Notebook ............................... 134
D: Turkhidar ..............................................37

7
Part 1 How to Play

Welcome to Wall of the Abyss and Land of the Your purpose for visiting this land will be determined in
Guardians, a story-based supplement for Sword World 2.5 the “Prologue.”
(SW2.5). This book can be played by one player or multiple players.
The story takes place in the northwestern part of the You will need the SW2.5 Core Rulebooks I, II, and III to
Korgana region, which is considered the most dangerous area play. The Epic Treasury and Character Building Book
in the northern part of the Alfleim continent. The Wall of the supplements can also enhance your gameplay experience.
Abyss, once home to Daemons, still bears the scars of battle.

- PC - Lord
Player character. Every area has a “Lord” who is the strongest monster in
- AL (Average Level) the area. The “Lord” moves around the area that is their
The average adventurer level of all characters participating territory. When the “Lord” moves to the same square as the
as PCs (rounded up) is always an integer. PC in the area (or when the PC moves to the same square), a
AL is often referred to in the Standard Value of checks battle with the “Lord” will take place.
and the Action Charts of Fellow, so please record it in the - Guardian Fellow
“Adventure Management Sheet” (see p. 133) and rewrite it These special Wall Guardians work with the PCs and help
whenever it changes so that you can always refer to it. them in exploration and combat. They are played using
- Area Fellows rules (see CR I, p. 193).
This term is used to describe a single area on the map of There are five Guardian Fellows in this book. See “About
the northwestern part of the Korgana region. There are eight Guardian Fellows “ (p. 25)” for more information.
areas in this game, and each must be conquered to advance to - Fatigue Level
the adjacent areas and cities that serve as bases. It is a point at which a character is continuously active or
- Quest is increased by the result of a specific event, etc. The first level
Quests are long-term requests from the Adventurers' has no particular effect, but the second and higher levels can
Guild or NPCs, etc. There is no clear deadline for completing interfere with checks and actions.
them, and they can be accomplished by fulfilling the - ★ (Star)
requirements and reporting to the Adventurers' Guild in a city, It represents the degree of success of events and Quests.
town, or village. When a certain number of Quests are solved, PCs can grow
- Time Management by returning to the city or other places once a certain number
Time management in this manual is based on an of Quests have been solved.
approximate 12-hour period; a day is divided into “day” and - [Lord] [Shallow].
“night,” and once PCs have moved or acted, they move to the These are symbols that may appear at the beginning of
next time zone. For more information, please refer to various events related to the Lord or Shallow. Events marked
“Passage of Time” (see p. 14). with [Lord] do not occur if the Lord of the area has been
defeated. Similarly, an event marked [Shallow] will not occur
if the Shallow Abyss in the area has been conquered.

In this book, references to some terms are given in the (see XX, p. YY): where XX might be an abbreviation for:
form of (see XX, p. YY). These should be handled as follows. “CR I”: “Core Rulebook I”
“CR II”: “Core Rulebook II”
(see p. YY): If there is no abbreviation and only the page is “CR III”: “Core Rulebook III”
indicated, it is a reference within this book. “ET”: “Epic Treasury”
“CBB”: “Character’s Building Book”

8
Part 1 How to Play

9
Part 1 How to Play

This book is a campaign story that utilizes the rules of


SW2.5 to explore the “Wall of the Abyss” area in the : Inn Icon
northwestern part of the Korgana region, with the objective of There is an inn where PCs can stay at 30 gamel per night,
accomplishing each task. eat a full day's worth of food, and recover with 6 hours of sleep
For some reason, the PCs decide to visit the Korgana (see CR I, p. 184).
region. Whether it's by chance or necessity, they will have a
purpose to fulfill there.
The PCs will explore areas such as the Plains and Forest : Bathhouse Icon
from the city of Kurtzholm, where the story begins, to achieve There is a bathhouse. By taking a bath, PCs can remove
their objectives. one “Fatigue Level” (see p. 17).

: Temple Icon
There is the Temple of the First Sword God. By making
This book uses various symbols and terms. Here is a
a donation to the temple, PCs can roll 1d or 2d to lift a poison,
description of the symbols and terms used.
a disease, or a curse (see p. 18).
Roll 1d, Roll 2d
This book describes the dice rolls in this way. 1d means : Store Icon
rolling one six-sided dice and referring to the roll. 2d means There is a store where PCs can trade. In addition to selling
rolling two six-sided dice and referring to the sum of the rolls. arms and items, they can also improve and enhance some
weapons and armor (see CR II, p. 241) and perform Abyss
Various Checks Notations Enhancement (see CR II, p. 245). PCs can also sell arms and
In this book, when a PC is instructed to perform a check loot.
in a scenario or event, it is written as “XX check (YY): Target
Number ZZ”.
These checks can only be attempted by a specified : Adventurers’ Guild Icon
number of people, if indicated, or by all PCs, if not indicated. There is an Adventurer's Guild where PCs can check their
If there is no instruction, all PCs can attempt the check. If a Quests, report Quests they have completed, and earn rewards.
class name is specified, it means that the check is a straight roll In addition, they can rent mounts from the Rider's Guild.
for those without that class. When “Half” is specified, any
fractional part is rounded up to the nearest whole number.
: Railroad Guild Icon
Description of Various Icons There is a Railroad Guild and a station for magic trains.
The following is a description of the icons used in this There are some conditions to use the train, but if PCs meet
book. Icons indicate that there is a facility in a city or a them, they can use them for a certain fee and travel long
settlement and that the facility is available for PCs to use. distances in a short period of time.

: Tavern Icon : Other Icon


There is a tavern. PCs can attempt to “gather information” This icon is used to confirm the occurrence of specific
there (see p. 18). events or conditions.

Before playing with this book, please review the following Play the Campaign” (see p. 13). Don't worry if you have some
unique rules. idea of what will happen next.
In combat, monster tactics are determined using the
“Monster Behavior” (see p. 21). If necessary, the player can
roll monster dice to determine the outcome.
Various Ways to Play
This book can be played by a single player or by multiple No GM, Multiple Players
players. When playing with multiple players, the game can be When playing with multiple players, you can choose to
played with a GM or without a GM. have a GM or not, in which case a representative of the players
should read out the relevant parts of the game according to
Playing Solo the instructions in the scenario. Representatives may be single
This book can be played by one person. Once you have players or take turns at each event or phase.
prepared your character, please proceed to “Part 2: Main
Scenario” (see p. 29) and follow the instructions in “How to

10
Playing with GM
This is a TTRPG, where one person is devoted to GMing. Character Creation at the Start
In this situation, only the GM should read the scenario. To create a 4th-level character, refer to the “Average
The GM describes the game according to the descriptions Adventurer Level: 4 - 5” column in the “High-Level Character
in this manual, receives reactions from the players, and Creation Table” (see CR III, p. 73) and grow the sample
resolves the game as instructed. In combat, the GM makes character or the character immediately after creation to 4th
tactical decisions for the monsters and rolls dice if necessary. adventurer level.
The story can be enhanced by roleplaying NPCs and by
allowing some variation based on the situation and the actions About Priest Class and Gods of Faith
of the PCs. The setting of this book is the Korgana region, and
Guiding Star Harula is recommended when learning the
Priest class.
There is no issue with believing in other gods, but the
When playing with this book, it is necessary to prepare a following gods cannot be chosen.
character whose adventurer level has grown to about 4th level - “Goddess of Wind and Rain’’ Furusil
when creating the character. - “God of Railroads” Strasford

Use the Original Character Sheet from this Book Create a Character with the Character Building Book
Please use this book's special character sheets (see p. 135) If you have created a character in “4th Level Character
when creating the characters. The character sheet is almost the Creation” (see CBB, p. 72), you can use it in this campaign
same as the one provided in CBB, with the addition of a without any modifications (except for gods, see above).
column for filling in some of the unique conditions of this
book. Link Character Background to Prologue
If you use “4th Level Character Creation” from CBB, you
Check the “Fatigue Level” Column will be able to enjoy the characters more deeply by linking
The new character sheet has a column for entering the their history and background to the Prologue of this book.
Fatigue Level. If the Fatigue Level changes, mark the Additionally, NPC that are related to the adventure's
checkbox to indicate the current value. objective can be more immersive if they are immediate
For a detailed treatment of Fatigue Level, see “Fatigue relatives, childhood friends, or arch-enemies of the character
Level Treatment” (see p. 17). in the setting.

Adventures in this book are mainly divided into two stages: lose all the stars they earned. It is not possible to keep earned
the first is when PCs move from one area to another and arrive ★ and gain experience points later.
at a city or settlement where there is an Adventurers' Guild, Players can also earn experience points by defeating
and the second is when they reach the end of the time period. monsters; automatic failures also grant experience points. As
There is a possibility of growth at both of those times. experience points accumulate, the players' ability scores
increase, and they can eventually raise their class levels.

The Situations in Which “★” Can be Obtained


When playing this book, the PC can grow when they reach During their adventure, PCs may earn a “★” in the
a town or village with an Adventurers' Guild. At this time, if following situations:
PCs have a specified number of “★”, experience points will
be earned, and growth will be processed. The Situations in Which “★” Can be Obtained
Defeated a “Lord” in each area
Limitations of “★” at the Time of Growth Conquered Shallow Abyss in each area
When PCs arrive at the Adventurers' Guild, they must Collected the Relics of the Guardians
have the specified number of “★” to grow. Achievements and successes in other events
The number of “★” required for growth is “AL+2” or
more. If AL is 4, PCs need 6 or more, and if AL is 7, they Earn Experience Points by Defeating Monsters
need 9 or more. When PCs pay for “★” and get experience points, they
will get experience points from monsters they defeated so far
since the last payment. PCs will gain “level of monsters
(sections) x 10” experience points.
When players report a quest to the Adventurer's Guild Note that monsters that escape immediately after or in the
and earn enough ★ to level up, they will earn experience middle of the battle should not be counted.
points equal to 200 times the number of ★ they currently Only monsters from battles in which all monsters have
have. Once the experience points are awarded, the players will been defeated can be recorded as experience points. Please
record the defeated monsters in the “Adventure Management
Sheet” (see p. 133).

11
Part 1 How to Play

Gaining Experience Points from Automatic Failure Opportunities for Growth


The experience points gained from the automatic failure In this book, PCs can only grow by visiting the
of the PC can also be used for growth. Adventurers' Guild and paying their ★. The number of ★
required for growth increases as AL goes up.
Growth is the Same as in a Regular Session It is better to keep track of the number of ★ required for
If PCs have earned experience points by paying off “★” at the next growth and return to the nearest Adventurers' Guild
the Adventurer's Guild, they can increase their ability score as soon as possible after accumulating the required number of
and class levels by spending experience points like in a normal ★ in order to grow frequently.
session.
If the adventurer level of any of the PCs increases, check
whether AL changes, and record the new value in the
Adventure Management Sheet (see p. 133).

The descriptions of the Main Scenario in this book may If you use ET when playing this book, all of its elements
sound unnatural depending on factors such as the number of can be utilized without any problem.
PCs, the presence or absence of a GM, or the situation in
progress. For example, if the outcome of a randomly selected Purchase Items
event does not fit the situation. When a PC buys or sells an item at a storefront with a
In such cases, please tolerate the unnaturalness of the “Store Icon”, all items listed in “ET” can be bought there if
situation to a certain degree while playing the game. If there is there are no restrictions.
a GM, their judgment and actions take precedence over the
descriptions and settings in this book. Using Treasure Drop Rule
If the GM wishes to use the “Treasure Drop Rule” to
adjust the difficulty level or increase the reward, they may do
so at their discretion, and the GM may enhance the “Lord” of
When there are multiple PCs, it is recommended to share each area or the Daemon in the Shallow, etc. as they deem
acquired loot and rest at the same time instead of managing appropriate.
them individually. This simplifies the process and makes it
easier to implement the rules. Unless there is a good reason
not to, sharing and unifying the party when using the rules is
recommended.

This manual does not recommend that the PCs act


separately when there is more than one PC in a group. Even
if they are acting separately, the number of all PCs should be
referred to when handling checks or encountering monsters.

When playing this campaign with multiple PCs, all PCs


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

Only One Person Gathers the Information


The information gathering at the Tavern (see p. 18), which
is an element unique to this book, can only be done by one of
the players, even if they are playing with multiple PCs.

12
Quest's Total Remuneration
The reward for completing a Quest is listed as a total
The series of adventures from the Prologue of this book amount for most of the Quests and should be distributed as
until the Ending when the objectives are achieved is called a evenly as possible among multiple PCs. If the amount of
Campaign. The campaign in this book progresses as follows. reward is described as “per PC”, all PCs will receive that
amount of reward.

Conquer Shallow Abysses


Shallow Abysses (sometimes also written simply
“Shallow”) are scattered in each area where adventures take
place. These are closely related to “Guardian Fellows” (see p.
25) and conquering Shallow Abysses as a condition for
completing some Quests.
Some of the PC's objectives also include conquering
Shallows, such as information on where Shallow is located,
which is revealed by “Gathering Information” (see p. 18) at a
tavern in town or by exploring the area.
See “Procedures for Shallow Abysses” (see p. 20) for
instructions on how to conquer a Shallow.

Achieving Objectives, Ending


Once the PCs have achieved their goal, the ending will be
reached. There are several types of endings, each with
Prologue (see p. 31) different conditions.
This is the beginning of Part 2. Main Scenario. In this During their exploration, the PCs will uncover the truth of
section, the PCs learn about their situation and objectives and the guardians' story. After the game's ending, the players can
try to achieve them. If you are playing with multiple PCs, each continue their adventures to discover the conclusion of the
PC should determine its own objectives separately and write guardians' tale.
its own objectives on the character sheet or in the notes field
of the Adventure Management Sheet. Climax on the 78th Day
When playing the game, make sure to keep track of the
Arriving in the Cities number of days that have passed in the calendar column of
In this book, cities serve as hubs for the party, where PCs the Adventure Management Sheet.
can accomplish objectives and prepare for exploration. When The climactic event occurs at noon on the 78th day. At
that time, proceed to the column marked on the calendar.
they visit a new city for the first time, they will receive ★ as a
reward for reaching the city.
There are several cities, each with different facilities
available. Facilities in each city are marked by icons, so please
check them each time PCs arrive in a new city.

Explore the Areas


PCs will explore eight areas in the northwestern part of the
Korgana region to achieve objectives. There are several ways
to reach a new city, but they will most likely have to traverse
the area on foot to reach a new area or location.

Accomplish and Reporting of Quests


Adventurers' Guilds in cities, settlements in the area, or
NPCs PCs meet may give quests.
Quests are long-term requests with no conditions or
deadlines for receiving them. If there is a Quest from the
Adventurers' Guild or other guilds, PCs are required to check
the conditions of the Quest, complete it, and report it if they
succeed in completing it.
Completing a Quest will earn ★ for each achievement,
and reporting the Quest will earn an additional ★.
If the number of ★ earned exceeds a certain amount when
reporting a Quest, the character can grow (see p. 11).

13
Part 1 How to Play

When playing the campaign, the game's time is divided


into “day” and “night”. The “day” time is roughly from 6:00
a.m. to 6:00 p.m., and the “night” time is roughly from 6:00 Lighting is required during the night hours because it is
p.m. to 6:00 a.m. The time of each period is roughly 12 hours. dark. If PCs don't have enough lights, such as torches or magic
If a series of actions are taken during the day and the lights, for 12 hours to move and work during the night time,
“Time Lapse” procedure takes place, the day becomes night, they cannot move during that time, and they cannot do any
and from night becomes the next day's day. “free activities” except for rest (see p. 16).
Once the Prologue is over and the PCs are free to move In addition, the PCs without illumination receive a penalty
about, it will be the “daytime” of the 1st Day. of -2 to the action checks due to “Outdoors at night by
moonlight or starlight only” (see CR I, p. 97).

About Nighttime Combat


In this book, continuous effects are managed in 12-hour If a battle takes place at night, and there is no lighting
increments. If the duration of the effect is more than 1 hour during all checks and for the escape check (see p. 23), also
but less than 12 hours, it will end at the beginning of the next receive a -2 penalty.
time period.
If All PCs have [Darkvision]
If all PCs have [Darkvision] or similar abilities, they do not
need lights and are not restricted in their activities during the
night period. If one of the PCs or accompanying NPCs cannot
see at night, they all are restricted from moving and free
activities.

Here is a description of the exploration procedure in the Checking the Current Location of Lord
area. Next, determine the current location of the Lord by
checking the summary of each area. Use a different marker or
Day similar indicator to indicate Lord's current location, just as
1-1. PCs Movement with the PC.
1-2. Lord’s Movement
1-3. Events Phase Combat can Occur Before PCs Movement
1-4. Free Activities Phase If the “Checking of the Current Location of the PCs” and
1-5. Time Lapse “Checking the Current Location of Lord” result in PCs and
Night Lord being in the same location, a battle with Lord will
2-1. PCs Movement immediately occur.
2-2. Lord’s Movement The process is completed when the combat is over or the
2-3. Events Phase PCs escape and moves on to “PCs Movement”.
2-4. Free Activities Phase If the PCs escape, they stay in that square. If the PCs do
2-5. Time Lapse not move with “PCs Movement”, a battle with the “Lord”
(who has not moved yet) will occur after that again.

Moving When Searching


If the PCs have moved to one of the areas by any means, When all the above preparations are done, move on from
they will be initially placed before starting the exploration “PCs Movement” (or “Lord’s Movement”) to the normal
procedure. exploration procedure.

Passage of Time
It takes half the day (12 hours), one period, to travel to an
area. After arriving at the new period, the “PCs Movement” is First, the PCs can move. After their movement, “Lord’s
already finished and continues with the “Lord’s Movement”. Movement”, is performed.

Checking the Current Location of the PCs Moving From the City
The starting square of the PC will vary depending on When moving from a city to an area, the PCs will arrive at
where it has moved to in the area. To keep track of the PC's a square connecting to a city in the area after time lapse. Then,
current location, refer to the map of each area and indicate the “Lord's Movement” and other procedures will be carried
their current location in the square adjacent to where they out.
have moved from, using a marker or similar indicator. For example, if the PCs move from Kurtzholm to “Area 1
Plains” on the 3rd day during the daytime, without any process

14
other than “PCs Movement”, they will arrive at Plains 1 during Enhanced with Sword Shards
the nighttime of the 3rd day. The process will then start from Every Lord is enhanced with a number of Sword Shards
the “Lord's Movement,” skipping the “PCs Movement.” equal to its level.

No Rest or Exploration Allowed Locations are Always Known


Since no other process other than “PCs Movement” is If playing without a GM, all Lords are visible on the map,
performed during the time when the PCs are moving from the and PCs know on which square they are currently located, and
city, they cannot rest or explore. its status and can plan their movement accordingly.
When playing with a GM, the GM does not have to tell
Movement Between Squares the PCs the current location of the Lord. In such cases, the
When moving between squares in an area, only squares GM should try to remember the current location of the Lord
adjacent to each other and connected by paths and corridors and only tell if the Lord has moved to the same square or not
can be moved. and remind it is alive or not.
After moving, go to the “Lord's Movement”.

The Movement to Squares That Are Not Connected by


Roads or Pathways Once the moves are complete, check to see if any events
Even if a square is not connected to a road or a occur in the destination square.
passageway, it is possible to move to the next square if the There are two types of events: unique events that can only
description of it says so. occur in a particular square and common area events that can
occur in several squares within an area.
Moving to a City, Moving to Another Area See the description of each square for its specific events.
When a move is made from the current square to the For area events, refer to the “XX Area Table of Events” of
outside of the area, the destination is reached after a time lapse each area and roll “2d + Day’s Modification”, and the
without any other process than “PCs Movement” as in the case corresponding event of the corresponding roll will occur.
of “Moving From the City”. If the PCs have not moved to a new square in the previous
For example, if you move from Forest 2 to Area 3 “PCs Movement”, the event will not occur. Also, the event
Mountain on the 5th day during the night, no process other may not occur as a result of the result of the roll.
than “PCs Movement” will be performed, and it will be the After resolving the event, proceed to the “Free Activities
6th day during the daytime. Furthermore, you will arrive at Phase”.
Mountain 1 with the completion of “PCs Movement during
daytime”, and the process will start from “Lord’s Movement”. Checking Day’s Modifications
The 2d rolled for the event occurrence confirmation is
Transportation by Special Means modified by the number of days since the start of the
If PCs find a special way to get around the area, they may adventure. The first six days of the adventure have no
be allowed to try to move outside of the usual ways. modification (0), and a +1 modifier is added every seven days
starting from the seventh day. It is best to remember that Day’s
Movement Without Time Lapse Modification = Number of Days since the Start of the
Some special means of transportation do not involve Campaign/7 (rounding down).
changing time. See the description of each square.
Day’s Modifications
Number of Days since the Start of the
Modification
Campaign
After the PCs move, if the Lord of the area is alive, the 1–6 0
Lord will move. The details of the Lord's movement are 7 – 13 +1
described at the beginning of each area's description. 14 – 20 +2
Basically, the Lord moves by rolling 1d, consulting with its 21 – 27 +3
description, and moves to one of the squares in the area. 28 – 34 +4
Combat occurs if the Lord moves to the same square as 35 – 41 +5
the PCs. After resolving the combat or confirming the move 42 – 48 +6
to another square, proceed to the Events Phase. 49 – 55 +7
56 – 62 +8
Skip if the Lord has Been Defeated 63 – 69 +9
If the PCs have already defeated the Lord in the area, the 70 – 76 +10
process of moving the Lord should be skipped. 77+ +11
Lord’s Characteristics No Event Phase Occurs While in the City
The Lord of each area appearing in this book has the In each city or in the indicated location, the event phase
following characteristics. does not occur, and the process is skipped.

15
Part 1 How to Play

Area Events and Common Events Actions and Checks Whose Time Required is More than
Although the events occur in each area, the table may 10 minutes
result in “Common Events” in any area. In that case, please Other actions can also be performed that require time.
refer to “Common Events” (see p. 122). These include the use of medicinal herbs and the disarming
of traps.
Combat Event
Some events are called “Combat Events”. See “Processing The Maximum Total Time Required is 3 Hours.
Combat Events” (see p. 22) for rules. If several time-consuming actions are combined, the total
time that can be spent on them should not exceed 3 hours
Mandatory Events (180 minutes).
Some events are always triggered under certain conditions
in certain squares in an area. In such cases, the events are not
referred to the “Area Table of Events” but are forced to occur
according to the description. When the Free Activities Phase is completed, the “Time
Lapse” is performed. If it was the day before, it becomes
“night”; if it was night, it becomes a day of the next day.

Once the events have been processed, free actions can be As a Rule, Day and Night Processing is the Same
taken. The Free Activities Phase mainly consists of one of the When exploring an area, the progression alternates
following actions. between “day” and “night”. As a rule, the process does not
In the case of multiple PCs, all of them must, in principle, change depending on the time of day, but the content of
perform the same action. events may change, and some events may only occur during
After completing the Free Activities Phase, proceed to the one of the time periods.
“Time Lapse” process.
Timing of Lighting and Food Consumption
Group Search When the time period becomes night, 12 hours of lighting
PCs can look for something in that square. This is mainly (6 torches, lantern oil, magic lights, etc.) should be consumed
done with a “Search Check” (see CR I, p. 107). before “PCs Movement”.
Similarly, a meal must be consumed by the end of the
About Rest “Free Activities Phase” during the nighttime period and
If PCs choose to Rest during the Free Activities Phase, before the time elapses. In the case of outdoor activities, one
PCs will have a 6-hour rest period with sleep. preserved food or equivalent should be consumed per
person. If PCs are resting in a place where they can eat, such
A “Camping Event” May Occur as an inn in the city, they will eat a full day's worth of meals
A Camping Event may occur when PCs rest in one of the there.
squares in the area. Check the “Camping Table of Events”
(see p. 121), and roll 2d and the event corresponding to the
roll will occur.
Some actions can be performed at any time during the
Rest and Camping check processing of a square in an area or a search in a city, especially
Depending on the result of the Camping Event, a those that are not timed.
Camping check may be requested. The Standard Value of the “Any time” refers to the processing of exploration in an
encampment check is Fortitude. area or between actions in a city, etc. It does not apply during
The Target Number for a check is “12 + area number”. a battle or to immediate actions or events.
For example, if the check is for Area 1 Plains, the Target
Number is 13, and if the check is for Area 5 Wilderness, the Actions Within 1 minute (60 rounds) of Time Required
Target Number is 17. Actions whose Time Required is within 1 minute can be
If the Camping Event succeeds, the participant rests performed at any time.
without any disadvantages, but if it fails, they do not get the
expected rest time and are only allowed to rest for 3 hours, Spell Casting
half of the normal rest period of 6 hours. Since most spells require only 10 seconds to cast, casting
Also, an automatic failure (double 1s) for the camping spells can be performed at any time.
check means that the PC could not rest at all.
If the PC rests only 3 hours or not at all, their Fatigue Level Handling of Eating Time
will be increased by one level. Meals are processed within that time if they are done
during rest, and consumption of preserves takes less than 10
Rest in Cities and Settlements minutes and can be done at any time.
is located in cities and settlements, where PCs can rest
safely. They must pay the fee specified for that place.

16
The PCs should manage and record their Fatigue Levels Due to Continuous Activity
when playing this book. Here is a description of how Fatigue All PCs will have their Fatigue Level increased by one level
Level is handled. at the beginning of the next time period if they have not rested
for the last 24 hours.

Due to Events
The Fatigue Level is a value that indicates how much Fatigue Level may increase immediately depending on the
fatigue has accumulated in the PC. 0 means that the character Event or some check.
is not fatigued at all and that it is healthy. The Fatigue Level
increases one by one. The more it accumulates, the more Due to the Use of Items
fatigued the PC is. The use of certain items may increase the Fatigue Level
after its duration ends.

When the Fatigue Level increases, one suffers adverse


effects due to it. These disadvantages overlap with the Fatigue Levels can be recovered by one of the following
“Disadvantages of Missing Food and Sleep” (see CR I, p. 184). methods. Fatigue Levels cannot be negative.

Adverse Effects of Fatigue Levels Due to Rest


Fatigue Level Adverse Effect After at least 6 hours of rest, Fatigue Level will recover by
0–1 No impact one level.
2 Skill Checks -1
Additional -1 to Skill Meria PC Auto Recovery
3 Even if Meria's PCs do not sleep, at the beginning of the
Checks (total -2)
4 Temporally unconscious day (noon), they are considered to have rested for 6 hours,
5 or more Death and their Fatigue Level is automatically restored by 1 level,
regardless of the result of the camping check.
Fatigue Level 2 - 3
PCs will feel dazed and sluggish. If the Fatigue Level is 2, Due to Bathing
the PCs receive a penalty of -1 for every Skill Check and a -2 Bathing in a Bathhouse in a city or a village
modifier for a Fatigue Level of 3. immediately recovers one level of Fatigue Level. The
character cannot restore more than one in the same time
Fatigue Level 4 period.
The HP immediately becomes 0, and the player becomes
unconscious. See “Unconscious and Death Checks” (see CR Due to the Use of Items
I, p. 185) for the subsequent process. The penalty of -2 for a Using specific items such as “Nomari Fatigue Remedy”
Death Check will be applied. (see p. 111) instantly recovers Fatigue Level by one level.
If a character has acquired Combat Feat [Indomitable],
they will not be unconscious if they succeed on the Death
Check.
It will take one hour to recover from unconsciousness (6 Fatigue Level, which is a unique element of this book, is
Death Checks) during the “Free Activities Phase”. Therefore, managed by each individual, just like HP and MP. Even if PCs
if a battle occurs due to “Lord’s Movement” or “Event”, such take rest together, etc., the value of Fatigue Leve” may differ
characters will be killed immediately (see p. 24). for each individual. So, each PC should manage it using a
special character sheet (see p. 135).
Fatigue Level 5
The character will die.

Fatigue Level increases in the following situations.

Due to Not Eating


All PCs must eat by the end of the day (night). If a PC fails
to eat even once that day, the Fatigue Level will rise by one
level at the beginning of the next day's “noon”.

17
Part 1 How to Play

In this section, we will describe what PCs can do in each


city and village in this book.
The activities that can be done are indicated by icons. Inns offer safe rest, and the price per night varies from
Only those activities with corresponding icons can be town to town. Meals are available unless otherwise noted.
performed. Time lapse occurs when PCs rest at the inn. In this case,
the Camping Event does not occur.

At the tavern, PCs can “gather information”. Even if PCs


gather information, time does not elapse unless otherwise PCs can take a bath in the bathhouse by paying the
specified. designated fee. No time lapse occurs after taking a bath.

Information Gathering Procedure Fatigue Level Recovery by Bathing


The “information gathering” in this book differs from By taking a bath, Fatigue Level recovers by one level
“Investigation check” (see CR II, p. 40). immediately. This effect can occur only once per time period.
Depending on the alcohol bought for the informant, PCs
can get different information. They can try to collect
information once for a specific topic for each time period.
Then PCs should roll 2d for the matter of information
In the temple, donations can be made to remove poison,
they want and refer to the following table according to the roll.
diseases, and curses.
Information Gathering Table
Removal of Poison, Diseases, and Curses
2d Result
If a PC is affected by continuous unwanted effects such as
2–4 Failure! poison, disease, curse, etc., they can request a priest of the
5–6 2d x 100 gamels was spent temple to try to remove them with Divine Magic. To do this,
7 2d x 50 gamels was spent the PC must make a donation to the temple and ask a priest
8–9 1d x 50 gamels was spent who can use Divine Magic to perform the spell.
10 – 12 Success! PCs can ask for different priests to perform this spell,
varying their Priest level. The donation required to have a
If PCs pay the amount corresponding to the spell performed is “Priest's performing spell Priest class level
corresponding roll, PCs can get the information. If the roll is x 50 gamels” (maximum 500 gamels). The PC selects the spell
“2-4”, they get no information at all; if the roll is “10-12”, they to be cast, but the request must be made to a priest who has a
get the information for free. For this 2d roll, [Sword's class level equal to or higher than the class level at which the
Grace/Change Fate] effect or a similar effect, cannot be spell can be cast.
applied.
Spellcasting Check
1 Roll The Standard Value of the priest's Spellcasting check is
Even if there are multiple PCs in the same time period, “Priest class level + 3”. Spellcasting check should be rolled by
only one “information gathering” can be performed for the the PC who requests the removal using mentioned Standard
same information at the same time period. Value.
Different information can be gathered during the same The Success Value of poison, disease, or curse is
time period. compared with the Success Value of the Spellcasting check,
and if the Spellcasting check is higher, the effect is removed.
If PCs Cannot Obtain Information
If the result is between 2 and 4, no matter how much PCs Only Once per Time Period
pay, they will not get the information. A person may only attempt to remove the spell via temple
If the roll is 5 to 9, PCs will get the information if you pay in the same time period. If the effect cannot be canceled, PC
the specified amount, but they can also choose not to pay the can make a donation again after the time period has elapsed
specified amount. In that case, they will not get the and ask for a spell. In this case, PCs can change the level of
information. the priest by changing the amount of their donation.
If the time period changes, PCs can “gather information”
again. Lend an Item to a Requested Priest
PCs may lend an item obtained by them that increases the
Avoiding Expensive Information is Also a Good Idea Success Value of Divine Magic or an item such as the Ability-
During “information gathering,” PCs can get basically the Enhancing Ring. However, a PC's ability to change the rolls,
same information no matter how much they pay. If they are such as [Sword's Grace/Change Fate], cannot be used for a
in a hurry, they may pay a higher price to get the information priest's Spellcasting check. Priests cannot use such abilities
they want, but they may give it up at that time and do even if they are Human.
“information gathering” again the next time.

18
Since priests use their own MP, PCs cannot get a discount For detailed processing, see “After Wiping Out” (see p.
on the amount of their donation by using a Mako Stone or 24).
Magic Herb.
Resurrection of Some PCs
If there are several PCs and some of them die, the
Adventurers' Guild will revive them if surviving PCs bring
At the store, PCs can buy and sell items and loot. back their dead bodies.

About the Items That Can be Bought and Sold Repayment of Debts
All items listed in CR I, CR II, CR III, and ET can be The 10,000 gamels for resurrecting can be borrowed from
purchased at the basic price. Items marked “Not for sale” or the Adventurers' Guild. If PCs have borrowed money, please
“Cannot be Traded” cannot be purchased. refer to “Debt and Repayment to the Adventurers' Guild” (see
The items described in this book are available for p. 24).
purchase in a limited number of locations (unless otherwise
noted, they can be purchased anywhere). Character Growth After Using ★
PCs can sell at half their base price for any items they own. When PCs visit the Adventurer's Guild and complete
Quest, if the number of ★ is [AL + 2] or more, players can
Armaments Enhancement
spend the “★” and grow their PCs.
All stores offer Abyss Enhancement of armaments (see
CR II, p. 245), and it can be performed in all shops. However,
“Ignidite Processing” (see CR III, p. 245) and “Extra Manatite Quest Reporting and ★ Management
Armor” (see CR III, p. 246) can be enhanced only at the When PCs report a Quest, their number of ★ will become
specially listed shops. 0, and they will receive experience points immediately for
each ★. If they report multiple Quests at the same time, they
will receive a reward and a ★ for each Quest.
If a character is capable of growing and has earned a
sufficient number of ★, they can grow after spending ★. PCs
The Adventurer's Guild is a place where PCs can check can report as many Quests as needed to obtain the number of
and report Quests, access Rider's Guild functions, resurrect ★ needed for growth. After growing, they can report the
the dead, and more. remaining Quests and receive the ★ immediately. Reporting
In the Adventurers' Guild, no time lapse will occur if PCs multiple Quests at the same time may allow for growing twice
do any of the above unless it says otherwise. at once.

Take Quests
PCs can now see the Quests that can be done in the vicinity
of that city. They should record them in the Adventure
Management Sheet and use them to guide their adventures.
The Railroad Guild allows PCs to use the railroad.
Regional Quests and Local Quests
Quests are roughly divided into two types. One is a Conditions Required to Use the Railroad
“Regional Quest” that can be reported to any Adventurer's If PCs use the train, they have to pay a certain amount of
Guild, and the other is a “Local Quest” that can only be money for each PC. If they use the train, they will arrive at the
reported at the place where the Quest was taken. destination city at the same time period 2 days later and enter
PCs should make sure to check where the taken Quest can the “Free Activities Phase”.
be reported, as well as its contents. However, many of the Railroad Guilds are no longer
available due to the effects of the Great Abyss Erosion. In
Report Quests order to use them, PCs must conquer the Shallow Abysses in
PCs can report the Quests they have achieved. They will the area where the railroad is located.
receive a reward and ★ for reporting.
Speeding up the Railway by Defeating the Lord
Using Rider's Guild Functions If a Shallow in the railroad area is conquered and a Lord
PCs can use Rider's Guild functions to rent Mounts and in the area is defeated, the railroad's travel period will be
purchase Mount Contracts. reduced from 2 days to 1 day.
Mount equipment can be purchased not only at shops but
also at the Adventurer's Guild. Moving to Another City
By train, PCs can quickly and safely travel to other cities
Resurrecting the Dead that are connected to the railroads.
In this book, the resurrection of the dead is managed by Destinations and necessary time lapse are clearly indicated
the Adventurers' Guild; if the PCs have been wiped out (see for each Railroad Guild.
p. 24), they will be resurrected by the Adventurers' Guild of
the city they most recently stopped in.

19
Part 1 How to Play

This section describes the steps for PCs to conquer Determination of the Central Area Map
Shallow Abysses. The Central Area map is determined by which area the
Shallow Abyss in this book is treated as a dungeon under Shallow is in or by which event the Shallow entered. Please
special circumstances. refer to the description of the events to determine the Central
Area map (see p. 98).

Determination of the Outer Area Map


The “Shallow Abyss” in the book is formed by a Central To determine the map for the Outer Area, first confirm
Area and a surrounding space called Outer Area. Once the the Center Area and then refer to the “Table to Determine an
PC enters the Shallow Abyss, the PC first resolve the events Outer Area”. Place the corresponding map outside of the
that occur in the Outer Area and then proceeds toward the Center Area accordingly.
Central Area. If this is the first time the Outer Area is being created for
In the Central Area, there is an Abyss Core and a Daemon the corresponding roll, place the 1st Outer Area. If the 1st
protecting it, and if the Daemon is defeated and the Abyss Outer Area has already appeared at the Shallow, place the 2nd
Core is destroyed, the Shallow is successfully conquered. Outer Area instead. After the third time, 1d should be
rerolled.
Shallow Abyss Conceptual Diagram
- Enhancing Central Area When Rolling 1
If you roll 1 on 1d for the “ Table to Determine an Outer
Area”, the Daemon in the Central Area of the Shallow will be
enhanced. After making a note of the reinforcement, roll 1d
one more time to determine the Outer Area.
This enhancement can accumulate up to 4 times.

Table to Determine an Outer Area


1d Outer Area
The “boss (monster marked with (Sword))” in the
Central Area receives a +1 bonus to all Skill Checks and
deals +1 point of extra damage. These effects accumulate
1
up to a maximum of +4 and last until the PCs leave the
Shallow.After rolling for this effect, roll 1d again to
determine the Outer Area.
1st Roll [1st Shallow of Katya]
2
2nd Roll [2nd Shallow of Katya]
1st Roll [1st Shallow of Zai]
3
2nd Roll [2nd Shallow of Zai]
1st Roll [1st Shallow of Tautomi]
4
2nd Roll [2nd Shallow of Tautomi]
1st Roll [1st Shallow of Nanaly]
5
2nd Roll [2nd Shallow of Nanaly]
1st Roll [1st Shallow of Alexandra]
6
2nd Roll [2nd Shallow of Alexandra]

Completion of Shallow Map


The Shallow map is completed after confirming the
Central Area and the Outer Area, and enhancing the boss
when a natural 1 is rolled. The PC enters the Shallow from
the Outer Area.
Upon entering the Outer Area, an event occurs according
to the description of the corresponding Shallow.

Selecting “Guardian Fellow”


Shallow Map Preparation Select a Guardian Fellow who will fight with PCs in the
First, a Shallow Map should be created to determine the Shallow Abyss. If a group has only one PC, they can have up
composition of the Shallow Abyss that the PCs are about to to two Guardian Fellows with them at the same time, but if
conquer. there are more than two PCs, they can have only one
Guardian Fellow with them at the same time.
Also, once selected, PCs cannot change to another
Guardian Fellow until they leave that Shallow Abyss.

20
Language in Shallow Abyss There are no conditions for destroying an Abyss Core; it
The Shallow Abysses in this book are special ones created can be destroyed by simply declaring, but the Daemon
at the Great Abyss Erosion. In this Shallow, the language protecting the Core must be defeated.
spoken by all NPCs and monsters and the written text will be The conquered Shallow disappears, and all PCs return
translated by the accompanying Guardian Fellow. safely to the square where the Shallow was originally located.

Escape Route from the Shallow


Destroying the Abyss Core opens an escape route out of
the Shallow. This escape out allows the PCs and other people
trapped in the Shallow to escape from the Shallow.
The movement of PCs on the Shallow Map does not The escape route will disappear along with the Shallow
indicate a specific location but only determines if PCs are once all those willing to escape from the Shallow have
currently in Outer Area or in Central Area. escaped.
Passage of Time on the Shallow Map Use of Alexandra's [Door of the Abyss]
Within Shallow Abyss, time does not elapse unless it is Even without destroying Abyss Core, by using Alexandra's
specified in the description. [Door of the Abyss] action, the PCs immediately escape from
Also, even if the time elapses, other procedures are not Shallow and the time lapses.
performed (“PC’s Movement”, “Lord’s Movement”, “Events After escaping, the Shallow will remain in the area and can
Phase”, etc.), but only the time period change should be be re-entered.
recorded.
Shallow Abyss' Content is Retained
Lighting in Shallow, Food Consumption
If PCs escape from Shallow Abyss and re-enter the same
Within Shallow Abyss, lighting is not required even if the Shallow, its Shallow Map - Central Area and Outer Area - will
time of day is “night”, unless stated that lighting is necessary. remain the same. When PCs re-enter the Shallow, they will
However, PCs must eat if a time lapse occurs per general start from the Outer Area (the boss enhancement from rolling
rules. natural 1 will disappear).
You don’t need to determine the Outer Area by rolling
1d. But events that have already occurred will occur, or
defeated enemies will be alive, but please note that PCs will
Destruction of Abyss Core not get ★ repeatedly from the events or enemies that they
If PCs defeat Daemon and destroy the Abyss Core in the have already cleared once. They can still get experience points
Central Region, they will succeed in conquering Shallow. and loot by defeating monsters.

When “combat” is indicated in this book's events or post- If you are playing with a GM, they may change the
movement process, the PCs will engage in combat with placement at their own discretion.
monsters.

If a monster name is preceded by “(Sword)”, for “Lord”


Combat when playing in this book is done using Simplified or “Boss” in Shallow Abyss, the monster will be enhanced
Combat (see CR I, p. 118). with the same number of Sword Shards as its monster level
(see CR I, p. 384).
Multiple PCs Placement
If there are multiple PCs, each PC must be placed Multi-section Monster Enhancement
according to the Simplified Combat placement at the start of If a monster has multiple sections and is being enhanced
the battle. with Sword Shards, the GM should decide which sections are
enhanced and by how much.
Guardian Fellows Cannot Participate in the Combat Out of For solo play or PC-only games, all sections should be
Shallow Abyss strengthened equally, as much as possible.
Guardian Fellows in this book may only participate in
combat within Shallow Abysses. Please be sure to use
Guardian Fellows only while inside Shallow Abyss.
The GM decides the action of the monster during the
For Multiple Monster Placements battle if the GM is present.
When placing monsters, place them as indicated in the If there is no GM, the following Guidelines for Monsters
column of the monster they appear in (Frontline or should be used to determine their actions by rolling 1d. An
Rearguard). enemy in the table refers to the PCs.

21
Part 1 How to Play

If the action corresponding to the roll of 1d is not possible, Characteristics of Combat Events Enemy Data
the roll is treated as one lower. If this action is not possible, Enemy data in Combat Events has the following
then the roll is lowered by one more, and so on, until the item characteristics.
becomes actionable. If the target of the monster attack or
unique skill is not specified in the guidelines, then it is The Procedure is the Same as the Normal Combat
randomly selected from the available choices. In a Combat Event, the combat procedure is almost the
If you can't decide which unique skill or spell to use, you same as in normal events, except that the monster data is
can basically decide on your own to act so that the monster special.
has the most advantage and the PCs have the least During Combat Preparation, the Initiative check and
disadvantage. Combat Preparation action are performed, and the PCs
When there are multiple monsters or monsters with perform the action when it is their turn.
multiple sections, it can be decided arbitrarily which one acts However, the Monster Knowledge check is not performed
first. Even in cases where there is no GM, deciding randomly in Combat Preparation, and anyone can see the data without
each round can be time-consuming, so it may be done it. Also, all PCs and enemies are treated as if they exist at the
arbitrarily. same coordinates.

Guidelines for Monsters Treated as One Character, “Might” as HP


1d Action Regardless of the name, the number of enemies appearing
Normal Move to the Frontline Area and attack the in a Combat Event is treated as 1 character (1 section). Enemy
0
enemy with the strongest possible melee attack. data does not have HP but instead has a value of “Might”.
Without moving, make the most powerful ranged Might vary depending on the number of PCs.
1
attack possible against one enemy Attacks, magic, and other effects that damage the target's
Target the largest number of enemies, use unique HP reduce the enemy data's Might as it is. Monster’s defense
2
skill to inflict damage is effective against physical damage.
3 Use unique skills to target the most enemies If Might becomes 0 or less, the Combat Event is won by
Use the magic or unique skill with the highest damage PCs, and the event ends.
4
to include the enemy with the highest HP
Use the magic or unique skill with the highest damage Immune to Adverse Effects
5
to include the enemy with the lowest HP Enemies in Combat Events are not affected by any
Use magic or unique skill to enhance the most allies, disadvantageous effects, such as falling prone or some spell
6
including yourself effects.

Multi-section Monster Behavior Instead of a Loot, They Have Defeat Rewards


If a monster has multiple sections, please refer to the Defeating enemy data in Combat Event does not give PCs
Guidelines for Monsters for each section separately. loot but always gives them Defeat Rewards instead.

PC's Turn
When it is the PC's turn, the PCs take turns to reduce the
Some of the events in this book are called “Combat Might of the enemy, making an Accuracy check, and if the
Events,” in which a threat looming over the PCs is resolved value is higher than the Evasion of the enemy data, a melee or
via combat. This process differs from normal combat. ranged attack can be used to inflict damage. The same is true
It is mainly used to describe a battle with a group of weak for spells, etc., where the Spellcasting check and Willpower of
monsters that are not powerful on their own. a monster should be compared (same as you were using fixed-
value monsters).
Enemy Data for Combat Events
Enemy data for Combat Event is represented as follows: Damage Bonus Due to Wide Area of Effects
When a target's HP is reduced by a wide range of effects
Small Group of Daemons such as [Cleave I], [Lightning], [Fireball], etc., the total damage
Monster level: 4 Classification: Daemon should be doubled for enemies during Combat Events.
Might: To be determined by the number of PCs However, since a target is treated as one character, effects
Number of that increase the number of targets, such as
1 2 3 4 5 or more [Metamagic/Targets], cannot get this double damage bonus.
Characters
Number of PCs
Might 15 25 55 75 Immune to [Cover I] or Similar Effects
x 20
Initiative: 12 Fortitude: 12 Willpower: 12 In a Combat Event, the target of the enemy's attack cannot
Damage: 2d+4 Evasion: 12 Defense: 4 be changed by effects such [Cover I].
Unique Skills: If 2d of the damage decision is 4 or less, +6
to damage for the next round only. Fellow's Turn
Defeat Rewards: 1 x Daemon's Blood (100 gamels/Red A), Fellows and Guardian Fellows can also act by rolling 1d
1 x Abyss Shard (200 gamels/-), If AL 5 or lower, 1★ is and perform actions on their turn, just as in normal combat;
awarded.

22
like PCs, they receive a double bonus to damage when they A character who escapes by carrying an unconscious
use a wide area of effects. person on their back receives a -2 penalty on the Escape
check. Only one character per person can carry an
Enemy's Turn unconscious person on their back.
During the enemy's turn in combat, their attacks are When a character with multiple sections is to be carried, it
simplified and treated as “Resistance: Can't” without Accuracy can be done by declaring that multiple characters cooperate
checks. They will target one PC character (one section). If an in carrying it.
enemy has unique skills that allow them to target multiple
targets, each target will be hit with the same “Can't” attacks. Characters Who Do Not Flee
When selecting a target for an enemy attack, they can A character who does not perform an Escape Check or is
target any PC regardless of distance, position, etc. Since they not carried by anyone at the time of the Escape check will die.
are treated as being in the same coordinates, you can imagine
a swarm of enemies surrounding the PCs and attacking from Death Check after Escape Check
all directions. If a character fails the Escape, check while fleeing, and the
If the targeted PC is damaged, Defense can reduce it, and character falls to 0 or less HP due to damage, a Death Check
HP will be reduced accordingly. See the description of unique is performed after the escape process is completed. If the
skills for modifications and additional effects, if any. character fails, the character dies at the destination after the
escape is completed.
No Dice are Rolled Except for Damage
In the enemy data of Combat Event, each check is not Battles That PCs Cannot Escape
rolled with dice, but only the Success Value is shown. In a battle or Combat Event that occurs in the Shallow
Since damage changes each time, it is determined by Abyss, PCs cannot escape and must fight until one of the
rolling dice. factions is wiped out.

Escape is Possible With “Door of the Abyss” and “Air


Shoes”.
The PCs may attempt to flee if they wish to avoid combat The Door of the Abyss (see p. 24), Alexandra's extra
or a Combat Event. The escape attempt is made at the action, and Air Shoes (see p. 112), Tautomi's extra action, can
beginning of each round, at the beginning of the PC's turn. If be used during combat within Shallow Abyss to escape
the PC declares to flee/escape, they need to perform an without the need for Escape Check.
“Escape Check”.
Location of PCs and Time Lapse After an Escape
Escape Check In case of escape, the PCs always return from the square
The Standard Value of the PC's Escape Check is they were in before they escaped to the square they were in
“Adventurer Level + Agility Modifier,” and the Target before they moved to that square. The same applies to the
Number is “the highest level of the monsters + 2d”. case where the PCs have moved to a new square by a special
Regardless of the result of the check, the PC flee, and the method.
combat ends for them; if the check succeeds, the PC escapes
unharmed, but if the check fails, the monster pursuing the PC If PCs Leave the Area by Fleeing
damages them while they escape. When PCs escape, if the square they were in before is in
If the escape fails, the damage is “Power 20 + the monster's a different area or city, they will return to that square or city.
highest level” of fixed damage (see CR II, p. 68). The Critical If the player escapes from the area, the time elapses as if
Threshold for this damage is 10. they had moved, with the same process as moving between
areas.
Escaping with Mounts, Golems, etc.
If a Mount or a Golem, etc., which are accompanied by
one of the PCs in a fight, also escape, an Escape Check should
be performed individually for them. These characters without If PCs win the battle, they get loot.
Adventurer Level should roll “2d + Evasion” as an Escape
Check. Acquisition of Loot
When a monster is killed, its loot can be recovered as
Escaping Guardian Fellows usual. The recovery is done within 10 minutes.
When a Guardian Fellow escapes, they do not need to
perform an Escape check. After the escape is processed, they What PCs Can Do In 10 Minutes
will reappear near PCs again. The PCs may perform actions that can be done in 10
minutes (e.g., using Lifegrass) without acquiring loot. In a
Escape of the Unconscious Persons situation with multiple PCs, some of the PCs may perform
A character who is unable to act on their own actions that do not require looting while others loot the
(unconscious, dead, etc.) at the time of the Escape check monsters.
cannot perform the Escape check and must be carried by
someone else to escape. In such a case, the character can
escape safely without an Escape check.

23
Part 1 How to Play

Acquisition of Abyss Shards


Acquisition of Sword Shards When PCs defeat a Shallow Abyss boss and destroy an
When Shallow Abyss bosses and Lords are defeated, Abyss Core, they will gain an additional number of Abyss
Sword Shards are gained in addition to the normal loot. The Shards equal to the Threat level of that Shallow (the level of
number of Sword Shards is equal to the level of the monster. the most powerful monster). And Abyss Enhancement can be
Sword Shards can be donated to the Adventurers' Guild, performed in any city with available Abyss Shards.
just as PCs would normally do. They can also be sold for
money.

The combat is lost if all PCs become unconscious or


otherwise incapacitated in the battle. Unless otherwise stated,
all PCs will be wiped out in the case of defeat. Please follow
the “After Wiping Out” section.

All players are required to be aware of the consequences Debt to and Repayment of the Adventurers' Guild
of events and battles, how their PCs can die, and what can be If PCs die and are resurrected, each PC owes 10,000
done about that. gamels for the resurrection. If they can repay the debt
immediately, they may do so. If they cannot repay the debt
immediately due to lack of money, they can borrow money
from the Adventurer's Guild.
In case of total party kill, as all PCs are dead, their bodies In the case of borrowing money, half of the Quest rewards
are collected by other adventurers. If the PCs accept achieved by the PCs will be used to repay the other half of the
resurrection, they regain consciousness at noon half of 1d days total amount borrowed.
after the time of death and can act again.
They will be resurrected is the city where they stayed most Resurrection of Runefolk
recently. Runefolk PCs do not accumulate soulscars when they die,
but instead lose their memories of the past year.
At the Time of Resurrection If the PCs wish to continue adventuring in this book, they
When PCs are revived, they will return to the city but not can ask NPCs or the Adventurer's Guild about the situation
lose any money or personal belongings. before their resurrection and continue adventuring. However,
Also, the status of the Quests will remain the same. one more day will pass from the number of days after the
resurrection to confirm the situation and learn of their past
If PCs Died During Conquering of the Shallow Abyss deeds.
The Shallow Abyss that appeared will remain in place. If multiple PCs are Runefolk, they will still need only one
The events in the Outer and Central Areas will remain as they day and not multiple.
are, and when the PCs enter the area again, they will have to
start from the Outer Area again.
HP and MP of monsters in the Shallow will be fully
recovered, but the boss will not be enhanced.

If PCs Died During Fight with the Lord


The Lord still will be in the area. When entering a new
area, the current location of the Lord should be determined
again.
Lord's HP and MP will be fully recovered.

Guardian Fellows Don’t Resurrection


Unlike normal Fellows, Guardian Fellows are not affected
even if all PCs are killed.

Alexandra's Helps to Escape with [Door of the Abyss]


Essentially, once in a Shallow Abyss, PCs cannot leave
until the Abyss Core is destroyed, and the corpses are never
recovered by adventurers.
However, in this book, Alexandra can use the [Door of
the Abyss], the only way to escape from the Shallow, so if the
PCs are wiped out in the Shallow, Alexandra will get them out
of the Shallow.

24
Guardian Fellows are mysterious beings, an illusion MP of Guardian Fellow and its change from AL
created by the union of the relic and the memories left in the AL 4 or less / 5 / 6 / 7 / 8 / 9 or more
Shallow Abyss. Therefore, they appear and help the PCs by Alexandra 27 / 31 / 35 / 39 / 43 / 47
stepping into the Shallow Abyss while the PCs are wearing the
relics.
Here is a description of how to use the five Guardian
Fellows. The Fellow Action Table in CR I is different from the one
in this book. This is called the “Fellow Extended Action
Table” (see ET, p. 92).
You still have to roll 1d to decide on action for the Fellow.
This section describes the features of Guardian Fellow and However, there are two possible actions in each turn. If there
other information. are two actions, the player may choose which action to take
after checking the roll. Each action has the same possibility to
Corresponding “Relic” Is Needed be selected, but the “Results” are different for the extended
To invite a Guardian Fellow as a member, PCs must first actions.
obtain the Relic corresponding to the guardian. After If one of the actions in the table is left blank, only one
obtaining the relic, they can copy the Guardian Fellows Data action must be selected.
of the corresponding guardian and read the description.

Lapis Lazuli Amulet is obtained in Prologue


During the Prologue, PCs obtain Alexandra's Relic, the New actions will be inserted in the Guardian Fellow
“Lapis Lazuli Amulet/Alexandra’s Relic” (see p. 52, 112). Action Tables blanks. This shows how the memories of the
Guardian Fellow are awakened, and their power is regained
There are 5 Guardian Fellows as each of the five Fellows obtains a Relic that was once in
There are five Guardian Fellows in this book. Please refer their possession.
to Guardian Fellows Data (see p. 116) for details.
If PCs get one of the relics corresponding to each Extra Actions Are Added From the Acquisition of Relics
Guardian Fellow, they will be able to get the help of that There are four types of relics that correspond to Guardian
Guardian Fellow. Fellows. By obtaining the first relic, a new Guardian Fellow
will be able to help PCs and will assist them with its Fellow
There are 20 Relics Action Table in the Shallow Abyss.
There are 4 Relics per guardian, and 5 PCs can obtain 20 At the same time, the first Extra Action is acquired. What
Relics, and the Adventure Management Sheet must be used kind of Extra Actions they can acquire is specified by the
to keep track of the number of Relics obtained. The Relics Relics. Check the reference page of the acquired Relic
are located in places closely related to the guardian, such as indicated in the “Relic Management Cell” (see p. 133), and
Shallow Abysses. copy the table indicated there into the “Extended Action
Table” in the blank row. By doing so, five of the eight rows
Usage is the Same as Normal Fellow will be filled.
In principle, the usage and data of Guardian Fellows are When a second or later Relic is obtained, a new Extra
the same as those of the original Fellow in the core rules. The Action will be acquired.
PCs roll 1d in any turn in combat and take actions
corresponding to the roll using the Action Table.
See “Adventures with Fellows” (see CR I, p. 196) for more
information about actions. There are some restrictions on obtaining the help of
Guardian Fellows.
Success Value Increased by AL
In the Guardian Fellow Action Chart, the Success Value Must be Equipped with Corresponding Relics
and the Power of the check are indicated using AL. This value Some Relics are only effective by themselves, but when a
will change as the PC's AL increases, and Success Value and Guardian Fellow helps PCs, they must have at least one relic
Power will increase each time. corresponding to the guardian equipped.
Rather than using AL each time, it is easier to use it by If any of the relics corresponding to the Guardian Fellow
writing the calculated sum. is equipped, all Fellow actions, including the Extra Action, can
be used. PCs do not have to equip more than one relic of the
Change in MP Maximum same Guardian Fellow, and they do not have to equip any relic
The table below shows as MP Maximum grows with AL. of a Guardian Fellow who has not been invoked.
Please mark the current MP value to keep track of it. If a PC is equipped with an armament, accessory, etc. at
the beginning of the battle, the Action Table of the Guardian
Fellow can be used until the end of the battle, even if the PC
changes equipment or accessories after the battle.

25
Part 1 How to Play

PCs Can Only Get Help Within 'Shallow Abysses If Solo Two Guardian Fellows Can Be Used
The Guardian Fellowes can only be used in Shallow You may use up to two Guardian Fellows only when
Abysses. Exceptionally, they must be summoned and may be playing this book solo. You choose two Guardian Fellows
used in some events in the open air. when your PC enters the Shallow Abyss. You cannot change
them until you leave the Shallow Abyss.
Only One Guardian Fellow Can Help
When PCs enter a Shallow Abyss, they can select one of Combination of Regular Fellows and Guardian Fellows
the current Guardian Fellows to summon. In this book, the group uses unique Fellows called
Even if PCs have acquired multiple Relics and met two or Guardian Fellows is provided. However, some players may
more Guardian Fellows, only one Guardian Fellow can help prefer to play with regular Fellows as well.
them at the same time within Shallow Abyss. If you are playing with a GM, you may use both regular
Fellows and Guardian Fellows with the GM's permission.
Cannot be Changed Until PCs Get Out of Shallow Abyss However, you should make sure that the number of Fellows
PCs can choose a Guardian Fellow when they enter a does not exceed the number of PCs in the game. This is to
Shallow Abyss and use their power. PCs can choose any reduce the burden on the PCs and the GM.
Guardian Fellow as long as they are in Shallow from this book. When playing without a GM, it is better to use both a
Once they choose a Guardian Fellow, they cannot get help normal Fellow and a Guardian Fellow, where only one of the
from other Guardian Fellows until they conquer the Shallow characters can help PCs. In this book, it is recommended to
Abyss or escape. use the normal Fellow when exploring areas and the Guardian
Fellows when inside Shallow Abysses.
Of course, up to two Guardian Fellows can be used
together with a regular Fellow in a solo play.

Here, players will find advice on how to proceed Information Fee


successfully in the adventures outlined in this book. The GM The information fee required for information gathering
can show this section to the players, but beware that there are varies from time to time. If you are lucky, you may be offered
some minor spoilers for the start of the campaign. the information generously and free of charge, or you may
have to give up if the information you want comes at a high
price.
In that case, pass the time once and try to collect the same
The area to be explored in this book is vast, and you do information again. You will need to wait half a day, but you
not know exactly where you will be. If you have successfully may be able to save some money for your adventure.
completed the prologue, you should be in the first city, “A:
Kurtzholm” (see p. 34).
Here, you will first prepare for your adventure and gather
information.

Check your Quests in the Adventurers Guild Because the adventures in this book are long, you will
This book describes how the Adventurers' Guild and need a variety of consumables to explore areas and squares.
other guilds offer quest requests to any adventurer over an
extended period of time. - Preserved Foods
You don't need anything specific to receive a request, and It can take as little as 3 days and as long as 10 days to fully
you'll be rewarded when you report your success. You can also explore an area and move from city to city (or back to the
original city). Rather than expecting to be lucky enough to
earn “★”. So, when you arrive in a city, you should check what have enough food along the way, you should buy enough food
kinds of Quests are available first and use them as a way to for “the number of days you plan to explore x the number of
raise funds for your exploration goals and adventures. PCs” in the city in advance.
When you're looking for a Quest, you may find that you've Of course, there will be times when the search takes longer
already accomplished it without realizing it. In that case, you'll than planned. You will feel secure in your search by having
receive a reward and a “★” if you report it. extra time (about twice as many days as planned).

Get Information About the Area You'll be Exploring at - Lanterns and Oil
the Tavern Half of the exploration in this book takes place at night.
In each city, there is a tavern where you can gather Since movement and activities at night are severely restricted
information. Here, you can get information on your PC's without lighting, lights should be provided to ensure
objectives, areas, and squares by doing Information Gathering everyone's visibility.
(see p. 18). It is inefficient to use torches, which consume six torches
per day. A single oil lantern is enough for one day of nighttime
activities, so you should prepare enough oil for a day and
preserved foods.

26
- Tent be a strong ally in Shallow Abyss, where you will face stronger
In this book, you will often rest in the open air. Camping enemies than in normal exploration.
Events (see p. 121) may occur in such cases, which can be
avoided if you have a tent. Running away from a Strong Lord
A tent for a small number of people will not be able to Lords are generally the strongest monsters in each area.
help with unexpected troubles, so it is advisable to prepare a Since Lords are also enhanced with Sword Shards, fighting
tent larger than the number of people or, if you have enough them is not a good idea if you do not have information about
money, to carry a spare tent. them before the battle or if you are exhausted from the
exploration.
Recommendations for Sharing Money In that case, it is better to run away. There is no shame in
It is time-consuming to manage the above consumables collecting “★” by completing other Quests, growing up, and
individually if there are several PCs (especially a large number trying again.
of PCs). It would be better to put them in the “Consumable
Item Management Cell” section of the “Adventure Conquering Shallow Abysses Will Allow You to Use the
Management Sheet” (see p. 133). Railroad!
It is advisable to sell loot and to share gained money If you succeed in conquering Shallow Abyss, one threat in
equally between all members. the area will be eliminated, and you can use the railroad safely.
Traveling by train is much faster and safer than walking. The
fare is a bit expensive, but the benefit is worth it. Also, by
defeating the Lord in the same area, the magic train trip
There are a total of eight areas that can be explored in this becomes even safer, and the travel time to the destination city
book. These areas are relatively easy to explore if you are will be reduced.
close to the first city, Kurtzholm, and they get tougher as you
move north.
First, familiarize yourself with the procedures and
campaigns in Area 1 Plains. Once you have explored one area In the taverns, you can get information about the area and
sufficiently, you can move on to the next area, Area 2 Forest. the Lords as well as about the guardians; if you don't have
The higher the number assigned to an area, the higher the enough money, try to get it for free. You might find clues to
difficulty of the area. Please use this as a reference when Relics or lead to unexpected locations.
moving between adjacent areas.
Collecting Relics Will Power up the Guardian!
The Relics of the guardians are powerful weapons and
accessories that can be used by the PCs and should be
Each area is divided into six squares, and it is difficult to collected by all means. In addition, by obtaining these Relics,
explore all of them without a break. It is better to take your the memories of the related guardians will be awakened, and
time and check each square one by one. Extra Actions will be added to the action chart and
strengthened. The Extra Actions are all powerful, and since
Recover Fatigue Level as Much as Possible you can choose between the original action and one of them,
Fatigue Level is a special value unique to this book, and if guardians will be more responsive.
it rises, it will strongly limit your actions and may directly lead
to the death of your PC. Avoid increasing Fatigue Levels as
much as possible.
Even if the HP, MP, etc., have not decreased, it is still a In principle, combat in this book is conducted with
wise choice to take a rest to reduce Fatigue Level. Simplified Combat, but as the levels of PCs and monsters
If you do not move and rest every day, your Fatigue Level increase, some effects of monster unique skills and items may
should not increase so much. become difficult to deal with in Simplified Combat.
If you are playing with a GM, you may change the combat
to Standard Combat or Advanced Combat rules with the
GM's and all players' confirmation. The GM will be
responsible for the detailed rules in this book and for
determining the distance at the start of the combat.
The major obstacles that confront the PCs in this book are
the Shallow Abysses and Lords in each area. These are
Optional Rule Roleplaying Bonuses
difficult, but the benefits of defeating them are well worth it.
If you are playing with multiple PCs or with a GM, you
may play with the optional rule of Sword's Grace in the
Use the Help of a Guardian Fellows When Inside a
“Roleplay Bonuses” in CBB”(see CBB, p. 70).
Shallow
In this case, the usage limit of one session should be
Shallow Abyss has many difficulties and requires thorough
treated until PCs move from city to city in this book. If the
preparation to conquer.
GM feels that the optional rule is too frequent, or if the GM
However, the Guardian Fellow can greatly help you
feels that the optional rule is powerful, the GM may consult
explore, recover, combat, etc. Although there are some
with the player or use the optional rule “Treasure Drop” (see
restrictions on their actions because they are Fellows, they will
ET, p. 69) in conjunction with it.

27
Part 1 How to Play

Example of How to Write Areas and Squares


The number of Fellows is included in the number of PCs [Forest ②] [Mountain ④] etc.
but not the number of Guardian Fellows (see p. 25).
78th Day
A specific event will happen at noon on the 78th (see p.
88).
Fill in the average of all PCs' Adventurer Level rounded
up to the nearest whole number.

This is a space to write down items, loot, money, etc., that


the PCs are sharing. In the lighting and food storage columns,
recording the numerical value of how much you have of each
This box is for entering the number of ★ PCs that have is recommended.
been acquired so far. Fill in the number of ★ PCs you have
acquired so far, and either erase them when you have cleared How to use the Adventure Management Sheet
them or mark them from the top to indicate that you have Since the adventures in this book are intended to be
already cleared them. played as a campaign, it is advisable to update Adventure
Management Sheet as much as possible when pausing
adventures so that you can check and play when resuming it.
Also, a single calendar sheet is not enough to keep track
Refer to “Information Gathering” (see p. 18) when in of all the dates. When you have filled up the calendar, you can
Taverns. copy a blank sheet of paper to a new Adventure Management
Sheet and fill in the rest of the calendar on that sheet. The
same applies when you feel that the space is too narrow
because of the number of items and ★ you have obtained.
Please follow this procedure when searching in the area.

This is a frame to keep track of Relics of Wall Guardians


PCs have obtained so far. After acquiring the Relics, check the
Acquired box of the relics, check the reference page, and write
the Extra Action for Guardian Fellow (see p. 25) in the
“Guardian Fellows Data”.

This is the column where PCs note down the Quests they
have been informed about. In the Quest column, write the
conditions of the quest, and check the Accomplished box
when the quest is completed. Then, report it to the
Adventurers' Guild and check the Report box when they get
the reward.

In the calendar, you can indicate which area, square, city,


etc., the PCs were in on that date. In the Rest column, check
the time period when the PCs rested. In the Event column,
you should record any unusual events that occurred during
that period of time, the results of those events, the state of the
PCs, etc.
Also, keep in mind to note the Day’s Modifications (see p.
15) and refer to it when determining the Area Events.

28
Part 2 Main Scenario

29
Part 2 Main Scenario

Overview of Kurtzholm
Kurtzholm is a relay point on the line from the Dorden
The region is situated in the northwestern part of the
region to the fortress city of Oxsilda, built on the Wall of the
Korgana region, which stretches along the northern limit of
Abyss and is home to the largest Railroad Guild in the region.
the Alfleim continent. It is separated from the central part of
Most of the inhabitants are engaged in operating magic trains
the Korgana region by a mountainous area that includes
and maintaining and expanding the route.
volcanoes. Grasslands and forests are the primary
environments, but a wilderness created by mana interference
Overview of Esamier
during the Magic Civilization Period exists in the region's
Esamier is a port city on the North Sweek Sea and serves
central part. As you move north, it gets colder, and some
as a shipping hub to Bosunghamn, the northernmost port city
places experience snow, even in summer.
on the west coast of the Korgana region. For this reason, there
Additionally, the northern flank has an Abyss, and a huge
is a Port Guild here that oversees shipping.
Wall of the Abyss was built to contain the Daemons
overflowing from this empty hole. It extends beyond the
Overview of Paluake
western coastline of the continent to the North Sweek Sea.
Paluake is a forested city with towering trees and is home
Despite this, Daemon attacks continue unabated, and Shallow
to many Elves and Meria. Many jasmine trees grow wild here,
Abysses occur quite frequently, making it one of the most
and it is said that the jasmine trees were first planted after the
dangerous places on the Alfleim continent.
death of Nanaly, the “Princess of Deprivation”.
The region has eight cities: Kurtzholm, Esamier, Paluake,
Turkhidar, Reines, El Yabibi, Bosunghamn, and Oxsilda. All
Overview of Turkhidar
of these cities are surrounded by strong fortifications to
Blacksmithing is flourishing in Turkhidar, which has
withstand Daemon attacks.
abundant mineral resources from the surrounding mountains,
During the height of the Magitech Civilization Period,
and Dark Dwarves also has a workshop there, so Ignidite
Daemons were contained by superior magitech technology,
Processing and Extra Manatite Armor (see CR III, p. 245-246)
and a railroad network connecting the cities was developed.
are possible. In addition, a ropeway runs across the volcano
Today, a part of the network is still maintained, and the
to El Yabibi.
Railroad Guild operates magic trains.
Overview of Reines
Reines developed into a city during the Magitech
Civilization Period because it was a junction point where the
Two months ago, eight Shallow Abysses occurred almost route from Kurtzholm to Oxsilda and the route from the
simultaneously in eight locations in the northwestern Korgana central Korgana region met. Although the city was later
region. At the same time, a huge number of Daemons devastated by the Diabolic Triumph, it once used magitech
overflowed from the Abyss and quickly stumbled across the technology to cultivate part of the wilderness and create a
Wall of the Abyss to Kurtzholm, the southernmost point of grain-growing area.
the region. The Wall of the Abyss was quickly overrun by
Daemons. Overview of El Yabibi
This was called Great Abyss Erosion. El Yabibi was a tourist hot spring resort that developed
In history, there are several records of the occurrence of during the Magitech Civilization Period. However, it declined
the Great Abyss Erosion. In the Korgana region, much blood due to the Diabolic Triumph and is now only the size of a
has been spilled each time, and countless tragedies have small town. There is also a ropeway that goes over the volcano
occurred. to Turkhidar.
And each time the Great Abyss Erosion has occurred,
heroes have emerged to lead the people in a battle against Overview of Bosunghamn
Daemons and defeat it. During the current Great Abyss Bosunghamn is a port town located at the northernmost
Erosion, expectations for the emergence of heroes are tip of the North Sweek Sea and used to be a military port
increasing day by day. because of the numerous inlets and coves in the surrounding
On the other hand, due to the outbreak of Shallow area. From this port, there are boats bound for Esamier.
Abysses and the Daemon's attack, the magical trains have
stopped running, and distribution in this part of the region has Overview of Oxsilda
been forced to stagnate. In addition, since many people have Oxsilda is a fortified city built for the defense of the Wall
evacuated to urban areas, food shortages are becoming serious of the Abyss, and many Wall Guardians are stationed there.
in the cities, and public safety is beginning to deteriorate. Fierce battles with Daemons are constantly being fought in the
surrounding areas. There are skilled artisans here to support
the Wall Guardians. PCs can enhance their armor with Extra
Manatite Armor (see CR III, p. 246) here.

30
>> If you have achieved the objective and received a reward
from the Railroad Guild, go to “Invitation to the Railroad
PCs are on a magic train. This train goes from Kingsfall, Guild” (see p. 47).
the Railroad Country of the Dorden region, through the Fang
Tunnel, and after passing through several towns, it is heading 3rd Objective. Mercenaries
for Kurtzholm, a city in the mid-western part of the Korgana Since you have been hired by the Adventurers' Guild of
region. Oxsilda, which is planning a counterattack operation against
Originally, this route extended further north from Daemons, you must participate in the Daemons'
Kurtzholm, passing through the port city of Esamier and the extermination operation in Oxsilda during the “71-77 days”
wilderness frontier city of Reines to the fortress city of Oxsilda, from the start of the campaign.
built on the Wall of the Abyss. However, at the same time as - Objective: Must be in “H: Oxsilda” between “Elapsed time:
the Great Abyss Erosion that occurred two months ago - the 71-77 days”.
Daemon horde overflowed from the Abyss - the Shallow - Special Rule: You have received 10,000 gamels as contract
Abysses have been spreading to many places in the money (add 10,000 gamels to money). In addition, if the
northwestern part of the Korgana region. The appearance of counterattack operation in Oxsilda is successful, you will be
Shallow Abysses in various places in the northwestern rewarded 20,000 gamels. However, if you are not in Oxsilda
Korgana region has made the area north of Kurtzholm no during the “Elapsed time: 71-77 days” and do not participate
longer safe for magic trains to operate. Therefore, the magic in the operation, you have to pay a penalty of 20,000 gamels.
trains are now forced to turn around from Kurtzholm, their
current end stop. 4th Objective. Search for Someone
So, why are PCs heading toward Kurtzholm? First, let's You are looking for Vilma Liossa (Human/Female/15
decide why PCs are about to jump into the middle of the years old). You can select a relationship between you (PCs)
Great Abyss Erosion. and Vilma (family, loved one, master-servant, etc.) and the
reason why you are looking for her, as you like.
Determining the Purpose of the Adventure - Objective: Find Vilma, protect her, and get together on the
Roll 1d to decide the PCs' purpose of the adventure and magic train from Kurtzholm to Kingsfall.
the reason why they get on this magic train in the following - Special Rule: In all cities, you can gather information (see p.
Adventure Objectives table. If players want to choose their 18) about Vilma.
own shared objective, they can choose freely from the table >> If you succeed in gathering information about Vilma, go to
(with the GM's permission if you have one). “Information on Vilma” (see p. 53).

Adventure Objectives 5th Objective. Revenge


1d Adventure Objectives You lost your family, loved ones, and hometown to the
1 1st Objective. Homecoming Terror Beast, the “Lord of the Darkest Depths” (see CR III,
p. 417). Since then, you have been searching for the “Lord of
2 2nd Objective. Request
the Darkest Depths” to defeat him.
3 3rd Objective. Mercenaries
- Objective: Defeat the “Lord of the Darkest Depths”.
4 4th Objective. Search for Someone
- Special Rule: Gain a +4 bonus to Willpower against the
5 5th Objective. Revenge Terror Beast's unique skill [Dreadful].
6 6th Objective. Research
6th Objective. Research
1st Objective. Homecoming In order to research the old Wall Guardians and write the
Being from the city of El Yabibi, you are trying to return book, you must retrieve the valuable artifacts before they are
to your hometown out of concern for your family and friends. lost in Daemons’ attack.
- Objective: To reach “F: El Yabibi”. - Objective: Obtain at least 12 Relics of old Wall Guardians.
- Special Rule: Always get a +2 bonus to 2d for “Information - Special Rule: After the adventure, you will be rewarded with
Gathering “ (see p. 18) since it is easier to get information for 2d x 5,000 gamels for writing a book.
you as you are from the same region. >>When you have obtained more than 12 Relics, go to
“Further Exploration” (see p. 53).
2nd Objective. Request
At the request of the Railroad Guild, you aim to conquer
Shallow Abysses to ensure the safety of the areas along the rail
line.
- Objective: Clear the Shallow Abysses in all areas where
railroads have been rebuilt.
- Special Rule: You will get 30,000 gamels from the Railroad
Guild when they complete the objective. However, if you have
not conquered Shallow Abysses in Area 1 Plains, Area 3
Mountains, Area 4 Wetlands, and Area 5 Wilderness within
60 days, you must pay a penalty of 10,000 gamels.

31
Part 2 Main Scenario

sight. A city engulfed in flames lay in ruin under a true red


sunset.
Suddenly, with a screeching brake sound, the train comes Alexandra's voice breaks the silence, “That is Kruicha, the
to a halt. As PCs go outside to check the situation, they see a capital of the Kingdom of Asilmurat. A city destroyed over
rainbow-colored band of light shimmering above their heads 3,000 years ago.”
and realize that they are in the Shallow Abyss. It seems that Her words are heavy with the weight of history. “We lived
the magic train has been swallowed by the Shallow Abyss that and died in the last days of the Magic Civilization Period,
suddenly appeared. fighting against Daemons. We are the memories trapped in
“As I see it, you and I are the only ones who can fight.” the Abyss, so to speak. Therefore, we can only live in the
Suddenly, PCs heard a voice beside them and turned Shallow Abyss.”
around to see a beautiful young Tiens woman standing there, She pauses, her gaze fixes on the burning ruins in the
her long, light-gold hair pulled back. She was holding a spear distance. “There must be others like us, trapped in the Abyss.
in her hand. Wall Guardians who fought against Daemons in the past and
“I am Alexandra Petrovna Zakhkarina (Tiens/Female/19 disappeared. But if you continue to fight against Daemons,
years old), a knight and one of the Wall Guardians in the you will meet us again. Wear our relics and challenge the
service of Duchess Ilyichna Shalykin. And who might you Shallow, and we will aid you.
be?” Take this with you. If you wear this amulet, you can
While the PCs were introducing themselves to Alexandra, summon me in the Shallow. But only in the Shallows created
a man named Jarno Yurimaki (Human/Male/38 years old), by the memories of the Wall Guardians.”
the deputy director of the Railroad Guild in Kurtzholm, Saying this, Alexandra takes off Lapis Lazuli's Amulet (see
comes to PCs to clear Shallow. p. 52, 112) and offers it to PCs.
Alexandra points to the Abyss Core floating on the hill and
Introduction Quest) Conquer a Shallow Abyss disappears into the sunset, saying, “Now, destroy it and return
The party must conquer Shallow Abyss by defeating to the land of those whom you should protect.”
Daemon, the Shallow Guardian, and destroying the “Abyss Soon after, the magic train arrives at the foot of the hill,
Core”. taking the PCs by surprise.
The party will be rewarded with 8,000 gamels and 3★. When the Abyss Core is destroyed, a meadow where the
magic train used to run can be seen beyond the rift in space.
Jarno gives 1 Ability-Enhancing Ring of PC’s choice for The tracks in Shallow and the real world become connected.
each PC. If there are 2 or fewer PCs, he gives 2 rings per PC. The PCs board the magic train, escape Shallow Abyss, and
Furthermore, if there are 3 or fewer PCs, he offers to take gain “the threat level of this Shallow (the monster level of the
up to two train guards. The data of the escorts are the same as strongest monster in the Shallow)” x Abyss Shards.
those of the Bandit Leader (see CR III, p. 428). Note that they When Jarno hears from PCs about what happened in
are counted in the “number of PCs” when they accompany Shallow Abyss, he says, “Thank you very much. Thanks to
PCs. you, we were able to escape from the Shallow Abyss. I was
Thus, the PCs, along with Alexandra, challenge Shallow surprised to know that Ms. Alexandra had died more than
Abyss. 3,000 years ago. Indeed, there were rare reports of meeting
someone who looked like old Wall Guardians in Shallows. It
- Accompanying Fellow would be very reassuring if we could get their help in our
From then on, Alexandra will accompany PCs as a upcoming fight against Abyss”, he says, paying the party a
Guardian Fellow. Her Fellow data can be found on page 116 reward of 8,000 gamels. In addition, they get 3★.
of this book. If the number of ★ PCs have earned is more than “AL +
2” because they have accomplished the Quest, they can grow
>> If they are ready and willing to challenge Shallow Abyss, (see p. 11).
prepare the Shallow map and start the Shallow Abyss After emergency repairs, the magic train starts moving
adventure! For how to prepare the Shallow Map and how to again and soon arrives at the Kurtzholm station. At the station,
proceed with the adventure in the Shallow, refer to the PCs part ways with Jarno and set out for the city of
“Procedures for Shallow Abysses” (see p. 20). Kurtzholm.
>>Go to “A: Kurtzholm” (see p. 34).
- Shallow Map Settings for the Introductory Shallow Abyss
Place “Central Area 1: Escape from Royal City” (see p. 98)
in the Central Area of this Shallow Abyss.
For this Shallow only, Outer Area should not be placed.
When the Shallow map is ready, start the Shallow Abyss
from Central Area!

If Ilyichna is missing her right leg, she should be treated


by Alexandra’s [Cure Wounds].
As the PCs emerge from the underground passageway and
climb to the top of the hill, they are greeted with a breathtaking

32
There are eight cities in the northwestern part of the The Regional Quests are listed together in the “Regional
Korgana region: “A: Kurtzholm”, “B: Esamier”, “C: Paluake”, Quest List” (see below). For Local Quests, please refer to the
“D: Turkhidar”, “E: Reines”, “F: El Yabibi”, “G: Quest List in the description of each city.
Bosunghamn,” and “H: Oxsilda”.
: Railroad Guild Icon
There is a Railroad Guild and a station for magic trains.
Only the first time a city other than Kurtzholm is reached The cities that can be reached and the fares are listed in the
the “Rewards for reaching” set for each city is earned by PCs. “Railroad Guild” in each city.

: Other Icon
In addition to the above, some cities may have special
The following facilities are available in cities, and PCs can facilities or places of employment. Please refer to the
use them by paying a fee as needed. However, some cities do description of each city for these special facilities and places.
not have certain facilities.
Which facilities are available in which cities are indicated
in the “Available Facilities” section in the description of each
city.
Regional Quests can be taken from the Adventurers'
Guilds of all cities. If PCs complete a Regional Quest, they
: Tavern Icon can report it to the Adventurers' Guild in any city to receive a
There is a tavern. PCs can attempt to “gather information” reward.
(see p. 18) about the area adjacent to the city, such as basic
information about the Wall Guardians who lived there in the Regional Quest 1) Conquer Shallow Abyss
past. To complete the Quest, PCs must conquer the Shallow
Abyss in each area.
: Inn Icon Once they have conquered Shallow, they have achieved
There is an inn where PCs can stay at 30 gamel per night, the Quest. By reporting to the Adventurer's Guild, the party
eat a full day's worth of food, and recover with 6 hours of will be rewarded with “10,000 + (1,000 x number of the area
sleep. Here Town Events (see p. 18) do not occur. where Shallow was located)” gamels, and they will earn a 3★
rating. This Quest can only be accomplished once per area.
: Bathhouse Icon Regional Quest 2) Defeat of the Lord
There is a bathhouse. By taking a bath, PCs can remove
Defeat the monster that is the Lord of each area.
one “Fatigue Level”. However, this effect can be obtained only
If PCs kill the Lord, they have achieved the Quest. If they
once per time period. The fee for taking a bath is 20 gamels
report to the Adventurer's Guild, the party will be rewarded
per person.
with 5.000 + (2,000 x the number of the area where Lord was
located) gamels, and they will get 3★. This quest can be
: Temple Icon accomplished only once every time the Lord of the area is
There is the Temple of the First Sword God. By making killed.
a donation to the temple, PCs can roll 1d or 2d to lift a poison,
a disease, or a curse . For more information about the fee, see Regional Quest 3) Deliver Abyss Shards
“Removal of Poison, Diseases, and Curses” (see p. 18). Deliver 10 Abyss Shards to the Adventurer's Guild.
If PCs deliver 10 Abyss Shards to the Adventurer's Guild,
: Store Icon they have completed the Quest. The party will be paid 4,000
In the store, PCs can buy all items from CR I-III, ET, and gamels (including the purchase price) and will get 1★. PCs can
this book, except for items “Not for Sale” and those that repeat this Quest as many times as they like.
“Cannot be Traded”. All items can be sold at half of the base
price. Regional Quest 4) Suppress Daemons
The objective is to kill the Daemons that roam the
: Adventurers’ Guild Icon northwestern part of the Korgana region.
There is an Adventurer's Guild where PCs can check their If PCs deliver enough “Daemon's Blood,” “Crystallized
Quests, report Quests they have completed, and earn rewards. Daemon's Blood,” or “Crystallized Great Daemon's Blood”
There are two types of Quests that can be taken: “Regional to make the total “sale price” equal to at least 5,000 gamels,
Quests,” which can be taken in any city, and “Local Quests,” they will have completed the Quest. The party is paid 10,000
which can be taken only in that city. gamels (including the purchase price) and gains 1★. They can
repeat this Quest as many times as they like.

33
Part 2 Main Scenario

Kurtzholm's Quest 1) Letter to Paluake


Deliver a letter to the Adventurers' Guild in Paluake.
The Quest is completed when the letter is delivered to the
Adventurers' Guild of [C: Paluake]. The party will be
rewarded with 5,000 gamels and get 2★.

Kurtzholm's Quest 2) Letter to Turkhidar


Deliver a letter to the Adventurer's Guild in Turkhidar.
When PCs deliver the letter to the Adventurer's Guild in
“D: Turkhidar”, they will be rewarded with 8,000 gamels and
get 2★.

Kurtzholm's Quest 3) Letter to El Yabibi


Deliver a letter to the Adventurers' Guild in El Yabibi.
When PCs deliver the letter to the Adventurer's Guild in “F:
El Yabibi”, they will be rewarded with 8,000 gamels and get
2★.

Kurtzholm’s Quest 4) Transport of Preserved Food


PCs need to deliver food to Fillick (Elf/Male/221 years
old), a scholar investigating forest ruins.
If PCs deliver 5 weeks' worth of preserved foods to Fillick,
a scholar somewhere in “Area 2 [Forest]”, they will complete
Summary of Kurtzholm the Quest. The party will be paid 6,000 gamels (including the
Kurtzholm serves as an important relay point on the route
cost of the food) and gain 2★.
from Dorden to the fortress city of Oxsilda. It is built on the
This Quest is also can be taken in the Adventurers' Guild
“Wall of the Abyss” and is home to the largest Railroad Guild
in “C: Paluake”. When this Quest is completed, “Paluake’s
in the region. Most of the inhabitants are engaged in operating
Quest 2” will no longer be available.
magic trains, maintaining and expanding the line. As a result,
the Railroad Guild wields significant power. However,
Kurtzholm is losing its liveliness due to the delay in the
operation of magic trains caused by the Great Erosion of the
Abyss.
The Railroad Guild offers “to Esamier” and “to Kingsfall”
Translator’s Note magic trains.
The cities depicted in this book lack important details such
as maps, NPCs, and names for guilds and taverns. To enhance Magic Train to Esamier
the gaming experience, the GM can add these details. Once the Shallow Abyss in Area 1 [Plains] has been
Including more details will add depth to the Local Quests and conquered, the magic train to Esamier will be in operation.
the overall campaign. The fare is 250 gamels per person.
>>If PCs take the magic train, they will arrive at “B: Esamier”
Available Facilities (see p. 35) after 2 days (1 day if Lord of the Plains was
defeated).

Magic Train to Kingsfall


Magic trains to Kingsfall in the Dorden region run all the
time. The fare is 3,000 gamels per person.
>>If PCs take this magic train, they will arrive at Kingsfall in
At the local tavern, PCs can gather information (see p. 18) 10 days, and from Kingsfall, they can return to “A:
on the following information: Kurtzholm” in 10 days.
>>When PCs are on the magic train to Kingsfall, if the
- Basic information on [Plains] (see p. 65) objective of their adventure is “Search for Someone”, go to
- Basic information on the [Forest] (see p. 40) “Vilma's Question” (see p. 89).
- Information on past “Wall Guardians” (see p. 89)

In addition to Regional Quests (see p. 19), the following


Quests can be taken from the local Adventurers' Guild.

34
The Quest will be completed when the party delivers the
Lethe Bird’s Hat to the Adventurer's Guild. They will be
rewarded 12,000 gamels and 2★.
Rewards for reaching: ☆2
>>To hear more details, please refer to “The Troubles of the
Port Guild” (see p. 77).

Esamier's Quest 2) Defeat Melbiz


Guild wants PCs to defeat (Sword) Melbiz (CR III, p. 419),
who appears in North Sweek Sea.
After the defeat (Sword) Melbiz and the report to the
Adventurer's Guild Quest will be completed. The party will
be rewarded 20,000 gamels and get 3★.
This Quest is also given by the Adventurers' Guild of “G:
Bosunghamn”. “Bosunghamn’s Quest 1” will no longer be
available when this Quest is completed.

The Railroad Guild offers “to Kurtzholm” and “to Reines”


magic trains.

Magic Train to Kurtzholm


Once the Shallow Abyss in Area 1 [Plains] has been
Summary of Esamier conquered, the magic train to Kurtzholm will be in operation.
Esamier is a port city facing the North Sweek Sea and The fare is 250 gamels per person.
serves as a shipping hub to Bosunghamn, the northernmost >>If PCs take the magic train, they will arrive at ““A:
port city on the west coast of the Korgana region. However, Kurtzholm” (see p. 34) after 2 days (1 day if Lord of the Plains
since Humanoid pirates are active in the North Sweek Sea and was defeated).
Daemons have frequently appeared in the area since the
Great Erosion of Abyss, no ships are currently operating in Magic Train to Reines
the area. Once the Shallow Abyss in Area 4 [Wetlands] has been
In Esamier, there is a Port Guild that controls shipping. conquered, the magic train to Reines will be in operation.
The fare is 250 gamels per person.
>>If PCs take the magic train, they will arrive at “E: Reines”
Available Facilities (see p. 38) after 2 days (1 day if Lord of the Wetlands was
defeated).

If PCs have completed the “Esamier's Quest 1) Find Lethe


Bird's Hat”, the ship to Bosunghamn will be in service.
At the local tavern, PCs can gather information (see p. 18) The fare is 300 gamels per person, and the journey to
on the following information: Bosunghamn takes about 2 days, depending on the sea
conditions.
- Basic information on [Plains] (see p. 65) >>If PCs want to take a boat, go to “Voyage Across the North
- Basic information on the [Wetlands] (see p. 53) Sweek Sea” (see p. 64).
- Information on past “Wall Guardians” (see p. 89)
- Information on the “Lethe Bird's Hat” (see p. 108)
- Information on a House of a Friend of Helite (see p. 53)

The search is fruitless, and the Fatigue Level is raised by


one level.
Katya decides to give up the search, but as promised, she
In addition to Regional Quests (see p. 19), the following gives the PCs 1 x Daemon's Crystallized Blood Plate (see CR
Quests can be taken from the local Adventurers' Guild. II, p. 232).
When Katya leaves, an exit from this Outer Area appears
Esamier's Quest 1) Find Lethe Bird's Hat in front of the PCs. They cannot acquire 1★.
In order to bring pirates operating in the North Sweek Sea >>When PCs exit, they will move to the Central Area.
under the control of the port guilds, PCs need to obtain the
Lethe Bird’s Hat.

35
Part 2 Main Scenario

Paluake's Quest 2) Transport of Preserved Food


PCs need to deliver food to Fillick (Elf/Male/221 years
old), a scholar investigating forest ruins.
Rewards for reaching: ☆2 If PCs deliver 5 weeks' worth of preserved foods to Fillick,
a scholar somewhere in “Area 2 [Forest]”, they will complete
the Quest. The party will be paid 6,000 gamels (including the
cost of the food) and gain 2★.
This Quest is also can be taken in the Adventurers' Guild
in “A: Kurtzholm”. “Kurtzholm’s Quest 4” will no longer be
available when this Quest is completed.

Paluake's Quest 3) Letter to Esamier


Deliver a letter to the Adventurer's Guild in Esamier.
When PCs deliver the letter to the Adventurer's Guild in
“B: Esamier”, they will be rewarded with 8,000 gamels and get
2★.

The Railroad Guild offers “to Turkhidar” and “to Reines”


magic trains.

Magic Train to Turkhidar


Summary of Paluake Once the Shallow Abyss in Area 3 [Mountains] has been
Paluake is a forested city with towering trees and is home conquered, the magic train to Turkhidar will be in operation.
to many Elves and Meria. Many jasmine trees grow wild here, The fare is 250 gamels per person.
and it is said that the jasmine trees were planted after the death >>If PCs take the magic train, they will arrive at “D:
of Nanaly, the “Princess of Deprivation”. Turkhidar” (see p. 37) after 2 days (1 day if Lord of the
Mountains was defeated).
Available Facilities
Magic Train to Reines
Once the Shallow Abyss in Area 5 [Wilderness] has been
conquered, the magic train to Reines will be in operation.
The fare is 250 gamels per person.
>>If PCs take the magic train, they will arrive at “E: Reines”
(see p. 38) after 2 days (1 day if Lord of the Wilderness was
At the local tavern, PCs can gather information (see p. 18) defeated).
on the following information:

- Basic information on the [Forest] (see p. 40)


- Basic information on the [Mountains] (see p. 47)
- Basic information on the [Wetlands] (see p. 53)
- Information on past “Wall Guardians” (see p. 89)
- Information About the Shield of the Great Sacred Tree (see A locket necklace with Tautomi's family photo on it.
p. 45) When the locket with the family photo is obtained, the
following action will be added to Tautomi's “Guardian
Fellow's Action Table”.

Result Action Dialogue Value Effect


In addition to Regional Quests (see p. 19), the following Scout “There's no way you're going
Quests can be taken from the local Adventurers' Guild. AL +
6 Movement to lose that easily! Don't you -
9
check dare!”
Paluake's Quest 1) Search for Mullena
A girl named Mullena (Elf/Female/13 years old) who lived
with her family in Paluake has gone missing, and her family
has asked to search for her.
PC will accomplish the Quest by bringing Mullena to the
Adventurers' Guild of [C: Paluake]. The party will be
rewarded with 20,000 gamels and get 3★.

36
>>If PCs take the magic train, they will arrive at “C: Paluake”
(see p. 36) after 2 days (1 day if Lord of the Mountains was
defeated).
Rewards for reaching: ☆5

In the workshop, PCs can enhance armor with “Extra


Manatite Armor” (see CR III, p. 246). There is also a Dark
Dwarf artisan in the workshop. If they want to get “Ignidite
Processing” (see CR III, p. 245), they need to complete the
following Quest.

Workshop Quest) Route to the Reines


Artisans are having trouble transporting made weapons
and armor, so they want PCs to restart the magic train service
to Reines.
If the party conquers Shallow Abyss in “Area 3
[Mountain]” and “Area 5 [Wilderness]” and reports it to the
workshop, the Quest will be accomplished. The party will be
rewarded 12,000 gamels and gain the title “Acquaintance of
Dark Dwarf Artisan”.
Thereafter, “Ignidite Processing” becomes available in the
artisan workshop.

Summary of Turkhidar
Blacksmithing is flourishing in Turkhidar, taking
advantage of the mineral resources from the surrounding The Temple of Harula in Turkhidar has the Polar Staff
mountains. There are many skilled craftsmen, and Dark used by Katya, the Hero Killer. If PCs ask for the Polar Staff,
Dwarves, who have unique blacksmithing techniques, also they will be asked to complete the following Quest.
have a workshop. A ropeway runs from Turkhidar across the
volcano to El Yabibi. Temple of Harula's Quest) Recover Blessed Holy Symbol
PCs need to go and collect the “Blessed Harula's Holy
Symbol” from the Shrine in [Plain ⑥].
Available Facilities
If PCs retrieve Blessed Harula's Holy Symbol and give it
to the Temple of Harula in “D: Turkhidar”, they will achieve
Quest. The party will be given a Polar Staff/Relic (Katya) (see
p. 47, 110), and gets 2 ★.

At the local tavern, PCs can gather information (see p. 18)


on the following information: By ropeway, PCs can get to “F: El Yabibi” in 2 days.
However, since the ropeway was built back in Magitech
- Basic information on the [Mountains] (see p. 47) Civilization Period, the fare is expensive at 1,000 gamels per
- Basic information on the [Wilderness] (see p. 71) person.
- Basic information on the [Tundra] (see p. 77) >>If PCs want to take the ropeway, they will travel to “F: El
- Information on past “Wall Guardians” (see p. 89) Yabibi” (see p. 39) after 2 days have passed.

The Adventurers' Guild offers “Regional Quests” (see p.


19). There are no other Quests that can be taken. If the PCs searched a Bar, they could get a good sighting
because Callaway was drinking until just before the search.
Therefore, +5 is added to the Search Points.
>>Return to [1st Shallow of Katya] (see p. 92) and continue
The Railroad Guild operates a magic train “to Paluake”. with the search.
>>When the Search Points reach 41 or more, go to “We
Magic Train to Paluake found Caraway! (see p. 64).
Once the Shallow Abyss in Area 3 [Mountains] has been
conquered, the magic train to Paluake will be in operation.
The fare is 250 gamels per person.

37
Part 2 Main Scenario

Reines’s Quest 2) Letter to El Yabibi


Deliver a letter to the Adventurers' Guild in El Yabibi.
When PCs deliver the letter to the Adventurer's Guild in “F:
Rewards for reaching: ☆3 El Yabibi”, they will be rewarded with 8,000 gamels and get
2★.

Reines’s Quest 3) Letter to Bosunghamn


Deliver a letter to the Adventurers' Guild in Bosunghamn.
When PCs deliver the letter to the Adventurer's Guild in “G:
Bosunghamn”, they will be rewarded with 8,000 gamels and
get 2★.

The Railroad Guild offers “to Esamier” and “to Oxsilda”


magic trains.

Magic Train to Esamier


Once the Shallow Abyss in Area 4 [Wetlands] has been
conquered, the magic train to Esamier will be in operation.
The fare is 250 gamels per person.
>>If PCs take the magic train, they will arrive at “B: Esamier”
(see p. 35) after 2 days (1 day if Lord of the Wetlands was
Summary of Reines defeated).
Reines was developed into a city during the Magitech
Civilization Period, as it was an important junction point for Magic Train to Oxsilda
the route from Kurtzholm to Oxsilda, which was once a Once the Shallow Abyss in Area 7 [Snow Forest] has been
frontier village in the wilderness, and also for the route from conquered, the magic train to Oxsilda will be in operation.
the central Korgana region. The fare is 250 gamels per person.
>>If PCs take the magic train, they will arrive at “H: Oxsilda”
Available Facilities (see p. 41) after 2 days (1 day if Lord of the Snow Forest was
defeated).

At the local tavern, PCs can gather information (see p. 18)


on the following information: Alexandra's favorite magic spear. When PCs get Murakka,
the following actions will be added to Alexandra's “Guardian
- Basic information on the [Wetlands] (see p. 53) Fellow's Action Table”.
- Basic information on the [Wilderness] (see p. 71)
- Basic information on the [Snow Forest] (see p. 58) Result Action Dialogue Value Effect
Attack with Murakka
- Information on past “Wall Guardians” (see p. 89) “For Lady Power 30
with “Area: Line”. Deals
- Information About Urshma, a former adventurer (see p. 88) Ilyichna! AL + + (AL +
8 water/ice magic damage.
Blizzard, 11 3)/Crit
Any target within the line
Murakka!” Value 10
can be excluded, MP5

In addition to Regional Quests (see p. 19), the following The character targeted by this effect should roll Willpower
Quests can be taken from the local Adventurers' Guild. to resist, talking only half on success.

Reines’s Quest 1) Defeat of the Evil Cult


The guild wants PCs to defeat an evil cult that believes in
the Mad God Laris, which is using the ruins of [Wilderness
⑥] as its hideout.
If PCs defeat (Sword) Evil Priest (CR II, p. 410), the leader
of the evil cult, they will complete the Quest. The party will be
rewarded 12,000 gamels and gets 2★.

38
El Yabibi’s Quest 2) Letter to Kurtzholm
Deliver a letter to the Adventurers' Guild in Kurtzholm.
When PCs deliver the letter to the Adventurer's Guild in “A:
Rewards for reaching: ☆5 Kurtzholm”, they will be rewarded with 10,000 gamels and get
2★.

El Yabibi’s Quest 3) Get Artificer's Toolbox


The guild needs the help of PCs to repair the aging
magitech hot spring facilities. They require a special item that
was used by Artificers during the Magitech Civilization Period.
The guild has heard rumors that these items may be found in
the ruins of the Magitech Civilization Period located in “Area
6 [Fjord]”.
The quest will be completed once the Artificer's Toolbox
is handed over to the Adventurer's Guild in “F: El Yabibi”.
The party will be rewarded with 15,000 gamels for the
Artificer's Toolbox and will receive 2 ★.

In El Yabibi, hot spring facilities built during the Magitech


Civilization Period are still in use after repeated repairs.
Summary of El Yabibi These hot springs relieve fatigue, and bathing in them
El Yabibi was a small village located at the foot of a restores two levels of Fatigue Level. However, this effect can
volcano, but because of its warm earth, it was developed as a be obtained only once per time period.
tourist attraction during the Magitech Civilization Period and The fee for bathing is 50 gamels per person.
became a large town. However, it was destroyed by the
Diabolic Triumph and is now only the size of a small town. A
ropeway runs from El Yabibi to Turkhidar across the volcano.
>>If the PC’s purpose of the adventure is to return home, go PCs can get to “D: Turkhidar” by ropeway in 2 days.
to “Protect Your Homeland!” (see p. 83). However, since the ropeway was built back in Magitech
Civilization Period, the fare is expensive at 1,000 gamels per
person.
Available Facilities >>If PCs want to take the ropeway, they will travel to “D:
Turkhidar” (see p. 37) after 2 days have passed.

At the local tavern, PCs can gather information (see p. 18)


on the following information: A mysterious spiral-patterned waistband worn by the
Nomari people. When PCs get the waistband, the following
- Basic information on the [Mountains] (see p. 47) actions will be added to Katya's “Guardian Fellow's Action
- Basic information on the [Wilderness] (see p. 71) Table”.
- Basic information on the [Tundra] (see p. 77)
- Information on past “Wall Guardians” (see p. 89) Result Action Dialogue Value Effect
- Information on the Descendants of the Zionay (see p. 76) “Don't worry.
[Counter Magic] (see CR
We are well
I, p. 226) with AL + Willpower
6 prepared to
[Metamagic/Targets], 7 +2
counter
MP1
magic.”
In addition to Regional Quests (see p. 19), the following
Quests can be taken from the local Adventurers' Guild.

El Yabibi’s Quest 1) Letter to Oxsilda


Deliver a letter to the Adventurers' Guild in Oxsilda.
When PCs deliver the letter to the Adventurer's Guild in “H:
Oxsilda”, they will be rewarded with 8,000 gamels and get 2★.

39
Part 2 Main Scenario

After the defeat (Sword) Melbiz and the report to the


Adventurer's Guild Quest will be completed. The party will
be rewarded 20,000 gamels and get 3★.
Rewards for reaching: ☆3
This Quest is also given by the Adventurers' Guild of “B:
Esamier”. “Esamier’s Quest 2” will no longer be available
when this Quest is completed.

Bosunghamn's Quest 2) Goods Delivery to Oxsilda


Deliver goods to the Adventurers' Guild in Oxsilda. When
PCs deliver the letter to the Adventurer's Guild in “H:
Oxsilda”, they will be rewarded with 10,000 gamels and get
2★.

Bosunghamn’s Quest 3) Escort to Turkhidar


The request is to escort a blacksmith to Turkhidar. The
blacksmith was originally employed at a workshop in
Turkhidar, but while they were in Bosunghamn on business,
the Great Abyss Erosion occurred, and they were unable to
return home.
After receiving this Quest, a blacksmith will accompany
the PCs from now on. The blacksmith's food, tent, and
lodging are paid for by the blacksmith themself, so there is no
need to worry about them.
Summary of Bosunghamn In any case, while accompanying, the blacksmith acts
Bosunghamn is a port town located at the northernmost according to the PCs' instructions. In combat, they should be
tip of the North Sweek Sea, surrounded by numerous inlets, treated as a Bandit Trooper (CR I, p. 431).
and was once used as a military port. There used to be a ship The Quest is accomplished when the blacksmith is
bound for Esamier from this port, but it is no longer in service returned to the Adventurer's Guild in “D: Turkhidar”. The
since the Great Abyss Erosion when pirates became more party will be paid 18,000 gamels and get 2★.
active, and Daemons began to haunt the area.

Available Facilities If PCs have completed the “Esamier's Quest 1) Find Lethe
Bird's Hat”, the ship to Esamier will be in service.
The fare is 300 gamels per person, and the journey to
Esamier takes about 2 days, depending on the sea conditions.
>>If PCs want to take a boat, go to “Voyage Across the North
Sweek Sea” (see p. 64)

At the local tavern, PCs can gather information (see p. 18)


on the following information:

- Basic information on [Plains] (see p. 65)


The Lord of the Forest is (Sword) Scarlet Stamp (CR II,
- Basic information on the [Fjord] (see p. 82)
p. 379).
- Information on past “Wall Guardians” (see p. 89)
This forest was once home to an imperial kingdom ruled
- Information on the Descendants of the Zionay (see p. 76)
by Meria, but it was destroyed by Daemons. The ruins of the
- Information from Scholar Tottle (see p. 71)
kingdom still stand, and the empire is said to have released
the (Sword) Scarlet Stamp to fight against the Daemons.
Furthermore, an Elf scholar who is investigating the ruins
of the Imperial Palace is currently residing in the forest.
In addition to Regional Quests (see p. 19), the following Rumors suggest that a treasure in the imperial kingdom
Quests can be taken from the local Adventurers' Guild. enabled one to understand the language of fairies.
>>The Adventurer's Guild will allow the PCs to protect Vilma The location of the Forest Shallow Abyss, which is said to
if they have the “Observant Soldier's Letter”. For details on be in the middle of a large river in [Forest ⑥], has not been
protecting Vilma and having PCs accompany them, please confirmed. The threat level is also unknown.
refer to “If PCs Want Vilma to Accompany Them” (see p. >>If PCs get this information, they can check the map of
65). “Area 2 [Forest]” (see p. 48, 126).
Bosunghamn’s Quest 1) Defeat Melbiz
Guild wants PCs to defeat (Sword) Melbiz (CR III, p. 419),
who appears in North Sweek Sea.

40
Oxsilda's Quest 2) Restoration of the Supply Line with the
East
The request is to restore the supply line from Turkhidar
Rewards for reaching: ☆3 to Oxsilda.
PCs have completed the Quest by conquering all Shallow
Abysses in “Area 3 [Mountains]”, “Area 5 [Wilderness]”, and
“Area 7 [Snow Forest]” and reporting to the Adventurer's
Guild in “H: Oxsilda”. The party is rewarded with 15,000
gamels and gets 2★.

Oxsilda's Quest 3) Participation in Operation Daemon


Eradication
Guild is inviting PCs to participate in a large-scale
counterstrike operation against Daemons that is being
planned. This operation is to be carried out during the “71-77
days” (from the start of the campaign).
If the party participates in the mission and wins, the Quest
will be completed. The party will be rewarded 20,000 gamels
(apart from the reward of the “Mercenaries” adventure
objective) and will receive 5 ★.

Summary of Oxsilda The Railroad Guild operates a magic train “to Reines”.
Oxsilda, a mighty fortress built for the defense of the Wall
of the Abyss, manned by countless Wall Guardians. Here, Magic Train to Reines
fierce battles against the Daemon are waged with unyielding Once the Shallow Abyss in Area 7 [Snow Forest] has been
valor and unrelenting passion. conquered, the magic train to Reines will be in operation.
>>If PCs are in Oxsilda during 71-77 days, go to “Initiate The fare is 250 gamels per person.
Operation Daemons Eradication!” (see p. 52). >>If PCs take the magic train, they will arrive at “E: Reines”
(see p. 38) after 2 days (1 day if Lord of the Snow Forest was
defeated).
Available Facilities

In the workshop, PCs can enhance armor with “Extra


Manatite Armor” (see CR III, p. 246).
They can also receive the following Quest from the
artisans.
At the local tavern, PCs can gather information (see p. 18)
on the following information: Workshop Quest) Invite Dark Dwarf
The workshop would like PCs to invite Dark Dwarf from
- Basic information on [Snow Forest] (see p. 58) Turkhidar to make the ignidite processing possible.
- Basic information on the [Tundra] (see p. 77) If PCs have the title “Acquaintance of Dark Dwarf
- Information on past “Wall Guardians” (see p. 89) Artisan”, an artisan of Dark Dwarf will accompany them when
they arrive at “D: Turkhidar”. If they do not have the title, they
can get it by accomplishing “Workshop Quest) Route to the
Reines” after arriving at “D: Turkhidar”.
In addition to Regional Quests (see p. 19), the following While accompanying the PCs, the Dark Dwarf artisan will
Quests can be taken from the local Adventurers' Guild. follow the PCs' instructions. PCs must pay for their food, tents,
and lodging. In battle, treat them as Skilled Mercenary (CR I,
Oxsilda's Quest 1) Restoration of the Supply Line with the p. 431).
South The Quest is accomplished when the artisan Dark Dwarf
The request is to restore the supply line from Kurtzholm is delivered to the workshop of “H: Oxsilda,” and the party
to Oxsilda. will receive a reward of 18,000 gamels and get 2★.
PCs have completed the Quest by conquering all Shallow Thereafter, “Ignidite Processing” (see CR III, p. 245) is
Abysses in “Area 1 [Plains]”, “Area 4 [Wetlands]”, and “Area available at the Artisan Workshop.
7 [Snow Forest]” and reporting to the Adventurer's Guild in
“H: Oxsilda”. The party is rewarded with 18,000 gamels and
gets 3★.

41
Part 2 Main Scenario

The Lord of the Plains is (Sword) Petroviper (CR II, p.


356). At first, (Sword) Petroviper is at [Plains④].
When PCs kill (Sword) Petroviper, they get 1 ★.

Movement of the Lord of the Plains


Roll 1d to determine how Lord of the Plains will move and
use the “Movement of the Lord of the Plains Table” to
determine the destination of (Sword) Petroviper or (Sword)
Foregone (see events below).

Movement of the Lord of the Plains Table


1d Movement of the Lord of the Plains
1 – 2 Not moving.
Move one square in the direction of the “Lord of
3–4
the Plains' Path of Travel”.
It moves one square opposite the “Lord of the
5–6
Plains' Path of Travel”.

Lord of the Plains' Path of Travel


[Plains④] → [Plains②] → [Plains③] → [Plains④]

Area Summary
The gently undulating land is covered with green grass as
far as the eye can see. In some places, coniferous forests To use the “Plains Area Table of Events, roll “2d + Days
resemble small islands, but there is almost nothing to obstruct Modifier” and use the Plains Area Table of Events.
the view.
Plains Area Table of Events
Result Event Details
[Lord] The Wrath of the Lord
The “Lord of the Plains” moves. In combat during this
5 or less
movement, the “Lord of the Plains” gains a +1 bonus to all
Skill Checks.
Plains Event 1: [Shallow] Encounter with a Small Group of
6–7
Daemons (see p. 42)
Common Event 3: Encounter with The Nomari (see p.
8–9
122)
[Lord] The Rage of the Lord
The “Lord of the Plains” moves twice; if it moves into
the square where the PCs are on the first move, it engages
10 – 11
in combat and does not move a second time. In combat
during this movement, the “Lord of the Plains” gains a +2
bonus to all Skill Checks.
Plains Event 2: [Lord] Encounter with a Group of Vipers
12 – 13
(see p. 42)
Found Unoccupied House
In an unoccupied house, PCs can rest safely in the
14 – 15
event of a storm or blizzard and gain a +2 bonus if a
Camping check is required.
Plains Event 3: [Shallow] Encounter with a Large Group of
16 – 17
Daemons (see p. 42)
Common Event 4: Encounter with Armed Track Workers
18 – 19
(see p. 123)
20 – 21 Common Event 2: Encounter with a Wanderer (see p. 122)
A New Threat
1 x (Sword) Foregone (CR III, p. 421) appears in
22 or [Plains ④] as a new “Lord of the Plains,” and the old Lord
more disappears. If (Sword) Foregone already exists, nothing
happens.
When (Sword)Foregone is killed, 3★ are gained.

42
Plains Event 1: [Shallow] Encounter with a Small Group Plains Event 3: [Shallow] Encounter with a Large Group
of Daemons of Daemons
This event does not occur when no Shallow Abyss exists This event does not occur when no Shallow Abyss exists
in "Area 1 [Plains]". in "Area 1 [Plains]".
PCs encounter the next “Small Group of Daemons”, and PCs encounter the next “Large Group of Daemons”, and
a Combat Event (see p. 22) occurs. a Combat Event (see p. 22) occurs.

Small Group of Daemons Large Group of Daemons


Monster level: 4 Classification: Daemons Monster level: 6 Classification: Daemons
Might: To be determined by the number of PCs Might: To be determined by the number of PCs
Number of Number of
1 2 3 4 5 or more 1 2 3 4 5 or more
Characters Characters
Number of PCs Number of PCs
Might 15 25 55 75 Might 20 30 50 90
x 20 x 30
Initiative: 12 Fortitude: 12 Willpower: 12 Initiative: 16 Fortitude: 16 Willpower: 16
Damage: 2d+4 Evasion: 12 Defense: 4 Damage: 2d+6 Evasion: 16 Defense: 6
Unique Skills: If 2d of the damage decision is 4 or less, +6 Unique Skills: If 2d of the damage decision is 10 or more,
to damage for the next round only. +8 to damage of this attack.
Defeat Rewards: 1 x Daemon's Blood (100 gamels/Red A), Defeat Rewards: 1 x Daemon's Blood (100 gamels/Red A),
1 x Abyss Shard (200 gamels/-), If AL 5 or lower, 1★ is 1 x Abyss Shard (200 gamels/-), If AL 8 or lower, 1★ is
awarded. awarded.

Plains Event 2: [Lord] Encounter with a Group of Vipers


This event does not occur when the “Lord of the Plains”
is defeated. Overview
PCs encounter the “Pack of Vipers”, and a Combat Event Several gazebos loom over the plains, their darkened
(see p. 22) occurs. wooden frames casting long shadows against the barren earth.
A foreboding wooden fence fashioned from thick timbers
Pack of Vipers encircles the compound, and two soldiers stand sentinel
Monster level: 5 Classification: Animals before a small gate, ever watchful.
Might: To be determined by the number of PCs This is the site of a garrison dispatched from Kurtzholm,
Number of established to hold back the tide of Daemons and other
1 2 3 4 5 or more monsters that roam the plains in the wake of the Great Abyss
Characters
Number of PCs Erosion.
Might 15 25 55 75 >>From this square, PCs can move to [A: Kurtzholm], [Plains
x 20
Initiative: 14 Fortitude: 14 Willpower: 14 ②], [Plains ⑤].
Damage: 2d+5 Evasion: 14 Defense: 5
Unique Skills: Paralyzing Poison 1. Event Phase
If the target fails, a “Fortitude: Target Number 12” results Nothing happens.
in the target getting “Paralyzing Poison (poison type):
Success Value 12/All action checks receive a -2 penalty”. 2. Free Activities Phase
This “Paralyzing Poison” is removed when the target PCs can visit encampment.
succeeds in “Fortitude: Target Number 13” after sleeping If they are going to the encampment, they will be stopped
for 6 or more hours. by two soldiers in front of the gate. When they find out that
Defeat Rewards: If AL 7 or lower, 1★ is awarded. PCs are adventurers, they will warn them and give them the
following two pieces of information.
In addition, at the encampment, a safe place to sleep is
provided for 30 gamels per person (meals are not included).
Therefore, if PCs stay overnight here, the “Camping Events”
(see p. 121) do not occur while they are sleeping.

Information 1) Information about the Lord of the Plains


Soldiers tell PCs that the Lord of the Plains is Petroviper
(CR II, p. 356) and provide “Lord of the Plains' Path of
Travel”.
They also tell that Petroviper is based in [Plains ④], which
is inhabited by many vipers.

43
Part 2 Main Scenario

Information 2) Shallow Abyss on the Plains stairway to the basement buried under the rubble of the
“Shallow Abyss” is located in [Plains ⑥], which had a burned-down house.
threat level of 6 when they checked it with Daemon's Blood Going down the stairs, PCs come to the basement. This
Plate two months ago and may have a higher level now. basement is dark, so it is treated as “Indoors or underground
There used to be an old Harula Shrine in [Plains ⑥], but with no light source” (see CR I, p. 97).
it is uninhabited now because the priests have evacuated to In the basement, 1 x Flying Hands (CR III, p. 363) will
Esamier due to the Great Abyss Erosion. The encounter rate attack the living to make them join undead ranks, so there will
with Daemon is higher in [Plains ⑤] than in other places. be a battle. However, if there are more than 3 PCs, an
additional “half of the number of PCs” x Death Sword (CR II,
In addition, the soldiers say that they have a favor to ask p. 370).
PCs. They will ask them to do the following “Quest for the All Undead should be placed on the Frontline Area at the
Encampment) Search for the Soldiers”. beginning of the battle.
If PCs search the basement after defeating Undead, they
Quest for the Encampment) Search for the Soldiers will find 8,000 gamels and “Peter's Diary” if they succeed in
“Search check (Scout): Target Number 12”. This check can
Soldiers would like PCs to search for and bring back 5
be done only once in one time period.
Soldiers who have not returned from a patrol mission in the
>>If PCs want to open the diary, go to “Peter's Diary” (see p.
plains.
46).
Soldiers' route was [Plains ①] → [Plains ②] → [Plains
④] → [Plains ⑤] → [Plains ①].
The Quest is accomplished when the five Soldiers are
found and brought back to the encampment. The party will
Overview
be rewarded with 3,000 gamels and 2★.
It is a field of colorful and beautiful flowers.
>>From this square, PCs can move [Plains ②], [Plains ③],
[Plains ⑤].
Overview
1. Event Phase
Small grass-covered hills are nestled together, and Without a roll, “Plains Event 2: [Lord] Encounter with a
coniferous forests are scattered throughout. Group of Vipers” (see p. 43) occurs.
>>From this square, PCs can move to [Area 2 [Forest]], [Area If PCs defeat them, the “Pack of Vipers” will not reappear
4 [Wetlands]], [Plains ①], [Plains ③], [Plains ④]. until PCs leave "Area 1 [Plains]”. If PCs leave “Area 1[Plains]”
at any time and then return to this square, the snake will
1. Event Phase reappear.
Plains Area Table of Events (see p. 42).
>>If 2d is a double 1s, “Common Event 3: Encounter with 2. Free Activities Phase
The Nomari” (see p. 122) occurs regardless of the sum of the PCs are free to investigate the flower fields.
number of the rolls. If they want to investigate, they must succeed in “Search
check (Scout, Ranger): Target Number 10” to find a cave.
2. Free Activities Phase This check can be done only once in one time period.
Nothing to interact with. However, “half of the number of PCs” x Tigers (CR III,
p. 345) wander in front of the cave, notices the PCs, and come
to attack them, resulting in a battle.
At the beginning of the battle, all Tigers should be placed
in the Frontline Area.
Overview >>If they win, they will get 1★. After that, go to “3. The Ones
There is a small abandoned village where houses have Who Hid in the Cave”.
been destroyed without a trace, probably by Daemon's attack.
>>From this square, PCs can move to [B: Esamier], [Plains 3. The Ones Who Hid in the Cave
②], [Plains ④]. Five soldiers emerge from the cave. All of them are
wounded, and two seem to be seriously injured.
1. Event Phase These soldiers are from the Kurtzholm garrison stationed
Plains Area Table of Events (see p. 42). at the encampment in [Plains ①].
>>If 2d is a double 1s, “Common Event 3: Encounter with The platoon leader, representing the soldiers, will say,
The Nomari” (see p. 122) occurs regardless of the sum of the “Our group was attacked by vipers and then tigers, resulting in
number of the rolls. injuries to my comrades. We fled for our lives and took refuge
in a cave, but the tigers persisted and prevented us from
2. Free Activities Phase leaving. I am grateful for your help in defeating the tigers and
PCs can investigate an abandoned village using their free would like to request your assistance in escorting us to our
time. garrison's encampment, as we are all wounded. Can you help
If they want to investigate, they need to succeed in “Search us?”
check (Scout, Ranger): Target Number 11”, they will find a

44
If PCs ask the soldiers about the inside of the cave, they 2. Free Activities Phase
know nothing. They did not want to take risks with the PCs can get inside through the large broken door.
wounded in their arms. As the PCs enter the chapel, a scene of terror greets them.
The once-beautiful furnishings lay in ruins, and the statue of
- Escorting Soldiers Harula, once enshrined at the far end, was now nothing more
Soldiers have encampment items such as food and tents. than shattered fragments.
In case of battle, only the platoon leader is placed in the Allied In addition, 1 x Nazrak (CR I, p. 430) is lurking behind
Rearguard Area. The data of the platoon leader is the same as the rubble of the statue of Harula and will attack PCs, leading
that of the Bandit Leader (CR III, p. 428) (HP is also the to a battle. However, if there are 3 or more PCs, an additional
same). “number of PCs” x Aetherbeasts (CR I, p. 429) will appear.
During the battle, the platoon leader acts according to the At the beginning of the battle, all Daemons should be
PCs' instructions. If the platoon leader is killed, all other placed in the Frontline Area.
Soldiers are considered dead, and the “Quest for the After the victory, if PCs want to investigate the shrine, they
Encampment) Search for the Soldiers” cannot be must succeed in “Search check (Scout): Target Number 13”
accomplished. If PCs refuse the escort, soldiers will attempt to discover the “Blessed Harula's Holy Symbol” (see p. 111)
to return on their own, but they will be wiped out on the way. hidden in the statue of Harula. Regardless of the success or
In this case, too, Quest cannot be achieved. failure of the search, they will also find a staircase leading up
In any case, the PCs are free to investigate this cave at their to the bell tower at the back of the shrine. This check can only
own discretion from then on. However, investigating the cave be performed once per time period.
will require a certain amount of time. If PCs go up the stairs, an impenetrable darkness looms
>>If PCs want to investigate a cave, go to “Investigation of the before them. They have reached the entrance to the Shallow
Cave in the Field of Flowers” (see p. 83). Abyss!
>>If PCs want to challenge Shallow Abyss, set up the Shallow
Map and start the Shallow Abyss adventure! For details on
setting up the Shallow Map and proceeding with the adventure
Overview in Shallow, check "Procedures for Shallow Abysseses" (see p.
The gently sloping grasslands spread out, looking like a 20).
rippling green sea. The air is stagnant, and there is an ominous
presence drifting in from the west. - Setting up a Shallow map of the Plains Shallow Abyss
>>From this square, PCs can move [Plains ①], [Plains ④], In this Shallow Abyss for Central Area, place “Central
Area 2: Treacherous Snow” (see p. 99).
[Plains ⑥].
After that, Outer Area should be randomly determined.
When the Shallow map is ready, start the “Shallow Abyss”
1. Event Phase
from Outer Area!
Plains Area Table of Events (see p. 42).
>>If 2d is a double 1s, “Plains Event 3: [Shallow] Encounter
with a Large Group of Daemons” (see p. 43) occurs regardless
of the sum of the number of the rolls.

2. Free Activities Phase


Nothing to interact with. An antique shop in Paluake sold an old, small shield
claiming to be the Shield of the Great Sacred Tree. However,
it seems to have no magic powers and maybe a fake.
Alternatively, since it was used by the ancient imperial
Overview family, it may be a secret way to draw out magic powers.
Upon the promontory that extends into the sea stands the If the PCs visit the antique dealer, they will find a wooden
Shrine of “Guiding Star” Harula. But now, a dark and shield with the following description: “Relics of the
ominous sphere looms in the waters, devouring the bell tower Tolipalinna Empire. Shield of the Great Sacred Tree is said
of the sacred place. to have been used by Princess Nunnelia. Only 3,000 gamels!”
It is a Shallow Abyss, a treacherous void that beckons to The PCs are free to buy or not. Note the page number if they
the brave and foolish alike. To enter this maw of darkness, intend to purchase it later.
one must ascend the bell tower from within the shrine. Afterward, they can visit the antique dealer listed on the
Within the hallowed halls, the holy symbol of Harula noted page number at any time while in Paluake.
stands defiant, a beacon of light in the encroaching darkness. >>If PCs don't want to buy, go to “C: Paluake” (see p. 36).
Yet the main door lies shattered, and the chapel lies exposed >>If PCs want to buy it, go to “Buying a Wooden Shield” (see
and vulnerable. p. 58).
>>From this square, PCs can move to [Plains ⑤].

1. Event Phase
Nothing happens.

45
Part 2 Main Scenario

When the PCs inform the soldiers that they are searching When the large door is opened, PCs find themself in an
for Vilma, they give them a “Watchtower Soldiers Letter” extraordinarily large cavern. The ceiling is more than 10
explaining the situation. meters high, and the radius of the nearly circular cavity is
The letter to the Adventurers’ Guild states that if the PCs nearly 100 meters. In this vast cavity, a huge sphere of ice
deliver the girl to the Adventurers' Guild in Bosunghamn, they floats and is connected to the ceiling and walls by numerous
will be authorized to protect Vilma. The Guild will handle all black chains with words in arcana engraved on them.
negotiations and procedures with the authorities on their Upon closer inspection, a beautiful girl with shining wings
behalf. The authorities will not object since it means they will is trapped inside the ice sphere. If they succeed in the
not have to support an orphan. “Monster Knowledge check: reputation 14/weakness 17”,
The PCs obtain a Watchtower Soldiers Letter. they will know that this girl is a Moonlight Princess (see p.
>> Go to [Fjord ②] (see p. 73). 113).
Furthermore, if PCs can read the arcana, they can
understand that the inscription on the chain is to “contain the
power of fairy”.
From these facts, it can be inferred that Moonlight
It is a huge stone bridge. It is quite dilapidated and half-
Princess is trapped in the ice sphere.
collapsed, but it is still barely possible to cross to the other side
>>If PCs have the Tiara of the Fairy Princess, go to
of the river.
“Liberation of the Fairy Princess” (see p. 96).
If PCs cross the bridge, it will be a “Combat Event” (see p.
>>PCs can't do anything here if PCs don't have the Tiara of
22) because the next “Group of Daemons” will attack them
the Fairy Princess. There is nothing else in this place, and it is
from above, just in the middle of the bridge.
impossible to break the black chains. They have no choice but
to give up and return to the ground. Go to [Tundra ⑥] (see
Group of Daemons p. 87)
Monster level: 5 Classification: Daemons
Might: To be determined by the number of PCs
Number of
1 2 3 4 5 or more
Characters
Number of PCs An older woman in Nomari tells PCs that there is an
Might 15 25 55 75
x 20 underground cavern under [Plains ④], which was used as a
Initiative: 14 Fortitude: 14 Willpower: 14 hideout for pirates in ancient times. It is said that the pirates'
Damage: 2d+6 Evasion: 14 Defense: 3 treasures are still there.
Unique Skills: If 2d of the damage decision is 10 or more, However, the underground cavity is sealed by a door,
+4 to damage of this attack. which can only be opened by chanting the password “Tis the
Defeat Rewards: 1 x Daemon's Blood (100 gamels/Red A), art of eternal slumber, death be.” in magitech.
1 x Abyss Shard (200 gamels/-), If AL 7 or lower, 1★ is
awarded.
Once defeated, this “Group of Daemons” will not appear
again.
>>If PCs cross the bridge, they can move to [Forest ①] (see This diary was written by a young man named Peter, the
p. 49) or [Forest ⑤] (see p. 51). son of a farm owner. The diary describes Peter's strong
interest in old ruins.
A particularly interesting description is that “there is a
subterranean cavity under [Plain ④] that was used as a
hideout by pirates in ancient times.”
This was Tautomi's favorite lightning-emitting fist weapon Peter seems to have thought that the pirates' treasures
and was made by his sister, Chemue. When a Thunderfist is might be there, and he investigates them in great detail and
obtained, Tautomi's “Guardian Fellow Action Chart” will finds out that the password to open the door is “Tis the art of
include the following action. eternal slumber, death be.”. However, it is said that this
password must be said in magitech.
Result Action Dialogue Value Effect At the end of the diary, he writes that he was seriously
1st attack Power 15 wounded by a sudden attack of Daemons, that his parents
2 attacks with “I’ll praise you + (AL + 8)/Crit were killed, and that he is “glad that my sister Helite was
Thunderfist, [Cat's if you've got Value 11 lightning visiting her friend in Esamier.”
AL +
8 Eye] (see CR II, p. what it takes to magic damage, 2nd When PCs read this diary, they will get 1★. PCs also get
12
183) technique, make it to the attack Power 15 + “Peter's Diary”.
MP3 end.” (AL + 8)/Crit Value
>>As PCs go up the stairs to [Plain ③] (see p. 44)
11.
If the first attack fails to hit, the second attack will deal
lightning magic damage.

46
The Colossus Jammer is a blue metallic cube about the
size of a palm, which interferes with the mana around it to
This is Katya's favorite staff, a sacred staff with a polar star.
inhibit the action of the colossi.
When PCs obtain a Polar Staff, the following action will be
All magitechs on the battlefield that have “Colossus” in
added to Katya's “Guardian Fellow Action Table”.
their name suffer a -4 penalty to their Skill Checks if the user
activates Colossus Jammer with a Major Action. Result Action Dialogue Value Effect
This effect lasts for 3 minutes (18 rounds). After that, Exposes for a
“Colossus Jammer” cannot be used for 1 day. The target’s weak
short time the
“Combined point can be
weak point of any
10 Attack! Harula Can’t applied for 10
target within
will show you!” seconds (1 round),
Range 2(30m),
doubling its effect.
MP5
The PCs who reported conquering Shallow Abysses in the
four areas meet Jarno Yurimaki, the deputy director of the Even if PC fail Monster Knowledge check against a
Railroad Guild's Railroad Maintenance Bureau in Kurtzholm, monster, its weak point will be revealed and doubled during
again. If it is not in Kurtzholm that the PCs reported the this effect. This effect does not overlap with [Weakness
accomplishment of their request, Jarno says, “I just happened Exploit] from any characters.
to be here on business.”
Jarno recruits the PCs to the Railway Maintenance Bureau
with a “10,000 gamels per month base salary + piece rate” to
be part of the plan to extend the line to El Yabibi and Beyond the massive door lies a foreboding hemispherical
Bosunghamn. cavity shrouded in pitch darkness. Since the cavity is pitch-
What will PCs do? dark, it is treated as “Indoors or underground with no light
source” (see CR I, p. 97).
If PCs accept this invitation, their adventure as PC The air is heavy with the scent of the tide, and the PCs
adventurers will end for now. However, a new adventure will can't help but wonder if the underground lake behind the
begin soon. cavity is connected to the open sea.
If the PCs refuse, Jarno says ruefully, “If you change your As they step into the void, some corpses littered across the
mind, just ask.” The PCs may continue their adventure or take ground come to life, standing up and wandering closer to the
the magic train from Kurtzholm to Kingsfall to finish their PCs, ready to unleash their horror upon them.
adventure in the northwestern part of the Korgana region. The corpse that rises is 1 x (Sword) Skeleton Guardian
It's all up to PCs. (CR II, p. 372). If there are 3 or 4 PCs, 1 x Phantom (CR I,
>>If PCs refuse the invitation, return to the city where they p. 418). If there are 5 or more, one more Skeleton Guardian
reported their request to the Railroad Guild. will appear additionally instead of a Phantom.
Combat. The (Sword) Skeleton Guardian must be placed
in the Frontline Area at the start of combat. A Phantom must
be placed in the enemy rear area, and if there is an additional
Skeleton Guardian, it must be placed in the Frontline Area.
The Lord of the Mountains is Arakcruder Hunter (CR III, The (Sword) Skeleton Guardian wears a hat adorned with
p. 330). black bird feathers.
Barbarous are advancing into these mountains and If PCs defeat Undead, they get 1★. In Loot
occasionally attack villages in [Mountain ③]. Determination, they automatically get a “Hat Adorned with
There is a Magitech Civilization Period tunnel in the Black Feathers”. This is the Lethe Bird's Hat.
mountains. However, the entrance to the tunnel has remained After the battle, if PCs search the cavity, a successful
closed since the Diabolic Triumph. Rumor has it that the “Search check (Scout): Target Number 13” will reveal “(1d+5)
magical device to open the entrance to the tunnel is located in x 1,000 gamels” and “1d (at least 3)” x Mako Stone (5 points).
a dome-shaped ruin in [Mountain ⑤]. If the Success Value of the check is “15 or more”, the PCs
It also appears that there was a facility on the shore of the find a parchment that is believed to have been left by one of
lake at the top of the mountain where metals were refined the dead.
from minerals, and it is said that mineral poisons leaked from This check can only be made once, and the parchment
this facility into a large river. contains the resentment of the dead in magitech. It says that
They do not know where the Shallow Abyss in the the dead were pirates who operated in the coastal areas of the
mountains is located, but it is supposed to be in [Mountains Korgana region during the Magitech Civilization Period. They
②] or [Mountains ⑥]. Therefore, the threat level is also were trapped in this cave by the treachery of their comrades,
unknown. and their treasures were taken away. However, it is noted that
>>Once PCs get this information, they can check the map of the “Lethe Bird's Hat,” which indicates that they were the
“Area 3 [Mountains]” (see p. 54, 127). leaders of the Korgana pirates, would never be given to the
traitors.
There is nothing else in this cavity.
>> As PCs leave the cavity, go to [Plain ④] (see p. 44).

47
Part 2 Main Scenario

The Lord of the Forest is (Sword) Scarlet Stamp (CR II,


p. 379). At first, (Sword) Scarlet Stamp is at [Forest⑥].
When PCs kill (Sword) Scarlet Stamp, they get 1★.

Movement of the Lord of the Forest


Roll 1d to determine how Lord of the Forest will move
and use the “Movement of the Lord of the Forest Table” to
determine the destination of (Sword) Scarlet Stamp or
(Sword) Foregone (see events below).

Movement of the Lord of the Forest Table


1d Movement of the Lord of the Forest
Moves to [Forest①]. If it is in [Forest①], it does not
1
move.
Moves to [Forest②]. If it is in [Forest②], it does not
2
move.
Moves to [Forest③]. If it is in [Forest③], it does not
3
move.
Moves to [Forest④]. If it is in [Forest④], it does not
4
move.
Moves to [Forest⑤]. If it is in [Forest⑤], it does not
5
move.
Area Summary Moves to [Forest⑥]. If it is in [Forest⑥], it does not
6
A forest of ancient conifers shrouded in black leaves. move.
Mighty trees rise tall and straight like pillars that hold up the
very heavens, while their thick roots delve deep into the earth
below.
To use the “Forest Area Table of Events, roll “2d + Days
Modifier” and use the Forest Area Table of Events.

Forest Area Table of Events


Result Event Details
[Lord] The Wrath of the Lord
The “Lord of the Forest” moves. In combat during this
5 or less
movement, the “Lord of the Forest” gains a +1 bonus to all
Skill Checks.
6 – 7 Forest Event 1: Vindictive Forest (see p. 49)
Forest Event 2: Encounter with a Pack of Forest Wolves
8–9
(see p. 49)
[Lord] The Rage of the Lord
The “Lord of the Forest” moves twice; if it moves into
the square where the PCs are on the first move, it engages
10 – 11
in combat and does not move a second time. In combat
during this movement, the “Lord of the Forest” gains a +2
bonus to all Skill Checks.
Common Event 3: Encounter with The Nomari (see p.
12 – 13
122)
Forest Event 3: [Shallow] Encounter with a Large Group of
14 – 15
Daemons (see p. 49)
Found Unoccupied House
In an unoccupied house, PCs can rest safely in the
16 – 17
event of a storm or blizzard and gain a +2 bonus if a
Camping check is required.
Common Event 6: Encounter with a Pack of Monsters (see
18 – 19
p. 123)
Common Event 3: Encounter with The Nomari (see p.
20 – 21
122)
A New Threat
1 x (Sword) Foregone (CR III, p. 421) appears in
22 or [Forest⑥] as a new “Lord of the Forest,” and the old Lord
more disappears. If (Sword) Foregone already exists, nothing
happens.
When (Sword)Foregone is killed, 3★ are gained.

48
Forest Event 1: Vindictive Forest
A sinister curse cast by a long-forgotten kingdom still grips
this forest in its malevolent grasp. Overview
The PCs must immediately perform “Willpower: Target It is a dense forest filled with a stifling green smell. On the
Number 11 + Number of PCs”. If they all fail, the curse will north side of the forest, a large river flows from east to west,
ensnare their minds and send them wandering aimlessly with a stone upper arch bridge, which is quite dilapidated and
through the forest, so they cannot move in the next period. collapsed in some places.
Also, their Fatigue Level is increased by 1 step for each PC >>From this square, PCs can move to “A: Kurtzholm”, [Forest
who rolled double 1s (failed automatically) on this check. ②].
>>If PCs want to move across the arch bridge to [Forest ⑤],
Forest Event 2: Encounter with a Pack of Forest Wolves go to “Half Collapsed Arch Bridge” (see p. 46).
The PCs encounter the next “Pack of Forest Wolves”, and
a Combat Event (see p. 22) occurs. 1. Event Phase
Forest Area Table of Events (see p. 48).
Pack of Forest Wolves >>If 2d is a double 1s, “Common Event 3: Encounter with
Monster level: 4 Classification: Animals The Nomari” (see p. 122) occurs regardless of the sum of the
Might: To be determined by the number of PCs number of the rolls.
Number of
1 2 3 4 5 or more 2. Free Activities Phase
Characters
Number of PCs Nothing to interact with.
Might 15 25 55 75
x 20
Initiative: 13 Fortitude: 13 Willpower: 13
Damage: 2d+4 Evasion: 13 Defense: 3
Unique Skills: During one round, attacks up to two targets
are chosen at random. Overview
Defeat Rewards: If AL 6 or lower, 1★ is awarded. The ruins are buried within a dense forest. Stone paths, a
broken fountain, and the rubble of a burnt-out pavilion are
Forest Event 3: [Shallow] Encounter with a Large Group scattered amidst the grass and trees, bearing witness to the
of Daemons area's former glory.
This event does not occur when no Shallow Abyss exists On the north side of the forest, a large river flows, and the
in “Area 2 [Forest]”. remains of a stone bridge can still be seen along its shore.
PCs encounter the next “Large Group of Daemons”, and >>From this square, PCs can move to “Area 3 [Mountain]”,
a Combat Event (see p. 22) occurs. [Forest ①].
>>If PCs have a small boat, they can move to [Forest ③].
Large Group of Daemons
Monster level: 5 Classification: Daemons 1. Event Phase
Might: To be determined by the number of PCs Nothing happens.
Number of
1 2 3 4 5 or more
Characters 2. Free Activities Phase
Number of PCs PCs can explore the ruins buried in the forest and the
Might 20 30 60 80 ruins of the bridge.
x 25
Initiative: 15 Fortitude: 15 Willpower: 15 >>If PCs want to investigate the ruins of the bridge, go to “3.
Damage: 2d+6 Evasion: 15 Defense: 6 Investigation of the Bridge Ruins”.
Unique Skills: Roll 1d before attacking, and if the result is >If PCs wish to investigate the ruins, go to “4. Investigating
1-2, they cast [Blast] (see CR I, p. 223) with “Magic Power Ruins”.
8 (15)”, and if the result is “3-6”, they make a normal attack. >>If PCs have met Fillick, go to “5. Forest Scholar Fillick”.
Defeat Rewards: 1 x Daemon's Blood (100 gamels/Red A),
1 x Abyss Shard (200 gamels/-), If AL 7 or lower, 1★ is 3. Investigation of the Bridge Ruins
awarded. If PCs want to investigate the bridge, they must succeed in
“Search check (Scout, Ranger): Target Number 14” and they
will find a cleverly hidden small boat. This check can be
performed only once per time period.
The small boat is rowed with oars and has a capacity of six
people. This boat lets PCs move between [Forest ②] and
[Forest ③], where the current is relatively calm, during the
PCs Movement Phase. However, they cannot move to the
other squares because of the high risk of being swallowed by
the swift current.
>>Using a small boat, PCs can move from the bridge to
[Forest ③].

49
Part 2 Main Scenario

4. Investigating Ruins cannot deal with the guardian's Sylph (CR II, p. 400) and
If PCs want to investigate the ruins, they must succeed in Undine (CR II, p. 399).
“Search check (Scout, Ranger): Target Number 12” to find a According to Fillick, there was an Earth Tower in [Forest
stone monument. This check can be performed only once per ②] and a Fire Tower in [Forest ⑤], both of which were
time period. destroyed during the Daemons' attack.
The inscription on it reads in Arcana: “In a time long past, To activate the Wind Tower in [Forest ③], PCs must
the Tolipalinna empire met its tragic end at the hands of the chant, in arcana, to the orb on the tower's top floor, “Listen,
fearsome Daemons. Witnessing the fall of her beloved O wind, to Tolipalinna's call. Arise!”
empire, the Princess Nunnelia unleashed a mighty Construct, Also, to activate the Water Tower in [Forest ④], they
the likes of which the world had never seen, to vanquish the have to say, “Listen, O water, to Tolipalinna's call. Arise!” in
Daemon scourge. And so it was that the Lordless Construct, arcana to the orb on the tower's top floor.
guardians of the forest, was born, charged with defending its The Quest will be accomplished if the party succeeds in
sacred home for all eternity.” activating the Wind Tower and the Water Tower. The party
If PCs read this text, they will get 1★. will be rewarded with 6,000 gamels and get 1★.
While they are reading the words on the monument, an
Elf man with long shaggy hair comes to them. When PCs take this Quest, Fillick tells them that the boat
>>Go to “5. Forest Scholar Fillick”. he uses to travel between [Forest ②] and [Forest ③] is
hidden near the bridge ruins. Thus, the PCs gain a +4 bonus
5. Forest Scholar Fillick when they perform a Search check at the bridge ruins.
The elf man is Fillick (Elf/Male/221 years old), a scholar >>If PCs can activate both the Wind Tower and the Water
who has lived in this forest for more than 10 years and has Tower, they can use the transmigration magic circle to move
been investigating the ruins. He has lived alone and lonely and to [Forest ⑥]. If they ask Fillick to let them use the
can give PCs the following three pieces of information. transmigration magic circle, go to “To the Imperial Sanctuary”
(see p. 65).
Fillick's Information 1) About the Forest Ruins >>After returning from [Forest ⑥], if they want to tell Fillick
The ruins in the forest are the capital of the imperial about the sanctuary, go to “Report on the Sanctuary” (see p.
kingdom of Tolipalinna, which flourished in the early 87).
Magitech Civilization Period and was destroyed by Daemons.
The ruins in [Forest ②] are the remains of the imperial
palace, and underground there is a transmigration magic circle
that leads to [Forest ⑥], the sanctuary of Tolipalinna. Overview
However, it cannot be used now because magic power is not
A stone tower stands in a dense dark forest.
supplied.
To the south of the forest, a large river flows from east to
west, and the remains of a stone bridge remain along the
Fillick's Information 2) Shallow Abyss in the Forest
shore.
Shallow Abyss is probably located in [Forest ⑥], where >>From this square, PCs can move to “C: Paluake”, “Area 5
the sanctuary of Tolipalinna is located. However, since no one [Wilderness]”, [Forest ④].
has ever been to [Forest ⑥], it has not been confirmed, and >>If PCs have a small boat, they can move to [Forest②].
its threat level is not known.
[Forest ⑥] is a sandbar and cannot be accessed from the 1. Event Phase
ground or the sky because of the strong wards that protect the Forest Area Table of Events (see p. 48).
sanctuary. Therefore, to get to [Forest ⑥], PCs must use the >>If 2d is a double 1s, “Forest Event 1: Vindictive Forest” (see
transmigration magic circle in the basement of the palace p. 49) occurs regardless of the sum of the number of the rolls.
ruins.
2. Free Activities Phase
Fillick's Information 3) On the Imperial Family's Belongings PCs are free to go and investigate the ruins of the bridge
In order to defeat the fairy guarding the tower that supplies or enter the stone tower.
magic power to the transmigration magic circle, PCs need a >>If they want to investigate the ruins of the bridge, go to “3.
relic of the imperial family of Tolipalinna, but Fillick does not Investigation of the Bridge Ruins”.
have it either. However, he has heard that an antique dealer >>If PCs want to enter the stone tower, go to “4. Wind
in the city of Paluake has a similar item. Tower”.

In addition, Fillick says he has a favor to ask PCs. They 3. Investigation of the Bridge Ruins
will be asked to do the next Quest if they listen to him. If PCs want to investigate the bridge, they must succeed in
“Search check (Scout, Ranger): Target Number 14” and they
Fillick's Quest) Launch of the Two Towers will find a cleverly hidden small boat. This check can be
In order to restore the magic power of the transmigration performed only once per time period.
magic circle, the Wind Tower in the East Forest ([Forest ③]) The small boat is rowed with oars and has a capacity of six
and the Water Tower in the North Forest ([Forest ④]) people. This boat lets PCs move between [Forest ②] and
should be activated. However, he needs their help because he [Forest ③], where the current is relatively calm, during the
PCs Movement Phase. However, they cannot move to the

50
other squares because of the high risk of being swallowed by 1 x Undine (CR II, p. 399). If there are three or more PCs,
the swift current. “half the number of PCs” x Vilas (CR III, p. 403) are with
>>Using a small boat, PCs can move from the bridge to Undine.
[Forest ②]. Undine says in Sylvan, “If thou want to get close to the orb,
thou must play a game with me”. Undine proposes the next
4. Wind Tower game instead of fighting, and PCs can choose to fight Undine
The entrance to the tower is a large metal door. There are or play a game.
no locks or traps on this large door. Fillick had already
investigated it once. Undine's Game
The tower has a vaulted ceiling, and a spiral staircase leads The game involves Undine and the PCs, each of whom is
up to the top. The spiral staircase leads to a hall on the tower's given numbered cards from “1 to 6”.
top floor. The players and Undine simultaneously play one card
In the center of this hall is a large green orb fixed on a each, with the higher card winning and taking other cards.
pedestal depicting beautiful maidens, around which 1 x Sylph However, in this game, “1” wins over “6”.
(CR II, p. 400) is spinning around. If there are three or more If the numbers are the same, the game is a tie, and those
PCs, “half the number of PCs” x Echoes (CR III, p. 404) are number cards are left in hands, and the round is repeated.
with Sylph. After six rounds, the game player who has collected more
Sylph warns PCs in Sylvan, “Stay away or lest we be forced numbered cards is the winner. If there is a tie in the number
to employ our might.” Sylph does not take persuasion since of numbered cards, the PCs win.
only the royal family can give them orders. If the PCs have at In a real game, Undine always uses “6” as their first card
least one relic of Nanaly, Sylph recognizes them as a royal and “1” as their last card, while all other numbers are
family member and will not attack. determined at random.
However, if PCs do not have relics of Nanaly and ignore If PCs win this game, Undine will disappear.
the warning and approach the orb, they will have to fight. Undine can play this game only once per time period.
At the start of combat, 1 x Sylph should be placed in the After winning a battle or a game, PCs can approach the
Frontline Area. If there are Echoes, all Echoes should be orb. If they succeed in “Insight check: Target Number 12”,
placed in the enemy Rearguard Area. they will detect that the orb supplies magic power to some
If PCs win against fairies or persuade fairies with an item device or magic circle.
of Nanaly, they can get close to the orb. If they succeed in When they chant in arcana, “Listen, O water, to
“Insight check: Target Number 12”, they will detect that the Tolipalinna's call. Arise!”, the orb begins to glow, and magic
orb supplies magic power to some device or magic circle. power returns to the tower. PCs must record that they have
When they chant in arcana, “Listen, O wind, to “activated the Water Tower.” PCs will get 1★.
Tolipalinna's call. Arise!”, the orb begins to glow, and magic
power returns to the tower. PCs must record that they have
“activated the Wind Tower.” PCs will get 1★.
Overview
This is a green meadow inside a deep forest, and the ruins
of a collapsed tower are buried in it.
Overview A large river flows around the meadow on three sides:
A stone tower stands in a dense dark forest. north, south, and east. On the southern bank, there's a half-
On the west side of the forest, a large river flows from collapsed stone bridge; on the northern bank, there's a bridge
southeast to northwest, and a huge upper arch bridge, covered covered in plants.
with dense plants, crosses the river. >>From this square, PCs can move to “Area 1 [Plains]”.
>>From this square, PCs can move to “Area 4 [Wetland]”, >>If PCs want to cross the arch bridge to the south and go to
[Forest ③]. [Forest ①], go to the “Half Collapsed Arch Bridge” (see p.
>>If PCs want to cross the arch bridge to [Forest ⑤], go to 46).
the “Plant-infested Arch Bridge” (see p. 71). >>If PCs want to cross the arch bridge north to [Forest ④],
go to the “Plant-infested Arch Bridge” (see p. 71).
1. Event Phase
Forest Area Table of Events (see p. 48). 1. Event Phase
>>If 2d is a double 1s, “Forest Event 1: Vindictive Forest” (see Forest Area Table of Events (see p. 48).
p. 49) occurs regardless of the sum of the number of the rolls. >>If 2d is a double 1s, “Forest Event 2: Encounter with a Pack
of Forest Wolves” (see p. 49) occurs regardless of the sum of
2. Free Activities Phase the number of the rolls.
PCs are free to enter the stone tower. The entrance to the
tower is a large metal door. There are no locks or traps on this 2. Free Activities Phase
large door. Fillick had already investigated it once. Nothing to interact with.
The tower has a vaulted ceiling, and a spiral staircase leads
up to the top. The spiral staircase leads to a hall on the tower's
top floor.
In the center of this hall is a large blue orb fixed on a
pedestal depicting beautiful maidens, in front of which stands

51
Part 2 Main Scenario

Overview The counterattack operation against Daemons, led by the


Amidst the murky forest looms a twisted swamp, reeking Wall Guardians with the help of adventurers and soldiers
of decay. A colossal tree towers above the landscape like a gathered in Oxsilda, has begun!
floating island, its gnarled roots straining to hold fast in the For this operation, the PCs will be divided into three units.
mire. And there, entwined in the tree's branches and leaves, Two units will deploy from Oxsilda to the east and west to
lies a jet-black sphere - the Shallow Abyss! destroy the Daemon hordes roaming in the areas along the
A transmigration magic circle is glowing on the ground Wall of the Abyss. The remaining unit will be in charge of
behind the PCs with a pale white light. Oxsilda's defense and rearguard in case of emergency. The
>>If PCs want to enter the transmigration magic circle, move PCs will be responsible for Oxsilda's defense as a separate
to the basement of the palace ruins in [Forest ②]. After unit.
leaving the basement, go to [Forest ②] (see p. 49). Several days have passed since the operation began, and
while Daemon attacks still happen sporadically, the units
1. Event Phase deployed in the east and west report steady victories.
The place is filled with a poisonous mist rising from the But then, something strange happens. The PCs, ever
swamp. Therefore, a PC who fails “Fortitude: Target Number vigilant for Daemons, see the sky above the Abyss turn
13” suffers 2d poison magic damage, increasing their Fatigue rainbow-colored. A whistle blows, and guardians and
Level by 1. Those who succeed are unaffected. adventurers rush to the top of the wall while a jet-black sphere
Fortitude checks against this poison must be performed forms above Oxsilda.
every Event Phase at this location. It is the Shallow Abyss!
Suddenly, the PCs feel a dizzying sensation as the space
2. Free Activities Phase around them distorts. Before they know it, they find
PCs are free to investigate the area around the hills and themselves sucked into the Shallow, leaving behind the
giant trees in the swamp. familiar world they knew.
If PCs want to investigate, they must succeed in “Search >>Set up the Shallow map and start the Shallow Abyss
check (Scout, Ranger): Target Number 13”. Then they will adventure! For details on setting up the Shallow Map and
find a staircase leading up to an observation platform on top proceeding with the adventure in Shallow, check "Procedures
of a tree. If they climb this staircase, they can challenge for Shallow Abysseses" (see p. 20).
“Shallow Abyss”. This check can be done only once in each
time period. - Setting up the Shallow map of the Final Battle
Also, PCs cannot rest (see p. 16) in this place. In this Shallow Abyss for Central Area, place “Central
>>If PCs want to challenge “Shallow Abyss” by going up the Area 10: The Great Erosion Counterattack” (see p. 106).
stairs, set up the Shallow map and start the Shallow Abyss After that, Outer Area should be randomly determined.
adventure! For details on setting up the Shallow Map and When the Shallow map is ready, start the “Shallow Abyss”
proceeding with the adventure in Shallow, check "Procedures from Outer Area!
for Shallow Abysseses" (see p. 20).

- Setting up a Shallow map of the Forest Shallow Abyss


In this Shallow Abyss for Central Area, place “Central
Area 3: Blood-Stained Ceremony” (see p. 99).
After that, Outer Area should be randomly determined. This amulet was given to Alexandra by Ilyichna when she
When the Shallow map is ready, start the “Shallow Abyss” was a child. When PCs get this amulet, the following action
from Outer Area! will be added to Alexandra's “Guardian Fellow's Action
Table”.

Result Action Dialogue Value Effect


If the PCs search at the Moneylender, they are on the right “Door of the “We’re going home, Escape from
track, since just before the PCs have arrived, Caraway had 3 Abyss” (see p. and we’re be able to None Shallow Abyss
tried to borrow additional money and was refused. Therefore, 24) come again.” instantly
+5 is added to the Search Points.
>>Return to [1st Shallow of Katya] (see p. 92) and continue If the player PCs this action, they escape from Shallow
with the search. Abyss immediately and returns to the square, even if they are
>>When the Search Points reach 41 or more, go to “We in the middle of a battle. No time elapses for movement, and
found Caraway! (see p. 64). no Escape check is performed. In addition, all unwanted
disadvantageous effects in the Shallow Abyss are eliminated
(no Success Value comparison is required).
PCs can act as usual during the current Free Activities
Phase.

52
PCs get information to track down the house of a friend of A sniper rifle given to Zai by Sumia and used by him.
Helite, Peter's sister, who lived in the village in [Plains ③]. When a Magi-Repeater is obtained, the following action is
>>If PCs want to continue in Esamier, go to “B: Esamier” (see added to Zai's “Guardian Fellow Actions Table”.
p. 35).
>>If PCs are going to the house of a friend of Helite, go to Result Action Dialogue Value Effect
“Peter’s Belongings” (see p. 65). On the next turn, the
specified Zai gains a +2
“Target the
bonus to his Accuracy
enemy with
Declares check. If the Success Value
confidence and
4 [Aimed - of the Accuracy check is 3
visualize the
Shot] or higher than the Success
most favorable
A small waterfall cascades from the ceiling of the cave and outcome.”
Value of the Evasion
fills the fountain. Vila has regained her energy and is grateful check, double damage is
to the PCs. dealt.
In the spring, there are many small white flowers, and Vila
says, “These are the promised flowers. Please pick them.” If the next turn's action is not an attack, this effect is
As the PCs pick the flowers, they suddenly feel dizzy and maintained by canceling non-attack action.
find themselves in front of a luxurious bunk. On the bed,
Ilyichna is sitting up and says, “Thank you, Sasha. Thanks to
the medicinal flowers you brought me, I feel better. You saved
my life. So, when you are in trouble, blow this flute. This time,
I will come to your rescue,” and gives them a “Black and Silver The correct password is “Tis the art of eternal slumber,
Flute” (see p. 105). Upon receiving the flute, Ilyichna death be”. This must be pronounced with magitech.
disappears, and a huge jet-black beast appears and leads the >>If the password is not the same, the grand door will not
PCs to the exit from the Outer Area. open. PCs have no choice but to leave the cave with a sense
PCs will get a “Black and Silver Flute/Relic (Alexandra)”. of exhaustion, and their Fatigue Level is raised by 1 level. After
>>If PCs exit through the exit, get the 2★ and go to the Central that, go to [Plains ④] (see p. 44).
Area selected by event or area. >>If the password is correct, the red flickering magisphere
turns blue, and the great door slowly opens. Go to “The
Eternal Sleepers” (see p. 47).

For the time being, PCs got the relics that they had been
looking for. PCs have achieved the purpose of the adventure!
With this much material and with the memories of the
guardians experienced in “Shallow Abyss,” it would be One traveler who heard PC's story tells them, “I don't
enough to write an excellent book. However, if PCs had know if her name is Vilma or not, but I heard that a girl who
gathered more materials and conquered Shallow, wouldn't looks exactly like you said was kidnapped with another girl by
they be able to learn more deeply about the ancient an evil cult that has a stronghold in [Wilderness]. They were
guardians? Maybe they need more adventures to write a more rumored to be sacrificed to summon Daemons.”
complete story. >>Go back to city PCs that have heard this information.
What will PCs do?

The PCs' adventure ends here if they leave the region and
start writing the book. After that, the PCs can get the rewards
as described in the “Special Rule”. The Lord of the Wetlands is (Sword) Green Cemetery
However, if PCs continue the adventure and collect 19 or (CR II, p. 367). This (Sword) Green Cemetery is a parasite on
more relics, they will be rewarded with the title “Leading Rock Golem (CR II, p. 426) and can move because of it.
Expert in Guardian Research” and 30 Reputation points, in Mists frequently occur in the southern half of the
addition to the “Special Rule” reward. Wetlands [Wetlands ①〜③], and there is a nest of Green
Which one they choose is up to PCs. Cemeteries in [Wetlands ④]. It is also said that there was an
>>If they want to continue their journey, go back to where they underground passage under the Wetlands.
came from and continue their adventure! The Shallow Abyss in the Wetlands is located in
[Wetlands ⑥]; the threat level of the Shallow is said to be 8,
but this is old information and may have changed now.
>>If PCs get this information, they can check the map of
“Area 4 [Wetlands]” (see p. 60, 128).

53
Part 2 Main Scenario

First, (Sword) Arakcruder Hunter (and Arakcruders) are


in [Mountain ⑥].
In case of battle, (Sword) Arakcruder Hunter should be
placed in the Frontline Area.
If there are 3 or more PCs, the (Sword) Arakcruder
Hunter should be placed in the Enemy Rearguard Area, and
all Arakcruders should be placed in the Frontline Area.
When PCs kill (Sword) Arakcruder Hunter, they get 1★.

Movement of the Lord of the Mountains


Roll 1d to determine how Lord of the Mountains will
move and use the “Movement of the Lord of the Mountains
Table” to determine the destination of (Sword)Arakcruder
Hunter (and Arakcruders) or (Sword) Foregone (see events
below).

Movement of the Lord of the Mountains Table


1d Movement of the Lord of the Mountains
Moves to [Mountains①]. If it is in [Mountains①],
1–2
moves to the [Mountains⑥].
Moves to [Mountains③]. If it is in [Mountains③],
3–4
moves to the [Mountains⑥].
Moves to [Mountains⑤]. If it is in [Mountains⑤],
Area Summary 5–6
moves to the [Mountains⑥].
A forest of ancient conifers shrouded in black leaves.
Mighty trees rise tall and straight like pillars that hold up the
very heavens, while their thick roots delve deep into the earth
below. To use the “Mountains Area Table of Events, roll “2d +
Days Modifier” and use the Mountains Area Table of Events.

Mountains Area Table of Events


The Lord of the Mountains is (Sword) Arakcruder Hunter Result Event Details
(CR III, p. 330); if there are more than 3 PCs, “number of [Lord] The Wrath of the Lord
PCs” x Arakcruders (CR III, p. 330) are working together. The “Lord of the Mountains” moves. In combat during
5 or less
this movement, the “Lord of the Mountains” gains a +1
bonus to all Skill Checks.
Mountains Event 1: [Lord] Encounter with a Small Group
6–7
of Barbarous (see p. 55)
Common Event 3: Encounter with The Nomari (see p.
8–9
122)
[Lord] The Rage of the Lord
The “Lord of the Mountains” moves twice; if it moves
into the square where the PCs are on the first move, it
10 – 11
engages in combat and does not move a second time. In
combat during this movement, the “Lord of the
Mountains” gains a +2 bonus to all Skill Checks.
Mountain Event 2: [Shallow] Encounter with a Group of
12 – 13
Daemons (see p. 55)
14 – 15 Common Event 5: Encounter with an Explorer (see p. 123)
Found Unoccupied House
In an unoccupied house, PCs can rest safely in the
16 – 17
event of a storm or blizzard and gain a +2 bonus if a
Camping check is required.
Mountains Event 3: [Lord] Encounter with a Large Group
18 – 19
of Barbarous (see p. 55)
Common Event 3: Encounter with The Nomari (see p.
20 – 21
122)
A New Threat
1 x (Sword) Foregone (CR III, p. 421) appears in
22 or [Mountains⑥] as a new “Lord of the Mountains,” and the
more old Lord disappears. If (Sword) Foregone already exists,
nothing happens.
When (Sword)Foregone is killed, 3★ are gained.

54
Mountains Event 1: [Lord] Encounter with a Small Group Mountain Event 3: [Lord] Encounter with a Large Group
of Barbarous of Barbarous
This event does not occur when the “Lord of the This event does not occur when no Shallow Abyss exists
Mountains” is defeated. in "Area 3 [Mountains]".
The PCs encounter the next “Small Group of Barbarous”, PCs encounter the next “Large Group of Barbarous”, and
and a Combat Event (see p. 22) occurs. a Combat Event (see p. 22) occurs.

Small Group of Barbarous Large Group of Barbarous


Monster level: 4 Classification: Barbarous Monster level: 7 Classification: Barbarous
Might: To be determined by the number of PCs Might: To be determined by the number of PCs
Number of Number of
1 2 3 4 5 or more 1 2 3 4 5 or more
Characters Characters
Number of PCs Number of PCs
Might 15 25 55 75 Might 20 30 60 90
x 20 x 30
Initiative: 13 Fortitude: 13 Willpower: 13 Initiative: 17 Fortitude: 17 Willpower: 17
Damage: 2d+4 Evasion: 13 Defense: 4 Damage: 2d+8 Evasion: 17 Defense: 8
Unique Skills: During one round, attacks up to two targets Unique Skills: During one round, attacks up to three targets
are chosen at random. are chosen at random.
Defeat Rewards: If AL 6 or lower, 1★ is awarded. Defeat Rewards: AL 9 or lower, 1★ is awarded.

Mountain Event 2: [Shallow] Encounter with a Group of


Daemons
This event does not occur when no Shallow Abyss exists Overview
in “Area 3 [Mountains]”.
The terrain is a steep slope densely populated with trees.
PCs encounter the next “Group of Daemons”, and a
A large river, formed by waterfalls cascading down from the
Combat Event (see p. 22) occurs.
mountaintop, flows westward on the northern side of the
slope. The river is crossed by an old but sturdy steel bridge.
Group of Daemons On the eastern side of the slope, a huge gate made of blue
Monster level: 6 Classification: Daemons metal is built onto a steep rock face.
Might: To be determined by the number of PCs >>From this square, PCs can move to “Area 2 [Forest]”,
Number of [Mountains ③].
1 2 3 4 5 or more
Characters >>If PCs have opened the blue gate, they can move to
Number of PCs [Mountain②] using the blue gate.
Might 20 30 60 90
x 30
Initiative: 16 Fortitude: 16 Willpower: 16
Damage: 2d+7 Evasion: 16 Defense: 7 1. Event Phase
Unique Skills: If the Might is less than half, +4 to damage. Mountains Area Table of Events (see p. 54).
Defeat Rewards: 1 x Daemon's Blood (100 gamels/Red A), >>If 2d is a double 1s, “Common Event 5: Encounter with an
1 x Abyss Shard (200 gamels/-), If AL 8 or lower, 1★ is Explorer” (see p. 123) occurs regardless of the sum of the
awarded. number of the rolls.

2. Free Activities Phase


PCs are free to investigate the huge gate made of blue
metal.
If they investigate the blue gate, they will find that it is very
Nanaly received this memorable lyre from Nirem. When sturdy, is not an illusion and that there is no keyhole. It seems
PCs obtain Jasmine's Lyre, the following action is added to that the gate is enchanted to prevent deterioration and cannot
Nanaly’s “Guardian Fellow's Action Table”. be opened without some kind of a key.
In addition, a gold flexure plate inscribed with “Nuss Mine
Result Action Dialogue Value Effect South Gate” in magitech is found inlaid on the wall above the
“Shut up. Music is Power 20 + gate.
[Finale: Screaming
meant to be AL + (AL +
8 Snake-pit Symphony]
listened to in 12 4)/Crit
(see CR II, p. 197)
silence.” Value 10

This action can only be used if AL is 5 or more. Overview


Since the inside of the tunnel is pitch-dark, it is treated as
an “Indoors or underground with no light source” (see CR I,
p. 97). This tunnel was abandoned a long time ago, and all the
items of possible value have been removed, so nothing of
value is left.

55
Part 2 Main Scenario

>>From this square, PCs can move to “Mountains ①”, >>If 2d is a double 1s, “Mountain Event 3: [Lord] Encounter
[Mountains ③]. with a Large Group of Barbarous” (see p. 55) occurs
>>If PCs have opened the hidden tunnel door, they can move regardless of the sum of the number of the rolls.
to [Mountains ⑥].
2. Free Activities Phase
1. Event Phase PCs are free to investigate the huge blue metal gate or visit
In this tunnel, there is a 1 x Lang Kagner (CR III, p. 386) the village.
wandering around and attacking any intruder it finds, which >>If PCs want to investigate the blue gate, go to “3.
leads to combat. If there are more than 3 PCs, an additional Investigating the Blue Gate.”
Lang Kagner appears. >>If PCs want to visit a village, go to “4. Mountain Village”.
All Lang Kagners should be placed in the Frontline Area
at the beginning of the battle. 3. Investigating the Blue Gate
After the victory, via Loot Determination, PCs If PCs investigate the blue gate, they will find that it is very
automatically obtain the “Tunnel Magitech Key”. Once the sturdy, not an illusion, and has no keyhole. It seems that the
Lang Kagners are defeated, they will not appear again. gate is enchanted to prevent deterioration and cannot be
opened without some kind of a key.
2. Free Activities Phase In addition, a gold flexure plate inscribed with “Nuss Mine
PCs are free to explore the tunnels. North Gate” in magitech is found inlaid on the wall above the
If they want to investigate a tunnel, they must succeed in gate.
“Search check (Scout): Target Number 14” to find a hidden
door. This check can be performed only once per time 4. Mountain Village
period. It is a small, fort-like village surrounded by stone walls.
The hidden door is a solid metal door with a magical lock, Dozens of houses are crammed within the walls, and about
but not trapped. This magical lock can only be opened with 200 people live there.
the Tunnel Magitech Key. This village has a tavern, an adventurer's guild, and a store.
PCs can open this door by using the "Tunnel Magitech To use these, check the following List of Facilities in the
Key”. A narrow underground passage is beyond the door, Mountain Village.
which takes them to [Mountains ⑥].
>>If PCs investigate a tunnel while the door is opened, they List of Facilities in the Mountain Village
will find Shallow Abyss regardless of whether they succeeded Facility What PCs Can Do There
or failed the check. If they want to challenge Shallow Abyss, Here, PCs can “gather information” (see p.
set up a Shallow map and start conquering it! 18), “Basic information on the [Mountains]”
Tavern
For details on setting up the Shallow Map and proceeding (see p. 47), and “Basic information on
with the adventure in Shallow, check “Procedures for Shallow [Wilderness]” (see p. 71)
Abysses” (see p. 20). When staying with a Mount, the Mount is
counted as one person per section, and the
- Setting up a Shallow map of the Mountains Shallow Abyss Inn lodging fee must be paid. The "Camping event"
In this Shallow Abyss for Central Area, place “Central (see p. 121) does not occur if they stay at an
Area 4: The Gift of Lightning” (see p. 100). inn.
After that, Outer Area should be randomly determined. PCs can take two “Mountain Village Quests”
When the Shallow map is ready, start the “Shallow Abyss” Adventurers' (see below). They can also report the
from Outer Area! Guild achievement of “Regional Quests” (see p. 19)
and get the rewards.
The store sells all items under 2,000 gamels
and the medicines listed in the “Nomari
Store
Overview Medicine List” (see p. 122). They also buy all
On the gentle slope, lush green grass grows around a small, items at half of the base price.
fort-like village surrounded by stone walls. A large river flows
westward to the south, created by waterfalls cascading down Mountain Village Quest 1) Guard the Village
from the mountain. The river is crossed by an old but sturdy Since there is no way to know when Barbarous will attack,
steel bridge. A huge blue metal gate is built into a steep rock the village is always looking for adventurers to protect against
face on the east side. Barbarous.
>>From this square, PCs can move to [Mountains ①], If PCs take this Quest, they cannot move in the next time
[Mountains ④] or [Mountains ⑤]. period. If Barbarous appears in the Event Phase of the next
>>If PCs have opened the blue gate, they can move to time period, they have to fight against them and cannot
[Mountain②] using the blue gate. escape.
Regardless of whether Barbarous appears or not, the
1. Event Phase Quest is accomplished when the Free Activities Phase starts.
Mountains Area Table of Events (see p. 54). The party is paid a base of 2,000 gamels and a danger
allowance of “AL x 250 gamels” per person only in case of
combat. In both cases, the party also gains 1★.

56
Mountain Village Quest 2) Dome Ruins Survey Once the trap is found, if “Disable Device check (Scout):
The dome-shaped ruins at [Mountains ⑤] were Target Number 14” succeeds, the trap will be disabled, and
constructed during the Magitech Civilization Period, and it is the hidden door can be safely opened.
said that there are devices that open and close the blue gates If the trap is activated, the character who tries to open the
at [Mountains ①] and [Mountains ③]. Villagers would like hidden door suffers 2d+6 lightning magic damage. This trap
PCs to go and investigate this place. works as many times as PCs trigger it unless they disarm it.
If PCs have completed a survey of the ruins and recorded >>After opening the hidden door, go to “3. Console Panel.”
this, they will have completed the Quest. The party will be
paid 6,000 gamels and will get 2★. 3. Console Panel
When the PCs open the hidden door, they will find a
panel. This is one of the magical devices built during the
Magitech Civilization Period.
The panel displays a number sequence, as shown in the
picture below. In magitech, the following message is written
Overview below the sequence of numbers: “Enter a four-digit password.
There is a valley between sparsely wooded mountains. An The 4-digit password is ABCD. However, if you enter the
oversized railway bridge spans overhead. wrong password three times, you will not be able to enter the
>>From this square, PCs can move to “C: Paluake”, “Area 5 password for 12 hours (until the next time period).”
[Wilderness]”, and [Mountains ③].

1. Event Phase
Mountains Area Table of Events (see p. 54).
>>If 2d is a double 1s, “Common Event 4: Encounter with
Armed Track Workers” (see p. 123) occurs regardless of the
sum of the number of the rolls.

2. Free Activities Phase


Nothing to interact with.

Overview
On a steep slope covered with forest, stone domed ruins
A numeric keypad appears when the PCs touch the panel,
are on a hill.
allowing them to enter numbers. The number sequence is
>>From this square, PCs can move to “D: Turkhidar” or
displayed again when they release their hand from the panel.
[Mountains ③].
>>If PCs want to enter the password, go to “Password for the
>>If PCs have opened the blue gate, they can move to
Dome Ruins” (see p. 64).
[Mountain②] using the blue gate.

1. Event Phase
Mountains Area Table of Events (see p. 54).
>>If 2d is a double 1s, “Common Event 4: Encounter with Overview
Armed Track Workers” (see p. 123) occurs regardless of the On the shore of a vast lake, a foreboding square edifice
sum of the number of the rolls. looms before the PCs. As they approach, they notice a black
liquid seeping into the water's murky depths. The building
2. Free Activities Phase appears to be a facility for refining metals from minerals.
PCs are free to explore the domed ruins. The toxic discharge of mineral waste seems to be of little
Since this site has been investigated several times, the concern to the shadowy figures of Barbarous lurking about the
entrance doors have no locks or traps. building's perimeter.
Inside the ruins is a hemispherical hall with nothing of >>From this square, PCs can move to [Mountains ②].
interest at first glance.
If PCs want to examine the inside of the ruins, they must 1. Event Phase
succeed in “Search check (Scout ): Target Number 15”. They Nothing happens.
will find a door hidden in the wall. This check can be
performed only once in each time period. 2. Free Activities Phase
The hidden door slides open and is not locked, but if PCs PCs are free to approach the building on the shore of the
try to open it unintentionally, they will be trapped by an lake.
electric shock. If PCs approach the building, they encounter the next
To find the trap, PCs need to check the hidden door and “Group of Barbarous”, and a Combat Event (see p. 22)
succeed in “Search check (Scout): Target Number 13” or occurs.
succeed in “Spot Trap check (Scout): Target Number 17”
when they try to open it.

57
Part 2 Main Scenario

Group of Barbarous
Monster level: 7 Classification: Barbarous
Might: To be determined by the number of PCs If the PCs search the Red-light District, they can get a good
sighting because Callaway had come to look for the woman
Number of
1 2 3 4 5 or more just before. Therefore, +5 is added to the Search Points.
Characters
>>If the Search Points reach 41 or more, go to “We found
Number of PCs
Might 20 30 60 90 Caraway! (see p. 64).
x 30
>>If the Search Points are less than 41 at this point, go to
Initiative: 17 Fortitude: 17 Willpower: 17
“Could Not Find Caraway” (see p. 35).
Damage: 2d+9 Evasion: 17 Defense: 8
Unique Skills: During one round, attacks up to two targets
are chosen at random. If their Might is reduced to half or
less, +4 to damage.
Defeat Rewards: If AL 9 or lower, 1★ is awarded.
After purchasing this wooden shield, PCs will get a Shield
of the Great Sacred Tree/ Relic (Nanaly) but without magic
>>After the victory, go to “3. Lake Facility” if PCs want to power.
investigate the building. The shield has no effect now; the modifications to
Defense and Evasion are both 0.
3. Lake Facility The owner of the antique shop says, “This shield is a rare
The lakeside facility is a square stone building with no find, once wielded by Nunnelia, the princess of the
windows and only one door. The doors are made of very Tolipalinna Kingdom. It used to possess magical properties
sturdy metal and are locked, but no traps are set. that enhanced Fairy Magic, though it has since lost its power.
This lock can be opened with the “Tunnel Magitech Key”. However, I can offer you the opportunity to restore this
Entering the facility, PCs find that several magical devices shield's magical capabilities with a small investment of 1,000
are still in operation. The devices automatically dig out gamels. Would you be interested in purchasing this valuable
minerals from the ground and refine scrap iron, and the information?”
mineral toxins discharged in the process drip into the lake. If >>If PCs want to buy information on how to restore the Shield
they can stop this magical device, they should be able to stop of the Great Sacred Tree's magic power, they need to pay
the outflow of mineral toxins. 1,000 gamels and go to “How to Restore the Shield of the
To stop the magic devices, PCs must succeed in “Artificer Great Sacred Tree's Magic Power” (see p. 89).
class level + Intelligence Modifier: Target Number 12” or >>If PCs don't want to buy information, go to “C: Paluake”
“Insight check: Target Number 16”. This check can be (see p. 36).
performed only once per time period.
If successful, the magical device can be deactivated. This
will stop the outflow of mineral toxins. They should record
that they “Stopped the outflow of mineral toxins”.
Here, scrap iron is piled up so that PCs can bring back
scrap iron with a “Sale Price: 2d x 500 gamels”. The Lord of the Snow Forest is (Sword) Red Helm (see p.
113). (Sword) Red Helm rarely moves from its nest.
In [Snow Forest ③], there is an old battlefield where the
Undead are wandering around. Also, in [Snow Forest ④], a
watchtower of Wall Guardians exists.
It is said that somewhere in this Snow Forest, there is a
These are Tautomi's favorite magic shoes, a work of art gateway to Fairyland, guarded by Skadi (CR III, p. 408),
made with his sister's love. When Tautomi receives Air Shoes, allowing one to travel to faraway places in only a few days path
the following action is added to his “Guardian Fellow Action used by fairies.
Table”. Shallow Abyss'' in Snow Forest is located in [Snow Forest
③], and its threat level is said to be 10. However, this is a
Result Action Dialogue Value Effect piece of old information and may have changed now.
All PCs immediately Escape “There is no >>If PCs get this information, they can check the map of
4 (see p. 23), and all succeed in point in dying - - “Area 7 [Snow Forest]” (see p. 78, 131).
Escape check here.”

There is no need to roll the dice. With this effect, it is


possible to escape even from Shallow Abyss. After escaping,
all unwanted disadvantageous effects suffered during the battle
disappear (Success Value comparison is not required).
After the escape, the time lapse happens, after which the
procedure proceeds as usual.

58
The answer is “5.” In [Fjord ⑤], there is the abode of the Snow Dragon. It
is said that the snow dragon was Greater Dragon (CR III, p.
In the figure, the numbers on the two sides extending from 399) who lived for over a thousand years but died in a battle
each vertex are multiplied together to form the number of the with the mighty Daemon in the Great Abyss Erosion. It is said
vertex, as in “8x3=24”. that Amphisbaena (CR III, p. 393) lives in the cave that leads
Therefore, to obtain “?” is obtained by solving the to the abode of the snow dragon. If PCs hear this information,
equation “8 x ? = 40” or “3 x ? = 15”. they get a +4 bonus to Danger Sense checks made in the cave
Therefore, the answer is 5. of Snow Mountain in [Fjord ⑤].
According to Nomari, Snow Dragon also had a hatchling,
If the answer is incorrect, the Fatigue Level is increased by Draconet (CR III, p. 396), which is said to soon evolve into a
one level due to the fatigue caused by helping the father with Lesser Dragon (CR II, p. 396).
his work. If the answer is correct, Fatigue Level is not
increased.
In any case, the father says, “You did help me. I have no
choice,” and heads for the cafeteria.
>>Return to “2nd Shallow of Tautomi” and go to “2. Mother's
Errand” (see p. 95) or “3. Preventing Chemue’s Escape” (see
p. 95), if they have not yet been solved. A vow ring was given to Nanaly by Nirem. When PCs
>> If PCs have already called Chemue and her mother to the obtain the ring, the following action is added to Nanaly’s
dining room, go to “2nd Shallow of Tautomi”, “4. Family “Guardian Fellow's Action Table”.
Dinner” (see p. 95).
Result Action Dialogue Value Effect
[Fire Blast] (see CR II, “Look at this, Power 20 +
AL +
9 p. 170) with [Magic the slaughter of (AL + 3)/Crit
12
Control], MP6 Nirem.” Value 10

This action can only be used if AL is 6 or higher.

The basement of Freezing Fortress is treated as “Indoors Accuracy check automatically (double 1s). If it is a target of a
or underground with no light source” (see CR I, p. 97) spell, the magic circle always succeeds in Willpower
because it is pitch-dark there. automatically.
The staircase is frozen, and PCs must make an Each magic circle has the following effects. These effects
“Acrobatics check (Scout, Ranger): Target Number 14,” and are lost when the magic circle's HP becomes 0 points or less
on fail, they slip the staircase and suffers a 15 fall damage (see and is destroyed.
CR I, p. 143) and also fall prone (see CR I, p. 97).
At the bottom of the stairs is a large room. PCs can see a - Effects of the Red Magic Circle
large, ornately decorated double swinging door at the back of All constructs in the battlefield receive a +2 bonus to their
this room. Accuracy checks and +2 points to their damage.
A 1 x Phosphor Sphere (CR III, p. 377) will attack PCs. If
there are 3 or more PCs, an additional Phosphor Sphere - Effects of the Blue Magic Circle
appears. All constructs in the battlefield receive a +2 bonus to their
At the beginning of the battle, all Phosphor Spheres Evasion and +2 points to their Defense.
should be placed in the Frontline Area.
At this time, a person who slides down the stairs must be - Effects of the White Magic Circle
placed in the Frontline Area prone. All constructs in the battlefield receive a +2 bonus to
In addition, there are three magic circles in this room, red, Fortitude and Willpower.
blue, and white, which are also treated as being in the
Frontline Area. After defeating Constructs, PCs can examine the large
If PCs succeed in “Insight check: Target Number 18” door at the back of the room. This door is neither trapped
during the Combat Preparation, they can learn what is written nor locked.
in the following “3-Color Magic Circles”. >>If PCs want to open the large door, go to the “Ceremonial
Hall” (see p. 46).
3-Color Magic Circles >>If PCs want to go back to the ground, go to [Tundra ⑥]
All of these magic circles can be attacked by weapons or (see p. 87).
spells and have “Defense: 0, HP: Number of PCs x 10”.
When attacked, the magic circle does not make an
Evasion check, so the attack hits unless the attacker fails an

59
Part 2 Main Scenario

- About Dense Fog


Within the Wetlands, [Wetlands ①], [Wetlands ②], and
[Wetlands ③] are surrounded by thick fog.
In these squares, the fog delays the enemy's approach, so
when a battle or Combat Event (see p. 22) occurs, “Danger
Sense check (Scout, Ranger): Target Number 14” must be
performed before the Initiative check.
If successful, the normal procedure of the combat or
Combat Event should be followed. However, if they fail, PCs
receive a surprise attack (see CR I, p. 144).

The Lord of the Wetlands is (Sword) Green Cemetery


(CR II, p. 367). (Sword) Green Cemetery is living as a parasite
on the Rock Golem (CR II, p. 426), so it can move.
At first, (Sword) Green Cemetery is at [Wetlands ④].
In combat, it is treated as one monster with 3 sections.
Rock Golem is not affected by the unique skill [Illusory Light]
of (Sword) Green Cemetery.
(Sword) Green Cemetery cannot move when Rock Golem
is destroyed, so it stays in the square thereafter (if the party
escapes).
Area Summary When PCs kill (Sword) Green Cemetery, they get 1★.
Thick ferns grow under the short trees, and the damp
ground is often muddy. One must be careful not to sink into Movement of the Lord of the Wetlands
it. The air is filled with the smell of rotting water, which makes Roll 1d to determine how Lord of the Wetlands will move
it quite unpleasant. and use the “Movement of the Lord of the Wetlands Table”
to determine the destination of (Sword) Green
Cemetery/Rock Golem.

Movement of the Lord of the Wetlands Table


1d Movement of the Lord of the Wetlands
Moves to [Wetlands④]. If it is in [Wetlands④], it moves
1–2
to the [Wetlands③].
Moves to [Wetlands④]. If it is in [Wetlands④], it moves
3–4
to the [Wetlands⑥].
5–6 Not moving.

This is Nanaly's favorite holy shield, a treasure of the


Empire made from the bark of the Great Sacred Tree. When
the Shield of the Great Sacred Tree is obtained, the following
action is added to Nanaly's “Guardian Fellow Action Table”.

Result Action Dialogue Value Effect


“I'll heal you as
[Advanced Healing] (see CR many times as I
AL + AL +
6 II, p. 176) with need to. But
9 11
[Metamagic/Targets], MP7 promise me, you'll
protect me.”

This action can only be used if AL is 6 or higher.

60
Number of PCs
Might 20 30 60 90
x 30
To use the “Wetlands Area Table of Events, roll “2d + Initiative: 17 Fortitude: 17 Willpower: 17
Days Modifier” and use the Wetlands Area Table of Events. Damage: 2d+10 Evasion: 17 Defense: 7
Unique Skills: Attacks up to 2 targets chosen at random
Wetlands Area Table of Events each round. Additionally, if Might is less than half, +4 to
Result Event Details damage.
[Lord] The Wrath of the Lord Defeat Rewards: 1 x Daemon's Blood (100 gamels/Red A),
The “Lord of the Wetlands” moves. In combat during
5 or less 1 x Abyss Shard (200 gamels/-). If AL is 9 or lower, 1★ is
this movement, the “Lord of the Wetlands” gains a +1
bonus to all Skill Checks. awarded.
6 – 7 Wetlands Event 1: Swarm of Poisonous Insects (see below)
8 – 9 Wetlands Event 2: Stray Road (see below)
10 – 11 Common Event 2: Encounter with a Wanderer (see p. 122)
[Lord] The Rage of the Lord Overview
The “Lord of the Wetlands” moves twice; if it moves
into the square where the PCs are on the first move, it The marsh is shrouded in a thick mist, lending an eerie
12 – 13 atmosphere to the dense forest of ferns. Beneath PC's feet, the
engages in combat and does not move a second time. In
combat during this movement, the “Lord of the Wetlands” squelching of the waterlogged ground echoes with each step,
gains a +2 bonus to all Skill Checks. a disconcerting accompaniment to their journey through this
14 – 15
Common Event 3: Encounter with The Nomari (see p. misty landscape.
122) >>From this square, PCs can move to “B: Esamier”, “Area 1
16 – 17 Wetlands Event 1: Swarm of Poisonous Insects (see below) [Plains]”, [Wetlands ②], [Wetlands ④].
Wetlands Event 3: [Shallow] Encounter with a Large
18 – 19
Group of Daemons (see below)
1. Event Phase
20 – 21 Common Event 1: The Abyss in Motion (see p. 122)
Wetlands Area Table of Events (see left).
A New Threat
1 x (Sword) Vangiga (CR III, p. 422) appears in >>If 2d is a double 1s, “Wetlands Event 2: Stray Road” (see
22 or [Wetlands⑥] as a new “Lord of the Wetlands,” and the left) occurs regardless of the sum of the number of the rolls.
more old Lord disappears. If (Sword) Vangiga already exists,
nothing happens. 2. Free Activities Phase
When (Sword) Vangiga is killed, 3★ are gained. Nothing to interact with.

Wetlands Event 1: Swarm of Poisonous Insects


If PCs fail the “Fortitude: Target Number 15” check, they
will be inflicted with “Mana Poison” due to an attack by Overview
swarms of marsh-specific poisonous insects. This poison adds Amidst the murky marsh and dense mist, a petite stone
+1 to MP maximum and current value but reduces HP structure stands in solitude. Before it, a sealed metallic door
maximum and current value by -2. The poison's Success awaits.
Value is 15, and it accumulates up to “-8 HP/+4 MP”. It can >>From this square, PCs can move to “B: Esamier”, “Area 1
be removed by succeeding in the “Fortitude: Target Number [Plains]”, [Wetlands ①], [Wetlands ③].
16” check after the character has slept for 6 hours.
The effects of mana poison can be determined with a 1. Event Phase
“Herbology check: Target Number 15”. Wetlands Area Table of Events (see left).
>>If 2d is a double 1s, “Wetlands Event 1: Swarm of
Wetlands Event 2: Stray Road Poisonous Insects” (see left) occurs regardless of the sum of
Short plants are overgrown and cover the path. PCs cannot the number of the rolls.
move out of this square until they succeed in “Search check
(Scout, Ranger): Target Number 15” as a free action. In this 2. Free Activities Phase
check, a character with Ranger class gets a +4 bonus. This PCs are free to explore the building.
check can be performed only once per time period. The metal door at the entrance to the building is closed.
The door is not locked. However, PCs must perform a
Wetlands Event 3: [Shallow] Encounter with a Large "Danger Sense check (Scout, Ranger): Target Number 16” if
Group of Daemons they want to open the door. If they succeed, they will notice a
This event does not occur when no Shallow Abyss exists slight smell of gas coming from the door. However, if they fail,
in “Area 3 [Mountains]”. they open the door without noticing the gas and inhale the
PCs encounter the next “Large Group of Daemons”, and putrid gas from the bottom of the swamp. So, they must
a Combat Event (see p. 22) occurs. perform a “Fortitude: Target Number 14”; if they fail, they
receive 2d+6 poison magic damage. If they succeed, the
Large Group of Daemons damage is halved.
Monster level: 7 Classification: Daemons If they notice the presence of putrid gas and succeed in
Might: To be determined by the number of PCs “Herbology check: Target Number 14”, they will know the
Number of effect of the gas, and they can open the door carefully so as
1 2 3 4 5 or more
Characters

61
Part 2 Main Scenario

not to inhale the gas. The putrid gas will spread if the door is
opened for a while. - Getting Past the Lord
Inside the door is a staircase leading to the basement. If PCs have recorded that they know the way through the
Since it is pitch-dark inside the ruins, treat it as “indoors or glowing moss nest, they can hide and avoid the “Lord of the
underground with no light source” (see CR I, p. 97). Wetlands”. Therefore, they do not have to fight even if they
>>If PCs go down the stairs, go to “3. The Gas-Filled Hall.” are in this square at the same time as the “Lord of the
Wetlands”.
3. The Gas-Filled Hall
It is a hall surrounded by stone walls, with a passageway 1. Event Phase
leading north. The floor seems to have been paved with This is the nest of Green Cemeteries (CR II, p. 367).
stones, but it was flooded with water, and bubbles are Therefore, anyone who steps into this square will have a battle
occasionally seen floating on the floor. At the end of the hall, with at least 1 x Green Cemetery.
there is a staircase leading up. However, if it is recorded that the PCs know the way out
If PCs come down the stairs from the building in [Wetland of the glowing moss nest, the PCs can avoid the encounter
②] - there is no gas in this hall. with the Green Cemetery and pass-through this square, so
But if not, because the place is filled with putrid gas rising there will be no battle.
from the bottom of the marsh sludge, anyone who fails If PCs don't know the way out, they must fight. Green
“Fortitude: Target Number 14” suffers 2d+6 poison magic Cemetery must be placed in the Frontline Area at the
damage. If they succeed, the damage is halved. beginning of the battle.
This gas will not disperse unless the metal door at the top If PCs defeat a Green Cemetery, they can pass through
of the stairs is opened. For this reason, the above Fortitude this square. There is a total of 10 Green Cemetery in this
must be performed every 10 minutes. square. Therefore, until all Green Cemeteries are defeated,
If one only needs to go up the stairs and open the door, it they will have to fight every time they enter this square.
takes only a few minutes, but if a PC needs to examine the
door, it takes as much time as the rules stipulate, so it is 2. Free Activities Phase
necessary to roll against the effects of the gas. If “Search check (Scout, Ranger): Target Number 15”
The metal door has neither been trapped nor locked. succeeds, PCs will find 1 x Daemon's Crystallized Blood Plate
When PCs open the door, they can go outside. (see CR II, p. 232). This check can only be performed once
>>If PCs proceed to the passage in the north, it will be treated per time period.
as a “PCs Movement,” and time will elapse. If they go through
the passage to the north, after time lapse, go to the “Wetlands
Underground Passage” (see p. 83).
Overview
On a marshy hill, a small village is surrounded by high
wooden outer walls.
Overview >>From this square, PCs can move to “E: Reines”, “Area 7
The wetland lies before PCs. The air is heavy with fog, [Snow Forest]”, [Wetland ④].
obscuring their view of the dense shrubs and delicate ferns >>If PCs already know the existence of the underground
that carpet the ground. Each step they take is accompanied by passage and want to use it, go to “4. Village Warehouse.”
the squelching sound of their boots sinking into the damp
earth below. 1. Event Phase
>>From this square, PCs can move to “Area 2 [Forest]”, “Area Nothing happens.
5 [Wilderness]”, [Wetland ②], [Wetland ④].
2. Free Activities Phase
1. Event Phase PCs can visit the village on their own.
Wetlands Area Table of Events (see p. 61). As they head for the village, they are stopped by armed
>>If 2d is a double 1s, “Wetlands Event 2: Stray Road” (see villagers on a watchtower in front of a large wooden gate. They
p. 61) occurs regardless of the sum of the number of the rolls. open the gate when they see that the PCs are adventurers.
>> Go to “3. Wetland Village”.
2. Free Activities Phase
Nothing to interact with. 3. Wetland Village
In the village, PCs can stay overnight (without meals) by
paying 30 gamels per person. If they stay here, the “Camping
event” (see p. 122) does not occur while they are sleeping.
Overview In the village, the villagers give PCs the following two
Small rocks rise up from the ground like floating islands pieces of information.
in a lush marshland, where ferns grow thick and green.
Draped in a faintly glowing moss, they seem like mystical Information 1) Elaborate Report on the Lord of the Wetlands
beacons in the mist. Villagers tell PCs that the Lord of these Wetlands is
>>From this square, PCs can move to “Area 6 [Fjord]”, “Area (Sword) Green Cemetery (CR II, p. 367), living as a parasite
[Wetland ①], [Wetland ③], [Wetland ⑤], [Wetland ⑥]. on Rock Golem (CR II, p. 426).

62
This (sword) Green Cemetery is based in [Wetlands ④]
and moves to [Wetlands ③] and [Wetlands ⑥]. In addition,
there are other Green Cemeteries in [Wetlands ④]. Overview
In a desolate village, ten houses stand in a row, their
Information 2) About Abyss Shallow in Wetlands inhabitants long gone. At the outskirts of the village, atop a
Shallow Abyss is located in [Wetlands ⑥], which had a hill, an ominous jet-black sphere known as the Shallow Abyss
threat level of 8 two months ago when they checked it with looms ominously, casting a shadow over the empty streets
Daemon's Blood Plate, and it is possible that it is much higher below.
now. >>From this square, PCs can move to [Wetland ④].
There used to be a village in [Wetlands ⑥], but it was >>If PCs already know the existence of the underground
abandoned after the Great Abyss Erosion, and the residents passage and want to use it, go to “4. Village Warehouse.”
have taken refuge in this village and Reines.
1. Event Phase
In addition, an inhabitant of the village in [Wetlands ⑥] Roll 2d, and if it is “5 or less”, “Wetlands Event 3:
requests the following two Quests. [Shallow] Encounter with a Large Group of Daemons” (see p.
66) occurs. If it is “6 or more”, nothing happens.
Wetland Village Quest 1) Memento Recovery
2. Free Activities Phase
A former resident of the village of [Wetlands ⑥], who has
PCs can investigate the settlement or take on the Shallow
taken refuge in the village, asks PCs to find an ebony comb, a
Abyss.
memento of his wife's that he lost when he fled.
>>If they want to survey a settlement, go to “3. Village Survey”.
If they accept this Quest, they will be given a safe path
>>If PCs want to climb a hill to challenge Shallow Abyss, go
through [Wetland ④]. Record that PCs “know the way to “4. The Hill Below Shallow Abyss.”
through the glowing moss nest.”
The Quest is accomplished by handing over the ebony 3. Village Survey
comb. The party is rewarded with 6,000 gamels and gets 1★. If PCs search a village, they find an ebony comb in a house
if they succeed in “Search check (Scout): Target Number 15”.
Wetland Village Quest 2) Secure the Underground If they have received “Wetland Village Quest 1) Memento
Passageway Recovery”, PCs gain +4 to Search check.
The villager head would like to see a safe passage through This check can be performed only once per time period.
the underground passageway.
There is an underground passage connecting [Wetlands 4. The Hill Below Shallow Abyss
②] and [Wetlands ⑤], but it is impossible to pass through At the top of the hill is an old stone monument with
because there is a Fixed Zerlay (CR II, p. 385) on the way. Shallow Abyss behind it. The stone monument is inscribed in
Therefore, PCs are asked to defeat the Fixed Zerlay so that magitech: “Here lies the brave unit led by Captain Zai of the
villagers can use the passage safely. Volunteer Army, who sacrificed themselves while transporting
After defeating the Fixed Zerlay in the passageway and core bombs on a magic train during the Diabolic Triumph.
reporting to the village, the Quest is accomplished. The party They will always be remembered for their achievements and
will be paid 12,000 gamels or 2★. bravery in the face of danger.”
If PCs accept the request, the villager head will take them >>If they want to challenge Shallow Abyss, set up a Shallow
to the entrance of the underground passageway. map and start conquering it! For details on setting up the
>>If PCs accept this Quest and go to the underground Shallow Map and proceeding with the adventure in Shallow,
passage, go to “4. Village Warehouse”. check “Procedures for Shallow Abysses” (see p. 20).

4. Village Warehouse - Setting up a Shallow map of the Wetlands Shallow Abyss


A warehouse in the basement of the village headman's In this Shallow Abyss for Central Area, place “Central
house, where food and daily necessities are stored. There is a Area 5: Attack on a Magic Train” (see p. 101).
locked metal door at the back of the warehouse. After that, Outer Area should be randomly determined.
If the PCs have undertaken "Quest 2) Secure the When the Shallow map is ready, start the “Shallow Abyss”
Underground Passageway in the Wetland Village and have from Outer Area!
been guided to this warehouse, the lock on the door can be
unlocked with the village head's key.
After opening the metal door, an underground passageway
leads to the south.
>>If PCs proceed to the passage to the south, it will be treated
as a “PCs Movement,” and time will elapse. If they go through
the passage to the south, after time-lapse, go to the “Wetlands
Underground Passage” (see p. 83).

63
Part 2 Main Scenario

The sails are filled with wind, and the ship is slowly leaving The correct password is “4 2 2 3”.
the harbor. The method to find “ABCD” in the sequence is as follows.
Roll “2d + Voyage Modification” to determine the events
that will occur with the Voyage Table of Events. The leftmost sequence is “14 8 4 2”, with the difference
The Voyage Modification is initially 0, but it is acquired decreasing by 6, 4, and 2 from the top by 2.
through events, and the number is added up each time. The second number sequence from the left is “0 1 2 3,” in
Therefore, the Voyage Modification increases during the ascending order from the top.
voyage and becomes 0 again when the ship arrives at the The third number sequence from the right is “1 0 2 0,”
destination. with zeros between the ascending numbers from the top.
When the event “Arrival at Destination!” event occurs, The rightmost number sequence is “7 5 3 2,” in
PCs arrive at the destination city (Esamier or Bosunghamn). descending order of prime numbers.

Voyage Table of Events Therefore, “ABCD” in the sequence contains “4223”.


Roll Event Details Since the password is “ABCD”, “4223” is the password.
1 x (Sword) Melbiz (CR III, p. 419) is encountered, and a
battle ensues. If there are 3 or more PCs, an additional
Melbiz appears.
At the beginning of the battle, all Daemons should be
placed in the Frontline Area.
3 or
less If PCs win against (Sword) Melbiz, they get 2★. Once
(Sword) Melbiz is defeated, it will not appear again.
Hereafter, treat this roll as “nothing happens”.
>>If PCs win, increase Voyage Modification by +2. In
addition, after half a day (one time period) has elapsed, the
event must be rerolled again.
The ship suffers from the storm. If the PCs fail “Fortitude:
Target Number 20”, their Fatigue Level is increased by 1 If PCs Enter the Correct Password
4–6 step. After entering the correct password, magitech displays the
>>After half a day (one time period) has elapsed, the event message “Nuss Mine Seal has been removed.”
must be rerolled again. This will automatically open the large blue gates in
Nothing happens. [Mountains ①] and [Mountains ③], and after that, PCs will
>>Increase Voyage Modification by +2. In addition, after be able to move to [Mountains ②] from these squares. They
7
half a day (one time period) has elapsed, the event must be
rerolled again. will obtain 1★ and must record the fact that they have opened
Blessed with favorable winds. the blue gates.
>>Increase Voyage Modification by +3. In addition, after >>Go to [Mountains ⑤] (see p. 57).
8 – 10
half a day (one time period) has elapsed, the event must be
rerolled again. If PCs Enter the Wrong Password
Riding the current. If a wrong password is entered, “Wrong password” is
11 – >>Increase Voyage Modification by +4. In addition, after
displayed on magitech. Then, after entering the wrong
12 half a day (one time period) has elapsed, the event must be
rerolled again. password three times, the panel turns dark. After that, PCs
Arrival at Destination! cannot enter the password again until the next time period.
>>If PCs sailed from Esamier, after half a day (one time The panel will light up again at the next time period, and
13 or the number sequence will be displayed.
period), go to the “G: Bosunghamn” (see p. 40).
more
>>If PCs sailed from Bosunghamn, after half a day (one >>Go to [Mountains ⑤] (see p. 57).
time period), go to the “B: Esamier” (see p. 35).
For the first time, after completing a voyage, PCs will
receive 1★ when they reach their destination.

Suddenly, Katya shouts, “Dear Caraway!” and runs ahead.


Ahead of her is Caraway, a green-haired young elven man who
looks as if he has been caught.
Katya says to PCs, “Thank you very much! This is the
reward for your promise,” and gives them a 1 x Daemon's
Crystallized Blood Plate (see CR II, p. 232).
Katya then says, “Now, the operation is about to begin!”
and leaves with Caraway, who looks annoyed. Soon, the exit
from this Outer Area appears before the PCs' eyes.
>>If PCs exit through the exit, get the 2★ and go to the Central
Area selected by event or area.

64
Fillick leads the PCs to a hall in the basement of the palace If PCs visit Helite by visiting her friend's house, they can
ruins. In the hall's center is a magic circle shining blue-white. meet her. She came to visit this friend just before the Great
Fillick says, “This is the transmigration magic circle. The Abyss Erosion. Since then, she has been staying at this house.
activation of the Wind Tower and the Water Tower has Helite has already heard that the village was attacked by
supplied enough magic power to the magic circle, causing the Daemons and has given up on her brother's survival, but when
magic circle to achieve its full potential. Upon entering this the PCs give her Peter's diary, she bursts into tears for her
magic circle, one can instantaneously transport to the brother. She is deeply grateful to the PCs for bringing her
sanctuary in the island's center. Kindly report your brother's belongings to her.
observations upon your return.” PCs get 1★. If they give Helite Pieter's Diary and 8,000
If PCs wish to enter the magic circle, go to [forest ⑥] (now gamels of inheritance they found with the diary, they get an
p. 46). Time does not elapse by this move. additional 2★.
>> Go to the “B: Esamier” (see p. 35).

The bouquet was to be used at Zai and Julietta's wedding. The girl calls herself Vilma Liossa (Human/Female/15
When PCs get the Blessed Bouquet, the following action is years old). She was kidnapped and almost sacrificed by an evil
added to Zai's “Guardian Fellow Action Table”. cult but was sold to a slave trader because of her knowledge.
The slave trader was attacked by Daemon, and she was
Result Action Dialogue Value Effect captured by Daemons and brought to this place. Apparently,
Target's weapon becomes Daemons and Dark Trolls were planning to sacrifice her to
a magic weapon and gains summon a higher Daemon.
[Effect
“A true sniper one of the following types: Vilma says, “I thought I was spared from being sacrificed,
Weapon]
6 adapts and - fire, water/ice, wind, but now I had to be sacrificed again. But... thanks to you, I
(see CR I, p.
overcomes.” earth, or lightning, and was saved,” she sobbed, tears streaming down their face.
244), MP2
the target's damage is Vilma pleads to PCs, “Please... let me accompany you to
increased by 1.
some city.”
If the objective of the adventure is “Search for Someone”,
the PCs have found Vilma Liossa! The PCs' goal will be
achieved if they protect her and take the magic train from
Kurtzholm to Kingsfall with her.
The Lord of the Plains is (Sword) Petroviper (CR II, p. If Vilma does not accompany PCs, they will be separated
356). Perhaps because of this, the plains are inhabited by a from her here. They will never see her again.
large number of vipers. >>In that case go to [Fjord ⑥] (see p. 76).
After the Great Abyss Erosion, Kurtzholm's garrison set
up a camp on the plains to monitor the movements of - If PCs Want Vilma to Accompany Them
Daemons and monsters. Vilma will accompany the PCs until they reach some city.
There was also a Shrine of “Guiding Star” Harula on the Or, if the PCs' objective of the adventure is “Search for
plains, but it is now uninhabited since the priests escaped it Someone,” they may have her accompany them until they
after the Great Abyss Erosion. It is said that this Shrine reach their goal (boarding a magic train from Kurtzholm to
contained the ancient secrets of Harula. However, there is a Kingsfall), or they may have her wait for them at an inn in
Shallow Abyss in [Plains ⑥] where this shrine is located, and some city.
the threat level of the Shallow Abyss is said to be 6, but this is However, the PCs must cover the costs of food, tents, and
old information and may have changed by now. lodging for Vilma.
>>Once PCs get this information, they can check the map of In any case, while accompanying the PCs, Vilma acts
“Area 1 [Plains]” (see p. 42, 125). according to the PCs' instructions. In battle, she should be
treated as a Bandit Leader (CR III, p. 428). However, she can
speak and read magitech and arcana.
PCs get 1★ when they deliver Vilma to some city. Unless
the objective of their adventure is to “Search for Someone,”
they will be separated from Vilma at this point, and they will
never see her again.
>>Either way, go to [Fjord ⑥] (see p. 76).

65
Part 2 Main Scenario

The Lord of the Wilderness is (Sword) Chimera (CR II,


p. 393).
At first, (Sword) Chimera is at [Wilderness ④].
When PCs kill (Sword) Chimera, they get 1★.

Movement of the Lord of the Wilderness


Roll 1d to determine how Lord of the Wilderness will
move and use the “Movement of the Lord of the Wilderness
Table” to determine the destination of (Sword) Chimera or
(Sword) Vangiga (see events below).

Movement of the Lord of the Wilderness Table


1d Movement of the Lord of the Wilderness
1 – 2 Not moving.
Move one square in the direction of the “Lord of
3–4
the Wilderness' Path of Travel”.
It moves one square opposite the “Lord of the
5–6
Wilderness' Path of Travel”.

Lord of the Wilderness' Path of Travel


[Wilderness⑤] → [Wilderness④] → [Wilderness⑥]
Area Summary → [Wilderness③] → [Wilderness②] → [Wilderness①]
The rugged terrain stretches out before PCs, its reddish- → [Wilderness⑤]
brown earth peppered with rocky outcroppings. Table-shaped
peaks rise up from the ground. Deep valleys wind their way
between these peaks.
To use the “Wilderness Area Table of Events, roll “2d +
Days Modifier” and use the Wilderness Area Table of Events.

Wilderness Area Table of Events


Result Event Details
[Lord] The Wrath of the Lord
The “Lord of the Wilderness” moves. In combat
5 or less
during this movement, the “Lord of the Wilderness” gains
a +1 bonus to all Skill Checks.
Common Event 3: Encounter with The Nomari (see p.
6–7
122)
Wilderness Event 1: [Shallow] Encounter with a Small
8–9
Group of Daemons (see p. 67)
Wilderness Event 2: Travelers in the Wilderness (see p.
10 – 11
67)
Common Event 6: Encounter with a Pack of Monsters (see
12 – 13
p. 123)
[Lord] The Rage of the Lord
The “Lord of the Wilderness” moves twice; if it moves
into the square where the PCs are on the first move, it
14 – 15
engages in combat and does not move a second time. In
combat during this movement, the “Lord of the
Wilderness” gains a +2 bonus to all Skill Checks.
Wilderness Event 3: Encounter with a Bandit Group (see
16 – 17
p. 67)
Wilderness Event 4: [Shallow] Encounter with a Large
18 – 19
Group of Daemons (see p. 67)
20 – 21 Common Event 1: The Abyss in Motion (see p. 122)
A New Threat
1 x (Sword) Vangiga (CR III, p. 422) appears in
22 or [Wilderness ⑤] as a new “Lord of the Wilderness,” and
more the old Lord disappears. If (Sword) Vangiga already exists,
nothing happens.
When (Sword) Vangiga is killed, 3★ are gained.

66
Wilderness Event 1: [Shallow] Encounter with a Small Wilderness Event 4: [Shallow] Encounter with a Large
Group of Daemons Group of Daemons
This event does not occur when there is no Shallow Abyss This event does not occur when there is no Shallow Abyss
in Area 5 [Wilderness]. in Area 5 [Wilderness].
PCs encounter the next “Small Group of Daemons”, and PCs encounter the next “Large Group of Daemons”, and
a Combat Event (see p. 22) occurs. a Combat Event (see p. 22) occurs.

Small Group of Daemons Large Group of Daemons


Monster level: 5 Classification: Daemons Monster level: 8 Classification: Daemons
Might: To be determined by the number of PCs Might: To be determined by the number of PCs
Number of Number of
1 2 3 4 5 or more 1 2 3 4 5 or more
Characters Characters
Number of PCs Number of PCs
Might 15 25 55 75 Might 20 30 60 90
x 20 x 30
Initiative: 15 Fortitude: 15 Willpower: 15 Initiative: 18 Fortitude: 18 Willpower: 18
Damage: 2d+6 Evasion: 15 Defense: 6 Damage: 2d+9 Evasion: 18 Defense: 9
Unique Skills: During one round, attack up to two targets Unique Skills: During one round, attack up to three targets
chosen at random. chosen at random. In addition, if their Might is reduced to
Defeat Rewards: 1 x Daemon's Blood (100 gamels/Red A), half or less, +4 to damage.
1 x Abyss Shard (200 gamels/-), If AL 7 or lower, 1★ is Defeat Rewards: 1 x Crystallized Daemon’s Blood (800
awarded. gamels/Red A), 1 x Abyss Shard (200 gamels/-), If AL 9 or
lower, 1★ is awarded.
Wilderness Event 2: Travelers in the Wilderness
Roll 1d, if the result is “1-2”, “Common Event 2:
Encounter with a Wanderer (see p. 122)”, “Common Event 3:
Encounter with The Nomari (see p. 122)” if the result is “3-4”, and Overview
“Common Event 5: Encounter with an Explorer (see p. 123)”
The barren earth is a tapestry of reddish-brown hues
if the result is “5-6”.
strewn with a multitude of stones that glimmer in the harsh
light. A desolate landscape devoid of life, save for the dust that
Wilderness Event 3: Encounter with a Bandit Group
dances in the restless wind.
PCs encounter the next “Bandit Group”, and a Combat
>>From this square, PCs can move to “Area 2 [Forest]”,
Event (see p. 22) occurs.
[Wilderness ②].

Bandit Group 1. Event Phase


Monster level: 6 Classification: Humanoids Wilderness Area Table of Events (see p. 61).
Might: To be determined by the number of PCs >>If 2d is a double 1s, “Wilderness Event 2: Travelers in the
Number of Wilderness” (see left) occurs regardless of the sum of the
1 2 3 4 5 or more
Characters number of the rolls.
Number of PCs
Might 20 30 60 90
x 30 2. Free Activities Phase
Initiative: 16 Fortitude: 16 Willpower: 16 Nothing to interact with.
Damage: 2d+7 Evasion: 16 Defense: 7
Unique Skills: If 2d of the damage decision is 10 or more,
+4 to damage. The roll can be flipped once as with [Sword’s
Grace/Change Fate] and increased by +1. Overview
Defeat Rewards: 1d x 100 gamels. If AL is 7 or lower, 1★ With small table-shaped boulders clustering together in a
is awarded. chaotic dance, their jagged edges and rough surfaces creating
a labyrinthine valley. Amidst the stones, broken remnants of
ancient artistry lie strewn on the ground as if the remains of
once-majestic statues are now shattered and scattered like the
memories of a forgotten civilization.
>>From this square, PCs can move to [Wilderness ①],
[Wilderness ③], [Wilderness ④] and “Plateau (a)”.
>>If the players have recorded that they have found a way out
of Cockatrice's territory, they may skip the “1. Event Phase”
and proceed to the “2. Free Activities Phase”.

1. Event Phase
Since Cockatrices (CR II, p. 394) are wandering in this
place, if PCs fail the “Danger Sense check (Scout, Ranger):

67
Part 2 Main Scenario

Target Number 15”, they will encounter Cockatrices and will Information 3) About the Evil Cult
be taken by surprise (see CR I, p. 144). The evil cult has its stronghold in the ruins of the Magic
On success, PCs can choose whether to encounter Civilization Period in the rocky mountains of [Wilderness
Cockatrice or to avoid the encounter. ⑥]. The leader of the evil cult is probably (Sword) Evil Priest
If encountered, “half of the number of PCs” x Cockatrices (CR II, p. 410).
will engage in combat. All Cockatrices must be placed in the There are more than 10 cultists, but there should be only
Frontline Area at the start of combat. about the "number of PCs” of those who can fight.
If PCs win, they get 1★, and Cockatrices will not appear
again. In addition to the Quest in Common Event 4: Encounter
with Armed Track Workers, the following two Quests can be
2. Free Activities Phase received.
PCs are free to explore Cockatrice's territory.
If PCs want to investigate, they should make a "Search Armed Track Workers' Encampment Quest 1) Recovery
check (Scout, Ranger): Target Number 15”. Memento
This check can be performed only once per time period. They want PCs to go to Chimera's nest in [Wilderness ⑤]
If successful, the PCs find “2d x 500 gamels” worth of and bring back the worker’s memento, who was taken away by
goods that seem to belong to Cockatrice's victims. If the Chimera.
Success Value at this time is “17 or more”, the PCs find a path When the party brings back the “Memento of the Armed
in a narrow valley that Cockatrice cannot enter. PCs can go Track Worker” to their camp, the Quest will be completed.
through [Wilderness ②] without encountering Cockatrices The party is rewarded with 6,000 gamels and 2★.
using this path. When they find this path, PCs must record the
fact they found a way through Cockatrice's territory. Armed Track Workers' Encampment Quest 2) Survey of the
Cockatrice’s Territory
They want PCs to investigate Cockatrice's territory in
[Wilderness ②] and find a safe way out.
If they investigate [Wilderness ②], find a way out of
Overview Cockatrice's territory, and report it to the camp, they will
Amidst the barren wilderness, where the earth is a cracked accomplish the Quest. The reward is 5,000 gamels and 1★.
and reddish-brown hue, a cluster of tents has been erected. A
group of robust and well-built men stand guard around the
makeshift structures, their muscular arms adorned with
weapons. They are armed track workers. Overview
>>From this square, PCs can move to “E: Reines”, “Area 4 On the barren and rocky plain, an imposing chasm cleaves
[Wetlands]”, [Wilderness ②]. the earth in two, stretching out as far as the eye can see. A
bridge made of weathered stone bravely spans the void,
1. Event Phase defying the abyss below. At its zenith, hovering ominously like
Nothing happens. a harbinger of doom, a jet-black sphere known as the “Shallow
Abyss” floats at the bridge’s apex.
2. Free Activities Phase >>From “Plateau (a)” of this square, PCs can move to
PCs can visit the camp of armed track workers during this [Wilderness ②], [Wilderness ⑥].
phase. >>From “Valley (b)” of this square, PCs can move to
If they want to visit the camp, go to “Common Event 4: [Wilderness ⑤], [Wilderness ⑥].
Encounter with Armed Track Workers” (see p. 123).
In addition, at the encampment, a safe place to sleep is - Plateau (a) and Valley (b)
provided for 30 gamels per person (meals are not included). This square is divided into “Plateau (a)” and “Valley (b)”.
Therefore, “Camping Events” (see p. 121) do not occur It is not possible to go directly between “Plateau (a)” and
during sleeping if PCs stay at this campsite. “Valley (b)”.
The following three pieces of information can be obtained If PCs entered this square from [Wilderness ②] or
from the armed track workers. [Wilderness ⑥], they are in “Plateau (a)”.
If PCs entered this square from the “Western Road” in
Information 1) About the Lord of the Wilderness
[Wilderness ⑤] or [Wilderness ⑥], they are at the “valley
They tell PCs that the Lord of this Wilderness is (Sword) (b)”.
Chimera (CR II, p. 393) and provide “Lord of the Wilderness'
Path of Travel”. Chimera makes [Wilderness ⑤] its nest. 1. Event Phase
Wilderness Area Table of Events (see p. 66) in effect in
Information 2) Wilderness Shallow Abyss both “Plateau (a)” and “Valley (b)”.
Shallow Abyss is located at “Plateau (a)” in [Wilderness >>If 2d is a double 1s, “Wilderness Event 4: [Shallow]
④], and its threat level was 9 when they checked it with Encounter with a Large Group of Daemons” (see p. 67)
“Daemon's Blood Plate” two months ago, but it may be higher occurs regardless of the sum of the number of the rolls.
now.

68
2. Free Activities Phase 1. Event Phase
If PCs are in “Plateau (a),” they are free to challenge Wilderness Area Table of Events (see p. 66).
Shallow Abyss. >>If 2d is a double 1s, “Wilderness Event 3: Encounter with
Nothing to interact with in “Valley (b).” a Bandit Group” (see p. 67) occurs regardless of the sum of
>>If PCs are in “Plateau(a)” and want to challenge Shallow the number of the rolls.
Abyss, set up a Shallow map and start conquering it! For
details on setting up the Shallow Map and proceeding with the 2. Free Activities Phase
adventure in Shallow, check "Procedures for Shallow PCs are free to investigate the ruins.
Abysseses" (see p. 20). The ruins can be entered through the entrance. However,
if PCs step on the floor at the entrance, a trap is set to fire
- Setting up a Shallow map of the Wetlands Shallow Abyss numerous arrows from both sides.
In this Shallow Abyss for Central Area, place “Central To find the trap, PCs must succeed in “Search check
Area 6: Return from the Darkest Depths” (see p. 102). (Scout): Target Number 14” by checking around the entrance
After that, Outer Area should be randomly determined. or “Spot Trap check (Scout): Target Number 18” when PCs
When the Shallow map is ready, start the “Shallow Abyss” try to enter the site. This trap cannot be disarmed. However,
from Outer Area! if they have found the trap, they can safely enter the ruins by
avoiding the floor that activates the trap.
If the trap is triggered, the first two characters are hit by
arrows and suffer 2d+7 points of physical damage. In addition,
Overview a rattling sound is heard at the far end of the ruins. This trap
In the midst of towering rocky mountains, nestled within a can be activated any number of times.
narrow valley, lies a haunting sight. Countless white bones, >>If PCs want to go deeper into the ruins, go to “3. Evil Cult
bleached and scattered, litter the ground in a macabre display. Roots”.
Among them, the remnants of animals and humanoids alike,
their stories lost to time. 3. Evil Cult Roots
>>From this square, PCs can move to “C: Paluake”, “Area 3 Upon entering, one is greeted by the sight of a hall
[Mountains]”, and "Valley (b)” in [Wilderness ④]. adorned with a statue of Daemon. The figure takes the form
of a maiden who seems to exude an air of illicitness. On the
1. Event Phase right wall, there is a stairway to the basement.
Mountains Area Table of Events (see p. 54). If PCs succeed in “Monster Knowledge check: reputation
>>If 2d is a double 1s, “[Lord] Lord's Fury” (see p. 66) occurs 26/weakness 28”, they will notice that this Daemon statue is a
regardless of the sum of the number of the rolls. replica of Endertuz (CR III, p. 425).

- If the Entrance Trap Was Activated


- [Lord] Lord's Fury
Cultists come running up from the basement, and a battle
The “Lord of the Wilderness” moves twice; if it moves
ensues.
into the square where the PCs are on the first move, it engages
in combat and does not move a second time. In combat The enemies are 1 x (Sword) Evil Priest (CR II, p. 410),
during this movement, the “Lord of the Wilderness” gains a “number of PCs” x Skilled Mercenary (CR I, p. 431). Among
+4 bonus to all Skill Checks. them, (Sword) Evil Priest is a follower of Laris.
At the beginning of the battle, the (Sword) Evil Priest must
2. Free Activities Phase be placed in the enemy Rearguard Area. All Skilled
PCs are free to investigate Chimera's nest. Mercenaries must be placed in the Frontline Area.
If PCs search, succeeding in “Search check (Scout, If PCs win, they get 1★. After that, if they search the hall
Ranger): Target Number 14”, they get 3 x Moonlight Charm but find nothing of interest.
(+1) (see CR I, p. 305), 3 x Sunlight Charm (+1) (see CR I, p. >>If they want to go down the stairs, go to “4. Underground
305), and find a corpse which seems to be an armed train of the Ruins.”
worker.
From the remains, they can recover the Memento of the - If the Entrance Trap Was Not Triggered
Armed Track Worker. If PCs check the halls but find nothing of interest.
As they approach the stairs, they hear voices coming from
the basement.
If they succeed in “Listen check (Scout, Ranger): Target
Number 14”, they will hear voices and cheers in the trade
Overview
common saying, “The stars shall soon align. By offering up
There is a large rocky hill. Carved into the rough stone sacrifices and summoning Endertuz, we shall eradicate the
wall, like an ageless sentinel, are the ruins of what once might snobs from this earth.” Probably, there are about 10 people
have been a temple. The entrance in front of the ruins has no in the basement.
door. >>If PCs want to go down the stairs, go to “4. Underground of
>>From this square, PCs can move to “Area 7 [Snow Forest]”, the Ruins”.
“Area 8 [Tundra]”, or “Plateau (a)/Valley (b)” in [Wilderness
④].

69
Part 2 Main Scenario

4. Underground of the Ruins


There is a large room located in the basement. A staircase
leads to an entrance on the south wall of this room. The gate to Fairyland is located in [Snow Forest ⑥],
Additionally, there are several other doors within the large guarded by Skadi (CR III, p. 408).
room. Skadi is searching for the Tiara of the Fairy Princess.
According to Nomari legends, a king once desired the power
- If the Entrance Trap Was Activated of the fairy princess Moonlight Princess (see to p. 113) and
There are nearly 10 cultists who cannot fight. They see the had her tiara stolen. However, the thief was killed by a red
PCs appear, realize that the priests have been defeated, and bear.
commit suicide.
>>After that, if PCs want to investigate the basement of the
ruins, go to “5. Surveying the Underground of the Ruins”.

- If the Entrance Trap Was Not Triggered


Here are about 10 or so cultists, cheering enthusiastically This is a treasure given to the Nomari by the guardian of
to the priest's speech. They are not aware of the PCs. If PCs the volcano in a secret ceremony. When PCs obtain a Kujata's
leap into the room, they will surprise enemies (see CR I, p. Gem, the following action is added to Katya's “Guardian
144). Fellow Action Table”.
Combat. The enemies are 1 x (Sword) Evil Priest (CR II,
p. 410), “number of PCs” x Skilled Mercenary (CR I, p. 431). Result Action Dialogue Value Effect
Among them, (Sword) Evil Priest is a follower of Laris. There Power 30
[Cure Heart] (see CR I, “Remember, with
are other evil cultists, but they are not strong enough to fight. + (AL +
p. 235) with courage comes the AL +
At the beginning of the battle, the (Sword) Evil Priest must 8 3)/No
[Metamagic/Targets], strength to 11
be placed in the enemy Rearguard Area. All Skilled Crit
MP5 overcome pain.”
Mercenaries must be placed in the Frontline Area. Value
If PCs win, they get 1★. Cultists who do not participate in
the battle realize their fate and commit suicide.
>>After that, if PCs want to investigate the basement of the
ruins, go to “5. Surveying the Underground of the Ruins”.

5. Surveying the Underground of the Ruins This is Zai's favorite Artificer’s Belt. When a Magitech
If PCs search the whole basement of the ruins, if they Belt is obtained, the following action is added to Zai's
succeed in “Search check (Scout): Target Number 14”, they “Guardian Fellow Action Table”.
will find “(2d x 500) + 5,000 gamels” worth of goods which
seem to belong to the cultists. Also, regardless of the success Result Action Dialogue Value Effect
[Critical Bullet] (see CR I, Magic Damage
or failure of the check, PCs without a check rescue a girl
p. 243) with Longbarrel “...First, AL + Power 20 + (AL
trapped in one of the small rooms. 10
and [Hawk Eye], Range one thing.” 13 + 8)/Crit Value
The girl says, “I am Mullena (Elf/Female/13 years old), 2(50m), MP2 9
and I used to live with my family in Paluake. But... but about
a month ago, I was kidnapped with another girl named Vilma
and brought here.” It seems that the evil people were talking
about sacrificing them to summon a powerful Daemon.
>>If PCs ask about Vilma, see “Vilma's Disappearance” (see The “Lord of the Darkest Depths” has been vanquished!
p. 83). The objective of the PC's adventure was achieved.
However, the Abyss still exists, and the Korgana region
- Mullena Accompanies PCs continues to be threatened by Daemons that may come
Thereafter, Mullena will accompany the PCs. While pouring out at any moment. In the meantime, Daemons may
accompanying them, food and tents must be provided by the be creating new tragedies.
PCs. In battle, Mullena should be placed in the Rearguard But there is something that PCs can do. Rumor has it that
Area as a Bandit Trooper (CR I, p. 431) and act according to a counterattack operation against Daemons is being planned
the PCs' instructions. in Oxsilda.
Mullena will separate from the PCs upon arrival in any What will PCs do?
city. However, if the PCs wish, they can accompany her
further. Upon arrival at “C: Paluake”, she will return home, PCs may go to "H: Oxsilda" to participate in the
and her and her family will greatly appreciate the PCs. PCs counterattack operation against Daemons or continue their
thus complete “Paluake's Quest 1) Search for Mullena” and adventure for other reasons.
get the reward. Alternatively, one could leave the northwestern part of the
Korgana region and seek a new place. In that case, there is an
option to finish the journey of revenge and live peacefully
somewhere else. In any case, it is all up to the PCs.
>>Whatever they do, go back to [Central Area 6: Return from
the Darkest Depths](see p. 102) at once.

70
The scholar Tottle (Tabbit/Female/17 years old) is easily The Lord of the Wilderness is (Sword) Chimera (CR II,
recognizable. She is a famous eccentric scholar. p. 393), whose nest is said to be in [Wilderness ⑤]. In
If PCs visit Tottle and ask about the “Magi-Repeater,” a [Wilderness ②], there is the territory of Cockatrices (CR II,
sniper gun used by Zai, she will tell them a long story about p. 394), and trying to pass through it carelessly is dangerous.
her research. According to her, there is a possibility that the Furthermore, it is said that the remains of the Magic
“Magi-Repeater” may have been left behind in the ruins of the Civilization Period in [Wilderness ⑥] are being used as a
Magitech Civilization in [Fjord ③] and [Fjord ⑥]. hideout by an evil cult who follow Laris, a Mad God and that
However, PCs had to listen to a long story, so their Fatigue they are kidnapping girls to summon Daemons.
Level went up by one level. Shallow Abyss in the Wilderness is located in [Wilderness
>>Go to “G: Bosunghamn” (see p. 40). ④] and is said to have a threat level of 9, but this is old
information and may have changed now.
>>Once PCs get this information, they can check the map of
“Area 5 [Wilderness]” (see p. 66, 129).

It is a huge stone bridge. However, the entire bridge is now If PCs promise to do something to keep the poison from
completely covered with a thick growth of vines and ivy plants. flowing, (Sword) Dryad says, “I shall remain yet another year,
If PCs cross the bridge, they can see that although the main but thou must keep thine vow!”
body of the bridge is dilapidated, it is reinforced by the Therefore, Dryad will keep the bridge up if PCs stop the
infested vegetation and is not in danger of collapse. outflow of the mineral toxin during this adventure.
As they step to the middle of the bridge, a beautiful fairy- Incidentally, her promise was made in the early Magitech
like woman seeps out of the thick trunks entangled in the Civilization Period; fairies' sense of time is quite different from
bridge. She is (Sword) Dryad (CR II, p. 401). that of Humanoids.
>>If this is their first time crossing this bridge, go to “1.
Guardian of the Bridge”. Dryad's Quest) Address the Venom that Courses Through the
>>If PCs have stopped the spill of mineral toxin, go to “3. River
Pleased Guardian of the Bridge”. PCs need to stop toxins flowing into the river!
To complete the Quest, PCs need to go upstream to the
1. Guardian of the Bridge “Area 3 [Mountain]” and stop the outflow of mineral poison
Dryad says in sylvan, “Hail! We have upheld our vow to to the forest. They will get 2★ for this Quest.
preserve the bridge's grace. Pray, will you honor your pledge?
Should you fail to do so, the bridge shall be lost!” >>After crossing the bridge, PCs can move to [Forest ④] (see
Even if PCs cannot understand Sylvan, they can see that p. 51) or [Forest ⑤] (see p. 51).
she seems to be angry.
>>If PCs don't know or ignore the sylvan and cross the bridge 3. Pleased Guardian of the Bridge
to [Forest ④] (see p. 51) or [Forest ⑤] (see p. 51). In this In front of PCs, (Sword) Dryad appears in a good mood
case, the bridge collapses immediately afterward and becomes and says in sylvan, “Ah, it gladdens my heart to see that the
unusable. poisoning has ceased! It is pleasing that thou art able to act
>>If PCs can speak Sylvan, they can talk to (Sword) Dryad. If swiftly when thou dost so desire. Now, the bark shall be
they want to talk with (Sword) Dryad, go to “2. Dryad healed. In gratitude, I shall leave this bridge as it is. And let it
Request”. be known that we are friends. A sign of our kinship, yes.”
Dryad gives PCs Young Dryad Branch (see p. 110).
2. Dryad Request (Sword) Dryad says, “Come and speak with me once
(Sword) Dryad says in Sylvan, “Thee didst bid me to more, if it pleases thee,” and disappears.
uphold this bridge so that it might not fall to ruin. In turn, I PCs complete “Dryad's Quest) Address the Venom that
humbly beseeched thee to address the venom that courses Courses Through the River.” They gain Young Dryad Branch
through the river. Alas, it still courses unrelentingly. Venom!
and 2★.
A mine upstream was mentioned. Perhaps it holds the key.
After that, this bridge can be crossed without any trouble
But nay, it is not death that troubles me so, but a vexing itch
after a short talk with (Sword) Dryad.
that plagues my very being. The bark is withered, and my heart
weeps for the tree!” >>After crossing the bridge, PCs can move to [Forest ④] (see
p. 51) or [Forest ⑤] (see p. 51).

71
Part 2 Main Scenario

The Lord of the Fjord is (Sword) Ragnakang (CR II, p.


406). At first, (Sword) Ragnakang is at [Fjord⑥].
When PCs kill (Sword) Ragnakang, they get 1★.

Movement of the Lord of the Fjord


Roll 1d to determine how Lord of the Fjord will move and
use the “Movement of the Lord of the Fjord Table” to
determine the destination of (Sword) Ragnakang or (Sword)
Lada Adroda (see events below).

Movement of the Lord of the Fjord Table


1d Movement of the Lord of the Fjord
Moves to [Fjord①]. If it is in [Fjord①], it moves to
1
[Fjord⑥].
Moves to [Fjord②]. If it is in [Fjord②], it moves to
2
[Fjord⑥].
Moves to [Fjord③]. If it is in [Fjord③], it moves to
3
[Fjord⑥].
Moves to [Fjord④]. If it is in [Fjord④], it moves to
4
[Fjord⑥].
Moves to [Fjord⑤]. If it is in [Fjord⑤], it moves to
5
Area Summary [Fjord⑥].
6 Moves to [Fjord⑥]. If it is in [Fjord⑥], it does not move.
A long, narrow, and intricate inlet etched by the power of
glacial erosion. Standing tall and proud, the vertical cliffs are
adorned with a delicate dusting of pure white snow.

To use the “Fjord Area Table of Events, roll “2d + Days


Modifier” and use the Fjord Area Table of Events.

Fjord Area Table of Events


Result Event Details
[Lord] The Wrath of the Lord
The “Lord of the Fjord” moves. In combat during this
5 or less
movement, the “Lord of the Fjord” gains a +1 bonus to all
Skill Checks.
6 – 7 Fjord Event 1: Blizzard (see p. 73)
8 – 9 Common Event 5: Encounter with an Explorer (see p. 123)
Common Event 3: Encounter with The Nomari (see p.
10 – 11
122)
Fjord Event 2: Encounter with Wandering Magitech (see p.
12 – 13
73)
[Lord] The Rage of the Lord
The “Lord of the Fjord” moves twice; if it moves into the
square where the PCs are on the first move, it engages in
14 – 15
combat and does not move a second time. In combat
during this movement, the “Lord of the Fjord” gains a +2
bonus to all Skill Checks.
Fjord Event 3: [Shallow] Encounter with a Large Group of
16 – 17
Daemons (see p. 73)
Common Event 6: Encounter with a Pack of Monsters (see
18 – 19
p. 123)
20 – 21 Common Event 1: The Abyss in Motion (see p. 122)
A New Threat
1 x (Sword) Lada Adroda (CR III, p. 424) appears in
22 or [Fjord⑥] as a new “Lord of the Fjord,” and the old Lord
more disappears. If (Sword) Lada Adroda already exists, nothing
happens.
When (Sword) Lada Adroda is killed, 3★ are gained.

72
Fjord Event 1: Blizzard Large Group of Daemons
A blizzard occurs. Therefore, if the PCs fail the “Fortitude: Monster level: 8 Classification: Daemons
Target Number 2d+12” against the cold, they will freeze, Might: To be determined by the number of PCs
increasing their Fatigue Level by 1 level. If the PCs do not Number of
wear Snowsuits, their Fatigue Level will be increased by 2 1 2 3 4 5 or more
Characters
instead.
Number of
In addition, since visibility is poor due to the blizzard and Might 25 35 70 100
PCs x 40
it takes time to notice the approaching enemy, when a battle
Initiative: 19 Fortitude: 19 Willpower: 19
or “Combat Event” (see p. 22) occurs, “Danger Sense check
Damage: 2d+9 Evasion: 19 Defense: 7
(Scout, Ranger): Target Number 18” must be performed
Unique Skills: During one round, attack up to “half of 1d”
before the Initiative check.
targets chosen at random. In addition, if their Might is
If successful, the normal procedure for combat or
reduced to half or less, +4 to damage.
“Combat Event” is followed. However, if it fails, PCs will be
Defeat Rewards: 1 x Crystallized Daemon’s Blood (800
surprised (see CR I, p. 144).
gamels/Red A), 1 x Abyss Shard (200 gamels/-), If AL 10 or
This snowstorm subsides after the passage of time.
lower, 1★ is awarded.
- Encampment in a Blizzard
During a blizzard, if the PCs perform a “Camping check,”
they receive a -4 penalty. If they are not wearing a Snowsuit,
their Fatigue Level increases by 1 step due to the cold, Overview
regardless of success or failure in the Camping check. Under a thin layer of snow, green grass grows, and gray
If a tent is used, the PCs should first roll the “Camping rock surfaces peek out. Looking down from the cliff, the clear
check.” Then, roll 1d, and if the result is “1-3,” the tent is blue sea is bobbing far below.
destroyed and cannot be used. If the tent is a “Snow Mountain >>From this square, PCs can move to “G: Bosunghamn”,
Tent” (see p. 112), it is sturdy and can only be destroyed on a [Fjord ②].
roll of “1.”
1. Event Phase
Fjord Event 2: Encounter with Wandering Magitech Fjord Area Table of Events (see p. 72).
PCs encounter the next “Wandering Magitech”, and a >>If 2d is a double 1s, “Fjord Event 1: Blizzard” (see left)
Combat Event (see p. 22) occurs. occurs regardless of the sum of the number of the rolls.

Wandering Magitech 2. Free Activities Phase


Monster level: 7 Classification: Magitech Nothing to interact with.
Might: To be determined by the number of PCs
Number of
1 2 3 4 5 or more
Characters
Number of PCs Overview
Might 20 30 60 90
x 30 Green trees were growing thickly on the slope of a gray
Initiative: 18 Fortitude: 18 Willpower: 18 rocky hill. Here, a small watchtower stands, where soldiers are
Damage: 2d+8 Evasion: 18 Defense: 6 sitting, and they are the soldiers of Bosunghamn, watching
Unique Skills: It is immune to criticals from edged weapons. over the snow dragons living in [Fjord ⑤].
It also attacks up to two randomly selected targets during >>From this square, PCs can move to “Area 4 [Wetlands]”,
one round. [Fjord ①], [Fjord ③], [Fjord ④].
Defeat Rewards: If AL 9 or lower, 1★ is awarded.
1. Event Phase
Fjord Event 3: [Shallow] Encounter with a Large Group of Fjord Area Table of Events (see p. 72).
Daemons >>If 2d is a double 1s, “Fjord Event 1: Blizzard” (see left)
This event does not occur when there is no Shallow Abyss occurs regardless of the sum of the number of the rolls.
in Area 6 [Fjord].
PCs encounter the next “Large Group of Daemons”, and 2. Free Activities Phase
a Combat Event (see p. 22) occurs. PCs can visit the watchtower.
When PCs visit the watchtower, they are stopped by the
soldiers. At first, they are wary of PCs, but when they realize
that they are adventurers, they welcome PCs.
PCs are offered a safe place to sleep at a watchtower for
30 gamels per person (meals are not included). Therefore, the
“Camping Events” (see p. 121) do not occur during sleeping
at this lodging.
From soldiers, PCs can learn the following two pieces of
information.

73
Part 2 Main Scenario

Watchtower Information 1) About the Abode of the Snow 2. Free Activities Phase
Dragon PCs can investigate the glass canopy. If they want to
The Greater Dragon (CR III, p. 399) lives in the snow- investigate the glass canopy, they must succeed in “Search
covered mountains of the [Fjord ⑤]. check (Scout): Target Number 16” to find an entrance in the
This snow dragon is calm and does not threaten people, center of the canopy. This check can be performed only once
and it had a fierce battle with a group of Daemons during the in one time period.
Great Abyss Erosion. After that, however, the snow dragon The entrance is a steel flip-up door (hatch), locked by
was never seen again, and now Ragnakang (CR II, p. 406) is magic with Success Value 20.
flying around as if it owns the place. For this reason, the snow The lock of this door is automatically unlocked when PCs
dragon is rumored to be dead. have a Tautomi relic.
If the player does not have a Tautomi relic, they can
Watchtower Information 2) The Fate of the Slave Trader unlock it with a successful “Disable Device check (Scout):
A group of Daemons attacked a trader heading for Target Number 21”, using Key Of Unlocking, or with a
Bosunghamn about a month ago. The trader abandoned his Success Value of “21 or more” using spells or combat feats
cargo and fled to Bosunghamn. However, the soldiers who such as [Unlock], [Knocker Bomb], [Wordbreak].
investigated the incident discovered that the trader was a slave >> Go to “3. Fjord Underground Ruins” after unlocking the
trader, and the cargo was captured. Among the cargo they door.
abandoned was a human girl named Vilma, who was bought
as a slave. 3. Fjord Underground Ruins
However, since Vilma's body has not been found, it is The door opens onto a spiral staircase leading to the
possible that she was taken away by Daemons. If so, she may basement. The end of the staircase is sucked into the Shallow
have been sacrificed in order to call an Upper Daemon. Abyss. Therefore, PCs can enter the Shallow by going down
the stairs.
After giving PCs this information, the soldiers ask for the However, since many small magitechs for security are
following two Quests. flying around in this cavity, PCs will be attacked if they go
down the stairs.
Watchtower Quest 1) Investigate the Snow Dragon PCs encounter the next “Swarm of Small Magitech”, and
Combat Event (see p. 22) occurs.
Soldiers want PCs to investigate [Fjord ⑤] to confirm
whether the snow dragon is alive or dead.
If the party investigates the snow dragon's dwelling place in Swarm of Small Magitech
[Fjord ⑤] and reports the result to the soldiers if the snow Monster level: 7 Classification: Magitech
dragon is alive or dead, the Quest will be accomplished. The Might: To be determined by the number of PCs
party will be rewarded 10,000 gamels and 1★. Number of
1 2 3 4 5 or more
Characters
Watchtower Quest 2 ) Search for the Girl Number of PCs
Might 20 30 60 90
Soldiers ask to search for Vilma, the missing slave girl. x 30
Vilma was probably taken away by Daemons and is probably Initiative: 17 Fortitude: 17 Willpower: 17
in [Fjord ⑥], which is a lair of Daemons, or she may have Damage: 2d+8 Evasion: 17 Defense: 9
successfully escaped and is now in another place. Unique Skills: When small magitech attack, all PCs must
If PCs protect Vilma and hand her over to the soldiers, roll 1d. In this case, all PCs whose rolls are “1-3” are hit by
they will complete the Quest. The party will be rewarded with the attack.
15,000 gamels and 1★. After this, Vilma will be taken into the Defeat Rewards: If AL 9 or lower, 1★ is awarded.
custody of Bosunghamn.
If the adventure’s objective was to “Search for Someone,” >>If PCs want to challenge “Shallow Abyss” after defeating a
go to the “Together With Vilma” (see p. 46). Swarm of Small Magitech, set up a Shallow map and start
conquering it! For details on setting up the Shallow Map and
proceeding with the adventure in Shallow, check "Procedures
for Shallow Abysseses" (see p. 20).
Overview - Setting up a Shallow map of the Fjord Shallow Abyss
Amidst the tranquil scene of a light dusting of snow lies a In this Shallow Abyss for Central Area, place “Central
structure that stands out with its sturdy yet elegant glass Area 7: Birth of Teutal” (see p. 103).
canopy. Its transparency allows a glimpse into the depths of a After that, Outer Area should be randomly determined.
large cavity, where a jet-black sphere ominously floats. Its When the Shallow map is ready, start the “Shallow Abyss”
name is Shallow Abyss. from Outer Area!
>>From this square, PCs can move to [Fjord ②].
>>After conquering Shallow Abyss, if PCs go down the spiral
1. Event Phase staircase to investigate the bottom of the cavity, a successful
Fjord Area Table of Events (see p. 72). “Search check (Scout): Target Number 17” will reveal the
>>If 2d is a double 1s, “Fjord Event 3: [Shallow] Encounter wreckage of the Dragon Fortress (CR III, p. 390) and the
with a Large Group of Daemons” (see p. 73) occurs regardless
of the sum of the number of the rolls.

74
“Artificer's Toolbox” (see p. 112). Loot Determination can be >>After winning the battle, if PCs proceed further to the end
performed on the wreckage of the Dragon Fortress. of the cave, go to “4. Snow Dragon Dwelling”.

4. Snow Dragon Dwelling


PCs eventually come to a large cavity. The cavity has no
Overview ceiling, so if it is not a blizzard, they can see the sunlight in the
A grassy plain stretches out on a terrace overlooking an daytime and look up at the starry sky if it is nighttime.
inlet. To the north, snow-covered high peaks can be seen. There is a dragon with white scales. This white dragon is
>>From this square, PCs can move to “Area 7 [Snow Forest]”, (Sword) Draconet (CR III, p. 396), a child of the Greater
[Fjord ②], [Fjord ⑤]. Dragon that used to live in the snowy mountains.

1. Event Phase - If “Elapsed time: 50 days or more”


Fjord Area Table of Events (see p. 72). The white dragon has evolved into a (Sword) Lesser
Dragon (CR II, p. 396).
>>If 2d is a double 1s, “Fjord Event 1: Blizzard” (see p. 73)
occurs regardless of the sum of the number of the rolls.
Dragon says in dragonic, “You may leave. I grant you
2. Free Activities Phase pardon, but once.” If PCs follow his words and leave, there
Nothing to interact with. will be no battle. If they don't, he will attack.
At the start of the battle, 1 x (Sword) Dragonet (or 1 x
(Sword) Lesser Dragon) must be placed in the Frontline Area.
If they are searching in the cavity after defeating the white
dragon, a successful “Search check (Scout, Ranger): Target
Overview Number 16” will reveal 3 x Dragon Scale (5,000 gamels/Red
Sharply pointed snow-capped mountains rise toward the S).
sky. Its foothills are covered with coniferous trees.
>>From this square, PCs can move to “Area 7 [Snow Forest]”, - When Negotiating With the White Dragon
[Fjord ④], [Fjord ⑥]. The white dragon is somewhat arrogant but not
belligerent. Therefore, if PCs talk to them in dragonic, they
1. Event Phase can learn the following.
Roll 1d, on “1-2,” a “Fjord Event 1: Blizzard” (see p. 73)
occurs and nothing on “3-6”. “My mother fell in a battle with the mighty Daemon. Her
remains now rest in the sea of the Fjord.
2. Free Activities Phase (If less than 50 days have elapsed) I harbor no ill will
PCs can investigate snow-covered mountains. toward Humanoid, for my destiny lies elsewhere. My time has
If they want to investigate the snow-covered mountains, come to shed my skin and metamorphose into a fiercer
they must succeed in “Search check (Scout, Ranger): Target dragon. I will take up arms against the Daemons to honor my
Number 18” to find a cave. This check can be performed only mother's valiant legacy and safeguard this land from their
once in each time period. malevolent grasp.
>>If PCs want to enter the cave, go to “3. Snow Mountain (If more than 50 days have elapsed) But now, it falls upon
Cave”. me to carry her legacy and fight against the Daemons, that this
realm may be protected from their grasp.”
3. Snow Mountain Cave
Since it is pitch-dark inside the cave, it is treated as When PCs find out from the young dragon that his mother
“Indoors or underground with no light source” (see CR I, p. has died, record the fact that they have confirmed that the
97). white dragon is alive or dead.
If PCs proceed through the cave, if they succeed in If PCs propose to fight against Daemons together with the
“Danger Sense check (Scout, Ranger): Target Number 16”, white dragon, he will be willing to go with them.
they will find Amphisbaena (CR III, p. 393) hiding in a crack
in the ceiling and avoid a surprise attack (see CR I, p. 144). In - When Accompanied by a White Dragon
this case, the battle takes place according to the usual The white dragon must be included in the “number of
procedure. However, if they fail to do so, they will be PCs” as one character.
surprised by this monster. The white dragon can move with up to 2 characters
In any case, combat will take place. mounted. In this case, PCs can move to any square in “Area
The enemy is 1 x Amphisbaena. However, if there are 6 [Fjord]” during “PCs Movement”, regardless of the route on
more than 3 PCs, the number of Amphisbaenas is “half of the the map.
number of PCs”. In addition, they can enter “Shallow Abyss” together. In
All Amphisbaenas should be placed in the Frontline Area the battle, the white dragon fights according to PC's
at the beginning of the battle. instructions.
During this combat, PCs suffer a -2 penalty on the If there is a PC with Rider class, the white dragon can be
Accuracy check and Evasion check due to the narrowness of temporarily treated as a mount. However, it is necessary to
the cave and poor footing. In addition, due to the low ceiling, meet the condition of his “Appropriate level” (see CR III, p.
PCs cannot receive the bonus to Accuracy checks and Evasion 252).
checks from the melee attacks from [Flying].

75
Part 2 Main Scenario

Use for mount data Draconet (see CR III, p. 259) or


Lesser Dragon (see CR III, p. 260), respectively.
The white dragon returns to [Fjord ⑤] when the PCs
leave “Area 6 [Fjord]” or dismiss him. The descendant of Zionay, the younger sister of
>>If PCs have defeated (Sword) Ragnakang, the “Lord of the “Indomitable Goliath” Tautomi, is a girl named Leura
Fjord,” together with the white dragon, or if they have already (Lykant/female/18 years old), who works as a maintainer of
defeated Lord by this point, go to “White Dragon Gratuity” magitech in a hot spring resort.
(see p. 108). Leura says about Zionay, “I have an artifact that is said to
be given as to those of Tautomi's will... Do you have any items
that are related to Tautomi?”
If the PCs have at least two Tautomi relics, Leura will
Overview reward them with a magitech coffin.
Small stone buildings are scattered on the rugged gray rock PCs obtain Teutal's Coffin/Relic (Tautomi) (see p. 88).
face of the cape. The buildings seem to belong to the Magitech However, if the PCs have less than two Tautomi relics,
Civilization Period, judging from their simplified architectural they will need to find them before they can receive Teutal's
style without any design features. Coffin from Leura.
>>From this square, PCs can move to [Fjord ⑤]. After this initial meeting, the PCs may visit Leura's house
anytime they're in El Yabibi by referring to the page number.
1. Event Phase Remember this page number for future reference.
Fjord Area Table of Events (see p. 72). >>Go “F: El Yabibi” (see p. 39).
>>If 2d is a double 1s, “Fjord Event 3: [Shallow] Encounter
with a Large Group of Daemons” (see p. 73) occurs regardless
of the sum of the number of the rolls.

2. Free Activities Phase


PCs can investigate a group of buildings at their leisure.
If they try to investigate a group of buildings, they will
encounter 1 x Dark Troll (CR II, p. 340) in one of the
buildings. If there are 3 or more PCs, “half of the number of
PCs” x Jinunes (see p. 114) will appear additionally.
Dark Troll and Daemons will attack PCs without question,
so they will have to fight against them.
At the start of combat, if there are 2 or fewer PCs, the Dark
Troll must be placed in the Frontline Area.
If there are 3 or more PCs, Dark Troll should be placed
in the enemy Rearguard Area, and all Jinunes should be
placed in the Frontline Area.
After winning the battle, if PCs search inside the building
and succeed in “Search check (Scout): Target Number 16” to
find Magi-Repeater/Relic (Zai) (see p. 53, 110). This check
can be performed only once in each time period.
If the search is performed, regardless of the success or
failure of the check, a bound Human girl is found in the hall
in the inner part of the house.
When PCs find a girl, go to “Unfortunate Girl” (see p. 65).

76
If the PCs searched a Moneylender, they can get a An old Nomari woman tells PCs that the magic device to
promising sighting since Caraway had come to borrow money open the blue gate is said to be in the domed ruins in
just before they came. Therefore, +5 is added to the Search [Mountains ⑤].
Points. She doesn't know the password to the magic device in the
>>Return to [1st Shallow of Katya] (see p. 92) and continue domed ruins, but if PCs note that all the numbers are vertically
with the search. connected, they can find the password. And the third number
>>When the Search Points reach 41 or more, go to “We from the left is 2.
found Caraway! (see p. 64).

A mask with a woman's face that Zai wore to honor the


The order of the emissaries, as known from all the goddess Miritsa. When PCs get the Avenger's Mask, the
information, is as follows: following action is added to Zai's “Guardian Fellow's Action
Table”.
(from left to right)
A. Panomea Emissary Result Action Dialogue Value Effect
B. Narg Emissary [Shotgun Bullet] (see
“Death is easy. Magic
C. Kvarek Emissary CR I, p. 246) with
All it takes is the Damage
D.Warden's Emissary Longbarrel and [Hawk AL +
8 slightest Power 20 +
Eye], Range 1(10m), 11
movement of (AL + 8)/Crit
Target “1 area (3m
In other words, the emissary of Narg at B is a disguised your fingertips.” Value 10
Radius/5), MP2
Daemon!
Whether PCs answer correctly or incorrectly, Daemon
reveals himself to the queen, and the battle ensues.

- Combat with Daemon


Daemon is (Sword) Doubleburg (CR II, p. 404). If there After the leader of the North Sweek Sea Humanoid
are more than 3 PCs, an additional “Number of PCs -1 “ x pirates died in the Great Abyss Erosion, the pirates lost
Bandit Leaders (CR III, p. 428) appear as Daemon followers. control of the situation and are now running amok. As a result,
At the beginning of the battle, (Sword) Doubleburg and all ships from Esamier to Bosunghamn are currently not in
Bandit Leaders should be placed in the Frontline Area. service.
Of these, (Sword) Doubleburg is the Boss of this Shallow. To unite the pirates and secure the route, the Port Guild
If the PCs fail to discover the identity of Narg's emissary (if plans to give the Lethe Bird's Hat, the proof of the leader of
they answered incorrectly), (Sword) Doubleburg gains a +2 the North Sweek Sea pirates, to the pirates with whom they
bonus to all Skill Checks and +4 points to damage during this have a close relationship.
combat because he was well prepared and was able to find the >>Go “B: Esamier” (see p. 35).
right moment.

After the victory, Nanaly says “Thank you!” with tears of


joy as she holds the PCs' hands, “This is a treasure of the royal The Lord of the Tundra is (Sword) Colossus: Pawn (CR
family, but I want you to have it as a gift,” and gives them “Fairy II, p. 390). (Sword) Colossus: Pawn seems to be wandering
Glasses” (see p. 82, 112). around [Tundra ⑥].
PCs get Fairy Glasses/Relic (Nanaly). In the frozen fields, Wall Guardians have built a
After (Sword) Doubleburg is defeated, an Abyss Core watchtower in [Tundra ④] and continue to fight against
appears nearby. When an Abyss Core is destroyed, PCs gain Daemons, who are nesting in [Tundra ②].
a “threat level of this Shallow” x “Abyss Shards”. There is also a frozen fortress in [Tundra ⑥]. This
>>If PCs escape from Shallow, they get 3★ and go to [Forest fortress is said to have been constructed by a wizard-king who
⑥] (see p. 52). is said to have had the power to control nature at will during
the Magic Civilization Period.
The Tundra Shallow Abyss is located at [Tundra ⑤]. It is
said that the threat level of Shallow is 11, but this information
is old and may be changed now.
>>After getting this information, PCs can check the map of
“Area 8 [Tundra]” (see p. 84, 132).

77
Part 2 Main Scenario

The Lord of the Snow Forest is (Sword) Red Helm (see p.


113).
At first, (Sword) Red Helm is at [Snow Forest ②].
(Sword)Red Helm does not move.
When PCs kill (Sword) Red Helm, they get 1★.

Combat with Red Helm


(Sword) Red Helm does not move from [Snow Forest ②],
so PCs will always be in a battle if they set foot in [Snow Forest
②].
(Sword) Red Helm is hiding and waiting for PCs in the
rocky areas scattered in [Snow Forest ②], so PCs need to
make a “Danger Sense check (Scout, Ranger): Target Number
21”.
If successful, the PCs notice the hidden (Sword) Red
Helm and the combat follows the normal procedure.
However, if they fail, they will be surprised (see CR I, p. 144).

Area Summary To use the “Snow Forest Area Table of Events, roll “2d +
The coniferous forest is blanketed in a thick layer of snow. Days Modifier” and use the Snow Forest Area Table of
The trees, tightly packed together and adorned with thick Events.
leaves and branches, create a dim atmosphere even during the
day. As PCs wade through the snow deep enough to engulf a Snow Forest Area Table of Events
person, the world around them is hushed and still, as if waiting Result Event Details
for their next move. 5 or less Snow Forest Event 1: Blizzard (see below)
“Half the Number of PCs” x Frost Panthers (CR II, p. 358)
are encountered, and a battle ensues.
6–7
At the beginning of the battle, all Frost Panthers should
be placed in the Frontline Area.
8 – 9 Snow Forest Event 2: Meeting with Sprites (see p. 79)
Snow Forest Event 3: [Shallow] Encounter with a Small
10 – 11
Group of Daemons (see p. 79)
Common Event 3: Encounter with The Nomari (see p.
12 – 13
122)
14 – 15 Snow Forest Event 1: Blizzard (see below)
16 – 17 Common Event 5: Encounter with an Explorer (see p. 123)
Snow Forest Event 4: [Shallow] Encounter with a Large
18 – 19
Group of Daemons (see p. 79)
20 – 21 Common Event 1: The Abyss in Motion (see p. 122)
A New Threat
1 x (Sword) Lada Adroda (CR III, p. 424) appears in
[Snow Forest ②] as a new “Lord of the Snow Forest,” and
22 or the old Lord disappears. If (Sword) Lada Adroda already
more exists, nothing happens. Thereafter, (Sword) Lada Adroda
moves by rolling 1d to the square to the same number
rolled during Lord’s Movement.
When (Sword) Lada Adroda is killed, 3★ are gained.

Snow Forest Event 1: Blizzard


A blizzard occurs. Therefore, if the PCs fail the “Fortitude:
Target Number 2d+12” against the cold, they will freeze, and
their Fatigue Level will be increased by 1 level. If the PCs do
not wear Snowsuits, their Fatigue Level will be increased by 2
instead.
In addition, since visibility is poor due to the blizzard and
it takes time to notice the approaching enemy, when a battle
or “Combat Event” (see p. 22) occurs, “Danger Sense check
(Scout, Ranger): Target Number 19” must be performed
before the Initiative check.

78
If successful, the normal procedure for combat or Snow Forest Event 4: [Shallow] Encounter with a Large
“Combat Event” is followed. However, if it fails, PCs will be Group of Daemons
surprised (see CR I, p. 144). This event does not occur when no Shallow Abyss exists
This snowstorm subsides after the passage of time. in Area 7 [Snow Forest].
PCs encounter the next “Large Group of Daemons”, and
- Encampment in a Blizzard a Combat Event (see p. 22) occurs.
During a blizzard, if the PCs perform a “Camping check,”
they receive a -4 penalty. If they are not wearing a Snowsuit, Large Group of Daemons
their Fatigue Level increases by 1 step due to the cold, Monster level: 9 Classification: Daemons
regardless of success or failure in the Camping check. Might: To be determined by the number of PCs
If a tent is used, the PCs should first roll the “Camping Number of
check.” Then, roll 1d, and if the result is “1-3,” the tent is 1 2 3 4 5 or more
Characters
destroyed and cannot be used. If the tent is a “Snow Mountain
Number of
Tent” (see p. 112), it is sturdy and can only be destroyed on a Might 25 35 70 100
PCs x 40
roll of “1.”
Initiative: 21 Fortitude: 21 Willpower: 21
Damage: 2d+10 Evasion: 21 Defense: 10
Snow Forest Event 2: Meeting with Sprites
Unique Skills: During one round, attack up to “half of 1d”
PCs will encounter small fairies resembling human boys
targets chosen at random. In addition, if 2d of damage
and girls with wings on their backs. These fairies are called
determination is 10 or more, the damage is increased by +8.
sprites, and they are weak creatures who have not yet become
Defeat Rewards: 1 x Crystallized Daemon’s Blood (800
full-fledged fairies.
gamels/Red A), 1 x Abyss Shard (200 gamels/-), If AL 11 or
The sprites happily dance around the PCs and move with
them. While the sprites are around, the PCs gain a +1 bonus lower, 1★ is awarded.
to all Skill Checks except for combat, as they can benefit from
the sprite's assistance.
Roll 1d after each time period. The sprites disappear if the
roll is “1-3” or if PCs leave “Area 7 [Snow Forest]”. Overview
A hilly terrain shrouded in snow-covered trees. The
Snow Forest Event 3: [Shallow] Encounter with a Small ground is treacherous, and the visibility is poor. And at the
Group of Daemons foot of the western side of the hillside, there lies a magical train
This event does not occur when no Shallow Abyss exists line, beckoning those brave enough to venture forth into the
in Area 7 [Snow Forest]. unknown.
PCs encounter the next “Small Group of Daemons”, and >>From this square, PCs can move to “E: Reines”, “Area 5
a Combat Event (see p. 22) occurs. [Wilderness]”, [Snow Forest ②].

Small Group of Daemons 1. Event Phase


Monster level: 7 Classification: Daemons Snow Forest Area Table of Events (see p. 78).
Might: To be determined by the number of PCs >>If 2d is a double 1s, “Common Event 4: Encounter with
Number of Armed Track Workers” (see p. 123) occurs regardless of the
1 2 3 4 5 or more sum of the number of the rolls.
Characters
Number of PCs
Might 20 30 60 90 2. Free Activities Phase
x 30
Initiative: 17 Fortitude: 17 Willpower: 17 PCs can investigate the forest.
Damage: 2d+8 Evasion: 17 Defense: 8 If PCs are searching in the forest, a successful “Search
Unique Skills: During one round, attack up to “half of 1d” check (Scout, Ranger): Target Number 17” will find “1d+1” x
targets chosen at random. In addition, if their Might is Spring Fruits (see p. 111). This check can be performed only
reduced to less than half, they gain +4 to damage. once per time period. Regardless of the number of pieces,
Defeat Rewards: 1 x Daemon's Blood (100 gamels/Red A), once they have obtained Spring Fruit, they cannot perform a
1 x Abyss Shard (200 gamels/-), If AL 9 or lower, 1★ is Search check at this location until they leave the area.
awarded.

Overview
Rocky outcrops, formed by several large and small slabs
of rock folded into each other, are scattered throughout the
deep snowy forest. The area is eerily silent, with not a sound
of an animal to be heard.
>>From this square, PCs can move [Snow Forest ①], [Snow
Forest ③], [Snow Forest ⑤].

79
Part 2 Main Scenario

1. Event Phase Shallow Map and proceeding with the adventure in Shallow,
Snow Forest Area Table of Events (see p. 78). check "Procedures for Shallow Abysseses" (see p. 20).
>>If 2d is a double 1s, “Snow Forest Event 1: Blizzard” (see
p. 78) occurs regardless of the sum of the number of the rolls. - Setting up a Shallow map of the Snow Forest Shallow Abyss
In this Shallow Abyss for Central Area, place “Central
2. Free Activities Phase Area 8: Prayer Buried in Snow” (see p. 104).
PCs are free to explore the forest or the rocky outcrops. After that, Outer Area should be randomly determined.
>>If PCs want to survey the forest, go to “3. Searching the When the Shallow map is ready, start the “Shallow Abyss”
Forest”. from Outer Area!
>>If PCs want to survey rocky outcrops, go to “4. Searching
the Rocky Area”.

3. Searching the Forest Overview


If PCs are searching in the forest, a successful “Search In a deep, snowy forest stands a large rocky hill. At the top
check (Scout, Ranger): Target Number 17” will find “1d+1” x of the boulder, there is a small watchtower with an azure hue.
Spring Fruits (see p. 111). This check can be performed only Several figures are gazing out towards the forest.
once per time period. Regardless of the number of pieces, >>From this square, PCs can move “Area 4 [Wetlands]”,
once they have obtained Spring Fruit, they cannot perform a [Snow Forest ③], [Snow Forest ⑤].
Search check at this location until they leave the area.
1. Event Phase
4. Searching the Rocky Area
Snow Forest Area Table of Events (see p. 78).
If PCs want to investigate the rocky place, succeeding in
>>If 2d is a double 1s, “Snow Forest Event 2: Meeting with
“Search check (Scout, Ranger): Target Number 15”, they will
Sprites” (see p. 79) occurs regardless of the sum of the number
find “2d x 1000 gamels,” which seem to have belonged to the of the rolls.
victims of Red Helm, 1 x Daemon's Crystallized Blood Plate
(see CR II, p. 232), and a “The Tiara of the Fairy Princess” 2. Free Activities Phase
(see p. 105). PCs are free to visit the watchtower.
Several Wall Guardians are on the watchtower, keeping
an eye on the monsters and Daemons in the forest.
When the PCs approach, they are stopped by the
Overview guardians with an alarmed looks. When they find out that PCs
The PCs stumble upon a hollow in the forest, where snow are adventurers, they warn them and give them the following
is blowing fiercely. The air around them is thick with a foul three pieces of information.
and putrid miasma, causing their stomachs to churn with In addition, at the watchtower, PCs can get a safe place to
dread. As they look closer, they see an endless expanse of sleep for 30 gamels per person (meals are not included).
wreckage and old armor peering out from under the snow. Therefore, if they stay overnight here, the “Camping Events”
And in the darkness beneath the thick foliage overhead, a (see p. 121) do not occur while they are sleeping.
jet-black sphere flickers ominously, beckoning them to enter From the guardians, PCs can learn the following three
its forbidding depths. pieces of information.
It's the Shallow Abyss, a place of unspeakable horror and
despair that threatens to consume the whole forest. Information 1) About Red Helm
>>From this square, PCs can move [Snow Forest ②], [Snow The Lord of this Snow Forest is (Sword) Red Helm (see
Forest ④], [Snow Forest ⑤]. p. 113), who lives in the rocky area in [Snow Forest ②].
(Sword) Red Helm hides in rocky areas and waits for its
1. Event Phase victims. Moreover, he is so cautious that he always changes the
Roll 1d, on “1-2,” a “Snow Forest Event 1: Blizzard” (see rocky place where he hides.
p. 72) occurs, and nothing on “3-6”. If PCs learn of this, they get a +4 bonus to the Danger
Immediately after that, 1 x Corpse Mass (CR III, p. 365) Sense check in [Snow Forest ②].
appears and attacks. Corpse Mass's number of Corpse
sections is “Number of PCs + 1 (minimum 3)”. Information 2) About Shallow Abyss in Snow Forest
Corpse Mass should be placed in the Frontline Area at the Shallow Abyss” is located in [Snow Forest ③], which is an
beginning of the battle. old battlefield. This is a dangerous place in the old battlefield
Once Corpse Mass is defeated, it will not appear again. where the Undead are still wandering around.
Instead, Common Event 6: Encounter with a Pack of The level of the Shallow Abyss was 10 when they checked
Monsters (see p. 123) occurs. At this time, the "Pack of it 2 months ago, but it may be much higher now.
Monster” classification will always be “Undead”.
Information 3) About the Fairy Gates
2. Free Activities Phase
PCs are free to challenge on the Shallow Abyss. In [Snow Forest ⑥], there is a gate to Fairyland guarded
>>If PCs want to challenge Shallow Abyss, set up a Shallow by Skadi (CR III, p. 408).
map and start conquering it! For details on setting up the

80
The gates are now closed because the Fairy Princess, the
ruler of Fairyland, is not here, and it seems that she was
kidnapped by someone hundreds of years ago. Overview
Skadi is looking for the “Tiara of the Fairy Princess” that It is a quiet forest covered with snow. Deep in the forest is
disappeared with the fairy princess, and she will give special an archway formed by intertwining trees, closed by a large
blessings to the one who can retrieve it. In addition, they may door of beautiful ice.
be allowed to use the fairy's path, allowing them to travel >>From this square, PCs can move “H: Oxsilda”, “Area 8
anywhere instantly. [Tundra]”, [Snow Forest ⑤].

In addition, the guardians have a favor to ask PCs. If they 1. Event Phase
listen to them, they can receive the following two requests. Snow Forest Area Table of Events (see p. 78).
>>If 2d is a double 1s, Common Event 4: Encounter with
Watchtower Quest 1) Secure Food Armed Track Workers (see p. 123) occurs regardless of the
Guardians are running out of food and ask for food sum of the number of the rolls.
preserves.
PCs need to give the guardians 350 days of preserved food 2. Free Activities Phase
to accomplish the Quest. The party will be paid 8,000 gamels, PCs can approach large ice doors.
including the price of the food preserves, and gets 1★. If they approach the great ice door, 1 x Skadi (CR III, p.
408) appears and says in sylvan, “Hearken, thou son of man,
Watchtower Quest 2) Collecting Spring Fruits approach not this path. This gate is the way to Fairyland. I am
In preparation for winter, guardians want PCs to start the guardian of this gate. If thou comest hither, I shall attack
collecting Spring Fruit now in the Snow Forest. thee.”
Spring Fruits can be collected in [Snow Forest ①], [Snow >>If PCs want to fight Skadi, go to “3. Battle with Skadi”.
Forest ②], and [Snow Forest ⑤]. >>If PCs want to talk to Skadi, go to “4. Skadi Request”.
PCs need to deliver 10 Spring Fruits to the guardians to >>If PCs have the “Brooch of Six Flowers”, they may use “5.
complete the Quest. The party will be rewarded with 8,000 Fairy's Path”.
>>If PCs have a Shield of the Great Sacred Tree that is out of
gamels and 2★. magic power, go to “Restore the Shield of the Great Sacred
Tree's Magic Power” (see p. 82).

3. Battle with Skadi


Overview If PCs try to get closer to the Large Ice Door, they will
The frigid forest was shrouded in a blanket of snow. The have a battle with Skadi. Skadi must be placed in the Frontline
biting wind had frozen the snow on the trees, twisting it into Area at the beginning of the battle.
grotesque sculptures that seemed to loom menacingly in the Even after Skadi is defeated, the large door remains closed
forest darkness. and will not open no matter what is done because the Ruler
>>From this square, PCs can move “Area 6 [Fjord]”, [Snow of Fairyland is not present.
Forest ②], [Snow Forest ③], [Snow Forest ④], [Snow Skadi, once defeated, will not appear again.
Forest ⑥]. After that, “Skadi's Quest 1) Recovery of the Tiara of the
Fairy Princess” and “Skadi's Quest 2) Rescue of the Fairy
1. Event Phase Princess” cannot be completed.
Snow Forest Area Table of Events (see p. 78).
>>If 2d is a double 1s, “Snow Forest Event 1: Blizzard” (see 4. Skadi Request
p. 78) occurs regardless of the sum of the number of the rolls. If PCs keep their distance from the Large Ice Door and
talk to Skadi, she will ask them for the next first Quest, albeit
2. Free Activities Phase with caution.
PCs can investigate the forest.
If PCs are searching in the forest, a successful “Search Skadi's Quest 1) Recovery of the Tiara of the Fairy Princess
check (Scout, Ranger): Target Number 17” will find “1d+1” x The fairy princess who rules Fairyland has been taken
Spring Fruits (see p. 111). This check can be performed only away by someone, and Skadi wants the PCs to find her lost
once per time period. Regardless of the number of pieces, “The Tiara of the Fairy Princess.”
once they have obtained Spring Fruit, they cannot perform a It seems that the magical power of the tiara did not come
Search check at this location until they leave the area. from the forest, so someone may have taken the princess
prisoner after stealing her tiara. If the PCs can retrieve the
tiara, they should be able to rescue the fairy princess.
To complete the quest, the PCs must find the Tiara of the
Fairy Princess in the Snow Forest and give it to Skadi. Upon
receiving the tiara, Skadi will say in sylvan, “Hail thee, son of
man. We thank thee. With this, we shall know the
whereabouts of the princess.” The tiara will begin to shine,
and a ray of light will point in the direction of the princess.
Skadi will inform the PCs that the fairy princess is in that

81
Part 2 Main Scenario

direction and thank them once again. As a reward, she will


allow the PCs to use the Fairy's Path to move to their chosen
area and give them the “Brooch of Six Flowers” as a token.
After completing this quest, the PCs can proceed to These are magic glasses that allow the Tolipalinna royal
“Skadi's Quest 2: Rescue of the Fairy Princess.” family to communicate with fairies. When the Fairy Glasses
>>If PCs want to use the path of fairies, go to “5. Fairy’s Path”. are obtained, the following action is added to Nanaly's
“Guardian Fellow Action Table”.
Skadi's Quest 2) Rescue of the Fairy Princess
This Quest can be taken only after completing “Skadi's Result Action Dialogue Value Effect
Quest 1) Recovery of the Tiara of the Fairy Princess”. “Regardless of the Power 20 +
The Princess Fairy's Tiara shows that the Fairy Princess is [Flame Arrow] (see
reason, you must AL + (AL +
10 CR II, p. 170) with
in the east. Probably, Fairy Princess is trapped somewhere in [Violentcast], MP6
pay for your 15 3)/Crit
“Area 8 [Tundra]”. actions!” Value 10
Skadi wants PCs to search for and rescue Princess Fairy.
If they accept this Quest, Skadi will give them the Tiara of the
Fairy Princess (see p. 105), saying that they may need it to
rescue the Princess.
The Quest will be completed when PCs report after they
release the fairy princess to Skadi.
If PCs have completed “Skadi's Quest 1) Recovery of the
>>When PCs have completed Quest, go to “Blessing of the
Tiara of the Fairy Princess”, they can ask Skadi to restore the
Fairy Princess” (see p. 89).
magic power of the Shield of the Great Sacred Tree, which is
out of it.
5. Fairy’s Path
Skadi, adorned with the Shield of the Great Sacred Tree,
Using the fairy's path, PCs can move to any area they want.
passes through the fairy gate. Emerging on the other side, the
However, Skadi warns them, “Verily, this was a place where
shield in her hand illuminates a soft, phosphorescent glow,
only we fairies may go. Thou mayest lose thyself if thou
lacketh a strong will”. casting an ethereal light upon her visage.
PCs gain Shield of the Great Sacred Tree/Relic (Nanaly)
- How to Use Fairy's Path (see p. 60, 110) full of magic power.
First, PCs select which area they want to move to. >>Go to [Snow Forest ⑥] (see p. 81).
After that, PCs must make a “Willpower: Target Number
20”.
If all PCs succeed, they immediately move to the selected
area. The Lord of the Fjord is (Sword) Ragnakang (CR II, p.
However, if even one of them fails, the party gets lost in 406). Its dwelling place is said to be in [Fjord ⑥].
the middle of the fairy's path. Therefore, the time passes A white Greater Dragon (CR III, p. 399) lives in the snow-
without completion of the move, and the game moves on to covered mountains of [Fjord ⑤]. However, no one seems to
the next time period. Then, the PCs have to perform the have seen it since the Great Abyss Erosion.
above-mentioned Willpower again as a free action. However, In [Fjord ③] and [Fjord ⑥], there are the relics of the
those who have already succeeded in the check do not need Magitech Civilization Period, and in [Fjord ②], there is a
to check again. watchtower with soldiers dispatched from Bosunghamn.
If all the members succeed in check, the move is The Shallow Abyss in Fjord is in [Fjord ③]; the threat
completed to the selected area. level of Shallow is said to be 9, but this is old information and
>>When PCs choose to move to “Area 1 [Plains]”, they are may have changed by now.
teleported to [Plains ②] (see p. 44). >>After getting this information, PCs can check the map of
>>When PCs choose to move to “Area 2 [Forest]”, they are “Area 6 [Fjord]” (see p. 72, 130).
teleported to [Forest ⑤] (see p. 51).
>>When PCs choose to move to “Area 3 [Mountains]”, they
are teleported to [Mountains ①] (see p. 55).
>>When PCs choose to move to “Area 4 [Wetlands]”, they
are teleported to [Wetlands ③] (see p. 62).
>>When PCs choose to move to “Area 5 [Wilderness]”, they
are teleported to [Wilderness ①] (see p. 67).
>>When PCs choose to move to “Area 6 [Fjord]”, they are
teleported to [Fjord ②] (see p. 73).
>>When PCs choose to move to “Area 8 [Tundra]”, they are
teleported to [Tundra ③] (see p. 86).

82
According to Mullena, the cultists sold Vilma to a slave Treat the PCs Movement was made. Resolve the following
trader, saying that “one of them is enough for the sacrifice to events during the event phase.
Daemon”. After proceeding through the underground passage, PCs
Vilma was chosen as a slave trader because she was eventually arrive at a large circular hall with a high domed
knowledgeable and could speak several languages other than ceiling. From this hall, there are passageways running north to
trade common. The slave trader was happy to pay a high price south and south to north.
for a knowledgeable slave. When someone steps into the hall, the ceiling opens, and
The slave trader who bought Vilma seems to have headed (Sword) Fixed Zerlay (CR II, p. 385) falls down. If there are 3
for Bosunghamn. or more PCs, an additional Fixed Zerlay appears.
If PCs hear this story, they will get 1★. These magitech attack intruders and thus become
>>[Wilderness ⑥] (see p. 69). combatants.
At the beginning of the battle, (Sword) Fixed Zerlay must
be placed in the Frontline Area; if there is a second Fixed
Zerlay, place it in the enemy Rearguard Area.
If, after defeating the magitech, PCs proceed to one of the
An old Nomari woman tells PCs, "the water fairy on the
north-south corridors, time will elapse since it is treated as a
top floor of the north tower will challenge you to a little game.”
PC's movement. In the next time period, the event phase is
It seems that the water fairy is always the first to use a “6”
omitted.
in this game and the last to use a “1”.
>>If PCs go along the north passage, the time period will pass,
and they will come to the “Metallic Door”.
>>If PCs continue along the southern passage, the time period
will pass, and they come to the “3. The Gas-Filled Hall” (see
p. 61) in [Wetlands ②].

The cave goes down deep underground.


Soon, the PCs are blocked by a large metal door that
seems to belong to the Magitech Civilization Period. In the
great door is a magisphere the size of a fist, which flickers in
red.
To open this great door, PCs need a password. If they do
not know the password, no matter what they do, they cannot
open the door.
>>If PCs want to say the password, go to “What's the Password
for the Cave?” (see p. 53).

In El Yabibi, many residents, frightened by the outbreak - Metallic Door


of the Great Abyss Erosion, are abandoning the city and The passage is blocked by a metal door. This door is
fleeing. At this rate, PCs’ hometown will disappear from the locked, but no trap is set.
map in the not-so-distant future. The lock of this door can be unlocked by successful
completion of “Disable Device check (Scout): Target Number
What will PCs do? 13”. This check can be performed only once per time period.
If PCs want their hometown to survive, they must end the After unlocking the lock and opening the door, PCs find
Great Abyss Erosion as soon as possible. Rumor has it that a that it is a warehouse where food and daily necessities are
large-scale counterattack against Daemons is being planned in stored.
Oxsilda. If they participate in this operation and defeat In the warehouse is the village head's daughter who has just
Daemons, the residents will reconsider their decision. come to check on the food supply; when the PCs tell her that
Or, they could spend their time in a memorable place until they are adventurers and that they have followed the
their hometown disappears. In that case, the PC's adventure underground passage, she introduces them to the village head.
will end here for the time being. Thereafter, proceed as if PCs had visited the village
It is up to PCs to decide what to do. normally.
>>If they want to participate in the mission in Oxsilda, they >>Go to [Wetlands ⑤] (see p. 62).
can resume their adventure from “F: El Yabibi” (see p. 39).
And when they succeed in the Daemon extermination
mission, they can spend a relaxing time in their hometown
next time.

83
Part 2 Main Scenario

The Lord of the Tundra is (Sword) Colossus: Pawn (CR


II, p. 390).
At first, (Sword) Colossus: Pawn is at [Tundra ⑥].
When PCs kill (Sword) Colossus: Pawn, they get 2★.

Movement of the Lord of the Tundra


Roll 1d to determine how Lord of the Tundra will move
and use the “Movement of the Lord of the Tundra Table” to
determine the destination of (Sword) Colossus: Pawn or
(Sword) Lada Adroda (see events below).

Movement of the Lord of the Tundra Table


1d Movement of the Lord of the Tundra
1 – 2 Not moving.
Move one square in the direction of the “Lord of
3–4
the Tundra' Path of Travel”.
It moves one square in the opposite direction of the
5–6
“Lord of the Tundra' Path of Travel”.

Lord of the Tundra's Path of Travel


Area Summary [Tundra⑥] → [Tundra⑤] → [Tundra④] →
The snow-covered earth lay barren and desolate as if [Tundra③] → [Tundra②] → [Tundra⑤]
frozen in time. The ground stretched out in a vast, flat expanse
as though someone had pressed down hard upon it, leaving
barely a ripple on its surface. The few trees that dared to grow
in this frozen wasteland were coated in thick ice like glittering To use the “Tundra Area Table of Events, roll “2d + Days
jewels adorning a harsh and unforgiving crown. Modifier” and use the Tundra Area Table of Events.

Tundra Area Table of Events


Result Event Details
[Lord] The Wrath of the Lord
The “Lord of the Tundra” moves. In combat during
5 or less
this movement, the “Lord of the Tundra” gains a +1 bonus
to all Skill Checks.
6 – 7 Tundra Event 1: Blizzard (see p. 85)
Tundra Event 2: [Shallow] Encounter with a Small Group
8–9
of Daemons (see p. 85)
10 – 11 Tundra Event 3: Encounter with the Guardian (see p. 85)
[Lord] The Rage of the Lord
The “Lord of the Tundra” moves twice; if it moves into the
square where the PCs are on the first move, it engages in
12 – 13
combat and does not move a second time. In combat
during this movement, the “Lord of the Tundra” gains a +2
bonus to all Skill Checks.
14 – 15 Tundra Event 1: Blizzard (see p. 85)
16 – 17 Common Event 5: Encounter with an Explorer (see p. 123)
Tundra Event 4: [Shallow] Encounter with a Large Group
18 – 19
of Daemons (see p. 85)
20 – 21 Tundra Event 3: Encounter with the Guardian (see p. 85)
A New Threat
1 x (Sword) Lada Adroda (CR III, p. 422) appears in
22 or [Tundra ⑥] as a new “Lord of the Tundra,” and the old
more Lord disappears. If (Sword) Lada Adroda already exists,
nothing happens.
When (Sword) Lada Adroda is killed, 3★ are gained.

84
Tundra Event 1: Blizzard Tundra Event 4: [Shallow] Encounter with a Large Group
A blizzard occurs. Therefore, if the PCs fail the “Fortitude: of Daemons
Target Number 2d+12” against the cold, they will freeze, and This event does not occur when there is no Shallow Abyss
their Fatigue Level will be increased by 1 level. If the PCs do in Area 8 [Tundra].
not wear Snowsuits, their Fatigue Level will be increased by 2 PCs encounter the next “Large Group of Daemons”, and
instead. a Combat Event (see p. 22) occurs.
In addition, since visibility is poor due to the blizzard and
it takes time to notice the approaching enemy, when a battle Large Group of Daemons
or “Combat Event” (see p. 22) occurs, “Danger Sense check Monster level: 10 Classification: Daemons
(Scout, Ranger): Target Number 19” must be performed Might: To be determined by the number of PCs
before the Initiative check. Number of
If successful, the normal procedure for combat or 1 2 3 4 5 or more
Characters
“Combat Event” is followed. However, if it fails, PCs will be
Number of
surprised (see CR I, p. 144). Might 25 35 70 100
PCs x 40
This snowstorm subsides after the passage of time.
Initiative: 22 Fortitude: 22 Willpower: 22
Damage: 2d+10 Evasion: 22 Defense: 10
- Encampment in a Blizzard
Unique Skills: During one round, attack up to “half of 1d”
During a blizzard, if the PCs perform a “Camping check,”
targets chosen at random. In addition, roll 1d. If it is “1-2,”
they receive a -4 penalty. If they are not wearing a Snowsuit,
it casts [Energy Javelin] (see CR II, p. 131) instead, on “3-6”
their Fatigue Level increases by 1 step due to the cold,
attack normally.
regardless of success or failure in the Camping check.
Defeat Rewards: 1 x Crystallized Daemon’s Blood (800
If a tent is used, the PCs should first roll the “Camping
gamels/Red A), 1 x Abyss Shard (200 gamels/-), If AL 12 or
check.” Then, roll 1d, and if the result is “1-3,” the tent is
destroyed and cannot be used. If the tent is a “Snow Mountain lower, 1★ is awarded.
Tent” (see p. 112), it is sturdy and can only be destroyed on a
roll of “1.”

Tundra Event 2: [Shallow] Encounter with a Small Group Overview


of Daemons As far as the eye can see, dead trees stand like ghosts on
This event does not occur when there is no Shallow Abyss the frozen white plain that stretches out in all directions.
in Area 8 [Tundra]. >>From this square, PCs can move “F: El Yabibi”, [Tundra
PCs encounter the next “Small Group of Daemons”, and ②].
a Combat Event (see p. 22) occurs.
1. Event Phase
Small Group of Daemons Tundra Area Table of Events (see p. 84).
Monster level: 8 Classification: Daemons >>If 2d is a double 1s, “Common Event 1: The Abyss in
Might: To be determined by the number of PCs Motion” (see p. 122) occurs regardless of the sum of the
Number of number of the rolls.
1 2 3 4 5 or more
Characters
Number of PCs 2. Free Activities Phase
Might 20 30 60 90 Nothing to interact with.
x 30
Initiative: 19 Fortitude: 19 Willpower: 19
Damage: 2d+11 Evasion: 19 Defense: 10
Unique Skills: During one round, attack up to “half of 1d”
targets chosen at random. In addition, if their Might is Overview
reduced to less than half, they gain +8 to damage. Daemons with abominable shapes are relentlessly
Defeat Rewards: 1 x Crystallized Daemon’s Blood (800 sweeping across the frozen plain. This is a nightmarish den of
gamels/Red A), 1 x Abyss Shard (200 gamels/-), If AL 10 or Daemons.
lower, 1★ is awarded. >>From this square, PCs can move [Tundra ①], [Tundra
③], [Tundra ⑤], [Tundra ⑥].
Tundra Event 3: Encounter with the Guardian
PCs meet skilled a Wall Guardian who fight Daemons. 1. Event Phase
The guardian offers to accompany the PCs for a while. Of There are many Daemons here, and they attack anyone
course, they may refuse. In this case, the guardian leaves. who sets foot in their lair. PCs encounter the next “Swarm of
The guardian gives a +1 bonus to all of the PCs actions. In Den Daemons”, and a Combat Event (see p. 22) occurs.
addition, once per round in combat, the guardian attacks one
character with “Support damage: Power 20 + AL/Critical
Threshold 10”. The PCs can decide which target to attack.
The guardian will accompany the PCs until they leave
“Area 8 [Tundra]”.

85
Part 2 Main Scenario

Swarm of Den Daemons


Monster level: 9 Classification: Daemons
Might: To be determined by the number of PCs Overview
Number of On the frozen plain, there is a watchtower surrounded by
1 2 3 4 5 or more steel walls. This was originally Oxsilda's outpost, built to
Characters
Number of intercept Daemons coming from the frozen plain, but now it
Might 30 40 80 120 has become a watchtower to monitor the Daemons'
PCs x 50
Initiative: 21 Fortitude: 21 Willpower: 21 movements.
Damage: 2d+11 Evasion: 21 Defense: 10 >>From this square, PCs can move “H: Oxsilda”, “Area 7
Unique Skills: During one round, attack up to “half of 1d” [Snow Forest]”, [Tundra ③], [Tundra ⑤].
targets chosen at random. If the attacked target fails
“Fortitude: Target Number 17”, their Fatigue Level is 1. Event Phase
increased by 1 step. On success, it has no effect. Tundra Area Table of Events (see 84).
Defeat Rewards: 1 x Crystallized Daemon’s Blood (800 >>If 2d is a double 1s, “Common Event 1: The Abyss in
gamels/Red A), 1 x Abyss Shard (200 gamels/-), If AL 11 or Motion” (see p. 122) occurs regardless of the sum of the
number of the rolls.
lower, 1★ is awarded.
2. Free Activities Phase
If the PCs win, this “Swarm of Den Daemons” will not PCs are free to visit the guardian watchtower.
reappear until the PCs leave “Area 8 [Tundra]”. If the PCs If they go to the watchtower, the Wall Guardians on the
leave "Area 8[Tundra" at any time and then return to this ramparts will call the PCs. When they see that the PCs are
square, it will appear again. adventurers, they open a small door on the wall and invite
them in.
2. Free Activities Phase Here, PCs can get the following two pieces of information
PCs are free to investigate the surrounding area. from the guardians. In addition, at the watchtower, they are
If PCs want to investigate, if “Search check (Scout, offered a safe place to sleep for 30 gamels per person (meals
Ranger): Target Number 20” succeeds, roll 1d. are not included). Therefore, if they stay overnight here, the
If the result is “1-2”, Common Event 2: Encounter with a “Camping event” (see p. 122) will not occur while they are
Wanderer (see p. 122), if “3-4”, Common Event 5: Encounter sleeping.
with an Explorer (see p. 123), and if “5-6”, “Tundra Event 3:
Encounter with the Guardian” (see p. 85) will occur. Information 1) Information about the Lord of the Tundra
They tell PCs that the Lord of the Tundra is (Sword)
Colossus: Pawn (CR II, p. 390) and that “Lord of the Tundra'
Path of Travel”.
Overview (Sword) Colossus: Pawn is based in [Tundra ⑥]. There
A vast expanse of snow blankets the plain, creating an is a ruin of the Magic Civilization Period called “Freezing
illusion of pristine beauty. But beneath this deceivingly Fortress” here.
peaceful surface lies a treacherous terrain, a quagmire of
melted ice that threatens to swallow up anything that dares to Information 2) About the Shallow Abyss in the Tundra
tread upon it. The Shallow Abyss is located in [Tundra ⑤], which had
>>From this square, PCs can move “Area 5[Wilderness]”, a threat level of 11 when they checked it with Daemon's
[Tundra ②], [Tundra ④]. Crystallized Blood Plate two months ago, and it may be even
higher now. The remains of countless colossuses are scattered
1. Event Phase throughout [Tundra ⑤].
Tundra Area Table of Events (see p. 84).
>>If 2d is a double 1s, “Tundra Event 2: [Shallow] Encounter In addition, the “Wall Guardians” have something to ask
with a Small Group of Daemons” (see p. 85) occurs regardless PCs. If they listen to what the Wall Guardians have to say,
of the sum of the number of the rolls. they will be asked to do the following two quests.
- Fighting In Quagmire Watchtower Quest 1) Tundra Reconnaissance
In a quagmire, due to poor footing, a character who is not
Guardians would like PCs to go and scout various areas of
Flying or Floating receives a -2 penalty on Accuracy checks,
the tundra. In particular, they would like PCs to reexamine
Evasion checks, and Escape checks.
the threat level of the Shallow Abyss.
If PCs take this Quest, they will lend PCs 1 x Daemon's
Crystallized Blood Plate (see CR II, p. 232). This Daemon's
2. Free Activities Phase
Crystallized Blood Plate will be given to PCs as a part of the
From this square, PCs cannot move to other squares
reward when they complete the Quest.
unless they succeed in “Fortitude: Target Number 18” and
To complete Quest PCs need to move to [Tundra ②],
passes through a muddy area. For this check, a character with
Ranger class gets a +4 bonus. This check can be performed [Tundra ⑤], and [Tundra ⑥], and check the threat level of
only once in each time period. Shallow Abyss in [Tundra ⑤], and then report to the guard
at the watchtower. The party will be paid 15,000 gamels, and

86
they will get Daemon's Crystallized Blood Plate. In addition, 3. Investigating the Graveyard of the Colossi
the party will gain 1★. If “Search check (Scout, Ranger): Target Number 20”
succeeds, PCs find Colossus Jammer (see p. 47), “half of 1d”
Watchtower Quest 2) Obtaining Anti-colossus Weapons x Mysterious Magitech Components (2,400gamels/Black
According to old documents and materials, a special white S). This check can be done only once per time period.
weapon to defeat the colossus was once built during the
Magitech Civilization Period. Since many wrecks of the
colossus are lying in [Tundra ⑤], such a weapon could have
been used here. Guardians ask PCs to investigate [Tundra ⑤] Overview
and recover the anti-colossus weapon if possible. At the end of a snow-covered, frozen plain, an icy fortress
To complete Quest, PCs need to obtain the Colossus rises.
Jammer and hand it over to the guards of the watchtower. The >>From this square, PCs can move [Tundra ②], [Tundra
party will be rewarded with 15,000 gamels and get 2★. ⑤].
The “Watchtower Quest 3) Destruction of the Colossus”
will be available when this Quest is accomplished. 1. Event Phase
Tundra Area Table of Events (see p. 84).
Watchtower Quest 3) Destruction of the Colossus >>If 2d is a double 1s, “Tundra Event 4: [Shallow] Encounter
This Quest is triggered by completing “Watchtower Quest with a Large Group of Daemons” (see p. 85) occurs regardless
2) Obtaining Anti-colossus Weapons”. of the sum of the number of the rolls.
Guardians ask PCs to destroy (Sword) Colossus: Pawn, the
Lord of the Tundra. If they take this Quest, they can borrow 2. Free Activities Phase
Colossus Jammer (see p. 47). They must return the Colossus PCs are free to explore the fortress.
Jammer after this Quest is completed. If they want to investigate the fortress, they must succeed
To complete Quests, PCs need to defeat (Sword) in “Search check (Scout): Target Number 18” to find the
Colossus: Defeat Pawn. The party will be rewarded 30,000 stairs to the basement. This check can be performed only
gamels and 3★. once in one time period.
>>If PCs want to go down the stairs to the basement, go to the
“Basement of Freezing Fortress” (see p. 59).

Overview
Amidst the snowy wasteland lie innumerable ruins of once
If PCs going to report back to Fillick on what's going on in
towering colossi, their once mighty forms now reduced to
[Forest ⑥], he says, “A poisonous swamp? I'll need to be
shattered remains. And perched atop the twisted metal and
prepared to do some... research. Thanks for letting me know.
debris of the largest among them, a dark sphere hovers
Thanks for the heads up. You've been a big help.” PCs get
ominously, and a Shallow Abyss beckons.
>>From this square, PCs can move [Tundra ②], [Tundra 1★.
④], [Tundra ⑥]. >>Go to [Forest ②] (see p. 49).

1. Event Phase
Tundra Area Table of Events (see p. 84).
>>If 2d is a double 1s, “Common Event 1: The Abyss in
Motion” (see p. 122) occurs regardless of the sum of the
number of the rolls.

2. Free Activities Phase


PCs are free to explore their surroundings or step into the
Shallow Abyss.
>>If they want to investigate the Graveyard of the Colossi, go
to “3. Investigating the Graveyard of the Colossi”.
>>If PCs climb up to the wreckage of the colossi and want to
challenge Shallow Abyss, set up a Shallow map and start
conquering it! For details on setting up the Shallow Map and
proceeding with the adventure in Shallow, check "Procedures
for Shallow Abysseses" (see p. 20).

- Setting up a Shallow map of the Snow Forest Shallow Abyss


In this Shallow Abyss for Central Area, place “ Central
Area 9: Lost Wedding” (see p. 105).
After that, Outer Area should be randomly determined.
When the Shallow map is ready, start the “Shallow Abyss”
from Outer Area!

87
Part 2 Main Scenario

The Adventurers' Guild of Oxsilda embarked on a


perilous mission to rid the world of the Daemon scourge.
A coffin-shaped magical tool for fighting against Daemons,
They were joined by the Wall Guardians, adventurers, and
created by Chemue. When PCs obtain a Teutal’s Coffin, the
mercenaries, their combined strength a glimmer of hope in
following action is added to Tautomi's “Guardian Fellow
the face of unspeakable evil. But the forces of darkness had
Action Table”.
other plans. Suddenly, Shallow Abyss emerged near Oxsilda.
And then they came, more than a thousand Daemons, their Result Action Dialogue Value Effect
malevolent presence sweeping over the land like a blackened Call Teutal for a “Activate Power 30 + 8/Crit
plague. The fortress city of Oxsilda was swallowed up, melee attack. Can't Teutal! Value 10, Can be
consumed by the very darkness it sought to vanquish. 3 Can’t
attack dealing energy Destroy only used once a
Thereafter, the following rules apply. magic damage them!” day

- Impact of the Oxsilda’s Fall


Oxsilda is occupied by Daemons.
For this reason, even if the Shallow Abyss in “Area 7
[Snow Forest]” is conquered, the magic train between “E:
Reines” and “H: Oxsilda” will stop running.
If PCs move to “H: Oxsilda”, they will have a battle with Urshma (Lildraken/Male/266 years old), a former
Daemons who are occupying the city. adventurer, seems to be living the rest of his life in a small
The enemy is 1 x (Sword) Vangiga (CR III, p. 422). If house on the outskirts of Reines.
there are 3 or more PCs, an additional Vangiga appears. When PCs visit Urshma, he shows them a beautiful spear
However, if Mullena, who is still trapped in [Wilderness with a clear blade. It is definitely the “Murakka,” Frostbite
⑥], has not been rescued until this point, she is sacrificed, Magic Spear (see p. 38, 110), which was once used by
and (Sword) Endertuz (CR III, p. 425) is summoned, so Alexandra.
(Sword) Endertuz appears instead of (Sword) Vangiga. Urshma will sell PCs Murakka for 30,000 gamels, so they
At the beginning of the battle, the (sword) Vangiga (or can get “Murakka/Relic (Alexandra)” if they want to buy it.
(Sword) Endelts) should be placed in the Frontline Area and Alternatively, they may take Urshma's next Quest.
any additional Vangigas, if any, in the enemy Rearguard Area.
Urshma's Quest) Defeating Cockatrices
If PCs win, Oxsilda is recaptured, and “Impact of the Urshma wants PCs to defeat Cockatrices, who is hindering
Oxsilda’s Fall” is lost. After that, “H: Oxsilda” can be used as the settlement of the wilderness, and Cockatrices have taken
a city. [Wilderness ②] as his territory.
Furthermore, the objectives of “Protect Your To complete the Quest, PCs need to kill “half the number
Homeland!”, “Vilma's Question”, and “Accomplished of PCs” x Cockatrices [Wilderness ②] and report to Urshma.
Revenge” are treated as having been completed. In addition, Urshma will give Murakka to the party, and the PCs will get
the condition for achieving the “Further Exploration” Murakka/Relic (Alexandra) and gain 2★.
objective is changed to the collection of 17 relics.
2★ are gained by the recapture of Oxsilda. Thereafter, PCs may visit Urshma's house at this page
number at any time while they are in Reines. Keep this page
number for that occasion.
>>Go to “E: Reines” (see p. 38).

Underneath the Wetlands are ruins of the Magitech


Civilization Period and a passageway.
The passage is said to connect [Wetlands ②] and
[Wetlands ⑤]. According to a person who once stepped into
this passage, it was filled with poison gas.

88
The antique shop owner says, "It is said that the magic A turban worn by adult Nomari, a relic of Katya. When
power of this shield was given by a fairy. So, a higher fairy PCs get an “Old Nomari Turban”, the following action is
should be able to make this shield regain its magic power. For added to Katya's “Guardian Fellow Action Table”.
example, Skadi (CR III, p. 408) is said to be in [Snow Forest]”.
>>Go to “C: Paluake” (see p. 36). Result Action Dialogue Value Effect
Physical
[Sacred Weapon] (see CR “Wait! I
damage +2,
I, p. 234) with will bestow AL +
4 Accuracy +1
[Metamagic/Targets], divine 9
against Undead,
MP3 power!”
Barbarous
Skadi, in sylvan, says: “The princess hath been rescued.
Once more, I thank thee. The princess hath also expressed
desire to show her gratitude directly.” As the fairy gate
glimmers, a dazzling figure emerges - the ethereal Moonlight
Princess, radiating with a resplendent aura akin to moonlight
itself.
During the Magitech Civilization Period, it was reported
In trade common, the fairy princess says, “I thank thee
that weapons were being developed to counter the colossus.
from the depths of my heart for freeing me from my long
In [Tundra ⑤], it is said that there was once a big battle
imprisonment. As a sign of this, I do hereby grant unto thee
and a lot of wrecks of colossus are scattered around. For this
the power of blessing.” PCs notice that there are beautiful
reason, it is said that anti-colossus weapons are left here.
small gemstones on the palm of their hand that look as if they
If PCs hear this information, they get a +4 bonus to Search
were sealed with moonlight.
PCs get 4 x Fairy Princess Gems (see p. 112). check in [Tundra ⑤].
The fairy princess disappears into the fairy gate, saying
behind the words, “May thy journey bring thee goodly
fortune.”
>>Go to [Snow Forest ⑥] (see p. 81).
Public Information
If PCs were to gather information on the “Wall
Guardians” who were once active in the northwestern part of
the Korgana region, the following five people would be
named.
As PCs are about to board the magic train to Kingsfall,
Vilma asks, “Are you sure you want to get on the train like
The Famous “Wall Guardians”
this? I heard that there is a counterattack mission against
Ref.
Daemons in Oxsilda. Don't you really want to join the mission Name Race/Gender/Age/Period
Page
and help those who are suffering from Daemons?” “Black Wolf” Tiens/Female/19 yrs./End of Magic
116
Alexandra Civilization
What will PCs do? “Hero Killer” Katya Human/Female/16 yrs./Early Magitech
They may leave the Korgana region by taking the magic 117
Rosa Civilization
train. In that case, this adventure is over. “Princess of
Meria(long-lived)/Female/20 yrs./ Early
But if they decide to go to Oxsilda, Vilma says, “I will be Deprivation”
Magitech Civilization
120
waiting for you at the inn in Kurtzholm. So, don't worry. Go Nanaly
ahead and fight!” “Indomitable Lykant (Snow Leopard)/Male/18
119
>>If PCs want to go to Oxsilda, start again from ““A: Goliath” Tautomi yrs./Mid-Late Magitech Civilization
Runefolk/Male/158 yrs./ Diabolic
Kurtzholm” (see p. 34). If they win the battle in Oxsilda, they “Fatal Shot” Zai 118
Triumph
can meet Vilma again in Kurtzholm and get on the magic train
this time.
PCs can only “Gather Information” (see p. 18) individually
for each of them. If they succeed in gathering, players can
check the information on the reference page of each guardian.

89
Part 2 Main Scenario

In this section, we will describe the events encountered inside the Shallow Abysses in each area of the northwestern Korgana
region.

If you roll 1 on 1d for the “ Table to Determine an Outer


Area”, the Daemon in the Central Area of the Shallow will be
enhanced. After making a note of the reinforcement, roll 1d
one more time to determine the Outer Area. This
enhancement can accumulate up to 4 times.

Table to Determine an Outer Area


1d Outer Area
The “boss (monster marked with (Sword))” in the
Central Area receives a +1 bonus to all Skill Checks
and deals +1 point of extra damage. These effects
1 accumulate up to a maximum of +4 and last until the
PCs leave the Shallow.
After rolling for this effect, roll 1d again to
determine the Outer Area.
1st Roll [1st Shallow of Katya]
2
2nd Roll [2nd Shallow of Katya]
1st Roll [1st Shallow of Zai]
3
2nd Roll [2nd Shallow of Zai]
Roll 1d and determine the Outer Area of the Shallow map 1st Roll [1st Shallow of Tautomi]
4
using the following “Outer Area Determination Table”. 2nd Roll [2nd Shallow of Tautomi]
If this is the first time the Outer Area is being created for 1st Roll [1st Shallow of Nanaly]
the corresponding roll, place the 1st Outer Area. If the 1st 5
2nd Roll [2nd Shallow of Nanaly]
Outer Area has already appeared at the Shallow, place the 2nd 1st Roll [1st Shallow of Alexandra]
Outer Area instead. 6
2nd Roll [2nd Shallow of Alexandra]
After the third time, 1d should be rerolled.

The PCs found themselves standing in a circular plaza. Combat. At the start of combat, 1 x (Sword) Skald (see CR
The high walls are surrounded by spectator seats, on top of II, p. 410) will be on the Frontline.
which are filled with people who are cheering for the event. However, if there are three or more PCs, the 1 x (Sword)
Besides the PCs, Alexandra says, “This is the arena of the Skald should be placed in the Enemy Rearguard Area, and all
Kingdom of Asilmurat. It seems that we have come on the day Skilled Mercenaries in the Frontline Area.
of the competition for the selection of the knights for the If they win and reach Ilyichna, the PCs will be appointed
guard of Her Imperial Highness Ilyichna”, she announces. as knights of Ilyichna's guard. This is what Alexandra
She turns her gaze towards a beautiful girl with flaming red experienced.
hair - Duchess Ilyichna Abakarova Vladimirovna Shalykin. PCs will be rewarded with loot from the defeated enemies.
But between the PCs and Ilyichna, there is a 1 x (Sword) Loot Determination must be performed.
Skald (see CR II, p. 410); if there are 3 or more PCs, an Ilyichna says, “Sasha. I am proud of you. Now, go. I will
additional “half the number of PCs” x Skilled Mercenaries wait for you until your battle is over.” Immediately after that,
(see CR I, p. 431) appear. an exit from this Outer Area appears.
Alexandra says, “If I can break through the enemy and >>If PCs exit through the exit, get the 2★ and go to the Central
reach Lady Ilyichna, I will be knighted as her escort.” A bell Area selected by event or area.
rings as soon as she finishes her words, signaling the beginning
of the battle.

90
The PCs found themselves standing in a forested plaza If PCs ask the logger about the medicinal flower, he will
surrounded by mountain foliage. reply, “I have seen it blooming at the spring in the inner part
Alexandra says, “Once, when Lady Ilyichna became of the cave (see [2] on the map) in the forest.”
diseased, I came to this forest to gather medicinal flowers. For If they ask about [4] and [5] on the map, he will tell them,
the healing of Lady Ilyichna's disease, I needed a special “On the south side of the forest, there is a thorny area. There
medicinal flower. But in the end, I couldn't find the medicinal was a storm recently, so watch out for falling rocks.”
flowers. Because of that, lady Ilyichna lost her sight in one >>From here, PCs can move to “[1] Plaza of Autumn Leaves”.
eye.”
It seems that to get out of this Shallow, PCs have to find [4] Thorn Forest
the medicine flower. The PCs find themselves in a forest of thorns. If they fail
From this point on, PCs will move around on the “Map of Fortitude: Target Number (2d + AL), they suffer 2d + AL
the Forest of Autumn Leaves”, solving events as they go points of poison magic damage, and their Fatigue Level is
through. Every six times they move on the map, time passes, increased by 1 level. If it succeeds, it has no effect.
and they move on to the next time period. If time elapses for >>From here, PCs can move to “[1] Plaza of Autumn Leaves”
some reason, the number of times PCs moved will return to and “[5]. The Bottom of the Cliff”.
0.
PCs are at “[1] Plaza of Autumn Leaves”. [5]. The Bottom of the Cliff
A stream flows out of a crack in a high cliff. The stream
seems to have flowed into the forest, but now it is blocked by
a large rock that seems to have fallen from the top of the cliff.
On the big rock, there is 1 x (Sword) Amphisbaena (CR
III, p. 393). However, if there are 3 or more PCs, there is 1 x
(Sword) Tilgris (CR III, p. 394) instead of Amphisbaena.
If PCs approach the rock, they must fight against
Amphisbaena (or Tilgris).
At the beginning of the battle, (Sword) Amphisbaena (or
(Sword) Tilgris) must be placed in the Frontline Area.
After the monster is defeated, PCs can do it without a
check if they want to remove a large rock. However, they have
to choose either “work quickly (everyone's Fatigue Level is
increased by 1 level)” or “work slowly (time passes and they
move on to the next time period)”.
When a large rock is removed, water begins flowing again.
>>From here, PCs can move to the “[4] Thorn Forest”.
[1] Plaza of Autumn Leaves
It's a square in the woods surrounded by mountain foliage.
Nothing happens here.
>>From here, PCs can move to [2] Cave, [3] Stump Trail, and
[4] Thorn Forest.

[2] Cave
A small cave is surrounded by a forest at the foot of a hill.
The interior of the cave is completely dark, so it is treated as
“indoors or underground with no light source” (see CR I, p.
97).
At the far end of the cave is a puddle, beside which 1 x
Vila (CR III, p. 403), who is very weak and says, “Alas, the
waterfall has lost its flow, and the power of water has
weakened. Pray, restore the waterfall, pretty please.”
If PCs open about the medicinal flower, Vila replies, “If
thou would return to me the power of water, I could make it
blossom once more.”
>>If PCs have already removed the cause of the waterfall's
death, go to “Vila's Medicine Flowers” (see p. 53).
>>From here, PCs can move to “[1] Plaza of Autumn Leaves”.

[3] Stump Trail


Following a path in the forest, PCs find a logger
(Human/Male/40 years old) sitting on a stump.

91
Part 2 Main Scenario

PCs find themselves in the streets of a deserted city. light districts, and occasionally stops by a moneylender when
However, many people come and go on the street, and the he runs out of money.
streets are lined with stores and taverns that have been made PCs choose one of the following four locations to search:
from collapsed houses. Bar, Casino, Red-light District, and Moneylender, and
If PCs can read magitech, they can recognize that the name perform a Search check (Scout). Then, the Success Value is
of the items and their prices are written in early magitech. added up as Search Points.
Suddenly, the PCs are approached by a girl with blonde If there are two or more PCs, they must search the same
hair. The girl says, “Hey there! I'm Katya Rosa location. Only the highest Success Value can be added to the
(Human/Female/16 years old), a priestess serving Lady Search Points.
Harula. I'm trying to find Mr. Caraway (Elf/Male/124 years >>After the 1st search at the selected location, go to “1st
old) from the Wall Guardians. Would you mind helping me Search” (see p. 98).
look for him?” >>After the 2nd search at the selected location, go to “2nd
Search” (see p. 77).
- When Katya is a Fellow for this Shallow >>After the 3rd search at the selected location, go to “3rd
The girl Katya who talks to PCs, ignores Katya the Fellow Search” (see p. 37).
as if she is invisible. >>After the 4th search at the selected location, go to “4th
Katya, the Fellow, will tell PCs that the girl was once her Search” (see p. 52).
and that she was devoted to Caraway, believing him to be a >>After the 5th search at the selected location, go to “5th
hero at that time. Search” (see p. 58).
>>When the Search Points reach 41 or more, go to “We
According to Katya, the girl, Caraway, is a green-haired found Caraway! (see p. 64)
young elf who usually hangs around bars, casinos, and red-

The PCs find themselves in the vicinity of a mountain that To reach the top of the volcano, the ritual site, one must
is emitting a plume of smoke. The old man at the center of climb a steep mountain path. Those who fail “Fortitude:
the group says, “Now, prepare your offerings of prey and Target Number 15” will increase their Fatigue Level by one
gather here.” level.
Climbing up the mountain path, PCs arrive at a ritual site
- When Katya is a Fellow for this Shallow near the smoking crater. A large rock is used as an altar on
Katya the Fellow tells PCs that there will be a ceremony at which offerings are made, and as the older man chants a
the top of the volcano to offer an offering to the mythical beast, prayer to the guardian of the volcano, Kujata (CR III, p. 397)
the guardian of the volcano. However, she does not know the appears from the crater. Kujata walks up to the altar, eats the
identity of the mythical beast. offering, gives the older man a gem, and disappears back into
the crater.
To obtain an offering, PCs must fight "Flock of Birds of The old man walks up to PCs, respectfully holding the
Prey" as a Combat Event (see p. 22). gem given by Kujata, and says, “Take this with you. It shall
prove useful on your journey.”
The PCs get Kujata's Gem/Relic (Katya) (see p. 70).
Flock of Birds of Prey Before long, an exit from this Outer Area appears beyond the
Monster level: 8 Classification: Animal altar.
Might: To be determined by the number of PCs >>If PCs exit through the exit, get the 2★ and go to the Central
Number of Area selected by event or area.
1 2 3 4 5 or more
Characters
Number of PCs
Might 20 30 60 90
x 30
Initiative: 19 Fortitude: 19 Willpower: 19
Damage: 2d+10 Evasion: 19 Defense: 9
Unique Skills: Attacks up to “half of 1d” randomly selected
targets during 1 round. In addition, if the 2d damage roll is
10 or more, the damage is increased by +4.
Defeat Rewards: 1 x Offering and 1★ is awarded.

When PCs return after obtaining the offerings, they find


that others have gathered around with their own offerings. The
old man says, “All of us are present. Let us now proceed to
the sacred hall.”

92
The PCs are in a dimly lit passageway. Suddenly, a screams, yells, and cursing. It seems that someone is fighting
Nightmare man with long gray hair appears beside them. The up ahead. Zai starts running, and PCs can follow him.
man introduces himself as Zai and says, “My superior officer Soon, the PCs emerge into a rather large circular hall with
has disappeared in these ruins. I would appreciate it if you debris strewn about. Here, the soldiers of the volunteer army
could help me find her.” are fighting Barbarous. The volunteer army soldiers are using
the rubble as a barricade to resist, but they seem to be
- When Zai is a Fellow for this Shallow cornered. Zai sees Sumia among them and says, “We made it
Zai gives the same explanation as above, recalling past this time!” he says holding a long gun.
events. Since Zai was alone at this time, he could not rescue A battle ensues. The enemy is 1 x (Sword) Caesarscorpion
Sumia. When he found Sumia, she had already been killed (CR II, p. 338), the commander of the Barbarous. 3 additional
by Barbarous. 3 x Lizardman (CR II, p. 334) appear if there are 3 or more
Zai the Fellow warns that there is at least Caesarscorpion PCs.
(CR II, p. 338) in these ruins. At the beginning of the battle, (Sword) Caesarscorpion
must be placed in the Frontline Area. However, if there are
The PCs soon reach a T-junction. If the PCs are to three or more PCs, Caesarscorpion should be placed in the
examine the footprints at this junction, they will find a number enemy Rearguard Area, and all Lizardmen should be placed
of footprints, which are quite scattered, if they succeed in the in the Frontline Area.
“Search check (Scout): Target Number 13”. If the Success There are many other Barbarous in the hall, but they do
Value is 15 or more, they find out that the footprints, after not participate in this battle because they are fighting the
heading north, turned back and headed south. soldiers of the volunteer army.
>>If PCs are heading north, go to “1. North Passage”. After the victory, Zai runs up to Sumia and hugs her.
>>If PCs are heading south, go to “2. South Passage”. Sumia is happy to see Zai again and says to the PCs, “Thank
you for your help. Thanks for saving my life,” and kisses Zai's
1. North Passage cheek. Then Sumia turns to PCs and says, “You and Zai are
The passage eventually turns to the east. In this passage to still going ahead, right? I wish you luck.” PCs notice that an
the east, there is a poison gas trap. exit from the Outer Area appears at the place where Sumia is
This trap can be noticed by succeeding in “Search check staring at.
(Scout): Target Number 13” by checking the passage or by >>If PCs exit through the exit, get the 2★ and go to the Central
succeeding in “Spot Trap check (Scout): Target Number 17” Area selected by event or area.
when attempting to pass through the passage. This trap is
activated when PCs pass a certain place in the passage, and
they can disable it by succeeding in “Disable Device check
(Scout): Target Number 13” if they notice its existence.
If the PCs try to pass through the passage without noticing
or disarming the trap, the trap will be activated and poison gas
sprayed, and everyone in the passage must perform a
“Fortitude: Target Number 14”. If the check fails, the PCs
suffer 2d+3 poison magic damage. If they succeed, the damage
is halved.
>>After passing through the passage, go to “3. Circular Hall”.
>>If they turn back and go through the south passage, go to
“2. South Passage”.

2. South Passage
The passage eventually turns to the east. There is 1 x
Androscorpion (CR II, p. 335) roaming in this passage, which
will attack PCs. If there are 3 or more PCs, an additional 2 x
Lizardmen (CR II, p. 334) appear.
At the beginning of the battle, Androscorpion should be
placed in the Frontline Area. However, if there are three or
more PCs, Androscorpion should be placed in the enemy
Rearguard Area, and all Lizardmen should be placed in the
Frontline Area.
>>If PCs are victorious and wish to continue down the
passage, go to “3. Circular Hall”.
>>If PCs escaped, go to “1. North Passage”.

3. Circular Hall
As PCs continue down the passageway, they soon hear
what appear to be sword fights and gunshots, as well as

93
Part 2 Main Scenario

The PCs find themselves standing in front of a small house 2. Rescue Cecilia
covered in a bright red fire. Zai shouts, “Cecilia!” and tries to PCs jump into a burning house. If they fail the “Fortitude:
jump into the house, but 1 x Shabalay (see p. 114) stands in Target Number (12 + the number of rounds elapsed in
front of him. combat)”, they suffer 2d + AL fire magic damage. If they
Zai says, “In that house, there is Cecilia succeed, the damage is halved.
(Human/Female/20 years old). I couldn't save her before, but Translator’s Note: Not every PC should go in, but the GM
this time I absolutely have to! Please, I beg of you, help me can increase the Target Number if only some PCs go and
save her!” inform about that beforehand.
>>Go to the “1. Battle Against the Daemon” After that, if the PCs succeed in “Notice check: Target
Number (12 + the number of rounds elapsed in combat)”,
1. Battle Against the Daemon they will find Cecilia lying on the ground. If they fail, their
The battle will ensue. The enemy is 1 x (Sword) Shabalay. Fatigue Level will increase by one step due to the smoke, but
However, if there are more than 3 PCs, an additional “half of they will still find Cecilia.
the number of PCs” x Shabalays will appear. As soon as they get Cecilia out of the house, the house
All Shabalays should be placed in the Frontline Area at burns to the ground.
the initial placement. >>After they rescue Cecilia, go to “3. Zai's Thanks.”
The house continues to burn during the battle. Since the
longer the battle goes on, the more difficult it becomes to 3. Zai's Thanks
rescue Cecilia, the number of rounds must be recorded at the After successfully rescuing Cecilia, Zai embraces Cecilia,
beginning of each round during the battle. At the end of the expresses his deep gratitude to the PCs, says, “It's something
seventh round, the house burns down, and it becomes I don't need anymore,” and offers them the Avenger's Mask
impossible to rescue Cecilia. (see p. 77).
>>When the battle is over, go to “2. Rescue Cecilia”. PCs obtain “Avenger's Mask/Relic (Zai). Immediately
>> As the house burns down at the end of the seventh round, after, an exit from this Outer Area appears in front of them.
Zai screams in despair. At that moment, the world turns dark >>If PCs exit through the exit, get the 2★ and go to the Central
and returns to the beginning of this Shallow Event. Once Area selected by event or area.
again, Zai stands in front of the burning house, asking PCs for
help. This time around, however, PCs are feeling more tired.
Their Fatigue Level has increased by one, and their HP and
MP have not been restored to their original state.

The PCs find themselves standing in a garden full of 1. Combat with Magitech
flowers. There is a small house in front of them, and a Lykant Combat. At the start of the battle, 2 x Gur Barba (or 1 x
boy in his mid-teens with white hair banging on the door, Maris Barba) should be put on the Frontline Area.
shouting, “Sister Chemue, don't worry about stupid father! I >>After winning the battle, go to “2. Breaking In.”
love you, sis!” Then, from inside the room, a young woman’s
voice says, “Don't talk bad about our father! It's all my fault for 2. Breaking In
not living up to his expectations. Please, just leave me alone. In order to get Chemue out of the house, the door of the
I'm going to activate the security magitech.” 2 x Gur Barba house must be opened. However, this door is locked.
(CR III, p. 385) appear from overhead, and if there are more The lock can be disabled by succeeding in “Disable
than 3 PCs, 1 x Maris Barba (CR III, p. 387) appears instead. Device check (Scout): Target Number 15”. If the check fails,
Magitech warn, “Please do not approach the door. If you the door may be broken. In this case, the Fatigue Level is
do not comply with this request, we will take necessary action.” increased by 1, but the door can be destroyed without checks.
The boy called Tautomi looks at the PCs and says, Tautomi thanks PCs if they can open or destroy the door.
“Please, I need to see you and talk to my sister! I need your After that, Chemue says to Tautomi, who took her out of the
help to defeat magitech!” house by force, “You are an idiot to do such a thing. But thank
>>“1. Combat with Magitech.” you. I was so happy when you opened my door,” and thanks
to PCs as well.
- When Tautomi is a Fellow for this Shallow Tautomi and Chemue leave hand in hand, and an exit
When entering this Shallow, Tautomi the Fellow takes the from the Outer Area appears in front of the PCs.
form of a boy and starts knocking on the door of a small >>If PCs exit through the exit, get the 2★ and go to the Central
house. He tells PCs that her sister, Chemue, was neglected by Area selected by event or area.
their parents because she was born as a nightmare and that
Chemue herself believed that if she worked hard, she would
be accepted by her parents.

94
The PCs find themselves in a dining room adorned with >>If PCs have already summoned Chemue and her father to
luxurious furnishings. A large table in the center holds the dinner, go to “4. Family Dinner”.
delicious-looking dishes and tableware for four people.
However, the only person present is a girl with silver hair. 3. Preventing Chemue’s Escape
The girl speaks up, “Brother, my sister, father, and mother Chemue is shut up in the garden but tries to escape when
are all busy. I'm busy too. Can I go back to my room now?” PCs call for her and releases 1 x (Sword) Dimateravia (CR II,
Besides the PCs, Tautomi pleads, “Today, I arranged a p. 387). If there are 3 or more PCs, an additional 1 x Star
family dinner to bring sister Chemue and our parents Sniper (CR II, p. 386) appears.
together, but only sister Zionay came. This time, I want to They must fight to chase after Chemue.
bring sister Chemue and my parents here. Can you help me?” At the beginning of the battle, (Sword) Dimateravia must
>>If PCs want to call the father, go to “1. Father's Work”. be placed in the Frontline Area; if there is a Star Sniper, they
>>If PCs want to call the mother, go to “2. Mother's Errand” must be placed in the enemy Rearguard Area.
>>If PCs want to call for Chemue, go to “3. Preventing If PCs win the battle, they can capture Chemue and take
Chemue’s Escape”. her to dinner.
>>If PCs have not solved problems yet, go to “1. Father's
1. Father's Work Work” or “2. Mother's Errand”.
The father is working in his office. Therefore, in order to >>If PCs have already summoned their mother and her father
take the father out to the dining room, he needs to finish his to the dinner, go to “4. Family Dinner”.
work.
Looking at the following figure, PCs have to find a number 4. Family Dinner
that fits in the “?”. The family members gather for a dinner meal, but it is not
very lively. Therefore, Tautomi asks, “Could you play some
music to liven things up?”
If PCs succeed in “Performance check: Target Number
18”, the atmosphere will improve. If they fail, their Fatigue
Level will be increased by 1, though they can still make people
laugh with humor.
Either way, the dinner party ends amicably, with family
photos taken.
Tautomi says, “As expected, the gap was not completely
closed just once, but I feel much better than before. Thanks”.
He then takes out a locket with a family photo taken earlier,
offers it to PCs, and says, “Keep it. Keep it as a souvenir of
this day.”
PCs obtain a “Family Photo Locket/Relic (Tautomi)” (see
p. 36). The PCs notice that an exit from the Outer Area
appears in front of them.
>>When PCs know the answer to the question, “Work’s >>If PCs exit through the exit, get the 2★ and go to the Central
Answer” (see p. 59) Area selected by event or area.

2. Mother's Errand
The mother is having trouble in the wardrobe room
because the dress she ordered for the dinner party has not
arrived. In order to get her mother out to the dining room,
PCs have to rush to the tailor to pick up the dress.
PCs must succeed in “Search check (Scout): Target
Number 18” to find a tailor.
They also need to succeed in “Acrobatics check: Target
Number 18” to get there quickly.
If the number of checks performed to succeed combined
for both checks is more than 5, time elapses, and the next time
period comes.
In this case, each check by one PC counts as one try.
Therefore, for example, if three PCs check once each, the
number of checks will be three.
After both checks are successful, the mother, now in a
good mood with her new dress, heads for the diner with a
cheerful gait.
>>If PCs have not solved problems yet, go to “1. Father's
Work” or “3. Preventing Chemue’s Escape”.

95
Part 2 Main Scenario

The PCs find themselves running through a dense forest. 3. Assassin from the Shadows
Not far ahead of them, a Meria woman in a dress and a If the PCs fail the “Danger Sense check (Scout, Ranger):
Human man holding her hand are also running. Occasionally, Target Number 15”, they are ambushed by a surprise attack
the man asks the Meria woman, with an air of concern, “Are (see CR I, p. 144) by the (Sword) Dark Bully (CR II, p. 405),
you all right, Lady Nunnelia?” who suddenly appears out of the darkness of the forest. If they
succeed, they sense Daemon's attack and engage in combat
- When Nanaly is a Fellow for this Shallow according to the usual procedure.
Entering this Shallow, Nanaly the Fellow is now a Meria At the beginning of the battle, 1 x (Sword) Dark Bully must
woman - Nunnelia. be placed in the Frontline Area. If there are 3 or more PCs,
Nanaly, with the man's hand in hers, turns to the PCs and an additional “half of the number of PCs” x Jinunes (see p.
says, “When Daemons destroyed the Kingdom of 114) will appear.
Tolipalinna, I ran away with Nirem (Human/Male/25 years >>If PCs win the battle with Nanaly, leave this area as soon as
old). He protected me. Yes, he protected me. To atone for possible and go to “4. Joining with the Rescue”
his sins. Because of him, the kingdom was destroyed.
4. Joining with the Rescue
1. Daemon Ambush While running through the forest, Nirem and his group
First, PCs need to perform a "Danger Sense check (Scout, encounter a group of armed humanoids. These turn out to be
Ranger): Target Number 19”. If they succeed, they will find the Wall Guardians, Nirem's friends.
that enemies are waiting for them on their way, and they can The guardians had rushed to rescue the capital after
choose another way. However, if they fail, they will encounter receiving a report that a horde of Daemons was heading
a Swarm of Daemons, and it will be a Combat Event (see p. toward it. However, upon arriving, they discovered that the
22). capital had already fallen. They were now searching the area
>>If PCs notice the ambush and go another way, go to “2. to rescue any survivors.
Forest of Poisonous Thorns”. Feeling disappointed with them after the end of the
>>If they don't notice the ambush, or if they do notice the imperial capital, Nanaly accompanies Nirem and the other
ambush and continue on their way, go to combat with “Swarm guardians back to their base.
of Daemons” and Combat Event. As PCs look away, the exit from Outer Area appears
before their eyes.
Swarm of Daemons >>If PCs exit through the exit, get the 2★ and go to the Central
Monster level: 7 Classification: Daemon Area selected by event or area.
Might: To be determined by the number of PCs
Number of
1 2 3 4 5 or more
Characters
Number of PCs
Might 20 30 60 90
x 30 The “Tiara of the Fairy Princess” glows with golden light
Initiative: 17 Fortitude: 17 Willpower: 17 before leaving the PCs' hands and being sucked into a sphere
Damage: 2d+8 Evasion: 17 Defense: 7 of ice. After a moment, the ice evaporates in an instant, and
Unique Skills: If the attacked target fails “Fortitude: Target the Moonlight Princess wakes up.
Number 17”, it suffers a -1 penalty to all Skill Checks for The Moonlight Princes say in trade common, “Pray tell,
the duration of this combat. was it thou who did deliver the tiara? Thanks be to thee, for
Defeat Rewards: 1★ is awarded. thou hast broken the seal that hath been in place for millennia.
I shall return to Fairyland to regain my power, but I would like
>>If PCs win the battle against Swarm of Daemons, continue
to extend my gratitude. Please, visit the fairy gate later.” Then
she disappears with a flash of light.
through the forest to “3. Assassin from the Shadows”
PCs succeeded in liberating the fairy princess! They
2. Forest of Poisonous Thorns should record “Liberation of Princess Fairy” and get 2★.
PCs found themselves stepping into a place overgrown >>Go back to [Tundra ⑥] (see p. 87).
with thorns. Moreover, these thorns seemed to be poisonous.
PCs must do “Fortitude: Target Number 18”. If they
succeed, they will not be affected. However, if they fail, they
are paralyzed and cannot move for a while.
>>If one of the PCs is paralyzed, others have to wait for them
to recover, then go through the forest to “3. Assassin from the
Shadows”
>>If no one is paralyzed, continue through the forest to “4.
Joining with the Rescue”.

96
The PCs find themselves in a beautiful garden. square ([4] on the map). If they catch ya, they're gonna drag
Surrounding them is a forest of huge, hundreds of years old you back.”
trees. Nanaly gives 1 x Bag of Homemade Sweets to give the
Nanaly stands beside PCs with a small basket under her gardener as thanks.
arm and says, "This is the imperial garden. I was looking for >>From here, PCs can move to [1] Statue Square and [4]
Nirem, so that he could eat my homemade sweets" . Fountain Square.
From this point on, PCs will move around on the “Map of
the Imperial Gardens”, solving events as they go through their [4] Fountain Square
adventure. Time does not elapse on the map unless otherwise A square with a fountain. There is a guard here.
noted. PCs can turn back, but if PCs try to go through the square,
PCs are at “[1] Statue Square”. They also gain 3 x Bags of the guards find PCs and Nanaly and bring them back, so the
Homemade Sweets. next time period passes, and they have to restart from “[1]
>>If PCs run out of homemade sweets before they meet Statue Square”.
Nirem, they have to wait for some time to make more sweets, However, if they have Dryad with them, they can go
move on to the next time period, and then restart from “[1] through the square while she is distracting the guards.
Statue Square”. >>From here, PCs can move to [2] Small Animals Forest, [3]
Flower Garden Path, and [6] Pavilion.

[5] Tree Fairy Forest


It is an untouched, dense forest. Dryad (CR II, p. 401)
appears as PCs come here, emerging from the old trees.
Dryad says, “Nanaly, are you going to give me sweets again?”
PCs may or may not give her homemade sweets.
When PCs give Dryad the homemade sweets, she says,
“Ah, so you're searching for Nirem again? Well, well, well. I
suppose I could help you out. Let's find this human together!”
and follows them. If PCs give her sweets, they lose 1 x Bag of
Homemade Sweets.
If they don't hand over the sweets, Dryad will disappear
out of sight.
>>From here, PCs can move to “[2] Small Animals Forest”.

[6] Pavilion
[1] Statue Square Nirem is playing his lyre in the pavilion by the spring.
There is a square with a statue of a Fairy Princess. There Nanaly runs up to Nirem and gives him a homemade
is a forest with small animals on the north side and a flower sweet, looking embarrassed. In return, Nirem plays the lyre
garden on the south side. A garden should have a gardener and teaches Nanaly how to play the lyre.
that Nanaly knows. Before PCs knew it, Nanaly is standing by the PCs and
>>From here, PCs can move to [2] Small Animals Forest and says, “At that moment, Nirem gifted me this lyre, adorned
[3] Flower Garden Path. with delicate jasmine flowers. It was as if destiny had
intervened, and I couldn't help but feel overjoyed at the
[2] Small Animals Forest serendipity of it all!”
In a forest full of trees, PCs are greeted by squirrels, Nanaly plays the tune that Nirem was playing earlier, and
rabbits, crows, and other small animals. The critters seem to an exit from the Outer Area appears in front of her. The PCs
have noticed the sweets in the basket and are looking at the get the “Jasmine Lyre/Relic (Nanaly)”.
PCs with moist, beguiling eyes.
If all the PCs fail in “Willpower: Target Number 20”, they >>If PCs exit through the exit, get the 2★ and go to the Central
lose a 1 x Bag of Homemade Sweets because animals are too Area selected by event or area.
cute.
>>From here, PCs can move to [1] Statue Square, [4]
Fountain Square, and [5] Tree Fairy Forest.

[3] Flower Garden Path


A narrow walking path leads between flowerbeds filled
with colorful flowers. An old gardener crouches beside a
flowerbed and pulls weeds.
The gardener looked at Nanaly, smiled, and said, “So, I
spotted Master Nirem hangin' in the pavilion ([6] on the map).
But, heads up, there were some guards chillin' at the fountain

97
Part 2 Main Scenario

1. To the Underground Passage 4. Hidden Passage


This is an underground passage. No lighting is needed After a short walk down a narrow passageway, PCs
because the hollows in the walls are covered with luminous eventually arrive at a door. From behind the door, they hear
white stones. angry shouts and sobs.
On the floor a bloodied soldier is lying on the floor, and >>If PCs want to open the door, go to “5. Ilyichna's
he says to Alexandra, “Lady Alexandra... Daemons are Predicament.”
chasing… the duchess... Hurry up...”
Alexandra says, “It appears that there is an underground 5. Ilyichna's Predicament
passageway leading from Duchess Shalykin's residence to the A well-dressed girl with flaming red hair resembling
outside of the capital. The duchess used this passage to escape autumn leaves and a group of soldiers fighting to protect her
the city, which was nearly overrun by Daemons. are cornered in a small room by Daemons.
Unfortunately, she was severely injured and lost her right leg Alexandra says, “That is Duchess Ilyichna Shalykin
in the process. After I distracted the Daemons at her house, I (Human/Female/17 years old). Come on, let's go save the
attempted to follow the duchess but arrived too late. I have duchess!”
regretted that missed opportunity for some time now, but if A battle ensues. The enemy is a 1 x (Sword) Movkira (CR
you are asking me to attempt it again… let's go! We can follow III, p. 414). However, if there are 3 or more PCs, an
Lady Ilyichna!” additional “half the number of PCs” x Nuzumals (CR III, p.
>>Following Ilyichna, go to “2. Reliefs of the Sun and the 412) appear.
Moon.” Of these, (sword) Movkira is the Boss of this Shallow.
At the beginning of the battle, all Daemons should be
2. Reliefs of the Sun and the Moon placed in the Frontline Area.
As PCs continue along the passage, they will come to a Ilyichna and her escorts, “Soldiers 1-6” are outside this
corner. On the wall in front of the right-angled passage are battlefield. However, Soldiers 5-6 are already dead if PCs went
reliefs of the Sun God Tidan and the Moon Goddess Sien. “3. Down the Passageway”. If there are more than 3 PCs,
Alexandra says, “I don't remember this place, but her Soldier 1 is already dead.
ladyship once said, 'When in trouble, go to the back side of During the combat, at the end of each round, roll “1d +
the night. What does this have to do with anything?” the number of rounds elapsed in the combat”, the “highest
If PCs examine the relief of Sien, they will notice that the numbered Soldier” among the alive Soldiers whose number
relief can be removed. If they remove the relief, they will find is less than or equal to result of the roll dies. If all the Soldiers
a hidden passage. die, Ilyichna's right leg is torn off at the end of the next round.
>>If PCs wish to proceed through the passageway, go to “3. >>If PCs win, they get 3★ and go to “3: Lapis Lazuli Amulet”
Down the Passageway” (see p. 32).
>>If PCs want to go through the hidden passageway, go to “4.
Hidden Passage.”

3. Down the Passageway


If PCs searched the casino, they have a promising sighting
If PCs go down the passage on the right, they will find the
because Caraway was playing there just before. Therefore, +5
next “Small Group of Daemons”, which will lead to the
is added to the Search Points.
Combat Event (see p. 22).
>>Return to [1st Shallow of Katya] (see p. 92) and continue
with the search.
Small Group of Daemons
Monster level: 4 Classification: Daemon
Might: To be determined by the number of PCs
Number of
1 2 3 4 5 or more
Characters
Number of PCs This cloak was given to Alexandra when she became a
Might 15 25 55 75 Knight Escort of Ilyichna. When PCs obtain the mantle, the
x 20
Initiative: 13 Fortitude: 13 Willpower: 13 following action is added to Alexandra’s “Guardian Fellow's
Damage: 2d+5 Evasion: 13 Defense: 3 Action Table”.
Unique Skills: If 2d of the damage decision is 4 or less, +6
to damage for the next round only. Result Action Dialogue Value Effect
Power 30 +
Defeat Rewards: 1 x Daemon's Blood (100 gamels/Red A) [Cure Heart] (see CR I, p. “Eve! Give
AL + (AL +
4 235) with us strength to
7 3)/No Crit
>>After the victory, as PCs go further down the passage to “5. [Metamagic/Targets], MP5 fight!”
Value
Ilyichna's Predicament”

98
PCs find themself at the bottom of a valley deep in snow. If there are 3 or fewer PCs, 1 x Skilled Mercenary (CR I,
PCs gain one Fatigue Level if they fail “Fortitude: Target p. 431) should be placed in the Frontline Area as an ally. This
Number 13” against the cold. skilled mercenary acts according to the PCs' instructions.
Around them, Humanoid warriors were engaged in a
fierce battle with Daemons. In the midst of it all, a blonde girl 2. Rescue in the Snow
in a Nomari patterned traditional costume - Katya Rosa If PCs win the battle, Katya says, “Please help the people
(Human/Female/16 years old) - turns her head and shouts, buried in the snow!”
“Mr. Caraway! Please stop!” As they look up, they see a green- When “Search check (Scout, Ranger): Target Number
haired Elven man on the cliff. 13” succeeds, the Humanoid warrior rescued from under the
The man called Caraway (Elf/Male/124 years old) smiles snow says with a pale face, “I deeply apologize, Master Katya.
cruelly, “Sorry, Katya, but your sacrifice will not be in vain.” Your family met their tragic end as Caraway, being chased by
Just as Katya's despairing look appears on her face, explosions a pack of Daemons, used them as bait. I regret my silence on
erupt on the cliffs on either side of her, sending a torrent of this matter. Please forgive me...”
snow down, swallowing both Humanoids and Daemons alike. Katya's eyes become filled with hatred and anger at this
Fortunately, PCs and Katya escaped, but a group of admission, and she says, “Thank you for your cooperation. I
Daemons, who also escaped, attacked them. am Katya Rosa, one of the Wall Guardians. This is a small
token of my appreciation. Please accept it. Then... I have
1. Battle with Daemons something to do, so I'll leave you now.” He gives the PCs an
Combat will ensue. The enemy is 1 x (Sword) Zalbard (CR “Old Nomari Waist Belt” (see p. 39) and leaves.
III, p. 415). if there are 3 or more PCs, an additional “Number At once, an Abyss Core appears in front of the PCs. When
of PCs – 3 (minimum 1)” x Agares (see p. 114). an Abyss Core is destroyed, PCs gain a “threat level of this
Of these, (Sword) Zalbard is the Boss of this Shallow. Shallow” x “Abyss Shards”.
At the start of the fight, all Daemons must be placed in the >>If PCs escape from Shallow, they get 3 ★ and go to [Plains
Frontline Area. ⑥] (see p. 45).

PCs find themself in a gleaming hall. Around them, well- - 2nd Information) The Warden State emissary was next to
dressed people are lined up in an orderly fashion, and PCs the emissary of Kvarek.
are spotted with a few people standing on the dais in front of
them. - 3rd Information) Either Panomea or Narg's emissaries were
Besides the PCs is a Meria woman with red hair and white at one end. The other was not.
jasmine flowers, who says, “I am Nunnelia, a princess of the
imperial kingdom of Tolipalinna. You may call me Nanaly - 4th Information) Kvarek and Panomea weren't on good
(Meria/Female/20 years old)”. She explains that this is the terms, so they weren't next to each other.
grand hall of the imperial palace, where a ceremony is now
being held to establish cooperative relations between many - 5th Information) Between Warden's emissary and Narg's
countries and Wall Guardians in preparation for the battle emissary, there was one emissary.
against Daemons.
Nanaly says, “After this, our mother, the queen, will be >>When PCs decide which of the emissaries from “A to D”
killed by a Daemon who disguised himself as an emissary of is the emissary of Narg, go to “Uncovering the Identity of the
Narg, and the kingdom will be destroyed by the horde of Emissaries” (see p. 77).
Daemons that attacked us in confusion. I beg you, please help
me find the emissary of Narg to protect the kingdom!”
Apparently, Nanaly was not present at the actual scene of
the murder of the Empress and only heard about it later
through others. According to what she heard, one of the four
emissaries (A, B, C, and D) standing in a row behind the
Empress on the platform was Narg's emissary.
Nanaly also heard the following story from a person who
told him about the scene of the crime.

- 1st Information) Daemon was disguised as an emissary of the


Narg nation; the four emissaries were from Kvarek, Narg,
Panomea, and Warden.

99
Part 2 Main Scenario

The PCs found themselves standing in front of a stone Magitech Components (when the search check fails), an
warehouse. In front of the building, there is a large metal door additional Alchemist Scholars appears.
that opens both ways and is tightly closed. At this time, if PCs succeed in “Notice check (Scout):
A white-haired Lykant boy steps up next to them and says, Target Number 17” or “Insight check: Target Number 17”,
“I apologize for asking, but I am Tautomi, the client. I need they will notice that the guard (Alchemist Scholar A) who
your assistance to break into that warehouse and take some rushed in at the head of the group is clad in a baleful miasma
Magitech Components. My sister is developing Magitech, and and cannot possibly be a Humanoid by any stretch of the
she requires those components… Let's go.” imagination. Probably, Daemon must have changed their
appearance by some kind of magic! For this reason, this guard
1. Open Big Door (Alchemist Scholar A) is treated as a Daemon from now on.
This large door is not locked. However, it has an alarm All Alchemist Scholars should be placed in the Frontline
trap. Area at the beginning of the battle.
This trap can be noticed by succeeding in “Search check During combat, a guard (Alchemist Scholar A) clad in
(Scout): Target Number 17” by checking the main door or by baleful miasma is immediately revived as (Sword) Argagis (CR
succeeding in “Spot Trap check (Scout): Target Number 21” II, p. 405) when defeated. At this time, their HP and MP are
when trying to open the main door. This trap activates the fully restored, and all ongoing effects that (Sword) Argagis was
security device of the warehouse if the big door is opened undergoing are lost.
unintentionally. If PCs notice the trap, they can disable it by This (Sword) Argagis is the Boss of this Shallow.
succeeding in “Disable Device check (Scout): Target Number (Sword) Argagis joins the combat from the next round.
17”. Other Alchemist Scholars treat (Sword) Argagis as an ally
If the large door is opened without noticing or disarming thereafter.
the trap, the trap is activated, and the next “Swarm of Small >>If PCs win, go to “4. Invention of Chemue”.
Magitechs” will appear and attack, resulting in a “Combat
Event” (see p. 22). 4. Invention of Chemue
Suddenly, the scene changes drastically. It is a workshop
Swarm of Small Magitechs where much magical equipment is lined up. In the back of the
Monster level: 7 Classification: Magitech workshop, a young woman with black hair is working on
Might: To be determined by the number of PCs something.
Number of Tautomi introduces the woman as her sister, Chemue
1 2 3 4 5 or more (Nightmare/Female/19 years old).
Characters
Eventually, Chemmy says, “It's done. Try this.” She gives
Number of PCs
Might 20 30 60 90 Tautomi a magical tool similar to a knuckle guard. Tautomi is
x 30
pleased and puts it on.
Initiative: 17 Fortitude: 17 Willpower: 17
The two disappear, and the PCs are left with a worn-out-
Damage: 2d+9 Evasion: 17 Defense: 9
looking Thunderfist in their hands. PCs get the
Unique Skills: Before attacking, all targets on the battlefield
“Thunderfist/Relic (Tautomi)” (see p. 46, 110).
are shocked by electricity from them. Thus, all targets suffer
At once, an Abyss Core appears in front of the PCs. When
1 point of lightning magic damage and a -1 penalty to all Skill
an Abyss Core is destroyed, PCs gain a “threat level of this
Checks for 1 round if they fail “Willpower: Target Number
Shallow” x “Abyss Shards”.
18” (should be rolled every turn).
>>If PCs escape from Shallow, they get 3★ and go to
Defeat Rewards: 1★ is awarded
[Mountain ②] (see p. 55).
2. Find Magitech Components
Once PCs have broken into the warehouse, either by
disarming the trap or by winning a battle against a Swarm of
Small Magitechs, they must quickly locate the desired
Magitech Components.
If “Search check (Scout): Target Number 18” succeeds,
the desired Magitech Components are found in a short time.
However, if it fails, it takes quite a long time to find the desired
Magitech Components.
>>Either way, PCs will get the desired Magitech Components.
And they will leave the warehouse as soon as possible. Go to
“3. Fighting the Guards”.

3. Fighting the Guards


As PCs leave the warehouse, the alarm is triggered, and
the guards come running at them. This leads to a battle.
The guards are “half the number of PCs” x Alchemist
Scholars (CR III, p. 428). If it takes a long time to find

100
PCs find themself in a magic train running through a If either of the Frontline Areas is breached and the enemy
marshy area. In front of them is a Leprechaun girl with short enters the Allied Rearguard Area where Zoya and the core
black hair, glasses, and a green military-like outfit. bomb are located even by one character, Zoya detonates the
They heard a voice behind them say, “Ensign Zoya!” They bomb, and the battle is lost.
turned around to see a young Nightmare with long gray hair
standing behind them. - Enemy Placement
Zoya (Leprechaun/Female/Age 17), a dark-haired girl, The enemies in the head are 1 x (Sword) Dark Bully (CR
says: “Captain Zai, we're under attack! They must be after this II, p. 405) and 1 x Bolg Heavy Arm (CR I, p. 403). If there
core bomb!” Behind him is a metal ball fixed to a steel are 3 or more PCs, an additional Bolg Heavy Arm x1 appears.
pedestal. Of these, (Sword) Dark Bully is the Boss of this Shallow.
A gray-haired young man called Zai says, “Zoya, stay by On the other hand, the enemy in the back is a 1 x
the bomb and detonate it when the time comes; we can't let Minotaur (CR II, p. 339, 1 x Bolg Heavy Arm (CR I, p. 403).
Barbarous have this bomb.” As Zoya nodded, Barbarous If there are three or more PCs, an additional Bolg Heavy Arm
could be seen coming from the cars in front and behind her. appears.
Zai tells the PCs that he and Zoya have been serving in the At the beginning of the battle, the enemy in the head must
volunteer army. The Volunteer Army is an organization place (Sword) Dark Bully in the Head Enemy Rearguard Area
formed to fight against the Barbarous Army after the outbreak and all Bolg Heavy Arms in the Head Frontline Area.
of the Diabolic Triumph. At the end of the Diabolic The back enemies will all be in the Back Frontline Area.
Triumph, the upper echelons of the Volunteer Army
developed the core bomb, which generates enormous - Allied Reinforcements
destructive power by causing the core to go haywire and self- “5 – Number of PCs” x Skilled Mercenary (CR I, p. 431)
destruct, as a trump card against the Barbarous Army. Zai and will participate as allied reinforcements in this combat.
Zoya were on a mission to escort a magic train transporting Therefore, if the number of PCs is more than 5, there is no
the bomb when Barbarous attacked it. allied reinforcement.
According to the original history, Zai and Zoya were At the start of the battle, the placement of Skilled
unable to protect the bomb, so they blew themselves up and Mercenaries should be determined by the PCs. Thereafter,
took the Barbarous with them. they act according to the PCs' instructions.

1 . Fighting the Barbarous Note that in Simplified Combat, [Shadow Cross] of Dark
In order to protect the core bomb, PCs engage in a battle Bully does not allow it to leave the Frontline Area in a melee
with Barbarous. situation and move to the Rearguard Area of his faction.
>>During the battle, if even one character of the enemies
- Special Battlefield enters the allied Rearguard Area, Zoya detonates a core
In this battle, PCs are pinched by Barbarous. Therefore, bomb. At that moment, time elapses, and the PCs move on to
there exist Head Enemy Rearguard Area and Head Frontline the next time period. Then, the PCs return to the beginning
Area and after Allied Rearguard Area in the battlefield. In of this Shallow. At this time, HP, MP, items, etc. are remains
addition, Back Enemy Rearguard Area and Back Frontline as they currently are.
Area exist.
Special Battlefield Map 2. Protected Lives
After defeating the Barbarous and the Dark Bully, the
Abyss Core will appear.
Zai says, “Thank God. This time, Zoya did not die. I'm
grateful. You can take this as a thank-you,” and gives PCs the
Magitech Belt he was wearing.
PCs obtain Magitech Belt/Relics (Zai) (see p. 70, 112).
At once, an Abyss Core appears in front of the PCs. When
an Abyss Core is destroyed, PCs gain a “threat level of this
Shallow” x “Abyss Shards”.
>>If PCs escape from Shallow, they get 3★ and go to
[Wetlands⑥] (see p. 63).

101
Part 2 Main Scenario

The PCs find themselves standing on a hill overlooking a increased by +1 each. HP and MP are also increased by 5
desolate wilderness. Below them, several horse-drawn wagons points each (actually, HP is increased by 45 points and MP by
drive by slowly. 13 points in total since the monster is enhanced by 8 Sword
Suddenly, they hear a voice behind them say, “There I am Shards).
when I was still happy.” They turn around to see a sad girl with “Lord of the Darkest Depths” is the Boss of this Shallow.
golden hair tied up and dressed in a mysterious spiral pattern.
The girl says, “My name is Katya Rosa If there are more than 3 PCs, “half of the number of PCs”
(Human/Female/16 years old). A long time ago, we, the x Jinunes (see p. 114) will also appear.
Nomari, used to live traveling in horse-drawn carts. But that At the beginning of the battle, all Daemons should be
day, we were attacked by a group of Daemons, and my placed in the Frontline Area.
beloved family was killed. Only I was saved by a man named If Caraway is with PCs, place him in the Frontline Area as
Caraway... Since then, I have believed that he saved my life. an ally; Caraway's data is the same as that of Skilled Mercenary
But he didn't. He used us to save himself. I wish I could go (CR I, p. 431).
back and save my family. I want to save our family, even if it's >>If PCs win, go to “4. No Longer Needed Item”.
just a dream. Would you please help me find Caraway and
defeat the Daemons?” 4. No Longer Needed Item
When the “Lord of the Darkest Depths” is defeated, an
1. Find Callaway! Abyss Core will appear. The PCs will receive the title “Lord
Katya says that the Daemons appeared from the direction of the Darkness” and 30 Reputation.
of this hill. If so, Caraway should be nearby. Katya says, “Thank you. I was able to save my family. I lost
After succeeding in the “Search check (Scout, Ranger): everything, but I'm sure I'll be happy there,” she says, thanking
Target Number 17,” they find Caraway, a green-haired Elf the PCs with tears in her eyes. Then she removes her Nomari
man who looks frightened and comes running quickly. patterned waistband and says, “I used it to strangle Caraway
However, if they fail, they will not be able to find Caraway, with this. But I don't think I'll ever use it again. I know it's not
so they decide to wait for Daemons, despite the possibility of valuable, but please take it with you,” she says, and disappears
harm to the caravan. as if blending into the light.
>>If PCs find Caraway, go to “2. Persuade Caraway.” PCs will obtain “Turban of the Old Nomari/Relic (Katya)”
>>If they fail to find Caraway, go to “3. The Battle Against the (see p. 89).
Lord of the Darkest Depths.” When an Abyss Core is destroyed, PCs gain a “threat level
of this Shallow” x “Abyss Shards”.
2. Persuade Caraway >>If PCs escape from Shallow, they get 3★ and go to
Caraway shouts impatiently, “Get out of there! Daemons [Wilderness④] (see p. 68).
are after you!” >>If the objective of the adventure is “Revenge”, go to
Katya convinces Caraway to fight with her. “Accomplished Revenge” (see p. 70).
If the PCs are “AL 7 or higher”, Caraway thinks he has a
chance to win and agrees to fight with them. However, if the
PCs are 6 or below AL, Caraway tries to escape. To keep him
from escaping, they must perform an "Initiative check: Target
Number 15”.
They can block Caraway's way and stop his escape if they
succeed. However, if they fail, Caraway will escape.
>>In either case, Daemon will appear immediately after the
battle. Go to “3. The Battle Against the Lord of the Darkest
Depths.”

3. The Battle Against the Lord of the Darkest Depths


A Terror Beast (CR III, p. 417) with frightening sight
appears. This Terror Beast, however, is even more ominous!
If PCs succeed in the “Monster Knowledge check:
Reputation 15/Weakness 19”, they will realize that this Terror
Beast is a unique monster called “Lord of the Darkest
Depths”.

- About “Lord of the Darkest Depths”


The data of “Lord of the Darkest Depths”: its monster
level, Initiative, Accuracy check, Damage, Evasion check,
Defense, level of Divine Magic, Magic Power, Success Value
of unique skill [Frightening Sight], Success Value of unique
skill [Corrosive Poison] of normal Terror Beast's data is

102
The PCs find themselves in a vast workshop where many This magic circle disappears when (Sword) Godbell is
magical devices are arranged. The circular canopy, made of defeated.
transparent glass, is bathed in sunlight. And now, through the The Creepy Lumps of Flesh has the following data. This
entrance in the center of the canopy, the Daemon shadows data can be known without performing Monster Knowledge
are about to enter. checks.
A voice behind the PCs says, “Tautomi. I'm sorry. Please
buy me a little more time. Please.” Creepy Lump of Flesh
When they turn around, they see a dark-haired young Monster level: 7 Classification: Daemon
Nightmare woman, absorbed in her work, working on the Fortitude: 18 Willpower: 18
human-like magitech. Evasion: 15 Defense: 7 HP: 25
Beside him, a white-haired Lykant boy named Tautomi Unique Skills: When this monster moves into an area where
nods his head and says, “Okay, Sister Chemue.” Tautomi a hostile character exists, roll 1d, and it self-destructs in “1-
walks up to the PCs and says, “I'm sorry, but we need your 3” (on “4-6”, it continues to move, see below). All targets in
help. We just need to win a little more time for my sister to the area are dealt 2d poison magic damage. If the target
finish the magitech for the fight against Daemons.” succeeds on “Fortitude: Target Number 17”, the damage is
halved.
1. Fighting Daemons
PCs have to fight Daemons while protecting Chemue, who
The Creepy Lump of Flesh does not obstruct the
is still working to complete magitech.
movement at all. Instead, no one can impede the movement
of the Creepy Lump of Flesh.
- Special Battlefield
The Creepy Lump of Flesh moves forward one area
In this battle, the battlefield has two Allied Rearguard
toward Allied Rearguard Area 2 at the end of every next round
Areas and two Enemy Rearguard Areas. Therefore, the
when it is summoned. And when it moves to Allied Rearguard
battlefield map is as follows.
Area 2, it immediately self-destructs. Therefore, if even 1
Creepy Lump of Flesh enters the Allied Rearguard Area 2,
Special Battlefield Map
Chemue will be killed, and the battle will be treated as a
defeat.
>>If PCs lose the battle, the world turns dark at that moment,
and they return to the beginning of this Shallow Event. In this
case, their Fatigue Level is increased by 1, and HP and MP
are not restored to their original state.
>>When either all Daemons and Creepy Lumps of Flesh are
defeated, or Chemue's magitech for fighting Daemons is
completed at the end of 8 rounds, go to the “2. Teutal
Completion”.

2. Teutal Completion
Chemue has completed the development of human-like
magitech against the Daemons! If the battle continues, the
activated magitech will wipe out the Daemons in the blink of
an eye. Once all the Daemons are defeated, an Abyss Core
will appear.
Chemue exclaims, “Tautomi, look! This is my Teutal! If
it defeats enough Daemons, I'm sure her father will recognize
me!” However, Tautomi has a complicated expression on his
face, knowing that their father will not recognize her no matter
how successful Teutal has achieved in the war.
The enemy is 1 x (Sword) Godbell (CR III, p. 418). If Chemue then gives Tautomi a pair of shoes with small
there are more than 3 PCs, “half of the number of PCs” x magitech parts attached, saying, “I will give this to you too. It
Jinunes (see p. 114) will also appear. will protect your life.”
At the beginning of the battle, all Daemons should be “Come on, let's go. From now on, Teutal will defeat the
placed in the Frontline Area. Daemons!” Chemue takes Tautomi's hand and disappears
Among them, (Sword) Godbell is the Boss of this Shallow. into the sunlight coming in from the sky.
PCs find a pair of shoes that the Chemue worker just
- Creepy Lumps of Flesh handed to Tautomi. They get the “Air Shoes/Relic
When the battle begins, a magic circle appears in the (Tautomi)” (see p. 58, 112).
Enemy Rearguard Area 2. From this magic circle, “half of 1d When an Abyss Core is destroyed, PCs gain a “threat level
- 1” x Creepy Lumps of Flesh are summoned at the end of of this Shallow” x “Abyss Shards”.
each round. Thus, if the roll of 1d is “1-2”, no Creepy Lumps >>If PCs escape from Shallow, they get 3★ and go to
of Flesh are summoned. [Fjord③] (see p. 74).

103
Part 2 Main Scenario

1. Battle in the Snow Expert) in the allied Rearguard Area. Thereafter, Nanaly acts
The PCs find themselves in the middle of a battle between according to the PCs' instructions.
Humanoids and Daemons in a deep snowy forest. However, If Nanaly's HP falls to 0 or below during the battle, she
most of the Humanoids have already been killed in battle, and dies and becomes a jasmine tree.
the only survivors are a red-haired Meria woman and a dying >>After defeating Daemons, go to “2. Vow Ring”.
Dwarven boy in her arms.
The Dwarf boy says, “Lady Nanaly. Please forgive 2. Vow Ring
yourself. No one is holding a grudge against you. Everyone If PCs defeat Daemon, Nanaly will come to her senses and
knows your pain and just wants to help you,” he smiles at her confess the following. If Nanaly is dead, PCs will hear her
and loses consciousness. Nanaly wails, “Nurikki... why were voice in their minds.
you helping me?”
Then Daemons approach. In order to protect Nanaly and “I loved Nirem (Human/Male/25 years old) but could
the others, a battle is inevitable. never find happiness. I ended up destroying my country for
A battle ensues. The enemies are 1 x (Sword) Mahatiga him. I blamed him for everything and sent him to his death.
(CR II, p. 407). (Sword) Mahatiga believes in the Mad God But it wasn't just him. I also sent everyone who cared about
Laris. If there are 3 or more PCs, an additional 1 x Shabalay me to the battlefield, asking them to fight for me and protect
(see p. 114) appears. me. And they all didn't come back.
At the beginning of the battle, (Sword) Mahatiga must be I always thought that everyone was resenting me... But
placed in the Frontline Area. If Shabalay is present, it should Nurikki said that he didn't hate me. If that's true… I’m…”
be placed in the enemy Rearguard Area.
Of these, (Sword) Mahatiga is the boss of this Shallow. Before PCs knew it, Nanaly had become a jasmine tree.
And one of the PC hands a ring with a flower, which the PCs
- Nanaly and Nurikki recognize as the Angraecum Ring that Nirem gave to Nanaly.
Initially, Nanaly and Nurikki are not on the battlefield and The words on the Angraecum Ring are “I will always be with
cannot be targeted by spells. you.”
However, if fewer than 2 PCs exist, Nanaly should be PCs will obtain the “Angraecum Ring/Relic (Nanaly)” (see
placed in the allied Rearguard Area. The data of Nanaly is the p. 59)
same as that of Fairy Swordsman Expert (CR II, p. 411). Before long, an Abyss Core appears in front of them.
However, she cannot use [Sword's Grace/Change Fate] since When an Abyss Core is destroyed, PCs gain a “threat level of
she is a Meria. this Shallow” x “Abyss Shards”.
Nurikki is unconscious. Current HP: -15 Fortitude:12. >>If PCs escape from Shallow, they get 3★ and go to [Snow
During combat, at the end of each round, Nurikki's HP is Forest③] (see p. 80).
reduced by -1 point until the end of this combat. After that,
Nurikki must make a Death Check.
If Nurikki dies, Nanaly will go insane in grief and begin
attacking both friend and foe alike. Immediately, Nanaly
should be placed in the Frontline Area if she wasn’t placed
already as an ally in the rearguard.
If Nanaly goes insane, at the end of each round, Nanaly
performs the action determined by the following “Nanaly's
Action Decision Table” by rolling 1d.

Nanaly's Action Decision Table


1d Nanaly's Action
Casts [Stone Blast] (see CR II, p. 165) on randomly
1
selected “half of 1d” characters.
Casts [Shoot Arrow] (see CR II, p. 173) on randomly
2
selected “half of 1d” characters.
3 Casts [Fire Blast] (see CR II, p. 170)
Declares [Mana Strike] and attacks with melee attack
4–5
a randomly selected target character in the same area.
Nanaly comes to her senses and fights as an ally. From
6
then on, she follows PC's instructions.

On the other hand, if the Death Check is an automatic


success (double 6s), Nanaly, who is no longer worried, joins
the battle as an ally if she wasn’t placed already as an ally in
the rearguard. Immediately, place Nanaly (Fairy Swordsman

104
PCs find themself in front of the temple of Tidan, the Sun Tidan's Blessings
God. However, 1 x (Sword) Cerberus (CR II, p. 408) is 1d Blessing
blocking the way to the temple. All PCs gain a +2 bonus to Fortitude. This effect
1–2
Next to PCs is a Nightmare man with long gray hair - Zai, lasts for 1 round.
who pleads to PCs, “Damn it! Julietta is in the temple! Today All PCs gain a +1 bonus to Accuracy check and
was our wedding... please! Fight the Daemon with me!” 3–4
Evasion. This effect lasts for 1 round.
One character chosen by PCs regains “2d + AL”
1. Battle with Cerberus 5
HP.
The battle will be fought. At the beginning of the battle, PCs deals “2d + AL” magic damage to a section
(Sword) Cerberus must be placed in the Frontline Area. 6
of (sword)Cerberus of their choice.
(Sword) Cerberus is the Boss of this Shallow.
Since the battlefield is slightly affected by Tidan's blessings, 2. Happiness Restored
at the beginning of each PC's turn in combat, they may roll 1d After the victory over Daemon, Zai rushes to the temple
to gain the blessings determined in the following “Tidan's and opens the front door. In the temple Shrine is Julietta,
Blessings” table. If there is only one PC, they roll 1d 3 times. dressed in a bridal gown, smiling at Zai, “Zai, we can finally
If there are 2 PCs, 2 times. If there are 3 or more PCs, they get married.” she smiles at him.
roll 1d only once to apply all the effects determined by the Zai says, “Thank you. This time, I will make her happy. I
roll. All the bonuses gained by this can be summed up. wish you good luck,” he says and throws a pure white bouquet
to PCs. When Zai enters the temple, and the door closes, the
temple disappears. The PCs obtain the “Blessed
Bouquet/Relic (Zai)” (see p. 65).
Before long, an Abyss Core appears in front of them.
When an Abyss Core is destroyed, PCs gain a “threat level of
this Shallow” x “Abyss Shards”.
>>If PCs escape from Shallow, they get 3★ and go to
[Tundra⑤] (see p. 87).

The Tiara of the Fairy Princess is a crown made of


beautiful golden metal that appears to be imbued with the
This is the flute that Alexandra always wore on her finger
magical power of moonlight. It is adorned with many small
to call Lapis the Black Wolf. When PCs get the “Black and
gemstones and is a legendary treasure of the fairies, to which
Silver Flute,” the following action is added to Alexandra’s
all fairies pay homage. However, if anyone other than the fairy
“Guardian Fellow's Action Table”.
princess, the original owner of the tiara, possesses it, the tiara
will have no effect. Result Action Dialogue Value Effect
Can’t Melee Attack “Go, Lapis! Physical
by Summoning Hunt them Damage Power
6 Can’t
Phantom Black Wolf, down, devour 30 + 14/Crit
MP5 them whole!” Value 10
[Wilderness ②] is a very dangerous place because
Cockatrices (CR II, p. 394) have made it their territory. If PCs
want to go through this place, they had better find a way out.
If PCs hear this information, they get a +4 bonus to the
Search check performed in [Wilderness ②].

105
Part 2 Main Scenario

The PCs stand atop the colossal Wall of the Abyss, gazing 3) Guardian's Support
into the infinite, yawning chasm before them. In this battle, other Wall Guardians fighting Daemons
Countless ominous shadows, harbingers of impending around PCs may cover them.
doom, creep towards them from the Abyssal depths. At the time of Combat Preparation, the player may choose
Beside them, Alexandra whispers proudly, but with a hint any of the effects in the following “List of Guardians' Support
of bitterness in her voice: “Behold! That's Duchess Ilyichna Effects” for a total of “6-PCs” times and use it at any time
Shalykin.” during the combat. The same effect may be chosen more than
As they look, a fiery red-haired figure comes into view - once.
Ilyichna - clad in a shimmering, silvery white robe and
surrounded by a ring of blue-white light. List of Guardians' Support Effects
Alexandra continues, “That is how Ilyichna looked the day Support
she was slain in battle. Even if thousands and thousands of Details
Effect
years pass, I will never forget it. This must be the same figure +4 to Initiative check. This effect can be chosen
that stood before the Great Abyss Erosion that occurred Forestall
only once.
approximately 3,000 years ago, during the attack and defense If PCs succeed in the Monster Knowledge
of the Wall of the Abyss, which served as a prelude to the Tactical
check of one monster and know its data, they
Great Abyss Erosion. We have come to that abominable day. Support
learn and can apply its weak point.
Then we have only one thing to do: to protect Lady Ilyichna Recovery Cast [Cure Heart] (see CR I, p. 235) with
and to destroy those Daemons!” She then strikes the ground Support “Magic Power 10 (17)” on any target character.
with the butt of her spear. Cast [Sacred Weapon] (see CR I, p. 234),
The PCs notice that all the guardians whom they had met Offensive enhanced with [Sacred Aura] (see CR I, p. 240)
in their reminiscences are standing around them, each gazing Support with “Magic Power 10 (17)” on any target
at the PCs with a glimmer of determination and bitter regret. character.
Suddenly, a deafening roar shakes the frozen air of the Cast [Sacred Shield] (see CR I, p. 234),
northern continent. The time for battle has come. Defensive enhanced with [Sacred Aura] (see CR I, p. 240)
Support with “Magic Power 10 (17)” on any target
1. Battle with Daemons character.
Combat. Resistance Cast [Counter Magic] (see CR I, p. 226) with
The enemy is 1 x (Sword) Ezerve (see p. 115); if there are Support “Magic Power 10(17)” on any target character.
3 or more PCs, an additional “half the number of PCs” x
Magic Cast [Spell Enhance] (see CR I, p. 229) with
Shabalays (see p. 114) appears.
Support “Magic Power 10(17)” on any target character.
At the beginning of the battle, all Daemons should be
placed in the Frontline Area.
>>If PCs win against Daemons, go to the Ending (see p. 107).
Among them, (Sword) Ezerve is the Boss of this Shallow.
In addition, the following 3 special rules apply to this
battle. Please check all the special rules before starting the
battle.

1) Ilyichna Placement
Ilyichna also participates in this battle.
At the beginning of the battle, use Fairy Swordsman
Expert (CR II, p. 411) for Ilyichna. However, Ilyichna has
Truespeech Magic 9 Level instead of Fairy Magic 9 Level and
additionally knows [Magic Convergence] and [Magic
Control].
During the battle, Ilyichna acts according to the PCs'
instructions. If Ilyichna is killed in battle, treat it as if all the
PCs were killed.

2) Daemon Swarm
At the end of Daemon's turn, Daemon's swarm deals
“Support Damage: Power 20 + AL/Critical Threshold 10”
damage to up to “half the number of PCs” randomly selected
targets.
If Ilichna becomes a target of Daemon's Swarm Attack,
PCs in the same area can take damage instead.

106
As the party attempts to make their escape through the rift,
Alexandra stops them in their tracks. With Ilyichna at her
With a final, resounding blow, the PCs vanquish (Sword) side, she approaches the group, presenting a carefully folded
Ezerve, sending her lifeless form sinking into the dark, empty cloak of the knight-escort. “Take this,” she implores. “After
Abyss. As they catch their breath and survey the aftermath, a all, I could not have protected the princess without your help.
massive Abyss Core materializes before them. Therefore, I have decided to resign from my position as your
Still recovering from the intense battle, Alexandra turns to knight escort. From now on, I will support the princess as her
the party and speaks with a voice filled with gratitude and best friend.”
emotion. “This time, I was able to protect the princess. And it Ilyichna, beaming with gratitude, adds her own thanks.
is because of your help that I was able to do so. From the “You saved Sasha and me. The cloak is a token of our deepest
bottom of my heart, I thank you.” As she speaks, the party gratitude. And there is one more thing. You have brought
catches a glimpse of Ilyichna, donned in a silvery white robe, back my best friend. When Sasha became a knight escort, I
glowing with a blue-white aura. lost my best friend in exchange for a loyal knight. But today,
For Alexandra, the defeat of Ezerve finally allows her to my best friend has come back to me. And that is the greatest
rid herself of the regret that has weighed on her for over three gift of all.”
millennia. But before she can fully bask in the victory, Ilyichna The party is gifted with the Cloak of the Escort
rushes over, waving her hand excitedly. “Sasha! I'm so glad Knight/Relic (Alexandra) and “threat level of Abyss” x Abyss
you're okay!” she exclaims. Alexandra, ever gracious, thanks Shards.
the party once more before running over to embrace her dear As they are escorted out of the Shallow by Alexandra and
friend. Ilyichna, the two friends wave goodbye, their bond stronger
The sight of the two women reunited, jumping and than ever before.
hugging with joy, is a heartwarming sight to behold. But as the
Abyss Core crumbles into nothingness, the scene fades away
into mist, revealing a glimpse of the battle still raging in the
real world near Oxsilda.

107
The PCs emerged from the treacherous Shallow and What will the PCs do now?
joined the defense of Oxsilda. If they have not yet achieved their first objective, they may
As they fought bravely against the Daemons, these vile continue their adventure in the northwestern part of the
creatures swarmed over them like locusts over a field of wheat. Korgana region.
But the PCs refused to yield and fought their way through the In that case, the following effects must be applied:
fierce battle. After three days of relentless fighting, the
Daemons were finally defeated, thanks to the intervention of - Daemon Eradication Operation Effects
Humanoid allies marching from the east and west. - The “Oxsilda’s Fall” (see p. 88) does not occur on the
According to the reports from the returned units, the PCs “Elapsed time: 78th day”.
succeeded in destroying many of the Daemons that were - The “Day’s Modification” does not increase with the current
roaming in the three areas of [Fjord], [Snow Forest], and value.
[Tundra]. - The “New Threat” of area events does not appear.
PCs have achieved “Oxsilda's Quest 3) Participation in - If “Shallow Abyss” still remains in “Area 6 [Fjord]”, “Area 7
Operation Daemon Eradication!” The party receives a reward [Snow Forest]”, and “Area 8 [Tundra]”, immediately
of 20,000 gamels and gets 5★. Also, if the objective of the determine all their Shallow Maps and disclose the threat level
adventure is “Mercenaries”, the objective is accomplished. since the observation results have been reported by the troops
Thus, the Daemons' extermination mission was a success, who participated in the Daemon eradication operation.
and much of the impact of the Great Abyss Erosion in the - PCs who are “Heroes of Oxsilda” are welcomed in the cities
northwestern part of the Korgana region was removed. they visit. There is no specific effect, but they will receive
However, this was not the end of the battle against Daemons; preferential treatment in terms of food and lodging while in
once the threat of Daemons diminished, Barbarous will also the city and may even receive gifts and generosity.
be able to move with their ferocious fangs.
The PCs who survived the “Shallow Abyss” and made Or, PCs may leave this region and seek adventure in a new
great achievements in defense of Oxsilda in this battle were land. In that case, PCs may go to the central Korgana region
widely talked about as “Heroes of Oxsilda” by the many from Turkhidar.
defenders and adventurers who participated in the battle. In any case, the next adventure awaits the PCs.
Furthermore, Wanagiska (Lykant (wolf)/man/age 83/see
CR III, p. 293), the leader of the Adventurers' Guild
headquarters, who came to the rescue of the northwestern
Korgana region immediately after the battle with a group of
elite defenders, also pays a lavish tribute to the PCs, “This land
doesn't need my fangs. Because there were the “Heroes of
Oxsilda”.
Thus, PCs gain the title of “Hero of Oxsilda” and receive
100 points of reputation.

The “Lethe Bird's Hat” was worn by the great pirates who The white dragon is very grateful to the PCs for defeating
united the Humanoid pirates of the North Sweek Sea and has the Daemon that had been threatening the Fjord. The PCs
been passed down to the leaders of the pirates of these waters receive a “Dragon Caller” (see p. 112), 3 x Dragon Scales
for over several hundred years. Therefore, the person who has (5,000 gamels/Red S), and 1★.
this hat is recognized as the leader of the pirates in the North After that, PCs may use Dragon Caller to call a white
Sweek Sea. dragon at their own discretion when they are in “Area 6
It is said that there is a cave in [Plains ④] where these [Fjord]”. When the caller blows, the white dragon will appear
great pirates are said to have hidden the treasures they immediately. Then, while PCs are in “Area 6 [Fjord]”, or until
plundered and that the password to open the door of the they dismiss him, the white dragon will accompany them.
treasure room is “Tis the art of eternal slumber, death be.” in Please refer to “When Accompanied by a White Dragon”
magitech. (see p. 75) for the treatment of cases where a White Dragon
>>Go to “B: Esamier” (see p. 35). accompanies PCs.
>> Go to [Fjord ⑤] (see p. 75).

108
Part 3 Data

109
This section contains data on various items that appear in this book.
If you wish to use any of these items for any purpose other than playing this book, please be sure to ask the GM for permission.

Murakka Base Price: Cannot be Traded


Popularity 14 App. A spear with a crystal-clear, icy appearance Category (Rank) Spear A
Summary Can create a blizzard dealing Power 30 + 8 water/ice damage Era Ancient Magic Civilization
This is a relic of the guardian Alexandra. It is a large two-handed spear with This effect cannot be used by a character that cannot speak and
a clear ice crystal-like area on the blade. read arcana.
Effect The wielder can create a blizzard in a straight line by saying a keyword This effect consumes 10 points of MP when used. It also allows
inscribed on the spear with Major Action. The target in “Area: Line” and the wielder to exclude any target in the range by consuming additional
“Range: 2(30m)” dealing Power 30 + 8 water/ice magic damage. 5 points (total 15 points) when MP is consumed.
Name Stance Min STR Acc. Power ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ⑩ ⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Murakka 2H 17 +1 32 3 4 5 6 7 8 10 10 10 11 ⑩ +1 Cannot be Traded

Young Dryad Branch Base Price: 9,000 (Not for Sale)


Popularity 12 App. Branch with young leaves about 1 meter long Category (Rank) Staff B
Earth-type Fairy Magic Spellcasting check +1. Also serves as a magical
Summary Era Ancient Magic Civilization
implement
A young, straight branch is made into a staff with little or no processing. A This weapon can also work as a magical implement for Truespeech
Effect wielder who attempts to cast Earth Fairy Magic with this weapon equipped and Spiritualism Magic.
gains a +1 bonus to the Success Value of Spellcasting check.
Name Stance Min STR Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Crit Rate Add'l Dmg Price Notes
9,000
Young Dryad Branch 2H 1 +2 11 1 2 2 3 3 4 5 6 6 7 ⑫ +1
(Not for Sale)

Polar Staff Base Price: Cannot be Traded


Popularity 14 App. Two-handed cane with polar star design Category (Rank) Staff A
Doubles the weak point exposed with [Disclose Daemons] for all allies
Summary Era Magitech Civilization
and also serves as a holy symbol for Harula and a magic implement
It is a relic of the guardian Katya. It is a beautiful cane with a polar star on This effect does not overlap with [Weakness Exploit]. Also, if the
the tip of the cane. It is about 1.5m long. user has not acquired the Sage class, the effect of the weak point is not
When making a Monster Knowledge check using Harula's Specialized applied even if the Success Value is equal to or more than the
Effect Divine Magic [Disclose Daemons] (see CR I, p. 240), if the Success Value monster’s weakness.
equals or exceeds the monster's weakness, the effect of the original weak point This weapon is also a magical implement for Truespeech Magic ,
is doubled. Unlike [Weakness Exploit], this effect is applied to all characters Spiritualism Magic, and a holy symbol of the goddess Harula.
in the user's faction.
Name Stance Min STR Acc. Power ③④⑤⑥⑦⑧⑨⑩⑪⑫ Crit Rate Add'l Dmg Price Notes
Polar Staff 2H 4 +2 14 1 2 3 4 4 4 5 6 7 8 ⑫ +1 Cannot be Traded Defense +1

Thunderfist Base Price: Cannot be Traded


Popularity 14 App. Large fist carapace with blue and silver studs Category (Rank) Wrestling A
Summary Change the damage from this weapon to lightning magic damage Era Magitech Civilization
It is a relic of the guardian Tautomi. It is a large fist armor worn on both This effect cannot be used by a character that cannot speak and
fists. The tips of the fists are covered with blue and silver plates. read magitech.
Effect When the wielder says a keyword engraved on the fist with a Minor Action, This effect can be used only twice a day. This effect ends after
the metal fists will be covered with blue lightning light. For 3 minutes (18 dealing damage once, regardless of the amount of the damage.
rounds), the damage dealt will be changed to lightning magic damage.
Name Stance Min STR Acc. Power ③ ④⑤ ⑥⑦ ⑧⑨ ⑩⑪ ⑫ Crit Rate Add'l Dmg Price Notes
Thunderfist 1HW 8 +2 13 1 2 3 3 4 4 5 6 7 7 ⑪ +1 Cannot be Traded

Magi-Repeater Base Price: Cannot be Traded


Popularity 14 App. Two-handed gun with a large gunstock Category (Rank) Gun A
Summary [Aimed Shot] may be performed on consecutive turns Era Magitech Civilization
This is a relic of the guardian Zai. It is a large, finely decorated, two-handed [Aimed Shot] on this turn with a Major Action despite the shooting,
gun. When the wielder makes an attack declaring [Aimed Shot], regardless of and will get the effect of [Aimed Shot] when they perform Shooting
the success or failure of the attack, the user can use “Artificer class level + Attack in their next turn.
Effect
Dexterity modifier” as the Standard Value by spending 3 MP at the end of his [Aimed Shot] target should be the same target for both. Also,
turn. If the result of the check is higher than the Success Value of the Accuracy wielder can perform the same check on their next turn, and if they
check by [Aimed Shot] on the same turn, then the wielder is considered to also succeed, they can keep chaining [Aimed Shots].
Name Stance Min STR Max Magazine Accuracy Crit Value Add'l Dmg Range Price Notes
Magi-Repeater 2H 13 3 +1 ⑩ +1 2(40m) Cannot be Traded

110
Shield of the Great Sacred Tree Base Price: Cannot be Traded
Popularity 14 App. Wooden small shield with a coat of arms in the center Category (Rank) Shield A
Gives blessings to oneself and one's surroundings; also serves as a
Summary Era Magitech Civilization
Gem Case
This is a relic of the guardian Nanaly. It is a small wooden shield with six The target reduces physical and magic damage of fire, water/ice,
hollows surrounding a central coat of arms. earth, and wind types by half the wielder’s Fairy Tamer class level
The hollows can be filled with Fairy Tamer's Gems, and the shield is treated (rounded up) for 3 minutes (18 rounds).
Effect as a Gem Case (Details CR II, p. 222 or ET, p. 118) that can hold six gems. This shield can only be equipped if the wearer has acquired at least
Holding up this shield, praying with a Minor Action, and paying 5 MP during 1 level of the Fairy Tamer class.
a battle grants blessings to the wielder and any target in an area (Radius 3m/All)
centered on the wielder.
Name Stance Min STR Evasion Defense Price Notes
Shield of the Great Sacred Tree 1H 4 +1 +1 Cannot be Traded At least 1 level of the Fairy Tamer class required

Nomari Fatigue Remedy Base Price: 100


Popularity 10 App. Green viscous liquid Item Class Chemicals
Summary Recovers Fatigue level by one Era Current
It is a medicine that only the Nomari people know how to make. Taking it The effects of this chemical can only be obtained once per day.
Effect improves accumulated fatigue and makes you feel refreshed. When used in combat, it can be used with Major Action.
When taken, the Fatigue Level (see p. 17) recovers by one level.

Nomari Antidote Base Price: 100


Popularity 10 App. Purple viscous liquid Item Class Chemicals
Summary Fortitude and Willpower +2 against poison for 1 day Era Current
It is a potion that only the Nomari know how to make. When taken, it warms the body and gives a +2 bonus to Fortitude Willpower against poison
Effect
type for 1 day (24 hours). When used in combat, it can be used with Major Action.

Nomari Remedy Base Price: 100


Popularity 10 App. Blue viscous liquid Item Class Chemicals
Summary Fortitude and Willpower +2 against disease for 1 day Era Current
It is a potion that only the Nomari know how to make. When taken, it causes the body to perspire and gives a +2 bonus to Fortitude Willpower
Effect
against disease type for 1 day (24 hours). When used in combat, it can be used with Major Action.

Nomari Sensory Pills Base Price: 100


Popularity 10 App. Yellow powder medicine Item Class Chemicals
Observation check package +2 for 10 minutes. Increases Fatigue Level
Summary Era Current
by +1 after the effect ends.
It is a fragrant medicine of which only the Nomari tribe knows the process. After the effect ends, the Fatigue Level (see p. 17) is immediately
It is rubbed by hand to release its fragrance immediately. Inhaling it gives a +2 increased by +1. When used in combat, it can be used with Major
Effect
bonus to the Success Value of checks included in the Observation check Action.
Package for 10 minutes.

Nomari's Flash Medicine Base Price: 100


Popularity 10 App. Red powder medicine Item Class Chemicals
Knowledge check package +2 for 10 minutes. Increases Fatigue Level
Summary Era Current
by +1 after the effect ends.
It is a fragrant medicine of which only the Nomari tribe knows the process. After the effect ends, the Fatigue Level (see p. 17) is immediately
It is rubbed by hand to release its fragrance immediately. Inhaling it gives a +2 increased by +1. When used in combat, it can be used with Major
Effect
bonus to the Success Value of checks included in the Knowledge check Action.
Package for 10 minutes.

Spring Fruit Base Price: 100 (Not for Sale)


Popularity 10 App. Small white fruit Item Class Chemicals
Summary For 12 hours +2 for Fortitude and Camping checks against cold Era Current
It is a fruit that grows in parts of the Korgana region. It has white outer skin Users who eat it gain a +2 bonus to Fortitude against the cold for 12
and light red flesh with a strong sweet and sour taste. hours. At the same time, they gain a +2 bonus to Camping Checks
Effect
(see p. 121)) in “Area 6 [Fjord]”, “Area 7 [Snow Forest],” and “Area
8 [Tundra].”

Blessed Harula's Holy Symbol Base Price: 8,000 (Not for Sale)
Popularity 12 App. The slightly larger ancient holy symbol of Harula Item Class Class-Specific Items
Summary Avoid automatic failure for Spellcasting check Era Magitech Civilization
This is a slightly larger ancient holy symbol of Harula (that can be used as a (automatic failure) for Divine Magic's Spellcasting check or when
Effect usual holy symbol). rolling using Power tables, the roll can be changed to 3.
If a user who has acquired the Priest class of Harula gets a double 1s This effect can be used only once a day.

111
Part 3 Data

Fairy Princess Gem Base Price: Cannot be Traded


Popularity 16 App. A fist-sized gem that shines gently like moonlight Item Class Class-Specific Items (Consumables)
Summary Heals and blesses the user Era Ancient Magic Civilization
According to legend, this gem is a token of gratitude from the fairy princess - With a Minor Action instantly restores HP and MP to their
and blesses its user. It emits a pale light and shines gently like the night sky. maximum values.
Interestingly, even if the user is not holding the gem, they can shatter it with - With a Minor Action, it removes all unwanted negative effects and
Effect
their thoughts, assuming it is in their possession. Once shattered, the user can sets the Fatigue Level to 0.
choose from one of several effects. - When used immediately after a Skill Check, changes the roll of 2d
in the check to “6, 5”, 11 total.

Snow Mountain Tent Base Price: 500+/600+/700+


Popularity 0 App. Sturdy tent with a two-layered structure Item Class Class-Specific Items
Summary +2 for Camping check in Fjord, Snow Forest, and Tundra Era Current
This tent is more sturdy than usual. The price indicates “for 4/5/6 people”.
Effect
When users use this tent to perform a Camping check (see p. 121) in Areas 6-8, they get a +2 bonus to their Success Value.

Artificer's Toolbox Base Price: 2,000 (Not for Sale)


Popularity 12 App. Metal item box with handles Item Class Class-Specific Items
Summary +2 for checks based on “Artificer class level + Dexterity modifier”. Era Magitech Civilization
It is an item box containing tools for repairing magitech and instruments for measuring. It is also useful for instant maintenance.
Effect
The Success Value of the Skill Checks with “Artificer class level +Dexterity modifier” as Standard Value gets a +2 bonus modifier.

Dragon Caller Base Price: Cannot be Traded


Popularity 14 App. Exquisite whistle Item Class Class-Specific Items
Summary When used in certain places, it can call a dragon. Era Current
This is an exquisite call whistle decorated with the figure of a dragon. When The white dragon will leave if the user leaves the Area 6 Fjord or
Effect used at one of the locations in “Area 6 [Fjord]”, a white dragon (see p. 75) will meets certain conditions.
appear and accompany the user immediately. Once used, it has no effect unless the user go out of Area 6 Fjord.

Fairy Glasses Base Price: 6,000 (Not for Sale)


Transparent glasses covering both eyes and the lower part
Popularity 14 App. Equip. Face
of the ears
Summary Can see fairies and understand sylvan Era Ancient Magic Civilization
These are the relic of Guardian Nanaly. Transparent glasses cover both eyes When used, the user will be able to understand Sylvan, and even
Effect and the lower part of the ears. Runefolk will be able to see the fairy.
The user cannot speak sylvan with the effect of these glasses.

Magitech Belt Base Price: 400 (Not for Sale)


Popularity 0 App. Belt with magisphere attached to the buckle Equip. Waist
Summary Belt with small magisphere that can store bullets Era Magitech Civilization
It is a relic of guardian Zai. This belt is said to have been popular at the end The wearer is considered to be in possession of magisphere (small).
Effect
of the Magitech Civilization among gunners. The belt can hold 12 rounds of bullets or similar items.

Air Shoes Base Price: 3,000 (Not for Sale)


Popularity 12 App. Lightweight shoes with a feather design Equip. Feet
Summary Escape check +2 Era Magitech Civilization
This is a relic of the guardian Tautomi. These shoes have a functional design with a feather design.
Effect
When making an Escape check, the wearer gains a +2 bonus modifier (see p. 23).

Lapis Lazuli Amulet Base Price: Cannot be Traded


Popularity 12 App. Beautiful teardrop-shaped Lapis Lazuli Equip. Any
While in the Skirmish area, +2 to Evasion check, Fortitude,
Summary Era Ancient Magic Civilization
Willpower +2 if HP is less than half
This is a relic of guardian, Alexandra. It is said that Alexandra received it If the equipped person is in a skirmish area and the current HP is
from a nobleman as a talisman to save the lives of warriors standing on the less than half of the maximum, they gain a +2 bonus to Evasion check,
Effect frontlines. Fortitude, and Willpower.
This effect does not work if there is a character of the same faction
in the same skirmish area where the wielder is.

Kujata's Gem Base Price: Cannot be Traded


Popularity 14 App. Brooch with a large gem Equip. Any
Summary Physical and magic damage by Fairy Magic spells +2 Era Ancient Magic Civilization
A relic of guardian Katya, a gem the size of a child's fist, is said to have acquired the fairy's blessing.
Effect
Whenever the wielder deals physical damage or magical damage with Fairy Magic, the damage is increased by +2 points.

112
10 Red Helm 7 Moonlight Princess
Intelligence: Animal Perception: Five senses Disposition: Hungry Intelligence: Average Perception: Magic Disposition: Friendly
Language: None Habitat: Forest, Mountains Language: Trade common, Arcana, Sylvan Habitat: Unknown
Rep/Weak: 16/19 Weak Point: Bludgeoning damage +3 Rep/Weak: 14/17 Weak Point: Physical damage +2 points
Initiative: 16 Movement Speed: 20(4 Legs)/- Initiative: 13 Movement Speed: 15/15(Floating)
Fortitude: 14(21) Willpower: 12(19) Fortitude: 8(15) Willpower: 8(15)

F Style Accuracy Damage Evasion Def. HP MP F Style Accuracy Damage Evasion Def. HP MP
Bite (Head) 12(19) 2d+15 13(20) 7 67 12 Unarmed 9(16) 2d+6 9(16) 5 48 68
Paws (Body) 13(20) 2d+13 12(19) 9 83 10
Sections: 2 (Head / Body) Main Section: Head
Unique Skills
◯Fairy Princess
Unique Skills Moonlight Princess is an olden fairy (see CR III, p. 400) of all types. Also,
this monster cannot be summoned by [Summon Fairy] or similar spells.
●Head
◯All-Out Attack ►Fairy Magic 7 Level / Magic Power 10(17)
A Head can deal an additional 8 damage on its next attack. However, any Moonlight Princess can cast up to 7 ranks of Fairy Magic of all types.
Evasion check made by this section this turn receives a -3 penalty.
◯Magic Aptitude
⏩Cowering Eyes/12(19)/Willpower/Neg Moonlight Princess can use the Combat Feats [Universal Metamagic],
Stares at one character in close proximity, filling them with fear. [Targeting], [Magic Convergence], [Magic Control].
One character in the same skirmish area receives a -2 penalty to Accuracy
and Evasion checks for 10 seconds (1 round), and the physical and magical ►Request of Fairy Princess/Optional
damage it inflicts is reduced by 4 points. The Moonlight Princess requests the help of the fairies nearby.
This effect is psychic type. This effect can only be used once per 10 seconds All fairy characters within a 100-meter radius of the Moonlight Princess will
(1 round). protect her for 3 minutes (18 rounds) in order to make her wishes come true.
This effect compels all fairy characters to obey without resistance,
●Body regardless of summoner or master.
⏩Intimidating Posture
Stands up and spread their arms wide to intimidate the target. ►Fairy's Grace
For 10 seconds (1 round), the Head section gains a +1 bonus to Accuracy Blesses the surrounding fairies.
checks for melee attacks and +2 damage. At the same time, the Body section All fairy characters within 100m around Moonlight Princess, except herself,
takes a -2 penalty to its Evasion checks. gain a +2 bonus to all Skill Checks for 10 seconds (1 round), and their HP
This effect can only be used once in 10 seconds (1 round). and MP are instantly restored by 10 points.
Using this effect consumes 10 points of MP.
►Double Attack
Can attack twice with the Paws of both hands. Description
◯Bear Hug This is a fairy princess. Although she is a fairy herself, she is considered to
be an olden fairy who has all types of fairies.
If the Grizzly Bear successfully hits with [◯Double Attack], it will hold the
Some people think that she is the daughter of the king of the Fairyland or
target, and the target will not be able to move or make a melee or ranged
that she is an infant who is growing up to be a Fairy Queen, but it is not certain.
attack. Each round, the held target is hit automatically by the Red Helm,
It is said that Moonlight Princess sometimes appears under the moonlight,
dealing 2d + 24 damage.
and those who meet them can obtain her blessings.
When the target tries to escape, use de-bonding (see CR III, p. 327).
While entangled by this unique skill, the Red Helm cannot attack other
characters. If the monster itself wants to release the target, it can do so with a
Minor Action.

Loot
Always Bright Red Fur (1,200G/Red S)
2–9 Bear Paws (300G/Red A) x 2
10+ Aromatic Bear Paws (1,200G/Red S) x 2

Description
The Korgana region is home to a huge bear that measures over 3 meters in
length. Its body fur is almost blackish gray, and the area around its head and
shoulders is discolored reddish black from the fresh blood of its prey.
These bears are extremely ferocious and belligerent. They will attack any
creature that unknowingly enters their territory as prey.
There have been numerous reports of Humanoid and Barbarous beings
killed, and surrounding villagers warn travelers and merchants to flee as fast
as possible if they find traces of these bears.

113
Part 3 Data

9 Shabalay
Intelligence: Low Perception: Magic Disposition: Hostile
5 Agare Language: None Habitat: Ruins, Shallow
Rep/Weak: 16/19 Weak Point: Energy damage +3
Intelligence: Low Perception: Five Senses Disposition: Hostile
Initiative: 16 Movement Speed: 10(Crawling)/-
Language: Daemonic Habitat: Ruins, Shallow
Fortitude: 13(20) Willpower: 12(19)
Rep/Weak: 12/15 Weak Points: Accuracy +1
Initiative: 13 Movement Speed: 14(Many Legs)/-
Fortitude: 7(14) Willpower: 7(14) F Style Accuracy Damage Evasion Def. HP MP
Droplets 12(19) 2d+5 11(18) 0 90 90
F Style Accuracy Damage Evasion Def. HP MP
Legs 7(14) 2d+7 7(14) 5 45 19 Unique Skills
◯Amorphous Body
Unique Skills Immune to criticals from edged weapons.
◯Attitude Control
Agare cannot fall prone. ◯Daemonic Droplets
An attack with Droplets is treated as a Shooting Attack with a "Range: 20m”.
If the target is hit, the Defense is treated as half (rounded up).
►Multi-Legged Attack & Twin Strike
Agare can make two Leg attacks each round. They may choose to attack
different characters with each attack. ►Red Droplets/11(18)/Fortitude/Half
If the second attack is made as a risk, it gains a -2 penalty to Evasion and Droplets begin to fly around the Shabalay.
Willpower. All targets in the same skirmish area as the monster are dealt 2d+8 poison
magic damage. Using this effect consumes 10 points of MP.
Loot
Loot
Always Daemon's Blood (100G/Red A)
Always Daemon's Crystal (800G/Red A)
2–6 None
2 – 11 None
7 – 10 Daemon's Sharp Legs (170G/Red A)
12+ Solidified Droplets (2,500G/Red S)
11+ Daemon's Razor Legs (530G/Red A)

Description Description
This Daemon is a stubby, reddish-black, irregularly shaped creature with a
This Daemon looks like a human without a body from the waist down.
number of small arms and legs.
Instead of legs, it has four pairs of long, jointed legs from its flanks and moves
Instead of using its legs or feet as it should, it moves by crawling. It does not
in a spider-like form.
speak any language but seems to have enough intellect to understand what
Its head is red and enlarged, but it has no eyes or ears and perceives
others say.
everything with its nose. In combat, it attacks by thrusting its legs, but when it
concentrates on attacking, it slows down and creates an opening.

7 Jinune
Intelligence: Average Perception: Five senses (Darkvision)
Disposition: Hostile
Language: Trade Common, Barbaric, Daemonic Habitat: Forest, Shallows
Rep/Weak: 14/17 Weak Point: Bludgeoning damage +3
Initiative: 15 Movement Speed: 30(4 Legs)/-
Fortitude: 10(17) Willpower: 9(16)

F Style Accuracy Damage Evasion Def. HP MP


Horn 10(17) 2d+9 9(16) 7 68 25

Unique Skills
⏩Red Eye Menace/9(16)/Willpower/Neg
Stares at one character within “Range: 10m”, filling them with fear. A target
who fails the resistance check suffers a -2 penalty on Accuracy and Evasion
checks for 10 seconds (1 round).
This effect can be used only once per round. It also consumes 5 MP when
used.

◯Vital Strike
If the 2d roll determining damage is 9 or more, the damage is increased by
+6 points.

Loot
Always Daemon's Blood (100G/Red A)
2–7 Twisted Black Horn (380G/Red A)
8+ Twisted Jet-Black Horn (1,480/Red S)

Description
This Daemon resembles a black horse that is about 5 meters in length. It
has red eyes and a 1-meter-long black horn on its forehead.
It is brutal and ruthless and prefers to lure and trick lone Humanoids with
its words.

114
Loot
11 Ezerve Always Crystallized Daemon’s Blood (800G/Red A) x 2
Intelligence: High Perception: Five Senses (Darkvision) Disposition: Hostile 2–6 None
Language: Trade Common, Arcana, Drakish, Daemonic 7 – 11 White Membrane (2,500G/Red S)
Habitat: Ruins, Shallows 12+ Milky White Membrane (9,100G/Red S)
Rep/Weak: 18/22 Weak Point: Magic damage +2 points
Initiative: 18 Movement Speed: 18/-
Fortitude: 14(21) Willpower: 14(21) Description
This Daemon is about 4 meters long and resembles a beautiful woman
F Style Accuracy Damage wearing a white cloak. Her hair and face are also white, while only the tip of
Evasion Def. HP MP her tail and her eyes are golden. The mantle is not a garment but skin that
Bite (Head) 14(21) 2d+17
14(21) 10 96 60 shimmers around her body like velvet.
Weapon
14(21) 2d+15 12(19) 12 112 32 Ezerves are rational and aggressive, preferring to work alone and not getting
(Body)
13(20) 8 74 20 along with others. They can breathe a white substance that puts creatures into
Needles (Tail) 15(22) 2d+13
a state of suspended animation. The creature in this state is indistinguishable
Sections: 3 (Head / Body / Tail) Main Section: Head from a corpse, and after a funeral or other ceremony is held for it as if it were
dead, the creature likes to cause despair by informing Humanoids of its true
Unique Skills state.
●All Sections Additionally, creatures put into suspended animation may be used as
◯White Skin offerings for summoning other Daemons or as a Daemon Seminarium.
The physical and magical damage of the lightning and energy type is
reduced by -3 points.

●Head
►Truespeech Magic 11 Level / Magic Power 14 (21)
Can cast Truespeech Magic up to 11th level.

◯Magic Aptitude
They can use the Combat Feats [Universal Metamagic], [Targeting],
[Amber Eye], [Magic Convergence], [Magic Control], and [Multi-Action].

►Breath of Endless Sleep/Optional


Spits white breath on up to 5 targets of Ezerve’s choice within “Range:
Caster”, sapping life from them.
The targets are placed in a state of suspended animation and are treated as
if no time has elapsed.
A character in this state is indistinguishable from a corpse.
If the character knows about this ability (they have prior knowledge of the
ability, or have successfully performed a Monster Knowledge check on this
monster), they can perform a Detect check with Target Number 20 on a
corpse that they strongly suspect is under this effect, and if successful, they
can detect that the corpse is in a state of suspended animation under this
effect.
This ability is treated as “Resistance: Can't” for targets with 0 or less HP.
This ability requires 10 minutes to use. It also consumes 30 MP when used.
This effect is treated as a poison and curse type with a Success Value of 20.

●Head
🗨Flash of a Magic Blade
Makes a Melee Attack against the target in the same skirmish area where
this monster is located.
This effect cannot be performed on consecutive turns and costs 8 MP.

◯Painful Strike
If the 2d roll of the damage roll is 10 or more, the damage is increased by
an additional +9 points.

◯Attack Obstacle = +4・+4


The size of the head hinders attacks.
The Head section gained a +4 bonus to Evasion checks against melee
attacks and ranged attacks.
If the HP of the Body section falls to 0 or below, it loses this ability.

●Tail
◯Sucking Needles/13 (20)/Fortitude/Neg
If the Needles attack hits and deals 1 or more points of applied damage,
the MP of all sections is restored by 5 points.
If the MP of a section is more than half of the maximum value, the MP of
that section is not recovered.

►Point Needle/13 (20)/Willpower/Half


Throws a needle at the target character within “Range: 10m” and deals 2d+8
curse magic damage. Using this effect consumes 5 MP.

115
Part 3 Data

Here you will find data and action tables for the five Guardian Fellows who will fight together with PCs in Shallow Abysses.
For more information on how to use Guardian Fellows, please refer to About Guardian Fellows on page 25.

“Black Wolf” Alexandra, whose real name was Alexandra


Petrovna Zakhkarina, had long light-gold hair and dull silver
eyes and was a legendary hero who defeated many Daemons
with her beloved Murakka, the Frostbite Magic Spear. It is
known that a huge black wolf named Lapis always
accompanied her.
She is the first generation of the Tiens created after the
advent of Abyss and was raised as a knight escort for Duchess
Ilyichna Shalykin of the Kingdom of Asilmurat, but the
kingdom was destroyed by a massive attack by Daemons.
After that, she continued to fight against Daemons for several
years, protecting Ilyichna, but when Ilyichna was killed in
battle, she vowed to return to her country and volunteered to
become a Wall Guardian. Alexandra became a Wall
Guardian and defeated many Daemons, but in the end, she
was defeated in battle by Daemon, the same one who killed
Ilyichna. Her corpse is said to have been hidden somewhere
by Black Wolf Lapis.
Alexandra's favorite spear, Murakka, is owned by Urshma,
an adventurer based in Reines, who is said to have already
retired from adventuring.

Race: Tiens Gender: Female Age: 19 Adventure Level: AL


Classes: Fighter (AL), Priest (AL), Scout ([AL]—1), Rider ([AL]—1)
Languages: Trade Common, Arcana
Self-Introduction: “I’m Alexandra. Let’s go save lady Ilyichna. No time to waste.”
Experience: No Reward: No MP: 27/31/35/39/43/47
Fellow Action Table
1d Result Action Dialogue Value Effect
“Anyone who dares to harm Ilyichna shall AL + Power 20 + (AL +
7 Melee Attack with Normal Spear
1–2 face the swift justice of my spear!” 11 3)/Crit Value 10
6
8
3–4 [Cure Wounds] (see CR I, p. 232) with Power 10 + (AL +
5 “Get up, and let’s go!” AL + 8
[Metamagic/Targets], MP 3 3)/No Crit Value
“By the grace of Gods, we shall vanquish AL +
9 Scout Movement check -
5 our foes with great haste!” 11
4
AL +
10 ※Optional ※Optional ※Optional
6 13
3
※In the row of “Result 10”, the players should choose one of the two action types and write the desired one.
Copy and write down either “Result 7: Melee Attack with Normal Spear” or “Result 5: [Cure Wounds] with [Metamagic/Targets]”.
In any case, the Value remains unchanged. It's “AL + 13”. Another action may replace this field each time the PCs grow (see p.
11).

116
Katya Rosa, also known as the “Hero Killer,” was a
Nomari girl with blond hair tied back and dark red eyes. She
served as the priest of Guiding Star Harula and wore a
traditional costume adorned with mysterious swirling Nomari
patterns. It was said that her Polar Staff had the power to lead
those who fought against Daemons to victory.
As a Nomari, Katya lived a nomadic life with her family.
However, after her 15th birthday, her family was killed in a
Daemon attack. She was later rescued by Caraway, who went
on to become a hero. Together, they became Wall Guardians,
fighting and killing Daemons in numerous battles.
However, it is said that one day, after a fierce battle in
which Caraway was seriously wounded, Katya suddenly killed
him and took her own life. It is unknown why, but it is said
that Katya was unable to bear the sight of Caraway suffering
from his fatal wound or that it was caused by a passionate
affair. In any case, she is now known as the “Hero Killer”.
Katya's Polar Staff can now be found in the Temple of
Harula in Turkhidar.

Race: Human Gender: Female Age: 16 Adventure Level: AL


Classes: Priest (Harula, AL), Conjurer (AL), Sage (AL - 1)
Languages: Trade Common, Arcana, Daemonic
Self-Introduction: “I’m gonna destroy those Daemons! Let’s do our best together!”
Experience: No Reward: No MP: 40/47/54/61/68/75
Fellow Action Table
1d Result Action Dialogue Value Effect
[Cure Wounds] (see CR I, p. 232) with AL + Power 10 + (AL +
7 “You'll be fine. You will recover.”
1–2 [Metamagic/Targets], MP 3 10 3)/No Crit Value
6
8
3–4 [Enchant Weapon] (see CR I, p. 225) with “Raise your weapons. I will magically AL +
5 Physical damage +1
[Metamagic/Targets], MP 2 enhance them!” 8
“Knowledge is the first blade we use to AL +
9 Sage Knowledge check -
5 defeat our enemies.” 10
4
10
6 [Cure Wounds] (see CR I, p. 232) with “Endurance is the path to Lady Harula's AL + Power 10 + (AL +
3
[Metamagic/Targets], MP 3 dignity. Let us do our best to uphold it.” 6 3)/No Crit Value

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Zai, also known as the “Fatal Shot,” was a Wall Guardian


renowned as the most powerful sniper. He was a Nightmare
with gray hair and blue eyes, a birthmark on the right half of
his face, and a horn above his right ear. He always wore the
Avenger's Mask, which was used by the Miritsa congregation
of men who swore revenge. However, the tradition of wearing
the Avenger's Mask has been lost today.
Zai was born in a small country and lived a happy life with
parents who were not prejudiced. However, when the
Diabolic Triumph broke out, his country was destroyed, and
he lost his fiancée, Julietta. He pledged himself to the
Goddess of Love and Vengeance, Miritsa, wore the Avenger's
Mask, and became a volunteer soldier to fight against
Barbarous. After successfully defeating Barbarous, he became
a Wall Guardian and spent his time fighting against Daemons.
However, while his fame as a hero increased, it is said that the
women who became his lovers died one after another. In
particular, it is well known that his superior Sumia, who
discovered his talent as a sniper, was killed by Barbarous and
that the saint Cecilia, who gave him peace of mind when he
was tired of fighting, was murdered by Daemons.
Finally, it is said that Zai died in an explosion while
escorting a magical train carrying new weapons and was
attacked by Barbarous.
His favorite gun was a sniper gun called Magi-Repeater,
which was a gift from Sumia. This gun is said to have been lost
along with Zai, but Tottle, a scholar studying Zai in
Bosunghamn, claims that it has survived.

Race: Nightmare Gender: Male Age: 158 Adventure Level: AL


Classes: Marksman (AL), Artificer (AL), Sage (AL – 1), Ranger (AL – 1)
Languages: Trade Common, Magitech, Daemonic
Self-Introduction: “I am Zai, a volunteer soldier in the volunteer army. Pleased to meet you.”
Experience: No Reward: No MP: 30/34/38/42/46/50
Fellow Action Table
1d Result Action Dialogue Value Effect
“I know. There was a
AL +
7 Sage Knowledge check woman who told about -
1–2 9
this.”
6
8
3–4 Shooting with Longbarrel using [Healing Bullet] “It's still too early to get AL + Power 0 + (AL + 8)/No
5
(see CR I, p. 243), Range 2(50m), MP 1 down.” 8 Crit Value
Shooting with Longbarrel with [Hawk Eye] using
AL + Magic damage, Power 20 +
9 [Solid Bullet] (see CR I, p. 242), Range 2(50m), “Is your God kind?”
5 12 (AL + 8)/Crit Value 10
MP 1
4
10
6 “Sorry. I'm loading. Buy me
3 Reload - -
some time.”

118
Tautomi, the “Indomitable Goliath,” controlled the
magitech Teutal, which was created by her sister, Chemue, to
fight against Daemons, and she herself fought off many
Daemons as a powerful boxer.
He is said to have been a snow leopard Lykant with white
hair and pale blue eyes who always carried a coffin-shaped
magitech case containing a Teutal on his back and a fist belt
that was covered with lightning.
Originally, Tautomi was born into a wealthy family that
owned a magitech manufacturing company and loved his
older sister, Chemue, who was a genius artificer. However,
being shunned by his parents as an abomination (she was a
nightmare), Chemue continued her research on magitechs for
use against Daemons in order to win their affection and finally
volunteered to join the Wall Guardians to collect data.
Therefore, Tautomi followed Chemue and became Wall
Guardian and cooperated in the development of the
magitech. Thus, Chemue developed Teutal, but at the cost of
losing her own life. Since then, Tautomi continued to fight
with Teutal, but when he went to attack Shallow Abyss in his
hometown, he succeeded in destroying the Shallow but never
returned home.
When Tautomi did not return, the magitech case “Teutal's
Coffin”, which used to contain Teutal, was apparently sent for
maintenance under the care of his younger sister, Zionay.
Therefore, it is said that the coffin has been passed down to
the descendants of the Zionay in El Yabibi.

Race: Lykant Gender: Male Age: 18 Adventure Level: AL


Classes: Grappler (AL), Scout (AL), Enhancer (AL – 1)
Languages: Trade Common, Magitech, Lycant
Self-Introduction: “I only want to see muss Chemue’s smile. Nothing else matters.”
Experience: No Reward: No MP: 12/12/12/12/12/12
Fellow Action Table
1d Result Action Dialogue Value Effect
“I’ll praise you if you've got
AL + “Power 10 + (AL +
7 Two attacks with Hard Knuckle what it takes to make it to the
1–2 10 6)/Crit Value 11” x 2
end.”
6
8
3–4 “It's so obvious, you know? AL +
5 Scout Observation check -
How could you not notice?” 7
“My job is to stop them. I'll “Power 10 + (AL +
AL +
9 Throw Attack leave the finishing touch to 6)/Crit Value 12”,
11
you.” enemy falls prone
5
Two attacks with Hard Knuckle using [Cat’s Eye]
“Brace yourselves! This time, AL + “Power 10 + (AL +
4 (see CR II, p. 183) and [Bear Muscle] (see CR II, p.
give it everything you've got!” 14 8)/Crit Value 11” x 2
184) Techniques, MP 6.
10
6
3

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Nanaly, known as the “Princess of Deprivation,” was


actually Nunnelia Tolipalinna, a princess of the Tolipalinna
Empire. However, the Tolipalinna Kingdom was destroyed
by a Daemon attack and the betrayal of its allies. Nanaly was
a beautiful woman with long red hair, green eyes, and jasmine
flowers in her hair and wrists. She was also a master of the
lyre.
Nirem, one of the “Wall Guardians,” asked Nanaly to
persuade her mother, the Empress, to offer the imperial
capital as a base to intercept Daemons. This ultimately led to
the destruction of the empire. Nanaly became Wall
Guardians under the title of “Nation Avenger” and sent
Nirem to his death for blaming him for the destruction of the
Empire. Afterward, she entangled many male members and
drove them to the battlefield, resulting in many deaths, all in
exchange for great war results. It is said that, like Daemons,
Nanaly hated Nirem and the Wall Guardians as enemies of
her country.
In the end, Nanaly died defending Wall Guardian Nurikki
in a battle against Daemons, despite her infamous notoriety.
She became a tree on the spot where she perished. This tree
still stands in Paluake.
It is said that the Shield of the Great Sacred Tree, Nanaly's
favorite weapon, changed its nature according to her ability as
a Fairy Tamer. The shield is now lost, but some believe it may
still lie somewhere in Paluake.

Race: Meria (long-lived species) Gender: Female Age: 20 Adventure Level: AL


Classes: Fairy Tamer (AL), Bard (AL), Ranger (AL – 1)
Languages: Trade Common, Arcana, Sylvan, Magitech, Daemonic
Self-Introduction: “Hey. Can you be my knight in shining armor?”
Experience: No Reward: No MP: 36/40/44/48/52/56
Fellow Action Table
1d Result Action Dialogue Value Effect
“Such a level of knowledge is an AL +
7 Ranger Knowledge check -
1–2 absolute necessity for a princess.” 10
6
8
3–4 [Earth Hammer] (see CR II, p. 164) with AL + Magic damage, Power 10 +
5 “Descend in disgrace!”
[Metamagic/Targets], MP 3 8 (AL + 3)/Crit Value 12
9
5 [Basic Healing] (see CR II, p. 175) with “I shall tend to your wounds. Are AL +
4 AL + 7
[Metamagic/Targets], MP 5 you yet able to fight, are you not?” 8
10
6 [Resistance] (see CR II, p. 191), radius “Pray, fear not. Now the moment is Fortitude and Willpower +
3 Can’t
2(30m) yours to seize.” 1

120
If encampment, roll 2d and determine the events that will
occur in the next “Camping Table of Events”.

- About Camping Check PCs must make “Willpower: Target Number 12 + Area
Depending on the camping event, PCs may have to do a Number” to overcome a frightening dream.
Camping check with Target Number (12 + Area Number). If they succeed, it has no effect. However, HP and MP are
Camping check is made with Fortitude as the Standard recovered only for 3 hours in case of failure, and Fatigue Level
Value. is not recovered. If the failure is an automatic failure (double
If the check succeeds, 20% of HP and 100% of MP are 1s), the PC wakes up and cannot sleep so that HP, MP, and
recovered, and Fatigue Level is reduced by one level, as if they Fatigue Levels are not recovered at all.
had slept for 6 hours. However, if the check fails, HP and MP
are recovered only for 3 hours, and Fatigue Level is not
recovered but is increased by one level. If the failure is
automatic (double 1s), PC cannot sleep at all, and their Fatigue
Level is also increased by 1 level total. There will be a storm in Areas 1 to 5, and in Areas 6 to 8,
there will be a blizzard. In either case, PCs cannot camp unless
Camping Table of Events they take shelter indoors or use a tent. Even if they camp
Result Event Details indoors or in a tent, they may not be able to get enough rest,
2 Camping Event 1: Strange Smell (see below) so they have to make a Camping check. The check is subject
3 Camping Event 2: Nightmares (see right) to a penalty of -2.
4 Camping Event 3: Storm/Blizzard (see right)
Common Event 6: Encounter with a Pack of Monsters (see - In Case of a Blizzard
5 p. 123). Since time is consumed by the battle with the pack In the case of a blizzard, if the PC is not wearing a
of monsters, PCs will have no time to rest and camp. Snowsuit, their Fatigue Level is increased by +1 just before the
PCs could not get enough rest because of the sounds of
Camping check.
6 beasts and birds throughout the campsite. Therefore, they
had to make a Camping check. In addition, if a tent is used, the PCs must make a
7 PCs can encamp without any particular problems. Camping check and then roll 1d. If the roll is 1-3, the tent is
An area event occurs. Roll “2d + Day’s Modification”, then destroyed and cannot be used. If PCs are using a Snow
8 determine the event to occur in the “Table of Events” of the Mountain Tent, it is so sturdy that it will be destroyed on a roll
current area, and resolve it. After that, PCs can encamp. of 1 only.
It begins to rain heavily. Unless PCs take shelter indoors or
use a tent, they cannot camp. Even if they camp indoors or
9
in a tent, they may not be able to get enough rest, so they
must do a Camping check.
Common Event 3: Encounter with The Nomari (see p. 122).
10 One of the Wall Guardians, whose PCs have already
After the event is resolved, PCs can make an encampment.
PCs meet the little fairies. acquired relics, will randomly appear in the dream. Although
If PCs can speak sylvan, they will ask the sprites to watch over the PCs may not remember the content of the dream, they
11 them, and the sprite will create the best sleep environment will be left with a deep impression of the feelings that the
so they can rest safely. And if they cannot speak Sylvan, the guardian had at the time. For example, Alexandra's “despair
fairies will leave without doing anything. and vengeance when Daemon killed Ilyichna,” Nanaly's
12 Camping Event 4: Echoes from the Past (see right) “regret and pride for having sent her loved ones to their
deaths,” Katya's “anger at Caraway's betrayal, whom she
believed to be a hero,” Tautomi's “longing for her sister
Chemue, who died dreaming only of being recognized by her
parents,” and Zai's “hatred for Daemons and the Barbarous,
1 x (Sword) Sallytegane (see CR III, p. 420) is who took away the women she loved one by one.”
encountered, and a battle ensues. After waking up, one of the relics of the guardian who
However, since there is a strong odor just before the appeared in the dream will be shining faintly. If the PCs have
approach, if PCs succeed in Danger Sense check (Scout, more than one relic, one must be chosen at random,
Ranger) with Target Number 18, they will notice the approach excluding those that have already been affected by this event
and succeed in escaping without an Escape check (see p. 23). and are shining. The owner of the relic must mark it to record
If PCs defeat (sword) Sallytegane, they can make camp. that it has this effect. Thereafter, when the relic is worn, the
However, if they escape, they must give up the encampment owner can use the action of the Fellow one as their own.
at this time. However, if the character is in combat, it should be treated as
a Major Action. If the action requires MP, the character
wearing the relic needs to consume as much MP as necessary.
After one use, this effect is lost, and the record should be
erased.

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An eerie light shines in the north, a mixture of various


colors. Something may be going on in Abyss.
PCs meet a group of about 10 people traveling in several
Abyss power increases, and Daemons strengthen.
wagons. They are Nomari, a nomadic tribe.
Until the PCs leave the current area, all Daemon monsters
gain +1 point to their Damage in combat or Combat Events
1. What is the Nomari?
(see p. 22).
The Nomari are people who have been wandering around
This effect is cumulative without an upper limit until PCs
the Korgana region with their possessions on horse-drawn
leave the current area. And it also affects within Shallow
wagons since long ago.
Abyss.
They wear ethnic costumes with a mysterious spiral
Once the PCs leave the “current area”, any increase in
pattern called the “Nomari pattern” and make their living by
damage due to this effect is lost.
selling medicines and curing the sick.

2. Purchase of Medicine
From the Nomari, PCs can purchase the medicines listed
in the following “Nomari Medicine List”.

PCs meet someone who is lost and at a loss. Nomari Medicine List
Roll 1d and use the following Wanderer Table to Selling
Name Effect Overview
Price
determine what kind of person PCs met.
Nomari Fatigue Recovers from fatigue (see p. 100
Remedy 111) gamels
Wanderer Table Builds resistance to poison (see 100
1d Wanderer Nomari Antidote
p. 111) gamels
PCs meet an herbalist. Builds resistance to disease (see 100
The herbalist has the same data as Bandit Trooper (see Nomari Remedy
p. 111) gamels
1
CR I, p. 431) and can heal 2 HP of a target as a Major Nomari Sensory Enhances observational skills (see 100
Action once per round during combat. Pills p. 111) gamels
PCs meet a hunter. Nomari's Flash Enhances knowledge skills (see 100
Hunter has the same data as Bandit Trooper (see CR Medicine p. 111) gamels
2
I, p. 431) and deals 1 point of fixed damage to each target
as a Major Action once per round during combat. 3. Banquet
PCs meet a scout. When they meet the Nomari, they will hold a banquet.
The scout has the same data as the Bandit Trooper (see PCs are free to join the feast; PCs may encamp after
3 joining the feast.
CR I, p. 431) and gives a +1 bonus to all PCs' Monster
Knowledge and Initiative checks during combat. Those who attend the banquet must perform “Fortitude:
PCs meet an adventurer. Target Number 2d + 10” because of the strong drinks.
Adventurers have the same data as Bandit Leader (CR At this time, roll 1d twice, and using each roll, the 2 races
4 determined by the next “Race Decision Table” happen to
III, p. 428) and follow the PCs' instructions during the
battle. have resistance to this drink, so they gain a +4 bonus to
The PCs meet a mid-level adventurer. Fortitude.
5 They have the same data as Skilled Mercenary (CR I,
p. 431) and follow the PCs' instructions during the battle. Race Decision Table
1d 1st Roll 2nd Roll
The player meets a skilled adventurer.
6 A skilled adventurer has the same data as Skald (CR II, 1 Humans Lykant
p. 410) and follows the PCs' instructions during the battle. 2 Elves Grassrunners
3 Dwarves Lildrakens
The wanderer is very happy to meet the PCs and offers to 4 Nightmares Meria
accompany them. 5 Runefolk Tiens
While accompanying the PCs, they follow the PCs' 6 Tabbits Leprechaun
instructions. When they arrive at one of the cities, they bid
farewell to the PCs and leave. If the PCs are brought to the If the check is failed, the Fatigue Level is increased by one
city safely, the PCs get 1★. level and PC falls asleep. This Fatigue Level is not recovered
If PCs refuse to take wanderers with them, they will not even if the PC wakes up.
see them again in the same place. Those who succeed, however, will be favored and will be
able to ask for the lore specified for each area in the next
Nomari's Legend List.

122
Nomari's Legend List
Current Area Legend Current Area Legend
Area 1 Plains p. 46 Area 5 Wilderness p. 105 PCs meet Madmoney (Leprechaun/Male/24 years old), an
Area 2 Forest p. 83 Area 6 Fjord p. 59 explorer. Madmoney is planning to explore dangerous but
Area 3 Mountains p. 77 Area 7 Snow Forest p. 70 mysterious places all over the continent and one day write a
Area 4 Wetlands p. 88 Area 8 Tundra p. 89 book about his expedition.
Madmoney offers to accompany PCs because they look
interesting. However, even if PCs refuse, he follows them on
his own.
Thereafter, Madmoney will accompany PCs until they
either leave because of "Madmoney's Action Decision Table"
(see below) or leave the area where they met Madmoney.
Several armed men are riding in a carriage.
Even if PCs allow them to accompany them, the PCs do
not need to provide him with tents and food since Madmoney
1. Why Are They?
has his own tents and food. He is not placed on the battlefield
Armed line maintenance workers are Railroad Guild
because he hides in a safe place during the battle.
employees responsible for maintaining railroad tracks in areas
While Madmoney is accompanying, one representative
where dangerous monsters are likely to appear. They are
must roll 1d in each Time Lapse Phase to decide Madmoney's
armed to protect themselves from these monsters, and in the
action in the following “Madmoney's Action Decision Table”.
Korgana region, which is close to the Abyss and threatened by
Daemons, they possess far greater fighting skills and survival
techniques than even the most experienced adventurers. It
Madmoney's Action Decision Table
appears that many of them were once skilled adventurers who
1d Madmoney's Action
later became armed track workers.
1 Madmoney gets tired of accompanying PCs and leaves.
2. A Request Armed Track Workers 2-
Nothing happens.
Armed track workers ask PCs to escort them during their 3
work. Madmoney picks up a 1 x Lifegrass (see CR I, p. 293)
4
and gives it to the PCs as a reward for accompanying him.
Armed Track Workers Quest) Escort During Work Madmoney picks up a 1 x Magic Herb (see CR I, p. 293)
5
and gives it to the PCs as a reward for accompanying him.
PCs are asked to protect workers from monsters who
attack them while they are working. If PCs accept this Quest, Madmoney picks up a 1 x Spring Fruit (see p. 111) and
6
go to the “3. Escorting Armed Track Workers”. gives it to the PCs as a reward for accompanying him.
If the escort succeeds, the PCs finish the Quest, a base
reward of 500 gamels per person, and they will get a danger
bonus of the number of times the PCs have fought in battle x
1,500 gamels. PCs also get 1★.

3. Escorting Armed Track Workers The PCs encounter the next pack of monsters, which
PCs must perform an escort at their own discretion. should be treated as a “Combat Event” (see p. 22).
During the escort roll 2d + Day’s Modification twice and
consult with “Escort Table of Events”. SPack of Monsters
PCs can perform Escape checks during the escort. Monster level: AL
However, if the PCs escape, the Quest is treated as a failure. Classification: Roll 1d to decide
If the event is solved twice, the Quest will be accomplished.
1d 1 2 3 4 5 6
Escort Table of Events
Mythical
Result Occurring Events Class. Barbarous Animals Undead Magitech Daemons
Beasts
Nothing happens; if nothing happens in the first round, +2
9 or Might: To be determined by the number of PCs
is added to the “2d + Day’s Modification” that determines
less Number of Characters 1 2 3 4 5 or more
the escort event in the second attempt.
Common Event 6: Encounter with a Pack of Monsters (see Might 20 30 60 90 Number of PCs x 30
10 – 14
right) Initiative: 10 + AL Fortitude: 10 + AL
Nothing happens; if nothing happens in the first round, +2 Willpower: 10 + AL Damage: 2d+AL
15 – 19 is added to the “2d + Day’s Modification” that determines Evasion: 10 + AL Defense: AL
the escort event in the second attempt. Unique Skills: Attacks up to “half of 1d” randomly chosen
Common Event 6: Encounter with a Pack of Monsters (see targets during one round. In addition, +[AL] to damage if its
20 – 24
right)
Might is reduced to half or less.
1 x (Sword) Cerberus (CR II, p. 404) attacks and a battle
25 or ensues. At the beginning of the battle, (Sword) Cerberus Defeat Rewards: 1 ★, “AL x 100 gamels”. If Daemons, then
more must be placed in the Frontline Area. If (Sword) PCs win, an additional 1 x Daemon's Blood (100G/Red A).
they gain 2★.

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132
Adventure Management Sheet
Number of PCs AL ☆ Management Cell
☆☆☆☆☆ ☆☆☆☆☆ ☆☆☆☆☆
☆☆☆☆☆ ☆☆☆☆☆ ☆☆☆☆☆
Information Gathering Table Exploration Relic Management Cell
Roll Result Procedure Relic Name Person Reference Obtained
2–4 Failure! 1. PCs Movement Lapis Lazuli Amulet Alexandra 52, 112 X
5–6 2d x 100 gamels was spent 2. Lord’s Movement Cloak of the Escort
Alexandra 98
7 2d x 50 gamels was spent 3. Events Phase Knight
8–9 1d x 50 gamels was spent 4. Free Activities Phase Black and Silver Flute Alexandra 105
10 – 5. Time Lapse Murakka Alexandra 38, 110
Success!
12 Kujata's Gem Katya 70, 112
Turban of the Old
Quest Management Cell Nomari
Katya 89
Quest Achieved Reported Old Nomari Waist Belt Katya 39
Polar Staff Katya 47, 110
Magitech Belt Zai 70, 112
Blessed Bouquet Zai 65
Avenger's Mask Zai 77
Magi-Repeater Zai 53, 110
Family Photo Locket Tautomi 36
Thunderfist Tautomi 46, 110
Air Shoes Tautomi 58, 112
Teutal’s Coffin Tautomi 88
Fairy Glasses Nanaly 82, 112
Jasmine Lyre Nanaly 55
Angraecum Ring Nanaly 59
Shield of the Great
Nanaly 60, 110
Sacred Tree

Calendar and Current Location


Day Day’s Mod. Time Period Event Details Rest Day Day’s Mod. Time Period Event Details Rest
1 0 Day

78 +11 Day Oxsilda's Fall (see p. 88) -


Consumable Item Management Cell Other
Lighting Preserved Foods

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Designer's Notebook
Tadaaki Kawahito Tanaka Kouji
Welcome to Korgana, where Daemons roam the land! It has been just over a year since the release of the previous
This region is located on the border with the Abyss, a Vice City, and we are excited to present the second installment
gateway to another world. The long Wall of the Abyss lies on of our story-type supplements.
its northern edge, where the Wall Guardians are engaged in a The theme of this campaign is a wilderness adventure,
never-ending battle with Daemons. where you will explore a vast area. You can play longer
In this book, five Fellows will support you in your sessions to conquer one area and face different types of
adventures in the dangerous Korgana region. They are adventures.
defenders who were once defeated in battles against Your survivability will be tested. Do you have sufficient
Daemons. By conquering the Shallow Abysses that appear in stockpiles of preserved food for long-distance travel? Do you
various locations, you will relive their past as prisoners of the have adequate lighting for nighttime searches? Do you have a
Abyss. Set out for the Korgana region to achieve your own tent ready to pitch when you need to camp? Please keep track
goals while settling the regrets and fates of the former of daily events like a journal, and complete them thoroughly
guardians! without rushing.
The campaign will take about 24 hours to complete, but We conducted most of the test play for this book
you can continue your adventure with the help of the events remotely, as the year was not ideal for in-person campaigning.
and maps in this book. Despite this, I don't think it spoiled the fun of this book as a
Despite the expected heat of the summer of 2020, the TTRPG at all. If you have difficulty getting together to play,
Korgana region, located at the northern limit of the Alfleim why don't you give it a try?
Continent, is an ideal place for a summer retreat due to its As mentioned in this book, if you create a 4th level
cool climate, even in the height of summer. The region also character using the “Character Building Book,” a supplement
has a mountain range where snow never disappears published last month, you can start playing right from the
throughout the year. “Prologue”. Give it a try!
Enjoy this book, and have a great summer adventure. We look forward to hearing from you after you have
Good luck! reached the front lines of the battle against the Daemons and
encountered all the guardians.

Staff List Web Content


Supervision:……………………………. Kei Kitazawa
(Group SNE site)
Writers:……..…………………………… Tadaaki Kawahito,
http://www.groupsne.co.jp/
Tanaka Kouji You can find here errata and FAQ, and interviews.
Development: ………………………… Group SNE
Cover Illustration:……………………. Tetsu Kurosawa (Fujimi Shobo official TRPG ONLINE Introduction page
Frontispiece Illustration:…………… akisa, Oka, Kankuro, of “Sword World 2.5”)
Tetsu Kurosawa, Shoko https://fujimi-trpg-online.jp/game/sw25.html
Nakazawa, Morechand This page contains information on downloads for various
Text Illustrations:………………….… akisa, Usui Rina, Oka, sheets and new releases.
Kankuro, Susumu Kuroi,
Tetsu Kurosawa, Shoko
Nakazawa, Tsuda
Numato, Morechand Original Release Date: 2020/07
Text Design:…………………………... Takahiro Sato Translation Release Date: 2023/04
Editing: …………………………………. Ryosuke Takeda

Translation & Editing:…............... Auquid


This is a free, unofficial, fan-based translation.
Please support original creators by buying Sword
World books and supplements.

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