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Petrifying Arrow

1
Introduction................................. 3 Port............................................ 88
City Of Mist ................................. 4 Screaming Gates ....................... 89
Glossary ....................................... 5 Jade Tower ............................... 90
Part 1 How to Play........................... 6 Endings ..................................... 93
How to Play this Campaign ........ 7 Fixed Missions List ................... 94
Overall Progress and Management Random Missions List ............ 101
........................................................ 8
Important Information about The City of
Other Rules ............................... 13 Mist ............................................ 105
How to Use Map ....................... 16 Random Events List ............... 107
GM Advises ............................... 17 Defeat Event ........................... 110
Part 2 Main Scenario ..................... 18 NPCs List ................................ 111
Entering City Of Mist ............... 19 Part 3 Data ................................... 121
Introduction 1: Captivity ........... 19 Magic Transformation Table . 128
Introduction 2: Request ........... 21 Monster List............................ 132
Introduction 3: Home.............. 22 Mounts List ............................. 139
Fountain Square ........................ 24 Mist Castle Block Map ........... 141
|
Prison ......................................... 87

2
INTRODUCTION
Welcome to Mist Castle! Feature 2: Random Scenario Development
This book is a collection of large-scale scenarios
(campaign) to make playing Sword World 2.0 (hereafter City Of Mist's adventures do not follow a set storyline;
SW2.0) more enjoyable. there are as many stories as there are players, spread out
The northern continent of Razeldawn is ruled by over three different introductions.
vicious barbarous. The City Of Mist there is the starting No one knows the entire city structure, which is
point for a new adventure for the players. shrouded in fog. Each time the game is played, the city will
The City Of Mist is a city of dangers and threats, where be randomly configured, and the story that emerges will
up to 10,000 humanoids are ruled by the barbarous. The depend on the player's actions.
players must become adventurers and take on the threats Every time you play, a new story is born - this is one of
of the City Of Mist in order to discover the city's secrets or the main attractions of the “Mist Castle.”
regain their freedom. This adventure is tougher than ever!
But at the same time, their adventures in this city will be Feature 3. Attractive Figures
very exciting and filled with a great sense of adventure.
Players will survive many battles against powerful enemies, The City Of Mist is a city of violence and chaos ruled
pass through many dangers, and can return home alive! by the barbarous.
This book is packed with an amazing amount of Naturally, there are numerous strong barbarous in the
adventures. So much so that it is impossible to get the full city.
picture in just one or two sessions. The “Green General” Yahakkazesh, who rules the city,
Try repeatedly to unlock City Of Mist's secrets one by and a number of other powerful barbarous characters
one. You will discover new discoveries, surprises, thrills, (NPCs) such as Ogres, Trolls, Scyllas, and
and excitement each time you play. Androscorpions.
They will be involved in players’ adventures as enemies,
Let us briefly introduce the features of this book. sometimes as allies, and sometimes as collaborators. Their
presence will enhance adventures and deepen the world.
Feature 1: You can play by yourself or with others! Of course, there are many other NPCs besides
barbarous. The total number of NPCs is over 50!
This book can be played with multiple players with a Depending on players' actions, various dramas and stories
game master (from now on referred to as “GM”) as in the will be created with them.
past, or it can be played alone without a GM. Of course,
you can also play with multiple players without a GM. Adventures in the City Of Mist are always accompanied
If you are a full-fledged GM, please read through this by death.
book and invite player characters (hereafter referred to as The slightest carelessness can quickly bring players to
“PCs”) to join the City Of Mist. the brink of death. They must be prepared to take on this
Whether you are just starting out in hard-hearted GM city!
or are just getting started, this is a great way to start a new
campaign. However, if you trust in your own wisdom and the
If you don't have a GM around or can't hold off on strength of your friends, a path will surely open up for you.
TRPGs until the next gaming session! This is also a great The excitement and thrill of passing through the toughest
option for those who can't wait until the next TRPG adventure will satisfy you like nothing else.
session. Adventuring on your own can be quite demanding,
but you'll experience a new thrill! Now, it's time for a new adventure.

May the blessing of the swords be upon you.

Kei Kitazawa

3
CITY OF MIST
so to speak, and humanoids are livestock. However, just as
OVERVIEW people do not unnecessarily kill livestock, barbarous
The City Of Mist is a city ruled by barbarous. people do not unnecessarily kill humanoids. They hunt
The city was built in the southern part of the Razeldawn and eat humanoids when necessary. In other words, when
Continent, in the Agia region, on the shores of Lake Chess, hunting people, vagabonds are hunted first. However, even
during the Magitech Civilization period. Principality of slaves will be hunted mercilessly even if they are confronted
Durlesburg and Lukythra Empire has launched numerous with a blade. Also, an upper barbarous slave may kill a
military campaigns to retake the city, and either fierce lower barbarous slave.
battles have been waged or ended in failure. Most of the vagabonds and slaves in the city are
Currently, the City Of Mist is ruled by “Green General” descendants of those who originally lived in the city. The
Yahakkazesh, Jade Basilisk, and is said to have thousands barbarous regularly hunt humanoids outside the city in
of barbarous troops stationed there. In addition, more than order to replenish the population of vagabonds and slaves.
10,000 humanoids live in the city as the lowest class, slaves,
and vagabonds. HONORARY BARBAROUS
The shores of Lake Chess are constantly shrouded in
mist as if to repel invaders, obscuring the entire city. In the city, there are humanoids called honorary
However, paintings and other images from the Magitech barbarous, who have been given rights almost equal to
Civilization period depict a beautiful city standing by the those of the barbarous above them. They have sworn to
lake, which tells scholars that the fog used to cover the city. side with the barbarous in the event of an invasion by the
However, it is not known what the cause of the current fog Principality of Durlesburg or other humanoid armies, and
is or whether it is the work of a barbarous. they wear the “Honorary Bracelet” as proof of this. If they
betray, the magic of this bracelet is said to be able to kill
them, and its magic power is said to work even when they
HIERARCHY IN THE CITY OF MIST are far away from the city, just like the “slave's collar”. In a
In the City Of Mist, standing at the top of all barbarous sense, the bracelet is a restraint to show loyalty to the
is Yahakkazesh, the “Green General.” The following are: barbarous. Only “Green General” Yahakkazesh can
• “Stagnant Poison” Ivan Aivan, bishop of the temple of remove this bracelet.
Bragzabas, the Goddess of Decay.
• “Great General” Putut, bishop of the temple of Dalkhrem, BARBAROUS AND SLAVE LIFE
God of War.
• “Queen of Sewage,” Ondine roams the basement of the Most barbarous have darkvision and are active day and
Jade Tower. night. Therefore, it is pointless to infiltrate the city by hiding
in the shadows at night. Also, going out at night in the city
• “Death Weaver” Paunella, tactician.
increases the risk of encountering a manhunt. This is not
Below these barbarous of the highest ranks are the
because barbarous frequently hunt at night, but because
upper barbarous. The upper barbarous is the backbone of
the barbarous with a monster level of 6 or higher. their prey, humanoids, do not roam the street at night.
In addition, there is a strict class society followed by Some of the upper barbarous live in mansions or
honorary barbarous, barbarous, slaves, and vagabonds. specific residences. Many of these upper barbarous have a
lifestyle similar to that of humanoids, and they treat their
slaves appropriately.
SLAVES AND VAGABONDS However, the number of such humanoid-like
barbarous is extremely small, and the majority are
A slave is a humanoid who has a barbarous master. barbarous whose slaves are not even sure where they sleep.
Slaves wear a “slave's collar” to indicate their position. This Such barbarous slaves, who are far from being humanoids,
collar is engraved with a different pattern for each master, have no choice but to find suitable shelter and sleep under
and the slave's owner can be identified by checking the the shelter of abandoned houses or back alleys, where their
pattern. The collar is also covered with magic and cannot personal safety is not guaranteed. For this reason, there are
be removed without the use of a magical key owned by the inns in the city for slaves and vagabonds.
slave's master. The collar can also be made smaller by
chanting the password to the key. Thus, the master can kill
their slave whenever they like. The magic power to reduce SCATTERED RUINS
the size of the collar also works when the collar leaves the
There are a number of Magitech Civilization period
city, so the slave's escape from the city means death.
Thus, the slave's right to live and kill is completely in ruins in the city, many of which are untouched, as few
the hands of the master barbarous. However, as a rule, barbarous are interested in such ruins. Therefore, it is
other barbarous cannot kill the slave because the slave is possible to find valuable magitech and magical devices in
the property of another barbarous. ruins. However, be careful as the security constructs and
A vagabond is any humanoid that is not a slave. traps remain intact.
Barbarous feeds on humanoids. This city is a huge ranch,

4
GLOSSARY
CIVILIAN SECTION
This is a generic term for humanoid NPCs that do not A section is a generic term for the various facilities in the
have a class in the City Of Mist. They have an ability score of City Of Mist. The section is always placed on a blank block
12 for all of them and are treated as having no class at all. and randomly placed when PCs move to a blank block or ask
for a location.
E VENT
An event occurs when the user moves to a section. There B ARBAROUS
are two types of events: fixed events and random events. Monsters classified as barbarous, such as Kobolds and
Goblins, are treated as citizens in the City Of Mist.
K EEPER
In the City Of Mist, some of the most important people VAGABOND
will cooperate with the PC. Most of them will guarantee the The lowest level of status in the City Of Mist. A humanoid
PCs a certain amount of custody by making them slaves. who is no one's slave is treated as a vagabond, and since
Keepers give the PCs missions and buy them loot earned in vagabonds have no status at all, they are hunted as food for
battle. the barbarous or killed on a whim.

PCS B LOCK
Indicates all player characters playing the City Of Mist. It is a unit that represents a section in the City Of Mist. It
is marked on the “Mist Castle Block MAP” as “A-1,” “B-4,”
CAMPAIGN and so on. A single section can be placed on one block.
In this book, one campaign is treated as “from the
introduction to escaping the City Of Mist.” B OSS
When fighting, such an enemy is reinforced with sword
B ASE shards. If it says “boss” in the monster's description, one of
It is the base of the PCs' adventures in the City Of Mist. the highest-level monster characters will be reinforced with
PCs can buy and sell goods, rest, and leave their belongings at sword shards.
the base. They can also store their belongings. The number
of “Bases” may increase depending on the nature of the M ISSION
adventure. PCs receive these requests and orders at the City Of Mist.
Missions can be fixed or random and are usually received
QUEST from keepers.
These are requests received from keepers or trusted NPCs In this book, PCs can increase their ability score and grow
for an indefinite period. Unlike missions, PCs do not have to their classes by spending experience points by completing a
solve them, but if they do, they will be rewarded in various mission.
ways.
H ONORARY BARBAROUS
SECRET SECTION It is a status given to humanoids who are competent in the
This is a summary text of City Of Mist secrets, important City Of Mist and to those who ostensibly cooperate with
information, etc. It should be treated as unknown unless barbarous. Formally, it is treated as a status higher than usual
important information is obtained as a result of an event or as barbarous.
a reward for a mission.
TB (T IME B AND)
U PPER B ARBAROUS This is the unit of time in the City Of Mist. There are six
The barbarous of level 6 or higher living in the City Of tb's: “morning,” “noon,” “evening,” “night,” “midnight,” and
Mist are the upper barbarous. The upper barbarous are very “dawn,” and one tb is about four hours.
influential in the City Of Mist and have a large number of
slaves. R OLL A 1 D, R OLL A 2D
“Roll a 1d” means a single roll of six-sided dice to
SLAVE determine the situation's outcome. To “Roll a 2d”, you need
This is a humanoid that is the property of an upper or to roll two six-sided dice.
honorary barbarous. As their property, they have a certain
degree of security (they cannot be kidnapped or murdered ★ (STAR )
without cause). This is a measure of how well an event is resolved. PCs
can get them when they solve an event. They will also get 200
P ARTY experience points for each ★ when they complete a mission.
The term is used to describe multiple PCs that are working
together.

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Part 1 How to Play

6
HOW TO PLAY THIS CAMPAIGN
This book is a supplement that uses the rules of SW2.0 position than ordinary barbarous, in practice this is not the
and is played in the “City Of Mist” under the control of the case.
barbarous. PCs will grow through missions in the city of An honorary barbarous is given an “Honorary
unfamiliar enemies, defeating the barbarous and Bracelet” so that they can be recognized just by looking at
sometimes cooperating with them, and if PCs finally escape it.
the City Of Mist, they will have achieved their goal.
Three books, “Sword World 2.0 Core Rulebook I - B ARBAROUS
III,” are required to play this book. This is the most common class in the City Of Mist. In
this city, any barbarous monster basically belongs to this
class. Even within the same barbarous class, there are
CITY OF MIST RULES
substantial differences in strength.
There are a number of differences from the normal Barbarous may feed on humanoids but rarely feed on
progression of SW2.0 in the way this book is played. While honorary barbarous or slaves.
the game's rules, such as Skill Checks and combat, remain
largely the same, the PCs’ position and objectives are very SLAVES
distinctive, and the way the game progresses and how time A slave is a humanoid who has been captured by a
is divided change. barbarous or taken from being a vagabond. The slave
Below are some of the things to keep in mind when becomes a human slave of the barbarous and is kept by the
playing this book, as well as some of the rules and upper barbarous or barbarous as a labor force. An
regulations at the City Of Mist. honorary barbarous can also have slaves.
Slaves are humanoids, but they are rarely attacked by
City Map barbarous because slaves are the property of their
The city is located in the central part of the Razeldawn barbarous masters. Barbarous would be reluctant to take or
continent, facing Lake Chess. The city, centered on the kill them without permission.
Jade Tower, is so vast that it is divided into nearly 40 blocks, The slave is given a “slave's collar” by their master. This
each of which is dotted with facilities and ruins. collar represents who the slave's master is and is a magical
Not much is known about the City Of Mist, and item that allows the master to strangle the slave at will. For
because of the fog over the city, there are no maps of the this reason, it means death for the slave to disobey their
city; even the barbarous who have been in the City Of Mist master.
for a long time only know the parts of the city they frequent. Once you become a slave of a particular barbarous, you
Each place is also a mystery, and it is said that only the ruler, basically cannot change your status unless your master
“Green General” Yahakkazesh, knows the entire area. releases you. If you are assigned as a slave of another
barbarous, you may be allowed to change masters.
Class System
The City Of Mist has a hierarchical system, from top to VAGABONDS
bottom: upper barbarous, honorary barbarous, barbarous, The vagabonds are the lowest class in the City Of Mist;
slaves, and vagabonds. they are not treated as people and live huddled together in
The class system is absolute, and those of lower status the abandoned settlements and ruins of the City Of Mist.
are not allowed to disobey those of a higher status. If a Without food or means to work, the barbarous attack and
lower-ranking person harms or damages an upper-ranking hunt the vagabonds for food or for entertainment.
person, even through negligence, they will be punished. Most vagabonds want to be someone else's slave, and
Most of them will be killed. few are willing to question their position or actively work to
improve it. They have little knowledge of the world outside
U PPER B ARBAROUS of the City Of Mist, so they do not even think about
The ruling class of the City Of Mist. Powerful escaping.
barbarous with a monster level of 6 or higher, including
Yahakkazesh, the Lord of the City Of Mist, are classified as City Of Mist Taboos
upper barbarous. The City Of Mist has unwritten rules that are unique to
this city. Death awaits only the slave or vagabond who
H ONORARY BARBAROUS breaks these rules.
This rank is given to humanoids who have contributed
to the barbarous in the City Of Mist in particular or to DANGERS OF F LIGHT
humanoids who have pledged to cooperate with the The City Of Mist has air defenses everywhere and is
barbarous in order to avenge the humanoids. A person can monitored at all times by the magical devices of the
become honorary barbarous by nomination from an upper Magitech Civilization period. PCs flying in the air above the
barbarous. surrounding buildings are sure to be spotted by these
A barbarous cannot become honorary barbarous. magical devices and will continue to be attacked while
Although honorary barbarous is supposed to be in a higher flying.

7
Any PC who flies anywhere in the City Of Mist and is
spotted by magical devices will die unconditionally. It is [X: YY], [F IXED SECTION X: YY]
impossible to escape from the City Of Mist by flying. This represents each section. When PCs move to a
However, lildraken and monsters who can fly can use the blank block, the corresponding section appears, and an
racial ability [Sword’s Grace / Wings Of The Wind] and event occurs. A “Fixed Section” preceded by a number
unique skills [Flying] and [Floating] by floating low enough indicates that it is a fixed section that has been written on
to be detected by magical devices (so will gain their the map from the beginning.
bonuses).
PCs staying at the City Of Mist know this (GM should A-1, B-2, AND SO ON
warn them).
This represents the location point of each block. When
PCs receive an introduction or a mission and decide on the
F ORBIDDEN T ERRITORIES destination, refer to the “Block Table” (see p. 141) and fill
There are areas of the City Of Mist that should not be in the destination in the corresponding location.
approached by slaves or vagabonds. The “Jade Tower” in
the center of the city and the canal surrounding the tower $, $$, $$$ (T REASURE)
are two such areas where slaves and vagabonds may be
The $ represents how much the treasure is worth. The
harmed simply by approaching.
more symbols, the higher the value of the treasure.
N OTATIONS
★ (STAR )
Various notations appear in this document. Here is
what each represents. ★ represents the degree of accomplishment of a
When the sentence “to be determined at random” mission or resolution of an event, as described in the
appears in the text, please use dice or other means to contents of the section (see p. 24). Also, at the end of the
determine the row to be selected so that all items have an mission, PCs will get experience points (200 points for
equal probability of being selected. everyone they get if they have accomplished the mission)
according to the number of ★.
[I NTRODUCTION X: YY] PCs should track the number of ★ they are currently
An introduction of how the PCs came to the City Of having in the City Of Mist using an adventure sheet (see p.
Mist. There are multiple introductions, and they can be 143).
selected by rolling 1d.

OVERALL PROGRESS AND MANAGEMENT


When playing this book, there are some parts of the Notes on Creation
process that differ from a normal session, such as As a rule, PCs should be used immediately after
movement and the passage of time. Below are the rules for creation without any additional XP.
how to proceed when playing this book and some of our Players may create a character in advance, or you may
rules for different situations. read the Introduction (see p. 19) in this book and check the
In the event of any discrepancy between the rulings in situation before creating a character. If the GM is present,
this book and those in the respective rulebooks, the the GM should decide when to create characters.
descriptions in this book should, in principle, take PC may buy equipment, have money, etc., as they are,
precedence over those in the rulebooks. but depending on the Introduction, they may lose them.
It is possible, but not recommended, to adopt the rules When creating a character to play this book, every
in this document for regular sessions. character learns how to speak Barbaric from the beginning.
In addition, since many Magitech Civilization Period
ruins and inscriptions appear, it is recommended that a
ABOUT PCS character capable of reading magitech be included.
When using this book, please pay attention to the
following. PC'S P OSITION
A PC's position in the City Of Mist is determined by its
GM and PCs Introduction. A PC which becomes a slave is given a Slave's
This book is a supplement for 1-6 players. Collar and is considered the property of the master. The
A GM is not required to play this book; everyone can Slave's Collar should be treated as an accessory to be worn
play as PCs, with one PC reading designated text. The game around the neck.
can be played even by one player alone as a solo adventure. PCs with some Introductions begin as vagabonds. A
Of course, having a GM will make various processes vagabond has a lower status than a slave and is not treated
smoother. The best example of this would be fighting properly. They have no rights of their own, and there is no
monsters. With GM, he/she can read specified texts and time for relaxation.
decide what happens next based on the choices and actions
of the PCs. ABOUT NIGHTMARES AND [ALTERNATE F ORM]
In the City Of Mist, there is no custom of shunning
those with soulscars, and since no one cares about the

8
details of the humanoid's appearance, the nightmare PC adventurer levels. When there are multiple PCs, an
can always be in [Alternate Form]. increase in someone's adventurer level may increase the
difficulty of the battle or check.
ABOUT P RIEST CLASS AND F AITH For this reason, please consult carefully with other PCs
Since the setting is a barbarous city, belief in the deities regarding growth.
associated with the First Sword of Lumiere is not publicly
recognized, and the PCs may be attacked if they are found
OVERALL PROGRESSION
to be believers in those deities or use their specialized
divine magic. Overall Progress Chart
Also, since the City Of Mist is located in the Agia region When using this book, follow the steps below.
of the Razeldawn Continent, the priests of the Minor Gods
listed in “Core Rulebook I - III” will have their MP cost Introduction
increased by 2. There will be no +1 MP cost for Major The PC's situation is determined at the beginning when
Gods because there is a hidden temple or a dusty cave of playing this book. The GM may choose whatever they like
each Major God somewhere in the City Of Mist where for the Introduction, or the PCs may decide by rolling the
there are Bases or Keepers, and the MP cost for them will dice.
not increase. Once the Introduction has been decided, the situation
There is a humanoid opposition in the City Of Mist, is read aloud and followed.
and if you show them proof that you are the priest of the An Introduction can be played only once per campaign.
first sword, they will trust you unconditionally and provide
you with information. Determining Base and Keeper
Once the Introduction is complete, the current location
ABOUT R IDER CLASS AND MOUNTS of the PCs should be written on the map (see p. 141).
The City Of Mist does not have humanoid rider guilds Depending on the Introduction, the current location
and does not allow the rent of mounts. Even if the PC has may be the Base. In this case, please also note on the map
the mount, it will be stolen or killed if they bring it to the that this is the Base of PCs.
City Of Mist. A Keeper may also be determined at the same time as
In the City Of Mist, some several animals and a Base. A Keeper is an NPC who is the PC's collaborator
magitechs are treated as mounts by barbarous, and if the or patron, and the PC can take missions, rest, and shop with
Rider level is appropriate, these can be used by PCs as the Keeper. Keepers may be replaced during the Mission
mounts. These mounts do not need mount certificates Progression.
required by the Rider's Guild, and mounts taken or For a detailed description of Base and Keeper, please
captured can be treated as the property of the PC and refer to the description of each section and the NPC List
stored in the Base (upkeep is required). (see p. 111).
Since barbarous mounts are not handled by Rider's
Guild, these mounts cannot be taken out of the City Of Mission Progression
Mist and deposited or sold by Rider's Guild. Once the PC's status Base and Keeper are determined
in the Introduction section, the mission can be carried out.
T RANSLATOR N OTE. ABOUT USE OF B ARBAROUS PCS A mission has a goal to be achieved by the PCs and
As this book was released before Barbarous Tales and corresponds to one normal session. The content of the
other future supplements that add barbarous races, this mission is different for each keeper.
book doesn’t account for this possibility. Beware that The time required to accomplish a single mission can
barbarous PCs will not work with this book as such PCs will range from one to two hours. Missions at the beginning
be considered of barbarous class (and not vagabonds or tend to be shorter, and those taken later tend to be longer.
slaves) and will break introductions and this campaign in See Mission Progression (see p. 10) for more
general. Ultimately it is up to the GM to allow or restrict information on mission progression.
the use of barbarous PC races in this campaign.
Ending
Caution when Growing As the PCs progress through the missions, secrets about
In the City Of Mist, enemy strength and target number the City Of Mist and how to escape will be revealed, and if
of checks are determined based on the average of all PCs' the PCs successfully use this information to escape the City
Of Mist, they will reach the end of the game.
The ending of the game will depend on how PCs
escaped and what actions they have taken up to that point.
In order to reach the end, they need to accomplish 10 to
15 missions, and they need to pass the final ordeal for the
ending.

9
MISSION PROGRESSION Please note that the City Of Mist is surrounded by walls,
and PCs cannot travel out of the city.
Each mission proceeds in the following steps. They may also stay in the same Block without traveling.
See Mist Castle Block Map (see p. 141) for an overall
view of the City Of Mist.

DANGERS OF T RAVELING AT N IGHT


If PCs move a Block when tb is “night” or “midnight”,
they may encounter monsters before reaching the
destination. See the City Of Mist at Night (see p. 14).

DANGERS OF NOT T RAVELLING


Suppose in the immediately preceding tb, one of the
PCs was casting Divine Magic while worshiping the god of
the first sword Lumiere. In that case, they must travel
somewhere or risk encountering the barbarous. See
“Priests Seen as Enemies” (see p. 14).

3. Determining Sections
Moving to a blank Block determines the section for that
location. The section is a collective term for facilities, ruins,
etc., that appear in a Block. Please refer to “How to
Determine Section” (see p. 17) to find out which section
will be placed in the Block PCs have traveled to.
Once a section is determined, it will not move or change
from that Block during the same campaign. Also, the same
section will not appear in more than one Block. The
number of blank Blocks is 36, and the number of sections
is 36, so if PCs travel through all the Blocks (or open one
as a mission destination, for example), all the sections will
appear.
1. Receive Mission Orders For the contents of each section, please refer to the
If PCs are not on a mission, they can take on a mission respective descriptions.
at any time by going to the Keeper. Please refer to the
respective descriptions (see p. 94) for the content of each T RAVELING T HROUGH K NOWN SECTIONS
mission. When traveling a Block where a section has already
When PCs receive a mission, the destination to which appeared, PCs can travel up to 2 squares per 1tb. An event
they should head on that mission may be determined. will occur at the place where travel ends.
Sometimes the destination location is already determined, Just because the first move is to a Block where a section
and sometimes it is determined by the “Block Table” (see has already appeared, it is not possible to move to a blank
p. 141). Block as the second part of travel during the same tb.
Missions can be taken as many times as PCs want in one
campaign. But they cannot take a mission that has been F IXED SECTIONS
completed once. PCs don’t know where anything will appear until the
Some missions are also called random missions. These destination is determined or they move to a blank Block.
are missions that, unlike fixed missions, can be taken from This indicates that the PCs are unfamiliar with the
any keeper. geography of the City Of Mist and have no knowledge of it.
When PCs receive a random mission, they may receive However, there are blocks in MAP that have sections
other missions, which are considered multiple missions at filled in beforehand. These are called “fixed sections”. All
the same time, and each mission should be processed as an of them are important facilities and dangerous sections of
individual mission separately. the city.
Fixed sections are treated the same way as sections
2. Travel already appearing in “2. Travel”.
Once PCs have a destination, they will travel to the City
Of Mist to that location. They can move once per 1tb. 4. Event Occurrence
The City Of Mist is divided into squares called Blocks, When a section appears, an event will occur for each of
which PCs can travel one by one. Movement can only be them. Events may occur invariably, or they may be
made vertically or horizontally to adjacent blocks. triggered by the actions of the PCs.
Movement is basically one square at a time, but in The events that occur are prioritized in the order of
exceptional cases, two squares may be advanced. For “Mission Events,” “Fixed Events,” and “Random Events,”
details, please refer to “Moving to a Section” (see right
column).

10
and once one of these events occurs, no other events will • Report to Keeper at Base
occur at the same time. • Meals
The actions taken by the PCs during the event will • Other actions the PCs may wish to do (up to the GM)
change the subsequent choices and circumstances. When
checks are requested, refer to the “Target Number In addition to the above, sleep can be taken. When PCs
Decision Table” (see p. 122) when determining the Target sleep, 10% of their HP and half of their MP (rounded up)
Number, and refer to the Encounter Tables (see p. 122) to will be restored every 1 tb.
estimate the monster that will appear. Similarly, the Trap
Decision Table (see p. 127) and Treasure Decision Table
7. Passage of Time
(see p. 126) may be used.
When PCs travel a Block and resolve an event in one
Please refer to the respective descriptions of each event.
section, 1tb will elapse. The current time should be
managed in the tb management table in the “City Of Mist
M ISSION EVENTS Adventure Sheet” (see p. 143).
These are events that occur as the mission progresses. Even if PCs do not move or an event does not occur,
Be sure to read the mission section carefully and check for 1tb will pass if PCs sleep or wait. See “Passage of Time”
mission events each time PCs move to a new section. (see p. 14) for more information on the passage of time.
Mission events will not occur unless the stated
conditions are met with the mission being received. 8. Mission Accomplished
Once PCs reach the destination of the mission, the
F IXED E VENTS mission will progress, and a climactic event (climax) will
Each section contains a numbered list of events that will occur. If they resolve this event, the mission will have been
occur, and the events occur in numerical order. accomplished.
Some events have conditions for their occurrence, such
as the time of day. If the condition is not met, the event will M ISSION F AILURE AND ABANDONMENT
not occur, and the next event in the sequence will occur. A mission fails when the mission objective becomes
Unless otherwise noted, the same fixed event will not unobtainable due to mission conditions or death. When a
occur in the same campaign. mission fails, PCs should return to the Base and report the
failure to the client. When they abandon a mission of their
R ANDOM EVENTS own volition, PCs also should report it to the client in the
If PCs travel to a Block where a section has already same way.
appeared and have already resolved all the fixed events for When the client is killed and the keeper changes as a
that section, a random event (see p. 107) may occur. result of the “Defeat Table” (see p. 110), all missions that
A random event may occur any number of times in the have been accepted by them will automatically fail. In this
same section. case, no report will be made to the client, and the PCs will
No random event occurs for sections without the immediately gain XP and grow.
“Random Event” icon (see p. 13). Fixed missions that are failed or abandoned cannot be
accepted again.
5. ★ Acquisition
By resolving events or winning battles, PCs may earn ★. 9. Growth and XP
The ★ represents the progress of the mission. The Each time a mission is completed or failed and PCs
more they gain in the mission, the more the mission returns to Base, they can grow.
They can spend the ability score by growing it once and
progresses. Some missions require a certain number of ★ earning experience points. Note that even if they complete
to be earned as a condition for completion. There are a mission, they will not earn experience points and will not
several types of conditions for acquiring ★. Please refer to be able to grow until they return to Base.
“★Description” (see p. 13). The number of experience points they get for
The ★ earned are also used to calculate earned completing a mission depends on the number of ★ PCs
experience points when the mission is completed. Please they have when they complete the mission. PCs will get 200
refer to “9. Growth and XP” below. experience points for each ★. If they fail a mission, they
Please keep track of the number of ★ earned by using will get 100 experience points for each of the first 5 stars
the ★ earning chart found in the “City Of Mist Adventure and 200 experience points for each of the 6th and
Sheet” (see p. 143). subsequent stars. Also, experience points are awarded for
the number of monsters defeated (as per the rulebook) and
6. PCs’ Free Time for automatic failures.
After resolving an event or if no event occurs, the PCs Once a mission is completed, all experience points are
can take free actions. These actions are basically treated as summed up, regardless of what kind of event they were
if no time has elapsed. earned in. Then, if PCs grow, the number of ★ they have
earned will return to 0.
Free Time Actions Even if PCs have received multiple missions if they
• Using herbs and potions complete one of them and return to the base, all the★ they
• Shopping and selling loot

11
have earned at that time will be calculated as experience A random event will occur if neither a mission-related
points, and the number of★ will return to 0. event nor a fixed event occurs. To determine it roll 1d.
If an event that has already happened is chosen, add 1d
10. Receive New Mission Orders more to the first one, and a random event with a number
Once a mission is accomplished, a new mission can be corresponding to the sum of the roll will occur. If the same
received at the Base. At this time, depending on the mission event also was chosen, then the number is added again by
accomplished, they may automatically receive a new 1d. The same random event will never occur twice.
mission, or the Base or Keeper may be changed. There are only 20 random events available. If the result
PCs can also choose not to accept a new mission. In this of rolls is 21 or more, the lowest numbered of the random
events that have not yet occurred will automatically occur.
case, all of the ★ they have earned up to that point will be
After all 20 random events have occurred, the random
stored until they take another mission and complete it.
events are determined again from the beginning, assuming
If PCs receive a new mission, proceed in the same way
that all random events have not yet occurred.
again from “1. Receive Mission Orders”.
Encounter Tables (see p. 122)
ABOUT QUESTS The Encounter Table determines the type of monsters
and the number of monsters to fight. It is used when
When moving around the City Of Mist, PCs may monsters appear in missions, events in sections, arenas, etc.
receive a Quest from an NPC. Go to the Encounter Table of the classification indicated in
Quests are requests received from NPCs for an the event.
indefinite period of time. Quests may include collecting
specific items or defeating barbarous. For details, please
DETERMINATION OF M ONSTER T YPE
refer to their section descriptions.
Quests are different from missions in that they can be To determine the type of monster, first, determine the
completed at any time, and PCs will be rewarded and earn average of all the PCs' adventurer levels and see where it
applies; then, roll the number of dice determined by the
★ for completing them. The ★ earned from Quests are
number of PCs, and the monster corresponding to that roll
calculated at the time of completion of the mission, just like
appears. If there are 4 or more PCs, 2 dice are rolled, and
other ★. two monsters will appear (or groups) at the same time (if
Quests may be obtained from more than one NPC at the rolls are the same, the number of monsters is doubled).
the same time and do not necessarily have to be completed;
once a Quest is completed, the same NPC may continue to Number of PCs Dice to Roll
provide Quests. 1 1d
2 1d+1
ABOUT TABLES 3 1d+2
4 Twice 1d
When playing this book, you will use a variety of tables. 5 Twice 1d+1
This section describes the situations in which each table is 6 Twice 1d+2
used and how to use it.
Each table may use dice to determine the contents. If B OSS M ONSTERS
there is a GM present, these dice may be rolled by any of
When PCs battle a monster, the “boss” or “treat it as a
the PCs or by the GM. If there is any doubt as to who
boss” statement will make the monster a boss.
should roll the dice, the PCs may take turns.
When rolling on Encounter Table to make a boss
appear, the average of the PCs' adventurer level is treated
Random Missions (see p. 101) as 1 higher than usual. If there are multiple monsters and 1
Random missions can be obtained by asking a keeper. character is treated as the boss, one of them is treated as
Random missions can only be received from keepers, and the boss, and the others appear as they are. When there are
new random missions cannot be received when other fixed 4 or more PCs, and the Encounter Table needs to be rolled
or random missions are in progress (fixed missions can be twice, one roll is made with the average level of the PCs as
received while random missions are in progress). it is, and the other roll is made with the average level 1
Roll 1d then determines the random mission's content higher, and the boss appears.
and follows each mission's instructions. Unlike regular Bosses always have a number of sword shards equal to
missions, PCs can receive the same random mission as their monster level. See “Enhancement by means of 'Sword
many times as they wish. Shards'“ (see CR I, p. 401).
Random missions proceed in the same way as fixed
missions.
Target Number Decision Table (see p. 122)
The Target Number Decision Table is used when a
Random Events (see p. 107) Skill Check is requested during an event.
A Random Event is an event that occurs at random As in the Encounter Table, the average of the PCs'
when PCs move to a block where a section has already adventurer levels is calculated, and the Target Number of
appeared. Random events cannot occur in sections that do the check is determined according to the description. “TN
not have a “Random Event” icon. A” is the target number for relatively easy checks, “TN C”

12
is the target number for difficult checks, and “TN B” is and C sizes. “A” size is a trap that causes relatively little
somewhere in between. damage, and the further you advance to “B” and “C,” the
Once the Target Number is determined, a Skill Check more damage it causes.
is performed; if the success value is greater than or equal to
the previously determined Target Number, the check is DETERMINATION OF T ARGET N UMBER FOR DANGER
successful. SENSE AND DISABLE DEVICE
The Target Number Decision Table can be used when When a trap appears in an event, before deciding
specified and when PCs want to perform a check in various whether or not to disarm the trap, the type of trap should
situations (or when GM wants to ask for a check). be determined in advance using the Trap Decision Table.
The Target Number of the Danger Sense check to find the
Treasure Decision Table (see p. 126) trap and the Target Number of the Disable Device check
The Treasure Decision Table is a table that determines to remove the trap are determined by the size of the trap.
what treasures can be found in treasure chests at events or The Target Number is determined by comparing the
given as rewards by keepers. average of the PC's adventurer level and the size of the trap
The treasures that appear at the event have a fixed value to the Target Number Decision Table (p. 122).
of “$,” “$$,” and “$$$.” The more $s, the more valuable If there is no GM, the PCs will know the type of trap
the treasure is. before disarming it, but even if they know the contents of
When a treasure is found, the player rolls 2d to obtain the trap, they cannot notice the trap without a successful
the treasure corresponding to the roll and its value. The Danger Sense check, and they cannot disarm it without a
higher the result, the more valuable the treasure is. successful Disable Device check.
The value listed for the treasure is the price at the time
of sale. If equipment is acquired, the sale price is half the DESCRIPTION OF THE T RAP
purchase price.
Depending on the Trap Decision Table, a trap may be
decided upon that is not appropriate for the location. If the
Trap Decision Table (see p. 127) GM is present and feels that the trap is unnatural, he/she
The Trap Decision Table determines the nature and may change it to another trap.
scale of the traps featured in the event. 1d should be rolled
to determine the type of trap corresponding to the A, B,
OTHER RULES
Here are some rules unique to this book, other than the Random Event Icon
overall progress and management, such as detailed rules on If no mission event or fixed event occurs in the
the passage of time, what can be done at the base, and death section with this item, a random event will occur.
and resurrection.
Rest Icon
The section is where there is a safe place to rest
OUT OF PLACE DESCRIPTIONS (sleep).
The descriptions in the text of the main scenario in this
book can sometimes be unnatural, depending on the Sale Icon (Buy/Sell icon)
number of PCs, the presence or absence of a GM, the This section allows PCs to sell items such
ongoing situation, and other factors. For example, there are as equipment, loot, and sword shards to
descriptions of NPCs who have already met and those who exchange them for gamels. When the second buy/sell icon
are meeting for the first time or when a randomly is displayed, PCs can buy more equipment and supplies.
determined event or monster does not fit the situation.
At these times, we recommend that you play the game
with a certain tolerance for the unnaturalness of the
★DESCRIPTIONS
situation; in the presence of a GM, the GM's judgment will The ★ that can be earned by resolving events, and there
take precedence over the descriptions and settings in this are several types of ★. Each should be handled as follows.
book.
+★
ABOUT ICONS Whenever that event occurs, PCs will receive the
Each section may have icons listed. These icons are of number of ★ listed. Once PCs receive one, they will not be
four types and represent what happens in that section and able to receive any more for the same event.
what the PCs can do voluntarily.
Below is a description of the icons listed. (+★)
Depending on how the event is resolved, PCs may or
Keeper Icon may not receive a ★. Once they receive one, they will not
A section where there is an NPC who may be a be able to receive one in the same event after that.
keeper. If PCs are friendly with the NPC, they
can treat this section as a Base.

13
+★ ( *) Of Mist, a PC can recover this in 1tb, not in 3 hours of
It is listed for events that occur any number of times. sleep.
Each time an event is resolved once, PCs will receive the The PC can recover by sleeping up to 2tb per day. Sleep
can only be performed in the “Base,” where it is clearly
number of ★listed for that event. Some events have a fixed marked with the rest icon.
number of occurrences. PCs must also eat one meal per day in the City Of Mist.
They can eat a day's worth of preserved food or at any of
PASSAGE OF TIME the places listed as having food available. Time will not pass
after PCs eat.
TB ( TIME BAND) If a character has not eaten or slept between “morning”
When playing this book, time is managed in a special and “dawn,” the next “morning,” they lose 1 point of
way: the City Of Mist divides the day into six time bands, maximum HP and MP and take a -1 penalty to all checks.
and one time period is called 1tb (one band). tb has six This penalty is cumulative for both eating and sleeping. A
different parts: morning, noon, evening, night, midnight, meal penalty is eliminated when PC eats, and a sleep
and dawn, with morning, starting at 6 a.m. 1 TB lasts about penalty is eliminated after sleep.
four hours.
When the pcs make travel and resolve the event, 1tb Summary
elapses.1tb can be passed even if they do not move or do See Time Lapse Chart (see the next page) for the 1tb
nothing at that location. No event will occur at the Base, but time passage.
it is possible to rest there.

Rerolling Checks WHAT PCS CAN DO A BASES


Some Skill Checks take a long time to complete. If PCs In addition to receiving missions, growing, etc., PCs can
fail these checks and try again, more time will pass. also do the following at the base. However, the details differ
The City Of Mist will not allow PCs to retry a check that depending on the type of Base and the keeper. For details,
requires more than 6 hours to complete. please refer to the description of each section.

City Of Mist at Night Sleep


City Of Mist at night is dark, and humanoids cannot act At Base, PCs can sleep safely. Safe sleeping may be free
properly without lights. When tb is night, midnight, or of charge, and if there is a fee, the fee will be listed.
dawn, they receive a -4 penalty modifier due to poor
visibility without lights. When using torches, a minimum of Shopping (ammunition, preserved food,
two torches must be consumed per tb. torches, rope)
If PCs try to travel at night or midnight, they may Ammunition, food preserves, torches, and ropes can be
encounter wandering barbarous or bandits. When purchased at any time at Base. Other equipment and
declaring travel, the players should roll 2d, and if the roll is supplies can only be purchased at the section where they
6 or less, the player encounters these monsters, and a battle are listed as available for purchase.
ensues. The type of the monsters encountered is
determined by the Encounter Table (see p. 122). This
Sell Loot
encounter will not occur unless the travel is made at night
PCs can sell loot at the Base acquired from monsters,
or midnight.
sword shards, and other items. The price of the loot
If PCs are vagabonds, they also need to roll 2d when
remains the same, and a single sword shard can be sold for
traveling at dawn. If the resulting roll is 6 or less, the PCs
200G.
encounter a monster.
Sword shards cannot be deposited and used to increase
Therefore, traveling between night and dawn can be
reputation because the City of Mist does not have an
quite dangerous.
adventurer's guild.
Priests Seen as Enemies
Leave Money or Goods with the Keeper
If PCs cast Specialized Divine Magic linked to the first
Keepers can store a portion of PCs MONEY, various
sword Lumiere at that section and tb has elapsed, they may
items, mounts, etc., for free. Please record the items PCs
encounter a barbarous if they stay at that location. After not
deposit in the “Money and Items Deposited with Keepers”
traveling, before the event occurs, roll 2d, and if the roll is
section of the City Of Mist Adventure Sheet (see p. 143).
6 or less, a barbarous are encountered, roll using
Even if PCs lose their equipment or items they were
“Barbarous Encounter Table” (see p. 122), and a battle
carrying as a result of the Defeat Table (see p. 110), PCs
ensues.
will not lose any of the gold they deposited with the Keeper.
If the location where PCs are staying is Base, this
However, if they betray the Keeper's trust or the
encounter will not occur.
“Eradication Chart” results in the Keeper being changed,
PCs will lose all of the gold and goods they deposited.
Sleep and Food
Core Rulebooks state that 3 hours of sleep will restore
Create a Shrine
10% of your HP and half of your MP. However, in the City
A PC with the Priest class can create a shrine (see CR
III, p. 223). If they create a shrine in the Base, the MP cost

14
for a particular Minor God will not be increased inside the and interrogate them after they are defeated, they will not
City Of Mist. get any particular information from them.
However, if PC creates a shrine in any other place than If a GM is present, monsters in the Encounter Table
a Base, it will be destroyed the next day by the barbarous may surrender or flee in order to temporarily delay the
and others who roam the city. processing of the battle. In this case, the enemy who
surrendered or fled should be recorded as defeated for
experience points.
PCS SEPARATION
Although multiple PCs can act differently, this is not Distance at the Start of the Combat
recommended when playing this book. When combat begins, unless otherwise stated, the
When making decisions in the Encounter Table, etc., distance between the PCs and monsters at the start of
please make sure to make decisions based on the number combat is 5 meters. If there is more than one PC, the
of all PCs participating in the session, not on the number distance between the PC in front and the monster will be 5
of PCs at that moment. meters, and the other PCs will be within 5 meters behind.
If there are multiple monsters, they are placed in the
same way as the PCs; if there is a GM, he/she is free to
EXTENSIVE EFFECTS AND LONG-TERM decide which monster is in front of which; if there is no
EFFECTS GM, all monsters are placed as close to the PCs as possible.
Translator Note: This book was released when only
Effects that have a radius of 1km or more, such as advanced combat was present in the original Core
magic, are considered to have an effect on the entire Block. Rulebooks, so feel free to adapt these rules for simplified
Also, effects with an effect duration of 3 hours or more, and standard combat.
such as magic, are effective for 1tb.
Monster Knowledge
The PCs’ knowledge of the encountered monster is
ABOUT MONSTERS
determined as usual by the Monster Knowledge check.
In the City Of Mist, combat will always occur when the However, in the absence of a GM, regardless of the
PCs encounter a monster, such as a barbarous or a results of the monster knowledge check, one of the players
humanoid bandit. Monsters who appear in the Encounter must see the monster data in order to process the battle.
Table will not surrender even if the situation is unfavorable Therefore, the PCs will automatically succeed on all
but will fight until they are defeated. Even if PCs capture Monster Knowledge checks only when there is no GM
present.

15
Of course, PC with Sage class must roll check greater DEFEAT
than or equal to the weakness to identify weak points.
Please note that a successful Monster Knowledge check If all PCs are defeated by the monster, or if all PCs are
should be recorded in the “Special Rules for PC and NPC disabled, or if the PCs declare a surrender to the monsters,
Death and Resuscitation” (see this page). Once a PC that the PCs are defeated by the monster.
has successfully completed a Monster knowledge check In the event of defeat, refer to the Defeat Table (see p.
dies, it can be resurrected by asking the Keeper to do so. 110) and roll 1d consulting with it.
And if a character who made Monster Knowledge is alive, Also, if the PCs are subjected to petrification, curse, or
data can be checked the next time monster is encountered. other effects that continue even if they are defeated, they
Whether or not a weak point can be detected is done on a will die regardless of the result of the Defeat Table.
combat-by-combat basis.

ACTIONS OF M ONSTER IN COMBAT


SPECIAL RULES FOR DEATH AND
The GM basically decides what the monster will do in RESURECTION
combat; in the absence of the GM, the monster will attack If PCs die, they can be revived by asking the keeper to
a randomly selected target with as much damage as do so. There are roughly two ways to revive a PC. One is
possible. to borrow 10,000G from the Keeper and ask to be revived
If you want to determine the monster's action in any by Spiritualism Magic [Resurrection]. When revived by this
other way, you may roll 1d and take action corresponding method, the revived PCs will not be able to escape from the
to the roll in the Monster’s Action Decision Chart (see p. City Of Mist until the debt is paid off.
126). If it is not possible to make an action corresponding The other method is to leave the body with “Grave
to the roll, refer to the lower row. If that is not possible, Robber” Mugido (see p. 120), and have him revive the
refer to the lower row again and so on. corpse after making modifications to it. In this case, some
parts of the body will be altered. Refer to the “Magic
M ONSTERS R IDING M OUNT Transformation Table (see p. 128).
In the City Of Mist, monsters on mounts sometimes PCs undergoing Magic Transformation are revived
appear, such as a Mounted Bandit (CR III, p. 410). The after 1 day (6tb); if there are multiple PCs, 1 day is required
mounts of these monsters are not horses, but Bohr (see p. for each PC. While someone is undergoing Magic
139) and Ox (see p. 139), which are available in City Of Transformation, the other PCs are detained by Mugido
Mist. If you have a GM, you can replace the horse data and cannot do anything.
from monster data with these mounts' data if you wish. In both cases, the soulscars are accumulated according
to the number of days it took to resurrect the patient.

ESCAPE Resurrection without Keeper


There may be times when the PCs may wish to flee the PC vagabonds or without a Keeper are automatically
battle. In that case, they can attempt to escape in the resurrected by Magic Transformation. If all the PCs are
following ways. resurrected after being defeated, the process is as described
First, all fleeing PCs must be able to make a Full Move. in row “7” of the “Defeat Table” (see p. 110).
Then, at the beginning of the PCs' turn, all PCs
attempting to escape the need to roll Adventurer level + Death by “Slave’s Collar”
Agility modifier, and the Target Number is “Monster level If the PCs displease their master or leave the City Of
+ 7”, which is generally the highest among the participating Mist while wearing the slave's collar, they will be killed by
monsters in the battle. the collar's magic (they will be defeated). If the PC is
Compare the difference between the success value and resurrected, it will be dealt with as in row “7” of the “Defeat
the Target Number and consult with Escape Table (see p. Table” (see p. 110).
126).

HOW TO USE A MAP


When playing this book, you will be playing while filling To determine the Block where the section is to be
in the Mist Castle Block Map (see p. 141). placed, roll 1d, look at the first column of the Block Table
Map blank blocks can be determined as mission (see p. 141) and place the section in the Block that
destinations or randomly determined by PCs’ travel. corresponds to the roll. Write the number and name of the
This section describes how to fill a map. corresponding section on the map.
If the Block marked in the first column already contains
another section, it refers to the next column on the right
HOW TO DETERMINE DESTINATION and places the section in the corresponding Block.
When deciding on the “Base” during the Introduction If all Blocks from the 1st Blocks to the 6th Blocks are
or when deciding on the destination after receiving a occupied by other sections, the section is placed in the
mission, PCs decide in which Block in the Map the desired nearest vacant Blocks from the PC's current Blocks. If
section is located. there are multiple empty Blocks close to the PC, then the
block is randomly determined by dice or other means.

16
If the section determined at random is already placed
Examples of how to Determine Destination in another Block, 1d is added, and if it is 1-3, the section
Suppose that you have to decide where the Base is to with the smaller section number is placed. If it is 4-6, place
be located in the Introduction section. the section with the higher section. If all the smaller (larger)
First, roll 1d and look at the first column of the Block section numbers have already been placed, the larger
Table. If the result is 4, the section of the base is placed in (smaller) section number is placed.
the D-5 block on the MAP.
After playing Introduction, suppose you need to take Example of how to Determine Section
on a mission and decide on a destination. Suppose that section numbers 14, 21, 22, and 23 are
Then, 1d is rolled again. If the roll is 2, the destination already placed in some blocks, and the PCs travel to a blank
section is placed in Block C-4. If the roll is a 4, the first row block.
D-5 is already occupied, and the destination section is To determine the section to be placed, 1d was rolled
placed in Block D-2 in the second column. twice, resulting in 2 and 4. In this case, the section “24:
Gladiators' Quarters” will be placed in that section.
Next tb, the PC again traveled to a blank block, but this
HOW TO DETERMINE THE SECTION time the roll was 2 and 3. However, “23: Prostitution
If the PC travels to a blank Block, you need to Street” has already been placed on the other Block.
randomly determine the section placed in that Block. Therefore, the PC must further roll 1d. If the roll is “1-3”,
First, 1d is rolled twice, and the result is a two-digit then the “16: Bridge over the Drainage Channel should be
number, which is the number of the section to be placed in placed. If the roll is “4-6,” then the [25: Grief Plaza] should
the block. be the higher section number available.
If the roll is 4 and 2, it means that the section of [42: Note that the number in the section corresponds to the
Cul-De-Sac Tenement House] will be placed there. roll of the dice, so the number below 21 is 16.
Once the section is determined, write the section
number and name in the blank block to which PCs have
traveled.

GM ADVISES
When GMing using this book, please note the following strength of monsters. However, you should not make
changes that will only make the player experience tougher.
HOW TO PROVIDE INFORMATION
ON GM’S AUTHORITY
As GM, you may read the descriptions in this book out
loud when giving information to the PCs, such as sections, If GM's ruling differs from the description in this book,
events, and important information. However, it is a good GM's ruling will take precedence in principle. However, if
idea to check beforehand which parts of the book will be you just make different rulings each time, there will be
read out loud, as some parts of the book should remain more parts that do not fit the descriptions of this book, and
hidden from PCs, as they might be key to solving mysteries. it may become more difficult to run this campaign. GMs
should try to follow the story in this book as closely as
possible.
MANIPULATING RANDOM DECISIONS
As GM, you may intentionally change randomly
determined parts of the book to make the session more
interesting, such as the placement of sections, events, or the

17
Part 2 Main Scenario

18
ENTERING THE CITY OF MIST
PCs are in the City Of Mist. Introduction Decision Table
First, the PCs must decide why they are in the city. Roll 1–2 Introduction 1: Captivity (see p. 19)
1d (or choose with GM) and refer to the Introduction 3–4 Introduction 2: Request (see p. 21)
Decision Table. This will determine why the PCs are in the 5–6 Introduction 3: Home (see p. 22)
City Of Mist, how they came to the City Of Mist, and the
purpose of their adventure in the City Of Mist.

INTRODUCTION 1: CAPTIVITY
The PCs were adventurers based in the adventurer's guild the barbarous rule, they might be able to give PCs some useful
in Kashkarn. However, they were captured after an unlucky information. He tells PCs that a young man named Melchior,
encounter with a powerful group of barbarous on their first a member of the Wind Brigade, lives at [41: Bandit's Path].
adventure. The barbarous captives were brought to the City
Of Mist. Yamur Becomes the Keeper
All equipment, possessions, and money must be erased Thereafter, [32:Yamur's Bar] becomes a Base. Decide the
from the character sheets. Block for [32:Yamur's Bar] and write it on the map. After that,
In the City Of Mist, the PCs are sold as slaves. The PCs, determine the block for [22:Open-air Market] and write it on
who have been training to become adventurers, are sold at a the map.
higher price than the other slaves, much to the delight of the Yamur will remove the Slave's Collar whenever the PCs
barbarous who have captured them. want to become vagabonds (not slaves).
At this point, it must be determined who won the bid for
the PCs. Roll 1d then refers to the “Master Decision Table” PCS’ N EXT M OVE?
to determine who won the bid for the PCs. In a party's case, it >Aiming for Bandit's Path
is assumed that the same person won all the bids. PCs must go to [41:Bandit's Path] to get in touch with the
The master puts a Slave’s Collars on the PCs (see p. 4). Wind Brigade. Refer to the mission list's fixed mission “Get
They cannot refuse this, and even if they resist, the slave city's in Touch with the Wind Brigade” (see p. 94) to proceed with
barbarous will seize PCs and forcibly put a Slave’s Collar the game.
around their neck.
Once the master has been determined, refer to the
respective master's section to proceed with the game. 2. DAEMON TAMER ZABAR
Wearing a Slave’s Collar PCs are sold to a male tabbit with bluish black fur.
Put Slave's Collar in the Neck accessory field on the He is Daemon Tamer Zabar, the most famous
character sheet. businessman in the City Of Mist. As his name implies, he has
a large number of daemons, and the PCs find themselves
Master Decision Table surrounded by something invisible, “bumping shoulders with
nothing” and the like. It is the Invisible Daemon Godbell (CR
1–2 Go to “1. Honorary Barbarous Yamur”
III, p. 397).
3–4 Go to “2. Daemon Tamer Zabar”
Zabar brings the PCs to his store, [53: Tricolored Tents].
5–6 Go to “3. Shepherd Don Bucado”
He then promises that if they serve him well enough, he will
eventually release them from their slavery and allow them to
1. HONORARY BARBAROUS YAMUR escape the city. He then orders PCs to retrieve a lost item from
[33:River of Bones]. The lost item is a Red Gem Pendant.
PCs are sold to a dwarf man with a long beard woven into Zabar tells the PCs that they will not make it out alive without
an artful shape, with a number of dangling accessories. He is weapons and armor and that they may take equipment or
an honorary barbarous named Yamur, who runs a bar, and items from his goods, up to 1,200 gamels per person. This is
PCs were bought to be employees. In fact, he uses his position where PCs should get their equipment and personal
as an honorary barbarous to protect many slaves. Yamur tells belongings in order.
this to reassure the PCs. However, Zabar does not tell PCs exactly where [33: River
Yamur takes the PCs to [32:Yamur's Bar] and asks them of Bones] is located. Zabar says, “I don't need a useless person
to work at the bar. When working at the bar, refer to who can't even find River of Bones”. PCs must start by finding
[32:Yamur's Bar] to get paid. [33:River of Bones].
If the PCs offer to escape from the city, Yamur will allow
them to find a way out using the tavern as a base. During this Zabar Becomes the Keeper
time, the PCs do not have to work in the tavern. However, Thereafter, [53:Tricolored Tents] will become the Base.
they can work anytime they are in need of money and earn The Block of [53:Tricolored Tents] should be determined
pay. He will give 1,000 gamel to each PC. He also and written on the map.
recommends that they go to [22: Open-air Market] if they Zabar will remove the Slave's Collar for a fee of 6,000
want to buy equipment. He also will say that if they get in touch Zabar points. Zabar points can be earned by completing
with the Wind Brigade, one of the organizations that oppose

19
Zabar’s Requests. For more information, see “1) Daemon L IST OF WELL-KNOWN MONSTERS
Tamer's Zabar (see p. 69) in “3. Blue Tent” of [53: Tricolored
Tents]. Name Data Location
Mo Ruge, the 11: Fountain
1 Boggart (CR I, p. 444)
PCS' NEXT M OVE? “Strangler” Square
>Recover Lost Item Ga Zome, the
2 Boggart (CR I, p. 444) 63: Arena
“Butcher”
PCs must recover the lost item of Zabar. Refer to the fixed
Human, Priest of
mission “Recover Lost Item” (see p. 94) in the mission list to Mururia, the
3 Metissier (Corrupted 63: Arena
proceed with the game. “Death Bonded”
Priest (CR II, p. 408))
Belzepary, the Lesser Ogre (CR I, p.
4 13: Drug Den
“Dreamer” 446)
3. SHEPHERD DON BUCADO Yo-ni, the “Sipping Lesser Ogre (CR I, p.
5 63: Arena
PCs are sold to Lildraken, who has jet-black scales. Sadness” 446)
Ho Ruhe, the
He is an honorary barbarous named “Shepherd” Don Boggart Swordsman (CR
6 “Scarlet Twin 63: Arena
Bucado, who was once called “the best gladiator in the City Blades”
II, p. 295)
Of Mist.” He is now retired and makes his fortune by having Nefeteti, “Warrior Goblin Shaman (CR III,
many slaves compete in the Arena as gladiators. PCs were 7 63: Arena
Priestess” p. 300)
bought by him to be gladiators. “Bonehead” 31: Abandoned
Don Bucado brings the PCs to [24: Gladiators' Quarters] 8 Troll (CR I, p. 450)
Sonnenfeles House
and orders them to compete as gladiators in [63: Arena] Nurzuf, the “Priest
9 Troll (CR I, p. 450) 63: Arena
matches; for Arena matches, see [63:Arena]. Note that the of Disgrace”
chance of being forced into a series of matches at the “whim “Ruin Hoof” Centaur Impaler (CR II,
10 63: Arena
of the barbarous” is reduced because Don Bucado's gladiators Kolden p. 300)
are given special treatment in the Arena. Lizardman Tamer (see p.
11 Madame Hedron 21: Dry Well
If the PCs win the Arena match, half of the prize money 132)
“Crazy Scissors” Caesarscorpion (CR II,
will be Don Bucado's share. After fighting in the Arena, the 12 63: Arena
Damaskesno p. 304)
PCs will have two days of freedom but must return to the Valentino, the “Red
Gladiators' Quarters [24: Gladiators' Quarters] by dawn after 13 Minotaur (CR II, p. 305) 63: Arena
Waterfall”
two full days have passed. If they do not return and the Zu Gri, the “Lord
morning arrives, they are considered to have escaped and will 14 Ogre (CR II, p. 303) 51: Ruins
of Greed”
be eliminated by the magic of the Slave's Collar. Wa Ji, the “Lord of
15 Ogre (CR II, p. 303) 63: Arena
PCs who have become Don Bucado's slaves must abide by Cruelty”
his rules, see “2. Visiting Don Bucado” (see p. 41) in [24: 16 “Failure” Heurica Basilisk (CR II, p. 309) 25: Grief Plaza
Gladiators' Quarters]. 26: “Burning
Jabardine,
After these explanations, Don Bucado gives the PCs a 17 Basilisk (CR II, p. 309) Dancer”
“Blackburn”
1,000 gamel per person and tells them to buy weapons and Pavilion
armor at [22: Open-air Market]. After that, he orders them to “Death Weaver” 32: Yamur's
18 Faceless (CR II, p. 313)
Paunella Bar
go to [63: Arena] after two full days have passed and competed
Giorgi of the Lizardman Mariner (CR
in the match. Of course, if PCs don't make it in time, they will 19 63: Arena
Flowing Water III, p. 301)
die. Despino, the
20 Hill Giant (CR II, p. 319) 63: Arena
“Crushing Fist”
Don Bucado Becomes Keeper Amate Dali, the
Ogre Berserker (CR III,
After that, [24: Gladiators' Quarters] will become Base”. 21 “Master of Mythical 63: Arena
p. 303)
Decide the Block for [24: Gladiators' Quarters] and write it Beasts”
on the map. After that, determine the block for [22: Open-air “Stagnant Poison” Elf, Priest of Bragzabas 65: Temple of
22
Market] and write it on the map. Ivan Aivan (Evil Bishop (see p. 138)) Bragzabas
Don Bucado will remove their Slave's Collars if the PCs Blood Troll, head priest
Puteute, the 64: Temple of
23 of Dalkhrem (see p.
pay him 5,000 gamels or win 16 Arena games. However, they “Golden General”
132)
Dalkhrem
can do so if they want to remain a slave. In that case, the PCs “Queen of Sewage” Fixed Section 3:
must continue to fight as gladiators. 24 Hercules (see p. 132)
Ondine Jade Tower
“Grave Robber” Tabbit Artificer, Lesser Fixed Section 3:
25
PCS’ N EXT M OVE? Mugido Vampire (CR II, p. 320) Jade Tower
>Match in the Arena Gad Bodek, the Fixed Section 3:
26 Chimera (CR II, p. 385)
PCs must go to [63: Arena] and compete in a match and “Thousand Roars” Jade Tower
win. Refer to the fixed mission “Win in the arena!” (see p. 95) “Green General” Fixed Section 3:
27 Jade Basilisk (see p. 132)
Yahakkazesh Jade Tower
in the mission list to proceed with the game.

20
INTRODUCTION 2: REQUEST
PCs received a request from Howl Barkman, the “The If PCs Choose “Get a boat ride to Kashkarn”
Knight of Steel” (see CR II, p. 243), the captain of the PCs will be sold as slaves. If they remove the “Slave's
Kashkarn garrison. The request was to deliver orders to Collar” by themself and contact the Orzozo, they should be
adventurers who had infiltrated the City Of Mist as spies. The able to escape from the City Of Mist. The man tells them that
reward was 2,000 gamels per person, quite a lot of money for his ship will be back in port in 30 days and will only be docked
a new adventurer. This is because they have to risk infiltrating for three days. The GM should remember to keep track of
the City Of Mist. the number of days.
Barkman has arranged a way to infiltrate the city. The PCs are sold as slaves on the slave market the next day.
pirate Orzozo, the “Blue Butcher,” will transport the PCs to Refer to Introduction 1: Captivity (see p. 19) to determine who
the City Of Mist. Orzozo is a lildraken with the backing of a bought them and proceed with the game. All belongings are
powerful upper barbarous who is allowed to enter and leave taken and never returned. All possessions must be erased
the City Of Mist. from the character sheet.
The PCs are transferred from the merchant ship to
Orzozo's ship, the “Three-Headed Golden Dragon,” in the If PCs Choose “Take Them out of Prison”
waters near Kashkarn, and after a few days of sailing, they Soon after, PCs escape. The man seems to have used a
arrive safely at the City Of Mist's [Fixed Section 1: Port]. hidden passageway to enter and put the barbarous on guard
When the PCs disembarked from the ship, Orzozo said, duty to sleep with a sleeping potion. The man uses the same
“Your guests will be waiting for you in the square near Prison hidden passage to take the PCs out of prison, returns the order
this afternoon. I'm leaving this port at dawn. If you don't come book, and gives them back their orders and all their stolen
back by then, I'll leave you behind.” At this point, tb is belongings. He then says, “This is the end of the work for the
morning. [66: Prison] is located in Block (B-4) next to the money I was paid. I'm sorry, but you'll have to find your own
port, and if PCs leave immediately, they can meet up with the way out of town. By the way, if you want to board the master's
intended adventurers at noon. boat, the fee is 5,000 gamel per person. The master's boat will
Write [66: Prison] in B-4 on the map. return to the port after 30 days and stay there for 3 days.” GMs
As planned, the PCs hurry to the rendezvous point and should remember to keep track of the number of days.
arrive at the desired plaza around noon. As they look around The man added, “It must be a problem for you, too, to be
for the adventurers, a man approaches and says, “It's foggy thrown into the city like this. Why don't you open up that
again today,” which the PCs realize is the password Barkman order and see what happens? If you are lucky, the order might
had given them. When the PCs reply correctly, he nods and tell you what to do next.”
whistles, “Well, it looks like you're the one from the Knights The PCs recall that Barkman had said, “If anything should
of Steel,” and then he turns to the man and says, “I'm sure the happen to the undercover adventurers, I will allow you to
wind from the south will blow the fog away someday.” Then a open this order at your discretion.”
dozen or so barbarous figures emerge from the surrounding If the PCs open an order, they should roll 1d and consult
streets and buildings and surround the PCs. The man reveals the Order Decision Table to determine the contents of the
himself as an Ogre (CR II, p. 303) in front of them and sneers, order. All orders state that each PC will receive 50,000 gamel
“I've already bloodied the ones you're looking for. Now, of silver (or, in game terms, money plus 1000 points of
behave yourself and give me a written order from the Knight reputation) for each person who fulfills the order and returns
of Steel”. to Kashkarn.
If the PCs offer the order, Ogre will take it from them by If they do not open the order, the PCs must continue the
force. In any case, there is no way to win a fight against this adventure on their own initiative. They begin the adventure at
many barbarous, and Ogre will take them alive, whether the [66: Prison].
PCs like it or not, in order to sell them as slaves on the slave In any case, the man says, “Well, good luck,” and leaves.
market and make a profit. Until then, the PCs are confined in At this stage, tb is morning.
[66: Prison]. At this time, all of their belongings will be taken
away. However, do not erase them from the character sheet Order Decision Table
yet, as they may be able to get them back later. 1–2 Go to “1. Investigate the Magic Device”
While PCs is in the cold Prison, time passes in vain, and 3–4 Go to “2. Make Contact with Resistance”
the dawn that Orzozo said he would set sail for passes. As 5–6 Go to “3. Create a Map of City Of Mist”
dawn begins to break, a stifled man's voice is heard from
outside the prison, where PCs is being held captive: “I knew
this would happen. I'm under Orzozo's command. The 1. INVESTIGATE THE MAGIC DEVICE
master has already left the ship, but he was worried about you,
so he sent me to check up on you,” the man says. Then he In the City Of Mist, there is a special magical device from
asks, “Well, you'll have to make a choice. With the money the Magitech Civilization period that was designed to fight
your employer is paying me, I can either take you to Kashkarn against barbarous. Sneak into the City Of Mist and bring back
or get you out of this prison. Which is it?” information on the magical device.
PCs must choose between “get a boat ride to Kashkarn” First, PCs are suggested to meet someone called Ursula of
and “take them out of Prison.” the Trees. She runs a free clinic for vagabonds and slaves.
With her help, PCs will be able to gather information.
However, they do not know where Ursula is. First, they need

21
to find the location of [36: Sanatorium “Sunlight through the PCS’ N EXT M OVE?
Trees”] by asking around. >Go to Tricolored Tents
PCs must go to [53: Tricolored Tents] where Daemon
No Keeper Tamer Zabar lives. Refer to the fixed mission “Meet Zabar”
Note that the PCs have not yet acquired a keeper or Base. (see p. 96) in the mission list to proceed with the game.
They are considered to be vagabonds.

PCS’ N EXT M OVE? 3. CREATE A MAP OF CITY OF MIST


>Find Ursula In order to capture the City Of Mist, PCsneed to know the
The PCs must find Ursula of the Trees in the [36: layout of the buildings and streets inside the City Of Mist,
Sanatorium “Sunlight through the Trees”]. Refer to the fixed infiltrate the City Of Mist, create a map of the city and bring it
mission “Find Ursula” (see p. 95) in the mission list to proceed back home.
with the game. To complete the city map, PCs must fill in sections on all
36 blank blocks on the map and earn at least one star on half
2. MAKE CONTACT WITH RESISTANCE of the blocks (18). When PCs get a ★ on a Block, record it by
putting a “★” mark on the corresponding Block on the map.
At least three organizations in the City Of Mist are It is not necessary to earn a ★ from fixed sections that have
opposed to the barbarous rule. In order to take back the city already been marked on the map.
from the barbarous, it is essential to cooperate with them. First, PCs need to meet a “Shepherd,” Don Bucado, who
First, PCs need to meet Daemon Tamer Zabar, a organizes the gladiator fights in the Arena of the City Of Mist.
merchant who, as his nickname suggests, can use daemons. Don Bucado lives in [24: Gladiators' Quarters] with his own
For this reason, he is highly respected by the upper barbarous gladiators. First, PCs need to go to [24:Gladiators' Quarters].
and is the most famous merchant in the City Of Mist.
Under his protection, PCs will need to seek out resistance
No Keeper
organizations and try get in contact with them. Zabar can be
Note that the PCs have not yet acquired a keeper or Base.
found [53: Tricolored Tents].
They are considered to be vagabonds.
No Keeper
PCS’ N EXT M OVE?
Note that the PCs have not yet acquired a keeper or Base.
They are considered to be vagabonds. >Go to Gladiators' Quarters
PCs must go to [24:Gladiators' Quarters], where Don
Bucado lives. Refer to the fixed mission “Meet Don Bucado”
(see p. 96) in the mission list to proceed with the game.

INTRODUCTION 3: HOME
PCs are vagabonds born and raised in the this City Of Mist. Therefore, PCs are not familiar with other blocks and do not
In this city ruled by barbarous who feed on people, many know what kinds of places there are in the city.
people are ruthlessly killed by barbarous on a daily basis.
Among them were people who were important to the PCs, 1) Barbarous Attack +★
such as family members, friends, and close neighbors. The As soon as the game begins, they are attacked by the
PCs have secretly prepared to escape from this city, barbarous. The barbarous will find the PCs and attack them.
determined to get out of this life. They have been able to save Barbarous must be determined by the “Barbarous Encounter
up enough money to equip themselves with the right Table” (see p. 122), and then the combat will begin.
equipment, not to mention physical training and learning how If the PCs are defeated in battle, they are captured by the
to handle weapons. However, most of the equipment available barbarous. However, those PCs who have worked hard on
in the city is second-hand or defective, and its performance is their physical training will be sold as slaves on the slave
inferior to that of ordinary items. market. If the PCs have the misfortune to die, they will be
Any weapons the PCs have been reduced by -1 to Extra taken in by “Grave Robber” Mugido as experimental subjects
Damage. Likewise, the Defense of armor is reduced by -1. and resurrected through Magic Transformation. See Magic
However, Extra Damage and Defense will not be less than 0, Transformation Table (see p. 128). In any case, the player is
and the Buckler and Round Shield will not be available. Since eventually sold as a slave, so refer to [Introduction 1: Captivity
the Buckler and Round Shield are not available, they must be (see p. 19)] to proceed with the game. In a party's case,
replaced with other equipment (if PCs bought them or sample surviving and dead PCs are sold together and treated as if they
characters had them), or money must be increased as if they were bought by one master.
had not been obtained immediately. If all PCs were killed, Miranda would ask a conjurer she
PCs live in [42: Cul-De-Sac Tenement House]. Determine knows to revive them. Apply situation 5 from the Defeat
the Block of [42: Cul-De-Sac Tenement House] and fill it in Table (see p. 110) and proceed with the game. In this case,
on the map. Miranda automatically becomes the Keeper.
Many of the city's residents do not venture outside their own
neighborhoods in order to avoid encounters with barbarous.

22
2) Miranda's Story PCS’ N EXT M OVE?
As the PCs fight off the barbarous, an older woman calls out >Rescue Edgar
to them. Her name is Miranda. She is the elder of the PCs must go to [56: Bloodstained Walls] and rescue Edgar.
tenement and is called “the Mother of Vagabonds” and is Refer to the fixed mission “Rescue Edgar” (see p. 97) in the
adored by many vagabonds. mission list to proceed with the game.
Miranda thanks them, “You saved these kids from being
taken away. Thank you.” The children of the tenement house
are by her side, and they smile innocently at the PCs, saying, 2. MARILYN, THE “HEADHUNTER”
“Thank you.” Miranda sees the weapons and armor the PCs
Miranda says that Marilyn might be able to help. Marilyn is
are wearing and says, “You seem to have a lot on your mind,
a native of this tenement, and the PCs know her well. 5 years
dressed like that,” and invites them to her house for a cup of
ago, her sister was killed by a barbarous manhunt, which
tea and a chat.
prompted her to join an organization against the barbarous,
At Miranda's house, the PCs tell her that they want to escape
and she is now an assassin, known as a “Headhunter.” Marilyn
the City Of Mist. Miranda nods, “I see. You might be able to
can help PCs find a way out of the city with the information
escape from this city. However, no matter how much fighting her organization has. However, the whereabouts of Marilyn
strength you acquire, the enemy is stronger and the walls are unknown. She has only been seen occasionally in the
closing the city are higher. Without help, you would be killed vicinity of [13:Drug Den] and [23:Prostitution Street].
by barbarous for trying to escape.” So, Miranda tells the PCs If PCs want to meet Marilyn, they need to go to [13: Drug
about NPCs who might be able to help them.
Den] or [23: Prostitution Street].
To determine who will tell them about, roll 1d and refer to
the “Table of People Miranda will Introduce PCs to.”
PCS’ N EXT M OVE?
Miranda Becomes Keeper >Find Marilyn
Thereafter, [42:Cul-De-Sac Tenement House] becomes the PCs must go to [13: Drug Den] or [23:Prostitution Street] to
Base. find the “Headhunter” Marilyn. Refer to the mission list's
Miranda is not barbarous or honorary barbarous, so she fixed mission “Find Marilyn” (see p. 97) to proceed with the
does not wear a Slave's Collar on PCs. Note that the PCs are game.
still vagabonds.
3. URSULA OF THE TREES
Table of People Miranda will Introduce PCs to
1–2 Go to “1. Edgar of Wind Brigade” Miranda says that Ursula of the Trees might be able to help
3–4 Go to “2. Marilyn, the “Headhunter”“ the PCs. She runs a clinic where she treats vagabonds and
5–6 Go to “3. Ursula of the Trees” slaves for free.
With her, PCs can gather information from people who
come for treatment. Perhaps some of them may know how to
1. EDGAR OF WIND BRIGADE escape the city.
However, Miranda does not know the location of Ursula's
Miranda says that Edgar would be willing to help. Edgar is a clinic [36: Sunlight Through the Trees”]. If PCs want to meet
native of this tenement, someone the PCs know well, and Ursula, PCs must start by finding the location of [36:
about 10 years ago, he left the tenement saying, “I'm going to Sanatorium “Sunlight through the Trees”].
drive the barbarous out of town!” PCs did not know what
happened after that, but according to Miranda, he has become
PCS’ N EXT M OVE?
a member of “Wind Brigade,” an organization that opposes
the barbarous. “Wind Brigade” might know how to escape >Find Ursula
from the city. If they find Edgar, they should be able to touch The PCs must find Ursula of the Trees in the [36:
with “Wind Brigade.” Sanatorium “Sunlight through the Trees”]. Refer to the fixed
But, unluckily, Edgar has been captured by the barbarous mission “Find Ursula” (see p. 95) in the mission list to proceed
and will soon be executed in [56: Bloodstained Walls]. If PCs with the game.
want Edgar to cooperate, they must rescue him.
According to Miranda, from morning to evening [56:
Bloodstained Walls] are full of barbarous watching the
execution. This makes it difficult to rescue Edgar. However,
the number of barbarous watching the execution will decrease
until night to dawn. Since the execution is meant to serve as
an example, it is not held at night when the humanoids cannot
be made to watch the cruel punishment.
If PCs want to rescue Edgar, they need to head to [56:
Bloodstained Walls].

23
“The female statue is the “Quick-Witted” Selansier, one
FOUNTAIN SQUARE of the Four Founders. The Four Founders were the great
founders who built this city in the past.”
“The water from the spring is clean and suitable for
drinking.”
“Behind the only door is a barbarous group, occasionally
led by Boggart, Mo Ruge, the “Strangler,” who hunts the
people who draw water from the spring. When a manhunt
takes place, the gates are closed.

3. BARBAROUS MANHUNTERS +★
If the PCs try to leave the plaza or do not leave for any
length of time, this event will occur.
Suddenly, the sound of drums begins to beat, and people
begin to panic and try to escape. However, the gate is closed,
blocking their way. If PCs want to escape from the square, they
need to make a check with “Adventurer level + Agility
modifier” (Target Number B). If they succeed, they can
escape from the square. If there are multiple PCs, all
A narrow alleyway led to an open steel gate awaiting you. members must succeed to escape.
Beyond the gate, a square surrounded by buildings can be If they escape from the square, the GM should warn them
seen. In the center of the square is a fountain with many that they will not be able to see the square from outside the
vagabonds and slaves drawing water. At the fountain, you can closed gate and will not be able to attack.
see a statue of some kind. After the gate is completely closed, about 20 people
remain in the square, including the PCs, who have failed to
PCS’ N EXT M OVE? escape. The only door in the square opens, and Mo Ruge, the
>To check out the square and fountain, go to “1. Square”. “Strangler” (Boggart (CR I, p. 444)), appears with his
>If PCs want to hear from someone, go to “2. Talk to the barbarous men. The Mo Ruge has the latecomers draw straws
Person Fetching Water”. and kill those who draw the “right” straws; the PCs must also
draw straws. Roll 1d, and if the result is “1 or 2”, they draw the
“right” straw and will be executed (you can roll once for the
1. SQUARE party or each member, up to the GM).
If they do not resist, both the people who drew the “right”
Fountain Square is surrounded by windowless buildings.
straws and the PCs are killed and carried into the building
The buildings are lined up in a row with no space between
through the door from which the Mo Ruge and others came
them, and the only entrances from the square are a gate
out. Then the gates open, and people come to fetch water as
leading to a narrow alley and a door on the building on the
if nothing had happened. They are relieved that everything
other side of the gate. At the fountain stands a statue of a
will be okay for a while.
woman holding a book, but her head has been destroyed, so
If PCs are fighting Mo Ruge, determine the subordinates
it is hard to tell who she is. On the pedestal is a mark with a
under his command by using the “Barbarous Encounter
name engraved on it, but it has been scraped off.
Table” (see p. 122) and then fight.
The water from the spring is clean and suitable for
If the Mo Ruge is defeated, the gate will not open. This is
drinking; clean water is rare in the City Of Mist, and many
because the gate has been blocked by some kind of device.
vagabonds and slaves come here to fetch water.
To exit the plaza, PCs must enter the building through the
door from which Mo Ruge and his men came out, remove the
2. TALK TO THE PERSON FETCHING Block on the gate, or go through the building.
Once Mo Ruge is defeated, this event will not occur again.
WATER +★ If the player loses to Mo Ruge, situation 7 in the Defeat
If PCs want to listen to what they have to say, they need to Table (see p. 110) shall apply, and the game shall proceed.
make a check with “Adventurer Level + Intelligence
Modifier” (Target Number A). If they succeed, they will see
that the people fetching water look frightened and are in a
4. INSIDE THE BUILDING
hurry to leave. The building is filled with the smell of blood, and there
If the PCs approach people who are fetching water, they are rooms where people are dismantled. A lever seems to be
look annoyed, ignore them, and try to walk away. a device to open and close the gate, which is currently down.
If PCs offer to pay, a man will express interest and ask for When this lever is raised, the gate opens.
5 or more gamels of gold or an item. In the case of items, the Immediately after Mo Ruge is defeated, there is no
base price is used. barbarous here. However, after a day or more has passed,
The man only answers the questions he is asked. He there will be a new barbarous. The barbarous encounter table
knows only the following matters. To all other questions, he should be used to determine the barbarous. After exiting the
answers, “I don't know.” building, PCs can escape from [11: Fountain Square].

24
EXECUTION SITE After a moment of instant silence, a circle of voices is
heard, and armed humans, elves, and dwarves emerge from
their surroundings to slash at the barbarous. A magic spark
strikes down the barbarous on the tower. Someone shouts,
“The Wind Brigade is attacking!”.
If the PCs are not wearing the Slave's Collar, they will be
mistaken for a Wind Brigade and attacked. If they are wearing
a Slave's Collar, they can either run away and not participate
in the battle or actively participate in the battle. Of course, they
may also side with the barbarous and fight the Wind Brigade.

1) PCs Attack Barbarous


The barbarous should be determined by the “Barbarous
Encounter Table” (see p. 122), and then the combat is
conducted. In this case, one of the barbarous characters
should be treated as a boss.
“Wind Brigade” rescues Tohotel and retreats after 6
rounds. At this time, someone in the Wind Brigade sees the
PCs fighting with the barbarous. They will give PCs a bonus
when they try to get in touch with Wind Brigade on the [41:
Bandit's Path].

It is a large plaza built at the intersection of four streets. In 2) PCs Attack Wind Brigade
the center of the square, a 10-meter-high tower has been built, Wind Brigade crew should be determined by the
and a bridge crosses over the tower from one of the buildings “Humanoids Encounter Table” (see p. 125) and combat. In
overlooking the square. Many barbarous and slaves crowd this case, one character among the humanoids shall be treated
around the tower. as a boss. The priest is assumed to be a believer of Lu Lode.
If the PC defeat all the enemies involved in the battle
PCS’ N EXT M OVE? within 6 rounds, the “Wind Brigade” fails to rescue Tohotel
>To see what's going on, go to “2. Tohotel's Execution”. and is defeated. Tohotel is executed, and Seira, the Snow
Wind, is henceforth the leader of the Wind Brigade.
PCs who cooperate in defeating the rebels will be
1. EXECUTION SITE rewarded 1,000 gamels per person by the “Golden General”
Puteute. In addition, if the PCs are not already slaves, Puteute
This square is the place where the public executions of will invite them to become his slaves. If the PCs accept this
those who rebelled against the barbarous. The tower was built offer, Puteute will place a “Slave's Collar” on them. Puteute
as the execution platform for this purpose. There are other becomes the Keeper, and [64: Temple of Dalkhrem]
places for executions at [56: Bloodstained Walls], but this becomes the Base. Read [64: Temple of Dalkhrem] and
execution platform is for making an example of the more understand the role of Puteute's slave before proceeding with
serious criminals. When the sound of a gong rings out, the game. Determine the Block for [64: Temple of
someone is going to be killed here in a gruesome manner. Dalkhrem] and fill it in on the map.
Crowds gather to watch. In addition, someone from the Wind Brigade witnesses
the PCs defeating their friends. Thereafter, the PCs will not
be able to receive assistance from the Wind Brigade. Also, if
2. TOHOTEL'S EXECUTION +★ the PCs enter [41: Bandit's Path], their faces are known, and
The event occurs immediately after the PCs enter the they will be attacked without question. The enemy must be
square at [12: Execution Site]. determined by the “Humanoids Encounter Table.” In this
Suddenly, the sound of gongs echoes. The crowd erupts case, one of the humanoid characters is treated as a boss. The
into a roar and a cheer, and all the gazes are focused on the enemy priest is assumed to be a believer of Lu Lode. In the
bridge from the building to the tower. Soon, three barbarous second and subsequent battles, the number of enemies is
begin to cross the bridge, accompanied by an elderly human doubled or tripled, up to five times, each time, because their
man. On the tower, one barbarous makes a verbal statement friends rush to the scene after hearing a commotion.
in barbaric, then repeats the same statement in trade
common. This is to be understood by the vagabonds and 3) If Tohotel is Rescued
slaves, as it is meant as an example. According to the contents, If Tohotel is rescued or executed, Tohotel's Execution
the man's name is Tohotel, the sailor, and he is the leader of event will not occur thereafter.
the Wind Brigade, one of the resistance organizations that
opposes the barbarous. After the speech, the barbarous is told
that the Wind Brigade has been defeated. After his speech,
the barbarous raises a vicious execution device, resembling a
sickle, to rip open the belly and gut the victim. The crowd
shouts, “Kill! Kill!”.

25
DRUG DEN However, sometimes people cannot come back from the
dream world and get stuck on the side of the road. So,
apparently, this is how they retrieve the people. If PCs ask
Redcap, he will take them to the House of Dreams.
If PCs want to follow Redcap, they need to make a Follow
check (Target Number A). However, if they fail and they
notice PCs, they will not punish them. Eventually, Redcap will
enter a building. That building is the “House of Dreams.”
Once PCs have encountered Redcaps towing carts, this
event will not occur on subsequent visits to this location.

3. HOUSE OF DREAMS
The building is five stories high, with a wooden door at the
front, fitted with a sign that reads “House of Dreams.” This
door is neither locked nor trapped. If PCs knock on the door,
they will hear a voice saying in barbaric, “Please come in.”
If PCs want to open the door, go to “1) Dream Medicine
Store”.

1) Dream Medicine Store


The wooden door facing the alley opens into a small
The dimly lit alley is filled with a strange smell that makes room.
one's nose curl, and people who appear to be vagabonds or The room has a counter with two redcaps behind it. There
slaves are sitting or lying on the ground. People are staring into are stairs and a door by the counter.
the void, staring blankly, or muttering nonsense. At the end of If PCs speak to Counter's Redcap, they can answer
the alley, men are beating each while screaming. questions with:
“The House of Dreams is run by Mr. Berzebarii, the
PCS’ N EXT M OVE? Dreamer.”
>If PCs want to talk to someone, go to “1. Talk to Someone “The drugs sold here are called dream drugs. There are
in the Alley”. four types of dream drugs.”
>To see what's going on, go to “2. Redcaps Towing Carts”. “In order to sell Dream Drugs, you need a Dream Drug
>If PCs go to Drug Den, go to “3. House of Dreams”. Sales Authorization issued by the “Green General,” and Mr.
Berzebarii has it.”
“Dream drugs are imported from the far corners of the
1. TALK TO SOMEONE IN THE ALLEY barbarous territory and are distributed by the “Green
General” to those with Dream Drug Sales Authorization.”
If PCs talk to people sitting or lying down, they will not
“In order to sell Dream Drugs, you need Dream Drug
respond. If one speaks to the men who are beating each other
Sales Authorization, so you cannot resell it.”
up, they attack PCs. Their eyes are bloodshot, and their
“I recommend Laris' Dream Drug in combination with
mouths are foaming. They are clearly insane, and persuasion
other dream drugs for longer-lasting happy dreams.”
is not going to work. Decide on the men using the
“At the top of the stairs are free accommodations only to
“Humanoids Encounter Table” (see p. 125), and combat will
those who have purchased the Laris Dream Drug.”
begin.
“Behind the door is the Berzebarii room and the dream
If PCs want to examine people in the alley, they can make
drug vaults, which are off limits to outsiders.”
a Herbology check (Target Number A). If successful, they will
For the price of the dream drug, refer to the “Dream
know that they are using some kind of drug. However, since
Drugs Price List.” However, Redcaps do not tell the truth,
drugs are not known among humanoids, PCs do not know the
saying that the effect of the dream drug is to “give happy
details.
dreams.” For the real effects of dream drugs, see “List of
Immediately after this, the “2. Redcaps Towing Carts”
Effects of Dream Drugs” (see the next page).
event will occur.
Note that the dream drug is a liquid in a bottle and is
handled as a potion.
2. REDCAPS TOWING CARTS +★
Dream Drugs Price List
There is a rattling sound, and three Redcaps (CR I, p. 442) Dalkhrem Dream Drug (1 dose) 100 gamels
with tow carts come from the alley's end. The Redcaps do not Bragzabas Dream Drug (1 dose) 50 gamels
care about the PCs but pick out two or three people lying on Metissier Dream Drug (1 dose) 150 gamels
the ground at random, pile them on the wagon, and carry Laris Dream Drug (1 dose) 25 gamels
them away.
If PCs talk to Redcap, he will tell them that he sells “happy
dreaming pills” at the “House of Dreams” just down the road.
The people here use medicine to enter the dream world.

26
L IST OF E FFECTS OF DREAM DRUGS If the effect is lost, the maximum HP is restored and the
current value is reduced by 50 points. In addition, the user
One Dream Drug Point is accumulated for each use of a needs to make a Fortitude check (Target Number 13), and if
dream drug, even if it is a different type of dream drug. it fails, it will fall unconscious (8 hours of rest or [Awake] spell
If the character accumulates a total of 5 or more Dream to heal this).
Drug Points, the user becomes addicted. When addicted, the
user suffers 4 disease magic damage per tb when not using a L ARIS DREAM DRUG (1 DOSE) 25 GAMELS
dream drug in that tb. In addition, the user suffers a -1 penalty When used, the world seems wonderful and the user feels
to all Skill Checks, including Fortitude and Willpower, due to ecstatic. They will sit there and not be able to take any action
the withdrawal symptoms. until the next tb. If they use any other dream drug at the same
When addicted, during sleep, the character has a dream time, its duration is doubled. Also, Willpower and Fortitude
about the god of the last dream drug used. The dreamer needs will be penalized by -2 to the effect of the potion.
to make a Willpower check (Target Number 16). If the When the effect is lost, HP is reduced by 20 points. This
dreamer fails, the Dream Drug Point is increased by 1 point. effect overlaps with the HP reduction effects of other dream
If the Dream Drug Point reaches 10 or more points, the drugs. . In addition, the user needs to make a Fortitude check
addicted character gains 1 level of the priest class of (Target Number 13), and if it fails, it will fall unconscious (8
Dalkhrem, Bragzabas, Metissier, or Laris. If the addict has the hours of rest or [Awake] spell to heal this).
Priest class of the deity of the first sword, that class will no
longer be available instead. However, if the character recovers
from the addiction, they can use the class again. If PCs want to buy a dream drug, one redcap hears their
The addition should be treated as a disease, and Fortitude order. He takes the payment and disappears behind the door,
(Target Number 16) should be made at the beginning of the saying, “Wait for me”. Redcap then goes to get the dream
next day's “morning” after each day of non-use. If successful, drugs, which are stored in “5) Berzebarii's Room”. After a
the Dream Drug Points are reduced by -2 points. When the while, Redcap comes back and gives PCs the dream drug as
number of Dream Drug Points falls to 0, the character PCs ordered.
recovers from addiction. When they recovers from addiction, If the PCs try to go to the door, Redcap will try to stop
the Priest class gained by the dream drug will be lost. them. The same applies if they try to go up the stairs without
buying the Laris Dream Potion. If the PCs try to force the
DALKHREM DREAM DRUG (1 DOSE) 100 GAMELS door open or climb the stairs, Redcap will attack them.
When used, it makes the user feel extremely belligerent, If Redcap is defeated, no one will be able to prevent PCs
believing that they are stronger than anyone else. The physical from opening the door or going up the stairs. However, once
damage he inflicts is increased by +4 points, but they suffer a Redcap is defeated and once outside the building, 3 x Boggart
-4 penalty for Evasion. In combat, they need to make a (CR I, p. 444) will be placed instead as guards. One of them
Willpower check (Target Number 13) at the beginning of should be treated as a boss.
each of their turns, and if they fail, they make a melee attack Refer to “2) Corridor” for opening doors and “6)
against a random target, regardless of friend or foe. This effect Accommodations” for going upstairs.
lasts for 3tb.
If the effect is lost, HP is reduced by 20 points. In addition,
the user needs to make a Fortitude check (Target Number
13), and if it fails, it will fall unconscious (8 hours of rest or
[Awake] spell to heal this).

B RAGZABAS DREAM DRUG (1 DOSE) 50 GAMELS


If the user fails the Willpower check (Target Number 13),
all herbs, potions, and food in the user's possession will rot,
rendering them useless. Similarly, all herbs, potions, and food
the user touches also become rotten and unusable. This effect
lasts for 3tb.
If the effect is lost, HP is reduced by 10 points. In addition,
the user needs to make a Fortitude check (Target Number
13), and if it fails, it will fall unconscious (8 hours of rest or
[Awake] spell to heal this).

M ETISSIER DREAM DRUG (1 DOSE) 150 GAMELS


When used, the user is no longer afraid to die and feels
capable of doing anything. HP's maximum and current value
is increased by 30 points; defensive actions such as escape,
magic that increases defense or resistance, and actions that
restore HP require a successful Willpower check to affect the
user (Target Number 13). However, [Cover] combat feat will
still work without a check. This effect lasts for 3tb.

27
2) Corridor 6) Accommodations
PCs need to open the door at the back of the counter of Up the stairs is a room with beds lined up. There are no
the Dream Medicine Store to enter the corridor. There is a walls, and people can be seen lying there as if they were dead.
door on each side, and a staircase leading up at the end of the The staircase continues to the top. If PCs continue up the
hallway. Both doors are unlocked and not trapped. stairs, they will see that the “House of Dreams” multi-story
The staircase goes up from the second to the fifth floor building: up to the fifth floor, all rooms have similar
and contains hidden doors on each of the floors. accommodations.
If PCs open the door on the left, go to “3) Meat Room”. If PCs want to explore the room, they must do a Search
If they open the door on the right, go to “4) Servant’s Room”. check (Target Number B). If they succeed, they will notice a
If they go up the stairs, go to “6) Accommodation”. hidden door in the back wall. The hidden door is neither
locked nor trapped.
3) Meat Room Beyond the hidden door is a staircase leading up and
In the room, two redcaps are taking apart a human on a down. The stairs connect the 2) Corridor on the first floor with
table-like platform. There is a cart with humans in it. In the hidden doors on the second through fifth floors.
addition, there is a door at the end of the room. Translator Note: You can probably guess with hidden
When the PCs enter the room, the Redcaps will attack doors and meat room the true purpose of the
them. accommodations in the House of Dreams. As a GM you can
If PCs are victorious, they can open a door further. Behind use this to create side stories and missions.
the door is a meat storage area, where the meat is stored.
There is nothing of interest to the PCs.

4) Servants’ Room
In the room where barbarous under Berzebarii live. This
room's barbarity should be determined using the Barbarous
Encounter Table (see p. 122). In addition, there is a door at
the back of the room.
When the PCs enter the room, the barbarous attack them.
If they engage in combat with the barbarous, the back door
opens at the start of the second round, and Berzebarii (Lesser
Ogre (CR I, p. 446)) appears and joins the battle.
If PCs win against the barbarous, they can search “5)
Berzebarii's Room” next to this room. There is nothing in this
room.

5) Berzebarii's Room +★(*)


This is the room of Berzebarii, the Dreamer. No one will
hereafter combat in the “4) Servants’ Room”.
The room contains an office desk, a bed, and shelves lined
with bottles.
If PCs examine an office desk, they will find a “Dream
Drug Sales Authorization” in a drawer. If they are looking at
the bed, they will find a wooden box under the bed. The crate
is neither locked nor trapped. When they open the crate, they
will find one of the treasures from the Treasure Decision
Table: $$ (see p. 126) inside.
If PCs examine the shelves, they will notice that all the
bottles lined up are dream drugs. The bottles are labeled with
the name of the drug and the quantity. According to the labels,
there are 50 doses of each of all four types of dream drugs in
storage.
If the PCs take the “Dream Drug Sales Authorization”
when they defeat Berzebarii, the person who received it
becomes the next master of the House of Dreams. If the PCs
do not take the “Dream Drug Sales Authorization,” then
another Lesser Ogre takes over.
(*): The PCs will gain one ★ for each Lesser Ogre
defeated in this room. However, if five Lesser Ogres are
defeated, including Berzebarii, the owner of the House of
Dreams will be Drake Baron (CR II, p. 316), regardless of
who the PCs gave the “Dream Drug Sales Authorization” to.

28
“There are about 100 boys and girls here. They are
RANCH humanoids, such as humans, elves, and dwarves, ranging in
age from newborn babies to around 20 years old.”
“Boys and girls are raised taught and believe that the
greatest happiness is to be an upper barbarous offering.”
“The vast ranch compound is guarded at all times by foot
soldiers and mythical beasts as guardians.”
Heine says that she is constantly striving to improve herself
in order to “become a beautiful jade statue in favor of the
“Green General” and be displayed forever.” However, since
only one or two of the 100 or so boys and girls at the Ranch
are given the honor of becoming a jade statue each year, she
confides that she would be satisfied if she were one of the 20
chosen to be the main dish at the annual carnival.
When PCs tell Heine that barbarous are evil or that being
devoted to barbarous is not true happiness, she does not
believe them. She has been taught this since she was a child.
However, she does show interest in the world outside the
walls. If the PCs promise to take her out, Heine will follow the
PCs' instructions. However, Heine suggests that she wants to
get out of the Ranch only between “night” and “dawn” and
return before “morning.” This is because her absence will be
Along the tree-lined street, a high wall continues forever. noticed if she exits during the daytime.
The innocent laughter of boys and girls echoes from the other If PCs have already met Heine, this event will not occur.
side of the wall. After a short walk, a large iron gate comes into However, Heine loves to stroll through the gardens, so she is
view. On the gatepost, there is a plaque with the words easy to spot as long as the PCs come to the Ranch. PCs can
barbaric “Offering Ranch” written on it. talk to her through the gate if they ask her.

PCS’ N EXT M OVE? 3. BREAKING INTO THE RANCH +★


>For a peek inside the Ranch, go to “1. Ranch View”.
>If PCs want to break into the Ranch, go to “3. Breaking into The height of the fence surrounding the property is about
the Ranch”. 5 meters. The fence is made of stone, with a smooth surface,
and there are no uneven surfaces to provide clues or footholds
for climbing. There is a tree next to the fence that is easy to
1. RANCH VIEW climb. Climbing this tree allows PCs to look over the fence.
To climb the tree, they need to do a Climb check (Target
The inside of the ranch can be seen from the gate and
Number 10), there are no modifications to the success value.
from the top of the row of trees.
Some of the trees have large branches that extend close to the
Inside the walls is a vast garden. The garden is filled with
fence. It is possible to jump from the top of these trees onto
colorful flowers, and in the middle of the garden is a white
the property. If they jump down, they must take physical
stone building. Beside the building is a swimming pool where,
damage of 15 points from 5-meter fall damage. At this time,
in the daytime, naked boys and girls are happily playing. If it
they can perform a Tumble check. If the success value of the
is nighttime, the building is illuminated by glimmering magical
Tumble check is 15 or more, the PC lands safely.
lights all around, and boys and girls in shining white clothes
When entering a ranch, PCs may encounter a patrolling
can be seen chatting gracefully in the windows.
barbarous or mythical beast. What PCs encounter should be
Looking into the Ranch, the event “2. Ranch Girl Heine”
determined with the Ranch Encounter Chart.
occurs.
Ranch Encounter Chart
2. RANCH GIRL HEINE +★ Both barbarous and mythical beasts are encountered.
Barbarous and Mythical beasts must be determined
The PCs suddenly asked in barbaric, “Hey, who are 1
by using the Barbarous Encounter Table (see p. 122)
you?”. A crimson-haired girl stands in the garden, looking at and Mythical Beasts Encounter Table (see p. 124).
the PCs. She has innocent, clear eyes. She is wearing a “Slave's Encounter with a mythical beast. Determine the
Collar” that identifies her as a ranch girl. 2 mythical beast with the Mythical Beasts Encounter
The girl, named Heine, is one of the humanoids living at Table (see p. 124).
the ranch. She was enjoying a walk in the garden. She says that Encounter with a barbarous guard. Determine the
this is the first time she has met someone outside the walls and 3 – 4 barbarous with the Barbarous Encounter Table (see
invites PCs to talk to her. p. 122)
PCs learn the following by talking to Heine. 5 – 6 Luckily, the patrols were not encountered.
“This is the Ranch where the boys and girls dedicated to
Yahakkazesh and other upper barbarous are kept.”

29
When encountering an enemy, PCs need to make a Hide Return” after it is discovered that she has escaped from the
check (Target Number C). If they fail, a patrolling barbarous ranch. After that, Heine, who has escaped from the ranch, will
or mythical beast will find them and engage them in battle. be killed.
If PCs break into the Ranch and the patrolling barbarous If PCs force her to stay, Heine would scream and call for
do not find them, or if they defeat the barbarous or mythical help. She wears a “Slave's Collar,” indicating that she is a ranch
beast and have not yet met Heine, they will encounter her. See boy or girl, and ranch boys and girls are treated like slaves of
“2. Ranch Girl Heine”. “Green General” Yahakkazesh. If there is a barbarous
The Key to the Ranch's Slave's Collar, which is used to around, they will try to help her. Determine the barbarous
remove the Slave's Collar of Heine and the other ranch boys using the Barbarous Encounter Table (see p. 122) and fight
and girls, is located in a white stone building. To enter the them. If the barbarous are defeated, Heine exclaims, “What
building and find the key, PCs need to make a Search check a terrible thing to do!” and tries to run away. The barbarous
(Target Number 13). If they succeed, they will find the key. In will hear the commotion and will gather, and if PCs do not
this case, PCs can do it as many times as they want until they flee immediately, they will have to fight again. In this case, all
succeed. However, each time PCs do this, they may encounter the barbarous are treated as bosses.
a patrolling barbarous or mythical beast, so be sure to roll on If PCs want to escape with Heine, they have to knock her
the Ranch Encounter Chart. unconscious. If they cannot knock her unconscious, they will
Once PCs get into a fight with the enemy when searching, have to leave her and flee or fight more battles. If they escape
other patrols will gather to hear the commotion. If PCs escape without Heine, she will be brought back to the Ranch and
immediately, they can escape out of the ranch through the killed.
route they took. If they continue their search, they will always
encounter an enemy after each Search check. If PCs get a “5 3) How to Persuade Heine
or 6” on the Ranch Encounter Chart, ignore it and roll again. To persuade Heine, PCs must evoke her will to live rather
Also, since guards are on the lookout, the success value of the than explain that barbarous are evil. To do this, they need to
Hide check will gain a -2 penalty. get Heine to find out what she wants to do. Heine is interested
Once a patrol finds PCs, the number of patrols triples in:
from the next tb. Therefore, the number of enemies that
appear when a patrol finds them will also be tripled. 1. When PCs go to [36: Sanatorium “Sunlight through the
Trees”] and show Heine how Ursula works, she says, “I want
to be someone who can help people in need like that.” If PCs
4. GET HEINE OUT OF HERE (+★(*)) ask Ursula, she will train Heine to be a nurse.
If PCs are taking Heine out of the Ranch, there is a
possibility that a patrolling barbarous or mythical beast will 2. When PCs took Heine to the library at [43: Bloody Castle],
find her. Refer to the description of “3. Breaking into the she would say, “Wow! I want to read all of them”. If PCs ask
Ranch” for how to handle this. The PCs will only get ★ if they Judith, she will shelter Heine.
are able to take Heine out.
(*): For each time Heine is taken out of the Ranch, the They can also give her a dream drug to make her addicted
so that she forgets to return to the ranch or ask Ariadne,
PCs will receive ★. However, if Heine is returned to the Tohotel, or other organizations that oppose the barbarous to
Ranch after 5 escapes, the PCs will not be able to contact her lock her up and force her to not return.
at all. She has become an offering to the upper barbarous.
4) If Heine Does not Return
1) Heine's Reaction If Heine does not return by “morning,” it will be known to
When taken out of the Ranch, Heine is surprised at the the barbarous that Heine is gone. This will increase the
difference between the world inside and outside the walls. number of barbarous guarding the Ranch, and they will also
However, she takes for granted the barbarous rule of the patrol the Ranch's perimeter. In this case, the number of
humanoid, so when she sees the barbarous mistreating barbarous should be treated as three times the normal
people, she says, “It's his fault for not listening.” Being eaten number.
by the barbarous is not misery for her but rather an honor. Furthermore, three days after taking Heine out, the magic
When PCs explain to Heine that barbarous are evil, she says, power of the Slave's Collar she is wearing is triggered to take
“Why? We are here to serve them, right? There is no way that her life.
barbarous are evil.” If PCs speak ill of barbarous too The GM should warn that the Heine will be killed by the
persistently, Heine will say, “Enough, please. I'm going to get magic power of Slave's Collar if they shelter Heine and do not
angry.” If we continue to try to persuade her, she gets offended return her to Ranch.
and says, “I'm going home.” Heine's Slave's Collar can be removed with the Key to the
Ranch's Slave's Collar.
2) If PCs Offend Heine
Unless PCs forcefully catch her, she will leave. Since she
is wearing the Slave's Collar, which indicates that she is a ranch
boy or girl, she will not be attacked by a barbarous. If Heine
leaves, she will enter the Ranch through the front door, and
the barbarous will automatically know that she has left the
Ranch. The number of patrols will be tripled, referring to the
process described in the section “4) If Heine Does not

30
SLAVE MARKET as a reward. Melchior says that the bidding price for Moulin
should be between 2,000 and 3,000 gamels.
Once Melchior has asked PCs to bid for Moulin, this
event will not occur thereafter, regardless of the outcome. If
PCs are already acquainted with Melchior, treat it as if he
found the PCs and approached them. Melchior would then
turn to the PCs and beg them to help him with Moulin.

3. ENTER THE SLAVE MARKET +★


If PCs are wearing the Honorary Bracelet, they may enter
the marketplace without difficulty. If they are not wearing an
Honorary Bracelet but a Slave’s Collar, the barbarous
gatekeeper will say, “Well, depending on your attitude, I
might let you in,” and demand a bribe. If they pay the
gatekeeper a bribe of 1d x 50 gamels, he will let them in.
Inside the marketplace, there are many civilians and
slaves. Chained humanoid men and women are brought out
on a slightly raised stage while slave traders offer sales pitches
to entice the buyers. Most of the slave traders were barbarous,
but occasionally there were humanoid slave traders.

There is a large stone building. You can see many 1) Auction of Moulin
barbarous and iron cages with wheeled carriages going in and This event occurs only when Melchior requests to rescue
out. Inside the cage, several people are locked up. They are Moulin.
slaves who are about to be sold to the barbarous - this is a slave While watching the auction, a human girl named Moulin
market. was soon put up for bid. She is a pretty girl, and according to
the slave traders, she is the priestess of Lu Lode, the god of
PCS’ N EXT M OVE? travelers. If she is auctioned off, the final bidding price will be
>If PCs want to enter the slave market, go to “3. Enter the 2d x 300 gamel. If the PCs do not bid, Moulin will be
Slave Market”. auctioned off to some barbarous. If the PCs wish to determine
>If PCs are just passing by, go to “2. Request from a whose slave she has become, roll 2d+5 to determine it in the
Mysterious Man”. List of Well-known Monsters (see p. 20).
The PCs pay the slave market attendant a fee for the slave's
collar, and the Moulin and the Slave's Collar are handed over
1. SLAVE MARKET to the PCs. The attendant, thinking that the PCs are slaves
In the slave market, slaves were always being bought and who have been sent by their masters, says, “Please give them
sold. Most of the slaves bought and sold here are humanoids my regards,” mentioning the PCs' masters' names. Slave's
captured outside the City Of Mist, and many of them have Collar for Moulin also has the same name as the one worn by
recently been calling themselves adventurers. Occasionally, the PCs. However, Moulin can be free of Slave's Collar at this
“pretty women” are captured in the city for auction. point unless the PCs do so.
Only barbarous can enter the slave market, but if PCs are Translator Note: For dramatic effect, GM better to do a
wearing an Honorary Bracelet, they can enter without real auction with the highest bid being 2d x 300 gamels.
difficulty. If they are wearing a slave's collar, they can pay a
bribe to the gatekeeper, who will let them in. Once inside, 2) Combat in the Market +★(*)
some slaves will be accompanied by their barbarous masters, If PCs cause a disturbance in the slave market, all of the
so they will not be suspected if they blend in with them. surrounding barbarous become enemies. Determine the
barbarous using the Barbarous Encounter Table (see p. 122)
and fight them. However, their number should be tripled. If
2. REQUEST FROM A MYSTERIOUS MAN the battle is won, the PCs may choose to “escape,” “help the
slave on the stage,” or “proceed to the back of the market.”
This event will occur immediately after the PCs arrive at
If PCs want to escape, they can run straight out of the
[15: Slave Market] only if they wear Slave's Collars.
market.
A hooded man about 30 years old approaches the PCs
If PCs help a slave on the stage, they must win the battle
and says, “I'm sorry, but I have a favor to ask of you.” The
again in order to get out of the market. At this time, the saved
man, claiming to be Melchior of [41: Bandit's Path], says, “I
slave is treated as a civilian (see p. 5) and can become a target
heard that my sister Moulin, who was captured by the
of the barbarous attack. Note that at this stage, there shall be
barbarous, is going to be auctioned off at the slave market
five slaves on the stage.
today.” Melchior cannot enter the slave market because he
If PCs go deeper into the market, they will come to a place
does not have the Slave's Collar.
where 10 cages are tucked away. Inside the cages are many
If the PCs accept the offer, Melchior gives them 4,000
slaves. Each cage contains five slaves, and each cage is locked.
gamels as a fund to bid for Moulin. After bidding for Moulin,
To unlock the cages, PCs must succeed in the Disable Device
the PCs are allowed to keep the extra money for themselves

31
check (Target Number B). Each time they perform a Disable organization that resists the barbarous rule and will not get
Device check, a battle ensues. Also, to escape from the away with it if it is exposed.
market, PCs must win two battles, one to move into the
marketplace and one to move out of the marketplace. Of 2) If Moulin's Bid Fails
course, in this case, the rescued slaves also can become the If the PCs failed to win the bid for Moulin, Melchior is
target of the barbarous attacks. dismayed to hear about it. However, he says he has no choice
Translator Note: In the case of combat, slaves can hide at and tells them he will think of another way to get his sister
the back of the battlefield. Depending on the combat system back. He then asks for the return of the funds he gave them.
used slaves can be placed at the end of the battlefield At this point, he is willing to pay 500 gamel if they demand a
(advanced or standard combat), or if you are using simplified reward for risking their lives to get into the market.
combat, slaves can be placed at the rearguard, which should
minimize the damage they will incur. 3) Dishonest Adventurers
If a battle is fought in the marketplace, ★ is awarded for If the PCs refuse to return the money or hand over
each successful escape. In addition, an additional ★ will be Moulin, Melchior will lash out at them with vengeance.
earned for every five slaves successfully taken out. However, However, Melchior is afraid of putting himself in danger by
the number of ★ earned in “2) Combat in the Market” is making a scene, so he backs off, biting his lip, and leaves for
limited to 5 per day. The slave that PCs bring out will be somewhere else. Melchior then reports back to his colleagues
working together with the PCs. They can then hide with in the “Wind Brigade”. The PCs are henceforth no longer
Ariadne from [23: Prostitution Street], Yamur from [32: able to receive assistance from the Wind Brigade.
Yamur's Bar], Ursula from [36: Sanatorium “Sunlight through If the PCs enter the [41: Bandit's Path], they will be
the Trees”], in Temple of Lu Lode from [41: Bandit's Path], attacked without question. The enemy should be be
Miranda at [42: Cul-de-sac Tenement House], or Sandrine determined with the Humanoids Encounter Table (see p.
Capet at [61: Lighted House]. 125) and combat shall take place. In this case, one of the
(*): Each time a slave is rescued from the slave market, the humanoid characters should be treated as a boss. Also, the
enemy priest shall be assumed to be a believer in Lu Lode. In
PCs will gain a ★. However, if the PCs rescue more than 25
the second and subsequent battles, the number of enemies
slaves in total, the security of the slave market will be increased
doubles or triples each time, and reaches five times in the
the next day. Henceforth, when determining within the
largest battle, as Wind Brigade rushes in after hearing a
Barbarous Encounter Table (see p. 122), treat the average
commotion.
level as being 1 higher. If PCs rescue more than 50 slaves, Zu
If PCs keeper is Seira or Tohotel, they will not be attacked
Gri, “Lord of Greed” (Ogre (CR II, p. 303)), will be
out of the blue: they will be asked directly by them to return
dispatched as the head of security. If Zu Gri is defeated, PCs
Moulin or their money. If not, the PCs will be captured by
will automatically receive a Zabar Merchant Association
them and killed as traitors. If they return, they will be told,
Membership Card (containing 10,000 Zabar points) as loot.
When Zu Gri is defeated, the unnamed Hercules (see p. 132)
“We will tolerate you this time, but next time we want you to
will be dispatched the next time PCs will try to save slaves.
refrain from dishonest behavior. We are not barbarous.”

4. LEAVE THE SLAVE MARKET


When the PCs leave the [15: Slave Market], Melchior is
waiting for them with Moulin.

1) Deliver Moulin to Melchior +★


If the PCs have Moulin with them, Melchior is delighted
to see her safe and sound. And when the PCs hand Moulin
over to him, he thanks them profusely and tells them that if
they ever come to [41:Bandit's Path ], they are welcome to
stop by his house. From then on, if PCs visit [41: Bandit's
Path], they will be able to go to “2. Melchior's House”.
If the PCs complain that they have spent a lot of money
on bribes to enter the slave market or to pay for Moulin and
that they are underpaid, Melchior apologizes and says he is
sorry. However, he tells them that he cannot pay them now
because he does not have the money with him and promises
to pay them back if they ask for his house in [41: Bandit's
Path]. Moulin will point out the error if the PCs report a
higher bid than was paid. If the PCs accept the mistake, it can
be dismissed as “just a misunderstanding. If not, Melchior will
accept the PCs' price up to 10,000 gamel but will lose
confidence in the PCs.
In any case, Melchior and Moulin walk away, thanking the
PCs. In fact, they are part of the “Wind Brigade,” an

32
BRIDGE OVER THE DRAINAGE CHANNEL 3. FERRYMAN
There is a ferry under the bridge, and a thin, old man acts
as a ferryman. The ferry fare is 3 gamels per person. If PC
take the ferryman's boat, they will hear a rumor on the way
across the river. According to the rumors, the ferryman is a
descendant of a family of gondola boatmen who used to ply
the waterways of the City Of Mist.
If the PCs ask the ferryman, “Do you know anything about
City Of Mist waterways?” the PCs will be asked to pay 30
gamel for the information. If the PCs pay 30 gamels, he will
give them “First Opening/Closing Code: 438”. However, he
does not know the meaning of the code.
The ship then arrives safely on the other side of the river.

4. CROSSING RIVER STEALTHY +★


PCs may swim across the river.
If swimming across, they need to make a Swim check
(Target Number 9). If successful, the swimmer swims safely to
the other side of the river. If unsuccessful, the swimmer
A stone bridge crosses a river that reeks of filth. At the foot drowns, and 1 minute (6 rounds) elapses. The swimmer then
of the bridge, there are stairs leading down to the bottom of needs to make a Swim check (Target Number 9) again. If the
the bridge. Looking into the river, you can not see the bottom swimmer fails, they drown and another minute elapses. If the
of the river because of the black, dirty water, but it looks deep. Swim check is repeated and the total number of rounds of
The current is so steep that it will be difficult to swim across. drowning reaches the number of “vitality” rounds, the PCs will
faint. A PC who faints in the river will die unless rescued
PCS’ N EXT M OVE? immediately. If the PCs are alone when they faint from
>If PCs want to cross a bridge, go to “2. Crossing a Bridge”. drowning, they should immediately roll 1d and refer to the
>If PCs want to go down the stairs, go to “3. Ferryman”. Defeat Table (see p. 110).
If the PCs are going to a specific destination, for example, If it is a party, other PCs can help. The PC trying to save a
for a mission, they must cross this river in order to reach their fainted PC from drowning must make a Swim check (Target
destination. However, they can still turn back to the original Number 12). If successful, the PCs will reach the other side of
Block and bypass this Block in order to travel on to their the river with the unconscious PC saved. If unsuccessful, both
destination. If the GM is present, they should inform the PCs PCs will begin to drown. However, the fainted PC does not
of this. die yet because it is still holding the fainted PC. The swimmer
must succeed in the Swim check (Target Number 12) in order
to swim through the river with the fainted PC still in their
1. BRIDGES AND FERRYMEN possession. To abandon the unconscious PC, the swimmer
On this bridge, the masters are allowed to kill need only succeed at a Swim check (Target Number 9). In any
unaccompanied slaves. Therefore, if the slaves try to pass case, a PC can only hold one fainted PC.
through alone, they will be tormented by the barbarous. And, If the PCs swim across the river, regardless of the success
to add insult to injury, there is a sign in the middle of the or failure of the Swim check, the PCs may become ill. They
bridge to indicate that this is the case. Under the bridge, there need to make a Fortitude check (Target Number 13). On
are ferrymen for those who cannot cross. The fee is 3 gamel failure, it becomes diseased. Thereafter, for every 1 tb that
per person. elapses, the PC suffers a 3 disease magic damage. The PC who
has become diseased needs to make a Fortitude check (Target
Number 13) each “morning” and recover from the disease if
2. CROSSING A BRIDGE +★ successful. The disease can also be cured by [Cure Disease]
(Target Number 13).
If PCs try to cross the bridge, they need to make a Danger
Sense check (Target Number B). If successful, they will notice
the barbarous smiling wickedly and looking at the PCs, and
one of the slaves accompanied by the barbarous will shake his
head with a pensive look.
If the PCs still try to cross the bridge, they will notice a sign
in the middle of the bridge that reads, “On this bridge, you
may not complain if your master kills an unaccompanied
slave. -- “Green General.” When the PCs reach the sign, they
are surrounded by barbarous. Determine the barbarous by
using the Barbarous Encounter Table (see p. 122). They will
attack PCs. In this case, their number should be doubled.

33
DRY WELL 5
6
3 x Mako stones (3 pts. each).
Magisphere (medium)

Creeping Coins (CR II, p. 361) attack the moment the


leather bag is opened. When the leather bag is opened, PCs
need to make a Danger Sense check (Target Number 9).
Failure to do so results in a surprise attack from Creeping
Coins.

3. ENTRANCE TO BASEMENT
If the bottom of the well is checked and a leather bag is
found, a further Search check (Target Number B) can be
made. In the case of a party, only the PC that succeeded in
the previous Search check can perform this check.
If they succeed, they find a square slit in the bottom of the
well buried in junk. The cut is filled with water that is seeping
slightly from the wall surface. Perhaps the cut is a sag, and
there is a cavity beneath it. If PC were to examine the cut, they
would see that it is a lid and could be opened.
The lid is not locked but trapped. The trap should be
determined using the Trap Decision Table C (see p. 127).
The well is located in the middle of a deserted back street When the lid is opened, there is a staircase leading to the
at a four-way intersection. Beside the well, an iron post that basement, and a door at the bottom of the staircase. This door
used to support a fishing pole remains. is neither locked nor trapped.
Looking into the well, one can see it is about 5 meters If PCs want to open the door, proceed to the event “4.
deep. No water surface is visible at the bottom, and a pile of Madame Hedron's Room”.
junk has been dumped. It appears to be a dry well.

PCS’ N EXT M OVE? 4. MADAME HEDRON'S ROOM +★


>If PCs are going down to the well, go to “1. Go Down to the The door opens into a neat little room. Here lives
Well”. Madame Hedron (Lizardman Tamer, see p. 132) with a
barbarous under her command, and when Madame Hedron
sees PCs, she will say in barbaric, “Well, well, well. This is
1. GO DOWN THE WELL another feast. I'm sure our queen will be very pleased if we
To descend to the bottom of the well, PCs need to make offer them to her,” and attacks them with the barbarous under
a Climb check (Target Number 10). At this time, there are no her command.
modifications to the success value. Combat with Madame Hedron. The barbarous under his
Translator Note: It is up to the GM what will happen on command should be determined with the Barbarous
the failed Climb check (fall damage, all PCs already down Encounter Table (see p. 122). In this case, the average level
below might take some damage, etc.). of the party should be treated as 1 higher.
If a rope is to be used, the best place to use it is on an iron Hedron serves Ondine, the “Queen of Sewage,” who
post by the well. Although the iron post has deteriorated, it is resides in the lowest level of [Fixed Section 3: Jade Tower].
still solid and does not wobble when the rope is tied and Hedron wants to capture the PCs and offer them to the
pulled hard. “Queen of Sewage.”
If PCs defeat Hedron, they get a ring in addition to the
normal loot. This is the Ring of Madame Hedron. Among the
2. BOTTOM OF THE WELL +★ living, only the bearer of this ring is not considered food by
the “Queen of Sewage.”
There is a myriad of debris thrown into the bottom of the
After the combat, if PCs want to search the room, they can
well. To search, one PC needs to make a Search check
make a Search check (Target Number B). If they succeed,
(Target Number A). If they succeed, they will find a heavy
they will receive three treasures from the Treasure Decision
leather bag. The contents of the leather bag should be
Table: $$ (see p. 126). In addition, PCs will find Slave's
determined by referring to the “Contents of Leather Bag”
Collars equal to the number of party members and a key to
table. Note that if PCs have already found a leather bag once,
remove this collar. This is the Slave's Collar, which indicates
they will not be able to find it again.
that they are the slaves of Ondine, the “Queen of Sewage.”
Madame Hedron was in charge of these Slave Collars.
Contents of Leather Bag
1 Mere pebble
2 4 x Creeping Coin (CR II, p. 361)
3 2d x 50 gamel silver coins
4 2d x 1000 gamel silver coins

34
OPEN-AIR MARKET He also sells used equipment. Used equipment costs 80%
of the normal price, but has inferior performance. Used
weapons have a -1 to Extra Damage. Used armor has a -1 to
Defense. However, Defense cannot be less than 0 and used
Bucklers, and Round Shields are unavailable.

4. ITERA, THE ITEM TRADER (+★)


Itera sells items/accessories, repair tools, wizard’s items,
pets, and accessories. However, she does not sell magic items
besides Guardian Stone, Ability-Enhancing Rings, or Ability-
Enhancing Bracelets.
If PCs want to ask Itera, she will offer them a shiny red
stone and a shiny blue stone and say, “I'm not sure which one
is the more valuable stone. I'll give you the low-valued one for
your trouble.” PCs need to make an Appraise check (Target
Number B). If successful, they will know that the red stone is
a gem worth 30 gems and the blue stone is a Guardian Stone
(3 HP) worth 900 gems. In case of failure, the PCs must
choose one of them at random.
If PCs say that red stone is more valuable, Itera says, “You
The street is lined with shabby stores. Many barbarous and are either blind or a liar. I can't help you.” However, as
slaves come and go. promised, the blue stone will be given to PCs as a reward for
their time and effort.
PCS’ N EXT M OVE? If PCs say that blue stone is of higher value, then PCs gain
>To take a look around the market, go to “1. Open-air the trust of Itera.
Market”. If PCs gain Itera's trust, she will give PCs the code “First
>If PCs want to stop by a store, go to the respective store Opening/Closing Code: 438,” as promised. This was given to
section. me by my grandfather, who was a ferryman. Since the
>If PCs are leaving the market, go to “7. Meet Someone”. ferryman is a descendant of a family of gondola boatmen who
used to ply the waterways of the City Of Mist, Itera says that
the code must have something to do with the canals. However,
1. OPEN-AIR MARKET neither she nor her grandfather knows the meaning of the
code, nor do they know any other codes. Only if PCs can get
The market was established when vagabonds began doing
business in vacant spaces. Therefore, many stores simply lay information from Itera will they receive ★.
out their goods on the side of the road with clothes spread out
on the ground. There are medicine shops, equipment shops, 5. MABEL, A GAMBLER
item shops, gambling shops, and Bohr (see p. 139) sellers.
Mabel is a gambler who makes money by cheating. One
bet is 10 gamels; if PCs win, they get 20 gamels back.
2. HARVEY, THE APOTHECARY Mabel spreads her Handkerchief with Wasp Embroidery
Harvey sells herbs and potions (up to the GM to limit out on the gambling table. If the PCs show her the
them). Handkerchief with Wasp Embroidery, she smiles and says,
Mucosol Grass is also sold as 100 gamels. For more “Oh, you're in good company here.” Proceed to “3) Mabel's
information on the effects of Mucosol Grass, see “About Help.”
Mucosol Grass.”
1) Cheating Bets (+★)
Mabel plays by Gambling on dice rolls. When gambling,
ABOUT M UCOSOL GRASS the PCs formally roll 2d to compare the dice, but on the first
two rolls, the PCs are always assumed to win. After the third
Mucosol Grass can cure disease and is an herbal remedy. roll, Mabel says, “If I keep losing, I'm going to lose. Why don't
Mucosol Grass provides a +1 bonus to Fortitude when curing you double the bet?”. If the PCs accept this bet, they will lose.
a disease. This effect is not cumulative by using more than one The whole game is a cheat from the beginning, and Mabel can
Mucosol Grass. manipulate her own rolls at will. Therefore, unless the PCs
see through the cheating, they will be at Mabel's mercy.
To detect cheating, PC can make a check (Target Number
3. NEUMANN, THE EQUIPMENT DEALER B) with “Scout level + Intelligence modifier”. If it succeeds,
the cheating can be detected. However, just detecting the
Neumann sells all rank B equipment and ammunition. cheating is not enough to win the game. It is necessary to cheat
However, all equipment prices are multiplied by 1.5 (rounded back.
up). If PCs want to return a cheat, they can do so immediately
during the game when they have detected the cheat. To return

35
the cheat, they need to make a check (Target Number C) with 1) Miranda, “Mother of Vagabonds” +★
“Scout level +Intelligence modifier.” If successful, the PCs win If PCs have already met Miranda before, nothing will
the game by cheating back. In this case, Mabel admits defeat happen.
gracefully. She then says, “You have potential,” and gives them There is an old woman who is struggling to carry a heavy
a Handkerchief with Wasp Embroidery. She says her friends load. If PCs help her carry the luggage, she will tell them that
will help PCs out if they are in trouble. In fact, Mabel is a she is Miranda, who lives in [42: Cul-de-sac Tenement
member of the “Moonlit Wasps,” an organization that House]. Determine the Block of [42: Cul-de-sac Tenement
opposes barbarous activities. House] and fill it on the map. If PCs want to carry her luggage,
Only if PCs receive a Handkerchief with Wasp they have to go to [42: Cul-de-sac Tenement House].
Embroidery do they gain ★. Miranda is treated as a civilian if a battle ensues during the
process (see p. 5).
2) Confide in Mabel About the Situation (+★)
This event occurs when the PCs ask Mabel for help 2) Ursula of the Trees +★
because they are “looking for a way out of the city” or “looking If PCs have already met Ursula before, nothing will
for someone to help them plan how to get the city back from happen.
the barbarous” or “killing the well-known monster.” There is a dwarf woman who is carrying a large amount of
When PCs honestly confide with Mabel, she says, “I see luggage. If PCs want to help, she claims to be Ursula, who runs
what you mean,” and hands them a Handkerchief with Wasp [36: Sanatorium “Sunlight through the Trees”]. Her luggage is
Embroidery. Then she says, “Go to Prostitution Street and said to include medicines, sheets, and a change of clothes for
talk to someone with a handkerchief just like this. Show them use in the sanatorium. Determine the Block for [36:
this handkerchief and ask them to meet the “Daughter of the Sanatorium “Sunlight through the Trees”] and fill it on the
Moon.” Then you will be able to see her.” Mabel tells PCs map. If PCs want to carry her luggage for her, they have to go
where [23: Prostitution Street ] is. Determine the block of [23: to [36: Sanatorium “Sunlight through the Trees”]. If PCs get
Prostitution Street] and fill it in on the map. into a battle, Ursula will take on half of the enemies (rounding
If the PCs already have a Handkerchief with Wasp down); choose randomly which enemies Ursula will fight, and
Embroidery, she will not give them a new handkerchief. exclude them from the battle.
PCs will only get ★ if they can get Mabel to tell them how
to meet the “Daughter of the Moon.” 3) Butler of Sandrine +★
If PCs have already met Sandrine before, nothing will
3) Mabel's Help happen. Steward asks the PCs, “My master is looking for
If PCs are members of the “Moonlit Wasps” and ask for skilled people. Are you confident in your skills?”. If the PCs
Mabel's assistance, they may only receive the following answer yes, he invites them to come to [61: Lighted House].
assistance once per campaign. Determine the Block for [61: Lighted House] and fill it on the
map.
Help 1. 1,000 gamel. If PCs accept the invitation to go to [61: Lighted House],
Help 2. It gives PCs information about a specific location. Steward will give the PCs a Key to Sandrine’s House and say,
Mabel will tell PCs the Block where one of the sections “Please use this key in the keyhole behind the doorbell at the
PCs specify is located. Determine the Block and fill it in on back door. A servant will be waiting for you.” He then says,
the map. “I'm sorry, but my master has something to do,” and leaves.
After going to [61: Lighted House], refer to [61: Lighted
House] to proceed with the game.
6. BOHR SELLING DAVII
Davii sells a Bohr and all riding equipment. 1 Bohr costs
4,000 gamel. Vagabonds must not own a Bohr and will not
sell it unless the PC is wearing a Slave's Collar or Honorary
Bracelet. If the PC buys a Bohr, the next day, the Davii will
have a new Bohr for sale.

7. MEET SOMEONE
This event occurs if PCs try to leave [22: Open-air
Market].
PCs may meet an important person in the City Of Mist
here. Roll 2d. If the roll is 8 or more, the PCs meet an
important person. In this case, roll 1d and refer to the
“Important Person Encounter Table” to determine the
person they met.
Important Person Encounter Table
1–2 Miranda, “Mother of Vagabonds”
3–4 Ursula of the Trees
5–6 Butler of Sandrine

36
PROSTITUTION STREET 1tb). If they want, they can pay for more than 2 tb. If PCs pay
for all the party members, they can be taken to a room in the
same building. In this case, the GM should recommend that
the PCs act together, as it would be too complicated if the PCs
were separated.
After paying the price, the PCs are taken to a room in a
nearby building. If they approach the women without
observing the street, GM should randomly decide whether or
not they are wearing a handkerchief.

1) For Prostitutes who do not Wear Handkerchiefs


If the person PCs talking to a prostitute who is not wearing
a “Handkerchief with Wasp Embroidery,” they will be
surrounded by ruffians in the room to which they are led, who
will threaten PCs with, “If you want to save your life, leave
what you have and get the hell out of here.”
To determine the ruffians use the “Humanoids Encounter
Table” (see p. 125).
If PCs want to follow the thread, they must offer more than
200 gamels of gold or an item to be released. In the case of
items, the base price should be used.
If they refuse the demand, then there will be a battle.
The street is flanked by crude buildings. There is a faint When the ruffians are defeated, the prostitutes who have
sweet aroma wafting in the air as if incense is steeping guided the PCs are frightened and ask for forgiveness. If the
somewhere. If you look closely, you can see young women PCs forgive him, they will thank them and run away. If PCs
and beautiful boys standing on the street corners, looking ask about the “Handkerchief with Wasp Embroidery,” they
seductively at the people passing by. Apparently, this is a street will tell PCs that those wearing the handkerchief are members
for those who are in the night business. of the prostitutes' guild run by Ariadne, the Daughter of the
Moon. Ariadne is the boss of all the prostitutes in the area. If
PCS’ N EXT M OVE? PCs join her union, they can work in safety. However, they say
they are not in the guild because they are forbidden to strip
>If PCs want to see what is going on, go to “2. Observe the
off their foolish customers and must pay for the place.
Street.”
The room to which the PCs are led is safe; they may rest
>If PCs want to contact the prostitutes, go to “3. Contact
here. In this case, the PCs are treated as being able to rest for
Prostitutes”
1tb same tb in which combat happened.
>If PCs want to show Handkerchief with Wasp Embroidery,
go to “4. Showing Handkerchief with Wasp Embroidery”.
2) For Prostitutes Wearing Handkerchiefs
If the PCs are approached by a prostitute wearing a
1. THE ONLY COLORFUL PLACE IN THE “Handkerchief with Wasp Embroidery,” they will have a fun
CITY OF MIST and safe night. If the PCs ask them about the handkerchief,
they will reply, “It's a sign that you are a member of the
This is a city of male and female prostitutes. They deal Daughter of the Moon's sisterhood.” If PCs ask to meet
with wealthy slaves, vagabonds, honorary barbarous, and Ariadne, they will respond, after some thought, “I can
barbarous people who look like humanoids. The prostitutes introduce you to her if you help me find my missing friend.”
are all humanoids of all humanoid races. The price is 30 If you want to know more about the details of this request,
gamel per 1tb per person. The room to stay is assigned to each please refer to “3) Request of the Prostitute” to continue the
prostitute, and they will show PC the room when the deal is game.
settled. The rooms are managed by a prostitutes' guild and are PCs may use the paid tb as is for the rest. They can rest
completely safe. even after having a good time with them.

3) Request of the Prostitute


2. OBSERVE THE STREET According to prostitutes, a prostitute named Mylene has
If PCs want to observe the city, they need to make a check gone missing. According to one of the regulars, Mylene was
(Target Number A) with “Adventurer Level +Intelligence near [45: Town of No Return] with her lover. [45: Town of
modifier.” If they succeed, they will notice that some No Return] is a terrifying place where dangerous mythical
prostitutes wear “Handkerchief with Wasp Embroidery” beasts roam. The prostitutes are skeptical but ask PCs to
wrapped around their wrists or tied around their waistbands. check out [45: Town of No Return] just in case. If they accept
this request, they also tell PCs that Mylene has a Handkerchief
with Wasp Embroidery.
3. CONTACT PROSTITUTES +★ If PCs have already found the woman's corpse in [45:
Town of No Return] and have found a Handkerchief with
If PCs want to contact prostitutes for any purpose, they will
be asked to pay the market price (30 gamel per person per

37
Wasp Embroidery, see “4. Showing Handkerchief with Ariadne is the leader of Moonlit Wasps, one of the
Wasp Embroidery”. resistance organizations against barbarous rule. The “Moonlit
If PCs want to find Mylene, they need to go to [45:Town Wasps” is composed of prostitutes, bandits, and assassins who
of No Return]. repeatedly carry out assassinations aimed at the barbarous.
She knows “Important Information: About “Magic Sword of
PCS’ N EXT M OVE? Red Mist” Kurgaran. 1. Existence, 2. Location, 3. Effect. 4.
>Find Mylene Secret” (see p. 105). But will not share this information for
The PCs must go to [45: Town of No Return] and look free (see “Ariadne's Rewards” p. 39). She also strongly
for Mylene. Refer to the fixed mission “Searching for Mylene” influences the pirate Orzozo, the “Blue Butcher.”
(see p. 98) in the fixed mission list to proceed with the game.
1) Ask Ariadne for Help
This event occurs when the PCs ask Ariadne for help
4. SHOWING HANDKERCHIEF WITH because they are “looking for a way out of the city” or “looking
WASP EMBROIDERY for someone to help them plan to get barbarous out of the city
or kill the barbarous.”
If the PCs show the Handkerchief with Wasp Embroidery If the PCs are honest about the situation, Ariadne is willing
to a prostitute who is wearing the same handkerchief, they will to help the PCs if they cooperate with the “Moonlit Wasps”
be asked, “Where did you get that handkerchief?” and fulfill the tasks she asks them to do. See “Ariadne’s
Requests” (see p. 39) for more information about Ariadne's
1) If PCs received it from Mabel or Marilyn requests.
When PCs tell them that either Mabel, the gambler, or The objectives of the PCs and Ariadne's assistance to them
Marilyn, the “Headhunter,” has given him a handkerchief, the are as follows. In addition to this, “Ariadne's Rewards” (see p.
prostitutes look at them with suspicion. They tell PCs that the 39) can be obtained by fulfilling “Ariadne’s Requests.”
handkerchief represents membership in the “Moonlit
Wasps,” an organization that opposes the barbarous. They OBJECTIVE 1. GET OUT OF THE CITY
then say that if the PCs want, they can take PCs to see their Ariadne promises to write a “Letter of Introduction to
leader, Ariadne, the “Daughter of the Moon”. However, in Orzozo” depending on the PCs' performance; Orzozo will
order to do so, they tell the PCs that they need to test them to transport all the PCs to Kashkarn with this one letter of
see if they are trustworthy. “Can you help me find her? introduction. For the conditions of getting a letter of
Actually, one of the members is missing right now.” introduction to Orzozo, please refer to “Reward 1. Letter of
To hear more details, refer to “3) Request of the Introduction to Orzozo” in “Ariadne's Rewards.”
Prostitute” in “2. Contact Prostitutes” and proceed with the
game.
OBJECTIVE 2. R ESCUE A SPECIFIC P ERSON
If PCs want to rescue Sir Erlan Delmayle, who is being
2) If They Got it in the [45: Town of No Return]
held prisoner in [66: Prison], Ariadne can procure the Prison
+★★ Key for them. For the conditions under which she will provide
When the PCs tell the prostitutes that they have obtained PCs with the Prison Key, please refer to “Reward 7: Prison
a handkerchief from the corpse of a woman in [45: Town of Key” in “Ariadne's Rewards.”
No Return], the prostitutes cry out, “This is Mylene's
handkerchief.” They eventually confide that the owner of the OBJECTIVE 3. GET IN T OUCH WITH R ESISTANCE
handkerchief is their dearest friend... Mylene was one of the
prostitutes in the city who had gone missing with her lover. If the PCs show Barkman's order, Ariadne will
The prostitutes thank us for finding Mylene's corpse and immediately write a “Letter of Support from the Head of the
tell PCs that the handkerchief belongs to a member of the “Wind Brigade” addressed to the Principality of Durlesburg
“Moonlit Wasps,” an organization opposed to the barbarous. and give it to them. For the conditions for providing
If the PCs wish to meet Ariadne, see “5. Ariadne, the information on other resistance organizations, see “Reward 5.
“Daughter of the Moon.” Get in Touch with the “Wind Brigade” or “Reward 6. Get in
Whether they are allowed to see Ariadne or not, the Touch with the “Suela's Flame.”
prostitutes pay 200 gamels per person as a gratuity for finding
the corpse of their companion. OTHER OBJECTIVES
Ariadne cannot help with anything else.

5. ARIADNE, THE “DAUGHTER OF THE Ariadne will allow the PCs to use her hideout as a Base for
MOON” +★ all these purposes until they fulfill their objectives.

The PCs can meet Ariadne, the “Daughter of the Moon,” Ariadne Becomes a Keeper
only if they have been allowed to see her by the prostitutes, Thereafter, [23: Prostitution Street] will become Base.
either by completing the fixed mission “Searching for Mylene” Ariadne is not barbarous or honorary barbarous, so she
or by finding Mylene's corpse. will not put Slave's Collars on PCs. Note that the PCs are still
First, the PCs are led through the intricate alleyways of vagabonds.
Prostitution Street and into one building; Ariadne is in its If the PCs are someone's slaves, Ariadne cannot be a
basement. Keeper. Alternatively, the PCs may choose not to make

38
Ariadne a Keeper if they already have a Keeper. In either case, Quest 5. Jabardine, “Blackburn”
the PCs can use [23: Prostitution Street] as a Base. This quest is available automatically on average adventure
level 6 or higher.
The reward is 3 Ariadne's Favors. A Basilisk (CR II, p.
ARIADNE’S REQUESTS 309) named Jabardine, “Blackburn,” runs a tavern called the
Ariadne will make the requests in order, starting with “Burning Dancer” Pavilion, which serves humanoid dishes.
“Quest 1”. Once a Quest is accomplished, the next Quest is Defeat Jabardine, protect the people, and report to Ariadne,
requested. If the party's average level is above the level and the Quest will be completed. PCs will receive a reward
specified for the Quest, this Quest will be available even if the and 2★ for completing the Quest.
previous Quest has not been completed.
Upon completion of the request, the PCs may receive and Special Quest 1. Obtain the Opening/Closing
accumulate as many “Ariadne’s Favor” rewards as specified in Code for the Canal gate
the Quest. Ariadne’s Favors should be recorded; the PCs may This quest will become available at the same time as Quest
spend Ariadne’s Favors to receive Ariadne's Rewards. 4. Zu Gri, the “Lord of Greed.”
Note that a Quest to defeat a monster is considered to be The reward is 2 Ariadne's Favors. “There is a canal gate in
accomplished immediately if the monster has already been the canal that leads to Lake Chess. If we can open this gate,
defeated. we will be able to bring clean water to the city.” To do so, get
the Opening/Closing Code of the canal gates. The Quest will
Quest 1. Defeat Mo Ruge, the “Strangler” be completed when PCs obtain the Opening/Closing Code
The reward is 1 Ariadne's Favor. Boggart (CR I, p. 444) and report it to Ariadne. There are three types of
Mo Ruge, the “Strangler,” is hunting people in [11: Fountain “Opening/Closing Codes,” and PCs will receive a reward and
Square]. Defeat Mo Ruge, protect the people, and report to ★ for each one they report.
Ariadne to complete the Quest. Determine the Block for [11:
Fountain Square] and mark it on the map. PCs will receive a Special Quest 2. Defeat Named Barbarous
reward and ★ for completing the Quest. This quest will become available at the same time as Quest
5. Jabardine, “Blackburn.”
Quest 2. Obtaining “Dream Drug Sales Defeat the named barbarous to reduce the power of the
Authorization” barbarous! The Quest is accomplished by defeating a monster
This quest is available automatically on average adventure on the “List of Well-known Monsters” (see p. 20) and
level 3 or higher. reporting it to Ariadne. This Quest does not include monsters
The reward is 2 Ariadne's Favors. A drug called “Dream that have already been defeated. When PCs complete the
Drug” is catching on among the population. To prevent the Quest, they will be rewarded with Ariadne's Favor and a ★
sale of the drug, the PCs must obtain the Dream Drug Sales equal to the “monster level of the monster PCs defeated/3”
Authorization, which is necessary to sell the drug. If PCs get (rounded up).
the Dream Drug Sales Authorization and give it to Ariadne,
the Quest will be completed. PCs will receive a reward and ★
for completing the Quest. ARIADNE'S REWARDS
These rewards can be earned by exchanging a specified
Quest 3. Defeat “Bonehead” Sonnenfeles number of “Ariadne's Favor.”
This quest is available automatically on average adventure
level 4 or higher. Reward 1. Letter of Introduction to Orzozo
The reward is 2 Ariadne's Favors. There is a Troll (CR I, This reward can be exchanged for 6 Ariadne's Favors.
p. 450) priest of Dalkhrem named “Bonehead” Sonnenfeles. A letter of introduction to Orzozo, the “Blue Butcher”,
Defeat Sonnenfeles to reduce the power of the barbarous and captain of the pirate ship “Three-Headed Golden Dragon”,
report to Ariadne, and the Quest will be completed. PCs will who will get all the PCs onto the ship with this single letter of
receive a reward and 2★ for completing the Quest. introduction transport them from the City Of Mist to
Kashkarn.
Quest 4. Zu Gri, the “Lord of Greed”
This quest is available automatically on average adventure Reward 2. Information on “Magic Sword of Red
level 5 or higher. Mist” Kurgaran” (Part 1)
The reward is 3 Ariadne's Favors. There is an Ogre (CR This reward can be exchanged for 2 Ariadne's Favors.
II, p. 303) called Zu Gri, the “Lord of Greed”, who kills She will give PCs information about “Important
people like insects for his own greed. Defeat Zu Gri, protect Information: “Magic Sword of Red Mist” Kurgaran. 1.
the people, and report to Ariadne, and the Quest will be Existence, 2. Location, 3. Effect” (see p. 105). After giving this
completed. PCs will receive a reward and 2★ for completing information, Ariadne suggests that the sword has an even
the Quest. bigger secret.

Reward 3. Information on “Magic Sword of Red


Mist” Kurgaran” (Part 2)
This reward can be exchanged for 2 Ariadne's Favors.

39
She will give PCs information about “Important
Information: “Magic Sword of Red Mist” Kurgaran. 4. Secret”
(see p. 105). However, this information can only be requested
after “Reward 2: Information on “Kurgaran the Red Mist
Sword” (Part 1)” has been given.

Reward 4. 1 Bohr
This reward can be exchanged for 1 Ariadne's Favor.
She gives PCs 1 Bohr mount (see p. 139).

Reward 5. Get in Touch with the “Wind Brigade”


This reward can only be requested after completing
“Quest 3. Defeat “Bonehead” Sonnenfeles” and can be
exchanged for 2 Ariadne's Favors.
She will tell that “Wind Brigade” has a Base in [41:
Bandit's Path].

Reward 6. Get in Touch with the “Suela's Flame”.


This reward can only be requested after completing
“Quest 3. Defeat “Bonehead” Sonnenfeles” and can be
exchanged for 2 Ariadne's Favors.
She will tell the head of “Suela's Flame” is Ursula of the
Trees.

Reward 7: Prison Key


This reward can only be requested after completing
“Quest 4. Zu Gri, the “Lord of Greed,” can be exchanged for
3 Ariadne's Favors.
She will give PCs the Prison Key. PCs can unlock any door
in [66: Prison] using the Prison Key without triggering a trap.

Reward 8. 3000 gamels


This reward can be exchanged for 1 Ariadne's Favor.
The party will receive 3,000 gamels.

40
GLADIATORS' QUARTERS 2) Don Bucado's Rules
The slaves of Don Bucado become gladiators and must
fight in the [63: Arena]. At this time, the chance of being
forced to fight in a series of battles due to the “barbarous
whims” will be slightly reduced. However, they may continue
to fight if they wish.
If the gladiator wins, half of the prize money belongs to
Don Bucado. All prizes, including treasure/loot, will belong
to the gladiators.
After each match in Arena, the gladiator is free for the next
two days and must compete again in [63: Arena] until “dawn”
two full days (12tb) after the match. If the match is not
completed by this time, the PCs are considered fugitives and
are killed by the magic power of the Slave's Collar.
Gladiators must pay Don Bucado 5,000 gamels per
person and win a total of 16 Arena matches to have the
“Slave's Collar” removed and become free. However, if the
gladiator still wishes to remain a slave after 16 wins, Don
Bucado will not remove the Slave's Collar. In that case, PCs
must still compete in the Arena match every 2 days.
In addition, the slaves of Don Bucado can sleep for free
at [24: Gladiators' Quarters].
In the middle of the street stands a stone statue of
Lildraken with his two-handed sword raised to the sky. On top 3) The Trials of Don Bucado
of a large building, next to the statue, is a coat of arms with the If the PCs accept to be slaves after listening to the rules,
same design as the statue. Strong men enter and exit the Don Bucado will have them wear a Slave's Collar. Don
building. Bucado will then provide each PC with 1,000 gamel for
preparation. The PCs are then ordered to go to [63: Arena]
PCS’ N EXT M OVE? and perform a match to win the game before the second
>To see the stone statue, go to “1. House of Shepherd Don “evening” from the current time. If the current tb is “evening,”
Bucado”. the deadline is the evening of the day after tomorrow.
>To enter the building, go to “2. Visiting Don Bucado”.
Don Bucado Becomes a Keeper
Thereafter, [24: Gladiators' Quarter] will be the Base.
1. HOUSE OF SHEPHERD DON BUCADO Don Bucado will remove his Slave's Collars if the PCs pay
him 5.000 gamels and if they win 16 games in the Arena.
The stone statue represents Don Bucado, the Shepard,
However, if the PCs want to stay as slaves, they can do so. In
and the building is his mansion. He was once the most famous
that case, the PCs must continue to fight as gladiators.
lildraken gladiator in the City Of Mist, winning victories with
If PCs already have a Keeper, the PCs may choose not to
his overwhelming strength and eventually achieving the
make Don Bucado a Keeper. In that case, [24: Gladiators'
honorary barbarous position. He is now a retired gladiator
Quarters] cannot be used as a Base.
and instead owns many gladiators as slaves, allowing them to
compete in the matches of [63: Arena]. In Don Bucado's
mansion, many of his slaves live with him. PCS’ N EXT M OVE?
>Match in the Arena
PCs must go to [63: Arena] and compete in a match and
2. VISITING DON BUCADO +★ win. Refer to the mission list's fixed mission, “Win in the
Arena!” (see p. 95), to proceed with the game.
Anyone, at any time, who requests a visit may meet with
Don Bucado.

1) Hear from Don Bucado


When the PCs try to get some information from Don
Bucado, he only tells them what is relevant to [63: Arena],
such as the rules of the match, the “barbarous whims,” and
opponents. If PCs ask him about anything else, he says,
“Everything is worth taking hold of with your own hands.”
If the PCs are not the slaves of another, they can become
the slaves of Don Bucado, who explains what rules his slave
must follow. But as long as they follow the rules, they are free
to do whatever they want.

41
GRIEF PLAZA T HE SECRET OF THE M ONUMENT IN [25: GRIEF P LAZA]

In fact, the monuments are a magical devices for clearing


mist. When the device is activated, the monuments extend
high into the sky with its pedestal, and the cylindrical part
sucks in the fog to make it disappear. This effect is effective
against the “Red Fog” generated by the “Magic Sword of Red
Mist” Kurgaran that covers the entire city and its surroundings.
However, this magical device cannot be activated here. There
should be a control panel somewhere in the city to activate the
magic device. For details, please refer to “Important
Information: About the Magical Device that Clears the Mist.
1. Existence, 2. Location, 3. Effects, 4. Secrets” (see p. 105).

3. ENCOUNTER WITH ROAMING


MONSTER +★
This event will occur if the PCs do nothing after stepping
into the plaza or immediately after “1. Examine the Stone
Statues “ or “2. Examine the Monuments”.
Each time the PCs enter the plaza, they may encounter a
This is a plaza paved with cobblestones. A number of monster roaming the square. Roll 2d. If the roll is 6 or less,
metal monuments made of cylinders of different lengths are the PCs will encounter a monster, which will attack any
lined up in a row, making a sound similar to a weeping sound intruder they find in the plaza.
whenever the wind blows. Surrounding them are dozens of If the roll is 7 or more, PCs will not encounter the
stone statues of humans, elves, dwarves, and other figures. All monster. However, if the PCs do not move to the next tb and
of them are as realistic and precise as if they were warriors or stay in this plaza, they have to roll again.
knights in armor and holding weapons. The PCs have to determine the monster encountered by
referring to the “Roaming Monster Encounter Table” based
PCS’ N EXT M OVE?
on the average adventure level of the party and battle the
>To examine the stone statues, go to “1. Examine the Stone monster. At this time, the monster shall be treated as a boss.
Statues”. The stone statues in the square are all those turned to
>To examine the metal monuments, go to “2. Examine the stone by these monsters. A monster may also be accompanied
Monuments”. by a construct. In this case, the construct should be
>If PCs just want to continue, go to “3. Encounter with a determined by the Construct Encounter Table (see p. 124).
Roaming Monster”. When encountering a “Failure” Heurica, refer to “1)
Encounter with a “Failure” Heurica”.
1. EXAMINE THE STONE STATUES (*): PCs gain ★ for each battle they win against the
PCs need to roll the Insight check. If the success value is monster. However, the number of ★ gained in this battle is
10 or more, they will remember that Medusa (CR I, p. 445) limited to one per day. If the number of ★ gained in this battle
has the ability of [Petrifying Eyes]. If the success value is 11 or reaches 5 or more, the PCs will encounter a “Failure” Heurica
more, PCs will remember that Basilisk (CR II, p. 309) has the and construct, regardless of the party's average level.
ability of [Petrifying Gaze].
After examining the statue, they may immediately Roaming Monster Encounter Table
encounter a monster roaming the plaza. See “3. Encounter Average Party Level Encountered Monster
with a Roaming Monster”. less than 2.5 1 x Medusa
2.5 – 4.5 1 x Medusa and Construct
2. EXAMINE THE MONUMENTS more than 4.5 “Failure” Heurica and Construct
There are 36 monuments in total, 6 vertical and 6
horizontal, which are charged with magic power and can be 1) Encounter with a “Failure” Heurica (+★)
detected by [Mana Search]. Heurica was severely wounded in a battle with the former
If PCs want to examine them in detail, they need to make Principality of Durlesburg forces and cannot use [Monstrous
a check (Target Number B) with “Artificer level + Intelligence Form]. If Heurica is defeated, in addition to the normal loot,
modifier.” They will see that the whole plaza is designed to lift the PCs gain a Parchment in barbaric with “Third
up if they succeed. They can guess that it is a magic boat of Opening/Closing Code:276”. PCs will gain an extra ★ only if
some kind, but we do not know what it is used for. they beat him (2★, including the one PCs get from “2:
For more information about these monuments, see “The Encounter with a Roaming Monster”).
Secret of the Monument in [25: Grief Plaza]” (GM only). If Heurica has been defeated, thereafter, 1 x Basilisk (CR
After examining the monument, they may immediately II, p. 309) will appear in place of Heurica. This Basilisk has
encounter a monster roaming around the plaza. See “3. no disadvantages and no special loot.
Encounter with a Roaming Monster”.

42
”BURNING DANCER” PAVILION addressed to Jabardine? In these cases, they can meet
Jabardine. See “1) Jabardine, Blackburn”.
Translator Note: In PCs wanting to talk to Jabardine, it is
up to the GM to react to them.
Otherwise, right after watching a man blackout on center
stage, a voice says, “Well, enjoy yourselves. Go on. It's the
food that jumps in your mouth”. PCs look up and see an
elderly gentleman with a stylish mustache and a wicked smile
on the second-floor terrace overlooking the restaurant. He is
Jabardine, “Blackburn,” Basilisk (CR II, p. 309). And
Jabardine's “jumping-in food” are the PCs. With his voice
saying, “Well, enjoy yourselves,” the surrounding barbarous
attack the PCs at once. The barbarous who attack the PCs
must be determined using the Barbarous Encounter Table
(see p. 122). In this case, the number of barbarous should be
treated as three times as many. One of the barbarous should
be treated as a boss.
If PCs win the battle, they will have time to escape. If they
do not escape, they will be surrounded by the barbarous again,
and the same battle will ensue. Once the barbarous are
defeated, and the escape is possible, the PCs may choose to
Walking down the street, you eventually come to a “run upstairs and fight Jabardine” or “rush to the back of the
building made of black stone. The entire building is decorated bar.”
with humanoid skulls and has a frightening atmosphere, with If PCs want to fight Jabardine, refer to “1) Jabardine,
a barbaric sign that reads “Burning Dancer Pavilion.” Blackburn”. If PCs want to go into the back of the bar, refer
to “2) Back of the Bar”.
PCS’ N EXT M OVE?
>If PCs want to talk to people around them, go to “1. “Burning 1) Jabardine, Blackburn (+★★)
Dancer” Pavilion. On the second floor, seated in a special place on the
>If PCs want to enter the “Burning Dancer” Pavilion, go to “2: terrace, is Jabardine, the gentlemanly old man. He always
Entering the Bar. enjoys watching the feast going on below from this spot.
He always has a barbarous under his command. In the
event of a battle, his men will also participate and must be
1. “BURNING DANCER” PAVILION determined using the Barbarous Encounter Table (see p.
122).
This is a tavern of Jabardine, “Blackburn,” where food from
If PCs successfully defeat Jabardine, the other barbarous
humanoids is served. Therefore, it is extremely dangerous for
will flee in fear of the PCs. In addition, only when the
humanoids to enter the bar.
This information can be elicited by paying more than 10 Jabardine is defeated the PCs will gain 2★. In addition to the
gamels to the people around PCs. normal loot, Jabardine also has a Canal Pass.
If Jabardine is defeated, the “Burning Dancer” pavilion
will be closed.
2. ENTER THE BAR +★
2) Back of the Bar
No one would stop the PCs if they attempted to enter the
A kitchen and cellar are at the back of the bar. In addition,
bar. The interior of the bar is a dome-shaped space with a
there is a room with an iron cage where slaves are captured
circular stage surrounded by a cage in the center. The seats
for dishes.
are arranged around the stage and are filled with countless
In the room with the cage, barbarous under Jabardine
barbarous. Among the barbarous, indoctrinated humanoid
keep watch. Barbarous must be determined using the
slaves, they carry glasses and food.
Barbarous Encounter Table (see p. 122).
Suddenly, the sound of a gong rings out, and a human
The cage has no traps but is locked. To unlock the lock,
man, who seems to be a vagabond, is brought in and thrown
PCs must make a Disable Device check (Target Number A).
onto the center stage. A sizzling sound is heard, and the smell
If successful, the lock is released.
of burning meat fills the restaurant. Upon closer inspection,
Also, there are many barbarous in the bar. If PCs want to
PCs see that the stage is a griddle on which a fire is burning
avoid being found by them, they need to make a Hide check
from below. A man is thrown out onto the heated plate and
(Target Number B). In the case of a party, if any one of the
struggles to escape but is prevented from doing so by the cage,
PCs fails to do so, they will be discovered. Barbarous must be
and eventually burns black and dies. A barbarous dressed like
determined using the Barbarous Encounter Table (see p.
a cook drags the corpse down, cuts it into pieces, and serves it
122).
to the guests.
Are the PCs honorary barbarous or slaves of Sandrine
Capet, “Evening Princess,” Daemon Tamer Zabar, Shepard
Don Bucado, or “Queen of Sewage” Ondine? Or do PCs
have a “Letter of Introduction to Upper Barbarous”

43
ABANDONED HOUSE If the PCs attempt to climb the stairs, the stairs will
collapse. In addition, the fall will also cause the second floor
to collapse, raining debris down on the PCs.
In the case of a party, if even one person attempts to go up
the stairs, the stairs will collapse. The PC ascending the
staircase and the PCs directly below the staircase are caught in
the collapse. The PCs involved in the collapse suffer 2d+3
physical damage. This damage can be reduced by Defense,
but not with Tumble checks.

2) Encounter with Sonnenfeles (+★)


If tb “night” to “dawn,” Sonnenfeles is awake. On the
other hand, if tb is from “morning” to “evening,” Sonnenfeles
is sleeping.
If PCs go down the stairs to the basement, they will
encounter a Sonnenfeles, who will attack PCs if they are not
wearing Slave's Collars or Honorary Bracelets. If PCs are
wearing Slave's Collars or Honorary Bracelets, the
Sonnenfeles will ask, “What do you want?” But no matter
what they say, Sonnenfeles will not give PCs any information.
He tries to push the PCs away, annoyed. If they persist,
Sonnenfeles will get angry and attack them. There is only
A high stone wall goes on and on. Part of the wall has Sonnenfeles here.
collapsed, and there is a place where it looks like you can get If a Sonnenfeles is defeated, the PCs will receive a Canal
in. Looking through the collapsed part to the other side, one Pass in addition to the normal loot.
can see a dilapidated garden and an old building. In the Only if Sonnenfeles is defeated PCs will receive ★.
garden, a trodden path has been formed from the wall to the
building, indicating that someone is coming and going. (3) Exploring the Basement
However, the building is not lit. If PCs want to search the basement where Sonnenfeles
was, they need to make a Search check (Target Number 11).
PCS’ N EXT M OVE? If they succeed, they will find one of the treasures from the
>To examine footprints, go to “1. Check the Footprints”. Treasure Decision Table: $$$ (see p. 126). If the success
>To enter the abandoned house, go to “2. Inside the value of the Search check is 12 or more, a hidden door is also
Abandoned House”. found. The hidden door is not locked but is trapped. When
the hidden door is opened, the trap is activated. The trap must
be decided by using the Trap Decision Table C (see p. 127).
1. CHECK THE FOOTPRINTS +★
If PCs want to examine the path leading from the fence to 4) Behind the Hidden Door (+★)
the building, they need to make a Search check (Target When PCs open the hidden door, they will find themself
Number A). If successful, they will find a large footprint. in a small room. There are bookshelves lined with many
A successful Monster Knowledge check (reputation books. To examine a book, they can make a Literature check
11/weakness 16) reveals that the owner of the footprint is Troll (Target Number B). If they succeed, roll 1d and refer to the
(CR I, p. 450). “Literature Table” to determine the information available
from the book. Only one type of information can be obtained
from this bookshelf.
2. INSIDE THE ABANDONED HOUSE All books are written in magitech. Only if PCs get some
information from the book, they will get ★.
The doors of the building are old but well-maintained.
However, the building itself, which originally had three or
Literature Table
more floors, has collapsed from the second floor up. There
are several rooms on the first floor, one of which contains a A book about “Important Information: About “Magic
box with human bones. In another room, there is a staircase 1 – 2 Sword of Red Mist” Kurgaran. 1. Existence, 2.
to the basement. Location, 3. Effect. 4. Secret” (see p. 105)
A book about “Important Information: About the
Legend of the Four Founders. 1. Existence/2.
1) Go up to the Second Floor 3–4
Names/3. Legend/4. Location of the Tomb” (see p.
If PCs want to search the first floor, they must make a
105).
Search check (Target Number A). If successful, they will find
a crumbling staircase leading up to the second floor. A book about “Important Information: About the
To examine the staircase, they need to make an 5 – 6 Magical Device that Clears the Mist. 1. Existence, 2.
Engineering check (Target Number A). If successful, they will Location, 3. Effects, 4. Secrets” (see p. 105).
find that the staircase is so fragile that it will collapse if even a
little pressure is applied.

44
YAMUR'S BAR • Lodging
Large room (max. 10 people per person)….…….30 gamels
Small room (max. 3 persons per room)…….….100 gamels

Yamur sells all herbs and potions. However, it does not


sell Mucosol Grass.

1) Gaining Yamur's Trust +★★


If PCs want to gain Yamur's trust, they can do so in the
following ways.

• At least one PC is the priest of the gods of the first sword.


• PCs are honest about what brought them to town.
• PCs are already acquainted with “The Sea Breeze” Tohotel
or Seira, the Snow Wind, and are collaborating with “Wind
Brigade.”
• Have killed barbarous in front of many witnesses.

If even one of these conditions is met, Yamur considers


the PCs to be trustworthy. He collects a lot of information on
his own and knows these facts to be true about PCs.
Only one magnificent three-story building stands out in a If he finds PCs to be trustworthy, Yamur confides that he
neighborhood of small, scorched-earth shack-like houses. is using his position as an honorary barbarous to protect many
The building has a sign that reads “Yamur's Bar” in trade people by making them slaves. He also tells PCs that he is
common and barbaric, and many slaves and vagabonds are associated with the Wind Brigade, an organization that
coming and going. opposes the barbarous. If PCs wish to contact the “Wind
Brigade,” he will tell them how to do so. Refer to “2) Yamur's
PCS’ N EXT M OVE? Help” and proceed with the game.
>If PCs want to talk to the people around the bar, go to “1. PCs who have gained Yamur's trust may henceforth stay at
Yamur's Bar”. the bar for free. However, they will be asked to help out in the
>If PCs want to enter a bar, go to “2: Entering the Bar”. bar from time to time. If PCs want to help out in the bar, see
“3. Working at the Bar”.
If the PCs are not the slave of someone else, they can
1. YAMUR'S BAR become the slave of Yamur. In this case, Yamur will give the
The bar is run by a honorary barbarous dwarf named PCs a “Slave's Collar” and promise to remove it whenever they
Yamur, and the second floor and above are used as an inn. wish. Yamur will not use the Slave's Collar's magic power to
Most of the customers are humanoid slaves or vagabonds, and kill the PCs if they escape. However, if the PCs leave the City
Yamur's Bar is said to be the most decent place for humanoids Of Mist while wearing the collar, the magic power of the
in the City Of Mist. Slave's Collar will be activated regardless of Yamur's will, and
If PCs talk to people around the bar, they can obtain this the PCs will die.
information for free.
Yamur Becomes Keeper
Thereafter, [32:Yamur's Bar] becomes the Base.
2. ENTERING THE BAR The PCs can remove the “Slave's Collar” at any time just
When the PCs enter the bar, they find it crowded with by asking Yamur.
customers and slaves who look like waiters are busily coming If the PCs are someone's slave, Yamur cannot be a
and going, carrying drinks and food. Keeper. Or, if PCs already have a keeper, the PCs may choose
Behind the counter, a stout-looking dwarf is polishing a not to make Yamur a keeper. In either case, the PCs can use
glass. He is Yamur. On his arm, he wears an “Honorary [32: Yamur's Bar] as a Base
Bracelet,” a sign of honorary barbarous. In the corner of the
store, a group of slaves and vagabonds are playing dice. 2) Yamur's Help
At Yamur's Bar, PCs can eat and stay overnight. Rates are Yamur tells PCs that a young man named Melchior in [41:
as follows: Bandit's Path] is a member of the Wind Brigade. If PCs visit
his house and tell him they are from Yamur, he will take them
to the Wind Brigade's Base.
If the PCs have already met Melchior, then Yamur says,
Price List for Yamur's Bar “Then, yes, very well. Give him my regards”.
• Price of Meals
Clean water (per cup).……………………………..……..3 gamels PCS’ N EXT M OVE?
Ale (per cup)…………..……………………………………..5 gamels >Aiming for Bandit's Path
Meal (per one meal) .………………………………….….7 gamels PCs must go to [41: Bandit's Path] to get in touch with the
Wind Brigade. Refer to the mission list's fixed mission “Get

45
in Touch with the Wind Brigade” (see p. 94), to proceed with T HE I DENTITY OF B EGGAR IN F RONT OF THE B AR (+★★)
the game.
One of the beggars is a Faceless named “Death Weaver”
Paunella. Paunella is one of the upper barbarous who is said
3. WORK AT A BAR to be the one the trusted lieutenants of the “Green General”
If PCs offer to work for Yamur, he will give PCs a Yahakkazesh and plays a tactician role in the barbarous forces
temporary job. If PCs work in a bar, they will receive 10 G per of the City Of Mist. Paunella usually travels around the City
person per 1tb, and if the PCs are slaves of Yamur, they will Of Mist in the guise of a beggar, gathering information. The
receive the same reward when they work at a bar. other four beggars are Ghast Knights (CR II, p. 365) under
Paunella's command.
2★ will be awarded only if Paunella is defeated.
4. DICE GAMBLING +★
In the corner of the tavern, there are slaves playing dice.
In gambling, the house and participants roll dice to
determine the winner. The winner gets the other's wager.
If the PCs wish to participate in the wager, they must wager
5 gamel each time. Once the wager has been placed, the PCs
and the house each roll 2d. The player with the larger result
wins and wins the other player's wager. If the two participants
have the same roll, the house wins. In this case, the players
can cheat by flipping over both 2d's dice together. If the house
can win by flipping over, the house must always cheat.
If PCs want to find out if the house has cheated, they need
to make a “Scout level + Intelligence modifier” to check
(Target Number 12). If successful, the cheat is exposed. The
owner clicks his tongue, hands the PCs the “2d x 5” gamel,
today's winnings, and tells them to go away. PCs can't take part
in any more gambling for this day.
When multiple PCs participate in a wager, winning and
losing are determined between the house and a single PC.
(Note that the PC with the highest bet does not win everyone's
wager).
The cheating is the same process as [Sword’s
Grace/Change Fate], which is a racial ability of humans but
not the same. For this reason, it can be done any number of
times per day.

5. LATE NIGHT BEGGAR (+★★)


On the street in front of Yamur's Bar, there are always five
hooded beggars at “midnight.” They sit silently at the end of
the street and leave around “dawn.” If PCs follow them, they
lose them in the intricate alleys and lanes.
If PCs give even one gamel of gold, the beggar says,
“Thank you very much. I wish you good fortune from the gods
of Ignis.” If PCs continue to give them more gold, there is no
change in the words. Also, there is no specific effect of this
blessing. If PCs speak to him without giving them gold, he will
not respond.
When attacking beggars, see “The Identity of Beggar in
Front of the Bar.”

46
RIVER OF BONES [Skull Bite/Can’t]
The bones dance wildly, attacking everyone in the area,
and at the beginning of Skeleton's turn, all PCs take “1d +
Average Party Level” points of magic damage. This attack
cannot be avoided. It is not performed on consecutive turns.

Red Eyes
Eyes of the one Skeleton glow red. When this red-eyed
Skeleton is defeated, all Skeletons will collapse and will not
appear for 1tb.
However, the red-eyed skeleton is almost
indistinguishable from other skeletons and blends with other
Skeletons within the skirmish. Therefore, when attacking a
Skeleton with red eyes, the attacking PC must perform a check
(Target Number B) with “Adventurer level + Intelligence
modifier” to determine which skeleton it is. If the check fails,
the PC will randomly attack a different Skeleton.
An attacker who attacks a skeleton other than the one with
the red eye can attack the target skeleton even without the
check.

The river is shallow, with a bed of dead white branches 3. EXPLORING RIVER OF BONES
and pebbles. Walking along the path leading to the riverbank, When all skeletons are defeated, the bones that have been
you see barbarous carts coming toward you. The barbarous dancing wildly for a while will be calmed down. After
stop and dump the contents of two large bags on their carts performing the loot check, the PCs may make a Search check
into the river, and when the barbarous have finished their (Target Number B). If successful, they find one of the
work, they leave with the empty bags on their carts. treasures on the Treasure Decision Table: $$ (see p. 126).
In the 1tb, only one treasure can be found at this location.
PCS’ N EXT M OVE? Therefore, even if the Search check succeeds after the second
>If PCs want to step into the river, go to “2. Stepping into the time, no treasure will be obtained.
River”. If PCs return in different tb, they may find the treasure
again after fighting Skeletons. However, if a total of 5 treasures
are found at this location, no more treasures can be found.
1. RIVER OF BONES
This is a dumping ground for the bones of humanoid
casualties. What appeared to be pure white dead branches or SECRET OF THE L IGHTS IN [34: CLOISTERS OF THE
pebbles on the riverbed are in fact, all human bones. The E VERLASTING N IGHT ]
undead of the River of Bones attacks indiscriminately those
who enter the river. This light, which seems to be a pale blue light, is actually a
magical light called “the Light of the Dead” that produces this
darkness. The magical darkness created by the Lights of the
2. STEPPING INTO THE RIVER +★(*) Dead cannot be seen even with darkvision. However, only the
If the PCs attempt to enter a river paved by human lights of the dead are always visible. Because the Lights of the
skeletons, several human skeletons will rise up. They are Dead have the magic power to abolish vision, those who are
Skeletons (CR I, p. 463), and their number is equal to the within the range of these lights become unaware of anything
number of PCs x 2. Furthermore, this place where the hatred else. Therefore, a person who wanders into this place will be
of the dead is strong and has the following effects. forever circling the corridor lined with the Lights of the Dead.
However, if the perception is Magic or Mechanical, it is not
(*): PCs gain ★ for each victory over Skeletons. However,
affected by the Lights of the Dead.
the number of ★ won in this battle is limited to one per day. By walking with your eyes closed, you will not be affected by
When the total number of ★ won in this battle reaches five, a this magic light. However, in this case, the direction of the
Bone Knights (CR II, p. 354) will appear in place of Skeleton. movement will be randomly determined.

[Bone Hands/Target Number C/Fortitude/Neg]


All PCs perform Fortitude checks at the beginning of their
turn. If they fail, they are grabbed by a bone hand protruding
from the ground and suffer a -2 penalty to their Accuracy
check and Evasion until their next turn. This effect has no
effect on those flying or floating. However, a PC that the
hand's grabs cannot fly during their turn.

47
CLOISTERS OF THE If PCs walk with their eyes closed, they will not be fooled
by the pale lights. However, roll 1d and decide the destination
EVERLASTING NIGHT by consulting with the “Destination Decision Table.”

Destination Decision Table


1–2 Go to “1) Wandering in the Cloisters”.
3–4 Go to “2) Go Outside”.
5-6 Go to “3) Reach the Amphitheater”.

1) Wandering in the Cloisters


The PCs are unable to escape from the darkness and
encounter an undead wandering in the corridor. This undead
is a person who has wandered into the cloisters and died. The
undead are determined using the “Undead Encounter Table”
(see p. 123), and the PCs must fight. In this case, the average
adventure level is treated as lower by -1.
When encountering undead, PCs need to make a Danger
Sense check (Target Number C). If the PCs fail, they are taken
by surprise by the undead.
In the darkness of the corridor, PCs cannot see the
undead even if they have darkvision or its equivalent, so they
suffer a -4 penalty for Accuracy checks and Evasion (which
Suddenly, the surroundings are covered in darkness. A stacks with the penalty for surprise attacks). Also, since the
blue-white light can be seen floating in the circle. Strangely target is not visible, the spells cannot be used except when
enough, even those with light cannot see through this touching the undead (see below). These disadvantageous
darkness. effects do not affect characters whose perception is Magic or
Mechanical.
PCS’ N EXT M OVE? PCs can touch to feel the undead with Minor Action.
When casting a spell on the undead, an Accuracy check is first
>To examine the pale blue lights, go to “1. Examine the made to touch the undead. If it hits, the magic can be used
Lights”. during that round. In all cases, the caster must be on the same
>If PCs want to continue walking in the dark, go to “2. skirmish as the target when touching to make an Accuracy
Walking in the Dark”. check and cast a spell.

1. EXAMINE THE LIGHTS (+★) 2) Go Outside +★(*)


PCs travel to an adjacent Block in a randomly determined
If PCs want to examine the pale lights, they need to make direction. If the destination is a blank Block, the section must
an Appraise check (Target Number 15). If they succeed, they be determined. If the destination is a wall or a sea direction,
will find the information written in “Secret of the Lights in [34: then randomly select another Block.
Cloisters of the Everlasting Night]” (see the previous page). (*): When PCs go outside, they will get one ★. However,
Only if the information on the lights is known, ★ is the number of ★ PCs that can get here is limited to one per
earned. day.

2. WALKING IN THE DARK 3) Reach the Amphitheater +★


The PCs pass through the darkness and emerge onto a
As long as PCs keep your eyes open, they will only plaza enclosed by darkness. Here, there is an amphitheater.
continue to wander the cloisters no matter how much PCs The stage floor is made of a hard, silvery, semi-transparent
walk. In this case, refer to “1) Wandering the Cloisters”. material, neither metallic nor mineral, that glows green when
After every 1 tb in the dark, the PCs need to make a check touched. PCs must make an Appraise check (Target Number
with “Adventurer Level + Intelligence modifier” (Target 15). If they succeed, they will know that this substance is called
Number 15). If they succeed, they come up with the idea that silver crystal and was made with magitech. According to the
they might be able to walk with their eyes closed. The record, it can not even be damaged by a direct hit from a
conditions for walking with eyes closed are as follows. [Meteor Strike]. However, the method of refining it is now
lost. The silver crystal is charged with magic power and can be
• PCs checked the lights, and Appraise check was successful. detected by [Mana Search]. In order to get out of this place,
• GM suggested walking around with eyes closed after PCs PCs need to go through the cloisters covered with darkness
spend 1 tb in the cloisters. again.
• Players themselves came up with the idea of walking around For more information on this amphitheater, PCs need to
with their eyes closed. make Appraise check (Target Number 15) one more time,
and if successful, they will find out more about it. See “The
If any of these conditions is met, the PCs may attempt to Secret of the Amphitheater in [34: Cloisters of the Everlasting
walk with closed eyes. Night]” (see the previous page).

48
DESERTED GARDEN For more information on the effects of “Mucosol Grass,”
see “About Mucosol Grass” (see p. 35).

3. POND OF UNDINES
Passing through the dense forest, PCs arrive at the deepest
part of the garden, where a large pond with skunk cabbages in
full bloom appears. The air around the pond is pure and
clean. Then, a naked maiden emerges from the pond. She is
Undine (CR II, p. 391), who tells the PCs to leave this place
quickly. This Undine can speak in trade common.
If the PCs are runefolk and have no other companions
who can see the fairies or hear their voices, Undine tries to
communicate by writing on the ground.

1) Draw Water
If the PCs politely ask to be allowed to fetch clean water,
Undine will allow them to do so. However, they are reminded
to leave immediately. If the PCs do not leave, they are further
warned, and if they still do not leave, they will be attacked. At
this time, the Undine will call two fellow Undines.
Behind a crumbled and distorted iron fence is a deserted
garden, which seems to have been unattended for a long time 2) Makes a Fairy Trail
and is overgrown with plants and trees. The gate to the garden If the PCs are willing to leave, Undine will create a fairy
is closed, with a barbaric sign that reads, “Open and you will trail that will lead them safely through the forest. This path will
die, stupid.” allow them to return to the entrance without encountering the
monsters that inhabit the garden forest. Undine will also warn
PCS’ N EXT M OVE? them of the “5. Barbarous Ambush”.
>To examine the gate, go to “1. Open the Gate”. If PCs have gained Undine's trust, she will create a fairy
>To open the gate and enter the garden, go to “2. Enter the trail whenever they leave the pond and return to the garden
Garden Forest”. entrance. See “3) Gaining Undine's Trust” for details on how
to gain Undine's trust.

1. OPEN THE GATE 3) Gaining Undine's Trust


The iron fence surrounding the garden is about 3 meters For PCs to gain Undine's trust, one of the following
high. To climb over the fence, PCs need to make a Climb conditions must be met:
check (Target Number 10). In this case, there is no
modification to the success value. If a rope is used, it can be • At least one of the PCs is the priest of the God of the First
fixed to the fence. Sword.
If PCs want to check the gate, they will find that there is no • PCs were honest about the circumstances that brought them
trap, but it is locked. If they want to unlock it, they need to to the City Of Mist.
make a Disable Device check (Target Number A). If
successful, the lock is released, and the gate is opened. Undine will acknowledge that the PCs are not barbarous
allies if one of these conditions is met. In this case, an elf
woman emerges from the pond. Her name is Claire, the
2. ENTER THE GARDEN FOREST +★ “Summer Memories.”
The garden is large and overgrown with plants and trees For more information on Claire, see “4. Claire, “Summer
over the years, making it look like a small forest. When the Memories.”
PCs step into this forest, they sense a disturbing presence. A
monster appears from the darkness created by the trees and 4) Collect Golden Skunk Cabbage +★
attacks the PCs. Some of the skunk cabbages in this pond have golden
PCs encounter a monster every time they set foot in this petals, and the PCs are allowed to collect the Golden Skunk
forest, roll 1d, and use the Animal Encounter Table (see p. Cabbage if they have the Undine's trust.
122) to determine the monster encountered if the roll is 1-3, For more information on the effects of Golden Skunk
and the Plant Encounter Table (see p. 123) to determine the Cabbage, see About Golden Skunk Cabbage (see the next
monster encountered if the roll is 4-6. page). The ability score increased by the Golden Skunk
If the PCs defeat the monster, they will automatically find Cabbage is randomly determined by rolling 1d for each one
1d pieces of Mucosol Grass. Mucosol grass can only be found immediately after it is collected.
once per day. If a PCs find a piece of Mucosol Grass once, This pond has 1d of Golden Skunk Cabbages. Golden
they cannot find any more Mucosol Grass on that day here. Skunk Cabbage can only grow once a year. Golden Skunk
Cabbage can be sold for 500 gamels each.

49
If the PCs attempt to collect the Golden Skunk Cabbages just in time for the Principality of Durlesburg, Lukythra
without the Undine's permission, the Undine will warn them Empire, and other humanoid armies to attack the City Of
not to do so. If the PCs still try to collect the Golden Skunk Mist. Of course, this would require taking this information
Cabbage, the Undine will call two of its Undines to attack the back to Kashkarn and then infiltrating and contacting Claire
PCs. again as the army is dispatched.
In any case, if this Sword of Protection information can be
brought back to Kashkarn, it will surely be a great help in the
ABOUT GOLDEN SKUNK CABBAGE attack on the City Of Mist.

The Golden Skunk Cabbage is a flower with magical 2) Get Information from Claire (+★〜)
powers that only Claire, “Summer Memories,” can grow. If the PCs try to get any information out of Claire, she will
Eating Golden Skunk Cabbage will increase one of the ability tell them honestly whatever she knows. However, the
scores by 6 points for 6 rounds. The ability score of each information that Claire knows is so obvious to her that she will
Golden Skunk Cabbage will be randomly determined after not come out and say it herself unless the PCs ask her a
each one is collected. If vitality or spirit is increased, HP and question about it.
MP will be increased accordingly, similar to Fairy Magic's The main information that Claire knows is: “Important
[Virtual Toughness] (see p. 267). Also, Golden Skunk Information: About the Magical Device that Clears the Mist.
Cabbage is treated as a poison effect and can only be used 1. Existence, 2. Location, 3. Effects” (see p. 105), “Important
once. Information: About the Legend of the Four Founders. 1.
Existence/3. Legend” (see p. 105) and “Important
Information: About Light of Shelashis. 1. Existence/2.
5) Rest Location/3. Effect” (see p. 105).
If PCs have Undine's trust, they can sleep by the pond. In PCs will receive ★ for each Important Information they
that case, they will get a reasonable amount of rest, though not learn from Claire (up to 3★).
enough; 2 tb of rest will restore 10% of their HP and 50% of
their MP (both rounded up). 1tb rest will restore neither HP
nor MP, and no extra HP or MP will be gained by taking more 5. BARBAROUS AMBUSH +★
than 2 tb of rest.
The barbarous know that there is a Sword of Protection in
this location and fear that it will fall into the hands of traitors.
4. CLAIRE, “SUMMER MEMORIES” +★ This is why he regularly patrols the outside of the garden. If
the PCs have not covered their tracks entering the gardens,
Claire has lived near the City Of Mist since before the barbarous has found them and is waiting for the PCs to come
Diabolic Triumph. However, she was forced to flee her out. If PCs have Undine's trust, they should have been warned
hometown by the barbarous invasion in the Diabolic Triumph of this.
and fled to the City Of Mist. However, this city, too, soon fell. When the PCs return to the entrance of the garden, they
Claire, who had failed to escape and stayed in the city here find, as Undine said, a barbarous patrol that will attack the
with Undines. She is delighted to see the PCs and meet PCs.
someone outside the garden for the first time in a long time. To determine the barbarous with the Barbarous
Encounter Table (see p. 122). In this case, one of the
1) Has Sword of Protection barbarous should be treated as a boss.
Claire has a small Sword of Protection. The barbarous do
not know that Claire exists, but they sense that she has a Sword
of Protection here. However, they are afraid of the forest
monsters and the Undines, so they do not enter.
If the PCs give Claire a sword shard, she can use it to
perform a ritual that creates a Swords of Protection ward.
Currently, this Sword of Protection is not very powerful, so its
effects only extend as far as the garden. However, Claire, who
has inherited the lost Magitech Civilization Period technology,
can strengthen the Swords of Protection through repeated
rituals.
If Claire receives a total of 100 or more sword shards, she
will be able to create a Sword of Protection ward that will be
powerful enough to affect the entire City Of Mist. Once this
ritual is completed, all monsters in the City Of Mist with a
monster level of 6 or higher will receive a -4 penalty on all
checks. However, once the Sword of Protection is completed,
the upper barbarous will not be able to ignore its presence,
and they will have to mobilize a large number of their men to
raid the garden.
Therefore, it would be wise for the PCs to give Claire 100
sword shards and ask her to complete the Sword of Protection

50
SANATORIUM “SUNLIGHT THROUGH THE TREES” “I want to give my wife a rest as soon as possible,” and walks
away.
If the PCs are following the men, they need to make a
Follow check (Target Number C). They will go through the
alley and reach Ursula's clinic if successful. See “3. Plaza
Surrounded by Buildings”.
If the check fails, the men will notice that the PCs are
following them and will try to lead them astray through the
intricate alleyways. This will soon cause the PCs to lose sight
of the men and become lost. If PCs get lost, refer to “2.
Intricate Alleyways”.

2. INTRICATE ALLEYWAYS
The PCs are lost in the maze of narrow alleys. Roll 2d. If
the roll is 7 or less, they wander for 1tb before finally finding
their way out of the alley. If the roll is 8 or higher, they will
find themselves in a square lined with shabby shacks. See “3.
Plaza Surrounded by Buildings”.

3. PLAZA SURROUNDED BY BUILDINGS


The narrow alleys are so intricate and narrow that it seems
as if the purpose is to lead people astray. If you continue on After passing through the alley, they come to an open
your way, you are bound to get lost. space with bare reddish-brown soil. There, several crude huts
stand. Looking into one of the huts, PCs see several sick
PCS’ N EXT M OVE? people sleeping in one hut. There are no beds, just clothes on
>If PCs want to turn back, go to “1. A Couple Passing in an the ground, but the place is well-ventilated, clean, and spotless.
Alley”. If PCs want to look in a hut, refer to “1) Visiting a Hut.”
>If PCs want to continue down the alley, go to “2, Intricate To leave the plaza, see “2. Intricate Alleyways”.
Alleyways”.
1) Visiting a Hut
When the PCs visit the cabin, they find a dwarf woman
1. A COUPLE PASSING IN AN ALLEY busily at work. When they ask her, “What are you doing?”
She replies, “You see, you know what I'm doing. I’m treating
PCs pass a pair of men and women. A man is walking with the sick. This is a sanatorium.” Her name is Ursula, and she
an exhausted woman supporting him deep into alleyways. explains that she runs this free clinic for the poor. If the PCs
If the PCs listen, they can get the man and the woman to are diseased, she will prepare medicinal herbs for free and
refer to each other as husband and wife and say that the they can stay here for a night if they wish. However, a donation
woman is diseased. If the PCs ask, “What's at the end of this of 10 gamel per person per night is required except for the
alley?” the man and the woman look at each other as if they diseased PCs. If PCs have no money, they may pay with their
are not sure if they are allowed to talk or not. The conditions labor. If they want to work, go to “2) Work”.
under which PCs can get the man to talk are as follows.
2) Work +★
• PCs are the priests of the first sword, Lumiere.
They have to do laundry, clean, and prepare meals. Roll
• Someone from PCs is diseased. 2d, if the result is less than 6, the PCs will fail in this task and
• PCs are honest about what brought them to the city. will not be able to wash or clean the room cleanly, and the
• Confide that PCs have been asked by Nils, the “Fairy of the food they have prepared will be terrible. In this case, Ursula
Back Alley,” to meet with Ursula of the Trees. will chastise PCs for being “useless” and demand 10 gamel for
lodging. Translator Note: PCs can also use appropriate Work
If PCs meet even one of these conditions, the man tells Skills from Alchemist Works to help Ursula.
PCs that there is a sanatorium run by Ursula of the Trees at This service is not required if any of the PCs is a priest
the end of this alley. However, Ursula, who treats vagabonds who can cast [Cure Disease]. Instead, Ursula asks to cast spells
and slaves free of charge, is popular with them and unfriendly on three patients who are very sick. The Target Numbers for
to the barbarous. For this reason, the barbarous are after her curing each patient's disease are the first patient (Target
life. The maze of alleys in this area is to protect Ursula and Number B), the second patient (Target Number B), and the
the sanatorium from the barbarous. third patient (Target Number C). If the magical recovery of
If PCs are able to talk to the man, they can ask him to take the disease fails, Ursula will thank PCs for casting the spell.
them to the sanatorium.
If PCs do not meet these conditions, the men will try to 3) Lodging
deceive them by saying, “No, our house is just down the road,” The PCs must make a Fortitude check (Target Number
and then walk away. When the PCs try to stop him, he says, A) if accommodated. If it fails, the PC becomes diseased. If
the PC failed to wash, clean, or prepare a meal on the day of

51
the party, it gains a penalty of -2. In a party's case, all the PCs URSULA’S REQUESTS
who failed to clean or prepare a meal receive this penalty, but
those who succeeded do not. Also, PCs that have already been If the PCs want to ask for more information about the
diseased do not need to make this check. work, Ursula will make the requests in order, starting with
If the PC is diseased, they suffer 2 disease magic damage “Quest 1”. Once a Quest is accomplished, the next Quest is
per 1tb thereafter. This effect lasts until the disease is healed; requested. If the party's average level is above the level
the diseased PC needs to make a Fortitude check (Target specified for the Quest, this Quest will be available even if the
Number A) every “morning,” and if successful, they recover previous Quest has not been completed.
from the disease. The disease can also be cured by [Cure PCs will receive a “free information coupon” for each of
Disease] (Target Number A). these requests. See “Ursula's Information” for more
information on how to use the coupon.
4) Ursula's Request +★ When making a request, Ursula also promises to pay a
In order for the PCs to gain Ursula's trust, they must fulfill small reward in addition to the free information coupon.
her request. The “morning” following the PCs' first overnight
stay at the sanatorium, she asks, “Can you fetch some water Quest 1. Obtaining Mucosol Grass
for me?” Water can be fetched at [11: Fountain Square]. The reward is one “free information coupon” for the party
However, the square is also a dangerous place where and 100 gamels per person. In order to cure people's diseases,
barbarous sometimes appear and hunt people. For this an herb called “Mucosol Grass” is needed.
reason, Ursula does not complain if PCs refuse this request. For more information on the effects of “Mucosol Grass,”
Even if the PCs decline this request, Ursula repeats the see “About Mucosol Grass” (see p. 35).
same request each day after they grow on the “morning” The Quest is completed by collecting 10 pieces of
following the PCs' stay. Mucosol Grass and giving them to Ursula. PCs will receive a
If they accept the request, Ursula gives the PCs 100 gamel reward and ★ for completing the Quest.
and asks them to buy five waterskins at an item store in [22:
Open-air Market] before going to the spring. The PCs are told Quest 2. Obtaining Dream Drug Sales
to fill those waterskins with clean water. Authorization
This quest is available automatically on average adventure
PCS’ N EXT M OVE? level 3 or higher.
>Go to Get Some Water The reward is one “free information coupon” for the party
The PCs must go to [11: Fountain Square] and fetch clean and 200 gamels per person. A drug called “Dream Drug” is
water for 5 waterskins. Refer to the fixed mission “Go get making people suffer. To prevent the sale of Dream Drug,
Some Water” (see p. 98) in the fixed mission list to proceed PCs need to destroy the Dream Drug Sales Authorization!
with the game. The Quest is accomplished by obtaining a “Dream Drug Sales
Authorization” and giving it to Ursula, who will burn it in front
5) Get Information from Ursula of the PCs. PCs will receive a reward and ★ for completing
If PCs accomplish “4) Ursula's Request,” Ursula says, “I'll the Quest.
tell you something interesting because it might be useful for
you,” and randomly tells PCs one of Ursula's Information (see Quest 3. Obtaining Sacred Wine of Sacaros
p. 53). This quest is available automatically on average adventure
When the PCs asked, “How do you know all this level 4 or higher.
information?” Ursula explains that the clinic attracts many The reward is one “free information coupon” for the party
slaves and vagabonds, and she gathers information from their and 300 gamels per person. PCs need to get the Sacred Wine
gossip. She also says that she gets money for the operation of of Sacaros, a miracle medicine that cures all conditions for
the clinic by selling some of this information. those who are seriously ill!
If the PCs want to get more information from Ursula, she See “About Sacred Wine of Sacaros” (see p. 74) for the
replies, “I can tell you things if you pay me for the information. effects of Sacred Wine of Sacaros.
Or, if you help me with my work, I can tell you things for free.” The Quest is accomplished by obtaining one Sacred Wine
In this case, the work Ursula is referring to is not doing the of Sacaros in one waterskin and giving it to Ursula. PCs will
laundry or cleaning at the clinic but fulfilling special requests receive a reward and ★ for completing the Quest. In addition,
that she directs. Ursula will come to trust PCs and tell them her secret. For
If PCs want to ask specifically about work, refer to more information on Ursula's secrets, please refer to “6)
“Ursula’s Requests.” Ursula Tells Her Secrets” (see p. 53).
When PCs pay Ursula an information fee to get “Ursula's
Information,” they first need to specify the information they Quest 4. Defeat monsters in Cloisters of the
want to know. If the information is in “Ursula's Information”,
Everlasting Night
the PCs can learn more about it by paying Ursula the
This quest is available automatically on average adventure
prescribed information fee.
level 5 or higher.
The reward is one “free information coupon” for the party
and 500 gamels per person. PCs need to investigate [34:
Cloisters of the Everlasting Night] and first need to defeat the
undead that lurk in the corridor. The Quest is accomplished

52
by killing at least 10 undead and reporting to Ursula. PCs will or use a “free information coupon” to learn more about the
receive a reward and 2★ for completing the Quest. information.

Quest 5. Permission to use the Library of the I NFORMATION 1. H EURICA'S SECRET : I NFORMATION FEE
Bloody Castle 500 GAMELS
This quest is available automatically on average adventure PCs will be told the secret of the “Failure” Heurica.
level 6 or higher. Heurica is blind in his left eye. When a PC with this
The reward is one “free information coupon” for the party information fights Heurica, Heurica suffers a -2 penalty on
and 750 gamels per person. In order to obtain information on Accuracy and Evasion checks.
the magic device in the City Of Mist, PCs need to obtain
permission to use the library in [43: Bloody Castle] from I NFORMATION 2. ABOUT A MAGICAL DEVICE THAT CLEARS
Gustav, the Lord of Bloody Castle! The Quest is completed THE M IST : INFORMATION FEE 1,500 GAMELS
when PCs get permission to use the library from Gustav and The monument at [25:Grief Plaza] seems to be a magical
report it to Ursula. PCs will receive a reward and 2★ for device to clear the mist. It gives PCs “Important Information:
completing the Quest. About the Magical Device that Clears the Mist. 1. Existence,
2. Location, 3. Effects, 4. Secrets” (see p. 105).
Quest 6. Obtaining Rotten Water of Eight Talons
This quest is available automatically on average adventure I NFORMATION 3. JABARDINE’S SECRET : I NFORMATION F EE
level 7 or higher. 750 GAMELS
The reward is one “free information coupon” for the party
PCs will be told the secret of the Jabardine, “Blackburn.”
and 1,000 gamels per person. For special treatment, PCs must
Jabardine has an old wound. The PC who knows this
have Rotten Water of Eight Talons, which numbs the patient's
information can attack Jabardine's old wound and reduce its
senses and renders them unconscious. PCs need to get their
Defense by -3 when fighting him.
hands on Rotten Water of Eight Talons!
For more information on the effects of Rotten Water of
Eight Talons, see “About Rotten Water of Eight Talons” (see I NFORMATION 4. Z U GRI ’S SECRET : I NFORMATION F EE
p. 84). 500 GAMELS
The Quest is completed when the Rotten Water of Eight PCs will be told the secret of the Zu Gri, the “Lord of
Talons is obtained and given to Ursula. PCs will receive a Greed”. Zu Gri has a “word that must not be said” (up to the
reward and 3★ for completing the Quest. Thereafter, each GM). If Zu Gri is told this word, he becomes enraged and
time PCs give Ursula one Rotten Water of Eight Talons, they forgets to use Truespeech Magic. Thereafter, Zu Gri needs to
will receive 500 gamels. make Willpower (Target Number 17) at the end of each turn.
If successful, Zu Gri comes to his senses and is able to use
Quest 7. Obtaining Silver Crystal Plate Truespeech Magic.
This quest is available automatically on average adventure
level 8 or higher. I NFORMATION 5. P AUNELLA'S SECRET : I NFORMATION F EE
The reward is one “free information coupon” for the party 250 GAMELS
and 1,500 gamels per person. The Silver Crystal Plate is PCs will be told the secret of the “Death Weaver”
required to activate the amphitheater in [34: Cloisters of the Paunella. They wander around the city disguised as a beggar
Everlasting Night]. The quest is completed when PCs obtain but always appear on the street in front of [32: Yamur's Bar]
the Silver Crystal Plate, which is guarded by Gad Bodek, the during the “midnight” tb.
“Thousand Roars,” in the basement of [Fixed Section 3: Jade
Tower], and give it to Ursula. PCs will receive a reward and I NFORMATION 6. P RISON 'S H IDDEN P ASSAGE:
4★ for completing the Quest. I NFORMATION F EE 1,500 GAMELS
There is a hidden passageway in [66: Prison], and Ursula
tells PCs where it is. PCs with this information can use the
URSULA'S INFORMATION hidden passageway to enter [66: Prison] straight to “2. Inside
The PCs can get a piece of information from Ursula in the Prison” at any time.
“Ursula's Information” by paying the information fee
stipulated for each piece of information. If a PC uses one “free I NFORMATION 7. I VAN AIVAN'S SECRET : I NFORMATION F EE
information coupon” at this time, the information fee is free. 500 GAMELS
To get information from Ursula, PCs must first specify the PCs will be told the secret of the “Stagnant Poison” Ivan
information they want to know. If the information is available Aivan. Ivan Aivan has a special place in his heart for Golden
in “Ursula's Information,” Ursula will tell PCs about it. Skunk Cabbage. If PCs offer to give him their Golden Skunk
If the information PCs specified is not in “Ursula's Cabbage, he will definitely agree to meet with them.
Information,” Ursula will say, “I don't know that information.
I'm sorry. Can you ask me something else?” I NFORMATION 8. YAHAKKAZESH 'S SECRET : I NFORMATION
PCs may decide to have information told to them at
F EE 1,000 GAMELS
random. In this case, Ursula first randomly determines the
information to be given. PCs can then pay for the information PCs will be told the secret of the “Green General”
Yahakkazesh. Yahakkazesh has the power to bring the dead
back to life in his left eye, which wears an eye patch.

53
I NFORMATION 9. ARIADNE'S SECRET : I NFORMATION F EE Information 11. Information on the Well-known Monster for
2,500 GAMELS others).
PCs will be told the secret of Ariadne, the “Daughter of
the Moon.” See “Secret of the Ariadne, the “Daughter of the OTHER OBJECTIVES
Moon” (see p. 80). Ursula cannot help with anything else.

I NFORMATION 10. L OCATION OF THE R ESISTANCE B ASES: In all cases, Ursula will agree to shelter the PCs in the
I NFORMATION F EE 750 GAMELS sanatorium. However, in order to stay overnight, the PCs must
pay a 10 gamels lodging fee and work. For more information,
In addition to “Suela's Flame,” the “Wind Brigade,” based
see “1) Visiting a Hut” and “2) Work” (see p. 51) in “3, Plaza
at [41: Bandit's Path], and the “Moonlit Wasps,” based at [23:
Surrounded by Buildings”.
Prostitution Street], are among the resistance forces operating
in the City Of Mist.
Ursula Becomes Keeper
Thereafter, [36: Sanatorium “Sunlight through the Trees”]
I NFORMATION 11. I NFORMATION ON THE WELL-KNOWN
will become the Base.
M ONSTER : I NFORMATION F EE 250 GAMELS Ursula is not barbarous or honorary barbarous, so she will
Ursula gives the data and location of the monster on the not put a Slave's Collars on PCs. Note that the PCs remain
“List of Well-known Monsters” (see p. 20). vagabond for this reason.
If PCs is someone's slaves, Ursula cannot become a
6) Ursula Tells Her Secrets +★ Keeper. Alternatively, the PCs may choose not to make
If the PCs accomplish “Quest 3. Obtaining Sacred Wine Ursula a Keeper if they already have a Keeper. In either case,
of Sacaros,” Ursula confides that she is the head of an the PCs may use [36: Sanatorium “Sunlight through the
organization called “Suela's Flame.” “Suela's Flame” is one of Trees”] as a Base.
the organizations rebelling against the barbarous rule. “Suela's
Flame” is composed mainly of slaves, including slaves of
upper barbarous. Ursula is trying to make allies among the 4. NILS, “FAIRY OF THE BACK ALLEY” +★
slaves of Yahakkazesh. One day, when the Principality of Grassrunner Nils, the “ Fairy of the Back Alley,” frequents
Durlesburg or the Lukythra Empire invades the City Of Mist, the Ursula sanitarium. Roll 1d per 1tb while the PCs are in
Ursula will incite the slaves to respond to the invasion and the sanitarium. If the result is 6, Nils will come. However,
liberate the city. since Nils never comes to the clinic from “night” to “dawn,”
If the PCs are honest about their situation and ask for help no check should be made at that time.
in achieving their goals, she will promise the following Nils will tell Ursula various information he has gathered in
cooperation. the city, and if PCs succeed in a Listen check (Target Number
12), they will be able to eavesdrop on what he is saying. The
OBJECTIVE 1. R ESCUE A SPECIFIC P ERSON content of the conversation should be randomly determined
Suppose PCs want to rescue Sir Erlan Delmayle, who is from “Ursula's Information.” In addition, the words “Suela's
being held prisoner in [66:Prison]. In that case, Ursula Flame” will also be overheard, although the details are
promises to show them a hidden passageway into and out of unknown. If PCs ask Ursula or Nils about “Suela's Flame,”
Prison, either by paying her for information or by they will only answer, “I don't know what you are talking
accomplishing the task she asks of them. For more about.”
information on the hidden passageway, see “Information 6. Nils is a member of “Suela's Flame” and is the contact
Prison's Hidden Passage”. between Ursula and the other members. If Ursula confides to
the PCs that she is the head of “Suela's Flame,” she also
OBJECTIVE 2. GET IN T OUCH WITH R ESISTANCE reveals Nils' true identity.
Suppose the PCs show Barkman's order and tell her that
they were looking for an organization in the City Of Mist that
is working against the barbarous. In that case, she will write
and give them a letter of support from the head of the “Suela's
Flame” addressed to the Principality of Durlesburg and give it
to them. He also tells PCs that there are two resistance
organizations in the city, “Moonlit Wasps” and “Wind
Brigade.” For more information on other resistance forces,
please refer to “Information 10. Location of the Resistance
Bases”.

OBJECTIVE 3. DEFEAT A SPECIFIC M ONSTER


Suppose the PCs tell Ursula they want to defeat a well-
known Monster. In that case, she promises to give them
information about the monster by paying for information or
accomplishing a task she asks for. For information on a
monster, refer to the appropriate information in “Ursula's
Information” (specific to Well-known Monster or

54
BANDIT'S PATH 2. MELCHIOR’S HOUSE +★
PCs may only visit this location if someone tells them
where “2: Melchior's House” is located or gives them
directions.
When they visit the house, Melchior welcomes the PCs; if
they rescue Moulin, she also shows up and welcomes them.
If Melchior has promised the PCs that he will pay for their
expenses in rescuing Moulin, he will pay them the full amount
promised here. If the PCs are honest about the circumstances
of their arrival in town, Melchior nods, “I see,” and confides
that he is a member of the “Wind Brigade,” one of the
organizations that oppose the rule of the barbarous. He then
tells her that Wind Brigade might be able to help the PCs
achieve their goals. However, he says, “I would like to believe
in you personally, but the lives of many of my friends are at
stake. I would like you to be cautious.” He then makes “1)
Melchior's Request” as a condition for introducing the PCs to
his friends.

1) Melchior's Request
Melchior confides that Edgar, a member of the Wind
The street is lined with crumbling, battered houses. There Brigade, has been captured by the barbarous and will soon be
are few people in sight, and those who do come and go are executed. He then asks them to rescue Edgar.
somewhat listless. There is no Slave Collar around their Edgar's execution takes place in [56: Bloodstained Walls],
necks, indicating that this is the area where the vagabonds live. and Melchior says that from “morning” to “evening” [56:
You look down at your feet and see a slab of wood with a sign Bloodstained Walls] are full of barbarous people watching the
that reads barbaric, “Beware of robbery.” execution, making it difficult to rescue Edgar. However, from
“night” to “dawn,” there will be fewer barbarous spectators. If
PCS’ N EXT M OVE? PCs want to rescue Edgar, they need to go to [56:Bloodstained
Walls].
>If PCs are walking Bandit's Path, “1. Robbery”.
If Edgar has already been rescued, Melchior also knows
>If PCs want to go to Melchior's house, go to “2. Melchior's
about it and thanks the PCs. He will then guide the PCs to “3.
House”.
Temple of Lu Lode”.

1. ROBBERY +★ PCS’ N EXT M OVE?


>Rescue Edgar
If the PCs are wearing Slave's Collars, an event will occur PCs must go to [56: Bloodstained Walls] and rescue Edgar.
immediately after they arrive at [41:Bandit's Path]. Refer to the fixed mission “Rescue Edgar” (see p. 97) in the
The PCs notice the wary glances of people passing by in mission list to proceed with the game.
the alley. Apparently, this is a vagabond neighborhood, and
there is not a single slave in sight, so the PCs are complete
strangers here. Soon, several men approach and surround the 3. TEMPLE OF LU LODE
PCs. They said, “This is no place for pigs like you to hang
around. Leave all your money and belongings here and go At the end of the winding back alleys of Bandit's Path, in
away.” If PCs refuse, they will be attacked. The enemies the basement of a building, there is a Temple of Lu Lode.
should be determined by the Humanoids Encounter Table This is also the base of the Wind Brigade. If PCs have already
(see p. 125). At this time, it is assumed that the humanoid been to [12: Execution Site], they will be greeted by the
priests believe in Lu Lode. rescued “The Sea Breeze” Tohotel. He is the head priest of
If the PCs give up money and all their possessions as the this temple. If he has not been rescued yet, they will be greeted
men demand, they chuckle and say, “Well, we'll leave you by Seira, the Snow Wind, who is the acting head priest and
some, be thankful,” and leave PCs only one-third of the deputy head of the “Wind Brigade.”
money (rounded up). In other words, they will take two-thirds If a Tohotel greets PCs, refer to “2) “The Sea Breeze”
of the PC's money (rounded down) and all their possessions. Tohotel.”
If the PCs mention the name Melchior or Edgar, the men If Seira greets PCs, she will ask the PCs to help her rescue
look at each other and ask, “How do you know that name?” Tohotel. If they accept this request, proceed to “1) Seira's
If the PCs are honest about the situation, the men consult with Operation.”
each other, say, “Follow us,” walking away. If they don't take on the operation, Seira says, “Sorry for
The men will take PCs to “2. Melchior's House” if they troubling you,” but says nothing more. Instead, thereafter, the
mention Melchior's name or to “3. Temple of Lu Lode” if PCs will not be able to cooperate with Wind Brigade.
they mention Edgar's name. If the PCs show Seira Balkman's order and tell her that
they were looking for an organization that was opposing the

55
barbarous in the City Of Mist, she will reply, “You can talk to location, and Tohotel will tell PCs. For more information on
Mr. Tohotel about that. I'm just a deputy”. monsters, see “List of Well-known Monsters” (see p. 20).

1) Seira's Operation OTHER OBJECTIVES


Seira explains, “First, we will go to the execution site by Tohotel cannot help with anything else.
ourselves inconspicuously and hide in a building or in a large
room until the execution starts. When the execution starts, I In either case, the Tohotel will shelter the PCs in the
will attack at once with my arrow as a signal and take advantage temple and arrange for them to stay there for free.
of the chaos to rescue Tohotel.” The PCs should wait in the Tohotel explains the activities of the “Wind Brigade” to
plaza and take part in the battle as soon as the operation starts. the PCs. First, he talks about “Important Information: About
“Magic Sword of Red Mist” Kurgaran:
Seira Becomes Keeper Existence/Location/Effects” (see p. 105) and tells them that he
Thereafter, [41:Bandit's Path] becomes Base. is investigating whether there is any way to neutralize this
Note that the PCs will not wear the Slave's Collar because magical sword. He then makes a specific request to the PCs;
Seira is not barbarous or honorary barbarous. Note that this see “Tohotel’s Requests” for a request.
means that the PCs will remain vagabonds.
If the PCs are someone's slave, they cannot make Seira a Tohotel Become Keeper
keeper. Alternatively, if PCs have a Keeper, the PCs may Thereafter, [41: Bandit's Path] becomes Base.
choose not to make Seira a Keeper. In either case, the PCs Tohotel is not barbarous or honorary barbarous, so PCs
can use [41: Bandit's Path] as a Base. will not wear Slave's Collars. Therefore, the PCs will remain
vagabonds.
PCS’ N EXT M OVE? If the PCs are someone's slaves, they cannot make Tohotel
>Rescue Tohotel a keeper. Alternatively, if PCs have a Keeper, the PCs may
PCs must go to [12:Execution Site] and help in the rescue choose not to make Tohotel a Keeper. In either case, the PCs
of Tohotel. Refer to the fixed mission “Operation Tohotel can use [41: Bandit's Path] as a Base.
Rescue” (see p. 99) in the fixed mission list to proceed with
the game.
TOHOTEL’S REQUESTS
2) “The Sea Breeze” Tohotel Tohotel will make the requests in order, starting with
“The Sea Breeze” Tohotel is a mild-looking man with “Quest 1”. Once a Quest is accomplished, the next Quest is
white hair. He offers the PCs to join the “Wind Brigade” and requested. If the party's average level is above the level
help them in their efforts to reclaim the City Of Mist from the specified for the Quest, this Quest will be available even if the
hands of the barbarous. previous Quest has not been completed.
If the PCs promise to cooperate with the “Wind Brigade,” Tohotel also promises to pay a reward for each request
the Tohotel will be very happy and grateful. If the PCs are fulfilled.
honest about their situation and ask for help with their cause,
Tohotel promise to cooperate in the following ways. Quest 1. Gathering Information about the
Screaming Gates
OBJECTIVE 1. GET OUT OF THE CITY The reward is 500 gamel per person. “Wind Brigade” is
If PCs are interested in escaping from the city, the pirate monitoring [Fixed Section 2: Screaming Gates] for barbarous
Orzozo, the “Blue Butcher,” who occasionally appears in movements. They would like PCs to take turns with watchmen
[Fixed 1: Port], will lend a helping hand if they pay him. to monitor it. PCs only have to monitor it for one day (6tb)
Tohotel promises to provide funds to board Orzozo's ship if and report back to Tohotel and the Quest will be
they help “Wind Brigade.” accomplished. When PCs complete a Quest, they will be
rewarded with ★ as a reward.
OBJECTIVE 2. GET IN T OUCH WITH R ESISTANCE
Suppose the PCs show Barkman's order and tell him that Quest 2. Searching for “Moonlit Wasps”
they were looking for an organization in the City Of Mist that This quest is available automatically on average adventure
is working against the barbarous. In that case, he will write and level 3 or higher.
give them a letter of support from the head of the “Wind The reward is 1000 gamels per person for finding out the
Brigade” addressed to the Principality of Durlesburg and give base's location and the leader of the “Moonlit Wasps,” one of
it to them. He also tells PCs that there are two resistance the organizations that oppose the barbarous, to work with
organizations in the city, “Moonlit Wasps” and “Suela's them. The quest will be completed when the base and the
Flame.” The “Moonlit Wasps” members use a Handkerchief leader of “Moonlit Wasps” are identified and reported to
with Wasp Embroidery to recognize each other. Tohotel. When PCs complete a Quest, they will be rewarded
with ★ as a reward.
OBJECTIVE 3. DEFEAT A SPECIFIC M ONSTER
If the PCs tell Tohotel that they want to defeat a particular Quest 3. Searching for “Suela's Flame”
Well-known Monster, roll 2d immediately. If the roll is 8 or This quest is available automatically on average adventure
higher, the “Wind Brigade” has the monster's data and level 4 or higher.

56
The reward is 1000 gamels per person for finding out the Quest 5. Liberation of the “Burning Dancer”
identity of the base and the leader of “Suela's Flame,” one of Pavilion's Slaves
the organizations opposed to barbarous, in order to work with This quest is available automatically on average adventure
them. The quest will be completed when the base and the level 6 or higher.
leader of “Suela's Flame” are identified and reported to The reward is 2,000 gamels per person. Many innocent
Tohotel. When PCs complete a Quest, they will be rewarded people are being held captive by the barbarous and are about
with ★ as a reward. to be killed. Tohotel needs PCs to rescue them. The Quest is
accomplished by freeing the slaves held captive in the
Quest 4. Searching for “Swords of Protection” “Burning Dancer” pavilion run by Jabardine, “Blackburn,”
This quest is available automatically on average adventure and bringing 10 or more of them back safely to the Temple of
level 5 or higher. Lu Lode. 3★ will be obtained at the same time as the reward.
The reward is 500 gamels per person. To counter the
barbarous, PCs must locate Swords of Protection, which are Quest 6. Get Sword Shards
said to have been left somewhere in the City Of Mist. If PCs This quest is available automatically on average adventure
locate the Swords of Protection and report it to Tohotel, they level 7 or higher.
will be rewarded with 2★ as reward. The reward is 5,000 gamels per person. In order to fight
barbarous, the Sword of Protection must be strengthened (or
for future Sword of Protection). To do so, PCs need to collect
the necessary sword shards. The Quest will be completed
when 100 sword shards are handed over to the Tohotel. 4★
will be obtained at the same time as the reward.

1. CUL-DE-SAC TENEMENT HOUSE


CUL-DE-SAC TENEMENT HOUSE This is a Cul-de-sac Tenement House where many
vagabonds live. In this tenement house, an old woman named
Miranda is called “the Mother of Vagabonds” by the local
vagabonds.

2. CHILDREN'S SONG
When the PCs step into this tenement, the girls sing a song
while playing ball.
If they are listening, see “Old Ballad from [42:Cul-De-Sac
Tenement House]” (see the next page). If you have a GM,
they must prepare a copy of the lyrics and hand it to the PCs.

3. BARBAROUS ATTACK +★
This event occurs immediately after hearing the song or
when the PCs try to find Miranda.
Suddenly, the barbarous come and grab the tenement
dwellers and try to take them away. They want to use them as
food or as slaves. The residents are frightened but do nothing
but watch as their neighbors and friends are captured and
taken away.
Shabby tenement-style dwellings are flanked by narrow The barbarous will also attack the PCs, determine the
alleys. There are vagabonds in the alley and in the eaves of the barbarous using the Barbarous Encounter Table (see p. 122),
tenement houses. Children were running down the alley, and engage in combat.
shouting cheerfully. Alongside them, you hear the singing of When the barbarous are defeated, the inhabitants accuse
little girls who are playing ball. PCs of “going the extra mile.” They are afraid of retaliation
later. They want PCs to get out of here.
When the residents blame the PCs, an old woman steps
PCS’ N EXT M OVE?
forward and says, “You can't talk to them like that after they
>To see what's going on, go to “2. Children's Song”. helped you”. The old woman's name is Miranda, and she is
>To find Miranda, go to “3. Barbarous Attack”. one of the residents of the tenement. Thanks to her, the
accusations against the PCs are put to rest. Miranda apologizes
for the residents' attitude and says, “I feel better now that you
kicked the crap out of them. You saved my children from

57
OLD B ALLAD FROM [42:CUL-DE-SAC T ENEMENT H OUSE]

“Knock Knock Knock. Which way does this road lead?


Knock Knock Knock. This road leads to the palace. To the
blue palace where the beautiful and lovely princess sleeps. To
the palace where the princess covered with a white veil sleeps.
Knock Knock Knock. Please let me through this way.
Knock Knock Knock. No one will pass this way. The beautiful
and lovely princess must not be disturbed in her sleep. The
guard of the palace has closed the door.
Knock Knock Knock. Please open the door. Knock
Knock Knock. The door will not open until morning. Wishes
on silver plates, starting with four, five in between, and ending
with six.
Knock Knock Knock. Still, the door does not open.
Knock Knock Knock. Finally, I choose two wishes. I put a
square around them and make eight wishes in a row. If the
door opens, the princess will wake up and give us blessings.
Everyone welcomes the princess with joy and laughter. Knock
Knock Knock Knock. Knock Knock Knock.”
If PCs hear the ballad, they get ★.

being taken away. I want to thank you,” she says, patting the
children on the head and bowing her head.
Miranda invites the PCs to her home, saying she will treat
them to tea. If PCs want to go to Miranda's house, refer to “4.
Granma Miranda”.

4. GRANMA MIRANDA
Miranda treats the PCs to tea at her home. Then she asks,
“By the way, what did you come here for?”.

1) Ask About Song +★


When the PCs ask about the ballad, Miranda replies, “It's
something that has been handed down in this town since long
ago.”
According to the song, the princess in the song is the
Shelashis, the “Loving,” one of the four founders of the City
Of Mist during the Magitech Civilization era. She is said to
have been a very beautiful and gentle princess who was adored
by her people. She is said to have had one brother, Zoraentes
the Strong, and two sisters, Quick-Witted Selansier and Suela
the Fierce. These four siblings worked together to protect and
develop the City Of Mist. It is said that Shelashis, in particular,
had the power to “dispel the soulscars.” Zoraentes was the
eldest child, followed by Selansier and Suela, with Shelashis
being the youngest sibling.

2) Miranda's Help
If the PCs are honest about the circumstances that brought
them to the city, Miranda can tell them who might know
information that would be useful for their purposes.
Determine the person who will be introduced to PCs
according to the “Table of People Miranda will Introduce PCs
to” (see p. 22) in [Introduction 3: Home]. If the 1d result is a
person who has already appeared, reroll.
Thereafter, PCs may rest safely in the Cul-de-sac
Tenement House.

58
BLOODY CASTLE The trap should be determined by the Trap Decision
Table A (see p. 127). The door opens to a staircase leading to
the floor above or below. Going up or down the stairs, PCs
will come to a door, and when they open the door, they will
find a room.
A hidden door on the second basement floor leads to “3:
Bloody Castle Lord’s Room,” where Gustav, the Lord of
Bloody Castle, is located. To find the hidden door, PCs need
to successfully complete a Search check (Target Number A).
There is also a trap in this hidden door.
There are no lights inside the Bloody Castle unless
otherwise stated. For this reason, the PCs must provide
lighting, such as torches.

Bloody Castle Room Decision Chart


To determine room roll 2d. It has already appeared you
need to reroll.

(2). L IBRARY +★
The bookshelves, which reach the ceiling, are crammed
with books. The books are kept by a female runefolk,
“Spectacled Librarian” Martha, who works for Gustav.
The building is distorted as if it has been built over and According to Martha, PCs can freely read books, but taking
over again. On the double-opening iron doors, which are them out of the castle is strictly forbidden. Martha has a small
tightly closed, are signs that read in the barbaric and trade- magisphere with an [Flashlight] on it.
common script, “If you enter, your life is not guaranteed. Go This library holds the books listed in the “Library's
home, you swine!” Holdings List.” To find a book, PCs need to specify which
information they are looking for and perform a Literature
PCS’ N EXT M OVE? check (Target Number C). At this time, PCs may ask for
>To examine a double swing door, go to “1. Examine the Martha's help. However, they must pay 100 gamel as a fee. If
Double Doors”. PCs get help from Martha, they get a +3 bonus to their success
>If PCs want to enter Bloody Castle, go to “2. Explore the value.
Bloody Castle”.

1. EXAMINE THE DOUBLE DOORS +★


The double doors are not locked but trapped. The trap
should be determined by the Trap Decision Table B (see p.
127).

2. EXPLORE THE BLOODY CASTLE


The trap is triggered if PCs enter the Bloody Castle
without examining the double doors. Refer to “1. Examine the
Double Doors” for further details.
When PCs open the door, they come to a room on the
first floor.
Bloody Castle has five floors above ground and two below.
Each floor has one room. The rooms' contents must be
decided by rolling 2d using the “Bloody Castle Room
Decision Chart.” Once the contents of a room in Bloody
Castle are determined, they will not change.
Each floor is connected to the floor above and below by a
staircase, which is always blocked by a door. All the doors
separating each floor from the staircase are, without
exception, trapped. Please refer to the Map of Bloody Castle
for more information on the structure.
Every room has two doors. Unless otherwise noted, the
two doors are located facing each other. All of these doors are
unlocked, but they are trapped.

59
Library's Holdings List There are 1d+1 fruit in total; for each one, determine what
• Book 1 about “Important Information: Important kind of fruit it is.
Information: About the Magical Device that Clears the Mist
1. Existence/2. Location/3. Effect/4. Secret” (see p. 105). (9). APATHY R OOM
• Book 2 about “Important Information: About the Legend of A black mass is floating in the dark room. The black mass
the Four Founders. 1. Existence/2. Names/3. Legend/4. is Shade (CR III, p. 383), a fairy who uses the unique skill
Location of the Tomb” (see p. 105). [Dark Mind] when PCs enter the room. If PCs succeed on the
• Book 3 about “Important Information: About Light of Danger Sense check (Target Number 12) or a PC with the
Shelashis. 1. Existence/2. Location/3. Effect/4. Secret” (see p. Fairy Tamer class is present, PCs can sense its presence.
105). If PCs tell Shade that they have no intention of going
against is, it will let them through. However, Shade can only
(3). R OOM WITH B ED (1) speak sylvan.
It is a room with several beds in a row. The beds are
equipped with traps that emit a paralyzing gas when PCs lie (10). R OOM WITH CAGES +★
down. To find the trap, a Search check (Target Number B) is There are four cages, two on each side of the room. All of
needed, and to disarm the trap, perform a Disable Device the cages contain one mythical beast, and there is a door
check (Target Number B). If the PC lies on the bed without behind each cage. These doors are, in fact, all fake. The rear
finding the trap, they need to make a Spot Trap check (Target door is hidden in the front wall. To find the real door, PCs
Number C). If successful, they can jump back before the trap must complete a Search check (Target Number 10).
is triggered. All cages are locked. To unlock a cage, PCs need to make
If paralyzing gas is inhaled, PCs need to make a Fortitude a Disable Device check (Target Number A). If they unlock
(Target Number C). If failed, all subsequent Skill Checks the cage, the mythical beast in that cage will attack PCs. The
receive a -2 penalty for 1 day (6tb). mythical beast must be determined with the “Mythical Beast
Encounter Table” (see p. 124).
(4). R OOM WITH B ED (2)
The room has a number of beds in a row. Here, PCs can (11). R OOM WITH GEARS +★
sleep comfortably. It is a high-ceilinged room with countless gears turning
inside. The door is located near the ceiling and about 5 meters
from the floor. Therefore, one must go through the gears to
(5). T REASURE CHEST R OOM (1) get to the door.
This is the room where the treasure chests are scattered If PCs are going through the gears to the door, they need
around the room. There is one treasure chest for every PC in to make a check with the “Adventurer Level + Agility
the party in this room. All treasure chests are Chest Mimics modifier” (Target Number B). If the PC fails, it will receive 9
(CR I, p. 475). If PCs approach them, the Chest Mimics will points of fall damage. This damage can be reduced with a
attack PCs. Tumble check.
If the gear room is at the 1st basement level or 2nd
(6). T REASURE CHEST R OOM (2) basement level, the PCs would have entered the room through
a door near the ceiling. In order to descend to the floor, they
This is the room where the treasure chests are scattered
must go through the gears. The check performed when
around the room. There is one treasure chest for every PC in
descending through the gears and the fall damage received if
the party in this room. One of the treasure chests is locked
the check fails are the same as when ascending through the
and contains one of the treasures from the “Treasure Chart:
gears. But they will reach the next door even on a failed check.
$$$” (see p. 126). The other treasure chests are trapped and
empty. The traps should be to be determined by the Trap
Determination Table B (see p. 127). (12). F OUNTAIN R OOM +★
There is a large fountain in the center of the room,
(7). AN E MPTY R OOM surrounded by statues of maidens that seem to represent
There is nothing in this room. Undines. One of the maidens pours water into the fountain
from the palm of her hand, and when PCs enter the room,
she speaks to them in magitech, “Are you bathing? If you
(8). GREENHOUSE +★ would like to take a medicinal bath, please dissolve some
The room is warm and overgrown with plants. The ceiling herbs in the spring”. If PCs wish to bathe, they will heat the
is luminous and bright, as if it were midday. The trees in the water in the spring. If PCs put medicinal herbs in the fountain,
room bear fruit. The fruit is something PCs have never seen their effect will be felt by everyone who has entered the
before. If they want to try eating the fruit, they must roll 1d. If fountain (Lifegrass, Magic Herb, etc.). The “Ranger class level
the result is 1-2, it is a poisoned fruit. If the answer is 3-5, it is + Dexterity modifier” instead will be 7. So each PC will need
a normal fruit. And if the result is 6, it is a fruit that restores to roll the Power of the herb + 7 to determine the effect’s
HP. strength.
The PCs immediately suffer 1d+2 poison magic damage if
a poison fruit is eaten.
If PC eats normal fruit, nothing special happens.
If a PC eat a fruit that restores HP, their HP is immediately
restored by 1d points.

60
3. BLOODY CASTLE LORD'S ROOM +★ “Mother.” Ade is Judith's caretaker and has been her mother
since she was a little girl.
When PCs open the hidden door on the 2nd basement Judith is in possession of a book with information about
floor, they will see a huge figure standing in front of them, “Important Information: About the Canal Gate. 1. Existence
shining in a pale blue-white light. The figure shouts in a and Location/2. Open/Close Codes Required” (see p. 105).
thunderous voice and threatens the PCs, “You insolent And she knows the “Third Opening/Closing Code: 276” that
offenders! Leave at once!”. At the same time, lightning strikes her father had told her about, and if PCs ask her about the
the surroundings. Canal Gate or the Opening/Closing Codes, Judith will tell
PCs need to make a Detect check (Target Number A). If them on the condition that they “never reveal what they saw
successful, the PCs see that the figure is an illusion. The or heard here.”
illusion is projected by a magical device in the room. The Once the PCs get acquainted with Judith, she will give
same is true for sound and lightning. If the PCs cannot see them “Gustav's Bell” to call Ade on the first floor.
through the illusion and run away from the room, no one will With Ade's guidance, PCs can safely enter and exit “(2).
come after them. Library” and “3. Bloody Castle Lord's Room”. Note that if
When the illusion is discovered, a young woman's voice “(2). Library” has not yet appeared inside Bloody Castle, it is
from the back of the room says, “Aww. I've been discovered”. assumed that “(2). Library” is located at the back of this room
The room is separated by a black curtain and a bedroom (which is not shown on the map).
behind it. There is a girl and a female runefolk.
The girl is Gustav, Lord of Bloody Castle, the name of her
late father, her real name is Judith. She calls runefolk Ade the

2. BASEMENT +★
Down the stairs is a basement. There are countless human
bones lying around in the basement, all of them old. They
RUINS OF THE TEMPLE OF TIDAN probably belonged to people who were once hunted down
and burned to death by the barbarous.
Here, undead lie waiting and will attack the PCs as they
enter. The undead must be determined using the Undead
Encounter Table (see p. 123).
If PCs want to search the basement, they need to make a
Search check (Target Number B). If successful, they will find
a hidden door. The hidden door is neither locked nor
trapped.
A hidden door leads to a passageway. There is a trap in
this passage. The traps should be decided by using the Trap
Decision Table B (see p. 127). At the end of the passage is a
small storage-like room.
If PCs want to check a room like a storage room, they need
to make a Search check (Target Number A). If they succeed,
they will find one of the treasures on the Treasure Decision
Table: $$ (see p. 126) and a plate marked “Second
Opening/Closing Code: 951” in the magitech.

It is cruelly destroyed ruins. There are blackened scorch


marks, indicating that it had been set on fire. Looking closely,
one of the collapsed pillars bears the holy symbol of Tidan.
This used to be a temple of Tidan.

PCS’ N EXT M OVE?


>To examine the temple ruins, go to “1. Examine the Temple
Ruins”.

1. EXAMINE THE TEMPLE RUINS


If PCs want to examine the ruins of the temple in detail,
they need to make a Search check (Target Number A). They
will find a staircase leading to the basement under the rubble
if successful.

61
TOWN OF NO RETURN However, a female corpse is found when the Search check
succeeds for the first time. See “2) Female Corpse”.
Here, 1tb elapses for every two Search checks.

Town of No Return Search Table


Roll 1d. If the search continues without traveling from this
Block, the result of the roll is changed to “Nothing” if the same
result appears again.

1d Name Details
1 Nothing
The trap should be determined by using the
2 Trap
Trap Decision Table A (see p. 127).
Humanoid 1d x 10 gamels can be found.
3
Corpse
The barbarous must be determined by the
Barbarous “Barbarous Encounter Table” (see p. 122);
4
Corpse the PCs may acquire loot from the barbarous
corpse.
The PCs discover one treasure in the
Treasure Decision Table: $ (see p. 126).
Each time PCs find a treasure here, they
Collapsed and abandoned buildings are scattered among must roll 1d. Keep track of the number of 1s
the dead grass that covers the ground. You heard a dry 5 Treasure they get in this 1d, and once they reach 5,
cracking sound and casually looked down at your feet and they will no longer be able to get treasures in
noticed that you were stepping on human bones. Upon closer this event during the same campaign.
inspection, bones that appeared to be humanoid or barbarous Thereafter, this event will become
were scattered all over the place. “Nothing”.
The Parchment says “First Opening/Closing
PCS’ N EXT M OVE? Code: 438” in magitech. This event occurs
6 Parchment
>Explore the surrounding area. Go to “1. Exploring Town of only once. Hereafter, this event should be
No Return”. treated as “5. Treasure”.
>If PCs want to walk away, go to “2: Leave Town of No
Return”. 2) Female Corpse +★
The PCs find the body of a woman who died not long ago.
Lying next to it is the body of a man, also brand new. Both
1. EXPLORE TOWN OF NO RETURN bodies show signs of having been devoured by the beast.
If PCs want to check this area, they need to make a Search If PCs examine the corpse, they will notice a Handkerchief
check (Target Number B). If they succeed, they will find a with Wasp Embroidery wrapped around the arm.
high pile of junk. Refer to “1) Pile of Junk”.
Search checks here can be performed as many times as
necessary until the “1) Pile of Junk” is found. However, every
2. LEAVE TOWN OF NO RETURN +★(*)
two search checks, 1tb will elapse, and the PCs will encounter If PCs try to leave the Town of No Return, they encounter
mythical beasts. The mythical beasts must be determined by mythical beasts. The mythical beasts must be determined by
the Mythical Beast Encounter Table (see p. 124). the Mythical Beast Encounter Table (see p. 124), and the PCs
Once the Search check succeeds, the mythical beast will must fight the mythical beasts. In this case, one of the mythical
not appear even if the Search check is performed here again. beasts is treated as a boss.
However, 1tb still will elapse for every two times the Search PCs need to make a Danger Sense check (Target Number
check is performed. = level + 7 of the mythical beast). If failed, the PCs are taken
by surprise.
1) Pile of Junk +★ (*): PCs get one star for every battle they win against a
It is a place piled high with rubbish. mythical beast. However, they will encounter mythical beasts
Immediately after the PCs discover the pile of junk, they only once a day. Also, once they have defeated mythical beasts
encounter mythical beasts. The bloodthirsty mythical beasts 5 times, they will no longer appear.
attack the PCs. The mythical beasts must be determined by
the Mythical Beast Encounter Table (see p. 124). Only if the
PCs win the battle with the mythical beast, they can examine
the pile of junk.
If PCs want to search through a pile of junk, they need to
make a Search check (Target Number B). If successful, refer
to the “Town of No Return Search Table” to determine what
they found.

62
BLACK HILL Black Hill Encounter Table
Roll 1d. Nothing will happen if this roll has already
occurred once PCs enter the hill until they travel to another
Block. However, it counts toward the three events required to
get over the hill.

(1). F OUND M UCOSOL GRASS.


PCs can make a Search check (Target Number B). If
successful, 1d Mucosol Grass is found.

(2). ATTACKED BY P LANT MONSTER


The plant is determined by the Plant Encounter Table
(see p. 123), and the battle shall be fought.

(3). ATTACKED BY ANIMAL M ONSTER


The animal is determined by the Animal Encounter Table
(see p. 122), and the battle shall be fought.

(4). F OUND B ARBAROUS DEAD B ODIES


PCs find one barbarous corpse. Determine the barbarous
In front of you is a small hill covered with dense forest. with the Barbarous Encounter Table (see p. 122.). The PCs
Stone-paved paths wind their way through the trees of the can examine the corpse and acquire its loot.
forest.
(5). M EET R AMSHIN, THE H ERBALIST
PCS’ N EXT M OVE? PCs meet Ramshin, the Herbalist. See “3. Ramshin the
>To enter the hill, go to “1. Go Over the Hill”. Herbalist”.
>If PCs want to wait for Ramshin, go to 3. Ramshin the
Herbalist. (6). T OMBS OF THE F OUR F OUNDERS
If the PCs are going to a specific destination for a mission, PCs reach the Tombs of the Four Founders. Refer to “4.
they must cross this hill in order to reach their destination. Tombs of the Four Founders”.
However, PCs can turn back to the original Block and choose
another Block to get to their destination. If the GM prefers,
they should inform the PCs of this. 3. RAMSHIN THE HERBALIST +★
PCs meet a middle-aged man carrying a bag of medicinal
1. GO OVER THE HILL herbs. He calls himself Ramshin. He is a vagabond and says
that he collects and sells medicinal herbs. PCs may buy herbs
The PCs must roll for three events to cross the hill from Ramshin. If PCs buy lifegrass or magic herb, Ramshin
according to the “Black Hill Encounter Table.” After three will use the herb for the PC. Ramshin's Ranger class level +
events, the PCs automatically travel to any adjacent Block and Dexterity modifier is 8. If PCs are looking for “Mucosol
may return to the previous Block. If the destination is a blank Grass,” he will sell them one for 80 gamel. PCs can also ask
Block, the section must be determined randomly. 1tb will for directions for 100 gamels.
automatically elapse after three events and travel. If PCs ask Ramshin for directions, they will automatically
travel next Block or go to “4. Tombs of the Four Founders”
without having to decide on an event in the Black Hill
2. WHAT HAPPENS ON THE HILL Encounter Table.
If PCs are going into the dense forest that covers the hill, Ramshin comes here frequently and says, “If you want
roll 1d and refer to the “Black Hill Encounter Table” to medicinal herbs, come to the entrance of the hill.” When he
determine what events have occurred. comes to this hill, he keeps a marker, so he says that if PCs
The PCs may perform a Search check (Target Number B) wait at the entrance, they can meet him. Thereafter, if PCs
to find Mucosol Grass at any time. If successful, they will find come to [46: Black Hill] to meet Ramshin, they will always
1d pieces of Mucosol Grass. However, only a total of 10 find his mark if PCs are there from “morning” to “evening”
Mucosol Grass can be found on this hill. Also, some sort of tb. If PCs wait, they will meet Ramshin coming down from the
event occurs each time a Search check is performed. This hill in the next tb. However, some events will occur while PCs
event is determined by the Black Hill Encounter Table. This are waiting. Please refer to the “Random Event List” (see p.
event is also counted as one of the “Go Over the Hill” events. 107 to determine the event.
If this event causes PCs to go over the hill, that means that PCs Note that Ramshin is an acquaintance of Ursula of the
have left the hill while wandering in the forest in search of Trees. They often sell herbs to each other, but he has nothing
Mucosol Grass. to do with “Suela's Flame” and will not give PCs a discount if
they mention Ursula's name.

63
4. TOMBS OF THE FOUR FOUNDERS +★
Four small stone monuments stand side by side in a
slightly wider area. If Ramshin is with PCs, he will tell them
that they are called the Tombs of the Four Founders and are
said to be the tombs of the four brothers and sisters who built
this city during the Al-Menas period. However, he doesn’t
know the details.

1) The First Monument from the Left


On the front is inscribed “Zoraentes the Strong” in
magitech, and on the back is similarly inscribed “Prince, head
of the four founders, shield against the barbarous blade,
protect us.”

2) The Second Monument from the Left


On the front is inscribed in magitech, “Quick-Witted
Selansier,” and on the back is similarly inscribed, “Princess of
the four founders. Wisdom, who laid the foundation of the
city, will guide us”.

3) The Third Monument from the Left


On the front is inscribed “Suela the Fierce” in magitech,
and on the back is similarly inscribed “Princess of the four
founders, the sword that destroyed the barbarous, comfort
us.”

4) The Fourth Monument from the Left


On the front is inscribed in magitech: “Shelashis, the
“Loving.” The back side is similarly inscribed with the words,
“Princess, the last of the four founders, the light that cleanses
the soulscars, governs us.” Below is the inscribed “Second
Opening/Closing Code: 951” in magitech.

64
RUINS 2. ENTERING THE RUINS
Most of the ruins have collapsed and are inaccessible.
There are five rooms in the ruins that can be explored. Each
room has two doors arranged so that they face each other.
However, there is only one door in the first room. All the
doors are unlocked and have no traps. The contents of the
rooms must be determined by rolling 1d and using the “Ruins
Rooms Table.” However, in the fifth room, a construct will
always attack the PCs. Determine the construct using the
Construct Encounter Table (see p. 124).

Ruins Rooms Table


Roll 1d. If you get the same result that already appeared,
you must reroll.

(1). N OTHING IN THE R OOM

(2). R OOM WITH A H OLE


There is a large hole in the middle where several corpses
have been thrown in. There are also 1d+2 new corpses, and
The ruins of several buildings have collapsed and remain each of these new corpses has 100 gamels when explored.
devastated. Birds of prey, devouring dead flesh, are flying In addition, the Search check (Target Number B) is
overhead. performed, and if successful, the “1d” treasure from the
Treasure Decision Table: $$ (see p. 126) can be found.
PCS’ N EXT M OVE?
>To enter the ruins, go to “1. Zu Gri, “Lord of Greed.” (3). R OOM WITH JUNK
Broken magitechs, etc., are piled up in this room. If PCs
want to examine them, they need to make a Danger Sense
1. ZU GRI, “LORD OF GREED” +★ (+★★) check (Target Number B). If they succeed, they will find that
The event occurs immediately after the PCs set foot in [51. the junk is infested with Poisonous Fungi, which spit out
Ruins]. purple poison spores when the PCs try to explore the junk. If
In front of the ruins, several barbarous are yelling at about the PCs do not notice the fungus, or if they do notice the
ten vagabonds with swords, and one of the barbarous says in fungus but search through the debris, they will spit out spores.
a barbaric, “I've paid you. Go quickly. If you run away, I'll kill PCs that have examined the debris need to make a Fortitude
you. If you don't go, I'll kill you.” It seems that he is ordering check (Target Number C). If they fail, they become ill.
the vagabonds to enter the ruins. If the PC is ill, they suffer 2 disease magic damage every
One of the barbarous is Zu Gri, “Lord of Greed,” Ogre 1tb thereafter. This effect lasts until the disease is healed. Each
(CR II, p. 303), who brought the vagabond to him and “morning” PC who is diseased can make a Fortitude (Target
demanded, “Now that you have paid, go dive into the hole Number A) every “morning,” and if successful, they recover
and kill the monster inside!” From the content of the story, it from the disease. The PCs can also be cured by [Cure
can be inferred that several people have already dived into the Disease] (Target Number A).
hole but have not returned. When the PCs came here, Zu Gri If PCs want to search through the junk, they need to make
found them with a keen eye and demanded, “Bring out the a Search check (Target Number B). If they succeed, they will
treasures from the ruins. According to my estimation, there find one of the treasures in the Treasure Decision Table: $$$
must be more than 2,000 gamels. Go on”. The reward is 100 (see p. 126).
gamel per person, paid in advance. If PCs want to enter the
ruins, go to “2. Entering the Ruins”. (4). DOOM R OOM
If the PCs refuse or run away, Zu Gri will come after them. There are three recesses on each side of the room,
Zu Gri has a barbarous under his command. The barbarous containing a total of 6 DOOMs (CR I, p. 481). In the center
under his command must be determined using the Barbarous of the room is a pedestal with the word magitech “Activate”
Encounter Table (see p. 122). flashing in red on its surface.
In the event of a battle, only the barbarous under his If PCs want to search the room, they need to make a
command will initially join in the fight, not Zu Gri himself. If Search check (Target Number A). If they succeed, they will
the PCs defeat his men, Zu Gri will say, “I will let you choose find that the DOOMs in the recesses are clearly in the process
one more time. Enter the ruins for me or die fighting me. of being manufactured, and some of the armor plates have not
Choose whichever you prefer.” If PCs choose to enter the been installed, or the arms have not been attached. Four
ruins, go to “2. Entering the Ruins. If they refuse to enter the DOOMs appear to be able to move at present, but even these
ruins, they will have to fight Zu Gri. Only if PCs defeat Zu Gri, seem unlikely to be able to operate for long periods. If PCs
they will receive 2★. want to examine the DOOMs in a more specialized way, they
can use “Artificer level + Intelligence modifier” to perform a
check (Target Number C). If successful, they will find that

65
DOOM's uptime is close to one to two rounds. They will also If the PCs do not give up more than 2,000 gamels of loot
see that DOOM will start working when PCs touch the or treasures as requested, Zu Gri will yell “You thieving
flashing “Activate” sign on the pedestal in the center of the bastards!” and attack PCs with barbarous at his side. The
room. barbarous under his command must be determined using the
When PCs touch the word “Activate”, they will hear a Barbarous Encounter Table (see p. 122). Only if PCs defeat
beep sound, and DOOMs will start moving. Four DOOMs Zu Gri, they will receive 2★.
start moving. The other two DOOMs are not yet ready to If the PCs give up more than 2,000 gamels of loot or
move. The DOOM that starts to move attacks the PCs that treasures as requested (or if there is a shortage, they can make
have entered the building without permission. Combat. up the difference with cash or goods on hand), Zu Gri will be
However, since they are in the process of being manufactured, satisfied and release the PCs. He then says that he will make
they can only act for two rounds; after two rounds, they this ruins his home. From then on, the PCs can meet Zu Gri,
collapse. “Lord of Greed” at any time at [51. Ruins].

(5). GAS R OOM


When all PCs enter the room, the door automatically
closes, and the poison gas comes spewing out of the ceiling.
They need to make a Danger Sense check (Target Number
B). If successful, they will notice the door closing. If they want
to escape, they need to make an “Adventurer level + Agility
modifier” check (Target Number A). If successful, they can
escape before the door closes. If they want to hold the closing
door, an “Adventurer level + Strength modifier” check is
needed (Target Number A). If successful, they can stop the
door from closing. The poison gas will not be sprayed unless
the door is completely closed. If the door closes completely,
it becomes locked.
When the poison gas is released, the PCs in the room
need to make a Fortitude check (Target Number C). If failed,
the PCs suffer 2d poison magic damage; the poison gas will
dissolve from the room after 1 minute, and the doors open.
If PCs know that the door closes when they enter a room
and want to run through before the door closes, they can make
an “Adventurer level + Agility modifier” check (Target
Number C). If successful, they can run through the room and
exit through the door on the other side before the door closes.

(6). R ESEARCHERS’ R OOM +★


The beds are cleverly arranged in a room separated by
compartments. Each bed has a small desk next to it. To
search, PCs need to make a Search check (Target Number
A). If they succeed, they will find one of the treasures from
the Treasure Decision Table: $$$ (see p. 126). In addition,
they find a bundle of research papers in a desk drawer. The
bundle of papers is titled “Improvements of Light of
Shelashis” in magitech and contains “Important Information:
About Light of Shelashis. 1. Existence/2. Location/3. Effect/4.
Secret” (see p. 105).

3. FORTRESS OF ZU GRI
After exploring all the rooms, Zu Gri will be waiting for
PCs outside the ruins and says, “Give me everything you got
in there.” Zu Gri will accept if PCs offer him loot or treasures
that are worth more than 2000 gamels in the base price. A
bundle of papers titled “Improvements to the Light of
Shelashis” is considered to be worth 1,000 gamel.
If the PCs are reluctant to give, or if the total amount
offered is less than 2,000 gamels, Zu Gri would say, “Bullshit!
There must have been more than 2,000 gamels!” If the total
base price of the loot or treasure obtained in ruins was really
less than 2,000 gamels, Zu Gri would back down.

66
BACK ALLEY Navaria Help Table
ASK TO BE GUIDED TO THE E XIT (F EE: 20 GAMELS)
PCs may exit this Alley. They may move to the next Block.
At this time, the PCs can determine the direction in which to
move. 1tb elapses.

WHERE TO FIND THE WELL-KNOWN MONSTER (F EE: 100


GAMELS FOR EACH MONSTER )
For every 100 gamels, the data and location of one
monster listed in the “List of Well-known Monsters” (see p.
20) will be given.

E SCAPE R OUTE F ROM THE CITY (F EE: 150 GAMELS)


She tells us that PCs can get out of the canal through the
canal gate to Lake Chess. However, to use the gates, they need
a Canal Pass. To open the canal gate, the Opening/Closing
Codes are required.

H OW TO GET A “CANAL P ASS” (F EE: 150 GAMELS)


A troll named “Bonehead” Sonnenfeles in [31:
You found yourself lost in a convoluted, narrow alleyway. Abandoned House] will tell has the Canal Pass. Sonnenfeles
Walking aimlessly, you found a rag on the side of the road. is the priest of Bragzabas, the goddess of decay.
And then, the rag begins to move. It turned out to be an old
woman clad in rags. OPENING/CLOSING CODE FOR THE CANAL GATE (F EE:150
GAMELS)
PCS’ N EXT M OVE? Three Opening/Closing Codes must be entered to open
>If PCs want to talk to an old woman, go to “1. Knowledgeable the gate. In addition, a final code must be entered afterward.
Old Woman”. The final code is hidden within the three Opening/Closing
>If PCs want to ignore the old woman, go to “2. In the Alley”. Codes. Navaria does not know what each code actually is.

U SEFUL INFORMATION FOR THE RECAPTURE OF CITY OF


1. KNOWLEDGEABLE OLD WOMAN +★
M IST (F EE: 150 GAMELS)
The old woman looks at PCs and says in horror, “You She tells PCs about “Important Information: About Light
have come to bully me again, haven't you? I know you have. of Shelashis. 1. Existence/2. Location/3. Effect/4. Secret” (see
How much more do you have to bully this old woman?” p. 105).
When PCs convinced her that they were not here to bully
her, she finally seemed relieved and asked, “Then what are
you doing here?” 2. IN THE ALLEY
The old woman, who goes by the name of Navaria,
If PCs don't ask Navaria to guide them, they will be
confides that she used to be an elf who used to manage the
wandering in an alley. Roll 1d and refer to the “Table of
canals of the City Of Mist. However, she looks human, not an
Events in the Alley” to determine what happens. 1tb is elapsed
elf in front of the PCs' eyes. When the PCs point this out, she
for every three rolls on the “Table of Events in the Alley.”
replies that she was cursed by an upper barbarous priest to
look like this.
If Navaria is subjected to [Mana Search] or [Sense Magic], Table of Events in the Alley
the PCs will know that the magic aura is palpable on her. This Roll 1d. If during the same tb, the same rolled, the event
curse was given to her by malevolent gods and could not be for that roll is changed to “Meet Navaria”; if Navaria is met,
broken by mortal hands. see “1. Knowledgeable Old Woman”.
Once calm, Navaria asks the PCs, “What are you doing
here?” When they reply that they are lost, Navaria offers to (1). N OTHING. PCS KEEP WANDERING.
show them the way out if they pay her a small reward. She
adds, “I've lived here for a long time, and I know the city (2). ANIMAL ATTACK
reasonably well. If there is anything you need to know, I may PCs are attacked by animals. Animals must be determined
be able to help you.” However, for any help, Navaria asks for with the Animal Encounter Table (see p. 122).
a fee.
(3). I T ’S A T RAP!
There is a trap set by someone. It may have been set to
kill a fool who wanders into an alley and steal their belongings.
To determine the trap, use Trap Decision Table A (see p.
127).

67
(4). H OLE
PCs need to make a Danger Sense check (Target Number
A). If failed, one of the PCs in the lead will step on a piece of
wood placed in the alley and fall into the hole below it. The
depth of the hole is 5 meters. The PC that falls into the hole
receives 15 points of fall damage. This damage can be
mitigated with a Tumble check. A successful Danger Sense
check will reveal the existence of a hole under the plank
before it happens.

(5). T RAMP
PCs meet an old tramp. Refer to “3. Old Tramp”. If the
old man has already given PCs some information, treat this
event as “nothing.”

(6). GET OUT OF THE ALLEY


After 1 tb has elapsed, PCs manage to get out of the alley.
The direction of exit should be randomly determined. If the
destination is a blank Block, the section should be decided. If
the destination is a wall or the sea, then decide again where to
go.

3. OLD TRAMP (+★)


An old tramp, as thin as a dead branch, calls out to the
PCs, “You kind soul, give me some money.” If the PCs give
more than 1 gamel, the old man, who goes by the name of
Morton, will tell them that he used to be a soldier in the
Durlesburg army that attacked the City Of Mist. He then tells
PCs that the barbarous has a secret. He then offers to sell the
barbarous' secret information for 200 gamel.
Morton says, “I looked into this information to take a shot
at them, but I'm getting to be this old now. I'm too old to leave
town anymore, and at this rate, any information I have will be
worthless.”
If PCs pay 200 gamel, he will give them “Important
Information: About “Magic Sword of Red Mist” Kurgaran. 1.
Existence, 2. Location, 3. Effect. 4. Secret” (see p. 105). He
then leaves, saying, “If you ever escape from the city, please
deliver this information to Durlesburg.” PCs will receive ★
only if they get information about the magic sword from
Morton.

68
TRICOLORED TENTS In addition, a broken PC-owned Arachne can be repaired
to perfect condition for 2,000 gamel. The time required for
repair is 1tb. The repair cost of an Arachne is 2,000 gamel,
whether it has zero HP in all sections or is only slightly
damaged.
Loot and items can also be sold here at the base price, with
the loot being sold at its original price and other items and
equipment being sold at a half base price (rounded down).
When PCs buy and sell here, runefolk suggests in unison,
“Now you can become a member of Zabar Merchant
Association by paying 500 gamel. Members receive 10%
Zabar Points for every purchase they make at Blue Tent, and
they can use their Zabar Points to take advantage of the many
benefits our merchant association offers. How about it?”.
If PCs ask about the benefits they get with Zabar Points,
the two runefolk will show PCs a Parchment describing the
“Zabar Points Benefits” (see p. 71).
PCs paying 500 gamels will receive a Zabar Merchant
Association Membership Card. In that case, Diego and Dario
will say, “And please do not enter the red tent. It is dangerous.
If you want to use your Zabar points, please go to the blue
tent. When you enter the blue tent, please show your
After the alley that led between the buildings is a small membership card to the person in charge.”
dead-end plaza. The plaza has three tents (red, black, and If the PCs want a “Slave's Collar,” Diego and Dario will
blue). say, “If you become Zabar's slave, we will put a Slave's Collar
on you, and you will automatically become a member of the
PCS’ N EXT M OVE? Zabar Merchant Association.” If PCs accept this offer, they
can wear the “Slave's Collar” and receive a Zabar Merchant
>If PCs want to enter the red tent, go to “1. Red Tent”. Association Membership Card. Runefolk will say, “Please
>If PCs want to enter the black tent, go to “2. Black Tent”. meet Master Zabar at the blue tent.” However, if PCs are
>If PCs want to enter the blue tent, go to “3. Blue Tent”. already a slave of someone else, they cannot become a slave
of Zabar.
1. RED TENT (+★) PCs will receive ★ only if they receive a Zabar Merchant
Association Membership Card.
Lamps hang from the ceiling, making it bright inside.
There is a carpet near the center of the tent, and thin smoke Zabar Becomes Keeper
is rising from an incense burner fading above it. The tent is He becomes a keeper only if PCs become Zabar’s slaves.
therefore filled with a sweet aroma. In fact, this smoke has a Thereafter, [53: Tricolored Tents] becomes Base.
hypnotic effect. Once in the tent, the PCs need to make a Zabar will remove the “Slave's Collar” if the PCs pay 6,000
Fortitude check (Target Number C). If they fail, they fall Zabar points. Zabar points can be earned by accomplishing
asleep and do not wake up for 1tb. When all the party Zabar’s Requests. For more information, see “1) Daemon
members fall asleep, they will wake up to find that all their Tamer Zabar” in “3. Blue Tent”.
money and belongings are gone; if one of them is still awake,
nothing of that sort will happen.
3. BLUE TENT
2. BLACK TENT (+★) Entering the tent, one comes out into a small space
separated by a curtain. There are two or three boards with the
Inside the tent are two young men. They look exactly like words “trade common” written on them on the floor.
twins, and if PCs look closely, they will see that they are both When the PCs enter the building, a signboard appears
runefolk. They call themselves Diego and Dario and say they saying, “Please stop,” followed by a signboard that says,
work for a merchant named Daemon Tamer Zabar. “Please show your membership card.” If the PCs do not show
PCs must make a Danger Sense check (Target Number their membership cards, a slice of wood with the words
16). If successful, they will notice a sign that someone or “Please leave” will appear. If PCs still try to go, they will be
something is invisible here. In fact, there are two Godbells attacked by an invisible enemy, one Godbell, a daemon who
(CR III, p. 397) here, protecting Diego and Dario. raised and lowered the signboards as instructed by Zabar. And
Here PCs can buy all kinds of melee and ranged weapons, it was Godbell's role to repel the insolent people.
armor, general equipment, mount equipment, accessories,
and magic items. Mucosol Grass is also sold for 100 gamel. 1) Daemon Tamer Zabar (+★)
For more information on the effects of “Mucosol Grass,” see After presenting their membership cards and proceeding
“About Mucosol Grass” (see p. 35). Zabar also sells mounts: to the back of the tent, they will see a jet-black-colored tabbit,
Bohr (see p. 139) for 3,500 gamel, Ox see p. 139) for 12,000
gamel, and Arachne (see p. 139) for 35,000 gamel. who is the Daemon Tamer Zabar. PCs will receive ★ only if
they meet Zabar.

69
There are three Godbells in the room, guarding Zabar, Quest 1. Obtaining the Sacred Wine of Sacaros
who has them under his command by means of a certain The reward is 500 gamel or 750 Zabar points per person.
magic item. The PCs should make a Danger Sense check Sacred Wine of Sacaros is said to cure all illnesses and is a
(Target Number 16), and if successful, they can detect the popular item. The quest is accomplished by obtaining the
presence of unseen monsters. Sacred Wine of Sacaros and delivering it to Zabar. The quest
If the PCs become Zabar slaves, he says, “I will remove is completed when PCs get the Sacred Wine of Sacaros and
your collars in exchange for 6,000 Zabar points per person. give it to Zabar, who will reward them with ★.
In addition, I can let that person escape from the City Of
Mist”. See “Benefit 6. Escape from the City Of Mist” under Quest 2. Obtaining “Dream Drug Sales
“Zabar Point Benefits” for more information.
Authorization”
If PCs have a Zabar Merchant Association Membership
This quest is available automatically on average adventure
Card, Zabar will explain the details of Zabar points.
level 3 or higher.
The reward is 800 gamels or 1,200 Zabar points per
How to earn Zabar Points
person. A drug called “Dream Drug” is catching on among
• When PCs make a purchase at the Zabar’s tents, they will earn the population. This is a good business opportunity. However,
10% (rounded down) of the price as Zabar points. it seems that a “Dream Drug Sales Authorization” is required
• PCs can complete “Zabar’s Requests” and earn Zabar points in order to sell Dream Drugs. The Quest will be completed if
instead of being rewarded by gamel. PCs get the Dream Drug Sales Authorization and give it to
• When an “item redeemable for Zabar points” is handed over Zabar.
to Zabar, it earns a predetermined number of Zabar points.
Quest 3. Obtaining “Pilatoto's Codex”
How to use Zabar Points This quest is available automatically on average adventure
• PC can select a reward of their choice from the “Zabar Point level 4 or higher.
Rewards.” And it will cost a specified number of Zabar Points The reward is 1,000 gamel or 1,500 Zabar points per
for them. person. Zabar wants to obtain the “Pilatoto's Codex” written
by a Kilhia priest from the Magitech Civilization period. The
If PCs want to get information out of Zabar, he replies, quest is accomplished by obtaining the “Pilatoto's Codex” and
“Information is a valuable asset. If you want to get it out of giving it to Zabar, who will reward them with ★.
Zabar, you have to exchange Zabar Points”.
The “Zabar Merchant Association Membership Card”
Quest 4. Search for Resistance Organizations
may be owned by any one of the PCs. If “any” of the PCs have
This quest is available automatically on average adventure
a “Zabar Merchant Association Membership Card,” they can
level 5 or higher.
use the points accumulated on it to gain benefits for all PCs.
The reward is 2,000 gamels or 3,000 Zabar points per
If the PCs are honest about their situation and ask for help in
person. Information on organizations that oppose the
achieving their goal, the following cooperation is promised.
barbarous is highly traded in various quarters. The Quest is
accomplished by identifying the bases and leaders of the three
OBJECTIVE 1. GET OUT OF THE CITY organizations, “Moonlit Wasps,” “Wind Brigade,” and
If PCs ask about escaping the city, Zabar will say, “For “Suela's Flame,” and reporting the information to Zabar.
6,000 Zabar Points, I can get PCs out of the city in my wagon.
See “Benefit 6. Escape from the City Of Mist” in “Zabar Point Quest 5. Rescue Sir Delmayle
Benefits” for more information. This quest is available automatically on average adventure
level 7 or higher.
OBJECTIVE 2. DEFEAT A SPECIFIC MONSTER The reward is 3,000 gamel or 4,500 Zabar points per
If PCs tell Zabar that they want to defeat a particular person. A certain source has asked to rescue Sir Erlane
“Well-known Monster,” Zabar says he is willing to provide Delmayle, a nobleman of the Principality of Durlesburg, who
monster data and location in exchange for Zabar points. See is being held prisoner in [66: Prison]. The quest will be
“Benefit 7: Information on the Well-known Monster” under completed if PCs rescue Sir Erlane Delmayle and bring him
“Zabar Point Benefits” for more information. back to Zabar. 3★ will be awarded for completing the Quest
as well as a reward.
OTHER OBJECTIVES
Zabar cannot help with anything else.
ITEMS TRADABLE FOR ZABAR POINTS
Note that, unlike quests, Zabar Points earned through
ZABAR’S REQUESTS
items are not awarded to a single PC. These Zabar points may
If the PCs ask for more information about the Quest, be split and accumulated across multiple membership cards.
Zabar will ask for the Quests in order, starting with Quest 1.
If the party's average level is above the level specified for the E XCHANGE 1. SWORD SHARDS
Quest, this Quest will be available even if the previous Quest For each sword shard PC give to Zabar, they gain 100
has not been completed. Zabar points.
Zabar also promises to pay a reward of either gamel or
Zabar points for each request fulfilled.

70
E XCHANGE 2. GOLDEN SKUNK CABBAGES After escaping City Of Mist, refer to “2. Escape by Zabar's
For each piece of Golden Skunk Cabbage PC given to Wagon” (see p. 93) in Endings.
Zabar, they gain 500 Zabar points.
B ENEFIT 7: I NFORMATION ON THE WELL-KNOWN M ONSTER
E XCHANGE 3. H ANDKERCHIEF WITH WASP E MBROIDERY For every 300 Zabar points paid, the data and location of
For each Handkerchief with Wasp Embroidery given to one monster listed in the “List of Well-known Monsters” (see
Zabar, 800 Zabar points are earned. p. 20) will be given.

E XCHANGE 4. SLUICE OPENING/CLOSING CODE 2) Z ABAR ’S L OST I TEM


PCs earn 1,500 Zabar points for each “Opening/Closing If the PCs become Zabar's slaves in “2: The Black Tent,”
Code” of one type reported to Zabar for the canal gate. Zabar says, “Diego and Dario have told me about you. I'll give
it a try and see how much use it can be to me.” Zabar then
E XCHANGE 5. R OTTEN WATER OF E IGHT T ALONS asks for the “Red Gem Pendant” that he dropped in [33: River
of Bones], which is glowing like a flashing yellow light inside.
For each Rotten Water of Eight Talons given to Zabar,
Zabar, however, does not tell PCs exactly where [33: River of
2,000 Zabar points are earned.
Bones] is, and he says, “You are useless if you can't even find
the River of Bones.”
E XCHANGE 6. H ONORARY B RACELET
For each Honorary Bracelet given to Zabar, 2,000 Zabar PCS’ N EXT M OVE?
points are earned.
>Recover Lost Item
PCs must recover the lost item of Zabar. Refer to the fixed
ZABAR POINT BENEFITS mission “Recover Lost Item” (see p. 94) in the mission list to
proceed with the game.
B ENEFIT 1. SWORD SHARDS
For every 200 Zabar points PCs pay, they get 1 sword
shard. There are only 30 sword shards in stock.

B ENEFIT 2. CANAL PASS


For every 500 Zabar points PCs pay, they will receive one
[Canal Pass] to use the canals in [Fixed 3: Jade Tower]. All
PCs can access the canal if someone has a Canal Pass.

B ENEFIT 3. H ONORARY B RACELET


For every 10,000 Zabar points paid, PCs can get 1
Honorary Bracelet awarded. Wearing an Honorary Bracelet
gives PC the honorary barbarous position. If the PCs are
slaves, this benefit is not available. However, if the PCs are
Zabar's slaves, he will remove the Slave's Collar from the
owner of the bracelet at the same time.

B ENEFIT 4. P RISON K EY
For every 3,000 Zabar points paid, one Prison Key is
awarded. PCs can use this key to open the Prison door located
at “2: Inside the Prison” in [66: Prison].

B ENEFIT 5. L ETTER OF I NTRODUCTION TO UPPER


B ARBAROUS
For every 5,000 Zabar points PCs pay, they get one Letter
of Introduction to Upper Barbarous. The upper barbarous
whom Zabar can introduce to PCs are Jabardine [26:
“Burning Dancer” Pavilion], Sandrine Capet, “Evening
Princess” [61: Lighted House], Puteute, the “Golden
General” [64: Temple of Dalkhrem], and “Stagnant Poison”
Ivan Aivan [65: Temple of Bragzabas].

B ENEFIT 6. E SCAPE FROM THE CITY OF M IST


For every 6,000 Zabar points paid, one person can be
loaded onto a Zabar-owned wagon as cargo to be taken out of
the City Of Mist. If the PC is a Zabar slave, the “Slave's Collar”
will be removed at the same time.

71
FELLOW SLAVES' INN “BAREFOOT 2) Eating +★
The food is not very tasty, but it satisfies the PCs' hunger
KINGS” and is enough for one day.
If PCs buy the slave nearby in the dining room an ale, the
slave will thank them and advise them not to stay in the small
room with beds. He says that the innkeeper kills the guests
who stay in that small room with a trap set in the bed and takes
their money and goods.
If PCs try to get other information out of them, the slave
will say, “Let me have something to eat.” If PCs order an
additional meal, they will tell PCs who might know more.
Decide what to order, pay for it, and refer to “Additional
Information in the Inn.”

ADDITIONAL I NFORMATION IN THE I NN

I NFORMATION 1. I F PCS ORDER SPOILED WINE


“I can't remember,” says the slave, twisting their head.

I NFORMATION 2. I F PCS ORDER STEW WITH SCRAGGLY


On top of the shabby, crumbling building is a sign that VEGETABLES OR RAT MEATBALLS
reads, “Barefoot Kings Inn.” The building seemed to be An old woman named Navaria in [52: Back Alley] might
thriving, with many vagabonds and slaves coming and going. know something. The slave will tell PCs where [52: Back
Alley] is. Determine the Block of [52: Back Alley] and fill it
PCS’ N EXT M OVE? on the map.
>To enter the inn, go to “1. “King of Barefoot.”
I NFORMATION 3. I F PCS ORDER HOMEMADE SAUSAGES
PLATTER OR CLEAN WATER
1. “BAREFOOT KINGS” If PCs go to [43:Bloody Castle], Gustav, the owner of the
This is a cheap inn used by slaves and vagabonds who Bloody Castle, might know something. The slave will tell PCs
serve the lower barbarous. where [43: Bloody Castle] is. Determine the Block of [43:
PCs can eat here, but it is not a good meal. Bloody Castle] and fill it on the map.
The building is a one-story structure divided into a dining
room and guest rooms. I NFORMATION 4. I F PCS ORDER ALE
Sandrine Capet, “Evening Princess” at [61: Lighted
1)Enter an Inn House], might know something. The slave will tell PCs where
Upon entering the inn, PCs find themself in the dining [61: Lighted House] is. Determine the Block of [61: Lighted
room crowded with people eating. There is also a counter in House] and fill it on the map.
the dining room that accepts overnight stays. The prices for
meals and lodging are as follows. I NFORMATION 5. I F PCS ORDER CHESS LAKE FISH DISH
Ursula of the Trees in [36: Sanatorium “Sunlight through
Price list for the “Barefoot Kings” the Trees”] might know something. The slave will tell PCs
• Price of Meals where [36: Sanatorium “Sunlight through the Trees”] is.
Stew with scraggly vegetables (1 serving)…..…..……2 gamels Determine the Block of [36: Sanatorium “Sunlight through
Rat meatballs (1 serving)….……………………….……..3 gamels the Trees”] and fill in the map.
Homemade sausages platter (1 serving)………….….5 gamels
Chess Lake Fish Dish (1 serving)……………….…...12 gamels
Spoiled wine (1 glass)……………………………………….1 gamel
Clean water (1 glass)……………………………….………3 gamels 2. ACCOMMODATION (+★)
Ale (1 glass)…………………………………………………..5 gamels
If the PCs eat rat meatballs, homemade sausages platter,
• Room rates per night or spoiled wine, they need to do Fortitude (Target Number
A large room with just a few mats on the ground (max. 30 B). If they fail, they will have an upset stomach and will not
people per person)….…………………………….…..5 gamels sleep well. Since they will not be able to sleep tonight, calculate
Large room with wooden floor (max. 10 people per their sleep time as half for recovery of HP and MP.
person)………………………………………………………..…..15 gamels
Small room with wooden floor (max. 3 people, per If PCs stay in a large room with just a few mats on the
room)........................................................................50 gamels ground or a large room with a wooden floor, there is no
Small room with beds (max. 2 persons per danger, but they may not be able to sleep because of the
room)…………………………………………………………….150 gamels terrible smell and snoring. PCs will need to make a Willpower

72
check (Target Number B). Failure to do so should result in
HP and MP recovery, calculated as half the sleep time. This
effect does not stack the penalty for eating rat meatballs,
homemade sausages platter, or spoiled wine.
In other words, sleeping for 6 hours will recover at least
10% of HP and half of MP (all rounded up).

Nothing happens if PCs stay in a small room with a


wooden floor.

If PCs stay in a small room with beds, beds in this room


have a poison stinger trap. This trap is not activated simply by
lying on the bed. The innkeeper will activate the trap in
another room at the appropriate time. The trap can be found
by successfully completing a Search check (Target Number B)
and can be released by successfully completing a Disable
Device check (Target Number B). When the innkeeper
activates the trap, a Spot Trap check (Target Number C)
should be made performed. If successful, the PC notices that
the trap has been activated and rolls off the bed just in time.
Trap deals 1d+1 points of physical damage on activation.
If the Poison Stinger causes more than 1 point of damage, the
PC needs to make a Fortitude (Target Number 11). If they
fail, they are paralyzed for “1d” tb and cannot move. During
this time, the innkeeper will finish off the poor victim and take
all their belongings. If the PC can move freely, the innkeeper
is surprised and apologizes on his knees. He then begs for
forgiveness and refunds the room’s cost. Since the innkeeper
does not have the will to fight, it is up to the PCs to kill the
innkeeper. If they kill the innkeeper, no one will complain.
The next day, the new innkeeper will run the inn as if nothing
had happened.
Only if PCs stay in a small room with a bed, they will get
★.
Translator Note: This trap could be deadly. It is up to the
GM to determine how many rooms/PCs will be affected by
sleeping in such rooms. The room has 2 beds, and when the
innkeeper is activating traps in one room with two PCs, GM
should ask for two checks. Maybe it is a good idea to
foreshadow previous unfortunate events that happened in
such rooms.

73
RUINS OF THE TEMPLE OF SACAROS For more information on the effects of “Sacred Wine of
Sacaros,” see “About Sacred Wine of Sacaros.”

ABOUT SACRED WINE OF SACAROS

Sacred Wine of Sacaros is a magical drink made in the


temple of Sacaros, the god of drinking. Sacred Wine of
Sacaros immediately removes any disadvantageous effects the
user suffers from poison, disease, or psychic type, regardless
of its success value.

2) Entering the Temple +★


If there are priests of Sacaros in the party, they will let PCs
into the temple.
Without the priests of Sacaros, the Dryads will refuse to
allow the PCs to enter the temple. If they really want to enter
the temple, they will have to fight the Dryads.
The temple is dusty inside but not destroyed; the
barbarous could not destroy the temple because the Dryads
were guarding it.
You see a rotting gate. The gate, made of twisted iron, is No valuable materials were found inside the temple, as
lying on the ground, and beyond them, trees are growing they had already been taken out. However, there is a cellar in
thickly. Above the trees, the roof of a stone building is faintly the basement, and the water basin in the back is filled with the
visible. Sacred Wine of Sacaros.
There is one waterskin (five uses) worth of Sacred Wine
PCS’ N EXT M OVE? of Sacaros in the water basin. Dryads tell PCs that this Sacred
>If PCs want to enter the temple grounds, go to “1. Trying to Wine of Sacaros was once awarded to the monthly Sacaros
Enter the Temple. drinking competition winner.

1. TRYING TO ENTER THE TEMPLE 2. FEASTING WITH DRYADS +★


Stepping onto the temple grounds, the PCs find bones When PCs agree to join the feast, Dryads are delighted;
lying at the base of trees in the garden. Some are human out of nowhere, they bring a jar. The jar contains a pot of
bones, others barbarous. Further on, they find an abandoned strong liquor. This liquor is made from the plants that grow
temple building. It looks deserted, but there is no sign that it on the property, which the Priest of Sacaros once told the
has been destroyed by the barbarous. As the PCs put their Dryads how to make.
hands on the door to enter the temple, they hear a magitech
voice in the garden telling them to wait. When they look, they 1) Drinking Competition with Dryads (+★)
see a beautiful naked woman coming out of a tree in the Dryads ask the PCs to do a drinking contest.
garden. She is Dryad (CR III, p. 387). The PCs find When comparing drinks with Dryads, PCs need to make
themselves surrounded by five Dryads, who warm, “The Fortitude checks (Target Number 15). Those who fail to do
temple awaits the Lord's return, but not you.” If they ignore so will get drunk and drop out of the competition. The winner
the warning and attempt to enter, a battle ensues (they are each is the one who succeeds in all five Fortitude attempts.
enhanced with sword shards). If one of the PCs wins, the Dryads will give the winner a
Dryads can explain that they used to spend nights drinking waterskin filled with the Sacred Wine of Sacaros (5 uses) that
and singing with the priests and believers in the temple and is stored in a water basin in the cellar.
that it was from them that they learned to speak magitech. And Dryads will always accept another drinking challenge even
the fairies have continued to protect the temple even after the if PCs lose the drinking contest. And even if PCs win the
barbarous invasion that took away the priests and believers. drinking contest, they will still host a drinking contest anytime
Dryads invite the PCs to join them for a feast, as it has PCs visit here.
been a long since they hosted one. If the PCs are interested in Only if PCs win the drinking competition with Dryad and
joining the feast, see “2. Feasting with Dryads”.
obtain the Sacred Wine of Sacaros, they will receive a ★. PCs
can win only one Sacred Wine of Sacaros per campaign.
1) Ask about Sacred Wine of Sacaros Translator Note: GM should modify the rule in case no
When PCs ask Dryads about the “Sacred Wine of one succeeds five times in a row, or there are several winners.
Sacaros,” they will tell PCs that it is in the cellar of the temple. For example, see “Drinking Competition with Undine” from
If the PCs ask, “Can I have some of the Sacred Wine of Fairy Garden p. 141 to get more ideas on how this contest
Sacaros?” Dryads will tell them that they could have it if they could be improved.
won a drinking contest with him. See “2. Feasting with
Dryads”.

74
BLOODSTAINED WALLS If one wants to save the guilty, one must fight not only the
executioner's barbarous but also all the surrounding
barbarous. First, the executioner's barbarous is determined by
the Barbarous Encounter Table (see p. 122). At this time, the
executioner's barbarous should be treated as the boss.
Next, determine the barbarous in the surrounding area
using the Barbarous Encounter Table. However, the number
should be doubled. When fighting, all of these barbarous will
be enemies. If all of the barbarous are defeated, the criminals
can be saved. Refer to “2) Rescuing Criminals”.

1) Wait for the Night


Crowds are present until “evening.” From “night” to
“dawn,” there is only a barbarous on patrol, and the crowd is
gone. A crowd gathers because they know there will be an
execution. However, at the next tb, they are gone.
If PCs want to rescue the criminals while the crowd is away
and the patrolling barbarous are not looking, they need to
make a Hide check (Target Number B). If anyone fails to do
so, the patrolling barbarous will find them. The barbarous
must be determined by the Barbarous Encounter Table. In
this case, one of the barbarous should be treated as the boss.
A 10-meter-high wall is towering. In front of the wall, many If everyone succeeds in the Hide check or defeats the
barbarous, slaves, and vagabonds are gathered, and several patrolling barbarous, the sinner can be rescued. See section
humanoids with their hands tied are suspended from the top “2) Rescuing Criminals”.
of the wall.
2) Rescuing Criminals +★
PCS’ N EXT M OVE? Rescued criminals must be sheltered somewhere. The
>If PCs want to go to the front of the wall, go to “1: following are the places that shelter sinners: Ariadne in [23:
Bloodstained Walls”. Prostitute Quarter], Yamur in [32: Yamur's Bar], Ursula in
>If PCs want to see what happens, go to “2: The Criminal to [36: Sanatorium “Sunlight through the Trees”], the Temple of
be Hanged”. Lu Lode in [41: Bandit's Path], Miranda in [42: Cul-De-Sac
Tenement House], or Sandrine Capet at [61: Lighted House].
Among the criminals is a man named Edgar, who is a
1. BLOODSTAINED WALLS human. He is a member of the “Wind Brigade,” an
organization that opposes the barbarous.
This wall is the place where those who defy the barbarous If the PCs carry the criminals to the Temple of Lu Lode
are executed. The criminals are hung from the top of the wall, at [41: Bandit's Path], Edgar confides that he is a member of
and the crowd that has gathered to watch the execution is the “Wind Brigade” and thanks the PCs. Treat the fixed
forced to throw stones at them. The lower half of the wall is mission “Letting Them Know that Edgar is Safe” (see p. 99)
therefore stained with the reddish-black blood of the as having been accomplished. In that case, see “5) Epilogue”
criminals. in “Letting Them Know that Edgar is Safe.”
While looking at the wall, “2. The Criminal to be Hanged” If it is transported to any other location, proceed to “3)
occurs. Edgar's Request”.

2. THE CRIMINAL TO BE HANGED +★ 3) Edgar's Request


Among the criminals is a human man named Edgar, who
The event occurs immediately after arriving at [56: confides that he is a member of the “Wind Brigade” and asks
Bloodstained Walls]. “to inform my friends in Bandit's Path about me.” He is too
A barbarous executioner appears on the wall with several deeply wounded to accompany the PCs.
criminals in tow. He hangs the criminals and exclaims in
barbaric language what crime each of them has committed. PCS’ N EXT M OVE?
According to the story, some of them were slaves and hurt >Head for Bandit's Path
their masters because they hated the way their masters treated The PCs must go to [41: Bandit's Path] and inform the
them, and some of them were caught trying to kill honorary “Wind Brigade” associates that Edgar is safe. Refer to the
barbarous. fixed mission “Letting Them Know that Edgar is Safe” see p.
When he finished speaking, the barbarous on the wall 99 in the fixed mission list to proceed with the game.
announced, “Now the fun begins. Throw stones as much as
you like, all of you.” Then all the barbarous people start
4) Repeated Executions
throwing stones at the hanged criminals. Cries of anguish and
After rescuing criminals, the execution is still taking place
screams echo through the air, and blood splatters on the walls.
if one visits this location; the PCs may rescue the criminals in
the same manner, or they may ignore it and pass by.

75
LIGHTED HOUSE The trap can be found by completing a Search check
(Target Number 13) and released by completing a Disable
Device check (Target Number 13). If the door is opened or
the doorbell is rung without disarming the trap, the trap will
be activated.
A poison arrow will fly from inside the fence and hit the
PC near the door. The PC receives a Power 20 + 5 physical
damage if the arrow hits. The Critical Threshold is 10. In
addition, if the arrow causes 1 or more points of damage, the
PC needs to make a Fortitude check (Target Number 14), and
if it fails, it suffers 2d+5 poison magic damage.
After a few moments of ringing the doorbell or opening
the door, a servant will come out of the back door. The
servant then says, “He who rings the doorbell and is alive has
the right to see the master,” and leads the PCs into the house.
The servant should be determined by the “Humanoids
Encounter Table” (see p. 125).
If the PCs have the Key to Sandrine’s House, they can use
it on the keyhole hidden behind the doorbell. In this case, the
back door will open a short time later, and a servant will
appear and invite the PCs in. This allows the PCs to safely
enter the house.
Beyond the garden, surrounded by an iron fence with a If the PCs have a “Letter of Introduction to Upper
myriad of vicious thorns protruding from it, a small mansion Barbarous” addressed to Sandrine, it is assumed that they also
can be seen. Its windows are lit, and there are signs of people. have the “Key to Sandrine’s House” and are allowed to safely
A sign reading “Sandrine’s House” in barbaric and trade enter the house.
common is inlaid on the front gate post. Only if PCs enter the house in any way, they will earn ★.

PCS’ N EXT M OVE? 3) Entering the Grounds +★


>To examine the area around the house, go to “1. Check The grounds are a garden. Beyond the garden, a house
Around the House”. can be seen. The construct is in the garden and will attack
>If PCs want to call out from the front gate, go to “1) Front anyone who enters the grounds of the pavilion without the
Gate” in “1. Check Around the House”. servant's guidance. The construct must be determined by the
>If PCs want to go around to the back door, go to “2) Back “Construct Encounter Table” (see p. 124).
Door” in “1. Check Around the House”. When the construct is defeated, a servant appears and
>If PCs want to get over the iron fence, go to “1. Check says, “The master would like to see you,” and leads the PCs
Around the House”. into the house.

1. CHECK AROUND THE HOUSE 2. MEETING WITH SANDRINE +★


The house is surrounded by an iron fence. The height of Upon entering the pavilion, PCs are taken to the dining
the fence is about 6 meters. If the PC tries to climb over the room. After a while, a beautiful and mysterious woman
fence, they must perform a Climb check (Target Number 10). appears. She introduces herself as Sandrine Capet, the
If the check fails, the PC suffers fall damage of 9 points. This “Evening Princess,” and says, “It's been a long time since we've
damage can be reduced by Defense and Tumble checks. had guests in this house,” and offers the PCs a meal. The meal
If the check is successful, the fence can be climbed over, is a fine meal, very tasty, not poisoned. Treat it as a full day's
and the property can be entered. Refer to “3) Entering the meal.
Grounds”. After the meal, Sandrine asks, “So, what brings you to this
house?” Sandrine will respond to the PCs' request with one
1) Front Gate piece of information from “Information Sandrine Knows”.
The front gate is tightly closed, there are no traps, but it is The PCs must specify the information they wish to know. If
locked. There is no doorbell, and no one will come out even the information is not in the “ Information Sandrine Knows,”
if PCs shout. The PC needs to make a Disable Device check she will reply, “I'm sorry, but I don't know.”
(Target Number C) to unlock the lock. If they succeed, they After the dinner, proceed to “1) Sandrine's Lover”.
can unlock the door.
1) Sandrine's Lover
2) Back Door (+★) After the PCs had dinner with Sandrine, over after-dinner
There is a back entrance at the back of the house. The tea, she asked, “Can you do me a favor? One of my slaves
back door has both locked and trapped. Next to the door is a went to [46:Black Hill] and had not come back. Could you
doorbell with a sign that reads, in barbaric and trade common please find him and bring him back?” A slave is a human man,
language, “Please use the doorbell only if you have something and his name is Kris. She will pay 500 gamel for each person
to ask for, but be prepared to die.”

76
who accepts, and if the PCs want, she will give them any For all intents and purposes, Sandrine hides the PCs in
information she knows. [61: Lighted House] and promises to take care of their lodging
At this time, Sandrine may propose PCs become her until they fulfill their purpose.
slaves. In this case, she will make all the PCs wear the Slave's Sandrine's definition of “working for me” is to fulfill the
Collar. However, if the PCs have already become someone tasks she requests. See “Sandrine's Requests” on the next page
else's slaves, they cannot become Sandrine's slaves. for more information on Sandrine's requests.
If PCs are Sandrine's slaves, they can stay in this house for
free. However, each time they return to the house, one of
them must donate blood to Sandrine. The PC that donates INFORMATION SANDRINE KNOWS
blood receives 2d+2 physical damage. The PCs are not I NFORMATION 1. ABOUT “MAGIC SWORD OF R ED M IST ”
allowed to wear armor during this process and cannot use
K URGARAN
Defense to reduce this damage.
If PCs accept the request or become Sandrine’s slave, they Sandrine knows “Important Information: About “Magic
need to go to [46: Black Hill] to find Kris. Sword of Red Mist” Kurgaran. 1. Existence, 2. Location, 3.
If they refused the request, Sandrine would say, “Right. Effect.” (see p. 105).
That's fine then,” she said grimly and quickly kicked the PCs
out of the house. I NFORMATION 2. ABOUT THE GRIEF P LAZA M ONUMENT
The monument at [25: Grief Plaza] is a magical device that
Sandrine Becomes Keeper can clear the mist.
She becomes a keeper only when PCs are Sandrine's
slaves. I NFORMATION 3. ABOUT A MAGICAL DEVICE THAT CLEARS
Thereafter, [61: Lighted House] becomes Base. THE M IST
Sandrine promises to eventually remove the Slave's Collar Sandrine knows “Important Information: About the
and allow PCs to escape from the city as long as they fulfill the Magical Device that Clears the Mist. 1. Existence, 2. Location,
work she requests. For more information on Sandrine's 3. Effects, 4. Secrets” (see p. 105).
requests, see “Sandrine’s Requests” (see p. 78).
I NFORMATION 4. ARIADNE'S SECRET
PCS’ N EXT M OVE? PCs will be told the secret of Ariadne, the “Daughter of
>Find Kris the Moon,” the leader of prostitutes of [23: Prostitution
The PCs must find Kris, Sandrine's slave, and bring him Street]. See “Secret of the Ariadne, the “Daughter of the
back safely. Refer to the fixed mission “Looking for Kris” (see Moon” (see p. 80).
p. 100) in the fixed mission list to proceed with the game.
I NFORMATION 5. N AVARIA'S SECRETS
2) Sandrine's Help Sandrine tells PCs that an old woman named Navaria, who
If Chris is brought back safely, Sandrine trusts the PCs. makes her home around [52: Back Alley], is actually an elf
She then suggests, “Why don't you come work for me?” If the who has lived in this town since before the Diabolic Triumph.
PCs reveal their goals, Sandrine promises to cooperate with She is now an old human woman, but she was cursed by the
them. Here is how Sandrine can help with the PCs' objectives. barbarous priest, which is why she looks the way she does.
OBJECTIVE 1. GET OUT OF THE CITY I NFORMATION 6. ABOUT THE CANAL GATE
Sandrine says she knows one way out of the city and will Sandrine knows “Important Information: About the Canal
show it if PCs fulfill her requests. Gate. 1. Existence and Location/2. Open/Close Codes
Required” (see p. 105).
OBJECTIVE 2. GET IN T OUCH WITH R ESISTANCE
Sandrine says she knows the leader of one of the resistance I NFORMATION 7. ABOUT THE F OUR F OUNDERS
organizations, “Moonlit Wasps,” and that she knows the Sandrine knows “Important Information: About the
organization's base. She promises to tell PCs about the leader Legend of the Four Founders. 1. Existence/2. Names/3.
of the “Moonlit Wasps” and their base if they fulfill her Legend/ “ (see p. 105). However, after rescuing Kris, she also
requests. knows “Important Information: About the Legend of the
Four Founders. 4. Location of the Tomb”
OBJECTIVE 3. L OOKING FOR A M AGIC DEVICE
Sandrine says that she knows that one of the magical I NFORMATION 8. ABOUT ORGANIZATIONS THAT OPPOSE
devices made in the time of Magitech Civilization is in the City B ARBAROUS
Of Mist. Sandrine promises to give PCs information about the
In the City Of Mist, there are three organizations that
magical device if they fulfill her requests.
oppose the barbarous. One of them, “Moonlit Wasps,” is led
by Ariadne, the “Daughter of the Moon” on the [23:
OTHER OBJECTIVES Prostitution Street]. The other two organizations are called
Sandrine cannot help with anything else. “Wind Brigade” and “Suela's Flame,” but she doesn't know
the details.

77
I NFORMATION 9. I NFORMATION ON THE WELL-KNOWN The reward is one piece of Information Sandrine Knows
M ONSTER and 3,000 gamels per person. PCs will be asked to gather
Sandrine gives the data and location of the monster on the information on a girl with crimson hair named Heine, find
“List of Well-known Monsters” (see p. 20). her, and bring her to Sandrine. If she is wearing a Slave's
Collar, it is strongly advised to remove it.
Heine is Kris’ sister. The Quest is completed when PCs
SANDRINE’S REQUESTS bring Heine back to Sandrine's house (without the Slave's
Collar). PCs will receive a reward and 3★.
If the PCs ask for more information about the Quest,
Sandrine will ask for the Quests in order, starting with Quest
1. If the party's average level is above the level specified for the Quest 6. The Last Request
Quest, this Quest will be available even if the previous Quest This Quest will only occur if PCs have completed “Quest
has not been completed. 5. Rescue Heine”.
For each request she fulfills, Sandrine will provide one See “Sandrine's Last Request” for more information.
piece of information from “Information Sandrine Knows”
and pay her some amount of money. The PCs can specify the
content of the information. If the PCs do not specify the SANDRINE'S L AST R EQUEST
content of the information, it will be determined at random.
In front of the PCs, Sandrine reveals everything: Chris, the
Quest 1. Errand to Zabar slave, is her lover, and Heine is Chris' sister, as the PCs already
The reward is one piece of Information Sandrine Knows know. She wants to escape the City Of Mist with them and live
and 200 gamels per person. The quest is completed when the peacefully in the humanoid city.
“Sandrine's Letter” is given to Daemon Tamer Zabar, who Because of the requests the PCs have fulfilled so far,
reports to Sandrine. PCs need to show the “Sandrine's Letter” Sandrine has obtained a Canal Pass and two of the three
to Diego and Dario at “2. Black Tent” in [53: Tricolored Opening/Closing Codes needed to open the canal gate. She
Tents], and they will give it to Zabar. PCs will receive a reward says that she knows the third code, which should allow her to
open the canal gate and escape the city. Actually, the final
and ★.
code is needed to open the canal gate, but Sandrine does not
know that.
Quest 2. Errand to Claire Sandrine offers to escort the PCs and exchange a third
This quest is available automatically on average adventure Opening/Closing Code. She also says that if the PCs accept
level 3 or higher. the request, she will give them five treasures from the
The reward is one piece of Information Sandrine Knows Treasures Decision Table:$$$ (see p. 126) as a reward.
and 500 gamels per person. PCs need to find the elf Claire, If PCs accept this request, go to [Fixed Section 3: Jade
the “Summer Memories,” and ask her for information about Tower] and refer to 1. Crossing the Canal (see p. 90) to
a magical device called “Light of Shelashis.” The quest is proceed with the game.
completed when the information about the “Light of The PCs may suggest other ways to escape the city.
Shelashis” is given to Sandrine. PCs will receive a reward and Sandrine will accept one of two options: “Escape by Orzozo’s
★. Ship” or “Escape by Zabar's Wagon.”
In the case of escaping on Orzozo's ship, Sandrine can
Quest 3. Obtaining the Canal Pass afford the boarding fee for the three of them but not for the
This quest is available automatically on average adventure PCs. If the PCs can pay their own boarding fees, they may
level 4 or higher. escape this way. In that case, see [Fixed Section 1: Port]. Of
The reward is one piece of Information Sandrine Knows course, if Orzozo is not in port, this method will not work.
and 1,000 gamels per person. PCs will need to obtain a Canal To get a ride in Zabar's wagon and escape, PCs need Zabar
Pass to use the canal in [Fixed Section 3: Jade Tower]. Once points. Sandrine can get Zabar points for the three of them
PCs have the Canal Pass and give it to Sandrine, they will but not for the PCs. If the PCs have already accumulated
receive a reward and 2★. 6,000 Zabar points, they can escape this way. In that case, see
Benefit 6. Escape from the City Of Mist” (see p. 71) under
Quest 4. Obtaining the Opening/Closing Code for “Zabar Point Benefits” in [53: Tricolored Tents].
the Canal Gate
This quest is available automatically on average adventure
level 5 or higher.
The reward is one piece of Information Sandrine Knows
and 1,500 gamels per person. To open and close the canal
gate in the canal, PCs must obtain the “Opening/Closing
Code” for the canal gate. Once PCs have the two
“Opening/Closing Codes” and report them to Sandrine, the
Quest will be completed. PCs will receive a reward and 2★.

Quest 5. Rescue Heine


This quest is available automatically on average adventure
level 6 or higher.

78
RUINS OF THE TEMPLE OF KILHIA The stone statues are, from left to right: a tall man in his
late 20s, a loosely dressed woman in her early 20s, an armor-
clad maiden in her late teens, and a girl in her mid-teens who
has a charming impression.

1) Ghost Riddle
When the PCs enter this basement, Ghost (CR II, p. 346),
a man who seems to be a priest of Kilhia, appears. Ghost
makes the following riddle in magitech.
“Offer to the Hands of the Holy Four Founders. To the
Righteous One, the Righteous Tool. Then I will grant you
divine wisdom.”
This Riddle means to choose the correct item from the
decorations on the wall and have each statue hold it. The PCs
should think of the answer and then refer to the “Answer to
the Riddle of [62: Ruins of the Temple of Kilhia]” (see p. 80).
GM should check the answer first.
If the PCs are having trouble finding answers, the Ghost
will say, “Those who have no knowledge, leave. Gate of
knowledge will remain closed for you”.

2) If the Answer is Incorrect +★


The stone building, which seems to have been abandoned A trap will be triggered if the four stone statues are given
and not visited for a long time, seems to have once been set the wrong ornaments. Gas will be emitted from all parts of the
on fire, leaving blackened scars here and there. A stone slab basement. Everyone in the basement needs to make
with the holy symbol of Kilhia, the God of Wisdom, is buried Willpower (Target Number 13). If they fail, they will be
in the grass, suggesting that this was once a temple of Kilhia. tempted to read a book. If a character has a book, it will keep
reading for 1tb. PCs who do not have a book lose 2d points
PCS’ N EXT M OVE? of MP from the pain of not being able to read.
>If PCs want to enter the temple, go to “1. Entering the
Temple.” 3) If the Answer is Correct
>To explore the temple grounds, go to “2. Explore the If the correct statue is placed with the correct ornament,
Temple Grounds.” the Ghost will appear and say, “Well done, you have solved
the mystery. Take the Pilatoto's Codex and take over my
research.” The floor in the center of the basement opens, and
1. ENTERING THE TEMPLE a stone pedestal rises up. On the pedestal are six books.
The temple is in ruins, and nothing is to be found.
4) Pilatoto’s Codex +★★
Pilatoto's Codex was written by a Kilhia priest of the Al-
2. EXPLORE THE TEMPLE GROUNDS (+★) Menas period named Pilatoto and consisted of volumes 1 to
6. Volumes 1 through 5 were written in ancient celestial and
If PCs want to search all over the temple grounds, they arcana, and only the sixth volume, “Commentary,” is written
need to make a Search check (Target Number A). If they only in magitech and seems to have been written by Pilatoto
succeed, they will find a shattered statue of Kilhia behind the himself.
temple. If they want to examine the Kilhia statue, they need to According to the Commentary, the ancient celestial part is
make a Search check (Target Number B). If they succeed, the Kilhia Book of Languages, and the arcana part is the
they will find that the pedestal can be moved. When they interpretation that many researchers have added. The Kilhia
move the pedestal, a stairway to the basement appears. If PCs Book of Languages is a riddle, with all the riddles difficult to
go down the stairs, they will find a basement. Refer to “3. understand, such as “I rise in the west and set in the west” or
Temple’s Basement”. “The river flows toward the sky as the clouds set in the sea.”
Only if PCs find the entrance to the basement do they get The interpretive part of the researcher's work is an attempt to
★. find an answer to the riddles. Pilatoto, who declares all these
interpretations to be wrong, apparently has not come up with
the right answer himself. PCs who read these languages can
3. TEMPLE’S BASEMENT read what they say but don't know what they mean. This is
The crypt is lined with a number of graves. Apparently, because they use a lot of technical terms that only a researcher
this is an underground cemetery. would understand.
The walls of this room are decorated with iron ornaments
in the shapes of a sword, shield, hoe, staff, book, candlestick,
flower, and mirror.
In addition, four stone statues are enshrined in the inner
part of the room.

79
ARENA 1) Explanation of Prize Money and “Barbarous
Whims”.
For each match won, each gladiator receives a reward of
“(number of opponents defeated) x2d x 10” gamels and the
treasure specified for each opponent defeated. However, if
the PCs are slaves of the Shepard Don Bucado, only half of
the reward will be received. The other half belongs to Don
Bucado. PCs will still keep all earned treasure/loot.
All of these rewards and treasures are handed over to the
PCs when they finish the match and leave the [63: Arena]. For
this reason, even if equipment or potions are obtained by
winning a match, they cannot be used during a series of
matches.
If the PCs win the match, they may be forced to fight a
series of battles due to “barbarous whims.” Whether or not
the PCs are forced to fight in a series of matches is determined
by the “barbarous whim” check.
The “barbarous whim” check is performed with 2d. If the
PCs are the slaves of the Shepard Don Bucado, they gain a
+1 bonus to 2d. If the roll is lower or equal to the “8 - the
number of consecutive matches”, the next match begins
immediately; the PCs are not given time to rest or the right to
There is a huge circular building made of stone. You hear refuse the match. If the roll exceeds “8 - the number of
cheers. The building has a sign in barbaric that reads, “Fight! consecutive matches”, the PCs are given the right to end the
Kill! And grab the gold!” It seems that this place is an arena. match; if they end the match, they receive their prize money
and treasure and may leave the Arena. If they wish to continue
PCS’ N EXT M OVE? fighting, the next match begins immediately. No time is given
>To see what's going on, go to “1. Arena”. to take a break.
>If PCs want to compete in Arena's match, go to “2.
Competing in Match”. However, please also check the Arena 2) Priests in the Arena
rules. The Divine Magic of the gods from the first sword
Lumiere may be used during the match. The bloodbath of
such a cocky challenger is the pleasure of the barbarous.
1. ARENA
As the PCs pass by Arena, the barbarous scout attendant, 3) If the PCs do not have the Equipment
with a sly grin, asks, “Are you confident in your skills? It's a Arena lends equipment to gladiators who do not have it.
good way to make some money.” The following equipment is available for rent. Borrowed
PCs may compete as gladiators in matches held in the equipment must be returned after the match.
Arena whenever they wish.
Matches in the Arena are starting each tb. They are Equipment for Rent
entertainment for barbarous, mostly involving humanoids Each PC can be lent the following equipment
being beaten to death by barbarous or ferocious monsters. For • One B-rated weapon (used, Extra Damage -1)
this reason, only barbarous or honorary barbarous are allowed • One B-rated armor (used, Defense -1, but not
in the audience, and no admission fee is required. In addition, less than 0)
betting is only conducted among spectators on their own, not • One of each of the following: Magical
by gladiators. Implement, Holy Symbol, Fairy Tamer's Gem,
In City Of Mist, many humanoids, some willingly, some Magisphere (small), or a musical instrument.
by force, become gladiators and challenge the Arena.
However, the chances of humanoid survival are low. The
barbarous, who are enthusiastic about this brutal spectacle, are 2. COMPETING IN A MATCH (+★-+★★★(*))
ruthless against the humanoid victor; if the humanoid survives If there is a GM, they should show the “Arena Opponents
against their expectations, the barbarous hope that the victor List” to the PCs and let them choose their favorite opponent.
will challenge them to another fight. Humanoid gladiators are However, the only opponents who can be chosen are those
thus forced into a series of battles and lose their lives. But if who have not yet been defeated.
they are lucky enough to survive, they will be rewarded with If the PCs do not specify an opponent, then it will
bounty and treasure. automatically be the opponent with the “lowest number of
For information on prizes, treasures, and special rules for opponents not yet defeated.”
Arena, see the descriptions that follow. However, only during the first match as gladiators PCs will
automatically fight “(1) Bloodthirsty Beasts”.
(*): PCs earn a specified number of ★ for each match
won, as specified for each opponent.

80
Arena Opponents List (9) H O R UHE, THE “SCARLET T WIN B LADES” AND HIS
All monsters should be strengthened by sword shards. GANG +★
When playing solo, only one monster marked with [a]
The opponents are 1 x Boggart Swordsman (CR II, p.
appears.
295) [a], 1 x Deep Gremlin (CR II, p. 294) [b], and 2 x
If the number of party members is more than one, add
Boggarts (CR I, p. 444). The Boggart Swordsman is Ho Ruhe.
one monster marked with [b] unless otherwise noted.
If PCs win, they will get one B-rank weapon or armor with a
base price of 2d x 200 gamel or less. PCs may choose any
(1) B LOODTHIRSTY B EASTS +★ weapon or armor they like.
The opponent is an animal, to be determined by the
“Animal Encounter Table” (see p. 122). (10) T HE F URY OF T HUNDER AND F IRE +★
The opponents are 1 x Thunderbird (CR I, p. 486) [a]
(2) T HREE GOBLIN B ROTHERS +★ and 1 x Hellhound (CR I, p. 485) [b]. If PCs win, they get one
PCs’ opponents are three Goblins (CR I, p. 441) [a, b]. If of the treasures from the “Treasure Decision Table: $$$ (see
PCs win, they get one of the treasures from the “Treasure p. 126).
Decision Table: $ (see p. 126). If playing solo, only 1 Goblin
will be the opponent. (11) N EFETETI , “WARRIOR P RIESTESS” +★
The opponents are 1 x Goblin Shaman (CR III, p. 300)
(3) GA Z OM, THE “B UTCHER ” AND HIS GANG +★ [a], 1 x Boggart Trooper (CR II, p. 298) [b], and 2 x Boggart
The opponents are 1 x Boggart (CR I, p. 444) [a] and 3 x Swordsmen (CR II, p. 295). Goblin Shaman is a Nefeteti and
Redcap (CR I, p. 442) [b]. Boggart is the Ga Zom. If PCs win, worships Dalkhrem. The winner gets “The Key to the Ranch's
they get one of the treasures from the “Treasure Decision Slave's Collars.”
Table: $ (see p. 126).
(12) STEEL H UNTERS +★
(4) M URURIA, THE “DEATH B ONDED” AND HIS GANG +★ The opponents are 1 x Lesser Ogre (CR I, p. 446) [b] and
The opponents are 1 x Corrupted Priest (CR II, p. 408) 3 x DOOM (CR I, p. 481) [a]. If PCs win, they will get one A-
[a], 1 x Bandit Archer (CR II, p. 407) [b], and 2 x Bandit rank or lower weapon or armor with a base price of 2d x 200
Trooper (CR II, p. 406). The priest is Mururia and believes gamel or less. PCs may choose any weapon or armor they like.
in the Metissier. If PCs win, they get one of the treasures from
the “Treasure Decision Table: $ (see p. 126). (13) “R UIN H OOF” K OLDEN F UNERAL K NIGHT +★★
The opponents are 1 x Centaur Impaler (CR II, p. 300)
(5) “VIOLENT WINDS” T ROOP +★ [a], 1 x Deep Gremlin (CR II, p. 294), and 5 x Centaurs (CR
The opponents are 3 x Centaurs (CR II, p. 293) [a, b]. If II, p. 293). If PCs win, they get one of the treasures from the
PCs win, they will get one B-rank weapon or armor with a base “Arena's Treasure Table” (see the next page).
price of 2d x 50 gamel or less. PCs may choose any weapon
or armor they like. If there are five or more PCs, add a 1 x (14) N URZUF, THE “P RIEST OF DISGRACE” +★★
Gremlin (CR I, p. 440).
The opponents are 1 x Troll (CR I, p. 450) [a] and 4 x
Bandit Chiefs (CR II, p. 409) [b]. Nurzuf is the Troll and
(6) M INDLESS K ILLERS +★ believer of Bragzabas. If PCs win, they get 3 pieces of “Rotten
The opponents are 1 x Ghast Knight (CR II, p. 365) [a] Water of Eight Talons” or one of the treasures from Arena's
and 4 x Ghast Lurkers (CR II, p. 360) [b]. If PCs win, they get Treasure Table (see the next page), whichever they prefer.
one of the treasures from the “Treasure Decision Table: $$
(see p. 126). If there are five or more PCs, add 2 Ghast (15) GIORGI OF THE F LOWING WATER +★★
Lurkers.
The opponents are 2 x Lizardman Mariner (CR III, p.
301) [a] and 1 x Lizardman Tamer (see p. 132) [b]. 1 of the
(7) Y O-NI, THE “SIPPING SADNESS” AND THE M AGITECH Lizardman Mariners is Giorgi. If PCs win, they get one
SOLDIERS +★ treasure from the “Arena's Treasure Table” and “Madame
The opponents are the Lesser Ogre (CR I, p. 446) [a], 1 Hedron's Ring.”
x Goblin Sister (see p. 132) [b], and 2 x Gremlins (CR I, p.
440). Lesser Ogre is Yo-ni. Goblin Sister believes in (16) VALENTINO, THE “R ED WATERFALL ” +★★
Bragzabas. If PCs win, they will gain a Canal Pass. The opponents are 1 x Minotaur (CR II, p. 305) and 3 x
Swarm of Muryans (CR III, p. 382). Valentino is a Minotaur.
(8) SKY T ERRORS +★ The number of Swarm of Muryans is increased by 1 per
The opponents are 1 x Hippogryph (CR II, p. 377) [a] and round. However, it does not increase if there is only 1 PC; if
3 x Harpy (CR II, p. 376) [b]. If PCs win, they get one of the there are five or more PCs, it increases by two per round. If
treasures from the “Treasure Decision Table: $$ (see p. 126). the PCs win, they get one of the treasures from the “Arena's
Treasure Table” and one “Prison Key.”

81
(17) WA JI , THE “L ORD OF CRUELTY ” +★★ The PCs gain one weapon enhanced with Fairy
The opponents are 1 x Ogre (CR II, p. 303) [a], 1 x Weapon (see CR II, p. 195). The weapon to be
Famous Hunter (CR III, p. 412) [b], and 2 x Skilled 6 enhanced should be an A-rank or lower weapon with
Mercenaries (CR I, p. 491). Ogre is Wa Ji. If PCs win, they a base price of a “2d x 300” gamel or less. The weapon
get one treasure from the “Arena's Treasure Table” and a and the type to be given are chosen by the PCs.
“Zabar Merchant Association Membership Card (with 10,000
Zabar points)”.
SECRET OF THE ARIADNE, THE “DAUGHTER OF THE M OON
(18) “CRAZY SCISSORS” DAMASKESNO +★★★
Ariadne, the “Daughter of the Moon,” is actually Leanan
The opponents are 1 x Caesarscorpion (CR II, p. 304) [a] Sidhe Assassin (CR III, p. 309). She is an operative sent by
and 1 x Arachne (see p. 139). Caesarscorpion is Damaskesno. nosferatu to orchestrate the decline of Basilisk's power in the
Damaskesno’s Rider class is 6, and he has learned [Lion's City Of Mist, to head of the resistance organization, to exploit
Fury] [Unique Skill Release], [Riding As One], and people's hatred and hostility toward the barbarous to achieve
[Tandem]. Both the Dexterity modifier and Intelligence her own ends. She will not leave alive those who discover her
modifier are +2. When solo, Damaskesno rides Manabike. If true identity; if Ariadne discovers that she has discovered it,
there are more than 5 PCs, 2 x Androscorpions (CR II, p. she will try to kill them. She is accompanied by two Lesser
297) should be added. If PCs win, they gain one of the Vampires when she attacks those who learn her secret (CR II,
treasures from the “Arena's Treasure Table” and one p. 320).
Arachne mount.

(19) DESPINO, THE “CRUSHING F IST ” +★★★ ANSWER TO THE R IDDLE OF [62: R UINS OF THE T EMPLE
The opponents are a 1 x Hill Giant (CR II, p. 319) [a] and OF K ILHIA]
2 Trolls (CR I, p. 450) [b]. This Hill Giant is Despino,
equipped with a Robe Of Wild Roses (CR III, p. 206), and The four stone statues represent the four founders who
has a Defense of 10. If PCs win, they get a weapon or armor built the City Of Mist during the Magitech Civilization period.
of S rank or lower with a base price of “2d x 500 gamels” or The combination of the stone statues and the four
less and a Robe Of Wild Roses. PCs may choose any weapon founders is as follows.
or armor they like.
• The stone statue of “a tall man in his late 20s” on the
(20) AMATE DALI , THE “M ASTER OF M YTHICAL B EASTS” left is Zoraentes the Strong.
+★★★ • The second statue from the left, “a loosely dressed
The opponents are 1 x Ogre Berserker (CR III, p. 303) woman in her early 20s”, is the Quick-Witted Selansier.
and 1 mythical beast. Ogre Berserker being the Amate Dali. • The third from the left is a stone statue of “an armor-
Roll 1d to determine the beast. If the result is 1-2, it is clad maiden in her late teens,” Suela the Fierce.
Gryphon (CR I, p. 487). If the result is 3-4, it is Wyvern (CR • The fourth from the left, “a girl in her mid-teens who
III, p. 374). And if the result is 5-6, it is Jii (CR II, p. 384). In has a charming impression,” is the Shelashis, the “Loving.”
the case of a 1 PC, the mythical beast is changed to Kelp (see
p. 137) on 1-2, Frost Wyvern (CR II, p. 380) on 3-4, and Each of the four founders should be adorned with specific
Lesser Manticore (CR II, p. 381) on 5-6. Also, if there are 5 to them ornaments. The ornaments to be placed on the
PCs, roll an additional 1d and add an additional mythical statues are, from left to right, as follows.
beast that would appear in the case of 1 PC. If the PCs win,
they will receive an Honorary Bracelet from the Arena's • Zoraentes the Strong should have a Shield.
Treasure Table for the number of PCs in the group. • Quick-Witted Selansier should have a Book.
• Suela the Fierce should have a Sword.
Arena's Treasure Table
• Shelashis, the “Loving” should have a candlestick.
Roll 1d to determine treasure.
Only Shelashis is likely to be impossible to guess without
Obtain 2 x “Rotten Water of Eight Talons”. For more
knowing about the Light of Shelashis. Their names can help
information on the effects of Rotten Water of Eight
1 PCs to solve the riddle. It is also impossible to solve this riddle
Talons, see “About Rotten Water of Eight Talons”
if PCs do not know the legends of the Four Founders or the
(see p. 84).
names of the Four Founders.
Obtain 5 x Golden Skunk Cabbages. For more If the GM feels that the PCs still lack the information to
information on the effects of “Golden Skunk solve the mystery, they should advise them of this with the
2
Cabbage,” see “About Golden Skunk Cabbage” (see p. help of the ghost.
50).
3 Obtain 5 x Luxury Ornaments (2d x 200 gamels).
4 Earn “1,000 x 2d” Zabar Points.
Obtain 6 Ability-Enhancing Bracelets (see CR I, p.
5 330). The PCs can choose any combination of
bracelets they like.

82
TEMPLE OF DALKHREM 2) Show “Letter of Introduction to Upper
Barbarous” addressed to Puteute
Puteute reads the letter of introduction and says, “I see. I
see that you are the one Zabar sent to do the training with.
Well, let's get started.” If the PCs refuse, Puteute refuses to
listen. Refer to “5) Puteute's Training,” and there will be
combat.

(3) PCs say “We are not Training Partners”


Puteute looks disappointed and says, “What a bore. Well,
what do you want?” Puteute is not interested in anything other
than fighting, so he simply replies, “Oh, I don't know, I don't
know.” If the PCs leave the temple, they will be able to get out
of it and return to their own life. If the PCs want to leave the
temple, no one will stop them.

4) PCs Attack
A battle ensues if Puteute or any of the surrounding
barbarous are attacked. In addition to the Puteute, 10 Boggart
Troopers and 3 Trolls will join the combat.

More than a dozen twisted spires of unequal height tower 5) Puteute's Training +★
up toward the sky. The walls are painted with countless skulls, The PCs must fight the Puteute. Since this battle is a
and the spaces between the skulls are lined with ribs, femurs, training exercise, the surrounding barbarous will not touch the
and other bones. In the opening of the tallest main tower, PCs. Puteute tells the PCs that if they can stand for more than
there is a huge reddish-bronze double-opening door, about 5 three moves (rounds), they may call off the training at any
meters high, with the holy symbol of Dalkhrem, the god of point. If the PCs declare “stop training,” from the 4th round
war, reverently displayed above it. This is the Temple of onwards, Puteute ceases his attack. If the PCs attack again
Dalkhrem. after Puteute has ceased attacking, Puteute will be enraged,
Now, the double-opening gates are open, and one saying, “You cowards!”. In this case, since it is no longer a
barbarous guard stands on each side of it. training exercise, all the surrounding barbarous join in, and
the battle resumes. See “4) Attack” for more information on
PCS’ N EXT M OVE? such combat.
>If PCs want to enter the temple, go to “1. Entering the If PCs could survive, Puteute would say, “Mm. I like it.
Temple. Here is the reward,” and he pays each person “rounds fought
x 100” gamels. Then he says, “Come back and train with me
again.” The PCs can leave the Temple of Dalkhrem with
1. ENTERING THE TEMPLE Puteute watching over them.
The barbarous gatekeepers are two Boggart Troopers (CR
II, p. 298). Since both vagabonds and slaves are free to enter 6) If Puteute is Defeated +★★★
and leave the temple, the PCs are not attacked or blamed for If the PCs defeat Puteute, they gain three treasures from
attempting to enter the temple. the Arena's Treasure Table (see the previous page) in addition
Entering the front door, one finds oneself in a domed to the normal loot.
chapel. The interior is dimly lit, with only a few torches. The surrounding barbarous flee in fear of the PCs who
In the chapel is one Blood Troll (see p. 132), with a defeated Puteute, allowing the PCs to safely exit the Temple
number of barbarous corpses lying around him. In addition, of Dalkhrem. A week after Puteute is defeated, a new bishop
10 Boggart Troopers and 3 Trolls (CR I, p. 450) are watching is appointed. The new bishop is a Blood Troll and should be
from a distance. treated as a boss. Even if PCs defeat this new bishop, PCs will
Blood Troll is the bishop of the Temple of Dalkhrem, not gain the 3★.
Puteute, the “Golden General.” Puteute finds the PCs and
says, “Oh! Are you my new training partners? I just lost my
partner.” It seems that the corpse lying on the floor was his
former training partner.

1) If the PCs have Won a total of 8 or more Games


in Arena
Puteute says, “Mmm? I recognize your faces,” and then
recalls the PCs' exploits in the arena. Then he says happily,
“Just as well. I've been wanting to have hand-to-hand combat
with you.” If the PCs refuse, Puteute refuses to listen. Refer to
“5) Puteute's Training,” and there will be combat.

83
TEMPLE OF BRAGZABAS If the PCs have a “Letter of Introduction to Upper
Barbarous” addressed to Ivan Aivan, it should be handled in
the same way.
In both cases, Sirens eventually return and say, “Bishop is
going to meet you. Please go around to the back of the temple”
and lead the PCs to the back of the temple. See “5. Back of
the Temple”.

3) Buy Rotten Water of Eight Talons


When PCs ask for Rotten Water of Eight Talons, Sirens
reply, “We do not sell Rotten Water of Eight Talons.” If the
PCs show them the Golden Skunk Cabbage, Sirens accept it
and say, “Please wait a moment so I can ask about your
inquiry,” and return to the temple.
Sirens return and say, “Bishop said he wouldn't mind if we
shared it with you, so we brought it to you. This is the Rotten
Water of Eight Talons. Please take it,” they say, handing over
a small bottle of blue, luminous liquid. Each time the PCs
bring a Golden Skunk Cabbage, they will receive one Rotten
Water of Eight Talons.
For more information on the effects of Rotten Water of
Eight Talons, see “About Rotten Water of Eight Talons.”
In the center of the vast pond sits a revered white stone
structure. The narrow bridge, which runs straight through the
green algae-infested surface of the pond, is also made of pure ABOUT R OTTEN WATER OF EIGHT T ALONS
white stone. At the entrance of the bridge, there is an iron arch
on which hangs the holy symbol of Bragzabas, the “Goddess Rotten Water of Eight Talons” is magical water produced
of Decay”. in the temple of the goddess of decay, Bragzabas, and is
This is the Temple of Bragzabas in the City Of Mist. treated as a potion. A person who drinks the Rotten Water of
There was no barbarous guard, and only a metal gong was Eight Talons needs to make a Fortitude check (Target
set beside the pillar of the arch. Number 18). If the drinker fails, they lose consciousness for
one full day. During this time, they will not be awakened by
PCS’ N EXT M OVE? any stimuli and will not regain consciousness even with the
>If PCs want to ring the gong, go to “1. Ring the Gong”. [Awaken] spell.
>If PCs want to walk around the pond, go to “2. Walk Around The Rotten Water of Eight Talons is magical water
the Pond”. unknown to the public, and the only few people in the
>If PCs want to cross a bridge, go to “3. Across a Bridge”. humanoid community know of its value such as Daemon
Tamer Zabar and Ursula of the Trees. Therefore, if PCs try
to sell it to someone else, they will only get 100 gamels.
1. RING THE GONG +★
After ringing a gong, two Sirens (CR II, p. 301) emerge
from the temple. The Sirens fly past the water in the pond and 2. WALK AROUND THE POND +★
come to the PCs, who ask in barbaric, “What can we do for
you?”. The pond is surrounded by a forest.
Soon after, three Sirens fly toward the temple. They say,
1) Buy a Slave's Collar “This is the sanctuary of the temple. No one is allowed to
PCs must be honorary barbarous or a slave to be able to enter. Please turn back.” If PCs disobey, there will be combat.
buy a Slave's Collar”. In the event of combat, one Siren blows the whistle on
When PCs tell them they are here to buy a Slave's Collar, their first turn with Major Action. The barbarous hear the
they ask, “How many do you need?” Sirens ask that the sound of the whistle, and the barbarous appear from inside
payment be made in advance of 500 gamels per collar. Once the temple and join the battle with a “Full Move” at the end of
the payment is made, Sirens return to the temple with the the barbarous side's next turn. The barbarous's
requested number of Slave Collars and the key to remove the reinforcements come every round unless the PCs turn ends
collars. with no surviving barbarous. GM must roll 1d at the beginning
of the barbarous turn what barbarous's reinforcements will be
using the table below.
2) Meet “Stagnant Poison” Ivan Aivan
Translator Note: This and “1) Battle at the Temple” (see
When PCs ask to see Ivan Aivan, Sirens reply, “The
next page) could be very deadly combat for low-level PCs, so
Grand Priest does not see anyone. Siren replies, “The bishop
GM should make PCs aware that much more reinforcements
does not see anyone.”
from the temple are coming. Or at least make them aware of
If the PCs show them a Golden Skunk Cabbage, Sirens
the Siren’s or Lamia’s monster level.
take it and say, “Please wait a moment while we go see what
you want,” and return to the temple.

84
Table to Determine Barbarous Reinforcements beautifully shining Jade Tower stands beyond the green pond
If the PC's average level is 8 or higher, the 1d roll should and the black forest. Behind it stands a statue of Bragzabas,
be reduced by -1. the goddess of decay. Her gaze was so beautiful that PCs could
almost feel their whole being rotting away.
0 1 x Succubus (CR III, p. 305)
1–2 1 x Scylla (CR II, p. 307) 1) Battle at the Temple +★
3–4 2 x Lamia (CR I, p. 451) At first, the chapel is empty. However, as soon as the PCs
5–6 2 x Siren (CR II, p. 301) enter, the doors on either side open, and three Lamia appear.
Lamia, in barbaric, says, “This is the temple's sanctuary. No
If the barbarous are completely defeated, if PCs walk one is allowed to enter. Leave now.” If this is not obeyed, a
further around the pond, they will reach the back of the battle ensues.
temple. See “5. Back of the Temple”. In the event of combat, 1 Lamia blows the whistle on her
first turn with Major Action. Hearing the sound of the whistle,
a barbarous appears from the left and right doors of the
3. ACROSS A BRIDGE +★ temple. The newly revealed barbarous joins the battle with a
The bridge extends straight from the shore to the temple. “Full Move” at the end of the barbarous side's turn. The
The distance from the shore to the temple is about 20 meters. barbarous's reinforcements come every round unless the PCs
PCs attempting to cross the bridge should perform a turn ends with no surviving barbarous. GM must roll 1d at the
Danger Sense check (Target Number B). If successful, they beginning of the barbarous turn what barbarous's
will notice the bridge sinking slightly. If the PCs cross the reinforcements will be using “Table to Determine Barbarous
bridge, the bridge will begin to sink at about the middle of the Reinforcements”.
bridge.
If PCs want to run across to the temple, they will need to 2) Exploring the Temple +★
make check the “Adventurer Level + Agility modifier” (Target If the barbarous are completely defeated, the temple may
Number 13). If they succeed, they can cross to the temple be explored.
safely. They can also return to the shore in the same way. There is a door on each side of the temple and a number
If they fail, they get stuck in the pond. The pond has a of rooms in the back. In these rooms are traces of the
large number of water plants, which are difficult to swim barbarous' life, but no one is in them now.
through because they get caught in the arms and legs. PCs There are two special rooms.
stuck in the pond need to make a Swim check (Target In the room at the far end of the door on the right side,
Number 12) and, if successful, swim to either the temple or there are many ready-made Slave's Collars that are not
the shore. If they fail, they become stuck in the water plants. imprinted with a pattern that identifies the owner. Slave's
They cannot escape on their own; if they remain stuck, they Collars are useless by themselves and cannot be sold.
will eventually drown. In the room at the far end of the door on the left side is
If other PCs want to help, they must perform a Swim the Rotten Water of Eight Talons. Currently, 2d Rotten
check (Target Number 12) and remove any further water Water of Eight Talons is stored in this room.
plants that have become entangled. To remove the weeds, Ivan Aivan is nowhere to be seen, nor is there anything
they need to make a check (Target Number 12) with that looks like his apartment.
“Adventurer Level + Dexterity modifier.” If successful, the The back of the temple can be seen from the inner part of
waterweeds will be removed. the temple. At the back of the temple, there are steps leading
The PCs who have had the water plants removed and the down to the shore of the pond, and at the end of the steps,
PCs who have come to their rescue will again need to make a there is a pier overhanging the pond. There is a small boat
Swim check (Target Number 12) and, if successful, swim to floating on the pond. Someone is lying on the boat, but it is
either the temple or the shore. hard to make out who it is.
The same process is applied when an attempt is made to If PCs are going out by the pond, refer to “5. Back of the
cross the pond without crossing the bridge. However, in order Temple”.
to swim across the pond, the swimmer must succeed twice in
the Swim check (Target Number 12).
If an elf tries to swim across this pond, only one Swim 5. BACK OF THE TEMPLE
check (Target Number 12) should also be performed. The Behind the temple are steps leading down to the pond's
reason is that they must swim without getting caught in the shore, with a wooden bridge extending into the green water.
water plants. A small boat floats on the pond, and someone can be seen
lying down. Someone is lying on the boat, but it is hard to
4. ENTERING THE TEMPLE make out who it is.
If Siren has guided PCs, she will say, “Please wait here,”
The temple is built of polished white stone. The double and fly toward the small boat. Then the figure on the boat gets
doors in front are made of steel, but their surfaces are polished up and pulls the boat toward the PCs.
like mirrors. There is no barbarous guard at the entrance. The If the PCs are not guided by Siren, no change will occur
doors are solid, unlocked, and not trapped, so if the PCs try unless the PCs do something; if the PCs call to the figure in
to open them, they will do so without difficulty. the small boat loudly, the figure will get up, notice the PCs,
When PCs open the door, they found themself in a and pull the boat over.
temple. The front of the temple has no walls, and the

85
1) “Stagnant Poison” Ivan Aivan +★ At the bottom of the pond is a small dome-shaped bubble.
The man in the small boat is an elf. He looks young but This bubble is magical and maintains this shape no matter
has an unusual air about him. “Hi, I'm Ivan Aivan, the one what the impact.
they call the Stagnant Poison. By some twist of fate, I am now This bubble is always guarded by 1 x Scylla. If PCs
in the service of Lord Bragzabas and am the bishop of this approach the bubble, they must fight Scylla.
temple. And you?” The elf inquired. If Scylla is defeated, PCs can approach the bubbles. The
If the PCs had given Siren the Golden Skunk Cabbage, bubble is about 10 meters in diameter and contains a bed,
Ivan would have had it. Ivan asks, “Where did you get this desk, and other furniture. If the PCs give Ivan the Golden
flower?” If he answers honestly, Ivan will mumble, “Well, I Skunk Cabbage and reveal where they found it, Claire will be
didn't know Claire was in such a place,” and then turn to the imprisoned in this room after one day (6tb) has passed since
PCs and say, “Thank you. I must give you a fair amount of they spoke. Claire sees the PCs and asks for help.
credit for bringing me this valuable information”. The gratuity To enter and exit the bubble, one needs a Water Key.
offered by Ivan should be determined by rolling 1d on “Ivan's Only the person with the Water Key can pass through the
Gratitude Table.” Note that Ivan does not have all the items bubble's walls. No water can enter the bubble, and they can
on “Ivan's Gratuities Chart” in his possession. Even if PCs breathe normally and act as if they were on the ground.
defeat Ivan, they cannot obtain all of them. If Claire is there, she will tell PCs what happened. Ivan is
an elf who used to be Claire's lover. However, during the
Ivan's Gratuities Chart barbarous invasion, Ivan had many of his friends killed, and
1 Zantetsuken (CR III, p. 210) out of pain for them, he was seduced by Bragzabas and
2 Champion Loincloth (CR III, p. 214) became his follower. He has been searching for Claire ever
3 Goddess's Veil (CR III, p. 219) since.
If PCs want to search a room, they need to make a Search
4 Cattleya Garland (CR II, p. 185)
check (Target Number C). If successful, they will find the
5 Night Goggles (CR II, p. 192)
treasure. The treasure must be determined by using the
6 Mana Coat (CR III, p. 218)
“Treasure Decision Table: $$$” (see p. 126). In addition,
several other memento objects that Ivan kept with Claire are
Thereafter, Undines and the Claire, “Summer Memories” found, but none of them have much monetary value. Claire
no longer appear in [35: Deserted Garden]. This is because will take these items.
Ivan has defeated Undines and captured Claire. Claire is
imprisoned in Ivan's apartment at the bottom of the pond. For
more information on Ivan's apartment, please refer to “3)
Room at the Bottom of the Pond”. N OBLEMAN T RAPPED IN [66: P RISON]
If the PCs do not speak, he says, “Well, that's too bad.”
Then he will lie down on the boat, smell the Golden Skunk In one of the cages, a human is trapped. He is skinny, and
Cabbage, and begin to ponder. After that, he will not respond his hair and beard have grown long and wild, but his eyes are
to anything PCs say to him. resolute. His clothes are dirty, but they are of high quality. If
Ivan is only interested in the Golden Skunk Cabbage and PCs call out to him, he identifies himself as Sir Erlan
Claire, and when PCs talk to him about other things, he simply Delmayle, a nobleman of the Principality of Durlesburg.
replies, “Oh,” or “Oh, I see,” as appropriate. After a while, he If PCs want to open the cage where Sir Delmayle is being
would turn the PC away and lie down on the boat again, as if held, they will need to unlock it. To unlock the cage, they must
he had had enough. use the Prison Key or succeed in the Disable Device check
(Target Number 13).
Even if he is rescued, Sir Delmayle is so exhausted that he
2) Battle with Ivan (+★★★) cannot stand and must be supported by one of the PCs to
If the PCs attempt to initiate combat, they need to roll the walk. In battle, he is can be targeted by the enemy's attack, but
Danger Sense check (Target Number 15). If successful, the he himself cannot take any action. However, he will always
PCs detect the presence of someone or something lurking succeed in Hide check.
under the surface of the water nearby. At this stage, the GM Sir Delmayle has a “Map of the West Coast of the
may disclose the Target Number and give a hint as to who or Razeldawn Continent” sewn on the back of his clothing. If he
what may be the enemy. is dead, a Search check (Target Number C), will reveal the
When the battle begins, 2 x Scylla appear from the water. map.
If PCs were guided by Siren, 1 x Siren also becomes hostile For information on how to escape from Prison, see “2:
and joins the combat. Inside Prison” (see the next page) in [66: Prison].
If Ivan is defeated, the PCs get one of “Ivan's Gratuities”
as loot if they have not already received it. Roll 1d to
determine it. In addition, Ivan has a Water Key.
Only if Ivan Aivan is defeated, PCs gain 3★.

3) Room at the Bottom of the Pond


If PCs want to dive into the pond behind the temple, they
must successfully complete the Swim check (Target Number
7). The bottom of the pond is relatively easy to swim in
because there are few plants in this area.

86
PRISON with the barbarous patrol. Note that in Prison, 1tb will elapse
for every two Search checks.
If PCs have searched for the cage of Sir Erlan Delmayle,
see “Nobleman trapped in [66: Prison]” (see the previous
page).
The prisoner can be rescued by successfully completing a
Disable Device check or using the Prison Key to unlock the
cage.
If PCs are trying to escape from prison, whether they have
a prisoner with them or not, they must roll 2d. They will
encounter a barbarous patrol if the roll is 6 or less. See “1)
Barbarous Patrol” for more details.
If no patrol is encountered, the PCs may exit the prison
from the same location from which they entered; once out of
prison, they may move to any adjacent block, and 1tb will
elapse.
If the prisoner is successfully rescued and escapes, refer to
“2) Prisoners”.

1) Barbarous Patrol
The PCs encounter a patrolling barbarous who makes
regular rounds in prison.
A 5-meter high wall surrounds the prison. The wall is The patrol barbarous must be determined using the
vertical and its surface is smooth, making it impossible to Barbarous Encounter Table (see p. 122). In this case, treat
climb up. one among the barbarous as a boss.
The PCs need to make a Danger Sense check (Target
PCS’ N EXT M OVE? Number = Barbarous Monster Level + 7). If one of them
succeeds, the approaching patrol can be detected.
>To enter the Prison, go to “1. Prison’s Gates”.
If PCs detect the approach, they may take cover. If they
do, they must make a Hide check (Target Number =
1. PRISON’S GATES Barbarous Monster Level + 7). If all the PCs succeed in the
Hide check, they can choose whether to let the patrol pass or
The high wall surrounding the prison has gates. The gate to attack with a surprise attack (barbarous lose initiative and
doors are locked and trapped. To find the trap, PCs need to gain -2 on the first round).
make a Search check (Target Number 13). If successful, the Once PCs have either passed the patrol or defeated the
trap is found. barbarous patrol, they may continue their search or escape
In order to disarm the trap, a Disable Device check from the prison. If they wish to continue their search, refer to
(Target Number 16) must be successfully completed. The “2. Inside the Prison” to continue the game. If they wish to
trap is that if the door is not opened by the correct means, an escape from the prison, they can exit from the same place
alarm will sound. Using the Prison Key, the door can be where they entered the Prison. Once out of prison, they may
opened safely, and the trap will not be triggered. move to any adjacent block, and 1tb will elapse.
If the alarm is triggered, the patrolling barbarous will come
to PCs. The patrol barbarous must be determined using the
2) Prisoners (+★ - ★★)
Barbarous Encounter Table (see p. 122). At this time, the
If the PCs rescue Sir Delmayle, he will hide in [32:
average level of the party is treated as 1 higher. In addition,
Yamur's Bar] if the PCs already know Balkanas, and Balkanas
one of the barbarous characters is treated as a boss.
will be happy that his master is safe and grateful to the PCs.
The key and trap are also active when opening the door
Yamur pays 2,000 gamel for each PC on behalf of Balkanas.
from inside the prison.
Suppose PCs are not acquainted with the Balkanas. In that
case, Sir Delmayle may be sheltered in Ariadne’s hideout at
2. INSIDE THE PRISON +★ [23: Prostitution Street], at Yamur at [32: Yamur's Bar], at
Ursula at [36: Sanatorium “Sunlight through the Trees”], at
There are several cages in which prisoners are kept. All the temple of Lu Lode at [41: Bandit's Path], at Miranda at
the cages are locked. To unlock them, PCs must use the [42: Cul-De-Sac Tenement House], and at Sandrine Capet at
Prison Key or successfully complete a Disable Device check [61: Lighted House].
(Target Number 13). If other prisoners are rescued, they can also shelter them
If PCs are looking for the cage in which a specific person if they do not know where to return.
is held captive, they need to make a Search check (Target PCs will earn ★ if they shelter a prisoner.
Number C). If successful, the cage of the target person is
If the prisoner is Sir Delmayle, PCs get 2★ instead of ★.
found. However, PCs must roll 2d for each Search check. If
the roll is 6 or less, the PCs encounter a barbarous patrol. See
“1) Barbarous Patrol” for more details. In this case, the result
of the Search check is applied after resolving the encounter

87
PORT At this stage, pirates' clans are not yet aware of the PCs. If
they want to surprise them, they need to make a Hide check.
The target number for this check is “Barbarous Monster
Level + 7”. In order for the surprise attack to succeed, all the
PCs must succeed in the Hide check.
Once the barbarous are defeated, the person who was
beaten can be rescued. After rescuing the person who was
beaten, refer to “Beaten Person in the [Fixed Section 1: Port]”
(see p. 91).

3. PIRATE SHIP “THREE-HEADED


GOLDEN DRAGON” ( +★★★★)
If PCs are looking for Orzozo, roll 2d. If the roll is 10 or
more, a pirate ship is in the harbor with a statue of a three-
headed dragon attached to its hull. This pirate ship is the
“Three-Headed Golden Dragon.” If PCs ask captain, Orzozo,
he will can PCs to Kashkarn on his ship.
If the PCs have selected “Get a boat ride to Kashkarn” in
[Introduction 2: Request], then Orzozo must be here if PCs
come to [Fixed Section 1: Port] between 30 and 33 days after
escaping from Prison.
It is a port using the river that flows into Lake Chess. Many The procedure for boarding the Orzozo is as follows.
ships are moored here, but most of them seem to be
barbarous pirate ships that go out to the open sea from Lake
1) Get a Letter of Introduction to Orzozo
Chess to plunder. Many slaves are employed to carry cargo.
If PCs have a “Letter of Introduction to Orzozo” provided
by Ariadne, Orzozo will send all the PCs to Kashkarn with just
PCS’ N EXT M OVE? one letter of introduction.
>If PCs Want to Work as a Load Carrier, go to “1. Work as
a Load Carrier”. 2) PCs chose “Get a boat ride to Kashkarn”
>If PCs want to skean to a pirate ship, go to “2. Sneaking into When PCs are captured in prison at the beginning of
a Pirate Ship”. [Introduction 2: Request] and choose “Get a boat ride to
>To find Orzozo, go to “3. Pirate ship “Three-Headed Kashkarn,” Orzozo will send everyone to Kashkarn for free
Golden Dragon”. (between 30 and 33 days after escaping from Prison).

1. WORK AS A LOAD CARRIER 3) Pay a Shipping Fee Equivalent to 5,000 Gamels


For every 5,000 gamels paid, one person is sent to
Here, PCs can work as load carriers. When PCs carry a Kashkarn. Payment may be made by loot or items. However,
load, 3tb will automatically pass. The PCs are forced to work items are determined by half of the base price (rounded up).
for that long. When carrying cargo, PCs get 10 gamels for the
work. Orzozo agrees to send PCs to Kashkarn, so they can
escape the City Of Mist.
After escaping the City Of Mist, refer to “1. Escape by
2. SNEAKING INTO A PIRATE SHIP +★ Orzozo’s Ship” (see p. 93) in “Endings.”
There are a number of pirate ships tied up at the wharf,
and the PCs may infiltrate them if they wish. If they do, they
must perform a Hide check (Target Number A); if one of
them fails, the pirates will find them, and a battle will ensue.
Most of the pirates on the pirate ships docked in this port are
barbarous. Determine the pirates with the “Barbarous
Encounter Table” (see p. 122) and fight them.
If everyone succeeds in the Hide check or defeats the
pirates, they can infiltrate the pirate ship.

1) Beaten Up +★
If PCs are able to infiltrate, they will encounter a pirate
barbarous playing with a human by beating them in one of the
cabins.
The barbarous shall be determined by the Barbarous
Encounter Table (see p. 122). In this case, one of the
barbarous should be treated as the boss.

88
SCREAMING GATES where the watchman is located and can find it without having
to do a Search check.
If PCs watch the gate, they have to roll 2d for each 1tb
watching. If the roll is 6 or less, there is a chance that the
barbarous patrollers will find them. All PCs need to make a
Hide check (Target Number A). If any one of them fails, he
or she will be found. If they are found, the barbarous will
attack the PCs to capture them; the barbarous must be
determined using the Barbarous Encounter Table (see p.
122). In this case, one of the barbarous is treated as a boss.
If PCs keep watch at the gate for one day (6tb), they will
learn the following. If PCs are on watch at the request of the
Tohotel, this information can be obtained from the watchmen
who take turns.

• Only one side of the gate is open from “morning” to


“evening.” The door alternates daily: the day after the right
side is opened, the left side is opened, and so on.
• A group of armed barbarous leaves just before the gates close
in the “evening” and returns just as the gates open in the
“morning”. This group of barbarous is not inspected.

There is a huge reddish-black colored gate. It is said that


once you enter the City Of Mist, you will never get out alive. 3. TAILING A GANG OF BARBAROUS +★
Legends say that the gates’ surface is painted with the blood of If PCs are following a group of armed barbarous, they will
Durlesburg soldiers who attacked the city and were defeated. arrive at a square a short distance from the gates. Here, the
It is called Screaming Gates because the sound of opening and barbarous disperse.
closing the gate sounds like a scream. PCs must make a Search check (Target Number B) and,
if successful, find an unoccupied building suitable for keeping
PCS’ N EXT M OVE? watch over this square. If they keep a lookout, they will be able
>To see the gates, go to “1. Screaming Gates”. to see the barbarous gathering and forming a line at “dawn.”
>If PCs want to break through the castle gates, go to “1. PCs can join this group by disguising themselves as
Screaming Gates”. barbarous or by shapeshifting. To disguise, each PC must
>If PCs want to watch/monitor the gates, go to “2. Watching make a Disguise check (Target Number 14). If successful,
the Gates”. they will not be detected.
If they fail and are detected, they will be surrounded by a
large number of barbarous and beaten to a pulp. Barbarous
1. SCREAMING GATES must be determined by the Barbarous Encounter Table (see
The gate is about 20 meters high, thick and strong. The p. 122). At this time, the average level of the party is treated as
mechanism that opens and closes this gate is located in the 1 higher. Furthermore, the number of barbarous should be
towers on either side. multiplied by 5.
To move, these mechanisms must be powered by 10 GM should be warned that the number of barbarous is
magisphere (large) each. In the left and right towers, there is a quite large, and the possibility of being killed is extremely high
1 x Caesarscorpion (CR II, p. 304), and each is accompanied once their disguise is discovered.
by 10 x Androscorpions (CR II, p. 297) to move the However, if they are not spotted, they can escape the city
mechanism that opens and closes the gate. In addition, the by blending in with the barbarous group. Outside the city, the
perimeter of the gate is guarded by a number of barbarous. PCs sneak away from the group of barbarous by making a
If the PCs attempt to break through the gates, the GM or Hide check (Target Number 15).
player reading this must let them know that it is extremely If unsuccessful, the PCs are noted by other barbarous and
dangerous. If they still try to break through, PCs will be killed must return to the queue. The next “morning,” the PCs return
without checks or fighting. to [Fixed 2: Screaming Gates] in vain.
If successful, the PCs can leave the barbarous group
without being detected; the PCs have finally escaped from the
2. WATCHING THE GATES +★ City Of Mist. See “3. Escape from Screaming Gates” (see p.
93) in “Endings”.
In front of the gate is a plaza surrounded by buildings.
If PCs want to examine buildings, they need to make a
Search check (Target Number B). If successful, they will find
an unoccupied building where they can watch the gate.
If the PCs have received “ Quest 1. Gathering Information
about the Screaming Gates” (see p. 56) from “The Sea
Breeze” Tohotel, they have been told about the building

89
JADE TOWER 2) Show Canal Pass
If PCs show barbarous a Canal Pass, the Lizardman
Mariners will provide a small boat for the PCs. The
Lizardman Mariners will make sure that there are enough
boats to accommodate the PCs and their allies.
Using a small boat, PCs can travel to the four blocks
adjacent to [Fixed Section 3: Jade Tower] and to the artificial
island where the tower is located. This travel will cost 1tb.

3) About Flying
If PCs try to cross the canal by flight, they will be hit by
magic from the Jade Tower. This attack will inevitably kill
PCs.
If anyone tries to fly, Lizardman Mariners will warn them.

4) Canal Gate
As PCs follow the canal toward Lake Chess, they will see
a canal gate. The gate separating the canal from Lake Chess is
made of solid metal refined with Magitech Civilization-era
technology and cannot be destroyed.
A canal, perhaps 10 meters wide, lies in front of you. The The sluice is currently closed. Three Opening/Closing
water was stagnant and dirty. The smell of rotting water Codes must be entered on the control panel made of silver
irritates your nostrils. Several small boats are tied up on the crystal by the side of the gate to open the sluice. If PCs know
banks of the canal, and a barbarous lookout stays beside them. the Opening/Closing Code, see “Entering the
Across the canal rises a beautiful green tower, the “Green Opening/Closing Codes for the Canal gate.”
General” Yahakkazesh, the Jade Tower that dominates the
City Of Mist. E NTERING THE OPENING/CLOSING CODES FOR THE CANAL
GATE
PCS’ N EXT M OVE?
>If PCs want to cross the canal, go to “1. Crossing the Canal”. To open or close the canal gate, it is necessary to enter the
Opening/Closing Code on the silver crystal board beside the
gate. To enter the code, PCs need simply to write the
1. CROSSING THE CANAL Opening/Closing Code on the silver crystal board with their
The canal is stagnant and has no current. It is only about fingers. However, the Opening/Closing Code must be written
10 meters wide. Therefore, it looks easy to swim across the in magitech characters.
canal. In fact, if PCs want to swim across, they must succeed The silver crystal board is divided into nine 3x3 squares,
in the Swim check (Target Number 7). In reality, however, the and a single number is written on each square. The three
barbarous guards will not allow them to do so. Also, there are Opening/Closing Codes are “First Opening/Closing Code:
many barbarous guards on the shore on the Jade Tower side. 438”, “Second Opening/Closing Code: 951”, and “Third
Opening/Closing Code: 276”.
1) Barbarous Watch (+★★) PCs have to write in the squares of the silver crystal board:
The two watchmen here are Lizardman Mariners (CR III,
p. 301). Both of these Lizardman Mariners should be treated 438
as bosses. 951
If PCs ask the barbarous guard to let them use a small 276
boat, they will be asked to show them their Canal Pass. PCs
need a Canal Pass to cross the canal. These Lizardman When the Opening/Closing Codes are entered, the
Mariners do not accept bribes. Even upper barbarous will be numbers entered float as they are, and the message “Please
prevented from crossing the canal unless they show their enter the final code” appears.
Canal Pass. To open the canal gate, a final code must be entered. The
If the PCs are trying to defeat the Lizardman Mariner and final code is a two-digit number. Note that the GM should
cross the canal by swimming, then on their first turn, one refer to “Important Information: About the Canal Gate” (see
Lizardman Mariner blows the whistle with the Major Action. p. 105) to confirm the answer. Go to “Entering Final Codes
The GM must use the Barbarous Encounter Table to for Canal Gate” (see the next page).
decide which barbarous will gather at each barbarous turn (see
p. 122). The assembled barbarous join the battle with a Full
Move at the end of the barbarous turn.
The combat ends if there are no surviving barbarous at the
end of the PCs’ turn. At this time, no more barbarous will
come.
Only if the barbarous are completely defeated, PCs 2★.

90
E NTERING F INAL CODES FOR CANAL GATE The tower can be searched to find the entrance if the
barbarous are defeated. To find the entrance, PCs need to
The final code is “15”. The sum of the three numbers in make a Search check (Target Number 15). If successful, they
all columns, vertically, horizontally, and diagonally, is 15. will find the hidden entrance. Refer to “3) Entrance to the
By pressing the numbers displayed on the silver crystal Tower”. However, each time PCs perform a Search check,
control panel in the order of “1” and “5,” the canal gate slowly they will encounter a barbarous guard. Only if they find the
opens. entrance to the tower, they can enter the tower before the
To proceed to “4. Escape from the Canal Gate” (see p. barbarous guards find them.
93) in “Endings.”
3) Entrance to the Tower +★★
5) Activation of Light of Shelashis With a bang..., the jade jars into a part of the wall. A square
An open gate can be easily closed by a lever on the entrance appears.
opposite side of the gate. If PCs want to enter the tower, refer to “3. Inside the
If the canal gate is left open, the flow of water poured into Tower”.
the canal will eventually flow down to the basement of the Jade
Tower, where it will feed a magical device installed there.
When enough water power is applied, the magical device will 3. INSIDE THE TOWER
be activated, and the Light of Shelashis streetlights throughout The GM is free to create the interior of the tower.
the city begin to shine brightly. These lights have the power to However, the whereabouts of several named barbarous
dispel soulscar. While the Light of Shelashis is active, anyone have been determined. In addition, a magical device is hidden
in the City Of Mist receives a penalty modifier equal to their in the tower's basement that activates the Light of Shelashis.
soulscar level to all checks. With these facts in mind, we offer some rough guidelines for
The Light of Shelashis disrupts the City Of Mist for a time GMs. If you are playing solo, you can instead just challenge
but is recovered in about two days by “Green General” the upper barbarous at each layer.
Yahakkazesh. Yahakkazesh then destroys all the Lights of The interior of the tower is divided into five main layers:
Shelashis. the Lowest Layer, the Underground Layer, the Bottom Layer,
Middle Layer, and the Top Layer.
2. JADE TOWER
1) Bottom Layer of the Tower
The Jade Tower soars high into the sky through the city Entering the tower from the entrance, PCs will find
sky's mist. The tower stands on an artificial island surrounded themself on the tower's lower level. In the lower level, there
by canals and guarded by numerous barbarous. are usually barbarous monster level 6 to 8 patrolling the layer.
There are no well-known barbarous here.
1) Entering the Tower From the lower levels, PCs can move to “2) Underground
At first glance, no doors or openings on the tower appear Layer of the Tower” and “4) Middle Layer of the Tower”.
to be entrances or exits.
2) Underground Layer of the Tower (+★)
2) Barbarous Guards The tower's basement is roamed by monsters of monster
There are always a large number of barbarous around the levels 7 to 10. Barbarous do not often enter the layer; instead,
tower. Barbarous will attack the PCs on sight, no questions there are many mythical beasts and constructs.
asked.
Combat with the barbarous should be decided by rolling
1d and using the “Barbarous Around the Tower”. At this time,
barbarous marked with the (!) mark should be treated as a
boss.
There are no shadows around the tower to hide in.
Therefore, it is not possible to hide from the barbarous
guards.

Barbarous Around the Tower


1 x Ogre (CR II, p. 303)(!)
1
2 x Boggart Troopers (CR II, p. 298)
1 x Lizardman Mariner (CR III, p. 301)(!)
2
3 x Lizardman (CR II, p. 296)
1 x Centaur Impaler (CR II, p. 300)(!)
3
3 x Centaurs (CR II, p. 293)
1 x Ogre (CR II, p. 303)(!)
4
3 x Boggart Swordsman (CR II, p. 295)
1 x Minotaur (CR II, p. 305)(!)
5
2 x Goblin Shamans (CR III, p. 300)
1 x Caesarscorpion (CR II, p. 304) (!)
6
2 x Androscorpions (CR II, p. 297)

91
Here lives Gad Bodek, the “Thousand Roars” (Chimera Mugido is a Lesser Vampire and a priest of the Metissier,
(CR II, p. 385)). If PCs defeat Gad Bodek, they will receive a the god of immortality. Therefore, there is a temple of the
Silver Crystal Plate in addition to the normal loot. Only if PCs Metissier on the middle floor and a few nosferatu.
defeat Gad Bodek, they will receive ★. Only if Mugido is defeated, PCs will gain 2★.
From the middle level, PCs can move to “1) Bottom Layer
From the underground layer, PCs can move to “1) Bottom of the Tower” and “5) Top Level of the Tower”.
Layer of the Tower” and “3) Lowest Layer of the Tower”.
5) Top Level of the Tower (+★★★)
3) Lowest Layer of the Tower (+★★) At the top of the tower are monsters of levels 10 to 15,
The tower's lowest level is roamed by monsters from levels many of them barbarous, but some are mythical beasts or
9 to 12. Barbarous come here not often; instead, there are undead. There are also constructs and daemons that are used
many undead and constructs. There is also a huge cavity here as guards.
with a magical device to activate the Light of Shelashis. After On the top floor is the throne room, decorated with jade
1tb has passed since the opening of the canal gates, the rising statues of numerous boys and girls. From there, the city is
water level of the canal causes water to flow through part of hidden under a foggy mist, so it does not look very bright.
the cavity walls. The water that flows in is stored in the magical Instead, PCs can see the Bloody Mountains and the high
device, and after one day (6tb) has passed, it activates the peaks of the Dragon Spear Mountains.
device. The activation of the magic device supplies the Lights And on this throne sits “Green General” Yahakkazesh.
of Shelashis, and they begin to shine brightly across the city. On his waist, he always carries the “Magic Sword of Red Mist”
Ondine (Hercules (see p. 132)), the “Queen of Sewage,” Kurgaran. Even today, he spends his time bored. Until the day
lives here accompanied by the undead with a torch. The he gets tired of the throne.
undead must be determined by using the Undead Encounter Only if Yahakkazesh is defeated, PCs will gain 3★.
Table (see p. 123). In this case, the party's average level should PCs can move to the “4) Middle Layer of the Tower” from
be treated as one level higher. the top level.
She indiscriminately attacks and eats anyone who intrudes
into the lowest layer. However, if PCs are wearing the
“Madame Hedron's Ring,” which is possessed by her B EATEN P ERSON IN THE [F IXED SECTION 1: P ORT ]
subordinate Madame Hedron, PCs will not be attacked
unexpectedly. The man who was beaten was a human man. He thanks
If the PCs wear the Ring of Madame Hedron and attack the PCs and calls himself Balkanas, a servant of the nobleman
Ondine, she is automatically taken by surprise. Sir Erlan Delmayle of the Principality of Durlesburg. Sir
If PCs defeat Ondine, they will get a “Map of the City Of Delmayle, under the command of Princess General
Mist” in addition to the normal loot. If PCs get the “Map of Magdalena Yates of the Principality of Durlesburg (see CR II,
the City Of Mist,” they must immediately determine the p. 242), was surveying the western coast of the Razeldawn
section of all the blank blocks. If PCs have this map, treat it as Continent when he was attacked and captured by pirates.
completed for the achievement of “3. Create a Map of City Of Balkanas, who accompanied him on the voyage, was also
Mist” in [Introduction 2: Request]. Only if Ondine is defeated captured at some point and brought to this city.
PCs will receive 2★. Balkanas inferred from the stories of the barbarous that
PCs can move to the “2) Underground Layer of the Sir Delmayle was imprisoned in [66: Prison] because he was
Tower” from the lowest layer. an enemy nobleman. Apparently, barbarous are trying to
learn about his secret mission.
4) Middle Layer of the Tower (+★★) Balkanas begs the PCs, “Please. Please save my master”.
In the tower's middle layer, there are monsters level 9 to Note that Balkanas knows Yamur and asks him to shelter him
12 roaming about. at [32:Yamur's Bar].
In the middle level, there is a tabbit artificer and conjurer Balkanas asks the PCs to escort him to [32: Yamur's Bar].
called “Grave Robber” Mugido (Lesser Vampire (CR II, p. If PCs accept Balkanas’ request, they must take him with them
320)). Mugido can use his magitech to perform magic to [32: Yamur's Bar].
transformations on the bodies of the dead and bring them
back to life. He uses corpses purchased by his men from the PCS’ N EXT M OVE?
city as test subjects, and performs magic transformations on >Head to Yamur's Bar
them every day. The PCs must deliver Balkanas safely to [32: Yamur's
Bar]. Refer to the fixed mission Escort Balkanas (see p. 100)
in the fixed mission list to proceed with the game.

92
ENDINGS
p. 351). Also, all the last enemies should be to be treated as
1. ESCAPE BY ORZOZO’S SHIP bosses.
The Three-Headed Golden Dragon, the pirate ship of If the PCs defeat the lakeside monsters, they will
Orzozo the Blue Butcher, carrying the PCs, will sail down somehow overcome this peril. If the GM is present, they
the river from Lake Chess and out into the open sea. In a can create a scenario of the journey to Kashkarn and play
few days, the city of Kashkarn will be visible under the azure with it. If you are a solo player, it is assumed that you have
sky. At last, they have succeeded in escaping from that arrived in Kashkarn after about a month of arduous travel.
dreaded city! Once PCs have returned to Kashkarn, proceed to “5.
Just as the PCs were patting their chests in relief from Return to Kashkarn”.
the depths of the ocean, the last of their enemies rose
ominously to the surface of the ocean. 4. ESCAPE FROM THE CANAL GATE
Using the PC's average adventure level, the last enemies
should be determined by referring to the “Ending Enemy When the canal gate opens, clear water flows into the
Decision Table/Enemies at Sea” (see p. 126). If there are canal from Lake Chess, and the PCs maneuver their boats
more than 5 PCs, add 1 x Sea Serpent (CR III, p. 330). out of the canal and into Lake Chess. Once sufficiently far
Also, all the last enemies should be to be treated as bosses. from the City Of Mist to land, the PCs crossed the misty
Numerous other enemies also will appear, and Orzozo and lake, mindful of the presence of the barbarous patrol
the other pirates will be busy fighting them. guarding Lake Chess. When the shoreline they were
The PCs will somehow overcome this peril if the last aiming for came into view through the mist, the feared
enemy is defeated. After a few days, they finally arrive in enemy appeared in their path: the barbarous patrol
Kashkarn. Proceed to “5. Return to Kashkarn”. guarding Lake Chess. Using the PC's average adventure
level, the monster should be determined by referring to
“Ending Enemy Decision Table/Upper Barbarous by the
2. ESCAPE BY ZABAR’S WAGON Lake” (see p. 126). If there are more than 5 PCs, add 1 x
The wagon carrying the PCs safely exits Screaming Lizardman Mariner (CR III, p. 301). Also, all the last
Gates, the shadow of the City Of Mist gradually fading into enemies should be to be treated as bosses.
the distance beyond the reddish-brown horizon. It was then If Sandrine and her party are accompanying PCs, only
that the PCs finally realized that they had succeeded in Sandrine will participate in the battle, so she should be
escaping from that dreaded city. As the PCs rejoice, the last counted towards the number of people. In this case,
of their foes appear, as if they had been waiting for them. Sandrine should be controlled by the PCs.
Using the PC's average adventure level, the last enemies The PCs will somehow overcome this peril if the last
should be determined by referring to the “Ending Enemy enemy is defeated. After a few days, they finally arrive in
Decision Table/Enemies on Land” (see p. 126). If there Kashkarn. Proceed to “5. Return to Kashkarn”.
are more than 5 PCs, add 1 x Wyvern (CR III, p. 374).
Also, all the last enemies should be to be treated as bosses. 5. RETURN TO KASHKARN
Numerous other enemies have appeared, and the guards
hired by Zabar are busy fighting them. Finally, the PCs arrive in Kashkarn. The people of
The PCs will somehow overcome this peril if the last Kashkarn greet the PCs with surprise upon their return
enemy is defeated. After a few days, they finally arrive in from the barbarous-controlled City Of Mist, where they
Kashkarn. Proceed to “5. Return to Kashkarn”. were summoned by Princess General Magdalena Yates
(see CR II, p. 242) to provide various information about
the City Of Mist. If they have started their adventure with
3. ESCAPE FROM SCREAMING GATES [Introduction 2: Request] and have fulfilled Barkman's
As the barbarous group moved away and disappeared orders, they will receive 50,000 gamels and 1000 reputation
behind the foggy lake, the PCs knew that they had finally points as a reward.
escaped from the dreaded City of Mist. Magdalena invites the PCs to join the Principality of
However, this was not the end. Just as the PCs were Durlesburg Army. She wants them to participate in the
about to take the first step toward their return, an ominous upcoming operation to retake the City Of Mist. It is up to
monster appeared out of the mist that enveloped the the PCs to accept this invitation. If they accept Magdalena's
lakeside. invitation and join her in recapturing the City Of Mist, they
Using the PC's average adventure level, the monster will have to return to the city again.
should be determined by referring to the “Ending Enemy Alternatively, the PCs may decline Magdalena's
Decision Table/Monsters by the Lake” (see p. 126). If invitation and choose to live as adventurers.
there are more than 5 PCs, add 1 x Jack O'Lantern (CR II, In any case, the PCs' adventure is not over yet. The next
adventure awaits the PCs.

93
FIXED MISSIONS LIST

FIXED MISSION “GET IN TOUCH WITH THE WIND BRIGADE”


1) MISSION OVERVIEW 4) CLIMAX
PCs received this mission from Yamur. The mission is The event occurs immediately after arriving at [13: Drug Den].
accomplished by going to [41: Bandit's Path], meeting Melchior, and Melchior, carrying a man he seems to know, is chased by a
finding a way to get in touch with Wind Brigade. The mission begins barbarous. Barbarous also attacks the PCs if they do help Melchior.
at [32: Yamur's Bar]. The mission starts in the “morning.” Barbarous should be determined by the “Barbarous Encounter
Table” (see p. 125), and the PCs must fight the barbarous. One of
2) B LOCK D ETERMINATION the barbarous should be treated as a boss.
Determine blocks for [22: Open-air Market] and [41: Bandit's
Path] and fill them on the map. 5) E PILOGUE
When the PCs tell Melchior what happened, he will say, “You
3) E VENTS ALONG THE WAY : MELCHIOR 'S ABSENCE +★ saved my life. Besides, you are from Mr. Yamur. I trust you.” He
When the PCs arrive at [41: Bandit's Path], they can then takes the PCs back to [41: Bandit's Path] and leads them to the
immediately go to [2. Melchior's House], but Melchior is not there. Temple of Lu Lode, which is hidden in the basement. From then
His sister Moulin tells the PCs that he has gone to [13. Drug Den]. on, refer to “3. Temple of Lu Lode” (see p. 55) in [41:Bandit's Path]
He has gone to bring back a friend of his who has been addicted to to proceed with the game.
drugs. Melchior is worried about him because it's a dangerous place,
so he asks her to pick him up if she can. 6) R EWARDS
Determine the block of [13: Drug Den] and fill it on the map. Melchior pays 200 gamel per person as a reward.
If the PCs do not pick up Melchior, he will be killed by the
barbarous and never return, and the PCs will have to find a way to
touch the “Wind Brigade” by themselves.

FIXED MISSION “RECOVER LOST ITEM”


1) MISSION OVERVIEW Event 2: Letting the Children Go
PCs received this mission from Zabar. The mission is After meeting the children, if PCs ask someone for the location
accomplished by going to [33: River of Bones], retrieving the “Red of [33: River of Bones], they will tell them if they pay 5 gamels (or
Gem Pendant,” and taking it back to [53: Tricolored Tents]. First, one item with a base price of 5 gamels or more). Determine block
PCs need to find [33: River of Bones]. The mission begins at [53: for [33: River of Bones] and fill on the map.
Tricolored Tents]. The mission starts in the “morning.”
4) CLIMAX
2) B LOCK D ETERMINATION An event occurs immediately after the PCs enter the [33: River
None. of Bones]. Skeletons (CR I, p. 463) appear and attack the PCs.
There are twice as many skeletons as there are PCs. One of the
3) E VENTS ALONG THE WAY Skeletons has red eyes and wears a “Red Gem Pendant.” It should
be treated as a boss. The River of Bones has a unique skill that
Event 1: Children Pickpockets +★
affects combat. For details, see [33: River of Bones].
Until PCs acquire a ★, if they ask anyone where [33: River of
Bones] is located, they will reply, “I don't know such a place.” This
5) E PILOGUE
event 1 will occur immediately after obtaining one or more ★. A “Red Gem Pendant” will be obtained as loot when the red-
PCs encounter vagabond children. The children are eyed skeleton is defeated. When PCs take it back to [53: Tricolored
pickpockets. One randomly selected PC needs to check Danger Tents] and give it to Zabar, he will be satisfied, “Yes. Here it is.
Sense (Target Number B). On success, the pickpocket is noticed Thank you very much. It seems you can be of some use”.
and caught. If the check fails, children pickpocket all gamels on that Thereafter, refer to “3. Blue Tent” (see p. 69) in [53: Tricolored
PC. If they have no money, the pickpocketed PC will randomly lose Tents] and proceed with the game by referring to Zabar's request
one item. This does not include equipped items and ammunition and the use of Zabar's points.
but does include herbs and medicines. If PCs capture children, they
will tell them the location of [33: River of Bones] on the condition
that they don't kill them and instead let them go. Determine block 6) R EWARDS +★★
for [33: River of Bones] and fill on the map. Zabar will give the PCs a “Zabar Merchant Association
Membership Card.” In the case of a party, he gives a membership
card to each PC. He then gives 500 games or 750 Zabar points as a
reward for retrieving the pendant. PCs must decide whether to
accept the gamel or the Zabar points and keep a record of them.

94
FIXED MISSION “WIN IN THE ARENA!”
1) MISSION OVERVIEW 4) CLIMAX
PCs receive a fixed mission from Don Bucado. The mission is This event occurs immediately after arriving at [63:Arena]. Don
accomplished by competing in the match at [63:Arena] and winning. Bucado welcomes the PCs and says, “I have prepared a special
However, PCs must arrive at [63: Arena] by “evening” after two full partner for you. Good luck.” The opponent is “(3) Ga Zom, the
days (12tb) have passed. The mission starts at [24: Gladiators' “Butcher” and his gang “ from Arena Opponents List (see p. 80).
Quarters]. The mission starts in the “morning.” For details, see [63: Arena]. However, only this time, even if PCs
win the match, they will not be forced to fight again due to the
2) B LOCK D ETERMINATION “barbarous whims.” The match will always end with only one round.
Determine blocks for [22: Open-air Market] and [63: Arena]
and fill them on the map. 5) E PILOGUE
After winning the match, Don Bucado, who was watching the
3) E VENTS ALONG THE WAY game, says, “Well done. You did very well. I'm looking forward to
This event occurs when PCs try to travel from [24:Gladiators' seeing how you fight in the future”. Don Bucado then returns to [24:
Quarters]. Suddenly, a white fog covers their field of vision. Gladiators' Quarters] with the PCs.
PCs need to make a Danger Sense check (Target Number B). Thereafter, refer to “2. Visiting Don Bucado” (see p. 41) in [24:
The failed PC falls into a cesspool of manure, which smells so bad Gladiators' Quarters] and proceed with the game.
that even barbarous frowns. Thereafter, the PC receives a -4 penalty
on the Hide check for 6 tb. That smell can be washed away with a 6) R EWARDS +★
waterskin of clean water. Don Bucado will give each PC 150 gamels, half of the prize
money, as well as the treasure won. If PCs have not yet decided on
a treasure, decide on one of the treasures on the “Treasure Decision
Table: $” (see p. 126).

FIXED MISSION “FIND URSULA”


1) MISSION OVERVIEW Determine the block of [36: Sanatorium “Sunlight through the
PCs receive a mission from Barkman or Miranda. The Trees”] and fill it on the map.
mission would be accomplished if PCs could meet Ursula of the If the PCs do not tell that they are looking for Ursula, they will
Trees. However, in order to do so, PCs must first find out the not be able to get the location of [36: Sanatorium “Sunlight
location of Ursula's clinic [36: Sanatorium “Sunlight through the through the Trees”] from Nils. Thereafter, roll 1d when gaining a
Trees”]. ★. If the result is 4-6, the first blank Block they move to after that
The client will be Barkman if the mission is received under will automatically become [36: Sanatorium “Sunlight through the
“1: Investigate the magic device” in [Introduction 2: Request], and Trees”].
Miranda if the mission is received under “3. Ursula of the Trees”
in [Introduction 3: Home]. 4) CLIMAX
The mission starts at [66: Prison] if the client is Barkman and Immediately after arriving at [36: Sanatorium “Sunlight
at [42: Cul-De-Sac Tenement House] if the client is Miranda. The through the Trees”], an event occurs. Barbarous attacks
mission starts in the “morning.” humanoids and catch them. Barbarous also attacks the PCs.
Barbarous should be determined by the Barbarous Encounter
2) B LOCK D ETERMINATION Table (see p. 122) and must be fought. In this case, one of the
None. barbarous is treated as the boss.

3) E VENTS ALONG THE WAY 5) E PILOGUE


Until PCs acquire a ★, if they ask anyone about the location After defeating the barbarous, a dwarf woman comes and
of [36: Sanatorium “Sunlight through the Trees”], they will reply, thanks them. She is Ursula, and when the PCs explain the
“I don't know of such a place.” If one or more ★ are obtained, an situation, Ursula suggests they can stay at her house if they help
event will occur immediately afterward. her with her work while searching for the magic device. For more
information on the work, see “3: Plaza surrounded by buildings”
and “Quests from Ursula” (see p. 51) in [36: Sanatorium “Sunlight
Event: Encounter with Grassrunner +★
through the Trees”].
A lone Grassrunner speaks to the PCs. The Grassrunner
introduces himself as Nils and says, “Hey, buddies. You don't
seem like a native of this district. What are you doing here?” 6) R EWARDS +★
When they tell him that they are looking for Ursula, he tells them Ursula becomes a keeper. At the same time, [36: Sanatorium
the location of [36: Sanatorium “Sunlight through the Trees”]. “Sunlight through the Trees”] becomes the Base.

95
FIXED MISSION “MEET ZABAR”
1) MISSION OVERVIEW mission, and Diego will take them to [3: Blue Tent]. If Diego is with
PCs receive a mission from Barkman. To complete the mission, PCs, Godbell, who is guarding the entrance to the blue tent, will not
they need to go to [53: Tricolored Tents] and meet Daemon Tamer disturb them.
Zabar. The mission begins at [66: Prison]. The mission starts in the In the blue tent, there is a black-and-white tabbit. He is Zabar.
“morning.” When Diego tells Zabar what had happened, Zabar will say, “I don't
mind cooperating with you, but let me see if you are worthy of my
2) B LOCK D ETERMINATION cooperation. Deal?”
Determine the Block for [53: Tricolored Tents] and fill it in on If the PCs agree to the test, the events of “4) Climax” will occur.
the map. If the PCs do not agree to the test, they will not be able to cooperate
with Zabar, and the PCs must explore the city on their own and try
to make contact with the resistance organizations.
3) E VENTS ALONG THE WAY
Event 1: Misty (+★)
4) CLIMAX
At the point when PCs try to travel from [66: Prison], the city is
Zabar calls a construct and asks the PCs to “try to fight this
covered by such a thick mist that they cannot see more than a few
construct.” The construct must be decided on the Constructs
steps ahead. Because of this, they may lose their bearings and not
Encounter Table (see p. 124). One of the constructs should be
be able to proceed in the direction they wish to go. Roll 1d each
treated as a boss.
time PCs travel and determine the direction in which to move.
If the result is 1, travel north; if the result is 2, move east; if the
result is 3, move south; if the result is 4, move west; and if the result 5) E PILOGUE
is 5-6, move one block in the direction of the intended move. If the When PCs beat construct, Zabar will say, “You're doing better
destination is a blank Block, the section must be determined. If the than I thought you would,” and then adds, “Can you do me one
destination is in the direction of the city walls or the sea, then reroll more favor?” If the PCs accept Zabar's request, they should proceed
1d and repeat the process. with the game by referring to “2) Zabar’s Lost Item” (see p. 69) in
When the PCs reach [53:Tricolored Tents], the fog clears, and “3: Blue Tent” in [53: Tricolored Tents].
the PCs gain a ★.
6) R EWARDS +★
Event 2: Diego and Dario If the PCs accept Zabar's request, then Zabar becomes the
When PCs arrive at [53: Tricolored Tents], go to [2: Black keeper. At the same time, [53: Tricolored Tents] becomes Base.
Tent], and PCs should explain to Diego and Dario about their

FIXED MISSION “MEET DON BUCADO”


1) MISSION OVERVIEW 5) E PILOGUE
PCs received a mission from Barkman. They need to go to [24: After defeating the barbarous, Lildraken had just defeated the
Gladiators' Quarters] and meet Shepard Don Bucado to complete last surviving barbarous. Lildraken thanks the PCs for their help. As
the mission. The game starts at [66: Prison]. The mission starts in PCs look closely and see that he has an “Honorary Bracelet” on his
the “morning.” arm. Lildraken, calling himself Don Bucado, invites the PCs to [24:
Gladiators' Quarters].
2) B LOCK D ETERMINATION PCs arrive uneventfully at [24: Gladiators' Quarters] after only
Determine the Block for [24: Gladiators' Quarters] and fill it in 1tb has elapsed. Don Bucado entertains the PCs at the pavilion. If
on the map. the PCs explain the situation and ask for help, Don Bucado asks
them if they are ready to be his slaves and fight as gladiators in the
Arena. If the PCs accept to be his slave and fight as gladiators, refer
3) E VENTS ALONG THE WAY : DON B UCADO'S ABSENCE +★
to “1) Hear from Don Bucado” in “2: Visiting Don Bucado” (see p.
An event occurs immediately after arriving at [24: Gladiators'
41) in [24: Gladiators' Quarters] and proceed with the game.
Quarters]. When PCs say that they are coming to visit Don Bucado,
Thereafter, the PCs will live as Don Bucado's gladiators as well as
one of the gladiators, who was looking bored, responds, “Don
create a map of the city.
Bucado is at the Arena to watch the games. If you wait for him, he
If PCs refuse to become a gladiator, Don Bucado will say, “Oh,
will come back sooner or later, but if you want him to like you, you
well. Then look elsewhere. I'm not going to play games with people
should go see him.” He tells PCs that he likes proactive people.
who are not willing to go to their deaths to achieve their goals.” The
Determine the Block of [63: Arena] and fill it in on the map.
PCs must map the city independently and find a way out of it.
4) CLIMAX
6) R EWARDS +★
An event occurs immediately after arriving at [63: Arena].
If PCs accept to become gladiators of Don Bucado, Don
Suddenly, a lildraken comes out of the Arena and is attacked by
Bucado becomes the Keeper. At the same time, [24: Gladiators'
about 10 barbarous. If PCs want to help, they will have to fight with
Quarters] becomes the base.
the barbarous, and decide which barbarous they need to fight with
using the “Barbarous Encounter Table.” In this case, one of the
barbarous is treated as a boss.

96
FIXED MISSION “RESCUE EDGAR”
1) MISSION OVERVIEW surrounded by barbarous. PCs must determine the barbarous on
PCs receive a mission from Miranda. They must go to [56: the “Barbarous Encounter Table” (see p. 122) and fight them.
Bloodstained Walls] to rescue Edgar to complete the mission. The However, the number of barbarous should be doubled.
game starts at [42: Cul-De-Sac Tenement House]. The mission If the barbarous are defeated, it buys time to escape. If PCs do
starts in the “morning.” not immediately move to another block, they will be surrounded by
barbarous again. If there is a GM, they should warn PCs of this.
2) B LOCK D ETERMINATION
Determine the Block for [56: Bloodstained Walls] and fill it in 4) CLIMAX
on the map. If the PCs arrive at [56: Bloodstained Walls] at night or midnight
after “Event 2: Execution” has been resolved or after obtaining two
3) E VENTS ALONG THE WAY or more ★, an event will occur.
Event 1: Warning of Execution A criminal is hanging on the wall, and the barbarous are
This happens if PCs arrive at [56: Bloodstained Walls] before guarding him. If the barbarous are defeated, the criminal can be
acquiring one or more ★. No one is hung on the walls. rescued. The barbarous on guard must be determined with the
The barbarous executioner appears and announces that the “Barbarous Encounter Table” (see p. 122). In this case, one of the
execution will occur next evening. If the current day is morning or barbarous should be treated as the boss.
noon, the execution will take place in the evening of the same day; If PCs lose this battle, Edgar will be executed, and the mission
if it is from evening to dawn, the execution will take place in the will fail.
evening of the next day.
5) E PILOGUE
Event 2: Execution +★ If PCs defeat the barbarous, they can rescue the criminals
If PCs arrive at [56: Bloodstained Walls] from morning to without any problem. After that, the PCs take the criminals to [42:
Cul-De-Sac Tenement House], and Miranda will take care of them.
evening with at least one ★ acquired, or after Event 1: Warning of
One of the criminals is Edgar. He is unconscious during the
Execution at [56: Bloodstained Walls] in the evening when the
rescue but wakes up if treated with [Awaken] or if sufficiently rested
execution is designated to take place in the Event, the execution will
after 3tb. Thereafter, refer to “3) Edgar's Request” (see p. 75) in “2:
take place.
The Criminal to be Hanged” in [56: Bloodstained Walls] to
Several criminals are hung from the wall. The barbarous
proceed with the game.
executioner stands on the wall and says, “Come on. Throw stones!
Kill, kill!” The onlookers are throwing stones at the criminals. If PCs
don't throw stones, the man next to PCs hands them stones and says, 6) R EWARDS +★
“You throw stones, too. Or are you one of them?” If PCs still don't None in particular.
throw the stone, the man says, “Traitors!” Immediately, PCs are

FIXED MISSION “FIND MARILYN”


1) MISSION OVERVIEW appear and ask, “Did you see a suspicious woman come in?” When
PCs received a mission from Miranda. The mission is PCs ask them what happened, they tell PCs that she is a rebel who
completed when PCs find Marilyn, the Headhunter, at [13: Drug has killed many barbarous.
Den] or [23: Prostitution Street]. The game begins at [42: Cul-De- If the PCs honestly reveal that the woman is hiding in the
Sac Tenement House]. The mission starts in the “morning.” shadows, she will be captured. She is taken away by Boggart, who
pays PCs 200 gamel for helping capture the girl. In this case, the
2) B LOCK D ETERMINATION mission fails.
Determine the Blocks for [13: Drug Den] and [23:Prostitution If PCs lie to cover for a woman, Boggart says, “Well.
Street] and fill them in on the map. Apparently, we’ve completely lost her... no choice. We’re going to
kill you and make up with your blood!” They rant and attacked.
Combat. In this case, one of the Boggarts is treated as a Boss.
3) E VENTS ALONG THE WAY : B OGGART TRACKERS +★
This event will occur whichever is reached first, [13: Drug Den]
or [23: Prostitution Street]. 5) E PILOGUE
Suddenly, a young woman comes running past the PCs. She When Boggarts are defeated, a woman appears from the
turns the corner of an alley a little further down the street. 3 x shadows. She says, “Thank you. Thank you for saving my life,” and
Boggart (CR I, p. 444) comes up behind her and asks, “Have you introduces herself as Marilyn. When PCs tell her that Marilyn used
seen a suspicious woman?” If PCs answer that they did not see her, to play with them in the tenement, she remembers PCs and smiles
Boggart clucks his tongue and runs off, choosing a suitable alley. If at them in a friendly way. If PCs tell her what happened and ask for
they do, Boggart asks, “Which way did she go?” But the PCs do not her help, Marilyn says, “Then you can ask for the help of the
know which alley the figure ran down. So Boggarts will run in the daughter of the moon, who has a handkerchief just like this one.”
direction PCs show them or just click their tongue and run in a Marilyn gives PCs the “Handkerchief with Wasp Embroidery”.
random direction of their choice. Marilyn then says, “I'd love to tell you an old story, but I'm in a
hurry. I'm sorry, but we'll talk later.”
4) CLIMAX
This event will occur at either [13: Drug Den] or [23: 6) R EWARDS +★
Prostitution Street], whichever PCs arrive later. The PCs get a Handkerchief with Wasp Embroidery. If they are
A young woman comes running down the alley. She says to the already acquainted with Ariadne, Marilyn tells this story to Ariadne,
PCs, “Please, I'm being chased”. The PCs realize that she is the one and the PCs get Ariadne’s Favor.
being chased by Boggarts. Soon after she hides, the three Boggarts

97
FIXED MISSION “SEARCHING FOR MYLENE”
1) MISSION OVERVIEW Search check. The corpse shows signs of having been devoured by
PCs received a mission from prostitutes. They must go to [45: the beast. A man's corpse is also found lying on the ground next to
Town of No Return], confirm Mylene's safety, and report to the the woman's body. When the woman's body is examined, it is found
prostitutes to complete the mission. The game starts at [23: to be holding a Handkerchief with Wasp Embroidery. Looking at
Prostitution Street]. the handkerchief, the PCs realize that she is Mylene.

2) B LOCK D ETERMINATION 4) CLIMAX


Determine the Block for [45: Town of No Return] and fill it in The event occurs immediately after the discovery of Mylene's
on the map. corpse. Mythical beasts appear and attack the PCs. Mythical beasts
must be determined with the “Mythical Beast Encounter Table,”
3) E VENTS ALONG THE WAY and combat must take place. One of the Mythical beasts is treated
as a boss.
Event 1: Barbarous Encounter +★
An event will occur if PCs try to travel from [23: Prostitution
Street]. 5) E PILOGUE
PCs bump shoulders with a barbarous, who demands 100 After defeating the mythical beast, PCs return to the [23:
gamels or more in gold or an item as an apology. In this case, the Prostitution Street], report that they found the body, and give
item should be judged by the base price. Mylene a Handkerchief with Wasp Embroidery. The prostitutes are
If they do as requested, the barbarous will sneak at the PCs, call saddened by Mylene's death but thank PCs for finding her body.
them cowards, and walk away. If they refuse, the barbarous will The prostitutes then lead the PCs to Ariadne, as promised.
attack. The barbarous must be determined by the “Barbarous Thereafter, refer to [23: Prostitution Street], “5. Ariadne, the
Encounter Table” (see p. 90). “Daughter of the Moon” (see p. 38), proceeds with the game.

Event 2: Mylene's Gone +★ 6) R EWARDS +★


If PCs search [45: Town of No Return], they will find a new A reward of 200 gamels per person is obtained from the
corpse of a woman, regardless of whether they succeed or fail on the prostitutes as a reward for finding Mylene's body.

FIXED MISSION “GO GET SOME WATER”


1) MISSION OVERVIEW this case, this replacement is barbarous are treated as a boss. In
PCs have received a mission from Ursula. PCs will need to go addition, the barbarous under their command are determined using
to [11: Fountain Square] and return with 5 waterskins worth of clean again the “Barbarous Encounter Table”.
water to complete the mission. However, to do so, they must go to
the Itera, the Item Trader, from [22: Open-air Market] and 5) E PILOGUE
purchase five waterskins. The game begins at [36: Sanatorium After defeating the barbarous, the PCs can escape through the
“Sunlight through the Trees”]. The mission starts in the “morning”. door through which the barbarous appeared. If the PCs are not sure
whether to enter the building or not, a slave who has been in Ursula's
2) B LOCK D ETERMINATION care will come forward and offer advice.
Determine the Blocks for [22: Open-air Market] and [11: Ursula thanks the PCs when they return to the [36: Sanatorium
Fountain Square] and fill them in on the map. “Sunlight through the Trees”] with water. Thereafter, proceed with
the game by referring to “5) Get Information from Ursula” (see p.
3) E VENTS ALONG THE WAY 52).
None in particular.
6) R EWARDS
4) CLIMAX Ursula pays 50 gamel per person as a reward.
While fetching water at [11: Fountain Square], an event occurs. PCs may make Ursula a Keeper. In that case, [36: Sanatorium
Suddenly, drums start beating, and the gate closes. For the “Sunlight through the Trees”] becomes the Base.
progression of the event until the appearance of the enemy, see “3: Even if PCs are someone's slaves, they can change the Keeper.
Barbarous Manhunters” (see p. 24) in [11: Fountain Square]. If Mo [36: Sanatorium “Sunlight through the Trees”] will become an
Ruge has already been defeated, determine replacement barbarous additional Base.
leaders by using the “Barbarous Encounter Table” (see p. 122. In

98
FIXED MISSION “OPERATION TOHOTEL RESCUE”
1) MISSION OVERVIEW double, then triple, and so on, until the number of barbarous
PCs received a mission Seira. PCs need to go to [12: Execution increases to a maximum of five times (on the fifth battle).
Site]. If they can rescue Tohotel, the mission will be accomplished. If the PCs leave, “go somewhere else, kill some time, and come
However, in order to do so, they must first go to [12: Execution Site] back,” one of the Wind Brigade members will say.
and be waiting by tb, when the operation is to take place. The
mission starts at [41:Bandit's Path]. The mission starts in the 4) CLIMAX
“morning”. After “Barbarous Bully” occurs, Tohotel's execution will take
place at [12: Execution Site] after 2tb has elapsed. For the
2) B LOCK D ETERMINATION progression of the event, see “2: Tohotel's Execution” (see p. 25) in
Determine the Block for [12: Execution Site] and fill it in on the [12: Execution Site]. If the PCs are in [12: Execution Site] at this tb,
map. they may participate in the battle by determining the PCs' enemies
using the Barbarous Encounter Table and fighting them.
Failure to participate in this battle will result in mission failure.
However, Tohotel will still be rescued safely.
3) E VENTS ALONG THE WAY : B ARBAROUS B ULLY +★
The event occurs immediately after arriving at [12:Execution
Site]. 5) E PILOGUE
The barbarous stop randomly selected PC, and if they don't like Once barbarous are defeated, Wind Brigade succeeds in
the way they look, the barbarous order the stopped PC to take off rescuing Tohotel.
everything they are wearing, and if the PC does what the barbarous The PCs return to [41: Bandit's Path] with the Wind Brigade
says, the barbarous laugh and say, “You coward,” take one of the members to celebrate the operation's success. Both Tohotel and
randomly selected weapon, armor or accessory, and leaves. Seira thank the PCs and ask them to continue to cooperate with
If PC rebels or tries to take back the item, a battle will ensue; Wind Brigade. If they cooperate, refer to “2) “The Sea Breeze”
the barbarous must be determined by the Barbarous Encounter Tohotel” (see p. 55) in “3. The Temple of Lu Lode” in [41: Bandit's
Table (see p. 122). Path] and proceed with the game. If PCs refuse, the Tohotel will
Even if the battle ends in victory, the atmosphere is still sour. If simply say, “I'm sorry, but I can't force you to do anything,” and will
the PCs do not leave voluntarily, one of the Wind Brigades will say nothing more. In that case, the PCs will no longer be able to
advise them to leave the scene. If the PCs still do not move, they will cooperate with the Wind Brigade.
be engaged in combat with the barbarous again, and the barbarous
must be determined by the Barbarous Encounter Table and then 6) R EWARDS +★
engage in combat. This battle will continue as long as the PCs are Seira will give each person 500 gamel as a reward for helping to
present, but after the second battle, the number of barbarous will rescue Tohotel. Tohotel also can become a PCs Keeper.

FIXED MISSION “LETTING THEM KNOW THAT EDGAR IS SAFE”


1) MISSION OVERVIEW 4) CLIMAX
PCs received a mission from Edgar. PCs need to go to [41: Immediately after arriving at [41: Bandit's Path], the PCs are
Bandit's Path] and inform the Wind Brigade's friends that Edgar is intercepted by a barbarous group attacking people. Moreover, the
safe. The mission begins at the PCs' Base. The mission starts in the leader of the barbarous is the one that the PCs did not choose. The
“morning.” leader of the barbarous gloats over the PCs and attacks them. The
barbarous under the leader should be determined using the
2) B LOCK D ETERMINATION Barbarous Encounter Table (see p. 122), and the PCs must fight.
Determine the Block for [41: Bandit's Path] and fill it in on the
map. 5) E PILOGUE
After defeating the barbarous, people gather to praise the PCs
3) E VENTS ALONG THE WAY : DRESSED B ARBAROUS +★ for their bravery. They tell him that they are members of the Wind
Immediately after moving from the Base, an event occurs: two Brigade, an organization that opposes the barbarous, and asks him
barbarous are fighting, and each of the two barbarous should be to join the Wind Brigade in recognition of their skills. When the
determined by the Barbarous Encounter Table (see p. 122) (only PCs tell them that Edgar is safe, they are thrilled and say, “You saved
one will appear for each choice). The barbarous find the PCs and Edgar! Thank you so much!”
ask them to judge which of their costumes is more beautiful. One is If PCs agree to join the Wind Brigade, they will take PCs to the
adorned with brightly colored bird feathers, the another with armor Temple of Lu Lode, which will become the Base of the PCs.
dyed with golden pigments. Whichever one is chosen, the one not Thereafter, refer to “3. Temple of Lu Lode” (see p. 55) in
chosen walks away in exasperation, and the one chosen is rewarded [41:Bandit's Path] to proceed with the game.
with one of the treasures from the “Treasure Chart: $” (see p. 126)
per person. 6) R EWARDS +★
The barbarous not chosen by the PCs will appear later. Record At the Lu Lode Temple, the sub-commander Wind Brigade
their configuration. gives each of the PCs 200 gamel as a reward for rescuing Edgar and
defeating the barbarous.''

99
FIXED MISSION “LOOKING FOR KRIS”
1) MISSION OVERVIEW If the PC falls into the river, it needs to make a Fortitude check
PCs received a mission from Sandrine Capet. They need to go (Target Number 13) regardless of the success or failure of the Swim
to [46: Black Hill] and bring Kris back to complete the mission. The check. If the PC fails, it will be damaged by 3 disease magic damage
game starts at [61: Lighted House]. for every 1tb that elapses thereafter. The diseased PC can make a
Fortitude check (Target Number 13) every “morning” tb, and if
2) B LOCK D ETERMINATION successful, they recover from the disease. It can also be cured by
Determine the Block for [46: Black Hill] and fill it in on the [Cure Disease] (Target Number 13).
map.
4) CLIMAX
3) E VENTS ALONG THE WAY : IN THE MIST (+★) An event occurs immediately after arriving at “4: Tombs of the
This event occurs when PCs try to travel from [61:Lighted Four Founders” in [46: Black Hill]. Animal monsters appear and
House]. Suddenly, a bright white mist covers their field of vision. attack the PCs. The animals must be decided with the Animal
PCs need to make a Danger Sense check (Target Number B). Encounter Table (see p. 122). In this case, one of the animal
The failed PC slips into a filthy river. The PC who falls into the river characters is treated as a boss.
needs to make a Swim check (Target Number 9). If successful, the
PC swims safely to shore. 5) E PILOGUE
If failed, the swimmer drowns, and 1 minute (6 rounds) elapses. When the animals are defeated, a red-haired young man with a
Then, the Swim check (Target Number 9) is performed again. If dreary appearance appears. The young man says, “Thank you. I was
failed, the swimmer drowns, and another minute (6 rounds) elapses. stuck in the middle of nowhere because of that thing. Thank you for
The Swim check is repeated, and when the total number of rounds saving my life.” He is Kris.
of drowning reaches vitality rounds, the PC faints. A PC who faints Kris says that he came to this hill in search of the location of the
in the river will die if not rescued immediately. If the PC is alone tomb when he learned that Sandrine was researching the legend of
when they faint by drowning, they will unfortunately die. the Four Founders. As a result, he is delighted that he has
If the PC faints, it can be rescued by another PC. The PC that successfully found this tomb. When PCs bring Kris back to [61:
tries to save the fainted PC need to make a Swim check (Target Lighted House], Sandrine says, “You did a great job. Thank you.”
Number 12). If successful, the fainted PC is rescued and reaches the The PCs, seeing Sandrine's joy at Kris' safety, might realize that they
shore. If it fails, it drowns. However, since the fainted PC is still held, are lovers. Thereafter, refer to “2) Sandrine's Help” in “2. Meeting
it will not die yet. To swim to the shore with the fainted PC still in with Sandrine” (see p. 76) in [61: Lighted House] to proceed with
possession, another PC must succeed in the Swim check (Target the game.
Number 12). If the fainted PC is to be abandoned, a successful
Swim check (Target Number 9) is all that is required. In any case, a 6) R EWARDS +★
PC can only hold one fainted PC. Sandrine will give 500 gamel per person as a reward for rescuing
Kris. In addition, she will provide one piece of information.

FIXED MISSION “ESCORT BALKANAS”


1) MISSION OVERVIEW 4) CLIMAX
PCs received a mission from Balkanas. PCs need to escort An event occurs immediately after arriving at [32: Yamur's Bar].
Balkanas to [32: Yamur’s Bar] to complete the mission. The game Mythical beasts are attacking people on the street in front of the bar.
starts at [Fixed Section 1: Port]. Mythical beasts also attack the PCs. The mythical beast must be
determined according to the “Mythical Beast Encounter Table” (see
2) B LOCK D ETERMINATION p. 124). In this case, one of the Mythical Beasts is treated as the boss.
Determine the Block for [32: Yamur’s Bar] and fill it in on the
map. 5) E PILOGUE
After defeating the mythical beast, Yamur appears from the
tavern and says, “Thank you for defeating the mythical beast. I don’t
3) E VENTS ALONG THE WAY : MISTY (+★) need dead customers. Thank you”. Then he notices Balkanas and
At the point when PCs try to travel from [Fixed Section 1: Port], calls out to him. When Balkanas tells him what happened, Yamur
the city is covered by such a thick mist that they cannot see more gladly agrees to shelter him.
than a few steps ahead. Because of this, they may lose their bearings If the PCs do not know Yamur, Balkanas introduces them, and
and not be able to proceed in the direction they wish to go. Roll 1d the PCs thereby gain Yamur's trust. From then on, refer to “1)
each time PCs travel and determine the direction in which to move. Gaining Yamur's Trust” (see p. 45) in “2. Entering the Bar” in [32:
If the result is 1, travel north; if the result is 2, move east; if the Yamur's Bar] and proceed with the game. In this case, Yamur's trust
result is 3, move south; if the result is 4, move west; and if the result is treated as having been gained.
is 5-6, move one block in the direction of the intended move. If the If PCs already have Yamur's trust, refer to “2) Yamur's Help”
destination is a blank Block, the section must be determined. If the (see p. 45) in “2. Entering the Bar” in [32: Yamur's Bar] to proceed
destination is in the direction of the city walls or the sea, then reroll with the game.
1d and repeat the process.
When the PCs reach [32: Yamur’s Bar], the fog clears, and the 6) R EWARDS
PCs gain a ★. Instead of Balkanas, Yamur will reward PCs with 200 gamels
per person. Thereafter, PCs can go to [32: Yamur's Bar] to meet
Balkanas. If they rescued Sir Delmayle, he would also be sheltered
at [32: Yamur's Bar].

100
RANDOM MISSIONS LIST
Random missions can be taken from any Keeper whose 1d Random Mission
content and destination are randomly determined. There 1 Letter Delivery
are six types of random missions, and when taking an order, 2 Barbarous Reconnaissance
they are selected at random by rolling 1d. Unlike fixed 3 Obtaining Ink
missions, PCs can take the same random mission as many 4 Transportation of Goods
times as they want. 5 Searching for NPC
In a random mission, the destination or event is decided 6 Defeat the Monsters
by rolling 1d. If an event in a random mission already
appeared, reroll 1d.

RANDOM MISSION “LETTER DELIVERY”


1) MISSION OVERVIEW 3) E VENTS ALONG THE WAY : R EPLY TO THE SECRET LETTER +★ (*)
PCs have been asked to deliver two secret letters written by the PCs can deliver messages in any order. The secret letter can be
Keeper to a specific person. They also need to receive a reply and given to the NPC as soon as the PCs reach their destination. If PCs
hand it over to the Keeper to complete the mission. The game starts cannot meet the NPC in person, they can give it to the relevant
at the base where Keeper is located. person to receive a reply (person in parenthesis). PCs can receive a
reply to a secret letter by waiting for 1tb at the destination. PCs can
2) B LOCK D ETERMINATION open the letter, but it contains only a few seemingly) blank sheets.
There are two tables to determine two recipients. The person to After giving the letter, PCs will earn ★.
whom the secret letter is delivered and the destination is decided by
rolling 1d twice. If the PC's Keeper appears, or if the Base appears 4) CLIMAX
as the result of the roll reroll. The destination block should be Just after receiving a reply from the second recipient and leaving
determined and filled on the map. If the destination is already on the location, an event occurs: the upper barbarous appears, stands
the map, there is no need to make a new entry. in front of the PCs, and says, “Give me the letter, or I'll kill you.”
Destination 1 The upper barbarous appears and decides with the “Upper
1d NPC Name Destination Barbarous Encounter Table (see p. 125). If PCs give them both
1 Mabel [22: Open-air Market] replies to the secret letters, the upper barbarous will leave, and the
2 Itera [22: Open-air Market] mission will fail.
If PCs refuse to give it to them, the upper barbarous will attack.
Ariadne (person holding
The upper barbarous who appears at this time is treated as a boss
3 Handkerchief with Wasp [23: Prostitution Street]
and has his subordinates with them. If PCs are all killed, the mission
Embroidery)
will fail (if PCs escape, they can keep the replies).
[24:Gladiators'
4 Don Bucado
Quarters]
5 Yamur [32: Yamur's Bar] 5) E PILOGUE
[42: Cul-De-Sac The mission is completed when the PCs escape from the upper
6 Miranda barbarous or return to Base after defeating the upper barbarous and
Tenement House]
give both replies to Keeper. Keeper apologizes to the PCs, saying,
Destination 2 “I'm sorry you had a hard time. Thank you”.
1d NPC Name Destination
[36: Sunlight Through the 6) R EWARDS +★
1 Ursula
Trees”] Each PC receives 600G from the Keeper. If the Keeper is
[36: Sunlight Through the Zabar, the PC may receive 900 Zabar points instead.
2 Nils (Ursula)
Trees”]
3 Ramshin [46: Black Hill]
4 Navaria [52: Back Alley]
Zabar (servants Diego and
5 [53: Tricolored Tent]
Dario)
6 Sandrine [61: Lighted House]

RANDOM MISSION “BARBAROUS RECONNAISSANCE”


1) MISSION OVERVIEW
PCs have received a request from Keeper to check the number 2) B LOCK D ETERMINATION
and strength of barbarous in a specific Block. The mission is The destination is determined by rolling 1d. If the destination
accomplished by going to the requested Block, conducting Block is blank, the content of the section is determined when the
reconnaissance, and reporting back to Keeper. The game starts at destination Block is reached.
Keeper's Base.
Destination Block Decision Table
1d Destination Block 1d Destination Block
1 A-1 4 B-7

101
2 C-1 5 D-7 The barbarous were carrying the mythical beasts in a cage, and
3 F-1 6 F-7 when the PCs were about to leave the area to report the incident,
3) E VENTS ALONG THE WAY the mythical beasts went berserk, broke the cage, and started
Once PCs have reached the destination location, they need to attacking the humanoid and the barbarous without any regard. The
perform a reconnaissance of the barbarous, using 1tb to make a barbarous and humanoids around them ran away, but the mythical
Monster Knowledge check (Target Number B) and a Search check beasts found the PCs and attacked them. The type of mythical beast
(Target Number B). If both checks are successful, PCs will know is determined by the Mythical Beast Encounter Table (see p. 124),
the strength and number of barbarous in the area and can report it and one of the characters is treated as the boss.
to the Keeper. If the check fails, PCs can try the same check at the (5-6): Found by Barbarous
next tb. When the PCs leave the place to report, they are discovered by
the barbarous. The type of barbarous is determined by the
4) CLIMAX Barbarous Encounter Table (see p. 122) and the number of
When attempting to travel from the destination Block, an event barbarous is doubled. Also, PCs cannot Escape (see p. 16) in this
occurs. The content of the event is determined by rolling 1d. battle.
(1-2): Found by Security Constructs
The barbarous deployed a number of constructs for security at 5) E PILOGUE
the destination. The PCs attempted to hide from the constructs to PCs need to return to Keeper's Base and report back to them to
report the situation, but they were discovered by the constructs. The complete the mission. Keeper appreciates the PCs' work, saying,
barbarous did not seem to be aware of PCs yet. The only way to “Thank you for the important information.”
escape is to defeat the constructs. The types of constructs are
determined by the “Construct Encounter Table” (see p. 124), and 6) R EWARDS +★
one of the characters is treated as a boss. PCs receive one treasure worth “$$$” from the Keeper. The
(3-4): Attacked by Rampaging Mythical Beasts type of treasure should be determined by the Treasure Decision
Table (see p. 126).

RANDOM MISSION “OBTAINING INK”


1) MISSION OVERVIEW which monster will appear. Once the materials are obtained, PCs
The keeper wants a special ink used for writing secret letters, so need to head to [22: Open-air Market].
he sends PCs to Itera, the Item Trader, to get the ink mixed up and 4) CLIMAX
bring it to him. The game starts at the base, where the keeper is When PCs obtain the materials and arrive at [22: Open-air
located. The ink is a special type of ink that becomes invisible when Market], an event will occur. The content of the event will be
it dries on the letter surface and becomes visible again when the decided by 1d.
liquid that comes with the ink is poured on it. The keeper will give (1-2): Thieves
300G to the PCs to cover the cost of purchasing the ink, and the When PCs reach their destination, they need to make a “Danger
remainder will be used as a reward for the PCs, but he will not Sense check (Target Number B).” If they succeed, they will notice
compensate the PCs for the cost of the ink. that the vagabonds are following PCs and targeting the PCs'
belongings. If PCs warn them, the vagabond will leave, but if they
2) B LOCK D ETERMINATION are unaware, they will steal half of the materials obtained in the
Determine the Block for [22: Open-air Market] and fill it on the mission. The stolen materials can be collected again after returning
map. to the destination.
(3-4): Slave Wants to Talk
A humanoid with a Slave's Collar comes up to PCs and asks,
3) E VENTS ALONG THE WAY : MATERIAL P REPARATION
“Can you share the materials with me?” The humanoid had
An event will occur when PCs meet Itera, the Item Trader at
followed PCs from their destination. The materials cost 20G each,
[22: Open-air Market]. Itera says, “I’m missing some materials that
and the slaves offered to buy up to 5 of them. If PCs sell them, the
I need to mix, so I want you to get them for me. I'll give you 150G
humanoid will thank them and leave. If not, the humanoid will call
for half the cost.” The materials and their respective destinations will
his master, Boggart Trooper (CR II, p. 298), in a loud voice, and
be decided by 1d.
the barbarous master would say, “It's too much trouble. I will just
Material Decision Table
take it myself.” and the barbarous master attacks the PCs. The
master should be treated as a boss.
1d Materials to be Collected Destination
(5-6): Undead in Open-air Market
1 10 x Red Grass [11: Fountain Square]
When PCs reach the open-air market, slaves and vagabonds flee
2 10 x White Grass [21: Dry Well]
from the market street. It seems that the undead have infested the
3 10 x Blue Dead Wood [25: Grief Plaza] streets and are attacking people. When the undead finds the PCs,
4 10 x Bone Fragments [33: River of Bones] they attack them. Undead should be determined according to the
5 10 x Night Stones [45: Town of No Return] Undead Encounter Table (see p. 123) and then fight. One of the
6 10 x Black Clay Balls [46: Black Hill] undead should be treated as the boss.

After PCs come to the destination, PCs must make a Search 5) E PILOGUE
check (Target Number A). If successful, 1d materials can be “I've got it. Then,... here it is. Take it with you.”
collected per person. If the number is not enough, the check can be PCs need to pay Itera 150G, and she will create ink on the spot.
performed again after tb has elapsed. PCs need to bring the ink back to Keeper to complete the mission.
Roll 2d after 1tb has passed, and if the roll is “6 or less”, the
animal or mythical beast will appear. Roll 1d, and if the roll is “1-3”,
use the Animal Encounter Table (see p. 122), and if the roll is “4- 6) R EWARDS +★
6”, use the Mythical Beast Encounter Table (see p. 124) to decide The keeper is glad to get ink on time. If the keeper is a Zabar,
PCs will receive an additional 300 Zabar points.

102
RANDOM MISSION “TRANSPORTATION OF GOODS”
1) MISSION OVERVIEW (1-2). Called out by Barbarous
Keeper asked PCs to pick up a package from two honorary When PCs reach the Base, they are stopped by several
barbarous and bring it back to them. The mission is accomplished barbarous who tell PCs that the crate is suspicious and ask PCs to
when the package is received and delivered to Keeper. The game show what it contains. If PCs show them the contents, the barbarous
starts at the base where Keeper is located. will try to take the crate, saying, “This is ours. Leave it”. If PCs do
not show them the contents or do not allow them to take it, the
2) B LOCK D ETERMINATION barbarous will attack PCs. The types of barbarous should be
Roll 1d twice to determine two honorary barbarous and their determined by the Barbarous Encounter Table (see p. 122), and
destinations. If the second roll is the same as the first roll, reroll. one of the barbarous should be treated as the boss. If PCs lose the
PCs may deliver packages one by one. battle or do not fight, their baggage will be taken, and the mission
will fail.
Destination Block Decision Table (3-4). The Road Caves In
Honorary Honorary When the cart was being carried, the road caved in, unable to
1d Destination 1d Destination withstand the weight of the luggage. If PCs fail on the Danger Sense
Barbarous Barbarous
[15: Slave check (Target Number C), the PCs and their luggage will be caught
1 Keith 4 Conrad [51: Ruins] in the cave-in, and they will receive fall damage as if they had fallen
Market]
10 meters. In addition, 1tb is required to remove the cart from the
[55: Ruins of
[22: Open- sinkhole. In the meantime, the PCs cannot dig the luggage out of
2 Greg 5 Sasante the Temple of
air Market] the cave-in. On success, PCs evade cave-in.
Sacaros]
(5-6): Attacked by Plant Monster
[45: Town
Plant monsters appear from under the PCs' feet and attack them
3 Kelly of No 6 Sylvia [63: Arena]
PCs. The type of monster is determined by the Plant Encounter
Return]
Table (see p. 123), and one of the monsters should be treated as the
boss.
3) E VENTS ALONG THE WAY
Each time PCs reach their destination, they receive a package
5) E PILOGUE
from the honorary barbarous. The package is a crate, about the size
The mission is completed when the two packages are delivered
of a large bag, which is given to PCs along with the cart. Inside the
to Keeper. Keeper praises the PCs' performance, saying, “Thanks
crates are weapons and accessories.
for your help.”
4) CLIMAX
After receiving the second package, PCs return to the base 6) R EWARDS +★
where Keeper is, and an event will occur. The content of the event Each PC receives 400G from the Keeper. If the Keeper is
should be decided by rolling 1d. Zabar, the PC may receive 600 Zabar points instead.

RANDOM MISSION “SEARCHING FOR NPC”


1) MISSION OVERVIEW If PCs travel to a destination and try to gather information on an
Keeper asked PCs to locate a specific NPC and bring them to NPC, a vagabond will approach PCs and says, “Are you looking for
Keeper's place. The game starts at the Base where Keeper is located. someone? Oh, you are looking for them? Well, I may or may not
have seen them...,” and casually asks for an information fee. The
2) B LOCK D ETERMINATION information fee is 1d x 10G. After paying the information fee, the
The NPC to be brought is decided with rolling 1d. The vagabond tells about a new destination, saying, “I think I heard them
destination is the place where NPC was seen, and the keeper will be headed there.” The new destination is determined with rolling 1d.
able to get information about the NPC. The destination Block
should be determined and filled on the map. New Destination
1d Destination
NPC Decision Table 1–2 [Fixed Section 1: Port]
1d NPC Name Destination 1d NPC Name Destination 3–4 [Fixed Section 2: Screaming Gates]
[12: Eda, [26: “Burning 5–6 [Fixed Section 3: Jade Tower]
Alice,
1 Execution 4 vagabond old Dancer”
vagabond girl If PCs do not pay the information fee, the vagabond will leave,
Site] woman Pavilion]
Eliza, a and PCs will then search for NPCs. The vagabond informant can
Oscar, a [44: Ruins of always be found at the initial destination, but the fee for the
woman who [13: Drug
2 5 vagabond the Temple of information after the second visit is double the amount of the first
loves to be a Den]
young boy Tidan] fee.
slave
[16: Bridge
Carlisle, a 4) CLIMAX
Will, over the
3 6 mysterious [52: Back Alley] An event occurs when PCs arrive at or pass by a new destination.
vagabond boy Drainage
vagabond The content of the event is decided by rolling 1d.
Channel]
(1-2). The NPC PCs are Looking for Buried Alive
3) E VENTS ALONG THE WAY : VAGABOND INFORMANT +★ A crowd of people is gathering at an abandoned building near
the destination. When PCs talk to a vagabond, they learn that the
NPC they are looking for has been caught in the collapse of the ruins

103
and is buried alive. To rescue the NPC from the collapsed ruins, they need to be punished.” If the PCs try to help NPC, the ruffians
PCs need to make an “Adventurer Level + Strength modifier” will ask for money, saying, “You can give us 1000G”. If PCs give
(Target Number C). If the check succeeds, the NPC can be rescued them 1000G, they can rescue NPC safely. If PCs refuse, ruffians will
immediately. If the check fails, PCs can make the check again with attack them. The ruffians must be chosen according to the
Target Number B after 1tb has elapsed. If the check fails again, PCs Humanoids Encounter Table (see p. 125) and then fight. In this
can make the check with Target Number A after another 1tb. The case, their number should be doubled.
fourth check will automatically succeed, but the reward will be
reduced by half. 5) E PILOGUE
(3-4). Barbarous Hunters The mission is completed when the NPCs are secured and
When PCs arrive at the destination, they will hear a scream and brought to Keeper. The keeper will thank the PCs, and the NPCs
find an NPC about to be forcibly taken away by a barbarous. If PCs will be protected by Keeper.
try to rescue the NPC, the barbarous will attack them. Determine
the type of barbarous using the Barbarous Encounter Table (see p.
6) R EWARDS +★
122). In this case, one of the barbarous should be treated as the boss.
Each PC receives 500G from the Keeper. If the Keeper is
(5-6). NPC is Being Held by Ruffians
Zabar, the PC may receive 750 Zabar points instead.
At the destination, an NPC is being held by several ruffians. If
PCs speak to them, they say, “They are dragged water on me, and

RANDOM MISSION “DEFEAT THE MONSTERS”


1) MISSION OVERVIEW Monster Decision Table 2
The keeper asked PCs to kill the monsters that attacked the 1d Monster Destination
vagabonds. The mission is accomplished by defeating the requested 1 Troll (CR I, p. 450) [31: Abandoned House]
monsters and reporting back to Keeper. The game starts at the 2 Keratos (CR II, p. 334) [35: Deserted Garden]
Keeper's base. 3 Blood Sucker (CR II, p. 350) [45: Town of No Return]
4 Iron Turtle (CR III, p. 326) [52: Back Alley]
2) B LOCK D ETERMINATION 5 Thunderbird (CR I, p. 486) [56: Bloodstained Walls]
The type of monster and the destinations where it will appear is 6 Drake (CR I, p. 449) [66: Prison]
decided by rolling 1d.
If the average level of the PCs is less than 4.5, only “Monster 3) E VENTS ALONG THE WAY
Decision Table 1” should be used. If the average level of the PCs is If there is more than one destination, it does not matter the
4.5 or higher, roll 1d twice for both “Monster Decision Table 1” order in which monsters are defeated.
and “Monster Decision Table 2”; both monsters must be defeated.
4) CLIMAX
Monster Decision Table 1
The number of monsters decided on “Monster Decision Table
1d Monster Destination
1” will equal half the number of PCs (rounded up). Only one
Boggart Swordsman (CR II, [26: “Burning Dancer” monster decided on in “ Monster Decision Table 2” will appear and
1
p. 295) Pavilion] should be treated as a boss.
2 Wight (CR II, p. 348) [33: River of Bones]
[34: Cloisters of the Everlasting
3 Gorgol (CR II, p. 330) 5) E PILOGUE
Night]
The mission is completed when the monsters are defeated and
4 GAR-UI (CR I, p. 477) [43: Bloody Castle]
reported to Keeper. Keeper is satisfied with the PCs' work, saying,
5 Overeater (CR II, p. 340) [46: Black Hill] “You did a good job.”
6 Medusa (CR I, p. 445) [25: Grief Plaza]
6) R EWARDS +★★
Each PC receives 300G from the Keeper. If the Keeper is
Zabar, the PC may receive 450 Zabar points instead.

104
IMPORTANT INFORMATION ABOUT THE CITY OF MIST

I MPORTANT I NFORMATION: ABOUT THE CANAL GATE I MPORTANT I NFORMATION: ABOUT L IGHT OF SHELASHIS

1. E XISTENCE AND L OCATION 1. E XISTENCE


The canal runs around the artificial island on which [Fixed There is a magical device called “Light of Shelashis” in the
Section 3: Jade Tower] stands and connects to Lake Chess. City Of Mist.
Between the canal and Lake Chess is a canal gate, which used
to be open during the day and closed at night. However, it is 2. L OCATION
now closed all the time. Light of Shelashis are streetlights located throughout the
City Of Mist.
2. OPEN/CLOSE CODES R EQUIRED
To open the canal gate, three “Opening/Closing Codes” 3. E FFECT
are required: the “First Opening/Closing Code: 438”, the When the Light of Shelashis is lit, all soulscarred characters
“Second Opening/Closing Code: 951”, and the “Third in the light receive a penalty to all checks equal to a number
Opening/Closing Code: 276”. of their soulscars.

3. F INAL CODE R EQUIRED 4. SECRET


To open the sluice, the final code must be entered after the A magical device exists in the basement of [Fixed Section
three “Opening/Closing Codes” have been entered into the 3: Jade Tower] to supply magic power to the Light of
sluice's control panel. Shelashis. This magical device is activated by pouring water
from the canal into the device. However, the canal sluice is
4. SECRET currently closed, and the magical device is not working. For
If the three “Opening/Closing Codes” are arranged information on how to open the canal gate, see “1. Crossing
vertically in the specified order, the following 3x3 array is the Canal” (see p. 90) in [Fixed 3: Jade Tower] and
formed. “Important Information: About the Canal Gate.”

438
I MPORTANT I NFORMATION: ABOUT THE MAGICAL
951
276 DEVICE THAT CLEARS THE M IST

The sum of the three numbers in this number sequence's 1. E XISTENCE


vertical, horizontal, and diagonal columns are all 15. These In the City Of Mist, a magical device exists to clear the mist.
“1” and “5” will be the final code. To open the canal gate, This was built during the Magitech Civilization period to
the “1” and “5” must be pressed in sequence. comfort the city's people.
A clue to this final code can be found in the “Old Ballad
from [42:Cul-De-Sac Tenement House]” (see p. 57). The 2. L OCATION
part “I put a square around them and make eight wishes in a The metal monument in [25: Grief Plaza] is this magical
row” is it, indicating that the sum of the eight columns in the device.
numerical sequence, vertically, horizontally, and diagonally, 3. E FFECT
is the same number. If the GM is present, they may give
The amphitheater made of silver crystal in [34: Cloisters of
additional hints.
the Everlasting Night] is the control panel for this magical
Refer to the relevant descriptions of canal gates in
device.
“Entering Opening/Closing Codes for Canal Gate” (see p.
90). 4. SECRET
When the [Silver Crystal Plate] is inserted into the center
of the amphitheater in [34: Cloisters of the Everlasting
Night], a control panel will be activated, and countless
magitech letters appear. These letters can be freely
reconfigured by touching and moving them. The letters are
then combined to form meaningful sentences, which control
the magical device's main body in [25: Grief Plaza]. The
Silver Crystal Plate, which is necessary to activate the control
panel, is guarded by Gad Bodek, the “Thousand Roars” in
the basement of [Fixed Section 3: Jade Tower].
This magical device is also described in “The Secret of the
Monument in [25: Grief Plaza]” (see p. 42) and “The Secret
of the Amphitheater in [34: Cloisters of the Everlasting
Night]” (see p. 47).

105
I MPORTANT I NFORMATION: ABOUT THE L EGEND OF THE I MPORTANT I NFORMATION: ABOUT “MAGIC SWORD OF
F OUR F OUNDERS R ED M IST ” K URGARAN

1. E XISTENCE 1. E XISTENCE
The original City Of Mist was built during the Magitech There is a magical sword called “Magic Sword of Red Mist”
Civilization period by four brothers and sisters known as the Kurgaran.
Four Founders.
2. L OCATION
2. N AMES The magic sword is always in possession of “Green
In order of age, the four founders are Zoraentes the Strong, General” Yahakkazesh.
the eldest brother; Quick-Witted Selansier, the eldest sister; Yahakkazesh usually sits on a throne on the top floor of
Suela, the Fierce, the second oldest sister; and Shelashis, the [Fixed Section 3: Jade Tower].
“Loving,” the youngest sister.
3. E FFECT
3. L EGEND The magic sword has the magic power to generate “red
The legend of the Four Founders tells the following about mist.”
them. When Kurgaran's Magic Power is activated, an eerie
Zoraentes is said to have “protected the people and carved reddish-black mist covers the City Of Mist and the
out a barbarous land,” telling us that he had carved out a surrounding area. As long as they are in this fog, all
human settlement in this land that was once under barbarous soulscarred characters gain a bonus to all Skill Checks equal
rule. to the number of soulscars they possess.
Selansier is said to have “laid the foundation of the city”
and that she laid out the city's facilities, such as canals and 4. SECRET
sewers, as well as institutions for the various people's The “Red Mist” Magic Power of the Kurgaran must be
livelihoods. activated at the cost of living blood. For this reason,
Suela is said to have “burned down every barbarous on the Yahakkazesh has created a system in which the Honorary
lakeshore,” telling us that she exterminated the barbarous Bracelet is designed to suck the blood out of the honorary
forces scattered around Lake Chess and temporarily barbarous. In the event of a battle with the humanoids,
removed the barbarous threat. Yahakkazesh calls the honorary barbarous to the [Fixed
It is said that Shelashis “nurtured the City Of Mist” and that Section 3: Jade Tower], purportedly to mobilize them. Then,
the city reached its greatest period of prosperity under her as soon as the “Red Mist” is activated, the blood is sucked
reign. In other words, the Four Founders were the four out through the bracelets. The unfortunate victims will have
generations of kings and queens who ruled the city, and it is their blood sucked out of them until they die in order to keep
believed that their rule was completed by the Shelashis. this secret.

4. L OCATION OF THE T OMB


At the top of [46:Black Hill] is a tomb called the Tombs
of the Four Founders.

106
RANDOM EVENTS LIST
If a random event occurs, roll 1d to determine the event's and see a barbarous coming toward them. If PCs run away
content. immediately and travel from the Block, they can avoid the
If an event with this number has already occurred, roll a battle. If they do not run away, there will be a battle.
1d; if it’s also occurred 1d is added one more time until a Barbarous should be determined with the Barbarous
random event corresponding to the sum of rolls hasn’t Encounter Table (see p. 122).
occurred (GM can always select an event manually). When the battle was over, the beggar disappeared.
If a random event has already occurred, it cannot occur a
second time, and after all random events have occurred, all 6) E NCOUNTER IN THE MIST (2) +★
random events can occur again, assuming that all the A thick mist appears. PCs are hit by a grassrunner that
random events have not yet occurred. appears out of the mist. Grassrunner says, “Sorry, sorry,
sorry. Sorry for bumping into you, but I'm in a hurry.”
1) E NCOUNTER IN THE M IST (1) +★ Grassrunner is Nils, the “Fairy of the Back Alley”. Even if
A thick mist appears. Someone appears out of the mist the PCs already know Nils, Nils doesn't notice the PCs,
and bumps into PCs. It's a pickpocket! One randomly probably because he is in a hurry.
selected PC need to make a Danger Sense check (Target In both cases, as PCs look on the ground, they will find a
Number B). If successful, the pickpocket is prevented. The key. When they return the key to Nils or deliver it to
pickpocket flees into the mist in a panic. Ursula, they will be rewarded with 100 gamels. This key is
If the check fails, all gamels in the PC’s possession will be the Prison Key. If PCs try to go to [66: Prison] “1. Prison
stolen. Gates” without knowing it, the key will work, and PCs will
be able to open the gates without triggering the alarm trap.
2) M ISTY (1)
Due to the thick mist that covered the PCs’ vision, they 7) T HE L IVING DEAD +★
could not see in which direction they were heading. This Corpses are lying on the side of the road. Suddenly, the
may prevent them from traveling in the direction they wish corpses rise and attack the PCs. The corpses are undead.
to go. If PCs travel from this Block, the direction they travel It should be determined using the Undead Encounter
is determined by 1d roll. Table (see p. 123). At this time, one of the undead should
If the result is 1 travel north, if 2 travel east, if 3 travel be treated as the boss.
south, if 4 travel west, and if 5-6 travel one block in the If PCs defeat the undead, they will get one of the treasures
direction they were trying to travel. If the destination is a in the Treasure Decision Table: $ (see p. 126) in addition
blank Black, the section must be determined. If the to the normal loot.
destination is a wall or the sea, then reroll 1d to determine
the destination. 8) M ISTY (1)
The mist will dissipate in the following tb. Due to the thick mist that covered the PCs’ vision, they
could not see in which direction they were heading. This
3) CONSTRUCTION SITE may prevent them from traveling in the direction they wish
PCs find a site where a military facility is being built by a to go. If PCs travel from this Block, the direction they travel
barbarous. A barbarous, who seems to be the site is determined by 1d roll.
supervisor, asks, “Anyone who wants to work? We'll pay If the result is 1 travel north, if 2 travel east, if 3 travel
you!” south, if 4 travel west, and if 5-6 travel one block in the
If PCs work at a construction site, they need to make a direction they were trying to travel. If the destination is a
check with the “Adventurer Level + Strength modifier”. blank Black, the section must be determined. If the
The salary is the “Success Value” gamel. If PCs worked, 3 destination is a wall or the sea, then reroll 1d to determine
tb would be elapsed. the destination.
The mist will dissipate in the following tb.
4) B OHR 'S OUTBURST +★
People start to make a commotion. Looking, 1 Bohr (see 9) H ONORARY BARBAROUS +★
p. 135) is seen running amok, kicking people around. Bohr A human man is trying to take a girl by force. The man is
comes charging toward the PCs. wearing an Honorary Bracelet. The man is an honorary
If there is a PC with Rider class, after killing Bohr, GM barbarous. The girl seems to be a vagabond. The man is
should make a Death Check for Bohr. If successful, Bohr forcing the girl to become his slave. The honorary
is taken alive. The Rider PC can make the captured Bohr barbarous is accompanied by barbarous, who seems to be
their mount. his escort. The barbarous should be determined with the
Barbarous Encounter Table (see p. 122).
5) B EGGAR (1) If the PCs help the girl, they will have to fight with the
One beggar appears and extends their hand to the PCs, barbarous guard; the honorary barbarous man does not
saying, “Bless you, poor old man.” If PCs give them some join in the fight but watches on, and when the barbarous is
money, they will gladly walk away. If they don't, they swear, defeated, the man is frightened and runs away. However, if
“Damn pigs! Hey, here's the 'Wind Brigade'!” PCs hear his the PCs chase after him, they can capture him. The man

107
begs for his life. Since he does not have the Adventurer 13) E NCOUNTER IN THE M IST (3) +★
class, he dies automatically if the PCs declare that they want A thick mist appears. Someone appears out of the mist
to kill him. The Honorary Barbarous possesses an and bumps into you. One randomly selected PC performs
Honorary Bracelet and a “1d x 100” gamels. a Danger Sense check (Target Number B). If successful,
the PC can avoid the blade that stabs at them just before it
10) CONSTRUCTION SITE hits them.
PCs find a site where a military facility is being built by a The one that attacked PC is the robber! The robber
barbarous. A barbarous, who seems to be the site should be to be determined by the Humanoids Encounter
supervisor, asks, “Anyone who wants to work? We'll pay Table (see p. 125). So, on fail, the PC is dealt damage equal
you!” to the melee attack of the robber.
If PCs work at a construction site, they need to make a
check with the “Adventurer Level + Strength modifier.” 14) M ISTY (1)
The salary is the “Success Value” gamel. If PCs worked, 3 Due to the thick mist that covered the PCs’ vision, they
tb will be elapsed. could not see in which direction they were heading. This
may prevent them from traveling in the direction they wish
11) B ARBAROUS B UTCHER (+★) to go. If PCs travel from this Block, the direction they travel
One barbarous has three slaves with it. The barbarous is determined by 1d roll.
should be determined with the Barbarous Encounter Table If the result is 1 travel north, if 2 travel east, if 3 travel
(see p. 122). In this case, the party's average level is one south, if 4 travel west, and if 5-6 travel one block in the
level higher and should be treated as a boss. direction they were trying to travel. If the destination is a
The barbarous points to the slave and asks the crowd, blank Black, the section must be determined. If the
“Why don't you cut off their heads?” destination is a wall or the sea, then reroll 1d to determine
For 500 gamel, “I'll let you cut off one of their head,” he the destination.
offers, and if the PCs do nothing, one honorary barbarous The mist will dissipate in the following tb.
will appear, pay 500 gamel, and cut off the head while
looking down grinning at the slave begging for their life. 15) B ARBAROUS ARGUMENT +★
Even if the PCs pay 500 gamels for each slave to free Two barbarous are encountered in an argument, and the
them, the barbarous will use the magic power of the “Slave's two barbarous should be determined by using the
Collar” to kill the slaves and then giggle and laugh. Barbarous Encounter Table (see p. 122) twice for each. In
If PCs attack barbarous and defeat them, a key to remove this case, the party's average level is one level higher. Treat
the “Slave's Collar” will be obtained as loot. This key can each of these barbarous as bosses.
be used to free the slave's collar. The barbarous asks the PCs to choose which of the two
Only if PCs helped the slaves, they will receive ★. seems stronger. When one of them chooses, the chosen
one is pleased and gives the PCs 100 gamels as a reward.
12) T HE CHASED WOMAN +★ The barbarous then walks away, insulting the other
PCs come upon a scene of a dispute between a young barbarous. The barbarous who is not chosen becomes
woman and barbarous. The barbarous appear to be trying enraged and attacks the PCs.
to force the woman to go with them. Upon closer If the PCs are lost and cannot choose one or the other,
inspection, the woman is wounded. both barbarous will attack the PCs. The GM should warn
The woman finds the PCs and says, “Please. Help me.” the PCs that if they are in doubt and if they do not choose,
Hearing this, Barbarous says, “She is a traitor. Everyone the barbarous will attack them.
who helps her is a traitor too!”
If PCs want to rescue a woman, there will be in combat 16) B ARBAROUS M ANHUNT +★
with a barbarous. Barbarous should be determined with the A group of barbarous are attacking people. The
Barbarous Encounter Table (see p. 122). In this case, the barbarous see the PCs and attack them. Barbarous should
party's average level is assumed to be 1 level higher. be determined with the Barbarous Encounter Table (see p.
After fighting off the barbarous, the woman introduces 122). In this case, the party's average level is one level
herself as Marilyn. She is an assassin called Marilyn, the higher. And the leader barbarous tribe should de separately
Headhunter, and is a member of the Moonlit Wasps” a determined with the Barbarous Encounter Table (see p.
resistance organization. If the PCs are not already involved 122). Treat the leader as the boss.
with the “Moonlit Wasps,” Marilyn gives them a
Handkerchief with Wasp Embroidery. She then tells them, 17) CONSTRUCTION SITE
“I'm in a hurry right now, so if you'll excuse me, come visit PCs find a site where a military facility is being built by a
me when you get a chance.” She invites them to the [23: barbarous. A barbarous, who seems to be the site
Prostitution Street] and says that the people who wear the supervisor, asks, “Anyone who wants to work? We'll pay
same handkerchief are also from “Moonlit Wasps.” you!”
If PCs are already acquainted with Ariadne, the If PCs work at a construction site, they need to make
“Daughter of the Moon,” Marilyn will not give the check with the “Adventurer Level + Strength modifier”.
handkerchief but instead say, “Thank you for your help. I'll The salary is the “Success Value” gamel. If PCs worked, 3
be sure to tell your sister about it.”. PCs will gain Ariadne's tb will be elapsed.
Favor instead of a handkerchief.
In both cases, Marilyn then runs away.

108
18) B EGGAR (2) (+★★) barbarous. If the PCs still want to fight, they can continue
Beggars in black hoods sit silently by the side of the road, the battle or let them go.
and when PCs give them money of 1 gamel or more, they
say in trade common, “Thank you very much. I wish you 20) T HE B ARBAROUS CARNIVAL +★★ (*)
all the best of luck from the gods of Ignis”. If PCs continue Streets are filled with barbarous, and the sound of drums
to give more gold, there is no change in the dialogue. Also, and flutes echoes through the streets.
there is no specific effect of this blessing. If PCs speak to The barbarous paraded huge plates with decorated boys
them without giving them gold, they will not respond. and girls on them. These are the boys and girls from the
If the PCs attempt to attack, the beggar reveals itself: one offerings that were kept at the ranch. The boys and girls are
of the beggars is a Faceless named “Death Weaver” the main dishes of today's carnival.
Paunella. The other four beggars are Ghast Knights (CR II, If PCs are acquainted with Heine at the Ranch, they will
p. 365) under the command of the Faceless. find her among them. They are on top of the palanquin
Two ★ will be awarded only if Paunella is defeated. with big smiles on their faces, waving to the enthusiastic
barbarous crowd. If PCs rescued Heine and the boys and
19) B ARBAROUS P ROCESSION +★ girls of the Ranch, the main course is girls and boys who
were pulled from everywhere. They are chained and crying.
PCs come upon a procession of barbarous marching. A
Eventually, the girls and boys are killed and cooked in front
Well-known Monster is leading the procession.
of “Green General” Yahakkazesh. Yahakkazesh declares
To determine the Well-known Monster, roll 2d+7 using
that barbarous are free to hunt vagabonds and slaves until
“List of Well-known Monsters” (see p. 20). Also, to
tomorrow “morning.” Thus begins the annual night of
determine the barbarous participating in the procession,
carnage in the City Of Mist.
use the Barbarous Encounter Table (see p. 122). However,
The humanoid will be attacked and killed unless they are
the number should be tripled.
honorary barbarous or always has their master nearby as an
Suddenly, a Well-known Monster stops and looks at a
upper barbarous slave. The barbarous who attack the PCs
randomly selected PC. The monster approaches the PC
must be determined using the Barbarous Encounter Table
and commands them to “fall flat.”
(see p. 122). In this case, the party's average level is one
If the PCs are complacent, the monster orders them to
level higher.
kill the vagabond next to them. If they do so, the monster
This battle will occur each time the PCs travel. PCs will
mumbles, “It was all in my head,” and leaves.
be only safe in Ariadne's hideout at [23: Prostitution Street],
If PC refuses the order, he commands, “Kill this
Don Bucado's mansion at [24: Gladiators' Quarters], [32:
vagabond, or I will kill you.”. If the PC kills the vagabond,
Yamur's Bar], Undine's Pond at [35: Deserted Garden],
the monster leaves. If the PC wants to instead pay some
[34: Cloisters of the Everlasting Night], the Temple of Lu
price, the monster will ask the PC to give up any weapons,
Lode at [41: Bandit's Path], in [43: Bloody Castle], in one
armor, and accessories they are wearing. If the PC does as
of the tens at [53: Tricolored Tents], [55: Ruins of the
the monster says, the monster will take those items away.
Temple of Sacaros]. The PCs may stay safe in these places
If the PC will not kill the vagabond and will not pay any
until the next day's morning.
price, the monster will order the barbarous to kill the PC.
The barbarous attack PCs. Only the barbarous in the
(*) If this is the second time this event has occurred, the
procession participate in the battle, not the well-known
Barbarous Carnival will not take place. Instead, “Green
monster.
General” Yahakkazesh appears before the PCs and says, “I
When half of the barbarous (rounded up) are defeated,
have heard rumors. With your skill, you can relieve my
the monster orders them to stop fighting. They then praise
boredom.” He will attack them after that! Battle with
the bravery of the PCs and say, “In this city, the strong are
Yahakkazesh!
just,” and give the party 2000 gamel as a reward for their
trouble. The monster then leaves with the rest of the PCs will receive 2★ only if they defeat Yahakkazesh.

109
DEFEAT EVENT
When all the PCs are defeated, a defeat event occurs. The “Defeat Table” also describes what to do afterward,
First, roll 1d and then check the “Defeat Table,” and the so please follow its instructions and proceed with the game.
result determines the situation. Situation 7 is a special For more information on the detailed situation after the
situation that occurs only in the scenarios or when the total defeat, please refer to “Situations after Defeat.”
description says so.

Defeat Table
Equipment Assets
Unconscious or Method of
Situation Post-Resurrect Treatment and personal Debt Change of Keeper Entrusted
Dead? Resurrection
belongings to a Keeper
All the Sold on the slave market. The Yes. The same
Magic
unconscious same process as in process as in All will be
1 Transformation As is. None
PCs are also [Introduction 1: Captivity] is [Introduction 1: lost.
by Mugido
killed. used. Captivity] is used.
The
Magic
unconscious PCs are delivered to the All will be
2 Transformation None None As is.
PCs are still keeper. lost.
by Mugido
intact.
10,000G per
All the
revived PC;
unconscious PCs are delivered to the
3 [Resurrection] As is. PCs need to None As is.
PCs are also keeper.
pay to the
killed.
Keeper
10,000G per
The Sold on the slave market. The Yes. The same
revived PC;
unconscious same process as in process as in All will be
4 [Resurrection] As is. PCs need to
PCs are still [Introduction 1: Captivity] is [Introduction 1: lost.
pay to their
intact. used. Captivity] is used.
new Keeper
The
unconscious PCs are delivered to the All will be
5 [Resurrection] None None As is.
PCs are still keeper. lost.
intact.
PCs find themselves in front of
The a “Green General,” and they
unconscious are challenged to a fight. If they
6 Unknown As is. None None As is.
PCs are still lose, they will be revived once
intact. more and wake up by the canal
at [Fixed 3: Jade Tower].
Wake up at [33:River of
All the Bones]. If this section wasn’t
Magic
unconscious on the map, use the “Block All will be Yes. They lose All will be
7 Transformation None
PCs are also Decision Table” to determine lost. Keeper. lost.
by Mugido
killed. the position of [33:River of
Bones].

SITUATIONS AFTER DEFEAT Situation 5: The PCs found themselves woken up by the
Situation 1: The PCs found themselves in a small cage. They keeper. Apparently, they had been defeated, but someone
are at the slave market; the PCs have been killed, had identified them and sent them back to the keeper.
reanimated by someone, and sold off. In addition, parts of Situation 6: PCs find themselves lying in the most luxurious
their bodies have been transformed into some other room he had ever seen in the City Of Mist. When they woke
creature! up, a dignified man said, “You're awake.” The PCs sat down,
Situation 2: The PCs found themselves woken up by a not understanding the words, and the man smiled and said,
keeper. Apparently, they had been defeated, but someone “I am Yahakkazesh. When you have finished your meal,
had identified them and sent them back to the keeper. fight me. If you can beat me, you can get out of here. If you
However, someone seemed to have taken all the PCs' lose, I will guarantee your resurrection.”
equipment as a reward. Situation 7: PCs were killed. The next thing they know, they
Situation 3: The PCs were killed. PCs thanked Keeper for are lying on the ground, with the whole area covered in white
his help, but Keeper showed PCs the cost of resurrection. bones and husks. As the PCs sit up, they realize something
Situation 4: PCs found themselves in a small cage. They are is wrong with them. Parts of their bodies have turned into
at the slave market. They don't know if the previous keeper those of some other creature!
had grown tired of the PCs or if it was unavoidable, but it
seems that the keeper chose to sell them off as slaves.

110
”Stagnant Poison” Ivan Aivan
Elf / Male / Estimated 340 yrs. / 65: Temple of Bragzabas

“Oh, Claire. My darling. Quick, come and kill me.”


Ivan is a bishop who
governs the temple of
NPCS LIST Bragzabas, the Goddess
of Decay. He is a
beautiful man with dull
silver hair and stale blue
eyes that attracts even
men. As an elf, he
betrayed his friends and
Itera, the Item Trader joined the barbarous
forces during the
Human / Female / 29 yrs. / 22: Open-air Market invasion of the barbarous
at the time of the
“Come on in...” Diabolic Triumph. After
Itera is a woman who runs an item shop in an open-air the city's fall, he was
market. She has long black hair, is thin, and always has a recruited by the upper
gloomy air about her. She is not a good businesswoman barbarous for his merits and has remained with them to this
because she does not talk much, but she is considered a day. Today, he rarely comes out of the temple. He
reliable and trustworthy person. The products she handles continues to think about the woman he loved long ago,
are purchased from Zabar, a Daemon Tamer, showing the protected by beautiful female monsters. His data is that of
breadth of her connections in the shadows. She is the Evil Bishop (see p. 138), enhanced with sword shards.
granddaughter of the ferryman from [16: Bridge over the
Drainage Channel] and has heard information about canal
gates from her grandfather. See “3. The Ferryman” (see p.
33). Ursula of the Trees
Dwarf / Female / 47 yrs. / 36: Sanatorium “Sunlight
through the Trees”
Ariadne, the “Daughter of the Moon”
“Yes, yes, yes. Sick people, stay quiet! I'll give you some
Nightmare / Female / 31 yrs. / 23: Prostitution Street herbs.”
She runs a free
“I'm just giving their hatred a place to go.” sanatorium for vagabonds
She is the leader of the and slaves. Her citrus-
prostitutes of colored hair is tied back
Prostitution Street and wildly behind her head,
the head of the “Moonlit and she is always running
Wasps,” an organization around among the sick,
that opposes the twirling her small body
barbarous rule. The around. Her appearance
Moonlit Wasps are a soothes people's hearts
group of thieves and like the sun shining
assassins who repeatedly through the trees in this
carry out assassinations town shrouded in the
against the barbarous. shadow of death. But even
But she has another she has a dark side as the
secret. She is a Leanan head of “Suela's Flame,”
Sidhe Assassin (CR III, one of the organizations that oppose the rule of the
p. 309) sent by Nosferatu barbarous. Many slaves belong to “Suela's Flame,” and
to destroy Basilisk's power in the City Of Mist. For her data, Ursula receives various information from them. For the day
use Leanan Sidhe Assassin data enhanced with sword she believes this city will eventually return to the humanoids'
shards. hands. She has at least Grappler 7 and Ranger 6.

111
Ade, the “Mother” Sir Erlane Delmayle
Runefolk / Female / Looks like 23 yrs. / 43: Bloody Castle Human / Male / 42 yrs. / 66: Prison

“I don't tolerate people who bully Judith!” ”I would give my life for my country any day!”
She is one of the runefolk in the service of Gustave He is a nobleman and
Judith, Lord of Bloody Castle. She has long, fluffy blonde warrior of the
hair and is kind and gentle. She has a tendency to be quick- Principality of
witted, but she is also very patient and has acted as a mother Durlesburg. He has
figure to Judith since she was a child. sand-colored hair and a
She is an Al-Menas period runefolk excavated by beard of the same color.
Judith's father, Gustav, with a working age of about 30 years. He used to be a fierce
She has at least Sorcerer 7, Fencer 7, and Scout 5. fighter against the armies
of the barbarous on the
front lines, and even
Undines of the Skunk Cabbages Pond now, he never ceases to
train. His sharply trained
Undine / Female / ? yrs. / 35: Deserted Garden body and honest
character have earned
“What do you want? I have to pollute the water.” him the trust of Princess
They are a water fairy living in a Skunk Cabbages Pond General Magdalena
at the back of the Deserted Garden with an elf named Yates (see CR II, p. 242). Recently, Magdalena gave him a
Claire, the “Summer Memories.” The fairies have lived in mission to map the coastline of the western coast of the
this pond since before the Diabolic Triumph, and after Razeldawn Continent, but on the way, he was attacked by
taking in the escaped Claire, they have continued to protect barbarous pirates based in the City Of Mist and was taken
her and her Sword of Protection. The fairies are on the prisoner. He is currently imprisoned in Prison. He has at
lookout for intruders and will not tolerate hostile people. All least Fighter 6 and Sage 5.
of the Undines (CR II, p. 391) in this pond have been
enhanced with sword shards.
Orzozo, the “Blue Butcher”
Edgar Lildraken / Male / 99 yrs. / Fixed Section 1: Port

Human / Male / 23 yrs. / 56: Bloodstained Walls “First, get the money. Then we'll talk.”
He is the captain of the
“Throw as many stones as you want. Or at least throw a pirate ship “Three-
few at the barbarous!” Headed Golden
He is a member of the “Wind Brigade,” one of the Dragon” based in the
organizations that oppose the domination of the barbarous. City Of Mist and is the
At first glance, he seems to be an ordinary young man but leader of the pirates who
has a strong core. He is a native of [42: Cul-De-Sac are revered as the
Tenement House] and is acquainted with an old woman “Slaughterers of the
Miranda. Recently, he failed in his attempt to kill a Blue Moon.” He is also
barbarous and was taken prisoner to be executed at a man of honor who
Bloodstained Walls. If he is rescued, he will eventually hide always keeps his word
in the Temple of Lu Lode at [41: Bandit's Path], the base of once he has made it.
the Wind Brigade. He has at least Fighter 3 and Scout 3. The Principality of
Durlesburg is ostensibly
out to capture him, but
secretly, they tolerate his
pirate activities. This is so that they can use him to maintain
their infiltration route into the City Of Mist. He has at least
Fighter 8 and Scout 7.

112
Ondine, the “Queen of Sewage” has no experience with other people. She has at least
Artificer 10.
Hercules / Female / ? yrs. / Fixed Section 3: Jade Tower
“I'm hungry, I'm hungry, I'm hungry... You want to eat?” Kris
She is the higher Scylla that lives on the lowest level of
Jade Tower, guarding the magical device that activates the Human / Male / 22 yrs. / 27: Black Hill
“Light of Shelashis.” The Hellhounds of her lower body are “As long as you can make Lady Sandrine laugh, that's all
always hungry, and her hunger is never satisfied. She is that matters to me.”
always on the prowl in the lowest levels of Jade Tower, Kris is a slave of Sandrine Capet, “Evening Princess”. He
looking for prey. For her data, use Hercules data (see p. looks like a gentle man bland with only crimson hair. But in
132), enhanced with sword shards. fact, he is strong-willed and has the capacity to heal the
wounded with kindness. Sandrine loves him for this, and he
Gad Bodek, the “Thousand Roars” becomes her lover. When he learned that Sandrine was
investigating the legend of the Four Founders, he went to
Chimera / ? / ? yrs. / Fixed Section 3: Jade Tower [46: Black Hill] to investigate, but encountered a monster
“Go away... Before death drinks your blood.” and was unable to return home. After being rescued, he
Gad Bodek is a returns to Sandrine in [61: Lighted House].
powerful mythical beast
that guards the basement
of Jade Tower. He was Claire, the “Summer Memories”
entrusted by the then
barbarous chief to guard Elf / Female / Estimated 320 yrs. / 35: Deserted Garden
the basement of Jade “Wow, I haven't seen an outsider in 300 years.”
Tower immediately after She lives in hiding
the fall of the City Of with Undine in a pond at
Mist due to the the back of the garden.
barbarous invasion and She has green eyes and
the beginning of blond hair twice her
barbarous rule. Since height. She used to live
then, he has continued near the City Of Mist
to fulfill his duties before the Diabolic
without moving from Triumph, but she was
that spot. He is also the guardian of the “Silver Crystal Plate” forced to take refuge in
necessary to operate the magical device to clear the mist in this garden pond after
[16: Plaza of Sorrows] by order of Green General failing to escape during
Yahakkazesh. Use for it Chimera (CR II, p. 385) data the barbarous invasion.
enhanced with sword shards. Since then, she has been
living here under the
protection of Undines.
Gustav, Lord of the Bloody Castle When she fled to the pond, she brought with her Sword of
Protection, and the sword's magic power caused the pond to
Human / Female / 16 yrs. / 43: Bloody Castle bloom with Golden Skunk Cabbages. She had a former
“Mom, there's a stranger here. What should I do?” lover, “Stagnant Poison” Ivan Aivan. She thinks he was
She lives in Bloody killed by the barbarous.
Castle with two runefolk,
Ade and Martha, and is
revered as the Lord of
Bloody Castle. Her real
name is Judith; however,
she has taken the name
of her father, Gustav,
who passed away five
years ago. She was raised
by her father, an
Artificer, from an early
age and has become a
high-ranking Artificer in
her own right. She calls
Ade, her caretaker since
she was a baby, a mother, and Martha, who manages the
library, calls the spectacled librarian. She is shy because she

113
Daemon Tamer Zabar Shelashis, the “Loving”
Tabbit / Male / 25 yrs. / 53: Tricolored Tents Human / Female / 15 years at the time of legend / -
“Show me your products. Show me what you can do.” “The light shines fairly on yesterday, today, and even the
Zabar is the most future.”
famous businessman in She is one of the four founders of the city that later
the City Of Mist. As his developed into the City Of Mist during the Magitech
nickname suggests, he Civilization period. She is considered the youngest princess.
has a large number of She is portrayed as a pure and innocent princess with long
daemons in his employ, golden hair of slightly reddish waves and is often
and even the upper symbolically holding a light in her hand. It is said to have
barbarous take a shine to nurtured the City Of Mist, which seems to have enjoyed its
him. For this reason, he greatest period of prosperity under her rule.
has the same position,
although he is not
officially an honorary Jabardine, “Blackburn”
barbarous. In addition, Basilisk / Male / Looks like 45 yrs. / 26: “Burning Dancer”
he can enter and leave Pavilion
the city with his cargo
almost unchecked. This “My fellow children of Ignis. Come, let us enjoy the feast
allows him to single-handedly procure food for the City Of to the fullest!”
Mist's vagabonds and slaves. Without him, the vagabonds One of the upper barbarous who rule the city, he is the
and slaves would not be able to survive, and even the owner of the “Burning Dancer” Pavilion. He is an elderly
barbarous would be affected since they do not produce food gentleman with black hair tied up in a single bun, a stylish
in the city. This adds to his power. He has at least Sorcerer mustache, and a pair of round tinted glasses. He always takes
11, Conjurer 10, and Sage 9. a special seat on the second-floor terrace of the “Burning
Translator Note: As this was written before Cardia Grace, Dancer” pavilion, where he takes pleasure in watching
you can add Warlock 11 to his classes if you use Cardia humanoids being roasted alive and wailing on a grill that
Grace. resembles an amphitheater. For him, use Basilisk (CR II, p.
309) data enhanced with sword shards.

Sandrine Capet, the “Evening Princess”


Suela the Fierce
Lamia / Female / Looks like 28 yrs. / 61: Lighted House
Human / Female / 18 years at the time of legend
“Could you please do me a favor?”
Sandrine is one of the “Ravage like wildfire! Nurture human seedlings in
few upper barbarous burning remains.”
who live in the City Of She is one of the four founders who built the town that
Mist and live close to a later developed into the City Of Mist during the Magitech
humanoid lifestyle. She Civilization period and is considered to be the second
owns many young princess. She is depicted as a brave princess with orange hair
humanoid males as her in a ponytail and a sword. According to the legend, “Suela
slaves and feeds on their burned down all the barbarous by the lake,” and it is
blood every night. She believed that she temporarily removed the barbarous threat
used to think of from around the City Of Mist. Ursula named her
humanoids as nothing organization “Suela's Flame” in honor of this legend.
more than food, but that
changed when she came Old Morton
to love Kris, one of her
Human / Male / 63 yrs. / 52: Back Alley
slaves, for his strength
and kindness. Since “I will die soon. I'm glad I met you before that.”
then, she has grown tired of the city and plans to escape with Old Morton is an old beggar in the back alley. He was
Kris, researching the legends of the Four Founders to open one of the soldiers who followed the young Duke of
the canal gate. For her use, Lamia’s (CR I, p. 451) data Durlesburg, “Swordsman with the Broken Sword” Alfred
enhanced with sword shards. III, in a battle against the barbarous army. The battle was a
terrible defeat for the Duchy's army, and he was captured.
Since then, he has been living in this town as a vagabond,
gathering information and dreaming of the day when he will
be back on his feet. He has discovered the secret of the
“Magic Sword of Red Mist” Kurgaran, but he has given up
the idea of returning to his homeland alive because of his
old age.

114
Zu Gri, the “Lord of Greed” Quick-Witted “Selansier”
Ogre / Male / ? yrs. / 51: Ruins Human / Female / 22 years at the time of legend / -
“Hey, buddy. Go into the ruins. Go get the treasure.” “'Nurture Hope. Nurture it for Tomorrow.”
Zu Gri is one of the She was one of the four founders of the town that later
upper barbarous of the developed into the City Of Mist during the Magitech
City Of Mist. He has the Civilization period and is considered to be the oldest
propensity to collect princess. She is depicted as a reticent-looking woman with
gems and expensive shimmering golden hair cut at the shoulder and often
accessories, which is symbolically holds a book in her hand. According to legend,
unusual among “Selansier laid the foundation of the city” and is said to have
barbarous who tend to built the canals and sewers. He was also an excellent
think of gems as a Artificer and built the foundations for the various magical
means to tame devices that still remain in the city today.
humanoids as slaves.
He orders his slaves to Zoraentes the Strong
search the ruins of the
Al-Menas period Human / Male / 28 years at the time of legend / -
scattered around the “For the people. For my sisters. We will not retreat!”
city for any valuable He is one of the four founders who built the town that
treasures. To him, the slaves are nothing more than later developed into the City Of Mist during the Magitech
disposable tools for exploring the ruins. Of course, he takes Civilization period and is considered to be the firstborn son.
good care of the “useful items” that he often brings back He is depicted as a fearless-looking young man in armor,
from the ruins. Use Ogre's (CR II, p. 303) data for him often holding a shield symbolically. According to tradition,
enhanced with sword shards. “Zoraentes protected the people and cleared the land of
barbarous,” reminding us that he cleared the land, which
was once under the rule of the barbarous, for human
Seira, the Snow Wind habitation. He is said to have died in a fierce battle
protecting the people from the barbarous.
Human / Female / 30 yrs. /41: Bandit's Path
“I will not follow them. I have no reason to follow those ”Bonehead” Sonnenfeles
beasts.”
She is the deputy Troll / Male / ? yrs. / 31: Abandoned House
leader of the “Wind “When you are hungry, kill and eat. This is the order of
Brigade,” an the world.”
organization based in One of the upper barbarous of the City Of Mist, he is
the underground the priest of Dalkhrem, the god of war. He makes his home
Temple of Lu Lode on in the Abandoned House in the city and acts from “night”
Bandit's Path that to “dawn” because of his nature. Believing that food is
opposes the domination obtained by hunting, he does not own a slave but roams the
of the barbarous. She streets at night, killing vagabonds for his meals. He has a
has a childish face that is “Canal Pass” for this purpose. For him, use Troll (CR I, p.
sometimes mistaken for 450) data enhanced with sword shards.
a boy's due to her
messily cut short hair,
Bohr Selling Davii
and she wears glasses
that give her an Human / Male / 33 yrs. / 22: Open-air Market
intelligent impression. “Hehehe. Now the fog is thin, and it's a good day for
Because she does not speak much and her facial expression riding, sir.”
does not change much, she is often thought of as cold- He is a seller of Bohrs and mount equipment on the
hearted, but she has more hatred for the barbarous and Open-air Market. He is always hunched over with a dirty
more love for her fellow countrymen than anyone else. At appearance and a sneer on his face that makes him look
times, she boldly executes a daring plan of rebellion against older than he really is. He is a picture-perfect hooligan but
the barbarous, revealing her inner fierceness. She has at least honest at heart, and many people befriend him. However,
Marksman 7, Scout 6, and Priest (Lu Lode) 6. he has a strong business instinct and is good friends with
Daemon Tame Zabar. Davy has Rider 4.

115
Dalio Dryads Guarding the Temple of Sacaros
Runefolk / Male / Looks like 17 yrs. / 53: Tricolored Tents Dryad / Female / ? yrs. / 55: Ruins of the Temple of
“Welcome to the Zabar Chamber of Commerce!” Sacaros
He is one of the twin runefolk who serves Daemon “Are you a heavy drinker? Really? Then let's play.”
Tamer Zabar, the most famous wealthy merchant in the City They are forest fairies that guard the Ruins of the
Of Mist. He has the appearance of a young man with shiny Temple of Sacaros. They have been living here since before
white teeth and is always polite to his customers, whether the barbarous takeover of the City Of Mist and have been
they are vagabonds or upper barbarous. To distinguish him drinking with the Sacaros priests and congregation. They
from Diego, he wears white. As a storekeeper, he is always still guard the temple and wait for the return of the Sacaros
in the black tent. He has at least Artificer 7, Marksman 7, priests, offering “Dryad's Secret Wine” to those who are
and Sage 7. friendly to them and giving them a feast. This place's Dryads
(CR III, p. 387) are enhanced with sword shards.
Diego
“Shepherd” Don Bucado
Runefolk / Male / Looks like 17 yrs. / 53: Tricolored Tents
“Please wait, and I will go to Mr. Zabar.” Lildraken / Male / 189 yrs. / 24: Gladiators' Quarters
He is one of the twin runefolk who serves Daemon “If you want it, take it by force. If you can't, give up.”
Tamer Zabar, the most famous wealthy merchant in the City Don Bucado is a
Of Mist. He looks exactly like Dario and has the same tone former lildraken
of voice and attitude. However, they can be distinguished by gladiator who is now
his black clothing. He is always in the black tent with Dario known as one of the
but often goes out on Zabar's errands to deal with clients or strongest gladiators in
to dispose of victims in the red tent. He has at least Grappler the world. He used to
7, Enhancer 7, and Scout 7. be a gladiator in the
Arena but retired after
”The Sea Breeze” Tohotel winning the honorary
barbarous position with
Human / Male / 48 yrs. / 12: Execution Site his overwhelming
“I will decide how to live my life on my own. One day, strength. He has since
that day will come.” owned many gladiator
He is the leader of slaves and has made a
Wind Brigade, an fortune by allowing
organization based in them to compete in the
the Temple of Lu Lode, Arena, where even the upper barbarous look up to his
located on the Bandit's gladiators and give them special treatment that is different
Path, that is working to from other gladiators. For this reason, there is no end to the
liberate the City Of Mist number of gladiators who want to become his slaves. He
from the domination of usually lives in a mansion with his gladiators and spends his
the barbarous. He is a day's training. He has at least Fighter 11 and Scout 9.
mild-mannered, white-
haired man who also Navaria, an Old Woman in Back Alley
serves as the head priest
of the Temple of Lu Human? / Female / Looks like 80 yrs. / 53: Back Alley
Lode. He is currently “If you give us some of your money, it might help us to
being held captive by remember the caller.”
the barbarous and is Navaria is an old woman who lives in a maze of narrow,
scheduled to be executed in the near future. Although he dark alleys. She always lies in the corner of the alley, her
was subjected to horrendous torture, he was so bold that he thin, rag-clad body like a withered branch. In fact, she was
does not confess the whereabouts of his comrades until the an elf who used to manage the city's canals before the
very end. If he is rescued, he will thereafter lead Wind barbarous took over. However, she was captured by the
Brigade's activities at [41: Bandit's Path]. He has at least barbarous and given a curse that turned her into an old
Priest (Lu Lode) 8, Fencer 6, Sage 6, and Bard 6. woman. This curse was given to her by malevolent gods and
could not be broken by human hands. She is well versed in
the various information of the city.

116
Nils, the “Fairy of the Back Alley” Ranch Girl Heine
Grassrunner / Male / 57 yrs. / 36: Sanatorium “Sunlight Human / Female / 16 yrs. / 14: Ranch
through the Trees” “People who defy the barbarous are bad people. Didn't
“I've heard good things. I'll tell Ursula.” you know that?”
Nils is a quick She is one of the
grassrunner, a fast boys and girls kept at
runner who can be the Offering Ranch, a
found all over the City pure and innocent girl
Of Mist. Although he is with long wavy crimson
cheerful and optimistic, hair. One look at her
he is also very cautious, innocent smile, and you
which is necessary for may forget that you are
living in this city. in the City Of Mist.
However, he habitually Heine was kidnapped
forgets things easily and as a child and taken to
gets into trouble. He is the Ranch, where she
an acquaintance of was taught that “the
Ursula, who greatest happiness is to
occasionally visits the devote yourself to the
clinic and entertains the General.” She still
sick with songs. He is also a member of “Suela's Flame” and dreams of being loved as a jade statue by the Green General,
is in charge of getting information from barbarous slaves and but she thinks she is happy just to be the main dish at the
passing it on to Ursula. He has at least Fencer 6, Scout 5, barbarous carnival. In fact, she is the sister of Sandrine's
Ranger 5, and Bard 5. lover Kris.

Neumann, the Equipment Dealer ”Death Weaver” Paunella


Human / Male / 38 yrs. / 22: Open-air Market Faceless / ? / ? yrs. / 32: Yamur's Bar
“They are all good items. Just pick one and buy it.” “Do you know anything about the Daughter of the
Neumann sells weapons and armor in the Open-air Moon?”
Market. He has a huge physique of muscles and always As the right-hand
looks down on people with a condescending look. He is not man of “Green
friendly, and no one likes to do business with him. However, General” Yahakkazesh,
his business is prosperous because his goods are they are the upper
inexpensive. All of his products are either stolen, defective, barbarous who plays the
or used goods wholesaled from Arena, which he polishes role of a tactician in the
and puts on his store shelves. He has a Scout 4. barbarous forces of the
City Of Mist. They are
usually clad in rags and
Harvey the Apothecary wander around the city
Human / Male / 21 yrs. / 22: Open-air Market disguised as beggars.
Paunella is always
“My father used to say, “It is not medicine that cures accompanied by four
disease, but feelings.” Ghast Knights (CR II, p.
Harvey is a young man who runs an apothecary shop in 365), who are also
an Open-air Market. He is an ordinary-looking man with disguised as beggars.
what can only be described as a lack of features, and he is This is to gather information on organizations that resist the
affable. He has only recently become an apothecary, barbarous rule from rumors and the like. They already have
following in his father's footsteps, who was killed by a information on many organizations but has not yet made any
barbarous manhunt. However, his skill in mixing medicinal moves because Paunella is suspicious of Ariadne's
herbs is trustworthy, having been trained by his father. As a movements. Use for them Faceless (CR II, p. 313) data
result, he has many regular customers. He has known enhanced with sword shards.
Ramshin, the Herbalist, since his grandfather's time. He has
Ranger 3 and Sage 3.

117
Balkanas Puteute, the “Golden General”
Human / Male / 42 yrs. / Fixed Section 1: Port Blood Troll / Male / ? yrs. / 64: Temple of Dalkhrem
“Please, please... please help the master!” “Hmm. Good attack, but not very deep. Fail!”
A squire in the service of the nobleman Sir Erlane Puteute is one of
Delmayle of the Principality of Durlesburg. He is a round, the upper barbarous
good-natured-looking little man, but he is strong and has who rule the City Of
fought on many battlefields with Lord Erlan. This time, too, Mist. He is the bishop
he was engaged in a mission assigned by Magdalena (see CR of the temple of
II, p. 242) but was attacked by pirates and taken prisoner. Dalkhrem, the god of
Erlan was imprisoned in [66: Prison], but he was left on war, and occupies the
board the pirate ship, where he was beaten daily. He will be second position after
sheltered when rescued in [32: Yamur's Bar]. Green General
Yahakkazesh, together
with Ivan Aivan of the
”Failure” Heurica temple of Bragzabas
and Ondine, the
Basilisk / Male / Looks like 14 yrs. / 25: Grief Plaza Queen of Sewage. He
“What's the matter with you? You're a lowlife, and you're is bold and open, loves
laughing at me too!” to fight, and favors
He is one of the those whom he recognizes as strong in his inner circle. He
upper barbarous who usually trains for battle in the temple's training hall. For him,
rule the City Of Mist. it is only training, but for his opponents, it is a deadly risk,
He has jet-black hair and it is not unusual for some of them to end up dead. For
that stands back like a him, use Blood Troll (see p. 132) data enhanced with sword
porcupine and wears a shards.
long, black robe over
his thin body. On his
chest is a white pattern Berzebarii, the Dreamer
in the shape of an eye, Lesser Ogre / Male / ? yrs. / 13: Drug Den
and both eyes are
“Killing in a happy dream. Oh, how merciful I am.”
covered with a cloth
Lesser Ogre runs the Drug Den “House of Dreams.”
with the same pattern.
The drugs sold here are called dream drugs, which are
He was famous in a
unknown in humanoid society. He kills people with severe
battle against
drugs and distributes them to barbarous gourmets. He is the
Durlesburg's forces
only one allowed to sell the dream drug, which requires a
several decades ago, but the wounds he sustained in that
“Dream Drug Sales Authorization.” His data is that of
battle left him blind in his left eye and disabled him from
Lesser Ogre (CR I, p. 446) enhanced with sword shards.
using the Monstrous Form. For this reason, he is despised
by other basilisks as a failure. Use for him Basilisk (CR II,
p. 309) data enhanced with sword shards. ”Spectacled Librarian” Martha
Runefolk / Female / Looks like 18 yrs. / 43: Bloody Castle
“Are you looking for a book? Then let me help you.”
Pilatoto She is one of the runefolk in the service of Gustav-
Human / Male / 50 yrs. / 62: Ruins of the Temple of Judith, Lord of Bloody Castle. She wears glasses. In contrast
Kilhia to the emotional Ade, she prefers to think logically and does
not show much emotion. Like Ade, she is a runefolk made
“Do not cease to think. It is to cease to be a person.”
in the Magitech Civilization period and has been in
Pilatoto is a Kilhia priest of the Magitech Civilization
operation for about 30 years. She has at least Artificer 7,
period. He was in the Kilhia Temple in the City Of Mist at
Marksman 7, and Sage 5.
the time of the barbarous invasion known as the Diabolic
Triumph. He continued to study the Kilhia Book of
Languages, which had been handed down from ancient Ramshin the Herbalist
times, and when the city fell, he left a six-volume “Pilatoto’s Human / Male / 41 yrs. / 11: Black Hill
Codex” in the crypt of the temple, with his own description
added to the Book of Languages. He was killed before he “If you want herbs, I'll sell you as many as you want.”
could finish his work, so he became a Ghost (CR II, p. 346) Ramshin is an herbalist collecting medicinal herbs in
and continues to wait in the crypt for someone to come Black Hill. He is an elderly man wearing lightweight leather
along who will inherit his books. hunting clothes, a rattan hat, and his gray hair pulled back in
a bun. He knows all the medicinal herbs available in the city
and delivers them to the Harvey the Apothecary and Ursula
of the Trees. He is honest and trustworthy, if a little tight on
money. He has at least Ranger 5, Marksman 3, and Scout 3.

118
Mabel, a Gambler Miranda, “Mother of Vagabonds”
Human / Female / 26 yrs. / 22: Open-air Market Human / Female / 77 yrs. / 25: Cul-De-Sac Tenement
“Hey, you. How about we play a game and see what the House
day brings?” “Well, well, come to my house. I'll make you a cup of
Mabel is a woman tea.”
who runs a gambling Miranda is an old
shop in an Open-air woman who lives in a
Market. Her hair is Cul-De-Sac Tenement
dyed in a variety of House. She is called
colors and explodes as the “mother of
if expressing the chaos vagabonds” and is
of the world's early adored by many
days. Her face is vagabonds. She is kind
painted with stars and and treats everyone
flowers, and her ears with fairness. Since she
and nose are decorated was born and raised in
with numerous this town, she is
piercings. She is a familiar with the
gambler who makes legends of the Four
her living by cheating Founders, but she has
and is a member of the Moonlit Wasps, an organization that no special personal
opposes the barbarous. She watches people through connections. Recently, she has been concerned about Edgar
gambling and hands out wasp-embroidered handkerchiefs and Marilyn, who are from this tenement and are active in
to those she sees as potential recruits in order to attract the an organization against the barbarous. Having seen many
best talent to the Moonlit Wasps. She has at least Fighter 3, people close to her killed by the barbarous, she supports
Scout 6, and Enhancer 3. them by sheltering those who oppose the barbarous, and she
is most excited to see the children in the tenement grow up
healthy.
Madame Hedron
Lizardman Tamer / Female / ? yrs. / 21: Dry Well
“Oh, God. Oh, no, not another one! Die, die!”
Mylene
Madame Hedron is an upper barbarous in the service Human / Female / 27 yrs. / 45: Town of No Return
of Ondine, the “Queen of Sewage,” who rules the lowest “I don't want to continue living like this. I'm going to get
level of the Jade Tower. She captures and serves vagabonds out of here.”
for her master, who wanders the lowest levels of the tower Mylene was one of the prostitutes on Prostitution Street.
to satisfy her hunger. She needs the “Ring of Madame She was a member of the Moonlit Wasps, one of the
Hedron” to defend herself against Ondine, who attacks and organizations that rebelled against the barbarous rule. She
devours intruders without regard. Her data is that of had glossy black hair, which looked almost deep green, and
Lizardman Tamer (see p. 132), enhanced with sword she had a number of regular customers. However, she
shards. dreamed of escaping from this town with her lover and of
funding her escape. She was searching for treasures in a pile
of rubbish in the Town of No Return when she was attacked
by a mythical beast and killed. Her corpse was found with a
Marilyn, the “Headhunter” “Handkerchief with Wasp Embroidery.”
Human / Female / 19 yrs. / Unknown
“I keep killing them because I hate them. Maybe until
the day I die.”
Moulin
Marilyn is a member of the Moonlit Wasps, an Human / Female / 17 yrs. / 15: Slave Market
organization that opposes the barbarous. She is an assassin “My brother is only proud of his muscles, but I'm
who has killed many barbarous. She wears her flaxen hair in looking forward to working with him!”
a braid and tight-fitting clothes that make it easy for her to Moulin is a girl who lives with her brother Melchior in
move around. She is from 42:Cul-De-Sac Tenement House Bandit's Path. She is a member of Wind Brigade, an
and is acquainted with old woman Miranda, “Mother of organization that opposes the barbarous, and is a Priestess
Vagabonds.” She has at least Fencer 7, Scout 5, and Ranger of Lu Lode. She has chestnut-colored curly hair and blue
5. eyes reminiscent of the surface of a clear lake. Recently, she
was captured and sold as a slave for rescuing people who
had been caught in barbarous manhunting. If rescued, she
will return to Melchior's house at [41: Bandit's Path]. She
has at least Priest 3 (Lu Lode).

119
”Grave Robber” Mugido ”Green General” Yahakkazesh
Tabbit / Male / ? yrs. / Fixed Section 3: Jade Tower Jade Basilisk / Male / Looks like 35 yrs. / Fixed Section 3:
“Hee hee. Cut it off, then a little threadwork, embed it.” Jade Tower
Mugido is a lesser “When death fills the earth, is that my peak?”
vampire tabbit Lesser Yahakkazesh is
(CR II, p. 320) who the barbarous king of
resides on the middle the City Of Mist. He
floor of Jade Tower. usually sits on his
His fur is mottled with throne on the top
black, gray, and white, floor of the Jade
and only his right eye Tower, holding the
is oddly protruding. “Magic Sword of Red
Persecuted for this Mist” Kurgaran.
deformity, he has had Around the throne are
his mind twisted. jade statues of
After becoming a beautiful boys and
Lesser Vampire and girls, which he
having revenge against admires. But there is
those who persecuted no smile on his face,
him, he became only weariness. He
obsessed with the study of magitech modification of the wanted to fight.
human body. He occasionally buys corpses from the streets, Durlesburg's actions and Ariadne's schemes only serve to
reanimates them, and enjoys a close business relationship fulfill his desires. For him, use Jade Basilisk (see p. 132) data
with Zabar. He has at least Artificer 12, Conjurer 12, and enhanced with sword shards.
Priest 11.

Yamur
Melchior
Dwarf / Male / 113 yrs. / 32: Yamur's Bar
Human / Male / 20 yrs. / 15: Slave Market “…if it's too complicated, we can talk about it in the
“Oh, thanks for the help. I am impressed by your help!” back.”
He lives with his sister Moulin in Bandit's Path and is a Yamur is an
member of Wind Brigade, an organization that opposes honorary barbarous
barbarous. He has chestnut hair and blue eyes like his sister, dwarf who runs a tavern.
and he is well-trained and well-built. Melchior is a righteous His bar is the most
man who loves his sister and dares to boldly challenge his decent one in town,
fears. He is looking for help in the slave market to save his frequented by many
sister from captivity. After rescuing Mulan, he can be found vagabonds and slaves.
at his house at [41: Bandit's Path]. He has at least Fighter 3 Barbarous are scarce
and Scout 2. there. He uses his
position as an honorary
barbarous to protect
Mo Ruge, the “Strangler” many vagabonds by
enslaving them and
Boggart / Male / ? yrs. / 11: Fountain Square forcing them to work in
“Let's see. I wonder who's going to die?..” his bar. He is also
Mo Ruge is the leader of the barbarous that hunts the connected with the
vagabonds and slaves that come to Fountain Square to fetch Wind Brigade, one of the organizations against the
water. He is completely addicted to the joy of closing the barbarous, and helps the spies sent by the Principality of
only entrance to the square, the gate, to the sound of drums Durlesburg. However, he knows how difficult it will be to
and stepping out in front of his frightened victims. He is in take back the city from the barbarous, and he does not
possession of a “Manhunt Permit” and is primarily actively engage in resistance activities. He has Fighter 6 and
responsible for providing food to the low-barbarous of the Sage 5.
position. For him, use Boggart's (CR I, p. 444) data
enhanced with sword shards.

120
Part 3 Data

121
Target Number Decision Table
Adventure Level <2.5 2.5-3.4 3.5-4.4 4.5-5.4 5.5-6.4 6.5-7.4 7.5+
TN A 8 9 11 12 13 15 16
TN B 10 11 13 14 15 17 18
TN C 12 13 15 16 17 19 20

Encounter Table (Type) Dice for Encounter Tables


1d Type Number of PCs Dice Number of PCs Dice
1–2 Barbarous 1 1d 4 Twice 1d
3–4 Undead 2 1d+1 5 Twice 1d+1
5 Humanoid (Bandit) 3 1d+2 6 Twice 1d+2
6 Upper Barbarous

Encounter Table
Barbarous Encounter Table
Aver.
Adv. Refer. Refer. Refer. Refer. Refer. Refer. Refer.
1.5< 1.5-2.4 2.5-3.4 3.5-4.4 4.5-5.4 5.5-6.4 6.5+
Level Page Page Page Page Page Page Page
/Dice
CR I, CR I, Goblin x CR I, Boggart CR II, CR I, CR I, CR II,
1 Kobold Goblin Gilman Troll Ogre
p. 439 p. 441 2 p. 441 Swordsman p. 295 p. 447 p. 450 p. 303
Boggart
CR I, CR I, CR I, Goblin Sister see p. CR II, CR I, CR II,
2 Goblin Redcap Boggart Swordsman x Lamia Minotaur
p. 441 p. 442 p. 444 x2 132 p. 295 p. 451 p. 305
2
Kobold CR I, CR I, Redcap x CR I, CR I, Lesser Ogre CR I, Centaur CR II, Caesar- CR II,
3 Gremlin Lesser Ogre
x 2 p. 439 p. 440 3 p. 442 p. 446 x2 p. 446 Impaler p. 300 scorpion p. 304
CR I, CR II, CR II, Deep CR II, Boggart CR II, CR II, CR I,
4 Redcap Sahagin Centaur Siren Drake
p. 442 p. 292 p. 293 Gremlin p. 294 Trooper p. 298 p. 301 p. 449
CR I, Goblin x CR I, Goblin see p. CR II, Goblin CR III, Merman CR II, Lizardman CR III,
5 Gremlin Lizardman
p. 440 2 p. 441 Sister 132 p. 296 Shaman p. 300 Bishop p. 302 Mariner p. 301
Goblin x CR I, Redcap CR I, Invisible CR I, CR I, Andro- CR II, Lizardman see p. CR II,
6 Boggart x 3 Basilisk
2 p. 441 x 2 p. 442 Beast p. 443 p. 444 scorpion p. 297 Tamer 132 p. 309
Boggart
Redcap CR I, Gremlin CR I, Boggart CR I, CR II, Deep CR II, CR I, CR II,
7 Swordsman x Drake Dark Troll
x 2 p. 442 x 2 p. 440 x2 p. 444 p. 295 Gremlin x 2 p. 294 p. 449 p. 308
2
Kobold CR I, Goblin CR I, Centaur CR II, Lizardman x CR II, CR I, Goblin CR III, Minotaur x CR II,
8 Gilman x 2
x 3 p. 439 x 3 p. 441 x2 p. 293 2 p. 296 p. 447 Shaman x 2 p. 300 2 p. 305

Animals Encounter Table


Aver.
Adv. Refer. Refer. Refer. Refer. Refer. Refer. Refer.
1.5< 1.5-2.4 2.5-3.4 3.5-4.4 4.5-5.4 5.5-6.4 6.5+
Level Page Page Page Page Page Page Page
/Dice
Black
CR I, p. Giant see p.Grey CR I, p. CR II, Lizard CR II, Keratos x CR II, Iron CR III,
1 Wolf Scorpion
452 Leech 132 Lynx 455 p. 329 Fly x 2 p. 332 2 p. 334 Turtle p. 326
x2
CR I, p. CR II, Giant CR I, p. CR II, Vulture CR III, Golden CR II, Iron CR III,
2 Giant Ant Sidewinder Gorgol
453 p. 324 Bat 456 p. 330 x2 p. 323 Gorgol p. 336 Turtle p. 326
Giant see p. CR II, Giant CR II, Giant CR II, CR I, p. Iron CR III, Grizzly CR III,
3 Killer Bee Kyplox
Cockroach 135 p. 323 Spider p. 327 Crab p. 331 457 Turtle p. 326 Bear x 2 p. 327
see p. Poison CR II, Giant CR II, Lizard CR II, CR II, CR III, Grizzly CR III,
4 Bohr Keratos Elephant
132 Toad p. 325 Slug p. 328 Fly p. 332 p. 334 p. 326 Bear x 2 p. 327
CR II, Giant CR III, Black CR II, CR III, CR III, Grizzly CR III, Sabertooth CR III,
5 Killer Bee Vulture Tiger
p. 323 Centipede p. 320 Scorpion p. 329 p. 323 p. 324 Bear p. 327 Tiger p. 329
Poison CR II, Sidewinder CR II, see p. CR I, p. CR III, Sabertooth CR III, Sabertooth CR III,
6 Ox Kyplox Elephant
Toad p. 325 x2 p. 324 132 457 p. 326 Tiger p. 329 Tiger p. 329
Giant CR III, Killer Bee CR II, Giant CR I, p. Gorgol x CR II, Grizzly CR III, Iron CR III, Elephant x CR III,
7
Centipede p. 320 x2 p. 323 Bat x 2 456 2 p. 330 Bear p. 327 Turtle x 2 p. 326 2 p. 326
Giant Giant
CR I, p. CR III, CR II, Giant CR II, Keratos CR II, Grizzly CR III, Elephant x CR III,
8 Wolf x 2 Centipede Spider x
452 p. 320 p. 327 Crab x 2 p. 331 x2 p. 334 Bear x 2 p. 327 2 p. 326
x2 2

122
Plants Encounter Table
Aver.
Adv. Refer. Refer. Refer. Refer. Refer. Refer. Refer.
1.5< 1.5-2.4 2.5-3.4 3.5-4.4 4.5-5.4 5.5-6.4 6.5+
Level Page Page Page Page Page Page Page
/Dice
Spin
CR II, Killer CR I, p. CR III, CR II, Mandrake CR II, Mandrake CR II, CR III,
1 Furu Blossom Overeater Entlet
p. 337 Creeper 460 p. 340 p. 340 x2 p. 341 x3 p. 341 p. 341
x2
Spin
CR III, Needle CR II, CR III, CR II, Mandrake CR II, Mandrake CR II, CR III,
2 Alraune Blossom Overeater Entlet
p. 339 Archer p. 338 p. 340 p. 340 x2 p. 341 x3 p. 341 p. 341
x2
Giant Spin Big
CR II, CR II, CR II, CR III, Bloody CR I, p. CR II, Ripper CR III,
3 Furu x 2 Furu x 3 Balloon Blossom Archer x
p. 337 p. 337 p. 339 p. 340 Petal x 2 461 p. 342 Leaf p. 342
Seed x 2 x3 2
Giant Spin Big
Alraune x CR III, Alraune x CR III, CR II, CR III, Bloody CR I, p. CR II, Ripper CR III,
4 Balloon Blossom Archer x
2 p. 339 3 p. 339 p. 339 p. 340 Petal x 2 461 p. 342 Leaf p. 342
Seed x 2 x3 2
Killer
Killer CR I, p. CR I, p. CR II, CR II, Big CR II, CR III, Poison CR II,
5 Creeper x Overeater Mandrake Entlet
Creeper 460 460 p. 340 p. 341 Archer p. 342 p. 341 Mold p. 343
2
Needle CR II, Spin CR III, CR II, CR II, Big CR II, CR III, Poison CR II,
6 Overeater Mandrake Entlet
Archer p. 338 Blossom p. 340 p. 340 p. 341 Archer p. 342 p. 341 Mold p. 343
CR II, Needle CR II, Overeater CR II, Bloody CR I, p. CR III, Ripper CR III, Entlet x CR III,
7 Furu x 3 Entlet
p. 337 Archer x 2 p. 338 x2 p. 340 Petal 461 p. 341 Leaf p. 342 2 p. 341
Giant
Alraune x CR III, CR II, Overeater CR II, Bloody CR I, p. CR III, Ripper CR III, Entlet x CR III,
8 Balloon Entlet
3 p. 339 p. 339 x2 p. 340 Petal 461 p. 341 Leaf p. 342 2 p. 341
Seed

Undead Encounter Table


Aver.
Adv. Refer. Refer. Refer. Refer. Refer. Refer. Refer.
1.5< 1.5-2.4 2.5-3.4 3.5-4.4 4.5-5.4 5.5-6.4 6.5+
Level Page Page Page Page Page Page Page
/Dice
CR I, p. Skeleton x CR I, p. CR II, Death CR II, Skeleton CR III, Blood CR II, Jack CR II,
1 Skeleton Ghost
463 2 463 p. 346 Sword p. 347 Archer p. 346 Sucker p. 350 O'Lantern p. 351
CR I, p. Skeleton x CR I, p. CR II, Death CR II, CR II, Blood CR II, Jack CR II,
2 Skeleton Ghost Wight
463 2 463 p. 346 Sword p. 347 p. 348 Sucker p. 350 O'Lantern p. 351
Skeleton
CR I, p. CR I, p. CR I, p. CR II, CR II, CR III, CR I, p.
3 Zombie Zombie Ghoul Wight Sin Soldier x Dullahan
464 464 465 p. 348 p. 349 p. 347 467
2
CR I, p. CR I, p. CR I, p. CR II, Skeleton CR III, CR II, CR I, p.
4 Zombie Zombie Ghoul Wight Sin x 2 Dullahan
464 464 465 p. 348 Soldier p. 347 p. 349 467
Blood
CR II, CR II, Zombie x CR I, p. Skeleton CR III, Ghoul CR I, p. Ghoul CR I, p. CR II,
5 Ghost Ghost Sucker x
p. 346 p. 346 2 464 Archer p. 346 Mage 466 Mage x 2 466 p. 350
2
Skeleton Blood
CR II, CR II, Zombie x CR I, p. Skeleton CR III, CR III, Jack CR II, CR II,
6 Ghost Ghost Archer x Sucker x
p. 346 p. 346 2 464 Archer p. 346 p. 346 O'Lantern p. 351 p. 350
2 2
Skeleton x CR I, p. Skeleton x CR I, p. Death CR II, CR I, p. CR II, CR I, p. CR II,
7 Ghoul Wight x 2 Dullahan Specter
2 463 3 463 Sword p. 347 465 p. 348 467 p. 352
Skeleton Blood
Skeleton x CR I, p. Skeleton x CR I, p. Death CR II, CR I, p. CR III, CR II, CR II,
8 Ghoul Soldier x Sucker x Blank
2 463 3 463 Sword p. 347 465 p. 347 p. 350 p. 353
2 2

123
Constructs Encounter Table
Aver.
Adv. Refer. Refer. Refer. Refer. Refer. Refer. Refer.
1.5< 1.5-2.4 2.5-3.4 3.5-4.4 4.5-5.4 5.5-6.4 6.5+
Level Page Page Page Page Page Page Page
/Dice
Stone
CR I, p. CR I, p. Loam CR I, p. Flabby CR I, p. Stone CR I, p. CR I, p. CR I, p.
1 Ghast Ghast x 3 DOOM Servant x
472 472 Puppet 476 Golem 478 Servant 480 481 480
3
Stone
CR I, p. Renguard CR II, Loam CR I, p. Ghast CR II, Stone CR I, p. CR I, p. CR I, p.
2 Ghast DOOM Servant x
472 x3 p. 359 Puppet 476 Knight p. 365 Servant 480 481 480
3
Ghast Ghast
CR II, Ghast CR II, CR II, CR I, p. CR II, Rigaqua x CR II, Queen CR I, p.
3 Renguard Lurker x Blob Knight x
p. 359 Lurker p. 360 p. 360 479 p. 365 2 p. 368 DOOM 482
2 2
Ghast
CR II, Ghast CR II, CR II, CR II, CR I, p. Rigaqua x CR II, Queen CR I, p.
4 Renguard Lurker x Barringer Blob x 2
p. 359 Lurker p. 360 p. 360 p. 366 479 2 p. 368 DOOM 482
2
Stone
CR I, p. Oak CR I, p. CR II, CR I, p. CR II, CR I, p. Queen CR I, p.
5 Ghast x 2 Gorghan GAR-UI Rigaqua Servant x
472 Golem 473 p. 363 477 p. 368 480 DOOM 482
2
Stone
CR I, p. Oak CR I, p. CR II, see p. CR II, CR I, p. Rock CR II,
6 Ghast x 2 Gorghan Dagwi Rigaqua Servant x
472 Golem 473 p. 363 136 p. 368 480 Golem p. 369
2
Renguard CR II, Ghast CR II, CR II, see p. CR I, p. DOOM x CR I, p. Rock CR II,
7 Nezha Dagwi DOOM
x2 p. 359 Lurker x 2 p. 360 p. 364 136 481 2 481 Golem p. 369
Ghast
Renguard CR II, Oak CR I, p. CR II, CR II, CR I, p. DOOM x CR I, p. Rock CR II,
8 Nezha Knight x DOOM
x2 p. 359 Golem x 2 473 p. 364 p. 365 481 2 481 Golem p. 369
2

Mythical Beasts Encounter Table


Aver.
Adv. Refer. Refer. Refer. Refer. Refer. Refer. Refer.
1.5< 1.5-2.4 2.5-3.4 3.5-4.4 4.5-5.4 5.5-6.4 6.5+
Level Page Page Page Page Page Page Page
/Dice
Lemming see p. Flame see p. CR II, CR II, CR II, CR I, CR II,
1 Harpy Hippogryph Pegasus
Thunderbird Jii
x2 137 Eater 137 p. 376 p. 377 p. 379 p. 486 p. 384
Lemming see p. Flame see p. CR II, CR II, CR II, CR I, CR II,
2 Harpy HippogryphPegasus Thunderbird Jii
x2 137 Eater 137 p. 376 p. 377 p. 379 p. 486 p. 384
Flame see p. Lemming see p. Deela CR I, CR I, see p. Lesser CR II, CR I,
3 Hellhound Cherub Gryphon
Eater 137 x3 137 Harpy p. 484 p. 485 137 Manticore p. 381 p. 487
Flame see p. Lemming see p. Deela CR I, CR I, see p. Lesser CR II, CR I,
4 Hellhound Cherub Gryphon
Eater 137 x3 137 Harpy p. 484 p. 485 137 Manticore p. 381 p. 487
CR
Lemming see p. Deela CR I, CR II, CR II, Hippogryph CR II, Frost CR II,
5 Hippogryph Harpy x 2 Wyvern III, p.
x3 137 Harpy p. 484 p. 377 p. 376 x2 p. 377 Wyvern p. 380
374
CR
Lemming see p. Deela CR I, CR II, CR II, CR I, Frost CR II,
6 Hippogryph Harpy x 2 Thunderbird Wyvern III, p.
x3 137 Harpy p. 484 p. 377 p. 376 p. 486 Wyvern p. 380
374
Flame see p. Flame see p. CR II, CR II, CR I, CR II, CR II,
7 Pooka Pegasus Thunderbird Jii Jii x 2
Eater x 2 137 Eater x 2 137 p. 378 p. 379 p. 486 p. 384 p. 384
Flame see p. Flame see p. CR II, CR II, see p. CR II, CR II,
8 Pooka Pegasus Cherub x 2 Jii Jii x 2
Eater x 2 137 Eater x 2 137 p. 378 p. 379 137 p. 384 p. 384

124
Humanoids (Bandits) Encounter Table
Aver.
Adv. Refer. Refer. Refer. Refer. Refer. Refer. Refer.
1.5< 1.5-2.4 2.5-3.4 3.5-4.4 4.5-5.4 5.5-6.4 6.5+
Level Page Page Page Page Page Page Page
/Dice
Bandit CR CR
Bandit CR II, CR II, Corrupted CR II, Mounted Skilled CR I, Blackhearted CR I,
1 Trooper x III, p. Knight III, p.
Trooper p. 406 p. 406 Priest p. 408 Bandit x 2 Mercenary p. 491 Sorcerer x 2 p. 490
2 410 411
Bandit CR CR
Bandit CR II, CR II, Corrupted CR II, Mounted Skilled CR I, Blackhearted CR I,
2 Trooper x III, p. Knight III, p.
Trooper p. 406 p. 406 Priest p. 408 Bandit x 2 Mercenary p. 491 Sorcerer x 2 p. 490
2 410 411
Bandit CR Runaway CR
Bandit CR II, CR II, Mounted CR II, Blackhearted CR I, see p. Famous
3 Archer x III, p. Bandit Chief Carriages III, p.
Archer p. 407 p. 407 Bandit p. 409 Sorcerer x 2 p. 490 138 Hunter
2 410 Robbers 412
Bandit CR Runaway CR
Bandit CR II, CR II, Mounted CR II, Blackhearted CR I, see p. Famous
4 Archer x III, p. Bandit Chief Carriages III, p.
Archer p. 407 p. 407 Bandit p. 409 Sorcerer x 2 p. 490 138 Hunter
2 410 Robbers 412
Bandit Runaway Skilled CR
CR II, Corrupted CR II, Corrupted CR II, Blackhearted CR I, see p. CR I, Knight x
5 Trooper Carriages Mercenary x III, p.
p. 406 Priest p. 408 Priest x 2 p. 408 Sorcerer p. 490 138 p. 491 2
x2 Robbers 2 411
Bandit Runaway Skilled CR
CR II, Corrupted CR II, Corrupted CR II, Blackhearted CR I, see p. CR I, Knight x
6 Trooper Carriages Mercenary x III, p.
p. 406 Priest p. 408 Priest x 2 p. 408 Sorcerer p. 490 138 p. 491 2
x2 Robbers 2 411
Bandit CR CR Skilled Runaway Famous CR
CR II, Mounted Mounted Bandit Chief CR II, CR I, see p.
7 Archer x III, p. III, p. Mercenary x Carriages Hunter III, p.
p. 407 Bandit Bandit x 2 x2 p. 409 p. 491 138
2 410 410 2 Robbers x 2 x2 412
Bandit CR CR Skilled Runaway Famous CR
CR II, Mounted Mounted Bandit Chief CR II, CR I, see p.
8 Archer x III, p. III, p. Mercenary x Carriages Hunter III, p.
p. 407 Bandit Bandit x 2 x2 p. 409 p. 491 138
2 410 410 2 Robbers x 2 x2 412

Upper Barbarous Encounter Table


Refer. Refer. Refer.
Roll Upper Barbarous Name Monster Name Subordinate
Page Page Page
see p. CR I, p. Determine from “Barbarous Encounter
1 “Bonehead” Sonnenfeles Troll see before
115 450 Table”
“Ruin Hoof” Kolden Funeral CR II, p. CR II, p.
2 see p. 80 Centaur Impaler Centaur x 4
Knight 300 293
see p. Basilisk (human form CR II, p.
3 “Failure” Heurica None -
118 only) 309
see p. CR II, p. CR II, p.
4 “Death Weaver” Paunella Faceless Ghast Knight x 4
117 313 365
“Crazy Scissors” CR II, p.
5 see p. 80 Caesarscorpion Arachne see p. 139
Damaskesno 304
see p. Determine from “Undead Encounter
6 “Queen of Sewage” Ondine Hercules see p. 132 see p. 123
113 Table”
“Green General” see p. Determine barbarous from “High Level
7 Jade Basilisk see p. 132 see p. 125
Yahakkazesh 120 Encounter Table”
*If all up to 1-6 are defeated, Yahakkazesh will appear. He has one barbarous corresponding to the PCs’ level from the “High
Level Encounter Table” under his command.

High Level Encounter Table


Aver. Adv. Refer. Refer. Refer. Refer. Refer.
6.5-7.4 7.5-8.4 8.5-9.4 9.5-10.4 10.5+
Level/Type Page Page Page Page Page
CR II, p. Drake CR II, p. Ogre CR III, p. CR II, p. Jade see p.
Barbarous Basilisk Garuda
309 Baron 316 Berserker 303 322 Basilisk 132
CR III, p. CR III, p. CR III, p. CR III, p. Jade see p.
Animals Raptoras Raptoras x 2 Raptoras x 3 Dolgiras
332 332 332 333 Basilisk 132
Ripper Leaf x CR III, p. Fungal CR II, p. Fungal CR II, p. CR III, p. Jade see p.
Plants Belladonna
2 342 Parasite 344 Parasite x 2 344 343 Basilisk 132
CR II, p. Ghost CR III, p. Dullahan CR III, p. CR II, p. Jade see p.
Undead Bone Knight Cast Armor
354 Horse 351 Lord 352 358 Basilisk 132
CR II, p. Alchemy CR III, p. CR II, p. CR II, p. Jade see p.
Constructs War DOOM Iron Golem Buckbaird
371 Tooth 366 373 374 Basilisk 132
CR II, p. CR II, p. CR II, p. Lesser CR II, p. Jade see p.
Mythical Beasts Chimera Draconet Cockatrice x 2
385 388 387 Dragon 389 Basilisk 132
Humanoids Proud CR III, p. Heretic CR III, p. Heretic Priest CR III, p. see p. Jade see p.
Evil Bishop
(Bandits) Strongman 413 Priest 414 x2 414 138 Basilisk 132

125
Ending Enemy Decision Table
Aver. Adv. Level/Type 7.5< Refer. Page 7.5-10.4 Refer. Page 10.5+ Refer. Page
Enemies at Sea Sea Serpent x 2 CR III, p. 330 Sea Serpent x 3 CR III, p. 330 Kraken CR III, p. 335
Enemies on Land Wyvern x 2 CR III, p. 374 Cockatrice x 2 CR II, p. 387 Lesser Dragon CR II, p. 389
Monsters by the Lake Jack O'Lantern x 2 CR II, p. 351 Bone Knight x 2 CR II, p. 354 Meaningless CR III, p. 358
Upper Barbarous by the Lake Lizardman Mariner x 3 CR III, p. 301 Scylla x 2 CR II, p. 307 Hercules x 2 see p. 132

Priest Class Faith Table Monster’s Action Decision Chart


1d Type 0 Moves toward the nearest PC
1–2 Dalkhrem Melee attack on one PC with the highest current HP who is within melee
1
3–4 Bragzabas attack
5 Metissier Melee attack on one PC with the lowest current HP who is within melee
2
6 Laris attack
If it has a unique skill, use the one that can target the most PCs of those
3
available
4 If it has a unique skill, use those that can target the PC with the lowest HP
5 If available, use the most powerful, damaging spell available on one PC.
If able to cast spells, casts spell to support or heal itself or its allies the greatest
6
number of targets (targets are determined randomly).

Escape Table
Success Value and TN difference Situation
No escape! The PCs who attempt to escape end their turn as if they had made a Full
More than 2 lower than TN
Move.
One character has been shaken off, but other monsters are chasing after PCs! Remove
1 lower than TN
one lowest-level monster and start the battle again.
PCs escaped by running through the main streets and crowds. They escaped, but their
Same as TN
current value of HP was halved (rounded up) due to fatigue.
PCs ran away from that block as fast as they could. They got away but traveled to the next
1 higher than TN
randomly decided block.
More than 2 higher than TN PCs ran and hid in a safe place. This tb passes with nothing else to do.

Treasure Decision Table


Treasure
$ $$ (1 - 3) $$ (4 - 6) $$$ (1 - 3) $$$ (4 - 6)
Value/Roll
Regular Rapier (see CR Regular Zweihander
Large bag of gold
Crude bag. Bag of gold coins. I, p. 295) or (see CR I, p. 296) or
2 coins.
10G inside. 100G inside. Regular Short Spear Regular Fast Spike (see
1000G inside.
(see CR I, p. 298) CR II, p. 162)
Regular Point Guard Regular Pilum (see CR
Crude bag. 2 x Lifegrass (see CR I, (see CR I, p. 310) or Northern Needles II, p. 165) or
3
30G inside. p. 317) Regular Round Shield (CR I, p. 328) Regular Steel Blow
(see CR I, p. 312) (see CR II, p. 166)
Regular Light Mace Regular Fast Bow (see
Fairy Tamer's Gem 2 x Magic Herb (see (see CR I, p. 299) or Moonlight Ring CR II, p. 173) or
4
(see CR I, p. 318) CR I, p. 317) Regular Soft Leather (see CR I, p. 328) Regular Derringer (see
(see CR I, p. 310) CR I, p. 308)
Regular Broad Sword Regular Plate Armor
Mako Stone (1 pts.) A small gem. (see CR I, p. 295) or Sunshine Ring (see CR I, p. 311) or
5
(see CR I, p. 318) 300G value. Regular Hard Leather (see CR I, p. 333) Regular Heater Shield
(see CR I, p. 310) (see CR II, p. 177)
Regular Heavy Axe Regular Flamberge (see
Guardian Stone (1 pts.) Silver necklace. (see CR I, p. 297) or Ruby Glasses CR I, p. 296) or
6
(CR III, p. 212) 400G value. Regular Maul (CR II, p. 183) Regular Warhammer
(see CR I, p. 299) (see CR I, p. 302)
Regular Steel Blade
Regular Bastard Sword (see CR II, p. 162) or
Magisphere (small) Magitech parts. (see CR I, p. 296) or Golden Earplugs Regular Power Wrist
7
(see CR I, p. 318) 500G value Regular Splint Armor (CR II, p. 187) (see CR II, p. 170) &
(see CR I, p. 311) Regular Power Anklet
(see CR II, p. 170)
Regular Heavy Regular Bone Vest (see
Bag of gold coins. Tailored dress. 500G Crossbow Amulet Of Light CR II, p. 176) or
8
100G inside. value. (see CR I, p. 307) or (CR I, p. 331) Regular Spiked Shield
Regular Kite Shield (see CR I, p. 312)

126
(see CR I, p. 312)
Regular Ogre Maul Regular Defender (see
Ritual Knife. (see CR I, p. 299) or Crystal Necklace CR II, p. 162) or
9 200G in Bag of Gold
500G value Regular Tower Shield (CR II, p. 190) Regular Tempest (see
(see CR I, p. 312) CR I, p. 308)
Regular Falchion Regular Hatchet (see
Sake Seeds (CR III, p. Luxury quill pen. (see CR I, p. 296) or Tinder Tail CR II, p. 184) or
10
209) 600 G value. Regular Toradar (CR III, p. 214) Regular Lynx Vest (see
(see CR I, p. 308) CR II, p. 176)
Regular Aramid Coat Regular Scorpion Tail
Antidote Potion (CR Gold ring. (see CR I, p. 310) or Hound's Nose (CR (see CR II, p. 168) or
11
II, p. 179) 600G value. Regular Toradar II, p. 196) Regular Chekan (see
(see CR I, p. 311) CR II, p. 169)
Regular Minotaur's
Axe (see CR I, p. 297) Regular Slasher (see
Treat Potion (CR II, p. Jeweled Doll. or Hard Knuckle (see Droplet Bracelet (CR CR II, p. 162) or
12
179) 800G value. CR I, p. 303) & I, p. 329) Regular Sniper (see CR
Regular Stomper II, p. 174)
(see CR I, p. 303)

Trap Decision Table


1 Poison Stinger Deals 2d poison magic damage.
2 Poison Gas Injection Deals 2d poison magic damage.
3 Explosion Deals 2d fire magic damage in a radius of 2m.
A
4 Pitfall Depth 5m. Fall damage.
5 Arrow Slit One arrow flies out. 2d+4 physical damage.
6 Shower A shower of water. The whole body gets wet, and fires are extinguished.
Paralyzing Poison. A Fortitude check is needed with the same Target Number as the
1 Poison Stinger
Release Target Number; if failed, the PC is out of action for 10 minutes.
Paralyzing Poison. A Fortitude check is needed with the same Target Number as the
2 Poison Gas Injection
Release Target Number; if failed, the PC is out of action for 10 minutes.
3 Explosion Deals 2d+4 fire magic damage in a radius of 3m.
B
4 Pitfall Depth 10m. Fall damage.
5 Arrow Slit Two arrows fly out into two PCs. 2d+8 physical damage.
A shower of water. The whole body gets wet, and fires are extinguished. After that
6 Shower Fortitude check is needed with the same Target Number as the Release Target
Number. On fail 2d fire magic damage.
Petrification Poison. A Fortitude check is needed with the same Target Number as
1 Poison Stinger
the Release Target Number, and if failed, one of the ability scores is reduced by -6.
Petrification Poison. A Fortitude check is needed with the same Target Number as
2 Poison Gas Injection
the Release Target Number, and if failed, one of the ability scores is reduced by -6.
3 Explosion Deals 2d+8 fire magic damage in a radius of 4m.
C 4 Pitfall Depth 15m. Fall damage.
Two arrows fly out into two PCs. 2d+8 physical damage. After that Fortitude check is
5 Arrow Slit needed with the same Target Number as the Release Target Number. On fail 2d
poison magic damage.
Strong acid shower. A Fortitude check is needed with the same Target Number as the
6 Shower
Release Target Number on fail 2d+4 poison magic damage.
*The Target Number for the Disable Device check is based on the average level. Refer to the Target Number table. The Target
Number of the Spot Trap check is +4 to the aforementioned Target Number.
*When making a Search check trap detection, it is equal to the Disable Device’s Target Number.

127
MAGIC TRANSFORMATION TABLE
If PC die in the City Of Mist, they can still be revived. If This hand is handled in the same way as the Punch
PC choose to be resuscitated by Mugido instead of the weapon of the Wrestling category. If the attack with the
normal resurrection, they will not have to pay for Wight Arm hits and inflicts damage, the attacker and the
resurrection, but their body will be forcibly altered. attacked PC both need to make Fortitude checks. If the
Body modification involves replacing the body's organs, attacker has a higher result, the attacked target will be dealt
such as arms and legs, with those of a powerful monster, an Adventurer level poison magic damage to both HP and
which adds functions that are not originally present. The MP.
content of the modification changes according to the whim The hand can be hidden by clothing, but if one gets
of Mugido and is decided randomly by rolling dice. close enough to touch them, they will notice them by smell.
Magic Transformation can be performed at any time
without death by requesting it from Mugido. However, PC 3) [I NVISIBLE B EAST H AND/INVISIBILITY]
must still die to perform Magic Transformation (and will Summary: One hand becomes invisible like the hands of
accumulate soulscar). the Invisible Beast (CR I, p. 443).
The PC who received the Magic Transformation cannot Effect: One randomly selected hand is always invisible and
walk from Mugido for 1 day (6tb). can be used just like a normal hand without any change in
ability score. The invisibility can be concealed by wearing
Magic Transformation Body Part Table clothes and gloves.
When a Magic Transformation is performed, roll 1d to If this hand is exposed and the character attacks with a
determine the body part where the Magic Transformation one-handed melee weapon, the attacked target suffers a -2
was performed. You cannot select the same location that penalty on Evasion checks. Attacked target is immune to
has already received a Magic Transformation. this penalty if it has magic or mechanical perception.
Once the modification area is determined, the details of If the hand is equipped with metal armor, it can hide
the modification are further determined by the second 1d the fact that the arm is invisible, but it cannot be exposed
roll. to give a penalty.
Any Magic Transformation can be hidden to some extent
by disguise or costume. In most cases, the peculiar physical 4) [GAR-UI H AND/GUN]
appearance of a person is not noticeable to the casual Summary: One hand changed into a gun of a GAR-UI (CR
passerby. However, if PC is discovered, they will not be I, p. 477).
allowed to appear in public, and other humanoids will keep Effect: One randomly selected arm is turned into a gun.
their distance from you. The gun hand cannot hold any equipment or items and
cannot have any accessories. The character loses 6
Magic Transformation Body Part Table dexterity.
1d The Body Part to be Magic Transformed Gun can be handled as B-rank Gun and B-rank Mace
1–2 Hands with the following data. Also, [Solid Bullet] 1st-level
3–4 Feet magitech can be learned regardless of prerequisites and
5 Chest experience points and can be cast only when attacking with
6 Head the following gun.
The hand can be hidden by clothing, but the absence
of the hand makes it look suspicious.
Hands Magic Transformation
1) [B OGGART H ANDS/R APID ATTACK ] Max Min Magic C
Summary: Both arms turn into the strong arms of Boggart Name Stance Accuracy Range
Magazine STR Power Value
(CR I, p. 444). GAR-UI
Effect: The ability score is unchanged, and the hands can Hand 3 1H 0 - - ⑪ 15m
be used just like normal hands. If a melee weapon is used (Gun)
with this arm and the attack hits the target, the same target
can be attacked again.
Min STR
Accuracy

Crit Rate

If each hand is equipped with a different melee weapon,


Stance

Power

and the character has [Dual Wielding], each hand can Name ③④⑤⑥⑦⑧⑨⑩⑪⑫
attack once more on hit.
Hands can be disguised by wrapping them with a
bandage or wearing larger clothing. GAR-UI Hand
1H 1 +1 20 1 2 3 4 5 6 7 8 9 10 ⑫
(Mace)
2) [WIGHT H AND/P OISONOUS CLAW]
Summary: Tip of one hand is rotted like Wight (CR II, p. 5) [OVEREATER 'S VINE/M ELEE ATTACK E XTENSION ]
348). Summary: One hand will be extended like the vine of
Effect: The tip of one randomly selected that has been Overeater (CR II, p. 340).
decided on by the dam will rot, and nails will start to secrete Effect: One randomly selected hand is extended to 5 m and
poison. The ability score remains unchanged, and the hand can be bent freely outside the joint.
can be used just like a normal hand.

128
When attacking with a one-handed melee weapon with 3) [CENTAUR L EGS/H ORSE L OWER B ODY ]
an extended arm, the character can ignore the skirmish and Summary: From the waist down, the character has four legs
attack any target up to 5 meters away. The character can like a horse.
attack any target inside from outside the skirmish, and they Effect: The character gains 4 legs. The ability scores will not
can attack any target outside the skirmish within 5 meters change, but they will not be able to equip metal armor and
even if they are inside the skirmish. accessory on the feet. Also, even if you have the Rider class,
The arms are overgrown closely to the body as if folded, they will no longer be able to ride a mount.
and if you hang a cloth or something from the shoulders, Normal Move speed becomes 1.5 times agility
the character can cover up the length of the arms. (rounded up). Full Move becomes 4.5 times agility (or 3 x
Normal Move).
6) [K ILLER OCTOPUS’ T ENTACLES/T ENTACLES] A horse's lower body cannot be hidden by any means.
Summary: One arm turns from a shoulder into the
tentacles of a Killer Octopus (CR I, p. 458). 4) [ANDROSCORPION L EGS/E XTRA SECTION]
Effect: One randomly selected arm is replaced by a tentacle Summary: The character’s body becomes the scorpion
with a suction cup. The tentacle arm cannot hold from the waist down.
equipment or items and cannot be equipped with Effect: The Lower Body becomes the body of the scorpion,
accessories. The Dexterity is reduced by -6 points. with 8 legs and one more section. The ability scores will not
Tentacles are treated as wrestling melee weapons, and change, but they will not be able to equip metal armor and
the combat feat [Tail Swing] is also can be used with them. accessory on the feet. Also, even if you have the Rider class,
A character who already has a Tail will be treated as if they they will no longer be able to ride a mount.
have two Tails, but this change will not increase the number The original body (Upper Body) becomes Main
of attacks they can make. Section without changing the original body. The HP and
If the Tail hits the target, it is entangled by the tentacles. MP of the Lower Body section are half (rounded up) of the
The entangled target receives an Accuracy and Evasion Upper Body section. In addition, the Lower Body section
checks -2 penalty, and the next tentacle attack will can handle B-rank weapon Scissors of the category
automatically hit the target. Wrestling with the following data.
To remove a tentacle, the target needs to make an The scorpion's Lower Body cannot be hidden by any
“Adventurer level + Strength modifier” (or monster level in means.
the case of a monster) on their turn versus the tentacle's
Accuracy check with Major Action. If it is higher, the
Min STR
Accuracy

Crit Rate
entanglement is removed. The tentacles can be removed by
Stance

Power

anyone except the target themself. Name ③④⑤⑥⑦⑧⑨⑩⑪⑫


This arm cannot be disguised by clothing or disguise. It
is necessary to cover the entire arm from the shoulder with
a large piece of cloth. Scissors 1H# 1 - 10 1 1 2 3 3 4 5 5 6 7 ⑩

Feet Magic Transformation 5) [P OISON T OAD F EET /L EAP E NHANCEMENT ]


1) [L IZARDMAN 'S T AIL/ADDED T AIL] Summary: Both legs become of the Poison Toad (CR II,
Summary: The tail of the Lizardman (CR II, p. 296) grows p. 325).
from behind the waist. Effect: The legs spread wide to the left and right and change
Effect: The ability scores do not change, and the tail can be to soft, pale green legs; there is no change in the ability
moved freely to some extent. scores, and they can be used as normal legs.
It is handled similarly to Lildraken's racial ability [Tail The distance character can jump 10 meters high and 20
Whip]. A second Tail will grow from the same spot if there meters wide, regardless of agility. Performing this leap is
is already a Tail. This change does not increase the number considered flying.
of possible attacks. Both legs can be concealed with clothing.
The tail can be disguised with a long cloth, but
footprints will give away the tail. 6) [M ANABIKE WHEELS/WHEELED]
Summary: The Lower Body becomes one of the wheels of
2) [SAHAGIN'S F IN/UNDERWATER APTITUDE] the Manabike (see CR III, p. 138).
Summary: Sahagin (CR II, p. 292) fins grow on each of the Effect: A manabike wheel is attached to the lower body
legs. instead of legs. The ability scores will not change, but they
Effect: Fins grow on the sides of the calves and thighs of will not be able to equip metal armor and accessory on the
both legs, and a membrane appears between the toes. feet. Also, even if you have the Rider class, they will no
There is no change in ability scores, and the feet can be longer be able to ride a mount.
handled like normal feet. Normal Move becomes twice as much as agility and is
Characters gain ability when acting underwater. The not modified by poor footing. Full Move becomes 6 times
movement speed is the same as on land, with none of the agility (or 3 x Normal Move).
penalties of being underwater. This Lower Body cannot be hidden by any means.
The fins can be hidden by clothing.

129
Chest Magic Transformation The shell can be concealed by clothing or cloth, but the
1) [DEELA H ARPY 'S WINGS/F LYING] unnatural shape of the shell will be noticed.
Summary: Deela Harpy's (CR I, p. 484) wings sprout from
the character’s back. 6) [B ARINGER 'S GENERATOR/DISCHARGE]
Effect: The feathers inside the wings allow the character to Summary: The chest becomes the generator of the
fly; the ability scores remain the same, but the accessory on Barringer (CR II, p. 366).
the back can no longer be equipped. Effect: The chest is replaced by a Barringer's power
The movement during flying is equal to the agility score, generator that emits lightning. Ability scores remain the
and there is no duration for how much the character can same, but metal armor can no longer be equipped.
fly. Lightning attacks are treated like casting spells, and the
Wings can be concealed with a cloak. standard value of the check is “Adventurer Level +
Intelligence modifier.”
2) [T ROLL'S B ODY /R EGENERATION ] The character needs to spend 5 MP to attack in a radius
Summary: The character gains a strong Troll (CR I, p. 450) of 6m/20 centered on itself, with “Resistance: Half” and
body. dealing 2d+6 lightning magic damage.
Effect: The body turns into a Troll with a strong The generator can be hidden by clothing or cloth, but
Regeneration ability. Vitality increases by +6 points, and if the unnaturalness of the shape will be noticed.
HP falls below half (rounded up), the character regains 3
HP at the end of the round. If the current value of HP is Head Magic Transformation
more than half, it is no longer regenerated. 1) [UNICORN’S H ORN/H EALING]
The body can be hidden by clothing or armor. Summary: A graceful Unicorn (CR II, p. 383) horn grows
from the character’s forehead.
3) [GORGOL'S B ODY /MAXIMUM HP I NCREASE] Effect: The horn grows upward from the center of the
Summary: The character gains a hairy Gorgol (CR II, p. forehead and is about 30 cm long.
330) body. The horns contain strong regeneration magic power
Effect: The body becomes one size larger. Maximum HP and can heal the HP of one target within “Range: Touch.”
is increased by 15 points, but the spirit is reduced by -6 The amount of healing is 2 points of HP per 1 point of MP
points. spent, and up to 10 points of MP can be consumed at a
The body can be hidden by clothing or armor. time.
Horn cannot be hidden by any means.
4) [GIANT B ALLOON SEED F LOWER /SHOOTING
2) [CHIMERA H EAD / T WO H EADS]
ATTACK ]
Summary: One of the heads of Chimera (CR II, p. 385)
Summary: Giant Balloon Seed’s flower (CR II, p. 339)
grows out of the sides of the head.
blooms in the center of the chest.
Effect: One of the three heads of Chimera will grow on the
Effect: A large flower blooms in the center of the chest; the
side of the head. Which one grows is randomly determined
ability scores remain the same, but the character cannot
by rolling a 1d. The head that grows speaks barbaric,
equip nonmetallic and metal armor.
regardless of the will of the PC. Most of the time, it says just
The flower can shoot out seeds with great force and be
a string of meaningless words.
used as a ranged Bow weapon with the following data. The
The added head cannot be hidden by any means.
attack by this weapon can be done with Minor Action and
can be performed only once per turn. The bullet, seed, is
automatically produced from inside the body when 1 MP Lion's Head: Regardless of class, experience
is consumed with Minor Action. points, or prerequisites, the [Beetleskin], [Cat's
1–2
Breast flowers can be concealed with clothing or cloth, Eyes], and [Recovery (5 pts.)] techniques can be
but the unnaturalness of the shape will be noticed. learned and used like normal techniques.
3 – 4 Goat's Head: Intellect is increased by +6 points.
Dragon's Head: The character gains an ability with
Min STR
Accuracy

Crit Rate

Major Action to spit fire breath from the dragon's


Stance

Power

Range

Name ③④⑤⑥⑦⑧⑨⑩⑪⑫ 5 - 6 mouth, targeting 1 character with a range of 50m. It


deals 2d+l0 fire magic damage. Using this ability
Balloon will cost 7 MP.
Seed 1H# 1 - 10 1 1 2 3 3 4 5 5 6 7 ⑩ 10m
Flower 3) M ASK OF F ACELESS/L IMITED M AGIC
Summary: The character gains a Faceless (CR II, p. 313)
5) [I RON T URTLE SHELL/D EFENSE] mask on half the face.
Summary: The Iron Turtle (CR III, p. 326) shell becomes Effect: A white covering mask attached to the face cannot
attached to the back. be removed or destroyed. There is no change in the ability
Effect: The shell of an Iron Turtle is attached to the back. score, but the face cannot be equipped with accessories.
The shell cannot be removed by any means, Agility is This character can use higher-level magic. With Minor
reduced by -6 points, and Defense is increased by +3 Action, they can roll 1d to determine the type of magic that
points. Also, accessories cannot be equipped on the back. can be used with the Major Action in this turn.

130
The mask can be hidden by a hood or veil.

1 – 2 Can cast Truespeech Magic up 8th levels. 5) [K OBOLD N OSE/E XCELLENT SPY]
3 – 4 Can cast Spiritualism Magic up 8th levels. Summary: The nose turns into the cute nose of the Kobold
5 - 6 Can cast Basic Divine Magic up 8th levels. (CR I, p. 439).
Effect: The nose will change to a soft, black, dog-like nose.
4) [B UCKBAIRD'S E YE/EYE R AY ] The ability scores remain unchanged.
Summary: One eye turns into a Buckbaird (CR II, p. 374) The sense of smell is greatly enhanced compared to the
eye. natural nose, allowing the user to detect slight differences
Effect: One eye is replaced by a Buckbaird's eye, which is in smells. Whenever a character performs Follow, Track,
larger than the original eye, without any change in the ability Danger Sense, Search, Herbology, or Spot Trap checks,
scores. The altered eye cannot be hidden even with glasses they gain a +2 bonus.
or sunglasses, and it can be seen from a distance that it is The nose can be hidden by a hood, veil, or mask.
not the original eye.
The changed eye can fire an Eye Ray with Minor 6) [M EDUSA H AIR /P ETRIFICATION ]
Action, targeting one character with “Range/Area: Summary: The hair of the head turns into a snake-like
20m/Shot” and consuming 10 MP. The success value of Medusa (CR I, p. 445).
the Eye Ray is calculated by “Adventurer Level + Effect: The head will turn snake-like, and the character will
Intelligence Modifier.” The target must roll willpower to be able to move them at will to a certain extent. Ability
resist the ray. If the target succeeds in resisting, there will be scores will not change, but the character will no longer be
no effect. able to equip metal armor and head accessories.
The Eye Ray type is determined randomly after the All targets visible to the Medusa-haired character may
target is determined. Please refer to Buckbaird's unique be petrified by this hair.
skills (CR II, p. 374) for the effect of each Eye Ray. The At the end of the round, the character can roll
following is a supplemental explanation of each Eye Ray. “Adventurer Level + Intelligence Modifier” compared with
The huge eye can be hidden by a hood or veil. the target's Willpower. If the character is successful, the
target's agility or dexterity is randomly set to -6. This effect
Paralyzing Ray: Fixed value character takes a -2 penalty is cumulative, and if either falls below 0, the target's entire
1
to Accuracy checks and Evasion. body is petrified on the spot, rendering it unable to act. In
2 Sleep Ray: No supplemental information is available. the case of a fixed value character, the ability score is not
3 Frost Ray: No supplemental information is available. reduced, but the character will be petrified after 3 failed
Brainwashing Ray: A target that fails to resist will follow Willpower checks.
the orders of the PC that released the Eye Ray. If no Hair can be hidden with a hood.
4
order is given, the target will act to protect the PC that
released the Eye Ray. Restoring the Body to its Original State
Rust Ray: Fixed value character’s physical damage is Since Magic Transformation is not a magical effect, the
5 reduced by -4 points and the Defense is reduced by -4 effect cannot be removed, and once changed, the body
points. cannot be returned to its original state. In order to restore
6 Nothing: No ray is fired. the body, the character will need to use the [Reincarnation]
spell (see CR III, p. 160) or [Call God] (CR III, p. 161) to
ask for God's mercy.

131
MONSTER LIST
Here you will find data on new monsters appearing in the F Style Accuracy Damage Evasion Def. HP MP
City Of Mist. Weapon 8(15) 2d+4 8(15) 7 33 46
Translator Note: You have probably already seen them,
Weak Point: Earth damage +3 points
as they all were reprinted in the Barbarous Tales and Ignis
Blaze. I used revised Barbarous Tales and Ignis Blaze Unique Skills
versions of their loot with added Alchemist cards. [Fairy Magic 6 Level / Magic Power 8(15)]
A Lizardman Tamer may cast Fairy Magic as a
BARBAROUS sixth-level Fairy Tamer. For individual spell effects,
refer to that spell's description.
3 Goblin Sister [Magic Aptitude]
They can use the Combat Feats [Guided Magic]
Int: Average Loot and [Metamagic/Targets].
Perc: Five senses Bag of Silver (30G/-) [Underwater Aptitude]
(Darkvision) 2-7
x 1d A Lizardman Tamer is able to move in water
Lang: Barbaric, Youma 8 – Gems (150G/Gold without penalty.
Hab: Forests, 10 A) x 1d
Mountains, Caves Luxury Ornaments Description
Disp: Hostile 11+ (500g/Gold White They are Lizardman Fairy Tamers who became
Rep / Weak: 9/12 A) x 1d close with the fairies. Within the tribe, they serve as
Initiative: 12 councilors and banner-bearers.
Movement Speed: 12
Fortitude: 5 (15)
Willpower: 6 (13)
F Style Accuracy Damage Evasion Def. HP MP
Weapon 5(12) 2d+2 5(12) 3 26 26
Weak Point: Magic damage + 2 points
11 Hercules
Int: High Loot
Unique Skills Perc: Five senses Luxury Staff
[Divine Magic 3 Level / Magic Power 5 (12)) (Darkvision) Always (500G/Gold White
A Goblin Sister may cast Divine Magic as a third- Lang: Barbaric, Youma, A)
level Priest. For individual spell effects, refer to that Arcana 2–5
spell's description. Hab: Swamps, Ruins Skull Necklace
[Magic Aptitude] Disp: Hostile 6 – 11
(2,000G/White S)
They can use the Combat Feats [Guided Magic] Rep / Weak: 15/18
and [Metamagic/Targets]. Black Skull
Initiative: 16 12+ Necklace
Description Movement Speed: 12/18 (6,800G/White S)
Female Goblins who use Divine Magic are few in (Swimming)
number among Goblins and are rarely seen or heard Fortitude: 13 (20)
of outside the Razeldawn continent. They wear black Willpower: 14 (21)
vestments and use Divine Magic to grant blessings to F Style Accuracy Damage Evasion Def. HP MP
their fellow barbarous. Weapon
13(20) 2d+12 13(20) 14 51 65
(Body)
Bite
6 Lizardman Tamer (Tentacle) 14(21) 2d+15 10(17) 7 34 12
x3
Int: Average Loot
Perc: Five senses 2 - 7 None Sections: 4 (Body / Tentacle x 3)
(Darkvision) Main Section: Body
Seven-colored
Lang: Barbaric, Weak Point: Magic damage + 2 points
8 – 11 Scales (220G/Gold
Lizardman, Dragonic,
Red A) Unique Skills
Sylvan
Hab: Swamps, Shining Seven- ●All Sections
Wetlands colored Scales [Underwater Aptitude]
12+
Disp: Hostile (570G/Gold Red A Hercules is able to move in water without
Rep / Weak: 13/16 A) penalty.
Initiative: 10 ●Body
Movement Speed: 13/13 [Spiritualism Magic 10 Level / Magic Power 13(20)]
(Swimming) A Hercules may cast Spiritualism Magic as a tenth-
Fortitude: 8 (15) level Conjurer. For individual spell effects, refer to that
Willpower: 8 (15) spell's description.

132
[Magic Aptitude]
They can use the Combat Feats [Guided Magic], 13 Blood Troll
[Magic Convergence], [Magic Control], Int: High Loot
[Metamagic/Targets], and [Wordbreak]. Perc: Five senses Troll's Black
●Body (Darkvision) Always Blood (500G/Red
[Three Breaths] Lang: Trade Common, A)
As a Major Action, the mouth at the end of the Barbaric, Giantish Gems (300G/Gold
tentacle spits one of the following breaths: Fire Breath, Hab: Ruins 2–6
A) x 1d
Blizzard Breath, or Noxious Breath. All of them have Disp: Hostile Strange Holy
a “Target: 6m Radius/20” around the tentacle. Rep / Weak: 17/20 7 - 11 Symbol
The tentacle can choose any breath to use (or Initiative: 18 (3,300G/White S)
whether to attack with Bite without using breath). If Movement Speed: 21 Strange God
more than one tentacle breathes the same kind of Fortitude: 18 (25) Statue
breath, it is treated as a single attack with increased Willpower: 16 (23) 12+
(6,200G/Gold
success value. If two tentacles breathe the same breath, White S)
the breath's success value has a +1 bonus, and the
calculated damage is increased by +2. If all three F Style Accuracy Damage Evasion Def. HP MP
tentacles breathe the same breath, the success value has Weapon 18(25) 2d+14 15(22) 14 111 88
a bonus of +2, and the calculated damage is increased Weak Point: Magic damage + 2 points
by +4.
Unique Skills
1: Fire Breath / 11(18) / Fortitude / Half Tentacle
exhales fire, dealing “2d+8” points of fire magic [Weakened]
damage to the affected targets. As long as a Dark Troll is under sunlight, it
2: Blizzard Breath / 10 (17) / Fortitude / Half receives a -2 penalty to all Accuracy and Evasion
Tentacle spits out a blizzard, dealing 2d+6 points of Checks.
water/ice magic damage to the targets and reducing [Divine Magic 13 Level / Magic Power 17 (24)
their Defense by -5 points for 30 seconds (3 rounds). A Blood Troll may cast Divine Magic as a
This Defense reduction is non-cumulative and does thirteen-level Priest. For individual spell effects, refer
not reduce Defense below 0. to that spell's description.
3: Noxious Breath / 9(16) / Fortitude / Half [Magic Aptitude]
Tentacle spits poison, inflicting 2d+4 points of poison A Blood Troll can use the Combat Feats
magic damage to the targets, and they incur a -3 penalty [Metamagic/Targets], [Multi-Action], and
to their Evasion checks for 30 seconds (3 rounds). This [Wordbreak].
effect is not cumulative. [Greater Mana Strike]
[Soft Body] As a Minor Action Blood Troll may deal an
Bludgeoning weapons treat the Defense of additional +17 damage to their next melee attack and
Tentacle section as 5 points higher. gain +4 to this Accuracy check. If they do, they
receive a -2 penalty to Evasion, Fortitude, and
Description Willpower checks until their next turn.
It is a mutant of Scylla with three fierce heads on [Dark Regeneration]
the tips of its tentacles. It is larger than the normal At the end of each round, a Blood Troll recovers
Scylla and leads near-water tribes. 10 HP. This has no effect if the Blood Troll is at 0
The heads at the end of the tentacles cannot speak, HP or lower or is under sunlight.
but they can eat and attack by spitting different breaths.
Description
They are upper-level Dark Trolls and are in
charge of leading the Trolls. He always trains his body
without compromise. Fighting is the highest priority
in their life, and they teach other Trolls how to fight
and how to defeat any opponent.

133
and MP to maximum and removing any lingering
14 Jade Basilisk (Human Form)
magical effects.
Int: High Loot For more information, see the Jade Basilisk
Perc: Five senses Basilisk Pureblood (Monstrous Form) stats. Once transformed, the
(Darkvision) Always Basilisk cannot return to human form for 1 hour.
(1,000G/Red S)
Lang: Trade Common, 2 – 5 None Description
Barbaric, Drakish, Jade Eyes It is a subspecies of the Basilisk, a higher-level
Youma, Basilisk, Arcana 6 - 10 (4,000G/Gold Red
species that possesses a jade magic eye. It has multiple
Hab: City of Mist S) types of magical eyes and uses them according to the
Disp: Hostile Reviving Eyes
11+ situation.
Rep / Weak: 14/20 (10,000G/Red SS) Currently, only one Jade Basilisk, the “Green
Initiative: 20
General” Yahakkazesh, the leader of the City of Mist,
Movement Speed: 15
is known. The left magic eye can turn into jade
Fortitude: 17 (24)
statues. The right magic eye contains the magic power
Willpower: 17 (24)
of revival and can revive the target on a whim.
F Style Accuracy Damage Evasion Def. HP MP
Weapon 18(25) 2d+16 16(23) 15 98 91
Weak Point: Water/Ice damage +3 points 15 Jade Basilisk (Monstrous Form)
Unique Skills Int: Low Loot
[Truespeech Magic 13 Level / Magic Power 17(24)] Perc: Five senses Basilisk Pureblood
(Darkvision) Always
A Jade Basilisk may cast Truespeech Magic as a (1,000G/Red S)
Thirteen-level Sorcerer. For individual spell effects, Lang: Trade Common, Jade Eye
refer to that spell's description. Barbaric, Basilisk, 2 – 9 (4,000G/Gold Red
[Magic Aptitude] Drakish, Youma, Arcana S)
They can use the Combat Feats [Multi-Action], Hab: City of Mist 10 – Reviving Eyes
[Metamagic/Distance], [Metamagic/Time], and Disp: Hostile 12 (10,000G/Red SS)
[Wordbreak]. Rep / Weak: 12/20 Jade Evil Eye
[Jade Gaze / 16(23) / Willpower / Neg] Initiative: 21 13+ (20,000G/Gold
As a Minor Action once per round, the Jade Movement Speed: 12 Red SS)
Basilisk (Human Form) can attempt to petrify into a Fortitude: 18 (25)
jade statue instead of stone one a target within 50m Willpower: 18 (25)
with this Curse-type effect. The target needs to roll a F Style Accuracy Damage Evasion Def. HP MP
Willpower Check or receive effects of Petrification None
(Dexterity, Agility/-6) (see p. 34). This effect can be (Right - - 19(26) 6 45 30
cured with [Cure Stone] (see CR II, p. 127). Evil Eye)
The target can reflect the gaze with a mirror in None
hand and with a successful Willpower check 4 or (Left Evil - - 19(26) 6 45 30
higher than the target number. With successful Eye)
reflection, Jade Basilisk was affected by Petrification Bite
instead of the target without a Willpower check. 19(26) 2d+14 17(24) 12 84 65
(Head)
This unique skill works even if Basilisk is blinded. Claw
This unique skill can be used only once per round. 18(25) 2d+18 16(23) 16 96 73
(Body)
[Reviving Gaze / 15(22) / Willpower / Neg]
As a Major Action Jade Basilisk can gaze at the Sections: 4 (Right Evil Eye/Left Evil Eye/Head/Body)
target with “Range: 10m” and “Area: Shot” for 10 Main Section: Head
minutes to revive it. Weak Point: Water/ice damage +3 points
The unique skill works the same way as the
Unique Skills
[Resurrection] spell (see CR II, p. 122) and increases
the number of soulscares by 1 as usual. ●All Sections
This effect is of the curse type, which means that [Poison, Disease Immunity]
if the target fails Willpower, even if they don't want It is immune to poison and disease damage and
to, they will be forcibly revived. effects.
[Poison Blood / 17 (24) / Fortitude / Neg] [Poison Blood / 18 (25) / Fortitude / Neg]
This is a unique skill that is always in effect. It is the same as Jade Basilisk (Human Form)
Anyone who deals damage to this monster in the except for the different target numbers.
same skirmish will receive 2d+8 poison magic ●Right Evil Eye
damage at the end of their turn. [Jade Gaze / 17(24) / Willpower / Neg]
[Monstrous Form] It is the same as Jade Basilisk (Human Form)
Basilisk (Human Form) can change into a except for the different target numbers.
monstrous form with Major Action, restoring HP

134
●Left Evil Eye
[Reviving Gaze / 16(23) / Willpower / Neg] [Flight]
It is the same as Jade Basilisk (Human Form) A Giant Cockroach receives a +1 bonus to
except for the different target numbers. Accuracy and Evasion only for melee attacks.
●Head Description
[Truespeech Magic 13 Level / Magic Power 17(24)] It is a large cockroach, about 30 cm long. It
A Jade Basilisk may cast Truespeech Magic as a prefers unsanitary places and appears in abandoned
Thirteen-level Sorcerer. For individual spell effects, houses and underground passageways.
refer to that spell's description.
[Magic Aptitude]
They can use the Combat Feats [Multi-Action],
[Metamagic/Distance], [Metamagic/Time], and 1 Bohr
[Wordbreak]. Int: Animal Loot
●Body Perc: Five senses Large Fang
[Weakening] Lang: None Always
(30G/Red B)
When the Body section is reduced to 0 HP or Hab: Meadow, 2 – 11 None
fewer, all other sections receive a -2 penalty for Wilderness
Evasion. Disp: Hostile 12+ Fur (150G/Red A)
[Humanification] Rep / Weak: 8/11
As a Minor Action, Jade Basilisk (Monstrous Initiative: 7
Form) can change from a monstrous form to a human. Movement Speed: 20
However, any HP lost by the Body section is carried Fortitude: 4 (11)
over as a human and any lingering magical effects Willpower: 3 (10)
remain affecting the Jade Basilisk, which may cause F Style Accuracy Damage Evasion Def. HP MP
death or make it unconscious if enough HP is lost. For
Slam 3(10) 2d+2 2(9) 2 29 6
more information, see the Jade Basilisk (Human
Form) stats. Weak Point: Accuracy +1
Description Unique Skills
This is Jade Basilisk in its true form. It is over 5 [Momentum]
meters long, and its left and right evil eyes are glowing This is a unique skill that is always in effect. If a
jade green and milky white. Unlike its rational human Slam attack fails, Bohr will automatically fall prone.
form, the Jade Basilisk in this form moves filled with
Description
animal instincts and attacks any enemies in front of it.
It is a monster with a wolf-like body and boar-like
fangs on its head. They are not good at stopping and
often fall over when running. However, they are
ANIMALS sometimes used as horses by the lower-grade
barbarous because of their belligerent nature and
1 Giant Cockroach relatively high strength.
Int: None Loot
Perc: Five senses
Lang: None
2-9 None
2 Giant Leech
Beetle Shell
Hab: Labyrinths, Ruins 10+ Int: None Loot
(30G/Red B)
Disp: Hungry Perc: Five senses 2–
Rep / Weak: 6/11 Lang: None None
10
Initiative: 9 Hab: Swamps,
Movement Speed: 10/10 11+ Mucus (20G/Red B)
Wetlands
(Flying) Disp: Hungry
Fortitude: 2 (9) Rep / Weak: 9/12
Willpower: 2 (9) Initiative: 6
F Style Accuracy Damage Evasion Def. HP MP Movement Speed: 8
Bite 1(8) 2d-2 2(9) 0 9 1 Fortitude: 4 (11)
Willpower: 3 (10)
Weak Point: Accuracy +1
F Style Accuracy Damage Evasion Def. HP MP
Unique Skills Bite 3(10) 2d+2 2(9) 1 16 2
[Disease Vector / 2 (9) / Fortitude / Neg]
This is a unique skill that is always in effect. If a Weak Point: Physical damage + 2 points
character is hit with a Bite attack that inflicts 1 or Unique Skills
more applied damage, this character gains a -1 [Soft Body]
penalty to their Willpower. This effect is of the Bludgeoning weapons treat the Defense of Giant
disease type. It is permanent unless healed, and it is Leech section as 3 points higher.
not cumulative.

135
In addition, Throw or similar attacks deal no CONSTRUCTS
damage and have no effect.
[Bloodsucking]
If a Bite attack hits, the monster's HP is restored 4 Dagwi
by a value equal to the applied damage. Int: Servant Loot
Description Perc: Mechanical Iron (20G/Black
Lang: None Always
These giant leeches are found in swamps and B)
Hab: Ruins 2–7
damp places. The largest of these leeches are over 50
Disp: Instructed Crude Magitech
cm in length and appear out of nowhere, pouncing
Rep / Weak: 12/15 Components
on and sucking the blood of even large animals. 8–9
Initiative: 10 (100G/Black
Movement Speed: 13 White A)
3 Ox Fortitude: 6 (13)
Willpower: 6 (13)
Magitech
Components
Int: Animal Loot 10+
(300G/Black
Perc: Five senses 2–6 None White A)
Lang: None
Big Horn F Style Accuracy Damage Evasion Def. HP MP
Hab: Meadow, 7+
(150G/Red A) Arm
Wilderness
Disp: Hostile (Right 6(13) 2d+5 4(11) 2 25 -
Rep / Weak: 9/12 Side)
Initiative: 10 Shield
Movement Speed: 15 (Left 7(14) 2d+2 5(12) 6 25 -
Fortitude: 6 (13) Side)
Willpower: 5 (12) Sections: 2 (Right Side / Left Side)
F Style Accuracy Damage Evasion Def. HP MP Main Section: None
Horns 5(12) 2d+4 3(10) 4 44 12 Weak Point: Bludgeoning damage +3 points
Weak Point: Physical damage + 2 points Unique Skills
Unique Skills ●All Sections
[Intimidation / 4 (11) / Fortitude / Neg] [Mechanical Body]
Ox stares at an enemy with a Minor Action in the It is immune to criticals from edged weapons.
skirmish it is in, restricting their movement. The ●Right Side
target will be unable to perform any Minor Actions [Simultaneous Attack]
for 10 seconds (1 round). This effect is of the psychic A Dagwi Arm with Major Action can attack all
type. characters in the same skirmish, but a separate
This unique skill can be used only once per Accuracy Check is needed for each character. Each
round. Accuracy Check is made with a -2 penalty.
●Left Side
Description [Cover]
This bull is about 3 meters long. They have a This unique skill can be used with a Minor Action.
rough temperament and are known to cower to When the Right Side of the body suffers damage from
others in fear when they stare at someone. They are melee or ranged attacks, Left Side can suffer damage
often herd together in grasslands and other places, instead. This ability only works once per round.
and their group can be deadly. [Shield Rush / Can’t]
With Major, Action Dagwi deals 2d physical
damage to an enemy character in the same skirmish it
is in.
This unique skill cannot be used on consecutive
turns.
Description
It is a Magitech Civilization-era escort magitech
about 3 meters tall. Various types of this construct
exist, but the structure is basically the same. The right
arm is made of highly elastic cables and can be flexibly
used as a weapon. The left arm is equipped with a
layered plate to protect itself and the escort target (it
can also be used as a tray for transportation).

136
MYTHICAL BEASTS [Flight]
A Flame Eater receives a +1 bonus to Accuracy
1 Lemming and Evasion only for melee attacks.
Description
Int: Animal Loot It’s a fire-breathing mythical beast with a wingspan
Perc: Five senses 2-9 None of about 1 meter. It is also called a cormorant. They
Lang: None
Lemming's Tooth loathe water and live in arid areas such as deserts. Its
Hab: Meadow 10+
(30G / Red B) staple food is fire, which it feeds on after setting itself
Disp: Neutral
on fire, feeding on plants or animals.
Rep / Weak: 10/13
Legend has it that a fully-grown Flame Eater can
Initiative: 7
gain powers to live forever and is sometimes called
Movement Speed: 10
Phoenix.
Fortitude: 2 (9)
Willpower: 2 (9)
F Style Accuracy Damage Evasion Def. HP MP 5 Cherub
Bite 2(9) 2d-2 2(9) 0 10 10
Int: Average Loot
Weak Point: Earth damage + 3 points Perc: Five senses Mythical Beast
Unique Skills Lang: Arcana 2 – 5 Hide (140G/Red
[Swarm] Hab: Mountains A)
This is a unique skill that is always in effect. Disp: Neutral Fine Mythical
Lemming gains a +1 bonus to Accuracy checks and Rep / Weak: 12/15 6–7 Beast Hide
+1 to HP for each other Lemming in the same Initiative: 11 (300G/Red A)
skirmish. The maximum bonus modifier and Movement Speed: 20/20 Beautiful Mythical
increase in HP due to this effect are +5. (Flying) Beast Hide
Fortitude: 6 (13) 10+
Description (800G/Gold Red
Willpower: 6 (13) A)
They are adorable mouse-like creatures, about 50
cm long. They are rarely seen alone but sometimes F Style Accuracy Damage Evasion Def. HP MP
crossing grasslands in groups of several hundred. Beak 3(10) 2d 3(10) 1 17 8
Weak Point: Energy damage +3 points
Unique Skills
2 Flame Eater
[Spiritualism Magic 5 Level / Magic Power 8 (15)]
Int: Low Loot A Cherub may cast Spiritualism Magic as a fifth-
Perc: Five senses Flame Wings level Conjurer. For individual spell effects, refer to
Lang: None Always
(50G/Gold Red B) that spell's description.
Hab: Desert 2–7 None [Divine Magic 5 Level / Magic Power 8 (15)]
Disp: Neutral A Cherub may cast Divine Magic as a fifth-level
Rep / Weak: 9/12 Flame Tail
Priest. For individual spell effects, refer to that spell's
Initiative: 9 Feathers
8 – 12 description.
Movement Speed: 15/15 (100G/Gold Red
[Magic Aptitude]
(Flying) A)
They can use the Combat Feats [Guided Magic],
Fortitude: 3 (10) Flame
[Metamagic/Targets], and [Wordbreak].
Willpower: 3 (10) Windbreaker
13+ [Sacred Beast Blessing]
(300G/Gold Red
Cherub, as a Minor Action, pats one character in
A)
the same skirmish. It is in with its feathers and gives
F Style Accuracy Damage Evasion Def. HP MP a blessing. The target recovers 3 MP at the end of its
Beak 3(10) 2d 3(10) 1 17 8 turn for 1 minute (6 rounds).
Weak Point: Water / Ice damage + 3 points This unique skill can be used only once per
round.
Unique Skills
[Fire Absorption] Description
This is a unique skill that is always in effect. Flame It is a mythical beast in the shape of a winged dog
Eater is immune to fire-type damage and effects and about 1 meter long. In some regions, it is believed to
instead healed for the applied fire-type damage dealt. be a messenger of the gods, and it is said that those
[Fire Breath / 3 (10) / Fortitude / Half] who see it will be blessed with good fortune.
As a Major Action, Flame Eater spits fire at an
enemy character in the same skirmish it is in, dealing
2d-2 fire magic damage.

137
HUMANOIDS
8 Genius Artificer

5 Runaway Carriages Robbers Int: High


Perc: Five senses
Loot
Bag of Silver
Int: Average Loot Lang: Trade common, 2–9
(100G/-) x1d
Perc: Five senses Empty Wooden Regional dialect, Well-Kept
Lang: Trade Common, Always Chest (30G/Green Magitech Weapon
Regional dialect White B) Hab: Various 10+
(1,000G/Black
Hab: Various 2 – 10 None Disp: Hostile White S)
Disp: Hostile Gems (150G/Gold Rep / Weak: 11/-
Rep / Weak: 11/- 11+ Initiative: 13
A) x 1d
Initiative: 13 Movement Speed: 14
Movement Speed: 18 Fortitude: 10 (17)
Fortitude: 7 (14) Willpower: 11 (18)
Willpower: 6 (13)
F Style Accuracy Damage Evasion Def. HP MP
F Style Accuracy Damage Evasion Def. HP MP Weapon 0(7) 2d-2 10(17) 8 42 55
Weapon
7(14) 2d+5 6(13) 4 36 11 Weak Point: None
(Body)
Hoof Unique Skills
4(11) 2d 4(11) 5 30 8 [Magitech 8 Level / Magic Power 12 (19)]
(Horse)
None A Genius Artificer may cast Magitech as an eight-
- - 4(11) 5 40 - level Artificer. For individual spell effects, refer to
(Cart)
that spell's description.
Sections: 3 (Rider / Horse / Cart)
[Gunfire (Precise Shot & Hawk Eye) / 11 (18) /
Main Section: Rider
Evasion / Neg]
Weak Point: None A Genius Artificer is able to attack with a readied
Unique Skills gun, whose Max. Magazine is 3 and the range is 40m.
●Rider The Critical Threshold is 10.
[Sword’s Grace / Change Fate] [Sword’s Grace / Change Fate]
Once per day, they may choose to change the result Once per day, they may choose to change the
of a Skill Check or Damage roll by switching the faces result of a Skill Check or Damage roll by switching
of the rolled 2d to the opposite sides. the faces of the rolled 2d to the opposite sides.
●Horse Description
[Downswing] It is a human artificer, a long-term researcher of
It is a unique skill that is always in effect. The Rider magitech and magitech civilization, and they do not
section deals an extra +2 damage. often go out in public. They value the results and
This unique skill cannot be used when the Horse outcome of their research above all else and are
section falls to 0 HP or lower. willing to make some sacrifices to achieve it.
●Cart
[Mounted = 4 Characters]
The Cart can carry and move up to 4 characters
other than the pilot. Even if a Runaway Carriages
Robbers move, the onboard characters can perform
Major and Minor Actions that can be performed with
Limited Move. However, the characters themself
cannot move while mounted on the ship.
Mounting a Cart for a person other than the pilot
is a Major Action, but dismounting is only a Minor
Action.
[Sturdy Cart]
The cart is treated as an object and is not subject to
the effects of poison, disease, curse, psychic damage,
or effects.
Description
These are humanoid robbers who drive a horse-
drawn wagon. They often rob merchants on the city
streets.

138
Unique Skills
13 Evil Bishop
[Divine Magic 13 Level / Magic Power 17 (24)]
Int: High Loot An Evil Bishop may cast Divine Magic as a
Perc: Five senses Strange Holy thirteen-level Priest. For individual spell effects, refer
Lang: Trade common, Always Symbol to that spell's description.
Regional dialect (3,300G/White S) [Magic Aptitude]
Hab: Various 2–8 None They can use the Combat Feats [Guided Magic],
Disp: Hostile [Magic Convergence], [Magic Control], [Hawk Eye],
Rep / Weak: 16/- Large Gem [Metamagic/Targets], [Metamagic/Time], and
9+
Initiative: 17 (4,000G/Gold S) [Wordbreak].
Movement Speed: 18
Description
Fortitude: 15 (22)
Although they are humanoid, they are deep in the
Willpower: 17 (24)
teachings of the god of the second sword and lead
F Style Accuracy Damage Evasion Def. HP MP barbarous and others of the same faith to invade
Weapon 14(21) 2d+8 15(22) 12 62 82 humanoid lands.
Weak Point: None The City Of Mist has an evil bishop named Ivan
who worships Bragzabas.

MOUNTS LIST
Here you will find data on the mounts that appear in the Ox Price: 10,000G (Not for Sale)
City Of Mist.
These mounts can basically only be handled inside the App. Lvl 3-6 Required Stunts None
City Of Mist. And can be used only outside the city if the Mount Data
GM allows it. Int: Animal Perc: Five senses Lang: None
Translator’s Note: Required Stunts were removed in Hab: Meadow, Wilderness Disp: Hostile
Revised Core Rulebooks. So you can ignore this field. Rep/Weak: 9/12 Weak Point: Physical damage +2 points
Initiative: - Movement Speed: 15
Bohr Price: 3,000G (Not for Sale)
Accuracy

Damage

Defense
Evasion
App. Lvl 1-4 Required Stunts None F
Level Fort Will HP MP
Mount Data Style
Int: Animal Perc: Five senses Lang: None
Hab: Meadow, Wilderness Disp: Hostile 3 Slam 6 4 5 2d+4 3 4 44 12
Rep/Weak: 8/11 Weak Point: Magic damage +2 points 4 Slam 7 5 6 2d+6 4 5 49 14
Initiative: - Movement Speed: 20 5 Slam 8 6 7 2d+7 5 7 54 16
6 Slam 9 7 8 2d+9 6 8 59 18
Accuracy

Damage

Defense
Evasion

Level
F
Fort Will HP MP Unique Skills
Style [Tearing Down]
When jockey uses stunt [Trample], the damage is
1 Slam 4 3 3 2d+2 2 2 29 6 increased by 10 points.
2 Slam 5 4 4 2d+3 3 3 34 7 [Intimidation / Rider level + Intelligence modifier /
Fortitude / Neg]
3 Slam 6 5 5 2d+4 4 4 39 8
With Minor Action Ox stares at an enemy in the
4 Slam 7 6 6 2d+5 5 5 44 9
skirmish it is in, restricting their movement. The target
Unique Skills will be unable to perform any Minor Actions for 10
None. seconds (1 round). This effect is of the psychic type.
This ability can be used only once per round.
Description
Bohr is used by barbarous animals as a substitute Description
for a horse and looks like a mount between a wolf and It is a bull with a body length of about 3 meters.
a boar. They have a violent temperament and are They are violent, and their stare can incite fear. They
somewhat difficult to handle as a mount, but they will sometimes form herds in grasslands, and if they are
obey a master who recognizes their strength. approached they can be quite dangerous.
Although they move slower than horses, they deal This mount is not available in the humanoids
better damage and have more HP. Rider Guilds.
This mount is not available in the humanoids
Rider Guilds.

139
Arachne (Multi-Legged Tank) ●Body
Price: 20,000G (Not for Sale) [Large Discharge / Rider Level + Dexterity modifier /
Willpower / Half]
App. Lvl 4-7 Required Stunts [Large-
With Major Action, Arachne shoots lightning
scale
around itself. It deals 20 + Rider Level + Intelligence
control]
modifier lightning magic damage to targets within a
Mount Data radius 3m/5 around itself.
Int: None Perc: None Lang: None This ability costs 10 MP to jockey and can be paid
Hab: Various Disp: Instructed with mako stones.
Rep/Weak: 11/15 Weak Point: Magic damage +2 points This ability cannot be used on consecutive turns.
Initiative: - Movement Speed: 20 [Pilot's Bird's Eye View]
This is a unique skill that is always in effect. A
Accuracy

Damage

Defense
Evasion mounted jockey cannot be attacked while in this
F
Level Fort Will HP MP mount. When Body HP falls to 0 or below, this unique
Style
skill is lost.
●Legs
Body 7 7 - - 7 6 40 - [Orientation Control]
4–5
Legs - - 7 2d+4 5 8 60 - It will not fall prone to any effect and will not be
Body 7 7 - - 9 6 40 - penalized for poor footing at any time.
6
Legs - - 9 2d+6 7 8 60 - [Stalled]
Body 7 7 - - 10 6 40 - If the Legs section is reduced to 0 HP or lower, the
7 Body receives a -4 penalty to Evasion.
Legs - - 10 2d+8 8 8 60 -
Sections: 2 (Body / Legs) Main Section: Body Description
The magitech construct has eight huge spider-like
Unique Skills
legs. With a skilled jockey on board, it can be called a
●All Sections
mobile fortress.
[Mechanical Body]
This mount is not available in the humanoids
The Arachne is immune to criticals from edged
Rider Guilds.
weapons.

140
MIST CASTLE BLOCK MAP

Block Table
Roll dice and enter a section in the corresponding block. If the section already exists, cross it out and refer to the block to the
right.
1st Row 2nd Row 3rd Row 4th Row 5th Row 6th Row 7th Row
1 B-4 B-3 B-5 B-1 B-7 A-1 *
2 C-4 C-2 C-6 B-2 C-7 A-2 *
3 C-5 C-3 C-6 C-1 D-7 A-3 *
4 D-5 D-2 D-6 D-1 E-7 F-1 *
5 E-4 D-3 E-6 E-1 F-6 F-2 *
6 E-5 E-3 F-5 E-2 F-7 F-3 *
*The closest location for which a section has not yet been filled in by then. If there is more than one, randomly determine it.

141
Mist Castle Adventure Completion Checklist
Compl. Compl.
Content Content
% %
☐ +1
Know the real name of the Lord of the ☐ +1 “Headhunter” Marilyn trusts PCs.
Bloody Castle. Ariadne, the “Daughter of the Moon,”
Know the name and location of the head ☐ +2
trusts PCs.
☐ +2
of Wind Brigade. ☐ +2 “The Sea Breeze” Tohotel trusts PCs.
Know the name and location of the head
☐ +2 ☐ +2 Ursula of the Trees trusts PCs.
of Moonlit Wasps.
Know the name and location of the head ☐ +2 Daemon Tamer Zabar trusts PCs.
☐ +2
of Suela's Flame. Sandrine Capet, the “Evening Princess,”
☐ +2
trusts PCs.
☐ +2 Know where the Sword of Protection is.
Know the secret of Ariadne, the ☐ +2 Shepherd Don Bucado trusts PCs.
☐ +2
“Daughter of the Moon.” “Mother of Vagabonds,” Miranda trusts
☐ +2
PCs.
☐ +1 Rescued Edgar
☐ +1 Found Mylene.
☐ +2 Rescued “The Sea Breeze” Tohotel
☐ +2 A “Barbarous Carnival” occurred
☐ +2 Rescued Sir Erlan Delmayle
All opponents in [63: Arena] have been
☐ +2 Rescued Ranch Girl Heine ☐ +3
defeated.
☐ +1 Obtained a Canal Pass
☐ +3 “City Of Mist” map is being completed.
Obtained a Dream Drug Sales
☐ +1 ☐ +3 Escaped from the City Of Mist.
Authorization
☐ +2 Defeated “Lord of Greed” Zu Gri
☐ +2 Obtained an Honorary Bracelet
☐ +2 Defeated Jabardine, “Blackburn”
☐ +2 Obtained Pilatoto’s Codex
☐ +2 Defeated “Death Weaver” Paunella
☐ +3 Obtained a Silver Crystal Plate
Have all three codes to open the canal ☐ +3 Defeated “Stagnant Poison” Ivan Aivan
☐ +3
gate. ☐ +3 Defeated “Great General” Putut
“Important Information: About Light of ☐ +3 Defeated “Queen of Sewage” Ondine
☐ +3
Shelashis 4. Secret” was found. ☐ +3 Defeated “Grave Robber” Mugido
“Important Information: About the Canal
☐ +3 ☐ +5 Defeated Ariadne
gate 4. Secret” was found.
“Important Information: About the ☐ +5 Defeated “Green General” Yahakkazesh
☐ +3 Legend of the Four Founders. 3. Legend
4. Location of the Tomb” was found.
“Important Information: About “Magic
☐ +3 Sword of Red Mist” Kurgaran. 4. Secret”
Current
was found.
“Important Information: About the Adventure
☐ Completion
%
+3 Magical Device that Clears the Mist. 4.
Secret” was found.

Title Determination Table


Adventure Title Reputation
Completion Earned
60% or less “Returned 250 points
Alive”
61 – 70 % “Guide to the 500 points
Barbarous
Capital”
71 – 80% “Mist Hunter” 750 points ※PCs who have earned the title of “Jade Breaker” may roll
81 – 90% “Fear of 1000 points 2d+3 when encountering a barbarous 6th or more level
Barbarous” thereafter. If this value is below their adventurer level, the
91 – 95% “Wind Caller” 1250 points opposing barbarous know that the PCs have defeated
96 – 100% “Jade Breaker” 1500 points Yahakkazesh.

142
City of Mist Adventure Sheet (for PCs)
Player Character Data
PC Name Classes Level PC Name Classes Level

Race Gender Age Race Gender Age


Race Race

PC Name Classes Level PC Name Classes Level

Race Gender Age Race Gender Age

PC Name Classes Level PC Name Classes Level

Race Gender Age Race Gender Age

Average Adv. Level of PCs Current Keeper Keeper Location What PCs can in Locations
Sleeping
Shopping (ammunition, preserved food, torches, rope)
Earned ★ Current Base Selling loot
Deposit money and goods with the Keeper
Create Shrine

Items Deposited with Keeper Notes

Special Rewards, etc.

TB reference table
(Time is Approximate)
1 Day

Morning Noon Evening Night Midnight Dawn


(6am – 10am) (10am – 14pm) (14pm – 18pm) (18pm – 22 pm) (22pm – 2am) (2am – 6am)

143
Quest History
Quest Name Client Contents Result
Success/Failure

Success/Failure

Success/Failure

Success/Failure

Success/Failure

Success/Failure

Success/Failure

Success/Failure

Success/Failure

Success/Failure

Success/Failure

Success/Failure

144
Mission Management Sheet (for PCs)
Mission Order Mission Name Client Start Section

Destination Section
Summary

Mission Progress
Block Section tb Content Earned ★

Mission Management Sheet (for PCs)


Mission Order Mission Name Client Start Section

Destination Section
Summary

Mission Progress
Block Section tb Content Earned ★

145
PC, NPC Management Sheet (for GM)
Player Character Data
PC Name Classes Level PC Name Classes Level

Race Gender Age Race Gender Age


Race Race

PC Name Classes Level PC Name Classes Level

Race Gender Age Race Gender Age

PC Name Classes Level PC Name Classes Level

Race Gender Age Race Gender Age

Average Adv. Level of PCs Current Keeper PCs successfully completed Monster Knowledge Checks

Earned ★ Current Base

NPCs Relationship (□: Have met / ♡: Have gained trust / ☼: Have become enemies and defeated)
NPC’s Name Relationship NPC’s Name Relationship NPC’s Name Relationship
Itera, the Item Trader □♡☼ Ade, the “Mother” □♡☼ Ariadne, the “Daughter of
the Moon” □
♡☼
“Stagnant Poison” Ivan
Aivan □♡☼ Ursula of the Trees □♡☼ Undine of the Stinking
Pond □
♡☼
Edgar □♡☼ Sir Erlan Delmayle □♡☼ Orzozo, the “Blue
Butcher” □
♡☼
“Queen of Sewage” Ondine □♡☼ Gad Bodek, the
“Thousand Roars” □♡☼ Gustav, Lord of the
Bloody Castle □
♡☼
Kris □♡☼ Claire, the “Summer
Memories” □♡☼ Daemon Tamer Zabar □♡☼
Sandrine Capet, the
“Evening Princess” □♡☼ Jabardine, “Blackburn” □♡☼ “Lord of Greed” Zu Gri □♡☼
Seira, the Snow Wind □♡☼ “Bonehead” Sonnenfeles □♡☼ Bohr Selling Davii □♡☼
Dario & Diego □♡☼ “The Sea Breeze” Tohotel □♡☼ Dryads Guarding the
Temple of Sacaros □♡☼
Shepherd Don Bucado □♡☼ Navaria, an Old Woman in
Back Alley □♡☼ Nils, the “Fairy of the Back
Alley” □♡☼
Neumann, the Equipment
Dealer □♡☼ Harvey the Apothecary □♡☼ Ranch Girl Heine □♡☼
“Death Weaver” Paunella □♡☼ Balkanas □♡☼ “Failure” Heurica □♡☼
Pilatoto □♡☼ Puteute, the “Golden
General” □♡☼ Berzebarii, the Dreamer □♡☼
“Spectacled Librarian “
Martha □♡☼ Mabel, a Gambler □♡☼ Madame Hedron □♡☼
Marilyn, the “Headhunter” □♡☼ “Mother of Vagabonds”
Miranda □♡☼ Moulin □♡☼
“Grave Robber” Mugido □♡☼ Melchior □♡☼ Mo Ruge, the “Strangler” □♡☼
Old Morton □♡☼ “Green General”
Yahakkazesh □♡☼ Yamur □♡☼
Ramshin the Herbalist □♡☼ □♡☼ □♡☼

146
Designer's Notebook
Tanaka Kouji So, we will see you again after you escape from the City Of
To those who have been playing Sword World 2.0 for a Mist.
long time, we are pleased to present our first major Tadaaki Kawahito
supplement, “Mist Castle: Barbarous Capital Survival.” We A new horizon of adventure has opened up for you: the
have worked hard to create a multi-purpose game book that City Of Mist, a dangerous city ruled by barbarous and full of
can be played solo or with a party, with or without a GM. death and traps.
So, this book, “Mist Castle,” is the third collection of
Although we use the word gamebook, we have tried our
scenarios for “Sword World 2.0,” following “Magic Sword
best to make the game's difficulty level as high as that of many Labyrinths “ and “A City of Singing Voices.” In addition, the
famous gamebooks. If you play the game, you will volume and content have been greatly upgraded compared
understand how harsh, unlucky, and dangerous the “city to the previous two paperback editions! It is a collection of
ruled by barbarous” is. However, the sense of scenarios that can be enjoyed for a long time and at a
accomplishment you get when you overcome and grow reasonable price. By playing this book, you will also learn
differs from the others. what kind of place the City Of Mist is and what kind of
ordeals await you there. These various descriptions will be of
In the City Of Mist, a character you have created and
great help when playing this book and creating your own
developed over the years may be easily defeated by a scenarios set in the City Of Mist.
random, powerful barbarous. However, even if you are In addition, a variety of tables, such as the “Monster
wiped out or die, you can use the “Defeat Table” or “Magic Encounter Tables,” which allows you to randomly determine
Transformation Table” to continue to enjoy the game. Do the monsters to encounter, and the “Treasure tables,” which
not give up just because you have been defeated by a allows you to determine the treasures, will help you play your
barbarous only once, but try again and again until you escape. own scenarios and to create encounters and find treasures on
the fly.
Use your previous experience and be careful and daring, and
As you can see, this book is packed with elements that will
you should be able to clear the campaign in no time. help you enjoy your adventures in the world of Raxia to the
I want to thank everyone involved, the editors, and those fullest. We hope you will make use of it in your adventures.
who participated in the test play for their assistance in creating And we hope that many more adventurers will take up the
this book. Without any one person, City Of Mist would not challenge of the City Of Mist.
have been completed. I want to take this opportunity to thank
you again.

Staff List Web Content


Supervision: ……………………………….. Kei Kitazawa
(Group SNE site)
Data Preparation: ……..…………..….… Tanaka Kouji
Scenario Creation: ………………………. Tadaaki Kawahito
http://www.groupsne.co.jp/
You can find here errata and FAQ, and interviews.
Development: ……………………….…… Group SNE
(Fujimi Shobo official TRPG ONLINE Introduction
Cover Illustration:………………….……. Kususaga Rin, Anji page of “Sword World 2.0”)
Majima
https://fujimi-trpg-online.jp/game/sw.html
Cover Comic: …………………………….. Tsukasa Kiryu This page contains information on downloads for various
Character Illustrations:……………….… Tsukasa Kiryu, sheets and new releases.
Kazuki Rikuhara,
Mikako Mikagi, (SNE's “Sword World 2.0 Days”)
Kususaga Rin Anji http://sw2.blog.shinobi.jp/
Majima The development diary of Group SNE staff is posted here.
Section Illustrations: ………………….… Kigeki Okamoto,
Tsuda Numato, Original Release Date: 2009/02
Tomokazu Hara Translation Release Date: 2022/08
Editing:……..………………………………… Keiji Kariya
(ArcLight Inc.)
Text Design:……………………..… Hiroyuki Kiyono
This is a free, unofficial, fan-based translation.
(ArcLight Inc.)
Please support original creators by buying
Translation and Editing:……………….. Auquid
Sword World books and supplements

147
Translator's Notebook
Auquid
This book was released first among all the supplements This book is pretty dark and brutal. So don't be surprised
for Sword World 2.0, so I left some of my notes to make it by the number of monsters that arrive to kill PCs. It's better
easier to use the book with the other supplements. I also to explain it to the players beforehand. It really reminisces
moved the notes scattered throughout the book closer to with its complexity to the old TTRPG modules.
the original text since the English-speaking public plays Thank you for reading this book, and please support the
more with GMs, and that style of notes for the game without authors by purchasing this adventure in the original
a GM makes less sense. language.
I also moved the Important Information notes into one
chapter, as was done in later campaign books such as Fairy
Garden.

148
149

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