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Written by Hitoshi Yasuda and Group SNE Translated by Trotti

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Whether you're a fan of Record of Lodoss War or stumbled across this randomly, a brief introduction to the contents of this tome is in order.

Record of Lodoss War II is a collection of serialized replays from the Japanese gaming magazine Comptiq which appeared in the late 1980s. It is a sequel to the popular Record of Lodoss War replays from the same magazine. For reference, a “replay” is a transcript of a role playing game session, capturing the interaction between the players and the Dungeon Master. Replays are extremely popular in Japan, and Record of Lodoss War is considered the grandfather of the genre.

The original story of Record of Lodoss War followed a party of six adventurers on an epic quest across Lodoss, the “accursed island” using the Dungeons and Dragons 2nd Edition rules. This replay proved so popular that it was turned into a novel, an animated TV series and spawned a vast array of derivative products, including its own roleplaying game, Sword World RPG.

The sequel follows a new party of heroes on their own epic quest across the island of Lodoss, five years after the events detailed in the first Record of Lodoss War. The new party consists of the usual assortment of stereotypical D&D characters such as Orson the cocky fighter, Shiris the kickass female warrior, Maar a cheerful Halfling bard, Cecil an androgynous but feisty magic user, Fourth a handsome thief and Shari an NPC female cleric. Together these heroes face new and old threats as well as running into familiar faces from the original series and slaying a few dragons along the way. Readers familiar with Dungeons and Dragons will recognize the old BECMI rule system being used by the players (BECMI stands for Basic, Expert, Companion, Master and Immortal. These were a series of rule sets for players at rising level of experience).

The first eight-part series ran in Comptiq between September of 1986 and April of 1987. This sequel, Record of Lodoss War IT, had fourteen installments and ran from June of 1987 through July of 1988. A third series, Record of Lodoss War ITT, with thirteen episodes ran from September of 1988 to September of 1989. The final Comptiq/Lodoss collaboration was the thirteen part story Crystania which ran until December of 1990.

When I translated the first series back in 2021, it was nearly impossible to find copies of these Comptig replays. After its initial release in Japan, the series was never reprinted due to copyright issues, and individual magazines in many libraries were stolen by rabid fans and profiteers. I was fortunate enough to come across scans of the first series, but I never thought I'd see the rest.

Then in 2023 an Internet Archive user who goes by the handle Hubz (Gaming Alexandria) did the amazing feat of uploading every issue of Comptiq that contained a Record of Lodoss War replay onto the Internet Archive. I’d like to give a huge shout out of thanks to Hubz, without whose efforts you would not be able to enjoy this translation. I’d also like to thank Record of Lodoss War Reddit members like PhysicalKick3812 and random_foxx who let me know about Hubz’ uploads.

I hope you enjoy this translation. For legal purposes, I need to note that I claim no copyright in the underlying material, just the translation. I did this translation because I feel the material is culturally relevant and it is the only way most English speaking readers will ever get a chance to experience it. Please feel free to share it with others, but if the original copyright holders ever come out with their own version in English, please support them by buying it. Now sit back and take a trip back to the late 1980s when problems could be solved with a twenty-sider, a +1 magic sword and a two liter bottle of Jolt Cola.

Game on!

Trotti March 2024

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A human fighter who tends to go A Halfling bard who is annoyingly A female fighter who likes a good

berserk in combat. Nominal cheerful and enjoys breaking out fight and good comrades. Fairly leader of the party. in song spontaneously. level headed for a fighter.

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A human thief whose high charisma An androgynous human magic A female NPC cleric who joins the makes plying his craft difficult. He user with a short temper who party to balance it out. She’s the is generally the DMs nemesis. prefers combat to spell casting. most stable member of the party.

A note about names: I used a combination of “accepted” names for established

Record of Lodoss War has been around a long time, and _ characters and phonetic values and contextual usage for many translators have done their best to capture the newcharacters. Fantasy/Japanese/English feel while not getting too lost _—_ Please feel free to use whatever names you like, but heads

in the weeds. up for purists, “Fourth” really is “Fourth,” not “Force.” Orson (AVY Vv) Kashue (W723) Ashram (7% ¥ 27 Db) Melissa (XY » HF) Shiris (“J Az) Slayn (AU7 VY) Jalan (V¥ 7) Riona (Y A+)

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Cecil (ZV) Shadam (7 4 A) Gilram (24/7 Db) Imiana (1 2 FF) Fourth (7 #—A) Goose (F—A) Bendor (~y kV) Chris (7) A) Shari (“+ J —) Swissnia (A7 A=7) Hobb (Ay 7)

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‘| he War of f Jeroes ended with no winner, leaving only

death and destruction across | odoss Island.

lea , the White King of 5, and Beld, the Dark [i mperor of Marnio, both fell, and many other kingdoms collapsed faltie to civil |

ij i J | war and barbarian invasions. Amidst the chaos, only the mercenary

/ / | P| | | King Kashue ana his kingdoni ot ] lain SUIVIVEG and prospered. (= = i F " - f lowever, because he Wa5S a meree nary king, Kashue could not be

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these new heroes were unaware of their great Gestiny. > p } } I | > wl / if f reface to the chapter * | ne Kesurrection of the f lero King

from the Book of | odoss written by the great sage Wort

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Greetings! May the creator-gods of Lodoss Island bless you! I’m the DM, also known as the Dungeon Master.

The initial campaign for the Record of Lodoss War (Lodoss War I) revolved around Karla, the Gray Witch, and the war between Marmo and Valis. Starting with next month's issue, we’ll begin the story of Record of Lodoss War II.

I can't thank all of you enough for reading the previous campaign! Many thanks go out to those who vigorously demanded “Don’t end Lodoss,” like Yasunori Oguma, Kama Hiro, Junichi Yamane, Masahiro Tomoda, Hideki Nishimura, Hisanobu Nakao, Takashi Nakanowa, and many others who sent innumerable postcards to the editorial department of Comptiq.

Since this month's preview is a sneak peek, I'd like to start by giving you an introduction to Record of Lodoss War II.

oss War 2

Illustrated by Yutaka Izubuchi

@ Cecil

He is a Magic User who looks like a woman at first glance. He is extremely brave.

A typical fighter. He has a scary personality that

explodes when he loses his temper.

He is a cheerful halfling.

| He participated in the previous War of Heroes.

NPCs (non-player characters), as the name suggests, are characters that are controlled by the DM rather than by the players. In the previous episode of Lodoss Island, “1 NPCs included characters such as the White King Fahn, the Witch Karla, and the Great Sage Wort.

Many NPCs will also appear in the new series of Lodoss War II. Therefore, I would like to ask readers to create their own NPCs and send them to the editorial department.

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The NPCs can be rivals of the main characters, members of another party, an old man at an inn who gives hints, or anything else. Not only will the selected characters appear in the story, but the creators will also receive a gift.

The best way to apply is to send in a well-written character sheet. Please include an illustration!

He is a charismatic, t } World 1) | Lodoss! ! handsome thief. > 4

The opening location is the free city of Raiden. It is the only town in Lodoss that escaped destruction during the war between Marmo and Valis. However, even this town is not as safe as it used to be, and the fear of brigands and monsters can be felt all over the town.

The characters (protagonists) are among the many adventurers who have gathered in Raiden. They have never met each other, and they never imagined that they would go on such an epic adventure together. Until now...

Before meeting in Raiden, each of the characters already reached the 4th level and they also begin as experienced adventurers, possessing some magic items.

They have attracted the attention

} of some powerful NPCs who will come to their aid (and some of whom will surprise you), so please look forward to their appearance. Next month’s first episode is packed with thrills and threats. If you miss it, you'll be disappointed for the rest

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Dungeon Master (DM): Okay, let’s start the game. Lend me your character sheets. Let’s see what kind of characters you've created...hmmm.

This time, I gave the characters a bonus of 10,000 experience points each at the beginning. The fast-growing thief is already at level 5, and everyone else is at level 4. In addition, since this will be a difficult and bloody campaign, I made everyone roll a six-sided die and gave each of them a random magic item based on the number rolled.

DM: Alright, everyone please introduce your characters. Player A: My character is a fighter. His name is Orson. He’s an ambitious man and sees this chaotic world as the perfect opportunity to advance quickly. His goal is to become a king. f eg ea a a j ne eee Bs

Player's Name

Orson Neutral / , a Maar Lawful

Player's Name

Character's Name Alignment Character’s Name Alignment

Halfling 4

Character Sketch or Symbol

ABILITIES:

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INTELLIGENCE WISDOM DEXTERITY CONSTITUTION CHARISMA

LANGUAGES: Neutral, SPECIALSKILLS:

HIT ROLL NEEDED

POISON or DEATH RAY

MAGIC WAND

TURN TO STONE or PARALYSIS

DRAGON BREATH

SPELLS or MAGIC STAFF

ABILITIES:

STRENGTH

Player B: I’m Maar, a halfling who loves singing and dancing. Player C: My character is a female fighter named Shiris. She’s looking to fight alongside good comrades.

Player D: My character is...

Player E: He’s a rotten Magic User! (“Player D” in the last campaign played the Magic User “Slayn”)

Player D: Wrong! I’m tired of playing the same class. This time my character’s a thief. His name is Fourth. He has a sad past, having been adopted as a child by the master of the thieves’ guild. He was given his name because he was the fourth child adopted by the master thief. As the apprentice of the Guild Master, he is very skilled in his craft, but his Charisma is 16, which makes it difficult for him to do his main job as a thief, which is why he works as an adventurer.

“D&D®” is a game with a high degree of freedom, where players can make up their own unique characters, such as this thief. As long as the choices don’t interfere with the campaign’s story, players can make up their characters’ pasts, where they were born, etc. in any way they like. This makes the characters more interesting during play.

Player E: Well, my character is a Magic User and his name is Cecil. He has a feminine name, but he’s a man. He happens to look like a girl, but if you say that to him, he’ll get furious. He’s from Alania. He’s an eccentric man who admires Parn and Etoh. Stories about them inspired him to become an adventurer. He absolutely hates evil and shows no mercy when he finds it. That’s why his magic specialty is Detect Evil.

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LaNGuAGEs: Halfling, Common, Lawful SPECIAL SKILLS: Infravision, Initiative +1,

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Lodoss. There are other islands and _ continents besides Lodoss, but that Esietieitelts

doesn’t matter to most of those living on Lodoss as they are satisfied with their lives there. However, the people of Raiden, where you currently find yourselves, live by trading with these islands and continents, so their status is of great concern to them. Lodoss itself is in a chaotic state right now. The time is about five years after the previous campaign, and Lodoss Island is still suffering from the wounds of the last war (called the War of Heroes). Raiden is relatively peaceful, but compared to before the War of Heroes, the land has become quite dangerous. It is filled with creatures ranging from kobolds to dragons.

Cecil: I see. Then we need apostles of justice like us. Okay, I’m burning for a fight.

DUNGEONS & DRAGONS* Character Record Sheet

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Shiris: Well, you’re a very dangerous person. Maar: Magicians are all dangerous people... at least that’s what we halfling’s think, who have no connection to magic. Orson: Let’s focus on the beginning of the game rather than that. Why on earth are all of us going on an adventure together? DM: Well, you haven’t gone on any adventures together yet. And to be honest, you and your friends haven’t even met. Now, let me tell you where you are. You all have come to a bar called the Sea Dragon Inn in the town of Raiden. Of course, this is your first time meeting, so please decide how you'd like to proceed. Here is the floor plan of the bar (see the next page). Everyone decide where you are in the room.

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DM: Including yourselves, there are 12 customers in the inn and 4 servants working hard to deliver food and drinks to them. You especially take note of a group of five adventurers sitting at a table in the corner of the bar.

Orson: 12 customers? What kind of guests are there

besides us and the group of five? DM: At the table where Shiris is sitting, there is a woman who looks like a cleric. At the table in the

9} back is a man in Plate Mail armor. By the way, the

five people in the corner are wearing Leather, Plate, Plate, Plate, and a Robe, and one of those in Plate is an elf with a blue-black face.

Fourth: A Drow elf! That guy is probably tough. Shiris: Hey, do I notice any good men?

DM: Uh, well... There’s a guy at the counter who looks like a thief who’s kind of handsome and a robed guy near the entrance who looks like a girl. They catch your eye.

Cecil: Like a girl!? (angry)

DM: The good looking thief at the counter (Fourth has Charisma of 16), glances at Shiris and smiles confidently.

Shiris: My beauty is also my curse. What the hell, I smile back when I see him smiling

DM: He grins and gives a friendly laugh. His laughter, which would normally be lewd, becomes strangely attractive because of his high charisma. While you’re exchanging smiles with the man, the female cleric sitting next to you speaks to you in a whisper. Shiris: What does she say?

DM: She warns you, “those men over there... they’re evil.”

Cecil: Hey, you evil people! I won’t tolerate you. I cast Detect Evil!!

DM: Um, you couldn’t hear what she said, so you don’t cast the Detect Evil spell.

Cecil: In that case, I’ll just drink some wine.

Shiris: I ask the cleric how she knows they're evil people?

DM: She says, “if you don’t know who might pose a threat to you, you probably won’t survive long in today’s world. Of course, the method I used was magic.”

Shiris: I tell her, thank you. But I’m neutral, so I don’t get mad when I hear it.

Fourth: Since I’m not involved in this situation, I’m drinking. “Oi, Innkeeper, Ale!”

Maar: “For me too!”

DM: “Yes, Ale, certainly, good sirs,” the innkeeper says. And as for not being involved, that’s up to you when to start playing the game. Eventually, the five members seem satisfied and stand up from their seats. When one of the inn’s servants hurriedly goes to present the bill, a warrior with a two-handed sword pushes him away, saying, “Don’t make me laugh. You can’t expect us to pay for such bad food.”

Maar: He’s really a bad guy.

DM: As expected, the servant who was pushed away gets angry. “Hey, you ate it! Who do you think you are?”

Orson: Something’s about to happen.

DM: The servant tries to grab the warrior, but suddenly a slash from the warrior’s two-handed sword cuts off the unfortunate servant’s head. The severed head lands at Shiris-san’s feet.

Shiris: It doesn’t bother me. I lightly kick the head and roll it away, then slowly stand up.

DM: (What a great reaction)

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Cecil: I'll use magic to counter their wickedness. I cast Sleep toward the center of them.

DM: So, roll for initiative against the group of five. They’ve noticed your extraordinary presence. They rolla 5.

Cecil: ...I lost!

DM: The enemy cleric shouts something, and suddenly the area around you becomes silent (see diagram B). From outside the zone of silence, you can still hear the voice of the enemy Magic User chanting “Asto Tarasak Shuraran Klinawy...” With the words of that spell, the inn-servant next to Cecil suddenly collapses.

Fourth: They cast Silence and Sleep spells! Does the magician do something like coughing after casting a spell?

(Translator note: the “coughing “probably refers to the Magic User Raistlin in Dragonlance)

DM: He doesn’t (this isn’t Dragonlance, idiot). That’s all for the actions of the group of five. Is there anything any of you want to do?

Maar: Yes! I shout, “I can’t forgive evil people,” and throw a dagger at the Magic User.

DM: Give it a try. The Magic User’s armor class is 9. Maar: There’s no way a halfling who has good dexterity can miss this. Damage 2.

DM: Next is magic. The female cleric beside Shiris stands up and casts a spell. Then, the sound becomes quiet around the enemy magic user. He’s also Silenced.

Orson: I draw my sword and charge the men. This is my chance to make a name for myself.

DM: Then, the cleric who can no longer use magic attacks you. An unrelated man wearing plate armor in the back also charges the group of five with a sword in his hand. Immediately, the enemy Drow Elf moves to block him. They cross swords with a crash.

Fourth: They're fighting in an area where you can use magic?

DM: Yeah.

Cecil: Magic Users are useless without magic, so I'll quickly move out of the silenced area.

DM: Actually, you’re having trouble trying to get out. The area is crowded with tables and people and those who have fallen asleep. You can’t get out of the silenced part of the room until the next round. By the way, the enemy Magic User is also trying to escape from his own silenced area (See Figure C). Okay, the next round. Roll for initiative. They roll a 3.

Orson: I'll roll for it. ’m going to be the leader anyway,

(a thief) throws a dagger at Maar and misses. Next is magic. The Drow Elf casts a spell. The warrior who was sparring with him and a nearby inn-servant who was trying to flee both fall down.

Fourth: It’s a magic battle. Magic battles like this without fire balls or powerful attacks are pretty fun to watch.

Cecil: Stop acting like it’s everyone else’s business, and fight too!

Fourth: Hey, I’m a neutral thief. I haven’t picked a side yet. Cecil: ...

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DM: Next up is hand-to-hand combat. The enemy cleric swings a mace at Orson - failure.

Shiris: I'll take on the man with the two-handed sword. Since the man uses a two-handed weapon, his attack should be the last.

DM: Yes. And the female cleric also moves toward the man with the two-handed sword.

Maar: Before that, I throw a second dagger at the thief. It hits armor class 2. If it hits, the damage is 2 hit points. DM: It’s a hit. Next, it’s your turn to use magic attacks, but there aren’t any this round. Now, let’s move on to your hand-to-hand combat attack.

Shiris: What’s the armor class of the fighter with the two- handed sword?

DM: Three.

Shiris: Well then, I hit. Damage is calculated by adding +1 from my magic sword and +2 from my strength bonus to one 8-sided die... 11 hit points.

DM: (It’s not over yet!) The female cleric misses. By the

Orson: Well, now it’s back to us. Initiative is 3 (see diagram D).

DM: You go first. Cecil can use magic.

Maar: Before he does, I'll try a projectile attack. I throw a third dagger at the thief in the back. It hits and he takes 4 damage.

Cecil: Okay, my turn? I cast Sleep. 12 levels worth of people are going to sleep, what happens?

DM: That’s the center of the Sleep spell, and the area of effect is 40 feet. First, the enemy magician falls asleep. The fighter with the Two-handed sword also falls asleep. Everyone else is 4th level, so let’s roll the dice and decide... Oh, the female cleric falls asleep.

Fourth: It’s an indiscriminate way of using magic doesn’t care about enemies or allies. If the opponent’s level is high, it may not work on him. And allies sleep when their level is low.

Cecil: It’s okay because this time the result was good!

DM: Well, I'll let the rest of you continue.

Shiris: I deliver the final blow to the sleeping enemy fighter. DM: Orson is slow with his two-handed sword, so it’s their turn. The enemy elf casts a spell and the area around the elf becomes pitch black.

Orson: Darkness? Well, that’s not going to save him.

way, her weapon is a warhammer. So, your enemies counterattack. The fighter with the two-handed sword swings it at Shiris. It hits armor class 1!

Shiris: Well then, you miss!

DM: Okay... (she’s so smug when she’s right). So, please, Orson, your turn.

Orson: I hit the enemy cleric. Damage is 12 hit points.

DM: Hmm, the enemy cleric falls. In the next round, the enemy elf tries to finish off the sleeping warrior in plate armor

DM: It’s the enemy thiefs turn. He doesn’t think he can win, so he turns to run.

Fourth: ’m glad I’m on the winning side. I shoot my short bow at the fleeing enemy. I know we've moved on to hand-to-hand combat, but I haven’t done anything so far this round, so that’s okay, right?

DM: Yes. So, did you hit him?

Fourth: I hit him. Five hit points of damage. DM: The thief is killed by the damage from your arrow

Shiris: After I deliver the final blow to the sleeping warrior, I wake up the female cleric. DM: Your final blow kills the warrior. The female cleric stirs and immediately delivers a final blow to the sleeping magician. All that’s left is the elf. On to the next round. The elf tries to escape under cover of darkness.

Orson: I chase after him.

DM: Roll a 20-sided die and roll a number less than your Dexterity. If you fail, you'll fall in the darkness.

Orson: I failed!

DM: The rest of your hear a banging sound come from the darkness as Orson trips and falls. Fourth: We can’t hear him either! He’s in a silenced area!

DM: ...

Maar: Get out of the way, I can see in the dark and my dex is high, so don’t worry. I throw my hand ax at the fleeing elf’s back.

DM: Yes, yes.

Maar: Hit! The damage is 7 hit points.

DM Yes, yes. The elf has fallen. Eventually, the darkness and silence lift, and even those who fell asleep wake up. The staff at the restaurant begin to clean up, thank you and say that you will eat and drink for free. What’s more, they give you some money, 10 GP each.

Fourth: “Thank you very much.”

DM: Meanwhile, three adventurer-looking people enter the inn. One is plate mail. One is in a robe. The other, a woman, is in a simple dress. The woman in the dress doesn’t look like a Magic User. She looks like a cleric with a holy symbol on her forehead. They begin to speak to you.

Fourth: What do they say?

DM: You'll have to wait for the next issue to find out.

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Hello, this is DM. I hope you enjoyed the first live performance of our new story.

One thing I often get asked is “how does initiative (order of attacks) work,” so I'd like to explain. Combat occurs in the following order. It’s easy to remember once you get used to it.

1 First, members of the party with Initiative get to Move.

2 Then members of that party may make Projectile Attacks.

3 Next, spell casters in that party may use Magic.

4 Then, members of that party may engage in Hand-to-hand combat(excluding those with two-handed weapons)

5 Now the side that did not have Initiative gets to Move.

6 That side may then make Projectile attacks.

7 Then that side may use Magic.

8 Next that side may engage in Hand-to-hand combat (excluding those with two-handed weapons)

9 Next, those from the party with Initiative wielding two handed weapons may engage in Hand-to-hand combat

10 And finally, those from the other sidewielding two-handed weapons may engage in Hand-to-hand combat.

Also, we are looking for NPCs created by our readers. The selected characters will play active roles in the series, whether as enemies, rivals, or allies of the main characters. The best way to apply is to send us a well-written character sheet. However, the character cannot be used if it is too strong, so please create a suitable (and unique) character based on the sheets used for the main characters posted in this issue. Those who are selected will receive a special Comptiq T-shirt. Please apply to: Comptiq Editorial Department “Lodoss Island NPC Section” Yotsuya 1-chome Building 6F, 1-8-14 Yotsuya, Shinjuku-ku, Tokyo 160

In addition, please feel free to send us any questions or comments you may have about this series.

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This is the second part of an exciting series that recreates the actual gameplay of "D&D®" exclusively in this magazine. Who are the trio who appeared before the main characters once they had defeated the evil group at the inn in Raiden? And what adventures await them? A new story on the island of

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an offer to join their guild.

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4 Fourth: Now, tell us. What do the trio say?

DM: They address all of you. They ask, “Are you the adventurers who people say exterminated the villains in this tavern?” { Orson: That’s right (said with a lot of attitude, like a tough | SOB). 1 Shiris: What are the three of them doing? Do we see any signs : of them drawing weapons or trying to cast a spell?

%| DM: So far, there’s no sign of that happening. Cecil: Okay, I'll cast my specialty, Detect Evil (a magic spell

that detects evil things).

DM: That’s crazy. Of the three of them, the woman wearing the dress stiffens immediately as if she is surprised. The man who looks like a warrior puts his hand on his sword. Fourth: I-I’ll hide. Cecil: Did the magic work? DM: Oh, you get a strong feeling. The results are in. There’s no evil among the trio, but the woman in the dress says, “Your Magic User doesn’t have any manners. Or maybe he’s just ignorant. If you use magic against others needlessly, you'll have to fight needlessly.” Shiris: Well, when it comes to Magic Users, most of them don’t have any manners, and they're all dangerous people. DM: “I’m a Magic User,” the robed man says to Shiris. Fourth: Mmm, I recognize that voice! DM: Hehe, who am I? Fourth: Slayn, the rotten Magic User! (Ah, I feel sorry for myself)

)) (Translator Note: the player playing Fourth played Slayn in 45] the previous campaign) DM: Exactly. But Fourth doesn’t know about Slayn. He’s not very famous. Fourth: Hey! Maar: Anyway, let’s hear what they have to say. &4 DM: “T’ll speak on behalf of my companions,” says the man in plate armor stepping forward. My name is Shadam, and I am | a mercenary captain here in Raiden. With the help of others, I have gathered adventurers and formed an adventurer’s guild. Iam the guild’s master.” Fourth: Adventurer’s Guild? Wow, just hearing the nam | “guild” gives me a headache. Shiris: I’m sure you were given a Spartan education. Maar: What does this adventurer’s guild do?

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DM: Our biggest goal is to fix this chaotic world. However, personal interests are also important. To that end, we provide introductions to quests, magical services, sword training, and a place to exchange information. Not just anyone can join - evil beings are not admitted. You also must be strong enough to be recognized as qualified, but we heard that you are heroes who meet such qualifications, so we came here. Cecil: So, you’re here to invite us join. DM: That’s correct. Adventurers like you who try to exterminate those who are evil, even at great risk, are worthy members of our guild. Shiris: Is there a joining fee or membership fee? DM: Wechargea certain amount to become a member. It costs 10 GP per person to join, but there is no further membership fee. However, 10% of the income earned from adventures undertaken on behalf of the guild must be rendered to the guild. Orson: That’s about right. But what are the benefits of joining your guild? DM: There are so many. First, accommodations at the guild hall are free. When you level up, you can perform various types of training at half the normal price, and you can have the spell Raise Dead (a spell that brings the dead back to life) performed for departed comrades at half the usual price. What’s more, the guild introduces adventures for various purposes for free, or requests them with compensation. If the adventure fails and the members do not return, a search party is dispatched to rescue or recover the bodies. Of course, in such a case, we will also perform the raise dead spell for a small fee. Fourth: That’s amazing. Shiris: How many members do you have? (LeSSee eee eee se eee eee es

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DM: Currently, there are 63 people including ourselves, the leaders. Approximately 12 adventuring parties are going on quests around Raiden. Orson: Are chapters? DM: No. As you know, places other than Raiden are for the most part lawless areas. Now, what will you do? Will you join our guild?

Maar: It sounds a little fishy, but it’s a good story.

Shiris: What do you say? Should we form a party as members of their guild?

Orson: Great! We're all finally comrades. The composition of the members is almost sufficient. We should ask the female cleric who fought with us to join our group. I say to her “Holy one, we need a cleric as a member.”

DM: The female cleric accepts your offer and introduces herself. She

there any other

is a level 4 cleric. She says, “My name is Shari. I am a priestess of Myrii, the god of War. My holy purpose is to heal the wounds of heroes injured in battle and

soothe their hearts.

Orson: Her alignment is probably neutral.

DM: Correct.

Orson: Anyway, now that we’ve formed a party, we should get on with the story. There doesn’t seem to be

any trap.

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A warrior and party leader, but his personality is not currently strong enough to be a true leader. As the story progresses, will he show potential?

She is a strong female warrior looking for a good man. Her behavior is always surprising, and she is likely to become the DM's nemesis.

A cheerful halfling. He is the party's mascot, but he seems to be the most reliable in battle.

A troublesome thief whose high charisma always gets him caught. Is he a trouble maker?

Magician. Although he looks like a beautiful girl, he is a man who is only interested in defeating evil enemies.

NPC female cleric. By chance, she ended up joining the party with the main characters...

Fourth: But there’s a clue in this, I’m sure.

DM: Now youre second guessing. There’s no foreshadowing. Just joining the guild and forming a party was the main point of this encounter.

Shiris: Well then, I guess we made the right decision to join. So, could you please guide us to your guild? I’d like to hear more details, but I’ll ask them there.

DM: “Of course. Follow us and we'll take you to the adventurer’s

4 DM: The adventurer’s guild was built by remodeling the

: think it would be a bigger building than that. Two men = | wearing plate armor, who look like guards, are waiting at &

-3 | is no sign that they are checking your identity. There is also a

fico like merchants. As Shadam leads you toward the mansion,

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lot of foot traffic. The appearance of those coming and going varies from some dressed like adventurers to others who look

everyone passing by bows their heads. Of course, you are let in without being checked.

Orson: And after that?

DM: You are led into the mansion and down some stairs to the basement. You then proceed to the farthest end of a magically lit hallway. The iron door at the end of the hall silently opens, and you are led through it. Then as the robed man, Slayn, leisurely speaks the words of a spell, a dazzling magical glow lights up the room.

Fourth: Continual Light? With a lamp that glows forever, the electricity bill must be low. It’s the ultimate lighting.

Shiris: In today’s world, all the light makers would be out of work.

Maar: Magic is great. But I still wonder what’s wrong with halflings since we can’t use magic.

Cecil: Aside from all that, what’s the situation in here?

DM: The room looks like it’s made of stone and is empty, save for a luxurious wooden table, surrounded by finely made chairs in the middle of the room. Shadam then sits down on the chair at the far end, and the other two sit down on either side of him. “Please, be seated.”

Maar: Well then, let’s sit down.

DM: “Fine, let us continue where we left off. But first, I must introduce my companions.” When Shadam says this, the

4 robed man and the woman in the dress stand up and bow | slightly to you. ;]} Orson: Well then, I’ll bow too.

DM: First, the robed man greets you. “I am a sage and my name is Slayn. I will be responsible for teaching you new

} spells when you level up. Thank you for becoming members

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of our guild.” Fourth: Well, this is so nostalgic. It’s great to be able to see him work so well in a setting like this.

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DM: Well, it’s been five years in this world since the en

d of the last campaign. Moreover, he has continued having adventures and

become very strong.

One way to introduce NPCs is to use previous characters, like Slayn in this instance. However, what you need to be careful about when doing so is to respect the character’s personality, and also not to use them recklessly.

Players have attachments to their characters, so it bothers them when they see them being treated unfairly. As long as you keep that in mind, your players will know the person well, and there will be a sense of nostalgia, and they will likely develop a good impression of the NPC.

This campaign has the same location as the previous campaign, Lodoss Island, and takes place five years later, so I had Slayn appear in this special way.

Shiris: I wasn’t in the last campaign, and my character probably doesn’t know him either, so this is new information to me. Or is Slayn so famous that everyone knows about him?

DM: Unfortunately, he’s not that widely known. Unless you serve some king or build a tower and retire, you probably won’t become that famous.

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DM: That’s right. Well, I hope Cecil is surprised.

Cecil: Oh, I’m surprised.

DM: (What a surprise)

Cecil: “Are you the sage Slayn who travelled with the hero Parn and the saint Etoh?”

DM: “They were not so great or famous back then, but yes, I am that Slayn.” By the way, everyone should check their intelligence regarding Etoh. Successful people know Etoh’s name. Etoh is the current king of Valis, a cleric king who is working hard to rebuild his country. However, Valis has become much smaller due to the recent war, and only rules

posoene over a small area centered around Roid.

Maar: I wonder what the other members are doing?

DM: Come on. Instead, let’s get back to the topic. After Slayn, it is the woman’s turn to introduce herself. “My name is Leylia. I am married to the sage Slayn and I am a priestess who worships the Earth Mother Goddess Marfa. I am able to cast spells such as Raise Dead. However, I cannot teach magic to people who have a different religion, so please understand.”

Fourth: Is that who Leylia is?

DM: Yes, she’s a high-level female priest who was called Karla in the previous campaign (actually her body was controlled by Karla).

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_——— sii Fourth: She’s better than him, isn’t she? Ah, they’re a flea couple.

(Translator Note: a “flea couple” is where, like fleas, the female is larger than the male. It is an Edo period expression, often comically used).

DM: I couldn’t help but feel like I was back in the Slayn era. Don’t worry. Even Slayn has raised his level quite a bit. Fourth: I would hope so.

DM: Very much so, to be honest. After introducing themselves, Slayn and Leylia sit down. Then, Shadam takes over and starts talking again. “From now on, these two will be your strength.” He waves and papers are placed before you by servants. “Here are the guild rules and membership application, so please fill out the necessary information and sign. There are penalties for violating the rules, so be sure to read them carefully.”

Cecil: I read through the rules. Is there anything unfair about them?

DM: No. The rules are sufficiently fair and just. As long as you don’t do anything evil, you won’t be punished. There are some pretty bold rules, though, such as a clause that says it’s okay to pickpocket people for money.

Fourth: Oh, that’s good.

Shiris: Even though they value justice, they’re pretty open- minded.

DM: In this world, the existence of thieves is accepted by society to a certain extent.

Shiris: Especially now, since it’s as “safe” as we saw at the inn, I feel like pick pocketing is a pretty reasonable option.

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DM: “Well, if you agree with the rules, please sign. However, you are free to withdraw from the group.”

Orson: This is just too good to be true.

(Everyone signs)

DM: “Then, starting today, you are members of the adventurer’s guild.” Each of you is given a green cloth to prove your membership - if you wear it somewhere on your body, you'll gain the cooperation of your fellow guild members. Shadam clears his throat. “Well then, I would like to request a quest from you right away...”

Fourth: What, already?

Shiris: That’s pretty fast. Still, I’d like to hear what it is. ’m hungry for adventure.

DM: According to Shadam, the request is simply to exterminate a nearby pirate encampment. A pirate ship has recently appeared off the coast of Raiden, and Raiden’s guards have been looking for the pirates’ hideout. Recently one of the guild’s members happened to be on the way back from another adventure and found the hideout. Shadam says, “I could report this to Raiden’s guards and leave it to them, but of course it would be better to exterminate them directly and allow members of the guild to liberate whatever treasure they find as a reward. I think this is the perfect job for your first adventure as guild members.”

Orson: Is there a reward?

DM: Not from the guild. However, you can keep 90% of the pirate’s treasure for yourselves as per the regulations. They aren’t pirates on a big scale, and they probably aren’t that dangerous. However, the reward seems to be more than enough based on their recent acts of piracy.

Shiris: In that case, we accept it. What is the reaction of our NPC cleric?

DM: Shari just shrugs.

Cecil: Pirates are bad. That’s why I’m so excited about this story.

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to this than face value, but it ; doesn’t sound too bad. Shall we go?

Orson: Let’s go. For now, just exterminating pirates is fine.

DM: So, do you want to set out on the quest now? Or do you want to stay in the guild hall tonight? Maar: After today’s battle, let’s have a pre-celebration at the guild hall tonight so we can get to know each other. Let’s do some singing and dancing, which by the way, I’m very good at.

Orson: Singing and dancing aside, I agree with that plan. So,

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And I don’t mind paying for it, so please prepare some fine drinks and food on me. Let’s make some noise!

DM: Understood. Well then, you'll stay here for the night. Please raise your spirits. It takes 3 days each way to get to the pirate’s hideout, which is quite a long journey. Shiris: That is quite far away. Is there a road? DM: It’s more like a narrow trail.

Shiris: In that case, we should go by horse. I ask Shadam for the loan of a War Horse. DM: “It shall be ready for you tomorrow. Also, there is someone who wants to travel with you. [’ll introduce him to you later.” Cecil: What kind of person is he?

DM: “One of the guild members. He is an independent adventurer who is not part of any party, and like the female warrior there, he is hungry for adventure.”

Orson: That’s reasonable. Our enemies will likely be pirates in large numbers, so anyone who can fight beside us against them is welcome.

DM: Okay. Since that’s decided, we'll have a banquet tonight. And tomorrow the adventure begins. What exactly it entails and what is waiting for you will be revealed... Next time!

Fourth: I’m looking forward to next month’s session.

(Continued in the next issue)

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Hello, this is DM. I hope you enjoyed the first performance of our new story. One thing I often hear is that some people don’t quite understand how initiative (order of who attacks) works in Record of Lodoss War, so I’d like to explain. Just play the game in the following order. It’s easy to remember once you get used to it.

1 First, members of the party with Initiative get to Move.

2 Then members of that party may make Projectile Attacks.

3 Next, spell casters in that party may use Magic.

4 Then, members of that party may engage in Hand-to-hand combat(excluding those with two-handed weapons)

5 Now the side that did not have Initiative gets to Move.

6 That side may then make Projectile attacks.

7 Then that side may use Magic.

8 Next that side may engage in Hand-to-hand combat (excluding those with two-handed weapons)

9 Next, those from the party with Initiative wielding two handed weapons may engage in Hand-to-hand combat

10 And finally, those from the side which did not have initiative wielding two- handed weapons may engage in Hand-to-hand combat.

For “Lodoss II”, we are looking for NPCs created by our readers. The selected characters will play active roles in this series, whether as enemies, rivals, or allies who fight alongside the main characters. (I'll leave it to you). The best way to apply is to send us a character sheet with data written on it. However, the character cannot be too strong, so please create a suitable (and unique) character based on character sheets posted in this issue. In addition, those who are selected will receive a special Comptiq T-shirt. Please apply to the address below. Comptiq Editorial Department “Lodoss Island NPC Section” Yotsuya 1-chome Building 6F, 1-8-14 Yotsuya, Shinjuku-ku, Tokyo 160

In addition, please feel free to send us any questions or comments you may have about this series.

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The heroes have joined the adventurer's guild and are heading out on their first adventure. Their destination is a den of pirates who are ravaging Raiden.

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DM: So you are guided to the “Strange Dragon” bar on the first floor of the Adventurer’s Guild. On the way, the guild master, Shadam, leaves to attend to other business. So, Slayn-kun and

= Leylia-san take you and the others to a bar. ) Maar: “Alcohol! Alcohol! Barkeeper, I'll have a glass of ale.”

DM: Oops, Maar’s cheerful voice gets the attention of the man behind the counter, probably the barkeeper. He laughs and turns to Maar. “You shouldn’t drink alcohol, kid” he says, but he starts pouring ale into a mug for Maar anyway.

9} Orson: He’s a very cheerful guy. I'll also have a drink. Beer is

nice, especially when it’s cold.

DM: Everyone orders their own food and drink. After a while, the ordered items are brought to the table where you are sitting. And although Slayn and Leylia don’t seem to say a word, milk is brought to Slayn and red wine to Leylia.

Shiris: As expected, they are regulars.

DM: Yes. Then, the bar owner comes to greet you. “This is the first time I’ve seen your faces, but you must be new guild members. I am the owner of this bar, and my name is Store. We'll probably see each other many times from now on, so please feel at home.” Then he introduces you to a girl wearing an apron, saying, “This is my daughter, Mirna. She’s helping out here, so let her take care of the ordering and anything else you need, but please refrain from making any advances on her.”

Fourth: Don’t worry. Actually, I’m afraid of women.

Shiris: Liar!

Fourth: It’s true. Please believe me. Curse my too conspicuous charisma, oh, I just hate my good looks. Thanks to that, I’m an incompetent thief who can’t even pickpocket properly.

Cecil: I’m kind to women. I greet her politely.

DM: Store’s daughter seems a little embarrassed by Cecil’s greeting. And she just says, “What a beautiful female magician.” Cecil: Damn it, I’m starting to hate this woman!

DM: Store’s daughter has no idea why Cecil is suddenly so

4] angry, though she doesn’t seem to care much. She passes out the

requested drinks to everyone.

Shiris: Well, she’s a good girl. From now on, let’s look out for her.

Maar: Has Shiris also awakened to maternal love? I don’t think

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Shiris: No. I love handsome men. And adventure.

Orson: Oh, speaking of adventure that reminds me. If I remember correctly, there’s a man who wants to go on this adventure with us. We need to be introduced to him.

A pointlessly cheerful halfling. He loves to show off his favorite songs and dances.

Party leader and warrior. He seems more thoughtful than his predecessor, Parn... but is he?

A cute female warrior. She has An incompetent thief with high an eye for good men, and when charisma who has the unique she gets mad, she has personality problem of standing out too much. that is unpredictable.

An NPC female cleric. She seems like she's reliable, but this has not been tested. Is she a flower in the shade waiting to bloom?

A beautiful magician who is often mistaken for a woman but is actually a hot headed and reckless man.

DM: That’s right, I almost forgot. Well, Slayn gets up from his seat and speaks to a man at another table. A conversation passes between them for a while, due to Slayn’s slow conversational tempo, and then the two return to your table. Cecil: I size him up. What kind of man is he?

DM: This person that Slayn introduces you to is, uh, his name is Silver. “He’s a rogue adventurer from our guild. Sometimes he works with groups of other adventurers performing

man looks dazed, but don’t worry, he’s definitely skilled with a sword.

Orson: What’s his level?

DM: 6th level. But Orson can only sense his strength. There’s no way anyone in this world would know what their level is. Orson: That’s right. But is this guy stronger than me? I am the leader of this party after all.

Shiris: If you’re only fixated on being the leader of the party, it’s unlikely you'll ever become king.

Cecil: That’s right.

Orson: Leave me alone. I have my own way of doing things.

Fourth: You don’t say?

Orson: Ugh.

DM: Come on, children. Please stop bullying the slow turtle. In exchange, I'll give you this horsefly that’s attached to a grasshopper.

Everyone: ...

Maar: What is it?

Shiris: Well, don’t worry about that. Instead, let’s play the game. First, I’ll introduce myself to the man. Of course,

only if he’s a good man.

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Shiris: No, because I haven’t read the whole rule book.

DM: That’s not the point. And even if you had read about it in the rule book, you couldn’t talk about it in-character.

Shiris: Why?

DM: Let me explain why. While the player can read the rule book, the character cannot. There are many things that the player knows that the character doesn’t. This is also written in the rule book, but it means that there is a difference between what a player knows and what a character knows. For example, if you see a skeleton for the first time, you have no way of knowing what its armor class is or how many hit points it has.

That’s why you can’t devise a strategy, like knowing that casting magic would be a waste because skeletons are weak and you can just hit them with your sword. However, since skeletons are famous monsters, a player can probably guess their strength and whether things like sleep work on them. However, there’s no way novice adventurers would know about a particular Monster’s special abilities or that only magic weapons are effective against gargoyles. These are learned through the character’s experiences,

veteran players). The best thing to do is to avoid reading the master rulebook unless you are a master. I think you can enjoy the game more if you don’t « know anything, especially “= about monsters and items.

= I think the most important bs thing in role-playing games * is not how much you = remember the rules, but cd rather how much common @ sense you use. There are = actually quite a few players *& out there who would do something like say, “Hey, we’re in town. Let’s go rob a bank.” But even a typical thief in the game would know that’s a pretty stupid idea and bound to get you killed.

DM: Silver is a pretty quiet guy, and he doesn’t seem able to talk about anything except the Golden Sword. Slayn tells you a little more about the man. According to his story, Silver has lost all of his memories from before the last year. So, he doesn’t even know why he’s looking for this “golden sword.”

Shiris: He’s someone who repeats his past.

Fourth: I wish I could forget my past.

Cecil: Not everyone in the world is as brainless as you. Fourth: Pardon me for breathing, miss.

Cecil: Who are you calling a young lady!? Those are fighting words! I start casting a spell!

DM: What are you guys arguing about? Anyway, that’s the kind of person Silver is.

Maar: I tell him, “No matter who you are, as long as you are strong and righteous, we welcome you.” Then I introduce myself and perform my best song and dance. “I'll sing a halfling song. It goes, SHalfling, halfling, Yahoo, Yahoo! Come on, it’s a party!.”

DM: Unfortunately, it doesn’t seem like it’s a good time to make a lot of noise right now, because there is a diva named Lucia in this inn, and it’s her time to take the stage. When she starts singing, the previously noisy atmosphere

in the inn changes completely, and the only sound other than her singing is that of people absently bringing glasses to their mouths. The songs she sings are quiet ballads, and they have a mysterious charm that touches the hearts of adventurers. Leylia and Slayn also quietly listen to her song. I think it would be safer to tone down the revelry until after she finishes singing.

Shiris: If that person’s singing is truly amazing, I’d be happy to listen to her.

Maar: Well, I’m not happy!

After that, the adventurers had a party and a great time, and the next day everyone had a hangover (with the exception of the halfling Maar, of course). After visiting shops in the morning and making preparations for their adventure, they departed from Raiden in the early afternoon.

As expected, these Expert level warriors encountered monsters three times along the way, but were able to fight them off without to much damage (although they didn’t make any money either).

They camped twice on the way, and on the third day, around noon, the adventurers finally arrived near the pirate fortress they were aiming for.

DM: Well, it looks like you’ve reached your destination. There is a small cliff on the left side of the road you are walking on, and the sea is right below. There is also a cliff heading upwards on the right side, but this one is a small rocky mountain with a strange, rugged shape reminiscent of a coastline. On the rocky mountain in front of you on the left, you can see what looks like a pirate lookout tower. It is equipped with a ballista (a huge fixed crossbow). There are two guards there. A little further on, you see that the road curves into a rocky mountain and enters a cave. From inside the cave, the bow of a ship juts out into the sea. Its bow is covered with hammered iron, indicating that it is a battering ram (an anti-ship weapon used to ram an enemy ship and sink it).

Orson: I wonder if the guards noticed us.

DM: Well, (the dice are rolled behind the screen as a “hidden roll”) you don’t think they have at the moment, but you can’t be sure.

Fourth: Well then, let’s hide out of sight of the lookouts and plan our strategy.

Shiris: You’re just a sneaky pirate at heart yourself, aren’t you? They’re probably easy enough to just fight head-on. Orson: But it never hurts to be cautious.

Maar: First, we have to kill the guards. Is it possible to approach them using the rocky slopes as cover?

DM: It seems a little difficult to get there without being

seen. But if the thief tries Hide in Shadows, that’s a different story. Fourth: Tut-tut (waving fingers), please. I-I’m a high-ranking thief. Shiris: Even so, if you try to do things that you’re not used

as to, you might not succeed. Even if Fourth approaches, there’s fae)

nothing he can do once he gets there.

Cecil: He could approach them and distract them while I cast a spell. I have “Invisibility” and “Sleep” ready.

Orson: What about any other magic?

Cecil: I have “Magic Missile,” “Locate Object,” and two “Detect '

Evil” spells stored in my Spell Ring.

Maar: That ring was given to you when you created your ane

character.

Cecil: Yes. That’s why I can use more magic than a normal Magic User. So, let’s go.

Orson: Wait a minute. I feel like it would be a waste to use invisibility and sleep here. I would like to use it when more of them come out.

Cecil: Then think of another way.

Fourth: If it were Parn, he’d just shout “Attack!” and charge them.

Shiris: If there’s no other way, I guess it can’t be helped.

DM: (There really is another way)

Orson: You're right! Our opponents are only pirates after all. We have plenty of hit points!

Fourth: Here we go again. The pattern is no different than the last campaign - goodbye then, don’t forget about me.

Cecil: No one knows the future. Do you want to get left behind or do you want to fight some pirates? Now, let’s go. “Kill chaos!”

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Y| Shiris: In that case, charge too. Is a ballista more accurate that a bow and arrow?

DM: (This is sweet, about 10 times sweeter than sugar) A ballista hits more easily than normal weapons, and the damage is huge at Dio + 6. I need know where the rest of you are. Please show me this with these metal figures.

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Ko ST DM: Hoi-hoi. There are 7 people in total. Now, let’s lower the probability for the people coming from behind and decide who the ballista fires at. By the way, the ballista is on a bit of a hill, so it can easily hit any of you. (This is where you have to roll the dice seriously. In this case, the ballista aimed at Cecil.) Fourth: Who does the ballista fire at? DM: Toward the Magic User Cecil. So, I guess the pirates got their aiming right. The damage is 11 hit points. Cecil: Ouch. But I have 24 hit points. I’m still okay. Fourth: That’s a lot of hit points for a magic user who looks like a woman. Cecil: I have a high Constitution, so it’s only natural that Ihave a lot of hit points. Fourth: Hey! Can we stay focused on the immediate problem of exterminating the pirates. Before the ballista sets the next arrow, I also attack the guard loading it with my bow and arrow. Hey! I hit up to Armor Class 2. DM: Even considering the penalty for shooting from the bottom of the cliff, that’s a valid result. What about the damage? Fourth: 5 hit points damage. DM: The one loading the = ballista goes down. = Cecil: I won't give the other idiot a chance to fire again. I'll use Magic Missile in the next round. DM: Feel free to do that. However, this round, the remaining Pirate-kun can do other things besides loading the ballista. Orson: Oh, what’s that? DM: He’s shouting, “Enemy attack!” at the top of his lungs. Maar: We're dead. DM: (No matter what, if you use reckless tactics, things like this will naturally happen.) , Cecil: Fine, then. I shout - “Come out, pirates, where we can deal with you!” = DM: (A bold move) In the next round, five or six pirates ® emerge from the cave below. « And about the same number also appear at the lookout

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Fourth: This is going to be a flashy battle. Ill take out my “climbing rope” from my backpack.

DM: Shari’s voice call out from behind you. “Ignore the ones above and start defeating the enemies below. If a melee breaks out below the tower, they won’t be able to use the ballista.”

Orson: As expected, she is a cleric who serves the god of war. They get really excited when it comes to battle. However, I’m also the kind of person who gets excited when it comes to battle. I go berserk (fighting like a berserker)! DM: (There’s no one in this party who’s sane.) Even the NPC warrior with you is charging like Orson, shouting things like “Where is the Golden Sword?!!” Are there any other actions this round?

Cecil: I can’t afford to fall behind everyone, so I can’t cast any magic this round. I run and follow.

DM: The enemies have just appeared, so their actions this round are no different. However, Shari stops running and starts chanting a spell. Before you enter melee combat, she intends to cast “Bless” on you.

Shiris: What a wonderful person.

Maar: Come on, let’s battle! It’s getting exciting.

DM: I’m sorry for getting you so excited, because we’re going to have to discover the outcome of the battle in the next issue. Fourth: Janjan.(“Ding-ding” like the sound of a bell at a boxing match)

(Continued in the next issue)

Yokoyama Hidetake, Chiba Prefecture

D&D is a trademark of TSR. For inquiries regarding D&D: Shinwa Co., Ltd. TEL 03-861-8983

J! News from Dodoss Island

Spreading the word, this is an official announcement. “NPC recruitment” has closed.

Thank you very much for your applications.

But the “Lodoss Island Character Contest” is still going on. Write your favorite Lodoss character on a postcard and send it to the “Lodoss Islanc Character Con Section” in the editorial department. I'll be waiting.

This month’s special NPC Hello, I’m a slightly tired DM, also known as the Dungeon Master. Starting this month, NPCs sent in by readers will begin to appear.

_ The top contenders are the four below.

Mr. Yokoyama, the creator of Tavern Father and Daughter, also sent us other characters that seemed to have some quirks, such as a minstrel, a curse master, and more. The attached illustrations were very nice.

Mr. Kaieda is the creator of the songstress Lucia. I’m sorry that I changed her backstory a little (she was originally the bar owner’s daughter and singer).

Mr. Sato created Silver. As per his request, I will cook or serve him as I like, so please look forward to it (I’m teasing).

Those whose NPCs we use will receive a special Comptiq T-shirt as a gift. For those of you who might be angry that the NPCs you created didn’t appear in this issue, don’t give up. There are still many more new NPCs to come in the future. Have faith you'll see yours next month, the following month, or in the future (you get what I’m trying to say). See you then!

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This is the fourth part of an exciting series that recreates the actual gameplay of "D&D®" exclusively in this magazine.

The heroes set out to exterminate pirates at the request of the adventurer's guild. However, there is an unexpected enemy... Will they be able to overcome this crisis?

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Maar: First, we need to know the enemy’s strategy. What are the movements of the pirates?

~ | DM: The Pirates attack you just like you’re attacking them.

There doesn’t appear to be any plan. Shiris: After all, they’re just pirates. Fourth: It’s the same thing we're doing. Cecil: When we do it, it’s called courage.

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DM: Please go first. Maar: It’s going to be close combat this round. I stop throwing daggers and attack the nearest pirate with a hand ax.

DM: Understood. The road is wide and there will be a lot of fighting. The pirates coming from below spread out and challenge you to close combat. By the way, all of them are wielding short swords and wearing leather armor.

Cecil: Sheesh, that’s some crappy armament. In that case, I don’t need to waste magic. I'll use my dagger.

DM: (Geez, this guy’s unbelievable. Magic Users don’t usually engage in close combat.) The ones who engage in close combat with the pirates are Cecil, Orson, Maar, Shiris, and the NPC Silver. So, it’s just one on one. Let’s resolve this step by step. First, there’s Cecil and the Pirates.

Cecil: “Kill Chaos!” The score is 17. That should be enough, right?.

DM: Yeah, what about the damage?

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DM: Exactly. Next, it’s Shiris’ turn. Shiris: Hit with 20 and deal 9 damage. DM: Oh yeah, Pirate #2 is dead.

Maar: I hit Pirate #3 and do 6 damage. DM: That one is dead too. This is definitely not a fair match.

Cecil: You’re all about trying to beat us.

What Cecil said was crazy, but the pirates were certainly not their only enemy. The five people who came out from below and challenged them to close combat were easily defeated (they still dealt 5 hit points damage to Cecil and 4 to Maar). The five people who appeared at the upper lookout tower, aimed their bows and arrows at the NPC cleric Shari, who was lagging behind everyone else, and one of them hit the target, dealing four damage. As soon as they saw that they could not attack with projectiles, the five men immediately returned to the

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cave and never appeared again. Maar: I’m sure they’re waiting inside. Fourth: I guess so. But it isn’t really a big deal since they’re just pirates.

Cecil: Oh yeah, let’s not be afraid. Let’s keep going!

Orson: I agree with moving forward, but we can’t let our guard down from now on.

Shiris: The enemy will probably be preparing as well.

DM: “Hold on,” NPC Shari says as she offers to use a Cure Light Wounds spell on Cecil, who is badly injured.

Cecil: Thank you for that.

Maar: But if she uses it on Cecil now, she won’t have any left to use on the warriors, so wouldn’t that be dangerous? She only has two cure spells.

DM: She’s a 4th level cleric, so she can use one 2nd level spell and two ist level spells. Besides, she has already used the 2nd level spell Bless. But she says that even if she uses magic, she can still fight in the front line.

Maar: She doesn’t have to go that far. As for warriors, we have Shiris, Orson, and the other NPC warrior, so there are enough fighters. I don’t know how many more pirates there are, but as long as Cecil acts like a Magic User and supports us from behind with magic, we should be able to win. Orson: Okay, let’s go inside the cave. If we mess around too much out here, they'll have more time to prepare.

DM: “Understood,” says Shari. “Well then, I won’t cure Cecil.” Mr. Silver of the Golden Sword comforts Cecil and

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Shiris: Huh, he’s being quite sensitive. I’m sure he forgot Cecil’s a guy, because he’s so delicate.

DM: (What a twerp) So everyone regroups and goes into the cave. As soon as you enter, 5 arrows come flying at you from the darkness at the back of the cave (I checked the accuracy, and found that the warriors in front didn’t get hit because their armor was so tough). All of them missed.

Orson: Even so, we’re at a disadvantage here since we’re near the entrance and it’s bright. Someone should light a lantern. Fourth: Shall I do that?

DM: Whoa, the Fourth is generous. People who carry lights are the target of a lot of attention.

Fourth: On second thought, I don’t light a lantern.

DM: Don’t worry, no more arrows come flying at you. In the eerie calm, you see a light coming from the other side. But the light isn’t from a lantern. It seems like a magical light.

Cecil: I think one of our enemies can use magic too. Okay, I’m getting ready to cast Sleep.

DM: Please do. There are about 15 enemies visible in the light. There are eight pirates in leather armor standing in two rows in front, and five of them are about to switch their weapons from bows and arrows to short swords. The rest have their swords in their hands. Behind the pirates is a group of seven people with the familiar look of an adventuring party, including some wearing plate armor and others wearing robes.

Orson: Wow, that’s a different story!

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Maar: Oh, it was a trap! This is a problem.

Cecil: What, are we so weak? We are righteous! Here comes sleep. I scatter rose petals in the air!

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Cecil: 8 levels worth. DM: Then all the leather men fall asleep. As the people in

Bhs #| front of you fall flat, the lineup of the group of adventurers

behind them becomes clearer. There are 7 people. There are 4 people in plate armor, 1 person in leather armor and 1 ¥ wearing robes. And there is another person wearing armor that is more durable than plate armor, which is called “suit armor.”

Orson: That’s rumored to be in the Master set. If I remember correctly, the basic armor class is 0.

DM: Ding-ding, you're right. Actually, we’re playing with the Experts and Companion set, but you can tell this guy is strong. If you’re interested, just think of it as very powerful armor.

Maar: I’m sure these guys are extremely strong.

DM: The guy wearing plate armor steps forward. He’s totally disrespectful. “If you want to die, just take a step forward. However, if you still have a reason to remain in this world, stay where you are.”

Cecil: What! You evil pirates.

DM: “Heh heh, you little slut, you’re a fool if you think we look like pirates. We're not dirty brigands.”

Orson: (cutting off Cecil, who is furious at being called a slut) What are you doing here?

DM: “Whatever we're doing, it has nothing to do with you scum. More importantly, what are you doing here? What's

¢| your purpose in coming here? “Ay Fourth: Fine, you want to know...

Maare: No, don’t just tell them!

&) Fourth: ....

DM: “You won’t answer? Then you can just die here.”

; | Fourth: Wait. We just came here to exterminate some | pirates. If we’d known there were strong people like you

here, we wouldn’t have come. We just got roped into this

by our master.

DM: Your “master,” is that a joke?

Fourth: Our Guild Master, of course.

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DM: “Hmmm.” The robed man who had been listening intently to your story speaks to the man in plate armor in a gloomy voice. “He isn’t lying.” The man in plate armor nods deeply at those words. He speaks as he steps towards you. “I'll at least spare your lives. But I can’t let you go like

Shai this. Everyone must receive their punishment. Drop your

weapons now and come here. Let me tell you, there’s no point in thinking about any stupid tricks. You will never be able to defeat us. Remember, we can kill you with one fireball.”

Fourth: We knew that already.

Shiris: This is pathetic. I wonder if we really can’t win.

DM: “Come on,” Shari-san says in a whisper. “The other party is too powerful and we should wait for a better opportunity.”

Orson: What about Silver?

DM: Heh heh, I’m glad you asked. Here’s his reaction: He fixes his look on the man in plate armor and asks evenly, “Do you know about the Golden Sword?”

Fourth: Harahori Harahore...

Orson: W-what? Is he just stupid?

DM: The enemy representative laughs and replies that he doesn’t know of such a sword. This guy is also very polite.

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When Silver hears that, he suddenly dashes off with a ;

fearless smile on his face, saying that he has no use for any of you then.

Cecil: Yay. Go Silver!

DM: Well, Silver doesn’t exactly dash toward the enemy, but rather toward the ocean. He jumps straight into the sea with a “boom.”

Maar: Still wearing his plate armor?

DM: Yes, with his clothes on. And he doesn’t seem to be floating.

Orson: Look, you’re making fun of me after all.

DM: Come on. I’m just telling you, that’s what happens. Before he jumps into the sea though, the man in plate armor who looks like a cleric chants some kind of spell. Of course, that spell didn’t change anything for you. You're still captured by them.

Orson: It’s not good, but I guess it can’t be helped.

Cecil: I regret it...

DM: So, you have become pitiful captives.

Fourth: Goodbye, everyone. Please don’t forget about us. Maar: I’m tired of hearing you repeat that phrase.

As a result, the adventurers failed in their first guild assignment (of course, many blamed it on a ploy by the

DM), and the adventurers quickly became prisoners. All #4

their weapons were taken from them and they were forced into a cell. Then, they started talking about the guild and other information they knew (they didn’t mean to, but there was no way they could escape from an ESP spell).

Maar: There’s nothing we can do about this. I wonder if there are any new developments.

DM: Of course. After the interrogation, you guys are kept in your prison cell for a whole day, but the next day you are suddenly let out. You are led to a large room and find yourselves facing the man in plate armor who advised you to surrender. He sits everyone down on chairs and begins talking. “So, these are the mighty adventurers from the Adventurers Guild. I showed you what we’re capable of yesterday, but let me be clear: there’s still a long way to go. You may have called me a pirate, but if you let your guard down, you will die.

Cecil: What on earth do you want? Just spit it out!

DM: “Ho-ho, it’s you again, you strong-willed Magic User. Not knowing etiquette can sometimes be fatal. The reason I asked you all to come here is because I have a proposal. If you are willing to cooperate with my plan, I would like to give you your freedom and promise you future prosperity. How about that?”

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DM: Of course, he’s a nice guy. He speaks in a polite manner, giving the impression that he comes from an aristocratic family. Orson: Oh man. If he’s an enemy, it would be better if he was more like a villain.

DM: The handsome man continues. “I’m going to take a boat with my friends to a small island north of Raiden. There is a cave there, and it is said that a dragon has lived there since ancient times. As expected, the dragon is sleeping with a treasure in its arms. But my aim is not that treasure. There’s only one thing I want. It is an artifact that is said to have been created during the age of the Ancient Kingdom. It is called the Great Staff. Fourth: Here we go. This must be the focus of the scenario. Shiris: What is this artifact?

What exactly is an artifact? Simply put, it is a powerful magic item, but it feels a little different from other magic items. Unlike magic items, which can be found anywhere, there is only one of any given artifact in the world. Only people called immortals can create artifacts.

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An Immortal is someone who has transcended the realm of mortal humans, been freed from death, and reached the state of godhood (a rule book for this purpose, the Immortal Set, has recently been released for D&D). In other words, becoming an immortal is the ultimate goal that adventurers aim for. People who have reached the realm of immortality may create powerful items to give to others or to be useful to themselves, and these are artifacts. Artifacts are endowed with a variety of abilities, which the owner can use freely. However, artifacts also come with various penalties, and each time you use one, you end up incurring various handicaps just by holding it. It’s a double-edged sword, so to speak.

DM: “The Great Staff is said to bestow upon its owner the dignity and qualities of being the king of the world. Of course, as with all artifacts, various curses have been placed on it, and if the owner is not qualified to receive it, the artifact will destroy the owner. But I am qualified to bear the staff. As the owner of the Great Staff, I will become the king of all Lodoss.”

Cecil: What do you plan to do as king?

DM: “I will put an end to the war-torn history of Lodoss. To do that, I may have to do things that can sometimes seem cruel. True peace cannot be achieved by just doing pretty things.”

Fourth: He’s got a good point.

DM: “I think you might be willing to cooperate. True peace is what the late Emperor Beld desired. My wish is to fulfill his vision. Right now, Lodoss is in turmoil. Alania and Moss no longer exist, and Valis and Flaim don’t have the power they used to have. That’s why I must succeed. But for that, I need friends. Friends like you who are young and can discern what is right and what is wrong. Why don’t you become my subordinates?”

Fourth: Beld was the emperor of Marmo, the dark island. Wasn’t he the evil leader responsible for the recent War of Heroes?

DM: Yes.

Fourth: Well then, let me answer. We can certainly discern what is right. That’s why I dare to decline your offer. Because you are the one who is wrong.

Shiris: Oh, isn’t he cool?

Orson: That’s right. Are you asking us to cooperate with Beld’s former subordinates? DM: “Then I have no choice. I’m going to have you all work as rowers on my ship. You killed five rowers, so it only seems fair that you replace them.

Shiris: We’re being forced to work as galley slaves?

DM: “Of course. You seem to have plenty of strength. More than that, magician, you’re probably better suited to be my maid. You can do the menial labor.”

Shiris: He’s such a jerk, I wonder what he thinks of women.

Cecil: I’m sure I was just made fun of. I’m furious, but for the sake of my friends, I'll keep it to myself.

DM: You're led back to prison and kept in your cell for the rest of the day. The next day, it looks like they'll be going on a sea voyage just like the man said. You and the

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Fourth: Of course... look forward to finding out next time.

—_—

This is the DM, or dungeon master, who is now becoming more famous than the character “Keroyon” (a popular mascot character in a frog costume). In the end, nearly se 1,000 applications were received for the “NPC Recruitment” gr campaign, which ended with the July issue. To be honest, I was surprised that so many people applied... So, starting with last month’s issue, reader NPCs finally began appearing. Please look forward to seeing what NPCs will appear in the future! Presently, we are holding the “Lodoss Island Character Contest.” Please write the name of your favorite character from among the characters (monsters are also OK) appearing in Lodoss Island II and send it to us. We will be making interim announcements in this corner every month, so please don’t hesitate to send us your postcards. We are also looking for opinions, requests, and questions regarding this series (if you have any questions regarding “D&D®)” or its rules, please direct them to the “RPG&AVG Help Corner”). In addition, from among those who send “Character Con” and other postcards, 5 people will be randomly selected each month to receive a special Comptiq T-shirt. See you soon! <Address> 4F Comptiq, Lodoss Island Contest, Ichigaya KT Building, 4-7-16 Kudanminami,

Chiyoda-ku, Tokyo 102

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DM: Let’s continue.

Orson: Well, since we’ve been captured, we don’t have much we can do.

Maar: No. At times like this we have to remain bright and strong. Let’s sing, “S'Hi ho, hi ho...”

Fourth: That’s a dwarven song.

Maar: Ugh... “Halfling, halfling, Yahoo, Yahoo!”

Cecil: Oh, too much noise! No amount of singing will get us out of this predicament.

Shiris: But even if we try to escape, we're still in the middle of the ocean, so there’s nothing we can do about it. And unlike Cecil-san, we are chained and forced to row a boat.

Fourth: It’s really a good thing to be beautiful.

Cecil: You’re the one who’s beautiful (angry).

Shiris: And you’re an asshole.

Fourth: Ah, I’m hated by both of them at the same time. Isn’t this just like Raistlin?

DM: I agree with you that it’s rotten. But for now, let’s put aside talk about “Dragonlance.” Although you’ve been captured and have no freedom, you are able to learn a lot about the enemy adventurers. First, there’s the enemy leader who is passionate about conquering Lodoss. His name is Ashram, and he seems to have been a former member of Marmo’s Royal Guards. And unlike Ashram, Jaran, the man in the suit armor, has an extremely evil personality, and he keeps throwing Cecil, Shiris, and Fourth irritated looks.

“T don’t like beautiful things,” he mutters to Ashram in a low voice, which leaves an impression on you. Also, the names of the two warriors are Gilram and Larkas. They look like mercenaries who pride themselves on their strength. Larkas has a great sword, while Gilram is holding a battle ax in one hand.

Their cleric’s name is Hobb, and he seems to be a believer in the same god of war as Shari. It is Ashram and Hobb that are actively saying that there is no need to take your lives. And then there’s Groder, a Magic User who refuses to take off his creepy robes. He is silent and completely unknown. Finally, the thief, Bendor, is smiling with a lecherous grin, even though he is clearly a villain.

The way he looks at Shiris is also meaningful. However, you get the feeling that all of them have absolute loyalty and a kind of fear towards Ashram.

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Party leader and warrior. Some people are declaring, “He’s so cool!”

A halfling who is always cheerful and energetic. He’s rarely disappointed.

FOURTH |

A thief who is so charismatic his business suffers, but his true nature is unknown.

A female warrior who loves good men. She's calm in hot water, but she's also extreme.

At first glance, he is a beautiful magician. On closer inspection, he is a man who breaks the rules but she is very popular with

NPC female priest. She isn’t a hottie by any means,

and likes hand-to-hand combat. readers. Am I wrong?

Orson: Anyway, we'll just have to wait and see what happens for now. There’s nothing we can do in this state, and our opponents are too strong.

Pirate Fortress

----Party’s Path ,

we reach Blue Dragon Island? DM: When the ship reaches the island, {5 Ashram and his party go ashore, but you're & left waiting, or to put it bluntly, you're left ? chained to your oars. Bee Orson: How cruel.

DM: After about two hours on the island, Ashram, the enemy leader, comes back and frees you from your chains.

Shiris: I'd like to say “thank you,” but : I’m sure you have some kind of ulterior motive. 5 DM: Exactly. He takes you to another | room on the ship and speaks to you # gravely. “The situation has changed and I need your assistance. I’m going to gather the members of your party who can fight.” He selects four people: Shiris, Maar, = Orson, and the NPC Shari. The others, # Fourth and Cecil, remain hostages and are : threatened with death if the first four fail to cooperate. cs Maar: I would like to say to him that it would be better for the world and ourselves to abandon these two, but we halflings support justice. So, okay, Ill follow your orders. BESS SSSR seseeeeseRss Wie? Wyn ee Shiris: We have no choice. What should STEN

the chosen warriors do? DM: “You'll understand if you follow me,” Ashram says, and returns everyone’s weapons.

Orson: I can pretty much predict what’s going to happen.

DM: As you walk with Ashram, you eventually arrive at the entrance to a } cave. The corpses of pirates are scattered | everywhere. [ Shiris: Great.

Orson: What do you want us to do now? © DM: “As you can see. I led the pirates into @ the cave, but none of them survived the @ monsters inside.”

Orson: Maybe we should go home. Fourth: That’s right, with our lives.

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oO—S>—| II] | Shiris: We can’t go home while the others are being held hostage. We might as well go in and exterminate the monsters.

Maar: Wait. Why did this man go to the cave with only the pirates? 4 This guy’s friends should be overwhelmingly stronger.

4) DM: Heh, heh, heh, why indeed?

Fourth: Okay. Isn’t it because the opponent is a blue dragon? DM: That’s right. The regular players from last time are different <”| characters this time, but as players you remember...

Orson: Gaaahh! It was terrible! Back then we spread out and | rushed in, hoping that only one person will likely fall victim to the Dragon’s Breath. He wants to use us as targets for the Dragon’s Breath.

DM: Now that you understand, he directs you to into the cave.

The adventurers reluctantly entered the cave, they soon found monsters. However, these turned out to be a group of ogres and hobgoblins that had already died in a battle with the pirates. The adventurers continued deeper.

DM: After a while, the cave becomes wider. However, the appearance of the rocks around you is strange. They’re subtly pulsating, or rather, they’re breathing... Furthermore, in the middle of the cave, a rock juts out from the ground.

Orson: That’s creepy. What is it?

Maar: Whatever it is, I’ll walk skirt around that rock.

Shiris: So you want to sneak around the pulsating rock?

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Maar: I don’t like that either. Alright, let’s sing cheerfully! “SHa...2”

Orson: Stop it!

DM: So, what do you do? Ashram is about halfway between the wall and the rock.

Orson: Oh, clever. Let’s learn from him.

DM: So, as you approach the rock, six tentacle-like protrusions slowly extended from the rock.

Maar: What is this monster?

DM: A glaring eye appears at the top of the rock, and then an eerie hole opens up beneath it. It has many sharp fangs, and it looks like it would hurt a lot if it were to bite you. Orson: This is scary. When I get scared, I go Berserk - Uriii! DM: Now, let’s decide on initiative. It has a 4.

Orson: It wins.

DM: Well, there are five of you, so it has one spare tentacle to attack with, and it seems to like Shiris, so two tentacles extend toward her.

Shiris: Thanks...

DM: Okay, let’s resolve the attack. One hit Ashram, one hit Shiris, one missed Maar, and one hit Orson and Shari each. So, the person who are hit have their strength halved. Now, please fight back.

This monster (called a Roper, adapted from the “Return of Ishtar” computer game) was quite a strong monster, but Ashram was so strong that he was able to kill it surprisingly quickly. The group continued deeper into the cave and with a strange sense of solidarity, finally reached the Ancient Blue Dragon’s lair.

DM: Contrary to everyone’s expectations, the Blue Dragon is fully awake. You find him laying atop his horde of gold and silver treasures, and many magic items. He lifts his head from his glittering bed and turns his gaze toward you. Maar: What will happen? I wonder if there will be an order to attack.

DM: There’s nothing like that from Ashram. Rather, he spreads his arms outstretched, pretending that he has no will to oppose the dragon, and in a voice filled with authority, he says, “Oh, great dragon who has lived as a king since ancient times. My name is Ashram. I ama mortal warrior and king of men. I have prepared a treasure for you to establish a friendship between us. I offer it to you now.” Saying this, he pulls a wooden box from his backpack and opens the lid.

There is a crown inside. The craftsmanship is out of this world. It’s obviously been created by dwarves.

Shiris: He’s trying to make a deal with the dragon. So, how does the dragon react?

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DM: At first it seems obviously angry, but after it was called a king, its attitude completely changes. When it sees the crown, it looks clearly happy.

Maar: Delicious!

DM: Ashram then orders Maar to deliver the crown to the dragon.

Maar: That’s not good.

DM: The dragon is in a pleased mood and does nothing to Maar. When it receives the crown, it just purrs with satisfaction. The air in the cave vibrates with the deep rumble of the great dragon’s voice. “Human, you show a keen awareness of etiquette and your position. From now on, you and I will be bound by a strong bond as kings. Man and dragon.”

Orson: The dragon can speak! Such a powerful dragon can also cast spells.

DM: Ashram speaks to the dragon again. “I have shown my respect as a king. Now it’s your turn, oh great one. I would like to receive one of your treasures in return. Of course, compared to your years as king and your dignity, your treasures will naturally be more worthy than what I gave you. However, if you look, all of your treasures are

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ask is for one staff. It is the wooden staff that you are said to have taken with you when the ancient kingdom of Lodoss fell. Wood is much less valuable than metal. If that’s the case, it won't hurt your dignity if you give it to me. No, in fact, that act should enhance your dignity as a mighty king.”

Maar: He’s a very persuasive person.

DM: The dragon has been placated and is on the verge of ecstasy. From that, you can tell how valuable the crown was that Ashram presented. However, the dragon seems a little troubled by his request. The air vibrates again as the dragon speaks again. “My one and only king, my friendship with you remains unchanged. However, I cannot grant your request. Because that staff is no longer with me. For, as you said, a wooden staff is far less valuable than a work of gold or silver. That’s why I gave the staff to my friend, Shooting Star the Fire Dragon.” The dragon almost seems to shrug as it continues, “That fire dragon is an oddball, and he seemed to like the wooden staff.” Rather than becoming upset, Ashram nods sagely. “That’s unavoidable. Let me then be satisfied with my royal friendship with you. Well then, great king. Let us meet again.”

Maar: Yay, we can go home safely.

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Shiris: Ashram is amazing. But the trouble is, he is probably still our enemy.

DM: Well, that’s how it goes. So, all of you are led out of the cave and chained up again. But rather than leaving, moments later, Ashram and his companions reenter the cave, leaving Bendor the thief and Hobb the cleric behind to keep watch on you. After a while, a huge noise is heard from inside. They return again after a while.

Orson: What happened in there?

Fourth: They went to kill the dragon, right? I’m sure the dragon was caught off guard.

Cecil: They’re evil.

Shiris: But it’s a smart tactic. We should learn from it.

DM: (It’s something they should definitely learn from.) As you can imagine, they didn’t come back unscathed. Hobb runs around tending to their wounds. It seems that Shari is also unchained and made to heal some of them, so it looks like they took quite a bit of damage. You are once again freed from your chains and forced to play the role of porters transporting the huge treasure horde from the lair of a dead dragon. With that work, the day comes to an end, and even so there are still tons of treasures that couldn’t fit into the hold of the ship.

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Fourth: I’ll sneak an expensive-looking piece of jewelry into my hidden pocket.

DM: Take as much as you want. There is so much treasure left over, so even if they notice, they don’t really care. Fourth: In that case, I don’t really feel any pleasure from stealing from them.

DM: You're made rowers again, and you return safely to the pirate stronghold. However, between the pirates defeated by you and the ogres, now there are only three pirates left. Ashram locks you in a prison cell, leaving the pirates to guard you, and prepares to depart. This time, it’s a land trip, and mules are provided. He warns you “I’ve summoned an invisible stalker. If you try to run away, you'll be in trouble.” He also brings in a pair of bronze golems from somewhere and places them in front of your cell.

Shiris: Perfect. Room service.

Maar: In this case, there’s no way to escape whether we like it or not.

Orson: I guess all we can do is wait for help.

DM: The morning after Ashram leaves. The gods of salvation smile on you.

Maar: Yay.

DM: Just as you hear the screams of the pirates, a group of female adventurers appear at the door to your cell. However, when they see the golems, they stop and take stock of the situation. After a while, the familiar husband and wife duo of Slayn and Leylia appear. Next to them is Silver-san of the Golden Sword.

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Orson: How are you still alive?

DM: “I’m good at swimming,” Silver replies absently. Fourth: Please do something about these golems and the invisible stalker!

DM: Slayn summons an earth elemental to fight one golem. In the meantime, Leylia-san uses a spell called Barrier to prevent the other golem from engaging in close combat. Then she casts a spell again and smiles and says that the Invisible Stalker was never there. She breaks the barrier spell, allowing Slayn’s Earth Elemental to attack the second golem, as Slayn’s magic missiles rain down on it, defeating it as well.

Orson: The only ones who can’t do anything are the players. DM: At least you’re set free. The group of female adventurers who free you are, of course, fellow members of the Adventurer’s Guild. They are an excellent female party. Now that you’ve been released from prison, you can do something.

Maar: Okay, I...

DM: Oh, wait. Hold that thought till next month.

D&D is a registered trademark owned by TSR.INC. All Rights Reserved. For inquiries regarding D&D: Shinwa Co., Ltd. TEL 03-861-8983

News from DLodoss Island Salutations, I'm the DM, or Dungeon Master. This month, two NPCs were chosen to appear from among the many NPCs sent in by our readers.

Even though they’re both antagonists, they’re pretty good roles. More will

join them next month!

Now, here are the interim results of

the "Lodoss Island Chara-contest" based on the reader voting!

on the series.

ist place/Orson...28 votes ist place / Shari...28 votes 3rd place/Cecil...25 votes 4th place/Shiris...11 votes 5th place/Fourth...10 votes 6th place/Maar...7 votes 7th place/Slayn...3 votes 8th place/Leylia...2 votes 8th place/Lucia...2 votes 8th place / DM...2 votes 11th place/Shadam...1 vote

Those are the results, but the turnout was low. Please write the name of your favorite character from Lodoss on a postcard and send it to the “Lodoss Island Character Contest” staff. I'm also looking forward to your thoughts

Finally, I would like to apologize. On the character sheet of the first installment, Fourth’s charisma modifier value should be +2, but it was mistakenly +1. Sorry!

See you next month.

D&D is a registered trademark owned by TSR.INC. All Rights Reserved.

For inquiries regarding D&D:

Shinwa Co., Ltd. TEL 03-861-8983

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| The 6th installment of a popular series that recreates the actual play of the ultimate RPG "D&D® " —= exactly as it is in the magazine.

¥ The true nature of the adventurer's guild is revealed to the heroes who have finally escaped from the

clutches of a terrifying enemy, and a new quest begins... Will our heroes set off once again into the

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Windfall experience points 4

and leveling up

, r—S>—| qe SS DM: Okay, let’s do it! Orson: Well, you're in a better mood than usual. DM: Hehehehe, this month I’m going to show you a slightly 4 different kind of mastering - so I’ll start cleaning up from the last \j adventure. Actually, I did some calculating, and everyone has enough experience points to go up one level! Maar: Really? "| DM: Of course. There was a lot of treasure in the pirate’s hideout. It looked like the players were doing nothing at first glance, but | really were doing something, so we have to pay them back for their hard work. © Shiris: Thank you. , | Cecil: Hmm, youre so servile! I don’t need that kind of chaotic awarding of experience points!! DM: Okay. As you please. Cecil: That’s what I thought, but it’s against justice to refuse a windfall, so I'll take it after all! Maar: Who’s being more servile now?

The biggest worry most DMs express is maintaining game balance. Yes, this is really difficult. However, your ability as a master is partly determined by your ability to strike this balance.

All I can really say is that you'll get used to it, but that’s not very helpful. So, I would like to introduce the “Lodoss Island DM’s version of balance,” as well as a review of what I have learned so

BY character Sheets

ABILITIES: ABILITIES:

POISON or DEATH RAY

STRENGTH STRENGTH

INTELLIGENCE

wispom TURN TO STONE or PARALYSIS

DEXTERITY DEXTERITY

MAGIC WAND 19 |

DRAGON BREATHE CONSTITUTION

CONSTITUTION CHARISMA

SPELLS CHARISMA MAGIC STAFF

LANGUAGES: Neutral, Common SPECIAL SKILLS:

LANGUAGES

Halfling, Common, Lawful SPECIAL SKILLS: Infravision, Initiative +1,

1 Mock battle for monsters First of all, here is an important technique. You prepare character sheets for your PCs and have them actually fight the monsters you want. At that time, pay attention to bonuses for each value and magic items. If you try a few mock battles and decide that the players usually win, then it’s OK. On the other hand, if this isn’t a good match, be careful! Even the slightest misstep on the part of the players could result in the entire party being wiped out.

2 Decide the experience points from the beginning

It is also important to first decide how many experience points you want the characters to gain during this adventure. So, don’t roll dice to randomly hand out treasure, instead prepare only the amount of experience points you want to give. Even if they don’t find any treasure right after a battle, the treasure can be found in another location.

Also, although I don’t really recommend this as it is different from the rules, there is also a way to determine experience points based on the degree of scenario completion, regardless of the amount of treasure obtained. This will instantly solve the common problem of wanting to raise a level, but not wanting to give the players too much money. However, even if it is different from the rules, it does exist in other RPGs. The master can award experience points based on the degree to which the mission is accomplished. Don’t worry about details here, just go with what seems appropriate.

As for how to dole out experience points over a series of adventures, it seems like a good rule of thumb is to parcel out enough points for characters to get to the

Introducing the character sheets of the heroes who have leveled up. Please compare the values with the character sheet in the June issue of this magazine to see how they differ.

Neutral a

Tgmenent

ABILITIES:

POISON or DEATH RAY

POISON or DEATH RAY

STRENGTH

INTELLIGENCE MAGIC WAND MAGIC WAND wispom TURN TO STONE or

PARALYSIS

TURN TO STONE or

PARALYSIS DEXTERITY

DRAGON BREATH CONSTITUTION

CHARISMA MAGIC STAFY

LANGUAGES: Neutral, Common

SPECIAL SKILLS:

Armor Class -2 (ogainst enemies larger

than humans) Projectile +1

Orson

Leader of the party and of course a warrior.

Ahalfling who loves singing and dancing.

po SD A A Shiris A female warrior with a dangerous personality and an eye for good men

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3 Be as original as possible!

As long as the master doesn’t become stuck in a rut (which is actually quite common), he should be able to create original settings, monsters, weapons, etc. for the players to enjoy.

Many Japanese people are quite bound by rules, but if you look at commercially available scenarios, you'll see a lot of special

whonnsososuosnonES next level over two adventures. However, earning experience points allowing ist and2nd level characters to advance up to three levels, can reasonable in one adventure. ist or 2nd level characters can die in one hit if the dice roll is bad, so it’s difficult to balance the play until characters advance a few levels.

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I hope the above was somewhat helpful. Also, as a DM, you must not neglect your daily research. Read Record of Lodoss War without fail! Buy Dragonlance! Once in a while, try playing “T&T” or “The Lord of the Rings Role Playing Game!” These constant efforts are the path to becoming a true master!!

things that appear that you wouldn't be able to imagine based

on the rules.

This is not to say that you should ignore the rules or that the

rules are unnecessary, so please be careful!

4 The dice are just a reference!

ABILITIES:

STRENGTH

INTELLIGENCE

WISDOM

DEXTERITY

CONSTITUTION

CHARISMA

+2

Neutral, Common

SAVING THROWS:

POISON or

DEATIERAY © MAGIC WAND.

TURN TO STONE or

PARALYSIS. 14] DRAGON BREATH

SPELLS or

MAGIC STAFF

Remove Traps 34, Pick Pockets 45, Move Silently 44, Climb Walls 92, Hide in Shadows 32, Hear Noise 54

Fourth

A handsome thief with high charisma.

I think I wrote this before, but the roll of the dice seems to be

ABILITIES:

STRENGTH

INTELLIGENCE

>

WISDOM

DEXTERITY

CONSTITUTION

CHARISMA

DM: Well, everyone’s level has increased, and now you're not quite as afraid of powerful monsters. Fourth: That’s not true. Scary things are still scary.

Cecil: You're only capable of

conversation, you idiot!

Dungeoa Master

SAVING THROWS:

POISON or DEATH RAY

6] MAGIC WAND TURN TO STONE or PARALYSIS

& DRAGON BREATH

SPELLS or MAGIC STAPF

LANGUAGES: Lizardman, Common, Lawful

SPECIAL SKILLS: SPELLS

(1st) Read Magic, Sleep, Magic Missile, Charm Person (2nd) Invisibility, Locate Object

(3rd) Fireball

Magic user. His personality is almost that of a berserker.

Player's Name

Shari Neutral Tharacter¥ Name Aligement

Cleric 5

Points

amc Ane A ABILITIES:

STRENGTH +1

11 | INTELLIGENCE

16 | WISDOM

16 | DEXTERITY

ff6| cossnrenos 42 15 | CHARISMA +1

LANGUAGES; Neutrel, Common SPECIAL SKILLS: Clerie’s Turning:

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eeodsUokeMohs iene keua ties te} fair, but it’s actually not. Lucky rolls and unlucky rolls that are unthinkable in reality appear all the time. If I always followed the rolls of the dice, the game would be a mess and there would be no balance at all. That’s why the DM has the privilege of changing the results.

Dungeon Master

‘Charseter Sketch or Symbet

SAVING THROWS:

POISON of DEATH RAY

MAGIC WAND

12) TURN TO STONE of

PARALYSIS

DRAGON BREATH

SPELLS or MAGIC STAFF

Skeleton B, Zombie b, Ghoul T, Wight T, Wraith T,

Mummy 7, Specter 9

An NPC female cleric who is rapidly increasing in popularity

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Sesegesuenshesnebestase@aaeene deeded DM: So, you guys are back at the guild bar. The bartender, Store, has prepared special food and drinks for you. And now you all seem to understand why songstress Lucia’s ballads touch the hearts of adventurers so much. Her songs exude a sense of peace that only those who have returned from an adventure can understand. Rumor has it that she has lost many adventurer friends in the past, and that she is an experienced adventurer herself, but the truth is, no one knows her past.

Shiris: Is that for the reader’s benefit? (For Lucia, refer to the August issue of NPC created by the reader)

DM: It’s just my personal opinion.

Shiris: Know-it-all.

DM: Lucia’s performance ends, and the bar returns to buzzing with life. At this time, Leylia-san appears at your table with her husband.

Cecil: It’s good to see you again!

DM: “It’s good to see you again as well.” Leylia says. She has something confidential to tell you, so she asks you to come to the conference room in the basement.

4) Maar: OK.

DM: She leads you to the conference room. Of course, the guild master Shadam, Slayn, and Leylia are there. There’s also a robed man you've never seen before, and a thief-like woman wearing

of the adventurer’s guild. } Orson: Hello. It’s an honor to meet all of you together for the first time.

“You idiots!” Fourth: Hey, I don’t know what we did, but I’m sorry.

leather armor. Apparently, these five people are the main members |

DM: When Orson says hello, the man in the robe suddenly yells, §

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Shiris: What are you apologizing for? There’s no reason he should be angry.

DM: “Morons. You weaklings had to be rescued by another party on your first job!!

Orson: That’s true, but that was for the scenario...

Cecil: You and your stupid “Kill Chaos!” That’s not a good excuse for being a rotten player. We were immature, so we deserve to be yelled at.

Shiris: This Magic User seems pretty excitable.

DM: Leylia-san calms down the man in the robe and introduces both of her colleagues to you. The person in the robe is called Goose. He is a Magic User who takes care of the guild. The other one, as you can see, is a thief and her name is Swissnia. This woman used to be the head of a group of thieves near Flaim, but she suddenly decided to ask us for help.

Maar: I introduce myself as the rumored Maar-kun.

DM: “Now to get into the main topic,” Shadam interjects. “We cannot blame you completely for being taken captive. We deliberately gave you false information, and this placed you in great danger. But we did it because we needed to learn more about the formidable enemy you encountered, and you have been able to provide us with valuable information.”

Fourth: That information is about the artifact. It’s a magic staff that entitles you to be the king of the world...

DM: “Yes, that is the Great Staff, but if the wielder has an evil will, the results will be terrifying. However, if you have the qualifications, you will be able to exert great power for the good of this world. At least that is our hope.”

Orson: Who exactly deserves that power?

DM: Are you willing to risk your lives to keep a secret?

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Cecil: Of course.

DM: “Then I'll tell you. Who is the one who is qualified to wield this artifact? It is none other than Kashue, the King of Flaim!”

Shiris: Who is that?

DM: Oh, yeah. Let me explain. Flaim’s mercenary king Kashue is a brave warrior who took the lead in fighting beside the kingdom of Valis during the last War of Heroes. In the battle between Valis and Marmo, King Fahn and Emperor Beld engaged in single combat, and Beld won. After that, Kashue challenged Beld and ended Beld’s life. However, once Beld was defeated in the battle, Kashue had fallen into a difficult situation himself, and there was nothing he could do. Destruction and death swept across Lodoss, leaving the island in its current state of anarchy.

Cecil: So that Kashue guy is super-lawful.

DM: He is the Lawful of Lawfuls. Then, Shadam adds, “The sponsor of this guild is none other than King Kashue.”

Orson: The whole story is finally revealed!

DM: So, Slayn and Leylia have joined the guild to help King Kashue.

Shiris: By making this person the king of Lodoss, you are trying to rebuild the land that is in turmoil. DM: “Exactly. That’s why we need to get the staff no matter what.”

Cecil: Of course. We can’t let it fall into the hands of evil people.

DM: Well then, Slayn tells you he will report the situation to King Kashue. Until they receive word from him, they will leave you alone. But never betray the secret of the king or the Great Staff. Orson: What if we keep it for ourselves?

DM: Naturally, youll have your heads chopped off.

Shiris: Oh my.

DM: So, the leaders of the guild leave, but the bar is still open.

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Fourth: Oh, don’t come near me, don’t come near me. I run toward the counter.

DM: Alright, shy guy. The women decide to leave Fourth alone and talk to Orson-san and the others. “What happened the other day? That was a disaster.”

Orson: Yeah, well, thank you for your help.

DM: “Well, we weren’t looking for your thanks. We’re looking for your help.”

Shiris: With what?

DM: “Well, it’s just a simple job of getting rid of some bad guys.” Maar: How “simple?”

DM: “Simple. There’s a small village about two days south of Raiden. The village has recently been controlled by a sorcerer

who uses strange techniques, and we’re asking for help. We could go alone, but we’re dealing with a magic user, and I don’t

know how powerful he is. That’s why we would like to ask for

your cooperation,” says the beautiful leader.

Orson: We're indebted to you for helping us. It looks like it will

be more than a week until King Kashue arrives, so I think it’s a

good idea to go on this quest.

Cecil: We can’t afford to let an evil Sorcerer get away with

something foul.

Shiris: We'll go. ’'m hungry for adventure. But please let us get some rest tonight.

DM: “Well then tomorrow,” they say, and leave the bar. So, you guys are going to rest at the guild tonight.

Orson: I certainly am.

The next day the adventurers headed south with the beautiful all-female party. The trip was two days long, so there was one overnight stop along the way, and two chance encounters. However, this time there were a lot of people in the party, so the enemies were easily defeated. However, dealing with so many NPCs was difficult for the DM. Finally, the party arrived at their destination, the village.

Maar: That was quick.

DM: It was difficult...I shouldn’t have included so many NPCs.

Fourth: We must be up against a large number of enemies, otherwise we wouldn’t need them.

DM: Hmm, sharp. As the village comes into view, the leader of the female adventurer’s party stops and begins by apologizing to you.

Orson: Wow! I think we’ve fallen into a trap again.

DM: Sort of. The apology isn’t because these women have led you into a trap, but because this whole village is bad. The magician controlling the village (who is of a fairly high level) has a grudge against Swissnia’s* party and has been targeting them. She came with you to this village, the magician’s home base, to crush him first.

(*Translator’s note: the writer accidently used the name of the Guild’s head thief “Swissnia.” The NPC is later corrected to “Melissa.”)

Cecil: Why, even if you had told us that from the beginning, we still would have followed you.

DM: She apologizes honestly again for leading you here under false pretenses, but your gracious words set her mind at ease and she asks how you think they should fight. Fourth: Asking us for a plan is no use. After all, this party seems more likely to rush in and try brute force.

DM: “It’s going to take a lot of force,” she admits. “But the enemy sorcerer is quite strong. And he has some really strange skills...”

Cecil: How many enemies are there?

DM: There are roughly 30 people, excluding the sorcerer. However, the rest of them are just a bunch of bandits. Orson: 30 people, that’s quite a lot. After all, even minor opponents in large numbers are a threat.

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DM: “And that Sorcerer can also cast fireballs. He is probably still asleep at the moment, though.”

Shiris: You can’t expect much support from us, but we'll do our best here and repay the favor you did us the other day.

Maar: But in reality, I feel like the people we should be grateful to are Slayn and Leylia-san. DM: “You're right,” says the female leader. “I feel bad for bringing you here. How do the rest of you feel?”

Cecil: I’m in. These women need our help. Fourth: In that case, Cecil, please stay in the back this time.

Cecil: I thought you’d say that, you thief! Orson: Ah, that’s annoying. If we keep fighting each other like this, I'll go berserk right now. Anyway, this time I say we come up with a plan.

DM: That’s a good idea. Please take your time and think about it, we have time.

Fourth: Okay. I'll think about it for a month. (Continued in the next issue)

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all-female party. Hahaha... Pgs q e ? So, I had a hard time drawing her in this picture, x As for the Swissnia because the character's name is different from the incident, it's all my previous installment!! f ; = fault. Sorry. Punska! (huff), fi ff a. (The Editor) 4 |, i 3 »\} \ r] 0

Another thing, I was thinking about one of the members... Isn't it true that the elf is a thief? That's how I drew her anyway!!

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DM: Well, do your best this time! Did you plan your strategy during the past month? 4 Orson: Of course. First, I draw my sword, then I let out a roar,

and then I charge in. Awesome! } Cecil: Ignore that rotten bastard and let’s get into the real fight. Maar: Before that, I want to know about the abilities of our allies. I haven’t heard anything about the number of people or the class composition of the women-only party. | DM: “Oh, that’s right - I’m late in introducing us,” the leader | says, bowing her head. The leader is, of course, a warrior. Her name is Melissa* and she is level 5. She’s wearing plate armor and is armed with a sword and a shield. Next is Alma, a 3rd level warrior. She is quite a beautiful woman with her gorgeous silver hair falling down her back. Alma has a spear and her armor is chain mail, meaning she has light armor for a warrior. Miss Riona, the thief, is the youngest at 16 years old. She has a wonderful figure showing bare skin under her leather armor, and you can clearly see that she is still young. There is a cleric and her name is Chris. She is 5th level and has low intelligence but high wisdom. She wears plate armor and carries a shield and a mace. She wears an intricately crafted ring on her finger.

(*Translator’s Note: As noted before, the artist mistook “Swissnia,” the Guild leader and thief, for “Melissa,” the head of this all-female party.)

Shiris: I wonder if any of them are good.

DM: Hang on. Finally there is a magician named Imiana who has a boyish appearance. She is level 2. She tells you she recently joined the party. She makes it clear that in combat she memorizes two Sleep spells and then fights with weapons.

Fourth: I’m shocked! Another fighting magic user.

Cecil: It’s true. Magic Users don’t just wield wands when they fa have to fight. Look at me.

DM: You're not a good example. Imiana throws daggers.

Maar: Oh, good. That’s more like it. I wondered what we would do if she had a personality like Cecil.

DM: So, that pretty much sizes up the members of their party. Orson: Not too deep, but it’s a simple scenario.

| DM: Hmmm..., well, what’s your strategy?

Even the regular players were shocked by the scope of the opponents arrayed against them. According to the information

A warrior who leads the party. A cheerful halfling. He's an extremely

He is usually mild-mannered, happy person who gets more excited but in battle he goes berserk. at banquets than during battles.

A female warrior pursuing adventure __ A sexy thief with a fear of women. and a good man. Rising in popularity He makes the DM suffer by due to her extreme actions pulling silly gags.

A magic user who looks like a woman. An NPC female priest. Is she the For some reason he childishly only decent member within prefers melee combat over magic. this eccentric group?

they could gather, in addition to the sorcerer, there were about 30 minions in the village. Since it would be difficult to take on so many opponents all at once, it was decided to use some sort of strategy to disperse the enemy.

Orson: The two thieves, Fourth and the NPC Riona, should shoot arrows at the village and then run away. If the number of pursuers is small, we can defeat them, and if there are many, we can attack those remaining in the village where they are weak.

Fourth: I don’t think that’s a very good plan.

DM: Ms. Riona is happy to accept the idea of being with Fourth.

Fourth: There’s no point in falling in love with me, Miss.

Orson: Stop that nonsense. This is about executing a strategy. Everyone get busy!

Under the orders of Orson, who is excited to be in charge, the biggest operation since the beginning of Record of Lodoss War began to be carried out! Fourth: I sneak into the village using Hide in Shadows and Move Silently. How many guards are there?

DM: There is a road running north and south in the village, and at the entrance there are two pillars that look like gates. However, there are no walls, and you can enter from any location other than the entrance. There are two guards at the gate in question. It seems that several people are patrolling the outer perimeter of the village, and from time to time armed figures pass by. Also, all the enemies are armed with leather armor and hand axes.

Fourth: Okay. I would like to advance to a place where I can reliably aim with my bow. Is there a good place for that?

DM: Fourth has a short bow. Riona also has a short bow, so both of you have to be about 30 meters to shoot without negative modifiers. However, don’t forget that the Shari applied her Bless to everyone, so the hit modifier and damage adjustment are +1. Well,

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Cecil: Hmm, I don’t know if he’s incompetent or competent. Maar: Of course, it’s excellent. This way, the guards can make their voices heard.

DM: (However, the lookout only has 1 hit point, so he’s dead.) Riona also hit the other with an 11, and did 4 damage. So, the two lookouts collapse in an instant. What an excellent couple!

Fourth: That’s a problem. I have no choice but to show myself and scream out loud, “Villagers, please listen carefully. We have killed

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SS DM: Understood. Then, five of the evil sorcerer’s henchmen, who are not villagers, appear. And of course, they’re surprised when they see the fallen guard. Two run back inside, loudly shouting that an enemy is attacking. The remaining three draw their short swords and charge Fourth. Now, what do you do? Do you continue to fight the enemy? Or do you look for somewhere to hide? Or do you turn around and run away? Fourth: The obvious choice...

DM: Run away. The three of them naturally follow you. Riona also panics and chases after Fourth. You’re both in leather armor, so you don’t get too far apart.

Fourth: Well, I'll just run away as hard as I can.

DM: The other members of the party see Fourth and Riona being chased by three people.

Orson: If there are only three enemies, Fourth and Riona will probably be able to handle them. Is it likely that the number of pursuers will increase?

DM: Yes. But at the moment, since they could only see two people in leather armor running away, they’ve decided that three is enough. Ten people appear near the entrance gate, but they remain there on guard.

Orson: Damn, we used the wrong tactic. A surprise attack would have been better.

DM: And there were too few of you. The two thieves used projectiles too quickly before escaping, and they conveniently announced themselves, so the villagers are definitely wary of an ambush. Humans aren’t stupid like orcs.

Cecil: We have no choice. All we can do is try a forced breakthrough. “Kill Chaos! I love close combat!!”

Orson: I guess this is what was fated to happen after all. I go berserk. It feels so good!

The 9 warriors charged against 30 enemies. Although the enemy were large in number, the lower level opponents were still relatively weak, and after two or three Sleep spells, they were already outnumbered. The remaining ones were cut down by the allied warriors, and in the end, it only took about 5 rounds for them to be wiped out. By interrogating an enemy who had surrendered, the party was able to find out where the mastermind sorcerer lived. It was said that he lived in the biggest house in the village.

Meanwhile, once they were far enough away from the village, Fourth began to counterattack, and although he was slightly injured, he was able to defeat the three pursuers with Riona’s

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Fourth: Well, a thief’s job isn’t to swing a sword. I’m not as impossible, unreasonable, and reckless as Cecil-san.

Cecil: What do you mean? I beat two of them down with my staff, and I came out unharmed.

Fourth: Good kids should never imitate you.

Orson: Absolutely. Well, it’s finally time to confront the Magic User!

DM: So, you arrive at the Magic User’s house. Do you burst right in through the front?

Cecil: Of course, I burst in from the front.

Shiris: Right. Because that’s more sensible than making a plan.

Fourth: She’s being sarcastic. Dear readers, please take the time to think about your strategy before doing this.

Maar: Still, let’s go in through the front. I don’t think any diversions are needed here. As we enter I announce “Maar is here!”

DM: Then you hear a voice telling you to come in.

Maar: Okay, well that’s very welcoming.

DM: Well, it’s a surprise attack.

Maar: I’m not surprised.

DM: Well then, let me explain. When you open the door, you see a narrow, long hall with several doors and stairs. A man dressed in black robes is standing near the bottom of the stairs. And, surrounding him are three monsters. Orson: What kind of monsters?

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DM: I’m glad you asked. This is a special monster submitted by a reader, something you could call Living Armor. The plate armor is moving by itself. These are named Plate Monsters No. 1, No. 2, and No. 3!

Shiris: There are three of them? That’s intimidating.

Cecil: I will destroy these monsters with my flame of justice. That’s right! I’m casting the Magic User’s Fire Ball!!

Maar: Wow. After all, you wouldn’t be a Magic User without that.

DM: Okay, let’s roll for damage.

Cecil: 20 damage for the first one, 15 damage for the second, and 19 damage for the last enemy. A Magic User is valuable in a situation like this.

(Editor’s note: Fireball damage determination is based on a rule interpretation by Group SNE.)

DM: In case you forgot, you're in the area of effect too. Cecil: Oops. Then 20 damage.

DM: Roll a saving throw for each of you in the hallway. Failure, success, success, success, success.

Cecil: It didn’t really work. Let’s all fight!

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DM: The sorcerer has to concentrate to control the plate monsters, so he can’t cast spells. What’s more, the magic that Shari-san casts is Silence, which calms the atmosphere around the sorcerer, so you'll be safe against magic for a while. The plate monsters are slow, so this round they can only move and enter close combat range. So, who will deal with the monsters?

Cecil: I...

Maar: Hey! Leave the fighting to the fighters. I, Orson, and Shiris should attack. And I ask the two NPC warriors join us. DM: Of course, Melissa and Alma move forward.

Fourth: What did the remaining people do in the previous round?

DM: Imiana, the Magic User has already used up her spells, so she does her specialty, throwing a knife at the Magic User. This hits and deals 3 damage. Miss Riona is quickly trying to hide in shadows. In front of the strange plate monster, the cleric Chris can only gape and think “I’m too stupid to understand this!” but wisely casts a light spell, illuminating the dark room.

Orson: Now let’s go to the next round.

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sles Sim DM: The plate monsters’ initiative is low, so you automatically gain initiative. Since the front is in close quarters combat, projectiles will no longer be effective. Now let’s start with magic.

Cecil: I fire a magic missile toward the second monster. That’s 7 damage.

DM: Max. The two clerics, Shari and Chris, are waiting with their hammers and maces ready. Next up is close combat. The people who attacked Plate Monster No. 1 were, erm, Shiris and Maar. Let’s start there. This guy is heavily armed with a huge shield and a weapon called a flail.

Shiris: That doesn’t matter. Hit with 20, damage is 10 hit points. Maar: Damn. I missed.

DM: It doesn’t matter. This guy has 26 hit points and can be destroyed by one hit from Shiris. What Shiris was holding was a magic sword.

Shiris: +1.

DM: OK, no problem then. Plate Monster No. 1 collapses into a heap of broken armor. It hurt that he failed the saving throw against the fireball. So, let’s deal with the second one. Orson is in charge here by himself. No. 2 is a strange guy with each part of his armor divided into 9 pieces floating inside, and his weapon is a sword. So, Orson. Bring it on!

DM: Somehow that’s appropriate... Now on to number 3. No. 3 has a band on the shoulder pad shaped like a spider’s leg. And the arm and leg armor are floating independently. There’s an NPC duo here - Melissa fails. Alma is successful. 7 damage. Now it’s

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Orson: Ouch. But surprisingly that’s not much damage. DM: (Even if D10 + 3 damage is small, it’s like this.) So, No. 3 attacks independently with all 6 of his shoulder pads, and 3 go to Alma and 3 got to Melissa. Then Melissa was hit by two of them and took 21 damage. And just like that, she groans and collapses.

Maar: Well, she must have only had that many hit points.

DM: Not exactly. She has 27 hit points. But...

Fourth: There are things called poisons in this world. DM: Hehehe, exactly. She failed her saving throw against Poison.

Orson: This is bad.

DM: Next round. The enemy sorcerer is still focused on concentrating. So, it’s your turn again. Alma’s attack on the third one fails. Shari runs over and tries to drag Melissa’s fallen body out of the fray.

Shiris: I'll go next to her and support her. Do I hit with a14?

DM: It’s a miss, even with the Bless effect, it’s -1 Armor Class. So, it doesn’t hit.

Maar: This round, I’ll just move towards No. 3 to support NPC Alma.

Orson: Uriiii! I miss.

DM: Well, here’s their counterattack again. First, No. 2 aims at Orson and hits. 8 damage. Then there’s No. 3’s 6-shoulder attack, which hits Alma twice and deals 9 damage to her. So, Alma-san ends up collapsing as well.

Maar: Wow, I’m all alone now. This is bad.

DM: Seeing this obvious disadvantage, the dim-witted but wise Chris muses, ‘Well, it’s very dangerous here, so let’s ask the Spirit of the Ring for help.”

Fourth: The Spirit of the Ring? Maybe...

DM: Chris recites some words without speaking. A puff of smoke comes out of the ring and a Djinn appears. Fourth: Yay! A Djinn is powerful. This could help us win.

DM: Plate Monster No. 3’s poison attack isn’t effective against spirits either.

And with that said, the Djinn is a big help. Two rounds were enough to crush the plate monster.

Cecil: I turn toward the sorcerer. Come on, messenger of evil, prepare yourself.

DM: However, the sorcerer has lost his will to fight after his dependable plate monsters have been crushed. He just surrenders.

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News from Dodoss Island

Good day! I’m the DM, also known as the Dungeon Master. This month’s reader-created NPCs are the female Magic User Imiana, the cleric Chris, and the monster called Living Armor. Each NPC author will receive a special Comptiq T-shirt. We'll see which NPCs appear next month, so stay tuned!

Here are the second results of the “Lodoss Island Character Contest” based on reader voting!

ist place / Cecil...43 votes 2nd place / Shari...40 votes 3rd place Orson...35 votes 4th place/Shiris...21 votes place/Fourth...12 votes

Yutaka Sano, Saitama Prefecture

Cecil: What a pathetic guy. What should we do with him? Orson: Let’s tie him up with ropes, blindfold him, and take him back to the guild. However, it’s not up to us to decide that.

DM: It seems that the NPC party that suffered two casualties has no intention of forgiving the sorcerer, but since their leader has fallen, they agree with Orson’s opinion.

Shiris: In the end, our performance wasn’t that noteworthy this time either.

Orson: Hmm, pathetic. With outcomes like this, the road to becoming king is getting longer.

DM: So, see you next month!

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This month's special NPCS

ea 3 Katsuyuki Katayama, Osaka Prefecture 6th place/Maar...8 votes 7th place/Leylia...6 votes 8th place/Slayn...5 votes oth place/DM...4 votes 10th place / Jaran...1 vote 10th place/Ashram...1 vote 10th place / Silver...1 vote

The contest ends on December 7th. If you haven’t voted yet, write your favorite character from Lodoss Island on a postcard and send it to me. Of course, those who have already voted can vote again. The address is below!

Tokyo 102, Chiyoda-ku, 4-7-16 Kudanminami,Ichigaya KT Building Fourth Floor, Comptique Editorial Department, “Lodoss Island Chara-con” Section

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DM: Well, please try your best this time too.

Fourth: Even if you say that, if the only people working hard are the NPCs, there’s no way to get excited.

= DM: It’s okay. I’m sure there will be a place for you to play an } active role in the future. So, you return to the adventurer’s guild. The female party that was active last time is also with you, but the = %| situation within the guild is currently delicate.

Orson: So, the desert king is coming.

if DM: Yes. Since you are involved in this important matter, you are tesa sent to the basement, but the other members of the general public | are not allowed to enter.

Maar: I feel special.

» DM: There are more people than ever in the now familiar underground conference room. First of all, there is the trio of Shadam, Leylia, and her husband Slayn, as well as the executives Goose and Swissnia. And, this week’s highlight, a warrior who can be recognized as the desert mercenary King Kashue can be seen, with two bodyguards on either side of him.

Shiris: What kind of people are the guards?

DM: They’re like this - one is a young warrior, and the other is a female elf woman.

Cecil: What a combination!

DM: Muhahahaha, they mark the return appearance of two of the DM’s favorite characters, Parn and Deedlit.

Slayn: “Well, it’s been a while.”

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DM: Hey, your current character is Fourth.

Fourth: “Yo. Nice to meet you.”

Cecil: I’m thrilled to meet the hero I admire so much.

DM: After everyone introduces themselves, King Kashue slowly stands and begins speaking. “I heard from Slayn the details of the incident you and your friends encountered. The ancient magic staff that you heard about from a man named Ashram is said to grant the one who holds it the power to become king. It must not be allowed to fall into the hands of Ashram. To be honest, I don’t even know if I should have it. I’m not a chosen hero like King Fahn or Beld in the past, and I don’t think a kingdom built with the power of a staff like that would be able to gain the trust of the people for a long time.

Cecil: He’s a very humble man.

Shiris: He’s too modest!

DM: “Regardless of how the magic staff is to be used, we must first track down and capture Ashram. Otherwise, Ashram could become the second coming of Beld and draw Lodoss into the vortex of war once again. If such a large- scale battle were to occur again, humans would be unable to maintain civilization and this island would decline into a state that could only be described as barbarism. We must prevent such a situation from happening at all costs.” Cecil: That’s right! Kill Chaos. Kill all those evil people! DM: (He really is an extreme guy) “We cannot wait, so let’s leave right away.” Kashue declares that it will be a long journey to reach the peak of Fire Dragon Mountain.

Maar: Our opponent has a five day head start. How long does it take to reach Fire Dragon Mountain?

DM: About 10 days. Of course, it would be shorter if you rode on a vehicle or did a forced march.

Maar: Then we definitely will need a horse.

DM: By the way, Ashram didn’t just go to the destination on horseback. The goal is to reach the top of the mountain. Orson: But as far as we’re concerned, it would be faster to go by horse. Otherwise, we won’t be able to catch up with Ashram at all.

DM: Well then, Shadam offers to prepare horses for you, though it seems that a vehicle for King Kashue has already been prepared.

Shiris: What?

DM: That’s a fun reveal for later. First, we have to select the personnel for the Ashram tracking team.

After all, your opponent, the man named Ashram, was Emperor Beld’s right-hand man, and he was pretty good with a sword. Because no one knows which route they took, Leylia advises that it would be better to split up into two groups.

Orson: Of course. So, how do you divide us up?

Party leader and warrior. Perhaps A cheerful halfling. A small person because he is so anxious, he often —_ who gets excited the more he turns into a berserker. makes noise to liven up the place.

A female warrior with an extreme —_A no-good thief who is afraid of personality who has no eyes for women. I don't really know if he men and loves the sight of blood. has a strong or weak personality.

everyone else in the group with King Kashue. Shiris: Of course.

DM: Whatever the reason, your party with the husband and wife duo Slayn and Leylia, will ride horses along the main highway to Fire Dragon Mountain. King Kashue will take his two bodyguards, Parn and Deedlit, and head to the destination ; hin Rana ahead of you. Without Slayn and Leylia, if you end up fighting Seti Eantieeeard gece Wf Seem Ashram, it will be a repeat of what happened the last time. combat lo magic. reason ranks high in reader polls. Orson: Oh, this is pathetic. This time I'll probably lose my life. Maar: Probably. But I’m a cheerful halfling, so I look at it as a chance to make up a song about it.

DM: (What does that have to do with anything?) It’s decided then. Time to get going.

Orson: Well, get your horses ready. I guess everyone can ride a horse.

Maar: I can’t ride something that big.

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The unexpected ending of the previous campaign

aS] SSI) DM: Oh, can’t halflings ride horses? Okay, I'll prepare a carriage, Leylia and Maar will ride in it, and Slayn will act as the driver. That’s fine. So, you leave Raiden. Kashue and his friends are with you until the middle. As you leave Raiden, Parn, the female elf Deedlit, Slayn, and Leylia actively exchange information about Karla.

Maar: Come to think of it, Leylia-san used to be Karla. I wonder what Karla is doing now.

Fourth: Let me answer that.

DM: Fourth doesn’t know about that.

Fourth: ....

DM: Here’s how Slayn explains it to you. The ending of the last campaign was epic. After meeting the great sage Wort and receiving a scroll of “Protection from Magic,” Parn and his group relied on that spell to confront Karla. This confrontation was a spectacular victory, and Woodchuck snuck up from behind her and took away “Karla’s Circlet” that was stuck on Leylia’s forehead. In this way, Leylia was freed from Karla’s spell, and the party thought everything was neatly wrapped up. At that moment, however, Woodchuck suddenly put “Karla’s Circlet” on his own

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forehead. Of course, Woodchuck’s spirit was taken over by Karla, and Woodchuck/Karla, disappeared into thin

air. Orson: Oh my god!

Fourth: Hey, I thought Parn and Deedlit followed Wood, while Slayn Starseeker, accompanied by Leylia, returned to his homeland of Alania to bury Ghim’s remains after the battle.

DM: They did. That was the end of the last campaign. But, what happened after that is a continuing story. Etoh married Fianna, the daughter of Fahn, and became the King of Valis, and Slayn married Leylia. They worked together to restore peace to Lodoss, and gained Kashue’s cooperation. That’s why they opened the Adventurer’s Guild.

Cecil: In other words, the characters from last time are now the heroes who hold the fate of Lodoss in their hands. We can’t afford to lose either. I will use this dagger to drive out evil from Lodoss! Kill Chaos!!

DM: Stop talking nonsense and let’s get on with the game.

Orson: Heh, heh.

Here is a note from the DM. I’ve been writing a lot about how to play the D&D® game, but I think it’s about time I summarized it. So, this time, let’s think about how to put together a good party!

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First of all, you need one master and several players to start the game. The appropriate number of players is about 4 until the master becomes experienced. Once you get used to it, you can have up to around 10 players, but 6-7 is optimal.

Half of my party is generally made up of warrior types, and I definitely want at least one of them to be a human fighter. This is because elves grow slowly, and dwarves and halflings have limited weapons, so human warriors who can take the lead in fighting are absolutely necessary. I want a second player to be one who can use Magic User spells. I also feel I need at least one cleric and one thief.

The party composition in the previous series was a warrior, dwarf, elf, thief, cleric, and magician, satisfying all of the above conditions, so the balance was very good. This can be said to be the most orthodox combination for a party of 6 people.

This time, the characters are a party of five: two fighters, a halfling, a Magic User, and a thief, while the cleric is an NPC. Cecil is the only character who can use Magic User spells, and he is quite weak outside of magical battles. However, the two warriors are strong melee fighters, so this is a powerful combination against monsters.

When you don’t have many characters, the cleric will have to double as a warrior. There may be some people who say they don’t need a thief, but I really like at least one PC to be a thief. Of the two, clerics are better suited as NPCs. Magic Users are a

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class that has decisive power in battle, so they have to be PCs, and warriors are also star-studded, so they are better being PCs.

When there are many people, you can create various other combinations. Two magicians are powerful, and two clerics double the healing magic, so the chance of death is greatly reduced.

Two thieves are a matter of taste, but they probably won’t be of much use. Also, when there are a lot of people, elves and halflings will be less likely to appear, so that is not recommended. This is because one warrior and one Magic User are definitely stronger than an elf.

The above are things to keep in mind when forming a party. Of course, these are just the basics, and it’s perfectly fine to experiment with party composition. However, I recommend forming a party using this pattern until you get used to it.

The next lecture, which I will take so time with, will be about tendencies and suggestions for playing character classes.

DM: After leaving Raiden for a while, Kashue’s ride is waiting for him. Even though I called it a ride, it’s not a Benz or a B.M.W., it’s a giant rock bird. Judging by the fact that it has seats attached to its back, it looks like it was domesticated for transportation. So, Kashue, Parn and Deedlit climb aboard and fly away.

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Orson: Goodbye. DM: The horse group proceeds to Fire Dragon Mountain along the main highway. Three days pass without incident. This area is dotted with small villages along the banks of the Blazing River, the region’s largest river, and you have to go to Hosto to get toa big town. The area is quite deserted, and there are villages that have been brutally burnt down, probably attacked by bandits. You have heard that Hosto still exists and that the security situation is reasonably safe. You and your friends are planning to go up the Blazing River from Hosto and head for the peak of Fire Dragon

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Orson: Understood. On the way, I ask anyone we meet if a group

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by a man named Ashram has passed along this road.

DM: Hmm, no one seems to recognize the name, but you hear that

| one group matching their description passed through here.

Cecil: So, we’re on the right track. DM: Three days later, around dusk, you arrive at a small, quiet village.

ris: Let’s stay here tonight.

Orson: Great idea. No matter how much of an adventurer you are, that doesn’t mean you like camping in the wild.

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ar: But I wonder if there’s an inn in such a small village.

DM: You can’t seem to find any buildings that look like an inn.

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What’s even more strange is the villagers’ reactions. When

they see you, they retreat into their houses in a hurry, and

those walking on the street run away.

Cecil: What’s with the cold reaction? They’re rude. Hey,

Master. I'll use the spell “Detect Evil” on one of the

villagers.

DM: Okay. That person is not evil. Even though he’s

running away from you, his expression is not one of hatred,

but of fear. “He looks like he’s scared of something,” Slayn

mutters to himself, and Leylia-san chimes in, saying, “I

agree.”

Orson: I’m so glad this husband and wife are on such good

terms.

Shiris: I wonder what the villagers are so afraid of.

DM: Slayn takes a medallion about 10 centimeters in

diameter from his robe pocket and hangs it around his

neck. When you meet another villager, an old man, you

are just be able to say a few words before he has a chance

to run away.

Maar: Old man, why are you running away?

DM: For a moment, the villager turns around and looks at

you as if pleading. Then he shakes his head two or three

times and hurries off. After the villager leaves, Leylia turns

to her husband and asks, “What did you sense?”

Slayn: In response, says, “the old man thought, ‘These

travelers seem like adventurers, but I’m sure they can’t

beat the Count.”

Fourth: It’s an ESP medallion! By the way, did you say

“the Count”?

DM: Yes, the Count.

Fourth: His name isn’t Strahd, is it?

DM: (Hmmm, I guess I’ve been found out after all) Slayn

replies casually, “The old man didn’t reveal his name.”

Orson: This place is crazy.

DM: In the meantime, it’s gotten dark and any pedestrians

have disappeared. This seems to speak volumes about

the current state of security in Lodoss. Then, of course,

it starts to rain, and you can hear the sound of thunder in

the distance.

Fourth: Well, at least it’s getting more exciting.

Maar: More like, we’re getting more in trouble. There’s

no inn, and when it rains, you can’t travel. We’re stuck.

Anyway, we need to find somewhere to stay. Normally, we

would try to impose at the village chief’s house. I wonder

if we can find a house like that.

DM: So, youre looking for a big house?

Shiris: That would be nice.

DM: There are two large mansions in this village. One

is a building on the outskirts of the village that looks

more like a castle than a mansion. The other house is a

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ie OVS PVD OL SS ES OD SA edie Be SA normal private house, but it’s nearly twice the size of the surrounding houses. Fourth: Let’s go to the private house. The castle is a little... Cecil: What are you afraid of, bandits? You guys don’t need to be afraid. ; Fourth: Well, I’m afraid. After all, our opponent could BH be a vampire: an undead demon using an identity from # his previous life! DM: The secret’s out. It’s a classic pattern. So, which house are you guys going to? The castle or the private house? Orson: The private house. I’m sure it belongs to a good person. DM: At least a rich one. When you knock on the door, a voice comes from inside and a girl pops her head out. Her expression is similar to fear, but she looks at your faces and says, “You must be in trouble because you’re covered in rain. Please come in.” She opens the door and lets you in. Fourth: Apparently young women aren’t good judges of character.

Tl go berserk. Fourth: I don’t know which is scarier. That or an army

of brigands.

DM: When everyone is inside, you realize that she va the only resident of the house. The mansion is qu spacious, and there are enough beds for all of you j sleep on. Both Slayn and Leylia will take one room. 4 you have to do is look at this sketch and decide whi room to stay in. By the way, the ones without marks open bedrooms.

Shiris: Well then, let’s decide.

DM: Please take your time.

Everyone: One whole month!

DM: You got me!

D&D is a registered trademark owned by TSR.INC. All Rights Reserved. For inquiries regarding D&D: Shinwa Co., Ltd. -861-898

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GRAND REVEAL OF NPCS CREATED BY READERS!!!

When we solicited NPCs for “Record of Lodoss War II,” Red Haired Elf we received over 1,000 applications from readers all over the country. Unfortunately, it is impossible to include all of them in Record of Lodoss War II. So, I would like to introduce some of the NPCs that did appear.

Hiroki Muto - Fukuoka Prefecture

The enclosed illustration of the elf's startling presence with red hair and tan skin

was one of the best among

the entries.

“Hey, you crazy party people”

Comedic Quartet

Miyazaki Prefecture - Masato Akagi

*Gremy/Lawful elf and party leader. However, he is the kind of guy who walks around wearing clothes that say, “Keep away from danger” (Translator note: the phrase here means modest and not presumptive) because he is a perfectionist.

*Lou/Girl warrior. “It's a monster! Stay back!” She's the one that jumps on them first.

*Bub/A dwarf who speaks in Hiroshima dialect. He's an irrational guy who resorts

to violence no matter who the opponent is. (Translator Note: The Hiroshima dialect has

Paired Adventurers Adventurer with child

Daiki Maruyama - Tokyo Kenichi Kaneda - Osaka Prefecture

The Magic User Amienramta, a female magician, lives with Acuricitan hates her only son, Petit, because her husband women. However,} has gone missing. She has decided that

he gets along well} her husband is dead (he wasn’t very

become stereotypically associated with with the female reliable), and every day she falls in love tough-guys). thief, Tisna. The with a good man. Her son Petit is only *Greed/High level magician of Pop/cat. two of them are 2 years old. However, he has always going on ; ; élmost'reached adventures A team of lovers is cool, but having a the level of an old together with child as a companion is unique!

various parties.

man. There were 4 a lot of weird guys

Wee269 like that.

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i. 4 Magician with a fear of women

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Super Dragon Girl Yadoya's Nee-chan Weak Elf Osaka Prefecture » Junichi lwano § Yudai Kurihara - Tokyo Kyoto Prefecture - Tetsuya Yamamoto

A Flying Ef

This girl has a charisma Loreia, a 6th level elf, is very weak,

of 18, so she has a lot of probably due to her upbringing in the people who come to see city. Her hit points are the same as a ‘¢ her, so she's clearly 2nd level fighter, and up to 4 of her

Yul Namkaam is a half-dragon who has lived for 220 years. Her hit points are 104 (!), and all her ability scores are

18 (!!). A broken character who ignores

game balance, having enough money f very good at it. ability values are negatively modified. to buy an entire country (!!!) and too { Her character sheet The only thing is that her Charisma many magic items to count (!!!!). erry didn't have anything is 18, which is why she managed to It's ashame as a DM if you try to & © _ written on her other survive to level 6 thanks to the efforts than her charisma of her followers who were charmed

master this character. : value, ah... by her. Pathetic!

pixies.

* Nagasaki Prefecture

energy on capturing them rather than defeating them.

Beautiful Female Warrior Ryoji Terada

I liked the classy illustration,

a Gold Dragon! so I asked for her to appear.

Etiquette Picky Cleric

Jinboshu - Kyoto Prefecture

Bishop Gervaas is a traveler from Moss. He is a calm, benevolent and kind cleric who heals those who suffer, regardless of whether they are good or evil, free of charge.

That's all well and good, but when someone shows disrespect, he suddenly becomes a wild man, and in his anger, he casts a spell that cripples them. He may be kind and benevolent,

but he’s not just some weak old man. sinister plot.

Thank you so much for all the a

Hello everyone, this is the DM and I’m happy to see you again. Anyway, thank you for all the applications. As a person making the selection, I was really moved with excitement at the overwhelming amount of entries.

Well, in this special supplement, I’ve selected some of the more interesting and outrageous characters to introduce to you. Is your character listed here? Putting that aside, let’s write down some of the things I felt when I saw the NPCs that were sent to me.

First, my firstimpression was that the NPCs everyone created were extremely strong. It is especially noticeable that their hit points and charisma are high. The higher the hit points, the greater the chance of survival, and if you’re going to play a character anyway, it’s better to have good charisma, so that others will empathize ee me character. Perhaps that is why these two numbers are so high.

However, I was more attracted to NPCs that had their own individuality rather than characters with good numbers. Even though she only had 14 Charisma, the bar diva Lucia had a vivid image, and I felt that Silver of the Golden Sword had something different from the other characters. A character who is strong but has no driving principals has no charm. A good character is one that has a sense of drama behind them - this is just my impression.

Next, let’s introduce some of the most common patterns.

“Kill Chaos! Let's fight, friends!” (Cecil)

Dragon Keeper 2nd Cecil

Koichi Kobayashi * Nara Prefecture

The elf Rimuru Topaz has four dragons that he has transformed into

He is a reckless man who, when faced with dragons, focuses all his

It is said that he has captured over a dozen dragons so far, including

Shadow Assassin

Shin Kakutani - Yamaguchi Prefecture

Saara is a member of an assassin group called the Black Thieves. She hides her true identity and works as a maid in the homes of important people in town. Is her purpose to find out some kind of information, steal something, or even assassinate someone? The PCs should beware of Saara. She is a dangerous woman with a hidden dagger, whose true identity must be uncovered to thwart her

XERN

Masakatsu Imon * Osaka Prefecture ? Masanaga Uekusa * Chiba Prefecture

A Magic User with the nickname “Riker the Knife Thrower.” He believes that “magic is a means of protection,” and extremely dislikes using magic for attacks. What he does when he attacks is he throws daggers a lot.

Well, it's better than someone like Cecil who uses a staff to engage in

Gardner, a 4th level fighter, is one of the best human warriors, but he has one major flaw. If he takes even one point of damage during a battle, he enters a berserk state and continues fighting until either he or the enemy dies. However, it is unknown whether or not he shouts "Uriiii!" Well, there's someone

like that in every party. } hand-to-hand combat! yoo! peoutiful Ny 00 7 ‘ie (nnoo")

A Gentle Magic User Miyagi Prefecture

Ken Takahashi -

lications!! The idea of a cleric who P) is parents at a young age and was abandoned in front of the church. I received about 10 similar messages.

The person is actually a dragon. This pattern is also common. Dragons are the number one monster, and the reason for their popularity is that they can sometimes take the form of humans. The Gold Dragon is Lawful.

Masked killer. He always wears a mask, and his true identity is a mystery. It’s true that just because he hides his face behind a mask, you get the feeling that he has hidden some kind of amazing ability, but when you meet someone for the first time, it doesn’t really matter whether he has a mask or not. I think so, but what do you think?

Ninja assassin. This character type is also common. It’s a shame that he can’t be included in Lodoss’ world because he has a strong oriental flavor. By the way, the “D&D Masters Set” introduces a new character class called the Mystic, which is similar to ninjas. It may also be influenced by “Wizardy.”

The above are the most common character patterns. These kind of things inevitably become a negative in terms of originality.

In conclusion, everyone, please remember that character is a word that means “individuality.” Creating fictional, yet real, and fresh characters in a fictional world is another way to enjoy D&D. See

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The heroes continue their journey to Fire Dragon Mountain in search of an ancient staff that is said to hold the power to rule the world. However, stopping in a small village, did they glimpse the shadow of a terrifying vampire?

This is the ninth part of an exciting series that recreates the actual gameplay of "D&D®" exclusively in this magazine. This month contains a series of hurdles to overcome!

, Ts” The true identity of the

vampire is revealed

i a ———>— DM: The sound of rain gets louder and louder. When the thunder rolls and the lightning strikes, the outside becomes as bright as daytime. Shari, who is watching the scene from the window,

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$4] Fourth: Because the enemy is a vampire, the most popular <,| undead monster in the West.

Cecil: Our characters don’t know that, you rotten player!

patting DM: Right now everyone is enjoying their post-meal rest in Ki a room with a long table. The young woman who lives in this

WN) house has brought you wine and fruit after dinner. What would

Maar: It’s in times like this, when the atmosphere is so dark, that

=e] my songs come in handy! “SHalfling, halfling, Yahoo! J”

} | Orson: Stop it. I’m tired of hearing the same song all the time.

Shiris: We can’t go outside in this situation. We’re completely

f] stuck.

Cecil: If I don’t have anything to do, I'll go to sleep.

Orson: That’s good for now.

DM: You know, I’m sure there are more important sources of

information closer at hand. There’s no other choice. The two

wise clerics, Leylia and Shari, talk to the young woman who is

the owner of this house.

expected, she explains she is the daughter of the village chief. +} Orson: Hello. DM: However, after she introduces herself, she falls silent and

\ | face. It’s obvious that she doesn’t know what to make of you. Fourth: Well, it would be a bit unnerving if 8 people dressed in J/))| such strange clothes came rushing into your home.

¢\| DM: Seeing this, Leylia murmurs something and lightly touches $4] Shandis’s hand. Immediately, the darkness disappears from Shandis’s expression.

#7) Fourth: A “Remove Fear” spell. As expected, she is a high level cleric.

DM: Shandis looks at Leylia’s face with relief. “You’re a cleric, hy aren’t you? I felt a sense of virtue, a very high kind of virtue from you.” Leylia smiles and tells her that she is a priestess of Marfa, the mother goddess, and her name is Leylia. Don’t worry about vA her. All of the people here are fine young people with strong

looks worried. As she speaks, a look of pain or fear crosses her °

what the girl is afraid of, but the party will definitely try to overcome the source of her fear.

Relieved by Leylia’s words, the girl opens her mouth and tells the adventurers the following horrifying story...

Sim) Before the War of Heroes began, the village’s affairs were left

to the village chief, Shandis’s father, and the Count locked himself in his castle’s library all day long, studying esoteric ancient texts. However, the amount of taxes collected from the villagers was not high, and although he was said to be eccentric, the Count’s reputation was by no means bad.

One day, about three years ago, it seems that the Count finally found his purpose. He performed a funeral for himself, saying, “I have been freed from death, and at the same time I have said goodbye to life.” From that day on, the Count never appeared before the villagers again, and full authority over the village passed to the village chief.

However, recently, a number of villagers have gone missing, and some of them have been found as mutilated corpses. The corpses were all ripped to pieces, as if they had been torn apart by an animal, and their internal organs had been removed. Unfortunately, Shandis’s father was among the victims.

Maar: That’s a scary story.

Orson: So that seems to be the work of the Count.

DM: Exactly. Some people claim to have seen a suspicious shadow entering the Count’s castle. And even though no one else lives there, it seems that there are lights on at night. Fourth: I wonder what it is. I’m starting to feel like maybe it’s not a vampire.

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A warrior and party leader. Recently, A halfling who is good at singing he has been turning into a berserker and dancing. He may be small, and promoting his own interests. but his fighting spirit is great.

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DM: Perhaps. According to Shandis, the Count is definitely involved in this series of incidents. The villagers are frightened and some are considering leaving the village. What holds them back is not the lack of courage to confront A female warrior who loves fighting. A useless thief whose only advantage She gets involved in every battle, is his good looks. But he has a the Count, but the resignation that Lodoss is the same no but she still can’t find a good man. passionate fan base. matter where one goes. Shandis continues, “I beg you. If you are truly heroes, please uncover the Count’s secret. And if he is the culprit, use your power to defeat the Count. Of course, I will give you a reward. It may be an insignificant amount, but...” Cecil: There’s no need to reward us. Our mission is to defeat evil beings. “Kill Chaos!” DM: Leylia-san also makes a strong statement, saying that she will go to the mansion early tomorrow morning and clean things up. Slayn also nods his head. Orson: That’s fine for characters with a high level of skill. It’s life-threatening to us.

egies 7 He is a magician who also has a nice An NPC female cleric. Among the Deciding that there was nothing else to do that day, the face. He’s a complicated guy who selfish members of the party, she is group went to bed early. However, it was past midnight likes fighting more than magic. the one who is faithful to her duties.

when everyone was asleep...

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SS A surprise attack and Shari is kidnapped

_—————— i DM: I’m sorry to interrupt everyone’s rest, but try making a saving roll against Wisdom. By the way, when it comes to saving based on ability values, it’s not more than the number, but rolling less 4 than that.

\) Orson: What, what? There’s no way I, with a wisdom level of 7, will succeed.

“| Who succeeded? Maar, Fourth, and Shiris.

og Maar: (smug) By the way, I also have a wisdom level of 7. Orson: Ugh!

DM: So, those who succeeded wake up. You hear an eerie sound ‘| coming from the back door of the house!

Fourth: We got an early warning.

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Orson: Lucky you. Please wake the rest of us up quickly. DM: Maar and Fourth share a room. So, Cecil and Orson are sleeping next to each other? By the way, when Shiris noticed, she discovered her companion, the cleric Shari, was nowhere to be seen.

Shiris: I need to don my armor first. I can’t go out in my pajamas.

DM: Fourth and Maar rush to the next room to wake up Orson and Cecil. Shiris dons her combat garb. So, Mr. and Mrs. Slayn, who stay in their night clothes, are the only ones rushing immediately to the scene. Leylia’s voice calls out that there’s a werewolf howling at the back door! Orson: Oh, here comes the wolf. The wolf has arrived! DM: During that round, you can hear a cracking sound coming from the front door.

Maar: We're surrounded.

Cecil: What are you doing relaxing? We have to go quickly without wearing armor, just bring your weapons.

Fourth: Says someone who doesn’t wear armor.

Orson: But if we don’t hurry, Leylia-san and Slayn will end up fighting alone.

Shiris: I'll finish putting on my armor and leave the room. DM: Please. If so, you continue dressing till the 1oth round.

Of course, there was no way the battle would take 10 rounds. Slayn and Leylia destroyed three werewolves and three direwolves that snuck in through the back door in three rounds. Two werewolves and three zombies invaded from the entrance, but thanks to Cecil’s fireball and the efforts of Maar and Orson, they were able to defeat them.

Orson: But Shari-san isn’t here. Besides, I wonder if Shandis is safe.

DM: Shandis comes out of her room alone, as if to make sure the fight is over. But Shari is still nowhere to be seen. Fourth: I’m sure a vampire charmed her and kidnapped her. Normally, the village chiefs daughter would be kidnapped.

DM: You can’t be sure of that just based on common tropes.

Orson: We have to hurry to the Count’s mansion!

There are seven classes available in D&D® (in the Companion Set three more - Druid, Paladin, and Avenger are added, while the Mystic is added in the Master’s Set). Let’s talk about trends in how characters are played and countermeasures for the “human edition.”

In other words, each class has its own unique personality, without using the berserk warrior Orson as an example. For example, in general warriors are brave and most Magic Users are eccentric.

Of course, it’s interesting to have a personality that breaks the pattern, but it’s

3 Som probably best to get a feel for the orthodox ES S handis H ouse

personality first. Parn from “Lodoss War I” and Orson can Werewolf x1 be said to be typical examples of warriors. Dire wolf x3

These two try to rely on the power of the sword to do things without thinking too deeply about strategy. A simple and clear personality is something that can be forgiven if you are a warrior.

Of course, there are also hero-type warriors

a a Slayn Maar |Orson Leylia |Fourth| Cecil

who have the wisdom of a leader. For example, the antagonist Ashram (he’s not a good guy, but he’s a good leader) and the : mercenary King Kashue.

A cleric should be someone who is filled with a spirit of compassion. A nurse type person would be suitable for becoming a cleric. They have to be not only kind, but also strong. Otherwise, there is no way they

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By the way, when it comes to spell users, wisdom is what works best.

For some reason, almost no magician has a “normal” personality. Something is wrong with just about every single one of them. Is there a fine line between genius and madness? A picky personality, such as seeking knowledge and only thinking about acquiring magic, is suitable for a Magic User. Finally, thieves are known for their stealth. They don’t care if they’re far from being admired.

In any case, keep in mind the satisfaction a character derives from desires such as money, women, honor, etc. A Woodchuck-like personality is a good reflection of a thief. Next time I’ll discuss the demihuman class.

DM: By the time the explanation is finished, you arrive at the entrance to the Count’s castle. It’s a two-story stone keep, with ivy leaves clinging tightly to the walls. The entrance has double doors and is elaborately decorated.

Orson: It doesn’t matter. We attack!

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Orson: The die roll is a 6, and Berserkers are not surprised. DM: (How logical) You burst into the castle’s entry hall. A man stands in the middle of the 12 meter square room wearing a black cloak. There is a staircase behind him, and on the stairway there are two human-sized stone statues with wings and horns.

Cecil: I'll use Detect Evil.

DM: All three things are evil. The man, and the two stone statues. Fourth: Are the statues gargoyles?

DM: Yes. The stone statues flap their wings and fly into the air. The man in the black cloak flips his cloak and smiles with a creepy smile. His white canine teeth are unusually long and sharply pointed.

Cecil: Here you go, vampire. Receive my flame of justice. DM: Okay, roll for initiative. His is 5.

3} Orson: We lost.

DM: The gargoyles challenge Maar and Cecil. The Vampire casts a spell. Try catching this evil flame. A fireball spell explodes centered around the entrance. 28 damage to Orson, 29 damage to Maar, 20 damage to Shiris, 19 damage to Fourth, and 25 damage

Wy to Cecil. Hey, everyone make a saving throw.

Maar: Oh my god, I’m dead.

DM: Please achieve Buddhahood. Shiris and Cecil are successful. Damage is halved. The Gargoyles only get close this round. By the way, Maar is down, so let’s replace him as a target with Orson.

SAT air ) 3 RES) SS Ko ST Cecil: Ill use fireball too. Is it possible to get the gargoyle within range? DM: If you're willing to hit yourself and the rest of your party. Cecil: Too bad. I aim only at the vampire, focusing on the innermost part of the wall. The damage is 17 hit points. DM: (Successful saving throw) Let’s go to other people’s options. First up is Leylia’s Turn Undead. She succeeds. The vampire turns to dust and disappears. Slayn uses a magic missile to skewer the gargoyle in front of Shiris and kills it. Orson: The other Gargoyle is still here, so it’s time for initiative for the next round. This time it’s 2. DM: The Gargoyle hits first. It hit, it missed, it missed, it hit. Damage is 4 shots. Orson: Hidebutsu (exclamation associated with Fist of the North Star)! I’m dead too. Shiris: I'll attack the gargoyle. I miss. Cecil: I hit it with a 20. The damage is 3 hit points. Fourth: I’m going to get behind the gargoyle this round. DM: Understood. Leylia crouches over Maar’s corpse and recites her prayers. It’s a “Raise Dead” spell. Maar, roll a saving throw based on your ability value for your durability (Constitution). Maare: I’m back to life! DM: Slayn has been concentrating on something this round, muttering the words of a spell. His face is turned toward the second floor. Now, the next round - you go first. Slayn still performs the same action. Leylia then uses “Raise Dead” on Orson. Make a saving throw. Orson: Come on...10! It was a success! Yes! Yes! Cecil: I attack. Hit with a 20 and deal 3 damage. DM: (Unbelievable) Shiris: I hit is this time too. Damage is 9 hit points. DM: The Gargoyle, who only had 14 hit points, dies. Cecil’s dagger was +1, right? Cecil: That’s right. Fourth: It’s over. We have to go rescue Shari. I’m sure she’s on the second floor. DM: When you guys try to go up the stairs, Slayn stops you - it’s not the Count you just killed. He’s up there. “You guys will never win,” Slayn gives a signal to Leylia, and the two of them go up the stairs. Just then, the door to a room opened and a werewolf and two wights attacked. The party, without a cleric had a hard time, but they managed to defeat them. However, Orson was hit and had his level lowered by a Wight.

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