"... and, well, like this, if a monster with an established way of fighting is his opponent, he doesn't need to be frightened (obsessed) by darkness if he doesn't have enough fighting power and even collapse of collaboration"

This is Nil's Adventurer Guild. An age-old adventurer, seconded by an Illustrian guild, is lecturing Theodoram adventurers and soldiers on how to fight monsters. Regardless of the adventurer, some of the soldiers who know their country is planning to invade Illustria have a subtle feeling about teaching Illustrian adventurers how to fight, but if you are an Illustrian adventurer who doesn't know it, you will proceed to lecture lightly so that you don't have any restraints (obsession).

"Does that mean you can win if you don't use your power the wrong way?

A young man, supposedly a soldier of Theodoram, asks a question.

"... if only there were one or two monsters. It depends on the strength of the monster, so ask to an approximate extent, but if a concurrent monster has a couple of adventurers against the whole thing, most of them will work it out. You can't kill him, but you can get rid of him."

Adventurers and soldiers on Theodrum's side flatter themselves against the Illustrian adventurer who confidently uttered it out. No matter, it's because I'm not sure I can fight. Unlike Illustria, where the struggle with monsters is not uncommon, it is rare (rare) to encounter monsters. In Theodrum, it is first difficult to accumulate combat experience to that extent.

Still, the adventurer as instructor showers cold water as if we could see clearly that if the monster against whom the measures have already been established started to think that we could handle ourselves.

"... except. This is not the case if the number of monsters has increased or if we have worked together. If there are more than five bodies, think about retreating first. It's the dungeons that are troublesome."

Until then, the venue is quiet.

"If you think about a dungeon offense or crusade, the interests of the land are entirely on the other side. Dungeon side holds the lead, including where to strike, as there are also many shades and bends. First of all, that's all. We're in an overwhelming disadvantage."

An adventurer as an instructor who often walks through the venue. In contrast, one of Theodoram's adventurers asks a question that feels like a snack.

"... but... is the dungeon actually being crusaded?

"With all the sacrifices. Unless it's a freshly made dungeon, I can't do a one-shot offense. I'm finally attacking you based on the information I brought home at the expense of many others."

"... what makes it so difficult?

"As I was saying, it's a local interest, but especially with or without reinforcements. The dungeon side can position and add gestures as you wish, but not the adventurer side. We have to fight with limited force."

Several soldiers are snorting (nodding) as if there is a verse in mind.

"Not only that, but the availability of information on where we can put the ambushes is also significant. At a stage when there is no information about the shadows, an ambush to the extent of a goblin would be a sufficient threat. When we gather that kind of information, we get less damage."

Lectures by adventurers continue.

"... no, giant monsters are certainly not a threat. (CHUCKLES) Hey, but little monsters tend to be a lot of things."

Yes, speaking on the stage is an adventurer who feels like a veteran to see. It is a pattern of lectures at the Adventurer's Guild in Vinstadt, the capital of Theodoram.

"I'm going to talk about in Illustria, but the two dungeons that I've been able to do lately have a relatively narrow entrance, and I was wondering if there were any big monsters in the figure. But not a single one of them came back from these two dungeons... they haven't even found the body. That's how dangerous a dungeon is."

Looking around the venue to see how the audience reacts, the veteran adventurer continues the conversation.

"Well, when it comes to these two dungeons, you have no idea what kind of monsters there are, so it might have been inappropriate to give an example. But poisonous monsters, for example, can't be negligible no matter how small they are."

Here a soldier-like man raises his hand and asks a question.

"In the case of a dungeon like a poisonous monster hissing, how do I attack it?

"... I'm telling you not to deal with such a nasty dungeon... I guess not. In addition to the usual measures such as avoiding physical exposure, preparing antidotes, etc. … it would be key to establish a medical base just outside the dungeon and a mechanism for evacuating injured persons and sending replacement personnel."

"Establishing a backward support system?"

"Ah. If you're going to attack a poisonous dungeon, the victim is bound to leave. We'll have to cut it off from the beginning and get ready."

"As far as the dungeons are concerned, there is another troublesome problem. Stampede."

In Theodoram, the old capital of the Kingdom of Theodoram, another adventurer was holding a workshop. Although one eye is crushed by the grandeur, he still haunts his style as a veteran adventurer - arguably an atmosphere free from alarm.

"A lot of people will know about stampede, but in short, it's the phenomenon of monsters overflowing (overflowing) from dungeons. If that's all, it's simply a natural phenomenon, but having towns and villages ahead of you becomes a big problem."

"Are measures established?

"Running away is the best way. All we have to do is... stand and cage the fences and walls around the village and stampede."

A pale guild official asks questions.

"Well... do you need walls or fences?

"There are no walls or fenceless villages in Illustria, are there? Or you can't exist.... Theodrum (here) isn't it?

With that said, the adventurer as an instructor finally thinks that Theodoram didn't have a dungeon. No... you said it was done recently or something.... Is that what you're saying...

"... If there are no walls or fences, I would recommend making them immediately, at least for towns and villages near the dungeons. Or absolutely necessary."

Another official asks questions on behalf of an Alliance official who has fallen overhead.

"... I think you said (you said)," I just had to do it "..."

"Ah. If this is the battalion or squadron size, it's still an impossible order for about fifty adventurers to deal with Stampede. Only stop them from entering towns and villages and wait for the main unit to pass by. This becomes fundamental. I'm not thinking about repelling it. Even a goblin, when you get together with a thousand, two thousand, it becomes a sufficient threat."

All that the adventurers talk about was the first knowledge they heard for the people of Theodoram.