Dungeons for the Devil, Dungeons for the Core (Book Version Title: A Different World Dungeon Made with the Devil)

Chapter 177: The Secret Detective Distress Song 1. Appearance of the Secret Detectives

Crow's side was also hit by one event when a round-throwed dime about Crimson Burn's leather was groaning (groaning) in the village. To be precise, it was Romulus who chose the stage of the event to lead the "Labyrinth without Return".

The event began in the form of the appearance of a spy from Theodoram.

"I predicted to some extent..."

"You're quite a crowd here too..."

"Well, I guess I'd be a big deal compared to Shaldo..."

Looking at the entrance to the Labyrinth without even hiding its raunchy expression are the three secret detectives who visited from Theodoram.

After looking at the current state of the shalds that made me hold my head in various ways, I decided that it would be difficult to gather any more information here. Three days toward Morrow with that leg, I just saw the dungeons... and here again I was the feather holding my head. Even though not even the sealed ruins of Shaldo, there were quite a few tourists who visited the dungeon - precisely near its entrance.

"... I had a bad feeling because there was a guide board in front of the Adventurer Guild..."

"Because it didn't feel like a precaution for dangerous places..."

Yes. They were right, there was a plaque in front of Morrow's Adventurer's Guild - a substitute that seemed like all I could say was a tourist information board.

There was a description of Moreau's twin dungeons, "The Labyrinth of Quicksand" and "The Labyrinth of Quicksand," and a caveat that the Adventurer Alliance would mediate with the Conductor. I also felt that there was a force point on the latter one way or another, but if I had a guide, I could avoid a situation where tourists who knew nothing could accidentally go inside, so it's understandable that there are two birds with one stone.

In any case, Morrow enjoys the current flourish in the form of a zero (spill) gift due to the fact that it is on the road to Shaldo, which has become a major tourist destination. There are few such morrow as a tourist resource, but the twin dungeons are one of those few exceptions. I want to avoid such things as scandals here and bad reviews on tourist resources in corners.

Sometimes the thoughts of the Morrow authorities and the Adventurer Guild coincided, and there was no scandal in the Morrow dungeon at present, and tourists who saw something scary had some or odd things to do with touring one of the country's leading danger dungeons from a safe distance.

On the part of the dungeon at the time, it should be noted that by expanding the field to the area around the dungeon, we were able to hear various information from tourists, and we were finally able to recover the magic and vitality, and were quite satisfied with the win-win relationship. The magic and vitality that can be recovered from one person - sometimes to an unnoticed extent - is slight, but it was also a significant amount in order to be able to recover it from a considerable number of people on a daily basis.

Turning the story back to the scouts,

"... but Moreau only finished reporting the status quo, for Christ's sake..."

"I guess you can forgive me. It's a punishment for failure to accomplish a mission and negligence."

"... well... unlike Shaldo, this one doesn't seem to be heavily guarded... and on nights when the spectators are gone, there won't be anything you can't dive into"

- and so on, and he consulted with adventurers in this country to question their sanity if they heard it.

The Illustrian Adventurer Guild prohibits the entry of twins into the dungeon, but the detectives from Theodoram don't know that, and even if they did, they wouldn't care. It seemed to them that punishment in their own country was a more pressing problem.

"When you return home without investigating anything, it's a punishment. There was an explanation on the guild's stand sign, so we got the least amount of information… I guess this will satisfy you."

"Uhm. That said, it seems definitely a dangerous dungeon, and let's explore a little near the entrance to cloud the tea"

"Oh, that'll be enough"

Incidentally, it is Theodoram-specific circumstances in which there are few dungeons in the country that led them to make an energetic weather decision.

There are only three dungeons they know as knowledge. Only the "pit" in Illustria territory near the border, the "pit of venom" in Shrek, and the "cave of disaster" on the border with Marcus. Besides, I've never actually been to the field just because I know it as knowledge.

According to their judgment, dungeon monsters never appear to be out hunting in Morrow's dungeons, and no poison or grudge has been reported. Then it must be the "rock cave" type with the erasure method. Therefore, it was the argument of the spray (hump) that there was no danger unless it went to the back. Even that "catastrophic cave" was outside their poor imagination, such as the fact that Crowe was relieving himself to secure repeaters - which is not the case in normal dungeons.