Helping with Adventurer Party Management

Episode 15: Attention to Shoes

There's a reason I'm strapped to my shoes.

Adventurers, it's business to walk.

Walk to where you were requested, fight monsters, and walk back.

When you can't walk, you can't be an adventurer.

That's why I quit being an adventurer after I got an arrow in my lap.

"Good and bad shoes lead directly to the life of the adventurer"

That's not just about my instincts.

I discovered it while looking at the tour guide records (notes).

The dossier summarized the people who received the request but did not return safely.

According to this, 40% of the injuries caused by the adventurers are occurring on the way to the client.

People who have only walked about the farm road and the city walk into caves and rocks with cheap sandals, injuring their feet.

If you injure your leg, you can't move. Fighting is out of the question.

If one injures his leg at a novice party that is moving in 3-5 people, that alone causes a significant loss of fighting power.

Sometimes he steps into the deep end and cuts off the back of his leg with grass or gets bit by a snake.

Skilled wildlings don't do that, but most of them have been farming till the other day.

A monster (a monster) is alive, and his body doesn't know the horrors of raw nature.

By the time I figure it out, I'm no longer binary or ternary with my damaged and pungent legs or my immobile companions.

Alternatively, let your damaged and pungent legs force you, make you sick, imperfect.

That kind of thing, I want to reduce boring accidents.

He came out of the countryside with hope in his chest, sprained his leg in his first job and died.

Isn't that too tragic?

The adventurous (Bimbo) runaways are stupid, but I want to give the better a chance to live and die ambitiously.

While I was shopping, I heard they had feelings for me, too.

Musty, dirty, unschooled guys, but these guys also have the right to start their lives (careers) on a little better terms.