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Chapter 9 - Chapter 9: New Home and Second Labyrinth Dive

Father and Mother's old house, a stone two-story in a middle-class neighborhood, has a well and a summer tangerine tree. Fit for a former knight deputy and top adventurer, it's too grand for us novice adventurers. Preservation magic keeps it pristine, but only a table and chairs remain—soft furnishings like beds couldn't be preserved. Day one was spent moving and shopping, halving my 200 gold coins. Maintaining a household is tough; I understand Father's struggles now. My past life as minor royalty had aides for chores. By evening, Ilmera prepared dinner. Though master and maid, we eat together as Break Free members.

"Sorry, Reinhardt-sama, it's a simple meal," Ilmera says.

"No worries, looks delicious. Let's eat."

Ilmera's skilled—salad, fish meunière, hearty soup, croissants. Unlike typical maids, she handles everything. We pray to Moa and eat. Noble etiquette means silent meals, with talk over dessert. During fruit, I plan.

"Ilmera, 12 days until the academy. I want level 20 and funds. Today's shopping cut my gold in half."

"Fine, but no reckless labyrinth dives. My wages can wait."

I won't delay her pay. We agree: her maid salary is 30 gold monthly—above the 15–25 gold norm for live-in maids, reflecting her full household duties and my pride. Party earnings: 50% to shared savings for expenses, 10% to living costs, 25% to me, 15% to Ilmera. I get more as leader, but ratios adjust if income's low.

"Tomorrow, we dive Bank all day. Buy a map, food, potions, and go hard."

"Got it. I'll make your favorite hamburgers for lunch."

I wanted leader gravitas, but Ilmera's sisterly reply reminds me of my love for hamburgers, even pre-rebirth.

Next day, Ilmera's hot hamburgers go into my spatial creation. The guild runs 24/7, but mornings from 8 a.m. are busier. I aim to buy Bank's map and check potions. My old potions—health, mana, antidote—differ in color and volume from modern ones; 300 years advanced them. I can't show mine. The guild's packed—subjugation and gathering teams flood in for quests. The potion counter's mobbed; priests are rare, so parties rely on potions. I check the price list:

Health Potion: 6 copper (5 copper buyback) High Potion: 1 gold (5 silver buyback) Antidote/Poison Cure: 3 silver

Expensive—frequent injuries could bankrupt. Ilmera's healing is invaluable. The guild's fair on basic potions but doubles high potion prices for high-level buyers. I buy a three-floor Bank map for 1 silver—six floors cost 1 gold, nine 5 gold, ten 10 gold. A hidden tenth floor exists for those reaching nine, though mapped floors lessen its secrecy. Graph paper for mapping is 1 copper, but thief-class parties handle that. We join 20+ adventurers at the Bank-bound carriage terminal, boarding the third.

"Hey, kid and miss, Bank's dangerous for two. Join us," a middle-aged man says.

"No thanks, we're fine," I reply.

"Don't underestimate Bank. You don't wanna die, right? Join us—we'll treat you well."

The carriage is awful—two six-man warrior parties pester us. They want Ilmera's priest skills, masking greed as kindness, underestimating us as kids. Her seat's at the back; I shield her, but they're pushy. Their breath stinks, and their threats hint at worse dangers—human parties.

"We're exploring alone. No recruitment needed," I snap loudly.

They mutter about my attitude, but their gear's shoddy. The guild's a mixed bag—low-skill groups like these haunt low floors for pocket change, unable to handle subjugation's strategy. Bank's beginner-friendly, so level 10 six-man teams scrape by. The tense ride ends; we leap off first.

At Bank's guard hut, those parties watch us from afar, possibly planning an ambush. I stay alert.

"Create Golem!"

I swing my kakkara, summoning four bronze golems—two with axes for attack, one with a sword to block, one with dual shields for rear protection. Onlookers murmur; the parties back off, intimidated. No need to fear, but caution's key.

"Let's go, Ilmera."

"Yes, Reinhardt-sama. I'll follow anywhere."

Break Free's second dive begins.

We advance in formation, my Light spell illuminating us. Other parties use torches; wealthier ones might use magic items, but most rely on lanterns. The map prevents getting lost, detailing traps and points of interest.

"No key facilities on floor one… Watch out, a pitfall to floor two. Stairs and a boss room with fixed monsters—a floor boss?" I say.

"Last time, it was a Wood Golem," Ilmera notes.

She's explored Bank before? "Map says Wood Golem. Drops: wooden shield, rare wooden bracelet—same defense boost, but the bracelet's lighter. Let's hit the boss room."

En route, the floor glows—monsters spawning.

"Ilmera, incoming! Golems, keep them away and kill!"

Two goblins pop; axe golems crush them instantly, dropping a potion.

"Guild says 30% normal drop rate. My gift's rare drop boost—3% base—needs more fights to gauge," I say, storing the potion.

Three more goblin groups (11 total) yield three potions, three high potions— unclear drop rates. At the boss room, a plain wooden door in the cave wall has an iron handle. Inside, a 10m² room's central magic circle glows, summoning the boss.

"Wood Golem—wooden monster. Axe golems, attack; others, defend!"

A log with limbs forms, 40cm-thick torso. Sturdy, but my axe golems shred its limbs and crack its body, reducing it to mana.

"Too easy…"

"No, Reinhardt-sama, your golems' versatility shines. Wood Golems are just timber to them," Ilmera says.

The drop: a rare wooden bracelet.

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