The Labyrinth, page 33
part #2 of The Gods' Game Series
The mass of worms untangled and transformed into ten individuals, standing tall and swaying, while they attempted to sniff out the interlopers. Faced with the twin threat of Aiken and the worms, the kobolds stumbled to a halt. Some even attempted to retreat but the rest of the pursuing column swarming into the cavern made that impossible. Shrieking, the worms crashed into the kobolds massed tantalisingly before them. Aiken dived again, abandoning the kobolds to face the worms. “Well done, brother,” said Kyran. The kobolds scrambled away from the gruesome predators but the worms were frighteningly quick, striking and digesting the kobolds whole. The party froze, momentarily transfixed by the grisly scene. A horn sounded and a fresh wave of kobolds charged within—straight into the maws of the frenzied worms.
Shaking himself free from the mesmerising horror, Kyran herded the party to the cavern exit. Horns sounded again, and more kobolds swarmed in, including three shamans, who stood back and threw flaming fireballs at the worms. The worms shrieked in agony and darted towards the shamans, annihilating them instantly.
The party reached the exit and Kyran signalled them to continue onwards while he observed the battle. Despite their numbers, the kobolds were losing, but more kept streaming in. Oblivious to their losses, the kobolds maintained their attacks on the worms. Kyran was tempted to interfere but the risk—of the worms or the kobolds focusing on him instead of each other—was too great. Regretfully, he left them to their fate, and rejoined his companions.
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Chapter 23
05 Octu 2603 AB
Durn Duruhl, the ancestral home of the dwarves, is one of the wonders of Myelad. Built entirely underground, the city is housed in the world’s largest subterranean cavern. Over long centuries, it has been meticulously expanded by the patient dwarves, and today not only houses the city, but also its outlying fields and a series of forts that protects the cavern’s south and northern entrances. Yet the true wonder, is that much of the city was built before the game and amazingly, without natural essence. – from The Origin of Myelad by Marcos Aurclasy, Silenheim Librarian.
The party rushed headlong down the tunnel. This tunnel was not part of the labyrinth proper. It was naturally formed, either from a forgotten underground waterway or dug out by a monster of the deeps. Possibly even by tunnellers. Kyran shuddered at the thought, but however it was made, the tunnel headed in the correct direction.
When Kyran judged they had travelled far enough from the worms’ cavern to be out of immediate danger, the party stopped for a hurried, whispered conversation. “Adra, where does this tunnel lead? I don’t recall seeing it on the map.”
Adra shook her head, sharing Kyran’s confusion. “That is because it isn’t. Where it goes, I don’t know.”
“Well there is no going back. Let us see where it leads.”
“Let me scout ahead and find out,” she volunteered.
Kyran looked over her injuries and shook his head. “No, you are in no state for that. I’ll lead. You stay back with the others.”
Adra vainly protested but he was adamant, and they set off again with Kyran scouting.
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The tunnel held no further surprises. The entire time, Kyran dreaded encountering one of the worms within its narrow confines. He had no illusions about what the outcome of such an encounter would be. Thankfully that did not come to pass, and much to everyone’s relief, the tunnel shortly split out onto a ledge sitting fifty metres above the largest cavern Kyran had yet seen in the labyrinth. Its roof arched high overhead and was speckled with luminous crystals that bathed the city below in eternal twilight.
They had arrived. The tunnel had brought them to the dwarven city.
Huddled at the ledge’s edge, the party peered down into the cavern. The ruined dwarven city, Durn Duruhl stretched before them, a legion of squat stone buildings, interspersed with monolithic towers that reached high above the ledge. Encircled protectively around the city was a double ring of ramparts, once impervious but now no more than a broken circle of crumbling stone. In two open squares in the centre of the city, were the only buildings that deviated from the mould of squat and square, or tall and thin. Ornate and embellished with elaborate carvings, the buildings stood imperious on the border of the squares. One of which must be their first destination, Stonekeep.
In a half moon circle, around the cavern’s northern circumference, was a series of strongholds guarding the entrances into the cavern from the labyrinth. All swarmed with kobolds. The party, Kyran realised, would never have been able to fight their way through. They had been fortunate to find an unguarded entrance.
The city itself had two entrances, each protected by its own fortress. From the northern one, a series of enclosed corridors extended like spokes of a wheel to the border strongholds, funnelling traffic between. From the south fort, a stone causeway extended upwards and outwards, disappearing into the cavern’s southern heights. The exit to the world above, thought Kyran excitedly. Finally, it was within their sights.
In the southern quarter of the city, amongst the cannibalised remains of its buildings, was a sprawling kobold encampment which judging from its size, contained thousands of kobolds and whether by happenstance or design it blocked passage to the causeway.
Kyran studied the city and the movement of the kobolds within. The city buzzed with activity as kobolds flowed in a constant stream between their encampment, the north fortress and the border strongholds. Observing the patterns of their movement, he thought sneaking into Stonekeep was feasible but getting past the kobold encampment was going to prove problematic—if not impossible.
“Adra,” he asked, pointing out the causeway, “is that the exit from the labyrinth?”
She nodded, too exhausted for anything else.
“And which of those buildings is Stonekeep?”
Adra pointed out the closer of the large city squares. “That is Government Square and that,” she said, pointing to a building whose entrance was lined with dwarven statues, “is Stonekeep. The other square is the Craft Quarter.”
“Thank you, Adra,” he said, then studied her carefully. She was in bad shape and remained standing by strength of will alone. Gaesin, Aiken and himself were little better off. The party was in no shape to attempt the city today. They needed rest badly. He scryed the furthest reaches of the tunnel but even at the limit of his scrying could find no signs of pursuit. He wondered who had won the battle.
He surveyed their surroundings. The ledge on which they stood was well concealed and a narrow winding path extended from it down to the cave. This was likely the safest spot in the cavern. Besides which, he doubted Adra could travel any farther tonight. It was risky but necessary.
“We’ll camp here tonight. Aiken will sleep in the tunnel mouth and protect our rear. The rest of us will keep watch on the path down to the city. I’ll take first watch, the rest of you turn in.”
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The night passed without incident but the party remained tense and watchful throughout, wary of attacks from their rear or detection by the kobolds infesting the city below. Nonetheless they slept deeply, worn to the bone by the day’s exertions.
While on watch, Kyran reviewed the results of yesterday’s battles.
Battle Log (05 Octu 2603 AB)
8 Skirmishes fought.
Combat Results
Creatures bonded: 0.
Hostiles killed: 102 feral kobold fighters, 12 kobold shamans, 4 kobold assassins.
Party XP gained: 1,616,160 XP.
Level Gains
Kyran: 2 levels (18 SP, 4 AP). New combat level: Level 17.
Adra: 1 level (3 SP, 1 AP). New combat level: Level 18.
Gaesin: 2 levels (6 SP, 2 AP). New combat level: Level 17.
Aiken: 3 levels. New combat level: Level 17.
Status Effects
Adra Maeko: Right arm crippled (healing salve applied).
It had been a difficult day, with many running battles, but it had allowed the party to accrue significant combat experience. Looking out over the kobold-infested city, he knew the experience would come in handy tomorrow. He considered his skills. To prepare, he would have to be as strong as possible. Other than a few AP which he kept in reserve for emergencies, he invested all his points into his magic and other core skills.
You have used the ability, more skills, and converted 4 AP into 8 combat SP.
Base skill in beast bonding has increased to 17. Effective skill: 43.2.
Base skill in psionics has increased to 17. Psicasting cost reduced by 6.9.
Base skill in telepathy has increased to 17. Psi damage: 34.7.
Base skill in earth magic has increased to 17. Effective skill: 43.4.
Base skill in fire magic has increased to 17. Fire damage: 43.4.
Base skill in spellcasting has increased to 17. Spellcasting cost reduced by 8.7.
Base skill in water magic has increased to 16. Effective skill: 40.8.
Base skill in body control has increased to 10. Mind over matter buff: +20% body attributes.
Remaining: 2 Combat AP.
With his levelling seen to, Kyran spent the rest of his watch lost on thought, his eyes idly drifting over the cavern. It was a marvel of dwarven engineering, fortified as it was to almost preposterous levels. He wondered how it ever fallen. The dwarves who had built this place must have been a formidable people.
Looking on the final hurdle between the party and escape, he couldn’t help but reflect on the journey here and what lay in store for the future. His other life—as he now thought of his time on Earth—was nearly forgotten, a distant fog of memories that had moulded his self but left his edges soft and unshaped. It was the crucible of the labyrinth that had forged him, transforming a callow youth floating through life into a warrior who had faced death and found purpose.
This was his world now. Ignorant though he was of its wider makeup, politics, factions and way of life, he was yet firmly bound to it. He looked over his companions. By ties as binding as any that he had on Earth. Of friendship, loyalty and camaraderie.
What did his future hold? What would he do when he escaped this labyrinth? What new perils would he face, what new wonders would he discover?
He knew not.
But what he had come to realise, was that he had power here, whether by chance or through the divine intervention of Eld, he did not know—or care. With the thirteenth well and his own abilities he had the means to effect real change and he would use it, not according to the whims of Eld or any other god, but to make this world a better place for its persecuted and downtrodden. Because with power came responsibility, a moral obligation to aid those without. He sighed, melancholic. It was a heavy burden and one he was not certain he was suited to bear but he would not shirk from it.
But first we have to escape, thought Kyran, chuckling wryly at his grandiose plans.
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The next day dawned with little change in the kobolds’ disposition in the city. It seemed to Kyran that the numbers of kobolds leaving the city had increased but he could not be sure. Adra had fully recovered from her wound, the healing salve Gaesin applied working wonders overnight. After a hasty meal and last-minute alterations to their plans, the party set off.
They slipped silently down the path from the ledge, taking pains not to be spotted. This was not especially hard, since the kobolds had posted no lookouts within the city. All their efforts were centred on controlling access from the north. In fact, it was a good bet that the kobolds did not even know about this entrance, which was not shown on Aveyad’s map either. Idly he wondered if it was a recent addition or part of a secret escape route from the city.
They reached the cavern floor without mishap and dashed for the safety of the walls across the open expanse outside it. One by one, the companions slipped undetected through a break in the wall. They were in the city at last.
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Game Data
Aiken Profile (Condensed)
Name: Aiken
Class: Player Companion
Race: Jade Great Bear (Elder Beast)
Level: 17 (cub)
Health: 340/340
Stamina: 1000/1000
Will: 1200/1200
Essence: 400/400
Attacks
Physical: 34 (blunt, slash).
Spell: 17 (earth).
Defences
Physical Defence: 25.5
Psi Defence: 42.5
Spell Defence: 31
Abilities (active):
Terrifying roar, Rending bite, Mauling attack, Stone dive, Healing wave.
Abilities (passive):
Earth immunity, Poison resistance, Jade Skin, Earth Sight.
Kyran Profile (Condensed)
Name: Kyran Seversan
Race: Elf
Combat Level: 17
Civilian Level: 19
Health: 190/190
Stamina: 500/500
Will: 1020/1020
Essence: 1200/1200
Attacks
Physical: 21.3 (slash).
Mental: 34.7 (psi).
Spell: 43.4 (fire).
Defences
Physical Defence: 21.2
Psi Defence: 19
Spell Defence: 19
Combat Skills (0 SP available)
Beast Bonding: 43.2 (17 base)
Body Control: 20.4 (10 base)
Light Armour: 14.4 (12 base)
Psionics: 34.7 (17 base)
Psi Armour: 0
Telekinesis: 26.5 (13 base)
Telepathy: 34.7 (17 base)
Will Regen.: 0
Air Magic: 35.7 (14 base)
Earth Magic: 43.4 (17 base)
Essence Regen.: 0
Fire Magic: 43.4 (17 base)
Supportive Magic: 30.6 (12 base)
Wands & Staffs: 0
Mystical garments: 0
Spellcasting: 43.4 (17 base)
Water Magic: 40.8 (16 base)
Longbow (Racial): 0
Longsword (Racial): 6.4 (8 base)
Civilian Skills (1 SP available)
Commander: 13.7 (19 base)
Feudal Lord: 0
Governor: 0
Mage Lord: 45.6 (19 base)
Scrying: 13.7 (19 base)
Travelling: 13.7 (19 base)
Nature Lore (Racial): 22.8 (19 base)
Vassals & Minions
Maximum allowed: 13 (19 base)
Current: 2.
Combat Abilities (2 AP available)
Novice:
Beast Bond, Extend Bond, Confusion, Boost Speed, Hold, Teleport (Object).
Truesight, Fire Dart, Slippery Ice, Grasping Roots, Fire Shield, Ice Wall, Earth Tremor, Poison Ward, Restore Health (Others), Freezing Hands, Shocking Hands.
Base:
Calm Beast, Mind Over Matter, Teleport (Self), Mind Shock.
Blend, Barkskin, Flaming Hands, Restore Health (Self), Water Armour.
Civilian Abilities (7 AP available)
Novice:
Travel (Self), Basic Scrying, Gather Plants.
Base:
Inspiring, Channel Essence, Show Hostiles, Show Portals, Show Plants (map), Shared Sight, Channel Novice Spells.
Equipped Items
Damaged set of Chitin armour (15 base armour).
Novice’s Training sword (15-20 base slash damage).
Bone shaman necklace (+2% earth magic).
Gaesin Profile (Condensed)
Name: Gaesin Illineiros
Class: none.
Race: Half-Elf
Combat Level: 17
Civilian Level: 18
Health: 162/162
Stamina: 450/450
Will: 520/520
Essence: 800/800
Attacks
Spell: 32.3 (earth)
Defences
Physical Defence: 18
Psi Defence: 18
Spell Defence: 18
Combat Skills (1 SP available)
Essence Regen.: 0
Supportive Magic: 29.8 (17 base)
Wands & Staffs: 32.3(17 base)
Mystical garments: 0
Spellcasting: 29.8 (17 base)
Water Magic: 29.8 (17 base)
Combat Abilities (1 AP available)
Novice:
Restore Health (Others), Healing Aura, Restore Mind, Detect Magic, Slippery Ice, Ice Wall, Freezing Hands.
Base:
Ranged magical attack, Water Armour, Restore Health (Self).
Civilian Skills (0 SP available)
Scribe: 18.7 (18 base)
Lore: 18.7 (18 base)
Civilian Abilities (7 AP available)
Novice:
Scribe novice spells, Mimic novice ability.
Base:
Observe.
Equipped Items
Novices’ robes (5 spell armour).
Cat’s eye ring (night vision).
Shaman’s earth staff (1 base earth damage).
Bracelet of Magical Shield (Magic shield spell).
Spellcaster’s Ring (+15% wands & staffs).
Healing Wave scrolls x 15.
Minor healing salve.
Adra Profile (Condensed)
Name: Adra Maeko
Class: none.
Race: Wolven
Combat Level: 18
Civilian Level: 19
Health: 266/266
Stamina: 700/700
Will: 500/500
Essence: 500/500
Attacks
Physical: 25.4 (piercing)
Defences
Physical Defence: 23.1
Psi Defence: 19
Spell Defence: 19
Combat Skills (1 SP available)


