Legion of Shadow
Page 4
+1 brawn +1 magic
+2 speed
Ability: fearless
Ability: savagery
Ability: piercing
Once you have made your choice, return to the map to continue your adventure.
27
The man sniffs his clothes, looking surprised. ‘Well, can’t says as I ever had anyone telling me I pong before.’ He catches your eye and gives a dry, cackling laugh. ‘I’m just a simple farmer, see. Not pretending nothing different. All’s me water used for crops and cattle feed. Think I can spare any for a bath?’ He shakes his head, grinning. ‘I do knows one thing, though. That is a very nice looking blade you sportin’ there. Just about right for skewering those critters in me barn. You’ll make a nice rat kebab with that, don’t yer think?’
Will you:
Ask if there is a reward? — 20
Agree to the quest and get started? — 34
28
‘Why, he’s the only reason I’m here in these horrible woods,’ says the girl, flicking a stray leaf from her shawl. ‘He lives up on the hills, to the east of here. A traveller – and handsome . . . so very handsome. My, when I picture those big arms of his . . . all the better to hug me with.’ Her eyes glaze over and she starts to sway from side to side, beaming like a love-sick child. It isn’t until you cough loudly, that she comes out of her romantic reverie. ‘Yes . . . well, I’m in love. Isn’t that obvious? Oh, poor daddy – he thinks I’m always visiting granny. But gosh, who would want to travel these woods just to see that wrinkly old goat? No, it’s the huntsman I always come to see. He has such fascinating stories to tell. One day we’ll leave Tithebury together and travel the world . . . just think of that!’ She looks at you intently, as if challenging you to say otherwise.
Will you:
Demand she goes home immediately? — 129
Ask about the goblins? — 14
29
Legendary monster: Humbaroth the giant
You head east along the gravelly track that winds through the foothills of the Blackthorn Mountains. You pass the splintered wrecks of several carts and caravans, and are immediately reminded of the tales of the giant that now holds sway over this stretch of Tithebury. To slay the deadly creature would be doing the locals an enormous favour.
You haven’t travelled far into the rocky hills before the ground begins to tremble and shake beneath your feet. Steadying yourself against a nearby boulder, you turn to see a giant of a man stomping purposefully towards you, his immense strides carrying him over the jagged rocks that litter the hillside. Dressed in filthy animal skins and a necklace of human skulls, the giant is a truly imposing sight. In his hands he carries a mighty stone club, which he now raises above his head as he bellows with rage. You glance down at your own weapons, which suddenly look small and insignificant by comparison. Can you really hope to best such a monster in combat? It’s time to find out:
Special abilities
Punishing blows: Each time Humbaroth inflicts health damage, your armour is lowered by 1. (Your armour value is restored after the combat is over.)
If you manage to defeat the giant turn to 44. If you are defeated, you have no choice but to return to the quest map.
30
‘Got jumped by goblins. Three of the vermin – and fierce fighters too. I was lucky to escape with my life.’ The woodsman raises his sword, the polished blade reflecting the afternoon sunlight. ‘I’ve seen a fair bit of action in my time. I know how to handle myself. But those goblins . . . they’re something else. Never seen their likes in these parts before. It’s a bad sign. A very bad sign.’
Will you:
Agree to help? — 17
Politely refuse? — Return to the map
31
‘It’s been there two days, two days!’ says the elderly farmer, pointing a trembling finger at the mist. ‘And I seen strange things in there. Shapes . . . and sounds . . . horrible sounds! I won’t go in there. No, I won’t! Please don’t make me.’ He jerks his head round to look at you, his expression slightly crazed. ‘The wife won’t let me back in the house – not until I sort it out. But I can’t go in those fields. I can’t! The mist . . . it’s just not right. The witch did it, I know she did!’
Will you:
Agree to help the farmer? — 139
Ask why the witch is to blame? — 163
32
The bird ruffles its feathers angrily. ‘Oh by the saints of Judah, if I had a nice juicy worm for every time some idiot asked me that question. Look – I’m a special bird, alright? My master trained me. I think some magic was involved – well, OK perhaps a lot of magic, but that’s not important. What is important is that my master is in danger!’
Will you:
Ask the bird who his master is? — 39
Agree to help the bird? — 3
33
Inside the tower, it is a scene of destruction: shelves and cupboards have been smashed to pieces; tables and chairs have been flung on their sides; books, scrolls and potion bottles litter the floor . . . and at the centre of the circular room, spinning in a cracking maelstrom of electrical light, is a living whirlwind. With a booming thunderous rumble, it spins towards you, sending torn papers and pieces of wood hurtling up into the air. You must now defeat this fearsome magical creature:
Special abilities
Charged: Each time you inflict health damage on the elemental, you take 2 damage in return. This ability ignores armour.
If you defeat the storm elemental, turn to 94.
34
You head off quickly down the track, pleased to have finally got away from the man’s odorous stink. After several minutes, you veer off the track, joining a gravel pathway that leads into the nearby farmstead. As you approach the barn, you cast a curious glance at the other farm buildings. All of them seem eerily quiet, as if the place has long been abandoned. The shutters on the windows are closed, and the garden and surrounding outhouses show clear signs of neglect. The hairs on the back of your neck begin to prickle. Something isn’t quite right here. You step into the barn and discover that it is just as empty as the rest of the farm. Instead of golden piles of hay, there are just a few oily rags and some rusty pieces of farming machinery. Scanning the ground you see no sign of any rats either. Across from you, a rickety-looking ladder leads up into the hayloft.
Will you:
Climb the ladder to the hayloft? — 45
Return to the man at the roadside? — 51
35
The moment you touch the stone there is a bright flash of light, followed by a dizzying sensation of movement. When the light fades, you find yourself in a large stone chamber, its walls lined with blazing torches. In the centre of the room stands a man, wreathed in flame. He watches you intently, the fire licking around his ember-red eyes.
‘You trespass in the halls of ancient kings,’ booms a voice, from somewhere above. ‘Many have come here. All have failed. Fight my champions and prove your worth.’
The man points at you, then curls his finger, beckoning you to attack. Seeing you hesitate, he laughs to himself – then rushes forward, jets of flame streaking from the palms of his hands.
Special abilities
Fiery aura: You automatically take 3 damage at the end of each combat round. This ability ignores armour.
If you are defeated, you find yourself back on the hilltop, turn to 153. If you defeat Malachi, his body turns to ash. All that is left is a stone rune, its glowing surface marked with the symbol of a flame. If you take the Rune of Malachi, make a note of it on your hero sheet. There is a sudden flash of light and you find yourself back on the hilltop (turn to 153).
36
The farmer scratches his greying hair. ‘A reward? Well, yes I suppose yer did do me a favour. Thing is, I don’t have a penny to me name – not a thing. Hey, wait! Perhaps I can give yer something.’ He stuffs a hand in one of his pockets and pulls out a small, grime-covered key. ‘I found this just the other week, when I was tilling me sout
hern fields. Don’t suppose it has much use really, but yer more likely to find the lock it fits than I am.’
If you decide to take the grime-coated key, simply make a note of it on your hero sheet (it does not take up a backpack space). You thank the farmer and then bid him farewell. Return to the map to choose a new quest.
37
Bursting out of the woods, you find yourself in a clearing, dominated by a large, gnarly tree. A young girl is dangling up-side down from one of its branches, her feet tangled in a rope. She is dressed in boyish breeches and a tunic, with a thick red shawl hanging loosely off her shoulders.
Below her, two spindly goblins are hunched over the girl’s basket, rummaging through its contents. As you approach, one of them looks up, its black glassy eyes glinting in the dappled sunlight. The creature gives two hooting cries, then scurries towards you, pulling a rusty sword from its belt. The other goblin slides a knife from its boot and hurries to join the battle. You must fight the goblins as a single enemy:
* Once the goblins have been reduced to 10 health or less, turn to 77.
38
‘Well, it is a fitting end of sorts,’ says Martha, eyeing up the turnip with a thoughtful expression. ‘Now, she’ll win that silly competition after all.’ You both exchange bemused glances.
If you gave Martha a gift of ten gold crowns, turn to 104. Otherwise, turn to 145.
39
‘Why, he is the great Perinold the Magnificent – explorer and scholar to the king no less. Do you think I would travel around with just anyone? You must have heard of him – author of the award-winning History of Everything?’
You shrug your shoulders apologetically. The bird makes a snorting sound through its beak. ‘Well, you don’t strike me as the type to have ever opened a book, let alone know how to read. Humph!’ The bird twitches its head disapprovingly. ‘Look, it doesn’t matter who he is – all you need to know is that he’s gone and got himself in a pickle. He was doing research for a new book – investigating some old stones, up on the hill. Everything was fine until they started to glow. Then he touched one of them, there was a bright flash of light and he was gone! Gone! And I have no idea how to find him.’
Will you:
Ask the bird how it can talk? — 32
Agree to help the bird? — 3
40
The three ruffians lie dead at your feet. You search the bodies as quickly as you can, covering your nose from the stench of their unwashed bodies. You find five gold coins and can take any/all of the following items:
Crone’s dagger
Gilbert’s club
Moth-eaten blanket
(main hand: dagger)
(main hand: club)
(cloak)
+1 speed +1 magic
+3 brawn
+1 brawn +1 magic
You peer over the edge of the platform, scanning the hay barn below. There is no sign of the other ruffian – and the ladder he took is now firmly out of reach, propped up against the far wall. Turning back to the loft, you discover that your only route of escape is through a narrow window, leading out onto a sloping, tiled roof.
Perhaps you could pretend to be ‘Gilbert’ and call for the other ruffian – or escape by climbing out onto the roof.
Will you:
Do your best impression of Gilbert? — 70
Leave the hayloft using the window? — 83
41
The king falls to his knees, his head bowed. ‘I yield . . . now begone from this cursed place.’ There is a faint serpentine hiss from somewhere in the darkness, then the spectral body of the king vanishes, leaving behind a golden casket, engraved with runes. As you watch, the lid creaks open of its own accord, revealing a series of magical treasures inside. You may now take one of the following before the chest closes and disappears:
Stone collar
Stone shield
Stone ward
(necklace)
(left hand: shield)
(talisman)
+1 armour
+1 speed +2 armour
Ability: might of stone
Ability: charm
Ability: slam
When you have made your choice, turn to 170.
42
The barman whistles through his stumpy, yellowed teeth. ‘I says it’s magic – some kind of curse. I ain’t seen rain around ’ere for months.’ He dabs at his brow with the dirty cloth. ‘We’re all tired of the heat. If I wanted this weather I’d pack me bags and travel south. This ain’t normal, I tell yer that.’ The barman casts a nervous glance over his shoulder, then leans in over the counter. ‘They say it’s that witch,’ he says, dropping his voice to a whisper. ‘The old crone that lives out in the woods. Since she moved to Tithebury two summers ago, things been going wrong. Calves born with three legs, children with the pox . . . I reckon this weather is all her doing. If I was you, I’d pass straight through Tithebury and be on your way. Safer.’ He gives you a wink, then settles back behind the counter.
Will you:
Ask about Avian Dale? — 53
Ask if he has heard any rumours? — 245
Turn your attention back to the taproom? — 11
43
With relief, you discover that your weapons and magic can harm the shadow. Dodging its snapping jaws and cold, piercing touch, you are finally able to overcome the nightmarish creature. As you deliver the killing blow, the shadow evaporates with an echoing hiss, leaving behind something small and round, which drops to the earth at your feet. You may now take:
Essence of shadow
(left hand: orb)
+1 speed +1 magic
Ability: chill touch
You pick your way past the last of the gravestones and approach the double-doors of the church. Turning the black circular handles, you push open the heavy doors and enter. Turn to 253.
44
They say the bigger they are, the harder they fall . . . as you land the killing blow, the giant teeters back on its heels, then topples backwards, arms flailing in the air. The ground shakes as the mighty giant hits the ground, throwing up clouds of billowing dirt and dust.
Humbaroth the giant is dead. There will be much rejoicing in Tithebury when the locals hear the news. You may now take one of the following items as a reward:
Skullbreaker
Trophy of bones
Boar-hide boots
(main hand: club)
(necklace)
(feet)
+3 brawn
+1 magic +1 armour
+1 speed +1 armour
Ability: pound
Ability: charm
Ability: steadfast
Return to the map to continue your adventure.
45
The rungs of the ladder creak in protest as you make your way towards the hayloft. As you near the top, you can make out a scuffling sound coming from above. Perhaps the man was right after all – there really are rats in the barn. As you pull yourself up onto the straw-covered platform, your eyes widen at the sight before you. Instead of a swarm of black-bodied rats, you find yourself facing three scruffy-looking ruffians.
Instinctively you draw your weapon, eyeing up the largest of the three, who you assume is the leader. An ugly scar cuts across the man’s face, disfiguring his nose and mouth. He watches you intently, licking his lips as if planning his next meal.
At his side a spindly old woman cackles with delight. ‘Ooh, this one looks delicious. What do you say, my beloved?’ The third ruffian, an elderly man with a wild tangle of beard, giggles in a manner that suggests he has long since gone mad.
‘Delicious! Delicious! Yes! Yes!’ he barks, clapping his hands together.
The scarred leader begins to advance. ‘About time we got some food sent up,’ he growls. ‘I’m famished.’ His foot knocks into something, sending it skittering across the floor. You give a cry of revulsion when you catch sight of it – a half-eaten human hand.
‘Careful, Gilbert,’ says the crone, reve
aling a dagger from beneath her tattered shawl. ‘This one looks smarter than the rest.’
The scarred man tightens his grip on the spiked club he is holding. ‘Don’t worry, ma. He won’t give us any trouble.’
A scraping sound forces you to turn. Alarmed, you see that the ladder has been pulled away, leaving you trapped in the hayloft.
‘Save some for me, my dears,’ calls a voice from down below. You recognise it as belonging to the man you met on the road.
Slavering like animals, the three ruffians rush towards you. Turn to 62.
46
You pass under the cloth awnings to explore the village market. Three stalls immediately catch your eye. The first is crammed full of herbs, jars and bottles. Behind it, an elderly man is weighing ingredients on a small set of brass scales. On the stall next to him, an elegantly-dressed woman is sewing cloth. Displayed all around her are a number of fine-embroidered garments, all neatly folded in colourful piles. At the end of the row, a rickety table has been set up, covered in a bizarre assortment of odds and ends – from wooden toys to battered pieces of rusty armour. The stall-owner is currently rummaging in a box underneath the table.
Will you:
Visit the first stall (the apothecary)? — 56
Visit the second stall (the clothier)? — 68
Visit the third stall (the tinker)? — 175