Legion of Shadow
Page 15
‘The king ain’t bothered about this place,’ says Afty, pushing through the crowds. ‘That’s why you get smugglers and criminals, and all sorts coming ’ere. No king’s troops would wanna risk making trouble – even those inquisitors know to keep their holy noses out of swamp business, know what I mean?’
He stops and turns, knocking into you. ‘Ah, sorry mister. Clumsy of me.’ He steps back, and to your surprise you see that he is holding your money pouch. ‘Ah, this yours?’ The boy shrugs his shoulders. ‘Payment for the tour, eh? Well, thanking yer very much. Now, must be off!’
Before you can grab him, the boy races off through the crowded market – carrying all of your gold (deduct your gold from your hero sheet, but keep a record of how much you were carrying).
Will you:
Attempt to give chase? — 278
Return to the main part of town? — 348
266
You attempt to cross to the other side of the cave by stepping carefully between the sticky strands of webbing. You must pass a speed challenge:
Speed
Webbed cave
10
If you are successful, you cross the cave without incident and enter the new passageway, turn to 231. If you fail turn to 239.
267
‘Ah, a shame. A terrible shame,’ sighs the man. He fishes in one of his pockets and pulls out a business card. ‘Look, if you change your mind then call back here any time. Show that card and someone will point you in the right direction to find me.’ (Make a note of the number 286 on your hero sheet. If you wish to return to the gladiatorial pit and take up Bart’s offer, then turn to that entry number when you are ready.)
Thanking Bart, you watch the rest of the show and then leave. Turn to 348.
268
You tell Lady Roe that you are searching for a man named Jenlar Cornelius. She puts a finger to her chin, her thin brows creasing together.
‘Hmm, I am not familiar with the name. But I’m sure Papa would know.’ Her eyes flash with a sudden excitement. ‘Oh please come with me. You can meet him and I’m sure he will be more than happy to tell you everything he knows.’
The rain has grown stronger, soaking through your clothes and causing you to shiver. A night in a warm castle has started to sound very appealing. Turn to 284.
269
You push through the crowds, looking around frantically for the thief. Then you catch sight of him, hurrying down a narrow side-street. As you start towards it, a group of street children run out in front of you, begging for some food. You try and push past them, but whichever way you turn, their eager faces appear again – distracting you from the escaping child.
Realising that you have now lost the thief, you angrily jostle your way free of the orphans and head back to the centre of the town. Turn to 348.
270
The smoke and heat from the fire forces you back out of the cavern. With the giant spider defeated, you decide to leave the caves and return to the villagers at the well. Turn to 246.
271
You reach into your backpack and pull out the plain black book. The hooded man snatches it from your grasp the moment it is revealed. Giggling with insane glee he flicks through the pages.
‘Oh yes, this is it! This is it!’ He snaps it shut and slips it inside his robes. ‘You have done well. We have both done well. Now, a reward for your bravery.’
Fetch unhooks the leather case from his belt and breaks the waxed seals that hold it closed. Lifting up the cover, he reveals its contents – two elegant-looking daggers, resting on a red velvet cushion. One is black and glows with a soft greenish light, the other is silver, its hilt inlaid with sparkling garnets and rubies.
You may take one of the following:
Dirk of deceit
Silver silence
(main hand: dagger)
(main hand: dagger)
+2 brawn
+1 speed +1 magic
Ability: corruption
Ability: immobilise
If you do not wish to take either of these items, Fetch offers you a purse of gold instead, containing 20 gold crowns. After you have made your choice, Fetch closes the case, turns on his heel and silently walks away down the lane. Within moments, the dark hooded figure has vanished, becoming one with the shadows. Make a note of the words black book on your hero sheet. Then return to the map to choose another quest.
272
The markings on the stone table glow with a soft, blue light. Then suddenly, the two triangular panels lift open, accompanied by the whirr and click of hidden gears. Moments later and you are peering into a velvet-lined cavity, filled with sparkling treasure. Well done, you have solved the puzzle and opened the chest! turn to 522.
273
At the end of the tunnel is a giant maggot, its bloated body almost filling the passageway. The creature appears to be chomping its way through the earth, using the acid that drips from its gaping maw to burn through the rock and stone.
As you approach, the maggot suddenly stops its activity and turns round to face you. With a series of squelching noises, the eyeless creature starts to wriggle and squirm in your direction, its wide mouth hanging open to reveal row upon row of diamond-sharp teeth. Quickly, you prepare to defend yourself:
Special abilities
Acid: The burrower’s mouth drips with a deadly, corrosive acid. Roll a die at the start of each combat round. If you roll aor ayou automatically take 2 damage from the acid. This ability ignores armour.
If you defeat the burrower wurm, turn to 285.
274
To your surprise, you find that the font bowl is still full of water – holy water. Perhaps it might help you in your fight against the ghouls. Quickly, you dip your weapons into the sparkling liquid. As the snarling undead bound towards you, you prepare to defend yourself from all three of these powerful foes. This will be a tough battle – but the holy water may tip the balance.
Special abilities
Piercing claws: The ghouls’ attacks ignore armour.
Holy water: You may add 2 to your damage score in this combat.
If you manage to defeat these three deadly adversaries, turn to 106.
275
You hurry back to your room and quickly gather your belongings. Before you leave, you take the white key that Avian gave you, and use it to unlock the small chest at the foot of the bed. Inside you find a pouch containing 40 gold crowns and the following items:
Gourd of healing (1 use)
Avian’s crest
Gourd of speed (1 use)
(backpack)
(talisman)
(backpack)
Use any time in combat to restore 6 health
+1 brawn +1 magic
Ability: charm
Use any time in combat to raise your speed by 4 for one combat round
With your final preparations complete, you leave the castle, taking a narrow pass through the mountains to emerge in the dark, tangled forest known as Mistwood.
Turn to the Act 2 map to continue your adventure.
276
Lady Roe looks mildly surprised. ‘The traveller people? I . . . well I believe Papa moved them on. These are his lands you see, extending all the way to that horrid, smelly swamp. He caught them hunting wolves – and Papa so loves the wolves of the forest.’
You shiver as the cold rain begins to soak through your clothes. Lady Roe pats the seat next to her. ‘Come on, join me. We will be at Papa’s castle in just a few minutes and then you can warm yourself by a nice fire. I promise you, you will find Castle Crookhollow more hospitable than anything the traveller people have to offer.’
As the cold, grey rain continues to fall, the idea of spending a night in a warm castle suddenly sounds very appealing. Turn to 284.
277
There is thunderous applause from the stalls. You may now take one of the following as your victory spoils:
Left hook
Tri-horned hat
Buccaneer’
s rapier
(left hand: fist weapon)
(head)
(main hand: sword)
+1 speed +2 brawn
+1 magic +2 armour
+1 speed +1 brawn
Ability: immobilise
Ability: charm
Ability: riposte
‘Whoop! What a fight!’ booms the announcer, as he swoops over the arena floor. ‘Let’s hear it again for our new rookie!’
The crowd roar their approval once again, as you head back into the side-tunnel. Bart and his ogre, Knuckles, are waiting for you. The thin man is hopping up and down in excitement, waving a pouch of money in the air.
‘Oh, listen to that sweet jingle-jangle! Music to my ears!’ He opens the pouch and spills some of the gold into your hands. ‘A splendid performance and there’ll be plenty more where that came from. Of that, I am sure.’ (You have gained 30 gold crowns.) turn to 367.
278
The boy is small and fast, weaving expertly between the tight crowds of shoppers. To catch up with him you will have to take a speed challenge.
Speed
Town chase
10
If you are successful, turn to 354. Otherwise, turn to 269.
279
You search through the drawers, but find little of interest, except for some sheets of blank parchment and two pots of black ink. One item does catch your eye, however. It is an envelope addressed to a Lord Wellsbourne. The seal has already been broken.
You open the envelope and pull out the note. It reads:
My dear Wells,
I hope this letter finds you in good health after your long journey. It pains me to bring you sour news, especially as we both know the significance of the count’s interest in the welfare of our estate. I urged you to attend the ball to further our relations with the count, however, in giving you this counsel I fear I may have put you in grave danger.
There is a talk of a wytchfinder in Mistwood. Reports say that he is one of the best, a confessor who answers only to the king. I urge you to be on your guard. There is no knowing when and how he might strike. Keep a guard with you at all times. Two or three if you can – we know what wytchfinders are capable of.
If we are clever, the king’s meddling could work in our favour. If the count is removed from play, then Baron Greylock would be the rightful heir to Castle Crookhollow. Yes, my beloved – we both know he has shown a keen interest in our fair Gwendolyn. His rise to power would be a most advantageous situation . . . for the both of us.
Feed well my darling and raise your glass high, a toast to the wealth and power that will soon be ours.
Your true love, J.
The note makes little sense to you; it sounds like the typical plotting and back-stabbing that is commonplace amongst the nobles. However, the mention of the witchfinder piques your interest. Perhaps he is already in the castle – and if so, that might make him a valuable ally.
Will you:
Examine the sleeping man (if you haven’t already)? — 291
Leave the room? — 349
280
‘What!’ shrieks Fetch, when you tell him the news. ‘You disobeyed me! Now you will pay for your foolish mistake!’ The hooded man draws a knife from his robes and lunges at you. You must now fight:
Special abilities
Dark disciple: All your hero’s rolls ofautomatically become awhen fighting this sinister foe.
If you defeat Fetch, turn to 76.
281
You grab the nearest harness and saddle, and then enter one of the stalls. Inside, a chestnut mare is frantically struggling against its tether. The beast’s nostrils are flared, its bulging eyes rolling nervously in their sockets. The raging storm has clearly panicked the beast.
A rumble of thunder shakes the stable walls. Rearing up onto its hind legs, the horse breaks loose, dragging its hitching post from out of the ground. You try and dodge out of the way of the frightened animal but you are struck by one of its flailing hooves.
Everything fades to black as you slump to the straw-covered floor, blood trickling down your face. In the distance you can hear gun shots . . . then you lose all consciousness. Turn to 424.
282
‘Whoa, mister! You don’t waste any time, do yer?’ The boy removes his cap and scratches his scruffy, blond hair. ‘Well, information like that is gonna cost yer.’ He holds out his cap and gives you a cheeky grin. ‘Five gold ones, and I’ll tell yer all I know.’
Will you:
Pay the 5 gold crowns? — 303
Decline, but agree to take the tour instead? — 265
Leave the boy and enter the town? — 348
283
The giant mud golem collapses, splattering you in a shower of rank-smelling sludge. After wiping the thick gloop from your face, you wade through the mud to the objects that you spied earlier. You may now take any/all of the following:
Ashen staff
Champion’s blade
Mottled cloak
(main hand: staff)
(left hand: sword)
(cloak)
+1 speed +2 magic
+2 speed +1 brawn
+1 speed +1 armour
(requirement: mage)
Ability: bleed
After you have made your choices, you clamber out of the mud pool and leave the cave, taking the passageway north. Turn to 361.
284
The moment you step inside the cabin, the driver cracks his whip and the carriage lurches into motion. You find yourself falling into the seat next to Lady Roe, who smiles at you as she pulls the door closed. It may have just been a trick of the light, but you were almost sure you saw fang-like incisors protruding from her gums.
Another lurch forces you to grab hold of your seat. Looking out of the window, you see the forest whipping by in a dark blur, its twisted branches illuminated by the staccato flashes of lightning.
The carriage sweeps round the base of a hill, taking a narrower path through the forest. You are soon hemmed in all sides by the trees, their branches and twigs scratching at the windows.
At last the trees start to thin, as the land rises abruptly towards a set of jagged peaks. And there, standing in isolation on the edge of a black pinnacle of rock, is a castle. It is fashioned from the same black stone as the surrounding mountains, its spindly towers looking like dark fingers clawing at the sky. There is nothing about the place that looks warm or inviting.
‘Do you like it?’ asks Lady Roe eagerly, her pale features momentarily lit by a flash of lightning.
You force a nervous smile as the coach rattles across a narrow bridge and passes into a cobbled courtyard, shrouded in a pale mist. Turn to 387.
285
You slice open the maggot’s belly, backing away as green slime and white acid pour out of its body onto the floor of the tunnel. Eager to escape the noxious fumes, you retrace your steps and retrieve your torch. It is then that you notice a jagged fissure in one of the tunnel walls. Curious as to where it might lead, you decide to explore it further. Turn to 212.
286
Bart slaps you on the back. ‘Splendid! Splendid! Follow me, no time like the present, eh?’ You are ushered down a set of stairs and through a door into a small, stuffy backroom. Here, various fighters are kitting themselves out with weapons and armour.
Bart leads you through the room and into a tunnel. ‘No need for those rusty old hand-me-downs,’ he says, nodding back towards the equipment room. ‘Now, put on a good show and give the audience what they want – blood, and lots of it! Preferably not your own, of course.’
After another slap on the back, Bart turns and hurries away. ‘Oh I’ll make a killing on this one,’ he chuckles, rubbing his hands together in glee.
You step up to the portcullis – the only thing standing between you and the blood-thirsty roar coming from the pit. Peering through the grill, you see one of the previous combatants being stretchered off to a side door, to the accompaniment of angry boos and jeers.
Several tense minutes later and the announcer’s voice booms into life once again:
‘Ladies and gentlemen – we have a last minute addition to our ranks. A new combatant from the . . . from the . . . well, they are so mysterious we don’t know where they are from. But please put your hands together as we welcome our new challenger!’
The portcullis clatters open and you step out into the pit, your ears ringing with the deafening applause from the eager spectators.
It is time to face your first opponent. Turn to 320.
287
You chop the centipede down to size, each blow sending plumes of green gas billowing out into the cave. Finally, the creature lies dead in a smouldering pile of legs and body parts.
Heading deeper into the mushroom forest, you come across the body of a dead adventurer. It looks as though he tried eating one of the mushrooms and it poisoned him, as several chunks of the strange fungi lie next to his outstretched fingers. You search the body and find 20 gold crowns. You may also take any/all of the following items:
Deerskin boots
Shiny dirk
Skull cap