Legion of Shadow

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Legion of Shadow Page 33

by Michael J. Ward


  570

  Searching the necromancer’s body, you find a purse containing 40 gold crowns. You may also take one of the following rewards:

  Grimoire of entropy

  Wand of lightning

  Silleer’s robes

  (left hand: spell book)

  (main hand: wand)

  (chest)

  +3 speed +4 magic

  +2 speed +4 magic

  +1 speed +3 magic

  Ability: sear

  Ability: shock!

  Ability: curse

  All around you, the battle continues to rage. Turn to 743.

  571

  You step over the gargoyles’ shattered remains and approach the nearest chest. The runes have stopped glowing, so you assume that they are now safe to open.

  If you are a rogue, turn to 744. If you are a mage, turn to 713. If you are a warrior, turn to 706.

  572

  The guards close in quickly on both sides. One backhands you, knocking you to the floor, while the second drags you back to your feet, wrenching one of your arms behind your back. Roughly, you are pushed down on the table, while your head is pulled backwards.

  ‘Oh, I do wish they wouldn’t struggle,’ says Raolin. ‘It just makes it so much more difficult.’

  Sahna steps forward and lifts up your chin. There is genuine remorse in her eyes as she fishes out one of the black, wriggling worms. ‘I promise, this will be real quick,’ she says. ‘Now open your mouth.’

  You breathe out a curse. One of the guards, you don’t see which, punches you in the side of the gut. You cry out in pain – and as you do so, Sahna stuffs her fingers in your mouth, holding it open. With her other hand, she pushes the black, squirming worm into your mouth. You try and bite down, gagging – but the thing is already slipping down your throat, moving with such speed that Sahna can barely maintain a grip on it.

  You kick and thrash to free yourself, knocking maps from the table. Then a white-hot shooting pain explodes behind your eyes. Your head is released and you slump forward onto the table, spitting and coughing.

  ‘Oh, not over the maps,’ tuts the mage. ‘Help him up will you?’

  You feel yourself being lifted again, your legs dragging uselessly along the ground. Raolin moves to stand in front of you, stroking his beard. ‘Now, that was just a precaution,’ he explains. ‘That is a lamprey worm, native to the rivers of the Terrall jungle. They allow you to breathe underwater – a rather crucial ability for your upcoming task, wouldn’t you say?’ He gives you a smug and self-satisfied smile. ‘There is a drawback, however. In twenty-four hours it will begin to react to the digestive fluids in your stomach. That is when it will try and eat its way out. Nasty, but there you go.’

  Rage swells in you like a mountainous wave. You wrestle and buck against the guards that are holding you, but there is no longer any strength left in you. The movement leaves you feeling sick and nauseous.

  ‘Let’s call this a bond of trust,’ smiles Raolin, folding his arms across his flabby chest. ‘You bring me the crown and I’ll remove your little guest. If you find the crown, but decide to keep it for yourself . . . well, then in twenty-four hours you will be in a lot of pain. And I do mean that, most fervently.’ The mage gives a greasy-sounding laugh before turning and leaving the tent.

  ‘I’m sorry,’ says Sahna, once the mage is out of earshot. ‘He made them all swallow one of those things. They’re his way of making sure you keep to the bargain. He wants that crown – I mean, really wants it. So, just do your job and then we all go home, OK?’

  You nod your head weakly and then black out. Turn to 431.

  573

  ‘Good to do battle with you,’ grins Hal. ‘That healing tonic sure set my leg to rights.’ He hops up and down, beaming through his beard.

  All of a sudden there is a shriek, followed by a rush of feet. ‘Oh my hero!’ Belinda throws her arms around a surprised Hal, lifting him off his feet as she squeezes him tightly.

  ‘Why . . . er . . . thank you,’ he grins meekly, his cheeks glowing red. ‘It was really nothing. This one did all the hard work,’ he nods in your direction. ‘All I had to do was follow the smoking trail of destruction.’

  If you have Hal’s clockwork camera then turn to 585. Otherwise, Hal rewards you with a purse of gold from his pack. (You have gained 30 gold crowns). Then together, you head out of the seared scar.

  ‘It was an honour,’ says Hal, as you prepare to part company. He rubs his teary eyes, sniffling into his beard. ‘Bah! Look at me, blubbering like a fool!’

  Belinda kisses you on the cheek. ‘Yes, I owe you my life, stranger. I’ll certainly be more careful where I fly in the future. And don’t worry, I’ll keep a close eye on this one.’ She pinches Hal, giggling.

  You wish both the explorers the best of luck, before heading back into Mistwood. Return to the quest map.

  574

  In the wall facing you, are a number of plain square tiles forming a grid. As you touch one, it slides into the wall then slides back out again. You wonder if this is some form of puzzle.

  Above you, there is another blast hole in the ceiling. It leads through into a narrow tunnel that winds away into the innards of the building.

  If you have a Dwarven stone tablet on you, then you will also have a number associated with it written on your hero sheet. Add this number to 574 and turn to the resulting entry number. Otherwise, unable to decode the puzzle you have no option but to leave the room via the blast hole. Turn to 437.

  575

  Quest: The warning

  As the dull grey light darkens towards evening, you notice a gathering of guards at the southern tip of the camp. You hurry over to join them, wondering what it is that has caught their attention. Then you see it for yourself – a green halo of light flickering over the horizon. Every now and again there is a distant boom, as if of thunder, and for an instant the light flares brighter.

  ‘What is happening?’ you ask to the guard next to you. He is young, little more than a boy. His hand rests on the pommel of his short sword, and you notice it is shaking.

  ‘That’s . . . that’s the shield . . . the mage shield over Talanost. It’s what keeps the legion from breaking out of the city.’ He jumps as another thunderous boom echoes across the plains. ‘It’s the legion. They’re trying to break through . . . testing the defences.’

  Suddenly, there is the piercing clamour of a bell. You all leap to attention, turning towards the source of the sound. One of the guards on the eastern wall is waving a lit torch in the air.

  ‘Oh no,’ sighs the young guard next to you. ‘That can’t be good.’

  When you reach the wall, a number of guards have already assembled there, led by Captain Redguard. You spot Nyms and Caeleb amongst their ranks, still hastily strapping on their armour.

  ‘Tell me again what you saw,’ demands Redguard, speaking to the guard that raised the alarm.

  ‘It was a flare: a . . . a yellow light that shot up into the sky,’ he says nervously.

  Redguard nods. ‘It’s my ranger. She’s in trouble.’

  There is a disgruntled murmur from the guards as a tall, burly man barrels his way to the front. He is dressed in white and gold armour, the thick shoulder plates almost a man wide. His hair is like a lion’s mane, thick and golden, held back from his eyes by a silver band. Redguard snaps to attention, saluting the man, who you assume is his superior.

  ‘Inquisitor Mathis,’ he says, with an obvious trace of resentment in his voice.

  ‘What is this? What is going on?’ the plated warrior demands gruffly.

  Redguard gives a heavy sigh. ‘I was given information . . . rumour sir, that there may be an army gathering out in the bone fields.’ His eyes flick to you for a second.

  The inquisitor raises an eyebrow. ‘Go on.’

  ‘So I sent Janna out to scout. She was a ranger before she joined the garrison, sir. It appears she may be in trouble . . . my guard saw her signal flare.’

&nb
sp; The inquisitor snorts. ‘Of course she will be in trouble. The bone fields are a dangerous place.’

  ‘Then what are we waiting for,’ scowls Nyms, adjusting his sword belt. ‘We better get out there.’

  Redguard nods and looks about to assign orders, but stops when the inquisitor raises his hand. ‘No, I forbid it,’ he declares loudly. Turn to 600.

  576

  When you come round, you find yourself lying on a set of stairs. You head is still banging with pain. With a groan, you clamber to your feet and attempt to get your bearings. Ahead of you is a flooded high-ceilinged chamber and behind you is the king’s armoury. The old man has brought you back to where you started.

  Entering the flooded chamber once again, you see that the kelp ladder has been drawn up, stopping you from reaching the ledge. You now have only one option left – to cross the room and take the flooded passageway, heading deeper into the king’s halls. Turn to 619.

  577

  Searching the necromancer’s body, you find a purse containing 40 gold crowns. You may also take one of the following rewards:

  Pot of mending (1 use)

  Witchwood thorn

  Seven stars

  (backpack)

  (ring)

  (ring)

  Use any time in combat to restore 12 health

  +1 brawn

  +2 brawn

  Ability: thorns

  Ability: heal

  All around you, the battle continues to rage. Turn to 743.

  578

  A defiant battle cry echoes around the ridge. ‘Behold my wrath, you fiend!’ There is a blur of grey hair and leather, as Hal charges past you, a pen knife held in each hand. ‘No one threatens my lassie!’

  Belinda goes to grab him but it is too late. ‘Wait! Don’t Hal, it’s too dangerous!’

  The ragged explorer and the knight collide – sparks and flame flying in all directions. Quickly, you draw your own weapons and charge into the fray:

  Special abilities

  Crazy Hal: When you roll for damage, Hal adds one extra point to your damage score.

  Blazing armour: Your opponent is immune to piercing, sear, bleed, fire aura, burn and ignite.

  If you defeat Inferno, turn to 568.

  579

  You have no means of attacking these ranged foes. In frustration, you watch as they launch more missiles into the thronging melee, showing little remorse for whether it is friend or foe who are caught in their blasts. Ravenwing’s forces are taking heavy losses from the barrage – you can only hope that the flying mages are able to rally and press their attack. For now, your concern is the ground battle. You slip out from the cover of the rocks and hurry onwards. Turn to 591.

  580

  ‘The legion has learned from the past,’ explains Jenlar weakly. ‘The keystone is now warded with shadow magic – it will ensnare anyone who attempts to tamper with it. Avian will not see the danger. He will try and remove the stone and when that happens he will become a prisoner of the legion . . . enslaved forever.’

  ‘Then I have to stop Avian!’

  The old man nods, his breathing becoming shallower by the second. ‘Avian yes . . . warn them of Zul . . . the attack is coming.’

  You can barely hear Jenlar as his eyes flutter closed and his arms go limp by his side. Leaning in close, you beg him to reveal more – to explain what you must do.

  ‘You are the chosen one . . . the one who will betray the legion . . . find Redguard . . . warn him . . . tell him the angels must awaken.’

  ‘What do you mean?’ you ask between clenched teeth, gripping the old man as if willing him to stay alive.

  But Jenlar now lies still, his eyes closed and his chest unmoving. The assassin’s poison has finally run its course and taken the prophet’s life. You gently lay his body to the ground, before turning your attention to the glowing portal. Already it is beginning to fade. You have only seconds to make your decision.

  You are the chosen one.

  The old man’s words ring in your ears. You rise and approach the glowing portal – the doorway that will take you a step closer to discovering your destiny.

  ‘So be it.’ Steeling yourself, you step into the light, uncertain as to what it is you will find on the other side. Turn to 599.

  581

  The weapons and armour are some of the finest you have ever seen. If you wish, you may now take one of the following:

  Frenzy

  Majestic greaves

  Vanquisher’s helm

  (main hand: axe)

  (feet)

  (head)

  +2 speed +4 brawn

  +2 speed +2 brawn

  +2 brawn +2 armour

  Ability: cleave

  Ability: royal regalia

  Ability: vanquish

  After casting a final, wary glance at the Dour king’s statue, you exit the chamber, taking a wide staircase down into a flooded annex. Turn to 610.

  582

  Legendary monster: Flay

  South of the road, the ash of the bone fields becomes scorched, red sand. According to legend, this was the site of a great battle between powerful mages. The sand is all that remains of that conflict – heaped in great banks, which swirl and ripple in the wind.

  As you trudge through the desolation, you notice that the wind is picking up speed, quickly becoming a buffeting gale. You cover your face as best you can, eyes narrowed to the stinging sand. Ahead of you, the wind-tossed dust is starting to take on shape, forming itself into a whirling column. It spirals across the dunes, heading in your direction. As it nears, you notice that it is pulling up stones and other debris as it moves. Soon, you are faced by a thundering whirlwind of rock and sand – and within its swirling form, you can make out a face. Formed by the twisting particles of dust and dirt, the face stretches out to form a gaping, wide maw.

  Then the monster speaks to you, its voice as powerful and humbling as the stormy elements that surround you. ‘Dust. Dust. All will become dust.’

  Special abilities

  Maelstrom: For eachthat you roll for your hero (either for attack speed or damage), they are automatically thrown up into the air for 8 damage, ignoring armour. (If you have an ability that lets you re-roll dice, you may use this before determining the result.)

  Body of air: Flay is immune to bleed, venom and disease.

  If you manage to defeat this whirling elemental, turn to 754.

  583

  You find the body of a dead witchfinder, lying amongst the refuse at the bottom of the pit. Some of the rogue’s items and clothing are still salvageable. If you wish, you may take up to two of the following:

  Witching hour

  Night watch

  Skulker’s coat

  (left hand: pistol)

  (head)

  (chest)

  +2 speed +3 brawn

  +1 speed +2 brawn

  +1 speed +3 armour

  Ability: bull’s eye

  Ability: steadfast

  Ability: evade

  You also find a purse of gold. (You have gained 50 gold crowns.) As you scan the rest of the pit, looking for any other chance treasures, you discover a small circular grill in one of the walls. A quick examination reveals that it is protecting a pipe outlet. Relieved that you have finally found a way out, you tug the grill free and then enter the tight crawl-space. Turn to 453.

  584

  You pierce the monster’s armour, shattering its body into tiny fragments. The jagged splinters rain down across the surface of the lake, tinkling like glass as they slide across the ice.

  You may now help yourself to one of the following special rewards:

  Frost burn

  Glacial shards

  Ice splinter

  (main hand: wand)

  (necklace)

  (left hand: sword)

  +2 speed +4 magic

  +1 speed +1 brawn

  +2 speed +4 brawn

  Ability: piercing

  Ability: piercing
<
br />   Ability: piercing

  (requirement: mage)

  (requirement: warrior)

  (requirement: rogue)

  If you are a mage, turn to 761. Otherwise, turn to 300.

  585

  ‘My camera!’ gasps Hal, his eyes going wide. ‘Oh, by the light of Judah, you are a hero!’ Hal fishes in his pack and pulls out a selection of odd-looking contraptions. ‘Here,’ he says, laying them out on the ground. ‘Don’t suppose any of these take your fancy. You know – as a reward?’

  If you wish you may take one of the following items:

  Gold detector

  Shrink ray

  (backpack)

  (left hand: wand)

  Ability: beep, beep!

  +1 speed

  Ability: zapped!

  When you have made your choice and updated your hero sheet, turn to 592

  586

  The newly-absorbed shadow magic courses through your veins, heightening your senses and filling you with a furious new energy. As a rogue, you may now learn the shadowstalker career.

  The shadowstalker has the following abilities:

  Shadow speed (sp): When rolling for your attack speed, all results ofautomatically become a.

  Shadow fury (co): Use this ability to add the speed of both your weapons (main hand and left hand) to your damage score. This ability can only be used once per combat.

  Once you have made your decision, turn to 729.

  587

  In the middle of the chamber, a huge stone pillar rises up to the ceiling. On each of its faces is carved the figure of a dwarf, dressed in various attire, from rune-covered robes to plated armour. Each of the four incarnations is wearing a jewel-studded crown. You assume that this must be the Dour king and the carved crown is a replica of the one that you are seeking.

 

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