Legion of Shadow
Page 3
Comment on his lack of hygiene? — 27
State that you want a reward? — 20
Agree to the quest and get started? — 34
5
The girl claps her hands in delight. ‘Oh he is so wonderful,’ she gasps breathlessly. ‘Not like the simple village boys. No, he’s a travelling man, one of the gypsies. I don’t think there’s anywhere he hasn’t been – the mountains to the east, the deserts of the south . . . Gosh, he has such stories to tell, of adventure and lost treasures, and battles. It’s so exciting!’
You nod your head, trying to look interested, but other more important things are starting to occupy your thoughts . . . like the rapidly fading sunlight. You decide it is time that the girl was taken home to her father. Turn to 129.
6
The track you are following widens, becoming a dusty road that leads into the village of Tithebury Cross. It is a small settlement – its timber-framed buildings and cottages crowding in around a central, main square where four roads come together.
The lanes and paths are mostly deserted. You imagine that most sensible people are staying indoors, taking refuge from the sun’s merciless heat. A couple of farmers pass you by, grumbling about the weather. Neither of them offers you a word of greeting.
Reaching the main square, you consider your options. Ahead of you is the local tavern, its painted sign showing a plump black bird pecking at a pie. To your left are the remnants of a small market, set up under a series of grey awnings. With few customers to view their wares, the traders look bored and listless. To your right, a narrow path leads past a row of houses and then rises steeply, climbing the side of a sun-scorched hill. At its summit you can see a stone well, with several villagers gathered around it, deep in conversation.
Leave the village – return to the map.
Will you:
Visit ‘The Pie and Black Bird’? — 11
Explore the market? — 46
Visit the well (this starts a blue quest)? — 72
7
You put the flame of your torch to the spider’s web. The sparkling strands catch fire instantly, sizzling as the flames spread quickly across the interlaced pattern. With a chilling shriek of anger, the giant spider turns to face you, its immense black body seemingly untouched by the flames that rage around it. Turn to 60.
8
‘Reward?’ snaps one of the villagers, waving his pitchfork at you. ‘A boy is in danger and you ask for a reward?’ You hear several other angry mutterings from the crowd.
‘Easy now,’ says the elderly man, putting himself between you and the agitated villagers. ‘I didn’t see anyone else here wilfully volunteering to go down the well.’ He looks at each of the men in turn – who all look away, embarrassed and shamed. ‘I have some coin I can give you,’ he says, turning back to you. He opens his purse and produces 10 gold crowns, which he places in the palm of your hand. ‘Half now and half when the task is done.’
Pocketing the coins, you agree to get started. Turn to 238.
9
As you prepare to leave, you see Martha running down the road towards you. She is waving her arms frantically.
‘Stop her!’ she cries. ‘Stop her eating it! I’ve changed my mind!’ She flings open the garden gate, tears streaming down her face. ‘Please,’ she begs. ‘I feel awful. We can’t let her eat that turnip – who knows what will happen? Please, we have to do something!’
You draw your weapons and agree to check out the cottage. Turn to 255.
10
Quest: Scarlet in the woods
In Tithebury, idle gossip travels fast. It isn’t long before reports of a missing child reach your ears. Sensing an opportunity for some paid work, you head to the edge of the Tithebury woods, where a small wood cabin rests on a grassy knoll. A grizzled old man sits outside the building, sharpening the blade of his long sword with a notched stone. He looks up as you approach and offers a mumbled greeting. You notice that the man’s right leg is heavily bandaged. A pair of crutches rest beside his stool.
You explain that you have heard news of a missing child. The man shakes his head, and looks away for a moment, his jaw clenching and unclenching.
‘Yeah, my daughter,’ he says at last, shaking his head. ‘A spirited thing. Not seen hide nor hair of her for three days. Gave her some of my best brandy to take to her poorly grandma – lives right across the other side of the valley.’ The man lowers his gaze to his injured leg. ‘I fear the worst, stranger. Goblins have moved into those woods. I tried my best to find her . . . I did.’ He reaches out, gripping your arm tightly. ‘Please, I have no gold or treasures to offer – but I still have a father’s love for his daughter. Please, will you find her and bring her home safe?’
Will you:
Agree to help? — 17
Ask about the woods? — 23
Politely refuse? — Return to the map
11
The taproom of the ‘Pie and Black Bird’ is dark and muggy, the only light coming from a narrow window opposite the bar. The tables and benches are mostly empty – just a few customers sit sullenly over their mugs of ale, making little effort at conversation. At the bar, a group of elderly farmers are seated on stools, talking in hushed tones as they puff on their pipes. The barman listens in on their talk, fanning himself with a grime-stained dishcloth.
As you approach the bar, you notice a man sitting alone at the far side of the room. He appears to be watching you from beneath the brim of his hat, his long, pale fingers shuffling and reshuffling a deck of cards.
Will you:
Speak to the barman? — 19
Talk to the farmers? — 75
Walk over to the card player? — 16
Leave and return to the village? — 6
12
The man puts a hand to his back, emitting a loud and rather unconvincing groan.
‘Pains, see. I got pains. Put my back out last season – no ways as I can keep up with those rats now. Fast little critters they are.’ He shrugs his scrawny shoulders. ‘I tried traps see, but they avoid them. It’s like they’re smart or something. Never seen their likes before. Bigger than your average rats too.’ The man glances down at the weapon hanging by your side. ‘I say, that pretty thing looks just about right for skewering those vermin. Make a nice tasty rat kebab with that, don’t yer think?’
Will you:
Ask if there is a reward? — 20
Agree to the quest? — 34
13
You follow Martha into the shack – a cramped, stuffy room filled with dirt and cobwebs. A single pallet bed rests along one wall, lined with five grubby-faced children. One of them is rocking a wooden crib with her foot. Inside, two new-born babies fidget and squirm beneath a moth-eaten blanket.
Martha opens her larder, which you notice is almost bare – save for some dust and a scuttling beetle – and takes out a small sack of flour and a couple of eggs. She explains that this is all the food she has now, having killed the last of her chickens to feed her starving family.
‘Henry, light the fire if you can, please,’ says Martha, as she clears the table of broken dolls and gnawed chicken bones. One of the children, clearly the eldest, takes a tinder box from next to the mattress and proceeds to light the few sticks of dry wood in the stone heath.
‘I have nothing,’ explains Martha, breaking the eggs and adding them to the flour. ‘But I ask for no charity. Certainly not from those stuck-up Tithebury villagers. They go too far with their petty games and superstitions.’ She glances at the basket of turnip and grins. ‘But this time . . . this time I’m gonna make them eat their words!’
Will you:
Offer Martha 10 gold crowns? — 200
Let Martha finish her cooking? — 78
14
‘Those vile things,’ says the girl, wrinkling her nose. ‘I fell foul of one of their silly traps while I was picking mushrooms. I could have been a goner I suppose, but in my heart of hearts I always knew that my hands
ome huntsman would find me eventually.’
She pauses, looking you up and down like a dirty piece of laundry. ‘Shame you came along and spoiled everything. You don’t even look like a hero. Not like the ones in the storybooks – not like my gorgeous huntsman.’
Will you:
Ask about the huntsman? — 5
Demand she goes home immediately? — 129
15
Quest: Curse of the cornfields
As you descend into the patchwork valley of farmsteads, you notice a flock of crows circling over the nearby fields. Below them, a fine white mist hangs like a shroud over the wilting, sun-beaten corn – its appearance looking slightly unnatural in the dazzling sunlight. An elderly man hurries towards you, a pitchfork held tightly in his hands. His expression looks panicked.
‘Please! Will you help me?’ he cries. ‘My farm is cursed! It’s the witch – the witch I tell you!’
Will you:
Ask about the strange mist? — 31
Ask why the witch is to blame? — 163
16
As you walk over, the man doffs his hat to you in greeting. You settle onto the bench opposite. ‘Greetings, my friend,’ he says. ‘You care to make a little wager?’
Will you:
Agree to play cards? — 54
Ask about local rumours? — 128
17
The man offers you a grim smile. ‘Thank you,’ he says. ‘And remember, be on your guard. Those goblins are cowardly creatures, but they’re smart – smarter than they look.’ He pats his bandaged leg, as if to drive home the point. ‘Never underestimate them.’
The woodsman leans forward, and points to a small break in the nearby trees.
‘You can find the path there; it will take you straight through to the other side of the valley if you want. Keep to the path, and only stray if you have to . . . no telling what you might find in those woods.’
After thanking the woodsman, you shoulder your backpack and head out into the Tithebury woods. Turn to 149.
18
Legendary monster: Mauler
A narrow trail takes you up into the rocky hills. Picking your way past boulders and scree, you spy a cave opening ahead. As you near, you hear an ominous, thundering growl coming from inside the cave. You ready yourself for combat as a huge black bear comes snuffling out of the darkness. With a snarl, it rears up onto its hind legs, its immense, muscled frame towering above you. Swiping its paws through the air, you catch sight of the beast’s razor-sharp claws. Now you know why the locals call this bear ‘the mauler’. It is time to defend yourself:
Special abilities
Ferocity: If Mauler wins a combat round and inflicts health damage on your hero, the beast automatically raises its speed to 7 for the next combat round.
If you defeat Mauler turn to 26. If you are defeated, you have no choice but to return to the quest map.
19
The barman grunts as you approach, pushing himself lazily up off the counter.
‘Wha’ can I do yer for?’ he asks, scratching his rotund belly. ‘Need something to cool yer down? Ain’t got nothing cold, I’m afraid. Warm beer’s all yer getting here.’
Will you:
Ask if he has heard any rumours? — 245
Ask about Avian Dale? — 53
Talk about the weather? — 42
Turn your attention back to the taproom? — 11
20
The man shows you the pouch dangling from his belt. You are more than a little surprised to see that it is heavy with coin.
‘Mercenary type, huh?’ he grins. ‘I got some gold to make you happy, if that’s what you’re after. It ain’t much mind . . . but this ain’t a good year, not a good year at all.’ He looks up into sky, shielding his eyes from the sun. ‘Ne’er seen a spit of rain for weeks. It’s the witch I hears them saying – she’s the one brought this on us. Hard times for us all in Tithebury, very hard times.’
Will you:
Agree to the quest? — 34
Politely decline? — Return to the map
21
You cut the girl loose, taking a small degree of satisfaction as she drops to the ground with a thud.
‘Ouch!’ she cries. ‘You could have done that a little more graciously.’ She gets to her feet, brushing the leaves and twigs from her clothes. ‘All day I’ve been up that bloomin’ tree, and not a single sign of him. Not a single sign.’ She wanders over and picks up her basket. ‘I was sure that handsome huntsman would come and save me. I screamed and screamed until I was hoarse. Oh, that would have been so perfect – for him to find me here, a maiden in distress.’ She gives a long, wistful sigh.
Will you:
Ask about the huntsman? — 28
Ask about the goblins? — 14
Demand that she goes home? — 129
22
Quest: Best in show
As you leave the village of Tithebury Cross, you pass a small row of thatched cottages. One of them catches your eye, its garden abundant with brightly-coloured flowers and sweet-smelling roses. An elderly woman is working in the garden, pruning a cherry tree with a small pair of shears. When she sees you watching her, she immediately straightens and waves you over.
‘Good day to you traveller,’ she says, her chubby cheeks bulging with a smile. ‘I’m Beatrice Fletcher – how lovely to meet you. I see you’re admiring my garden. Isn’t it a marvel, despite this wretched weather?’ The woman wipes her brow. ‘I don’t suppose you fancy some work, do you? Ha, don’t worry – I don’t see you as the type to have green fingers. No, I got other work in mind for you. See that?’ She points to an area of the garden where several large turnips are starting to emerge from the soil. ‘Those turnips . . . they’re prize-winners. Do you know I’ve won the prize for Best Root Vegetable in Tithebury five years running. Five years! People expect me to win . . . but this year . . . this year is different.’ She sighs and shakes her head. ‘My little beauties aren’t doing so well. It’s the heat you see. But Martha Weevil, you should see the size of her turnips. Witchery, I tell you. It’s outright cheating!’
The woman places a hand in her apron pocket and pulls out a small earthenware pot. ‘But this . . . this will even up the odds. I got it off that kind old witch, the one that lives out in the woods – but don’t tell a soul. Wouldn’t want my good name to be associated with the likes of her. I’m sure you’ll understand.’ She holds out the pot to you. ‘Look, it’s simple. Do you fancy earning a bit of coin? I need someone . . . discreet – someone to accidentally spill a bit of this on Martha’s turnips.’ She shakes the pot and you hear the sound of liquid, sloshing around inside. ‘What do you say?’
Will you:
Agree to the task? — 63
Tell her it’s cheating? — 148
23
‘The woods always been safe if you stick to the path. Liselle always knew that – can handle herself that girl, I tell you; always visiting her kind old grandma.’ The man runs a finger along the edge of his sharpened blade. ‘It’s been three days now and not a word. She should have been back by now. Liselle knows I would be worrying. She’s all I got now, see.’ The man’s steely eyes settle on your own. ‘I’ll wager she’s still with her grandma. That old woman’s a glutton for fanciful stories; fills my dear Liselle’s head full of ‘em. I daresay she may have tarried there. But goblins . . .’ He sniffs at the air like a wizened old wolf. ‘Their taint is on the breeze. If goblins have taken her, I fear the worst.’ He looks down at the crutches, resting next to his stool. ‘If I wasn’t crippled so, I’d be out there now, scouring every inch of that blasted wood.’
Will you:
Agree to help? — 17
Ask the woodsman about his injury? — 30
Politely refuse? — Return to the map
24
You are at a stalemate. To proceed further with the game you must put more money on the table. Decide how much gold you will add – and the gambler automatically adds the same
amount. You must bet at least one extra gold crown. (If you have no more money, then you have lost and lose all your gold. Turn to 11.) Then roll a die. If the result isor less turn to 67, if the result isor more turn to 259.
25
Quest: The stone circle
The sun beats down mercilessly, casting a shimmering haze over the fields and meadows. Feeling dizzy from the heat, you leave the trail and take shelter under a tree. As you begin to doze in the cool shade, a voice suddenly startles you back to wakefulness.
‘Wake up! Wake up!’ A bird lands by your feet in a flurry of brightly-coloured feathers. ‘Please don’t tell me you’re as dim-witted as those farmhands. You look like an adventurer, am I right? Am I right?’ Its head twitches from side to side, watching you with its beady black eyes.
Too stunned to speak, you settle for nodding instead. ‘Good, good – well that’s a start,’ says the bird, flapping its wings. ‘Come, my master is in danger and he needs your help. Something terrible has happened!’
Will you:
Ask the bird about his master? — 39
Ask the bird how it can talk? — 32
Agree to help the bird? — 3
26
The giant bear gives a deep, bellowing cry, then crashes to the ground, dead. You may now take one of the following items as a reward for your heroism:
Mauler’s maw
Savage pelt
Rage claw
(head)
(cloak)
(left hand: fist weapon)
+1 brawn +1 armour