Legion of Shadow

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Legion of Shadow Page 5

by Michael J. Ward


  Leave the market? — 6

  47

  You decide to leave your torch behind (remove the word torch from your hero sheet). Swinging your legs over the side of the pit, you take a deep breath and push yourself off, dropping into the darkness. The pit is deeper than you thought and your shoulders bang painfully against its rough walls several times as you tumble down the shaft.

  Then, all of a sudden, you are swallowed up by a freezing torrent of fast-moving water. The shock of it knocks the breath from your body as you are brutally dragged under the surface. Caught in the river’s tow, you are powerless to stop yourself as you are buffeted along through the cold, pitch blackness. Turn to 171.

  48

  You may collect some of the silk from Spindle’s web to take with you:

  Spindlesilk (2 uses)

  (backpack)

  Perhaps a master clothier could do something with this fine silk

  Searching the rest of the cavern, you find little of interest. You decide to leave and return to the villagers at the well. Turn to 246.

  49

  Legendary monster: Zalladell the satyr

  The path leads you down into a thickly wooded valley – the trees pressing in tightly on either side. You stop to examine the sheet of parchment that a passing traveller gave to you. It shows a map and the location of some ruins. Apparently, local archaeologists are excavating the site and could do with some paid muscle to help with the dig. Sounds like easy money . . .

  You leave the path, following a narrow trail into denser woodland. As you plunge deeper into the wilderness, you start to make out sounds coming from up ahead. They sound like cries for help . . . and a scream, cut short by a gurgling cry. You quicken your pace, pushing your way past gnarly branches and stinging nettles.

  You emerge in a large clearing dominated by a series of ivy-covered ruins. A number of men are fleeing towards the tree line – spades and other equipment left scattered around a half-dug hole. Wondering what has spooked the men, you enter the clearing.

  At that moment, a creature steps out from behind an old crumbling tower. It is at least a head taller than a man, with curved horns and goat-like feet. Its hairy body is covered in black sigils that seem to writhe and change before your very eyes.

  ‘You! You do not run,’ hisses the bestial creature, pointing a taloned finger in your direction. ‘At last, an opponent worthy of my attention.’ You prepare yourself for combat as the nightmarish creature advances:

  Special abilities

  Black sigils: At the end of every combat round, your hero automatically suffers 1 damage. This ability ignores armour.

  Bewitched: Re-roll anyordice results for Zalladell. The results of the re-rolled dice must be used.

  If you defeat Zalladell turn to 80. If you are defeated, you have no choice but to return to the quest map.

  50

  You drive your blade deep into the creature’s body, watching as its pale form dissolves back into the mist. Before the grisly totem can summon any more guardians, you lunge forwards, slicing it in two. As the severed wood topples to the ground, the magical green light flashes, then is gone. A few seconds later, the mist begins to disperse. Soon, you can feel the warmth of the sunlight once again – its heat evaporating the last of the chill fog.

  ‘Yer did it! Yer did it!’ The elderly farmer skips and jumps through the corn towards you. ‘Me fields – they’re back! Thank you stranger, thank you!’

  Will you:

  Demand a reward? — 36

  Bid the farmer farewell? — Return to the map

  51

  You decide that the stranger must have made a mistake. Angry that your time has been wasted, you stride out of the barn and bump straight into the scruffy-looking man coming the other way. On seeing you, his eyes widen in surprise.

  ‘They’re alive! They’re still alive! Boss! Boss!’ He turns and starts sprinting towards the nearby farmhouse.

  Will you:

  Immediately take chase? — 144

  Let him go and leave the farm? — Return to the map

  52

  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:

  Nightbringer

  Nightfall

  (main hand: sword)

  (main hand: staff)

  +4 brawn

  +4 magic

  Ability: might of stone

  Ability: might of stone

  When you have made your choice and updated your hero sheet, turn to 170.

  53

  The barman gives another grunt. ‘Not heard that name for a while now. Strange fella, lives in that castle, across the gorge. Been there for as long as I remember, but he seldom comes ’ere.’ He leans towards you, beckoning you to do the same. ‘I’d stay away from the likes of him. Something ain’t right when a man lives as long as I have, but doesn’t look a day older.’ The man taps his grey, balding pate. ‘Look at me, fifty years to me name. But that Avian – still looks younger than my son. I smell magic there, and no good ever comes of magic.’

  Will you:

  Ask for directions to Avian’s castle? — 84

  Ask if he has heard any rumours? — 245

  Talk about the weather? — 42

  Turn your attention back to the taproom? — 11

  54

  The man nods and starts dealing out two hands of cards. He asks you how much you wish to gamble. (Choose how many gold crowns you would like to bet. These are placed in the middle of the table. The man then matches your bet with the same number of gold crowns.) Once the cards are dealt, the gambler explains the rules of his game. You pick up your cards and begin playing.

  Roll a die. If the result is:turn to 67,turn to 24,turn to 237,turn to 226,turn to 205,turn to 259.

  55

  The ruffian lies dead – his corpse joining the rest of his cannibalistic family. You reach down and cut the man’s purse loose. Inside you find 15 gold crowns. You may also take:

  Rennie’s slicer

  (left hand: dagger)

  +2 speed

  Ability: first cut

  After pocketing the man’s gold, you ponder your next move.

  Will you:

  Explore the rest of the farm? — 96

  Leave the farm? — Return to the map

  56

  The elderly man looks up from his work, his expression one of surprise. ‘A customer at last,’ he says, pushing his glasses up his nose. ‘Can I interest you in any of my wares?’

  You may purchase any quantity of the following for 10 gold crowns each:

  Pot of healing (1 use)

  Pot of speed (1 use)

  Pot of magic (1 use)

  (backpack)

  (backpack)

  (backpack)

  Use any time in combat to restore 4 health

  Use any time in combat to raise your speed by 2 for one combat round

  Use any time in combat to raise your magic by 2 for one for one combat round

  When you have made your choices, you may visit another stall (turn to 46) or leave the market (turn to 6).

  57

  ‘Yes, yes,’ says the man, nodding quickly. ‘How could I forget.’ He pats the leather carry-case hanging at his waist. ‘Get me the book, and I will offer you a fine choice of rewards. After all, you do desire power and glory, do you not?’

  Will you:

  Ask why he can’t get the book himself? — 69

  Agree to the quest? — 164

  58

  You find Beatrice waiting expectantly for you in her garden, a basket of freshly-picked flowers in her hands. ‘Gosh, I thought you were never coming back,’ she g
rins, her rosy-cheeks bulging like apples. ‘You do look a little flustered. Did everything go to plan?’

  You recount what happened – that the witch’s potion turned the turnips into deadly monsters! The woman merely chuckles to herself.

  ‘Ah that witch – so she does have a sense of humour after all. Well, what’s done is done, my dear, and I did promise you a reward didn’t I?’ She puts down her basket, and then fishes in her apron pocket. She pulls out two small glass bottles. ‘I suppose you might find a use for these on your adventures; some herbal remedies that I made myself.’

  You may take any/all the following items:

  Healing salve (1 use)

  Miracle grow (1 use)

  (backpack)

  (backpack)

  Use any time in combat to restore 6 health

  Use any time in combat to raise your brawn by 2 for one combat round

  Beatrice also hands you 5 gold crowns. ‘Thank you again, stranger,’ she smiles sweetly. ‘And remember, we never met or did business together – did we?’ She gives you a sly wink then, picking up her basket, returns to tending her garden.

  Pocketing your items, you resume your journey. Return to the map.

  59

  The snarling undead bound towards you. This will be a tough battle, as you prepare to take on all three opponents on open ground:

  Special abilities

  Piercing claws: The ghouls’ attacks ignore armour.

  If you manage to defeat the ghouls, turn to 127.

  60

  ‘What foolish insect dares set foot in the domain of Spindle? You will perish here – and your worthless blood will feed my brood!’ The giant spider scuttles towards you, your panicked face mirrored in its bulging, black eyes. You must now defend yourself against this fearsome opponent:

  Special abilities

  Webbed: The spider’s sticky webbing inhibits your movement. At the start of every combat round, roll a die. If you rollorthen your speed is reduced by 1 for that combat round. (Note: Ignore this ability if you have used your torch to set fire to the web.)

  Venom: Once you have taken health damage from the spider, at the end of every combat round you must automatically lose 2 health.

  If you manage to defeat Spindle, turn to 91.

  61

  ‘Waste of bloomin’ space if you ask me,’ interjects the other woman, with an angry snort. ‘He’s supposed to help us, by bringing a little rain when we need it, or some fair wind.’ She jerks a thumb over her shoulder. ‘He lives in a tower, way up on the hills. My husband went up to see him only the other day – to convince the crazy old man to bring us some rain and end this drought. Well, you should have seen him. Scared out of his wits when he returned. He said that the tower was haunted and he weren’t going back. Not sure what is going on up there, but I’m staying away too. It’s a matter for the Speaker to decide what happens if you ask me.’

  Intrigued, you ask for directions to the wizard’s tower. Then, bidding the women farewell, you set off east along the river. Turn to 235.

  62

  You have no choice but to fight the three ruffians. They attack you as a single enemy.

  Special abilities

  Crone’s dagger: If the ruffians roll afor damage, the crone’s dagger automatically inflicts an extra point of health damage.

  If you win the combat, turn to 40.

  63

  Following Beatrice’s directions, you head out of Tithebury Cross and soon find yourself on a seldom-used track that winds up the face of a craggy hill. At the summit, you discover an old shack, perched precariously on the cliff-edge. Like a house of cards, you could easily imagine the slightest gust of wind toppling it over at any second. From an open window, you hear the screech of a baby crying, and a woman’s voice raised in anger. Next to the ramshackle building is an empty chicken coop and a small vegetable garden.

  You take the earthenware pot out of your backpack and remove the stopper. A strong vinegary smell drifts up from the inside. Keeping the pot at arm’s length, you approach the vegetable patch. Much of it is covered in straggly weeds and withered plants. But, astonishingly, along its furthest edge, three enormous turnips are growing – their pale rounded tops protruding from the soil.

  You sprinkle the vinegary potion over the turnips, then step away, not entirely sure what the results will be. A minute or two later and you get your answer. The turnips start to shake and tremble – then, suddenly, one of them sprouts a pair of spindly arms and starts to push itself out of the ground! From a jagged mouth, the creature emits a rumbling growl as it squeezes itself free, staggering dizzily onto a pair of skinny legs. The other turnips are also pulling themselves out of the soil and within seconds you find yourself facing three of the monstrous creatures. Their root-like hands clench into fists as they stumble crazily towards you.

  You must fight the turnips as a single enemy:

  If you defeat the turnips, turn to 241.

  64

  The wolf lies dead at your feet. As you watch, the creature’s body begins to shift and change – the bones cracking and reforming into a human shape. Within moments, the body of a man lies before you, the black liquid still coating his lips.

  It is then that you hear a quiet sobbing coming from behind the wagon. You hurry to investigate, and find the woodsman’s daughter huddled next to one of the wheels, trembling with fear.

  ‘It was all my fault,’ she gasps. ‘I let him drink the potion. I said it was a gift from my father. Then he changed . . . he changed!’ She looks away, shivering. ‘I did everything that the recipe said. Everything. And it turned him into that!’ She points to the huntsman’s corpse. ‘I should have known not to trust the witch. Oh, what have I done?’

  You help the girl to her feet. As it is now late evening, you decide it best that the two of you sleep in the wagon and head back to her father at first light. Turn to 82.

  65

  You start towards the totem, with the intention of smashing it apart with your blade. However, you have only taken a couple of steps when the mist in front of you suddenly twists and broils, forming itself into a phantom-like creature. Before you can react, a spectral fist slams into your chest, sending you sprawling backwards onto the flattened corn. With an ear-splitting howl, the phantom glides towards you, its green eyes glowing with a malevolent hunger. You scramble to your feet and prepare to fight:

  If you defeat the mist stalker, turn to 50.

  66

  Quest: Whatever the weather

  The midday heat is almost unbearable. You leave the dusty track and head into the cool, dark woods, grateful for the shade. After resting beneath the tangled boughs of an ancient oak, you set off once again, keeping to the deep shadows cast by the trees. After a few minutes, you hear the rush and splash of water. Licking your parched lips, you head in its direction, quickly breaking into a run as the sound gets louder.

  Slipping and sliding down a wooded slope, you find yourself on the banks of a river, its white waters churning around the rocks and stones that litter the river bed. Further up the bank you see a wooden cart and two women – who you guess are local farmers – filling a series of buckets with water from the river. Next to them a skinny-looking mule sips greedily from the waters.

  The women wave to you as you approach, and greet you cheerily. They explain that the local wells have run dry and now they must collect water from the river to nourish their crops and feed their livestock.

  ‘Wouldn’t be surprised if this here river doesn’t dry up next,’ says one of the women, carrying another full bucket to the wagon. ‘This weather shows no signs of stopping. If only that darned weather wizard would get down from his tower and help, then we might see some signs of a turn.’

  Will you:

  Ask about the weather wizard? — 61

  Help to fill the buckets? — 79

  67

  You have an excellent hand and beat the gambler. You may take back double the amount of gold that you have bet
. If you would like to play again turn to 54, otherwise you decide to leave the table. Turn to 11.

  68

  The woman puts aside her sewing, looking you up and down with interest. ‘A traveller,’ she says, nodding her head. ‘So, I might sell something in this backwater village after all. Please, take a look at my fine silks. I use only the finest cloth and thread – from the deserts of the south, no less.’

  You may purchase any of the following items, for 20 gold crowns each:

  Silk robe

  Embroidered gloves

  Patchwork cloak

  (chest)

  (gloves)

  (cloak)

  +1 magic

  +1 speed +1 magic

  +1 speed

  ‘My skills are the finest around,’ says the woman. ‘If there’s nothing here that interests you, perhaps I can tailor you something a little more . . . unique.’

  Will you:

  Ask about the unique items? — 85

  Explore one of the other stalls? — 46

  69

  The man lifts a pale finger and waves it back and forth. ‘Ah, no, no, no. That hill is still hallowed ground, my friend, and that makes it . . . difficult for people like me.’ He pauses for a heartbeat and then gives a dry, rattling laugh. ‘I have done some bad deeds in this life, things I am not proud of. I have always had a fear of such holy places – that the One God, in his good grace, will strike me down for my sins. A silly superstition of mine, nothing more.’ The man folds his arms, his fingers tapping impatiently on the sleeves of his robe. ‘Now, I think I have answered your questions. So, what’s it to be?’

 

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