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Legion of Shadow

Page 6

by Michael J. Ward


  Will you:

  Agree to the task? — 164

  Ask what your reward will be? — 57

  70

  You put your hands to your mouth and call out: ‘Hey! Fancy something to eat? Ma and pa are already tucking in!’ Seconds later you hear a banging from down below.

  ‘OK, OK. I was just going ta fetch the boss. He won’t be happy if there’s none left for ’im and his rats, I tell ya.’ As you hoped, the ladder suddenly appears, followed by a series of creaks as the ruffian ascends. The moment his head comes into view, you step forward, grabbing him by the scruff of the neck and yanking him to his feet.

  The grubby man gives a cry of alarm when he sees the dead bodies. Tears start to well up in his eyes. ‘Please, no . . . you didn’t . . . not the family . . .’

  You release him – no longer sure if you feel pity or anger for the wretched thief. The man drops to his knees beside the three corpses.

  ‘Not ma and pa,’ he sobs. ‘Not ma and pa . . .’ He turns to face you, his tears forming dirty rivulets across his grubby cheeks. ‘You killed ’em!’ he cries, pointing a shaking finger at you. ‘You did it!’ With an animal-like snarl, he launches himself at you, taking you by surprise. Steel flashes, followed by a stabbing pain in your side. Stumbling backwards, you see a bloody knife in the man’s hands – your blood. He licks the blade hungrily, then rushes to attack.

  Special abilities

  First cut: Start this combat having already lost 1 health.

  If you defeat the ruffian, turn to 55.

  71

  ‘Humph, how charming!’ snaps the girl, sticking out her tongue. She reaches into her basket and pulls out a sharp-looking kitchen knife. ‘Don’t worry about me, I can handle myself thank you very much!’ With a sniff, she turns and marches off into the woods.

  You retrace your steps, to find yourself back on the main trail.

  Will you:

  Follow the trail to Grandma’s house? — 168

  Head east into the hills? — 181

  72

  Quest: Down the well

  At the top of the hill, a crowd is gathered around the stone well. You see that several of the villagers are peering over the side, their faces looking both concerned and horrified. The rest are currently drawing lengths of straw from an elderly man in white robes. He turns as you approach.

  ‘May the One God have mercy,’ he says. ‘Are you a sword for hire? Will you help us? Our well has dried up – first time in a hundred years. I sent my son down there, to see if it needed repairs. Then we heard . . . we heard . . .’ The man puts a hand to his mouth, trembling. After taking a deep breath, he continues. ‘We heard screaming . . . terrible screams and then, just silence. I fear something terrible has happened. Would you go down there and investigate. Please?’

  The other villagers are all looking at you, nodding their heads eagerly. You notice one man, who clearly drew the short straw, nodding more enthusiastically than the others.

  Will you:

  Agree to help the villagers? — 238

  Ask the elderly man who he is? — 86

  Ask if there will be a reward? — 8

  73

  The old woman shakes her head. ‘It was a cleansing totem. Those spirits were there to spook the farmers and keep them away, while it did its work. I wasn’t banking on someone like you to come along.’ She continues to hastily pack items into her sack. ‘That field had been tainted – by a summoning ritual. There is a demon loose in Tithebury, and that is why I came here. To root it out.’

  Will you:

  Accuse the witch of another crime? — 113

  Attack the witch? — 137

  Help her to escape? — 101

  74

  You slide the key into the lock. To your surprise, you find that it fits perfectly. A quick twist and you are rewarded with a satisfying click. You eagerly push open the lid, expecting valuable treasures to be hidden inside. However, your excitement is short-lived. Inside the locker, all you find are a few gold coins and another key – this one fashioned from silver.

  You have gained 20 gold crowns and may now take the fine silver key. If you decide to take the key, simply make a note of it on your hero sheet (it does not take up backpack space). With little else of interest in the room, you decide to leave via the archway. Turn to 154.

  75

  The farmers fall silent as you approach, looking you up and down suspiciously. You quickly explain that you are a traveller, and wonder if there is any work for a hired sword. The farmers glance at each other, then begin chuckling behind their pipes. One of them beckons you closer, blowing smoke out of the corner of his mouth.

  ‘I tell yer wha’ yer can do,’ he says in a thick accent. ‘Go kill the witch. She’s the one tha’ be bringing the curse to this land.’ The other farmers nod, mumbling in agreement. Before you can ask any further questions, they turn their backs on you and resume their conversation. Turn to 11.

  76

  Fetch backs away from you. ‘Fool,’ he hisses, spitting blood. ‘I expected better of you. Especially from one who carries the mark of shadow.’ He points to your arm which has become partially exposed in the fight. The brand pulses with a purple light – the heat from it prickling your skin.

  ‘What is this?’ you demand angrily. ‘Do you know what it means?’

  Fetch simply raises his hands skywards, throwing back his head. There is a flash of black lightning then he is gone. On the spot where he was standing, there is a small charred crater – the smell of sulphur is strong in the air.

  You kick at the blackened soil in frustration. What did he mean by ‘the mark of shadow’ you wonder. You cover it up quickly, before heading back to the village. Return to the map to continue your adventure.

  77

  Despite being short and ungainly, the goblins prove to be accomplished fighters. It takes all your skill just to fend off their frenzied attacks. At last, just as you are starting to tire, a sudden opening presents itself – allowing you to deliver a fatal blow. With a gurgling cry, one of the goblins topples to the ground dead. On seeing its companion fall, the other goblin gives a cowardly whimper, then turns and starts running for the nearby trees.

  You start to follow when a voice brings you up short. ‘Hey! Hey! Excuse me!’ The young girl is glaring at you angrily from her up-side-down vantage point. ‘Well, don’t just stand there gawping like the village idiot,’ she snaps. ‘Cut me down from this tree, this instant!’

  Will you:

  Pursue the fleeing goblin? — 95

  Cut the girl down from the tree? — 21

  78

  Martha spoons the turnip into a bowl and covers it with a thick layer of pastry. The pie is then placed in a small clay oven to cook. The gaunt children sit in silence, eyeing the pie hungrily as the smell of freshly baked pastry fills the room.

  Half an hour later and the pie is ready. Martha takes it out of the oven and places it on the table. The children gather round it, watching it expectantly, as if something mysterious will suddenly happen. Martha catches your eye and begins to explain her plan. Apparently Beatrice makes a pie every afternoon and leaves it on her windowsill to cool. Martha wants you to sneak back to the woman’s cottage and switch the pies. ‘Whatever that potion did to those turnips, let’s see what it does to her!’ She smiles.

  Will you:

  Agree to switch the pies? — 261

  Refuse and return to Beatrice instead? — 58

  79

  The women are grateful for your help. Soon, all the buckets are filled and loaded onto the wagon. One of the women begins tethering the mule, while the other rummages in her pack and pulls out a bottle.

  ‘You might like to take this, as a thank you,’ she says. ‘It’s a little something with a kick in it – good for putting some fire in yer belly after a hard day’s graft.’

  You may take:

  Mercia’s brandy (1 use)

  (backpack)

  Raises your speed by 3 for
1 combat round

  As the women prepare to leave, you decide to ask them about the weather wizard that they mentioned earlier. Turn to 61.

  80

  ‘No, it can’t be!’ The satyr drops to its knees, cupping its hands to catch the black blood that flows from its many wounds. ‘I am immortal . . . like the forest. I will live for . . . ever.’ The creature’s eyes glaze over and then, slowly, it falls backwards onto the freshly dug earth.

  The satyr is dead. You may now take one of the following as a reward:

  Circle of thorns

  Duskleaf doubloon

  Forest dew (2 uses)

  (ring)

  (chest)

  (backpack)

  Ability: thorns

  +2 magic +1 armour Ability: charm

  Use any time in combat to restore your health to full

  One by one, the men return from the forest, relieved that the creature is dead. After tending to the wounded, the men offer you a day’s work, digging at the site. You agree to help and earn yourself 20 gold crowns.

  Thanking the archaeologists, you take the track that leads back to Tithebury Cross. You may now return to the map to continue your adventure.

  81

  The wizard heads into another room and emerges a few minutes later with a plain-looking staff in his hands. ‘This one will do,’ he says. ‘But it’s no good until we have a new water spirit to put inside. It’s the water spirit that gives the rainmaker its power. Follow me.’

  The old man leads you out of the tower and back down the stone steps. ‘There is a lake just over here,’ he says, striding purposefully over the crest of a hill. ‘See, down there. That will do just nicely.’ He heads down the hill, towards a small lake of still water, its surface shimmering in the bright sunlight.

  At the edge of the lake, the wizard takes his staff and pushes it into the ground, twisting it deep into the earth. Then he raises his hands above his head. ‘When the spirit appears,’ he says, ‘it will try and attack me. I want you to keep it busy – so it doesn’t interrupt my spell. It will take me a few minutes to bind it to the staff. Understand?’

  You nod, readying yourself for combat as the wizard begins chanting his spell. A couple of minutes pass, before you spot a disturbance on the surface of the lake. It starts out as a series of slow circular ripples, which soon become a swirling whirlpool of churning water. As it gains momentum, the water whooshes up into the air, forming a glittering column of spray. With a thunderous roar, the column curls into a wave, rushing towards the wizard at tremendous speed. Two powerful-looking arms spring out from its sides, forming themselves into watery fists. Quickly, you dash in front of the wizard, to protect him for as long as you can:

  If you survive to the end of 5 combat rounds, turn to 234.

  82

  The next morning, the girl is quiet and sullen. You eat a cheerless breakfast together then head back into the woods, following the trail back to her father’s house. The girl walks in silence, huddled in her tattered red shawl.

  Back at the cabin, the woodsman is overjoyed to see his daughter again. He asks what happened, and you take him aside to explain the sequence of events. The woodsman shakes his head.

  ‘My daughter should have known better than to trust that witch. Been nothing but trouble since that old crone came to these lands.’ Thanking you once again, the woodsman offers you his prized sword as a reward for returning his daughter safely:

  Goblinhewer

  (main hand: sword)

  +1 speed +1 armour

  You may now return to the map to continue your journey.

  83

  You climb through the window and out onto the sloping roof. As you slide towards the edge, your foot dislodges a tile, sending it skating off the roof to smash onto the ground below. You wince, cursing yourself for being so clumsy. A moment later you hear a voice from somewhere below.

  ‘Who’s there? Who . . . wait! Boss! Boss! We got a live one here!’ You spot the man from the roadside, sprinting towards the farmhouse.

  Will you:

  Immediately take chase? — 144

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

  84

  The barman raises an eyebrow. ‘Yer want to pay Avian a visit do yer?’ He grins, revealing two rows of rotted, yellow teeth. ‘Good luck with that. The man keeps himself to himself – lives right across the gorge, south of ’ere. Only ways across is a bridge, and I hears that a troll moved in now, made it his own. Unless you pay the toll, it’s lights out for yer . . .’ The barman slams his fist on the counter, making you jump. His face cracks into another grin. ‘Truth is, I think Avian likes the troll – otherwise he would have done something about it. Keeps strangers away . . . and I hear Avian don’t like strangers.’

  Will you:

  Ask if he has heard any rumours? — 245

  Talk about the weather? — 42

  Return your attention to the taproom? — 11

  85

  The clothier offers you a polite smile. ‘Well I can’t just fashion them from thin air, my dear. I need materials to work with. Bring me the following, and I will be able to create some fine clothing.’

  If you have ragged boots and spindlesilk — 110

  If you have a ragged cloak and spindlesilk — 132

  If you have bat leather and crocodile skin — 114

  Otherwise, you promise to return at a later date — 46

  86

  ‘I am sorry,’ says the elderly man, offering out a hand in greeting. ‘I am Father Grandolt, the village priest. I pray each day for the One God to deliver us from the terrible curse on our land.’ He walks over to the edge of the well. ‘I fear this is just a part of the ill luck that has befallen us. Perhaps we are being punished for some sin, some wrongdoing . . .’ He shakes his head, sadly. ‘My son . . . he didn’t deserve this.’

  Will you:

  Agree to help the villagers? — 238

  Ask if there will be a reward? — 8

  87

  Quest: The witch hunt

  As evening falls, you head into the village of Tithebury Cross, eager for some hot food and a bed for the night. However, as you turn into the main square, you find yourself walking into the middle of an impromptu gathering.

  You squeeze through the tight press of bodies to reach the front of the crowd. A thin, gaunt man wearing blue robes is stood on the steps of the village hall. From the resplendent gold chain around his neck, you assume he is the local Speaker. He is holding up a sheet of parchment for all to see. You edge forwards to take a closer look. On the parchment, there is a crudely drawn sketch of a witch. Underneath it, scrawled in red ink, is the single word: GUILTY.

  ‘You don’t need to stand for this anymore,’ intones the Speaker, beating his fist against the parchment. ‘You know – we all know – who is responsible for your hardships. You don’t have to stand by and watch your crops fail, you wells dry up, your children suffer . . . it is time for you to take matters into your own hands! It is time for justice!’ A loud cheer goes up from the crowd.

  ‘For the first man, or woman, who brings me the head of the witch, I will award them a purse of gold.’ The Speaker pats the bulging money pouch at his waist. A few oohs and aahs pass through the gathering.

  ‘But,’ and he suddenly drops his voice. Everyone pushes closer to listen. ‘She is a trickster – a master of the dark arts. She will deceive you with her words, put thoughts into your head . . . make you doubt. But you must be strong. You must believe. Do you hear me? Do you believe?’ The villagers give another deafening cheer, beating their weapons and stamping their feet.

  ‘Come with me!’ Someone tugs on your arm, forcing you to turn. It is Father Grandolt, the village priest. He quickly leads you away from the thronging mob.

  ‘I need you to go to the witch,’ he insists. ‘Please, these people are angry. They are looking for someone – anyone – to blame for their hardships. But I need someone with a clear head, someone who is i
mpartial, to confront the witch. I don’t know if she is guilty or innocent, but she deserves a fair trial at least.’ He stuffs a crumpled piece of parchment into your hand. ‘That map will lead you to her cottage. Please, go. And let your heart judge her crimes.’

  You thank the priest for putting his trust in you. After studying the map, you hurry out of Tithebury Cross – the cheers and cries of the angry mob echoing in your wake. Turn to 195.

  88

  After several metres, the passage takes a sharp right turn, opening out into a small, low-ceilinged room. A stone tomb lies at its centre, bearing the effigy of a woman – her hands held together in prayer. In the far wall there is another archway, leading deeper into the catacombs.

  Will you:

  Attempt to push aside the lid of the tomb? — 173

  Continue onwards? — 1

  89

  As you step out of the cabin, you see the angry mob approaching, still jeering and egging each other on as they advance towards the witch’s home. You hold up your grisly trophy for all to see. There are gasps of astonishment from the crowd as they halt at the edge of the clearing, mouths agape. Then a loud cheer echoes through the forest.

  ‘The witch is dead!’ shouts one of the women.

  ‘The witch is dead!’ calls another.

  The chant is soon taken up by the whole crowd. Several of the farmers rush forward and hoist you up onto their shoulders.

 

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