Legion of Shadow

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Legion of Shadow Page 11

by Michael J. Ward


  177

  The old woman cackles to herself. ‘Tell me, do I really look capable of commanding the weather? Yes, those bumbling weather wizards can sometimes bring a little rain or some wind, but to bring drought to the land . . .’ She begins filling another sack with spell books and bottles. ‘The weather is the work of a higher power. A changeling no less. It wants the crops to wither – it wants to spread anger and resentment and chaos. That is what they do.’

  Will you:

  Accuse the witch of another crime? — 113

  Attack the witch? — 137

  Help her to escape? — 101

  178

  You start up the hill towards the church, trudging through the scraggly grass and rank weeds. Behind you a loud grating squeal is followed by the click of a lock. Fetch has closed the gate and locked you in. You are now all alone in the eerie graveyard.

  You stride briskly towards the double doors of the church, keen to be done with this unsettling task. However, your pace soon slows as you become aware of a patch of shadow by the wooden doors of the church. It appears to be moving . . .

  In horror, you watch as the shadow glides across the nettles and grass towards you, passing straight through the weed-choked headstones in its path. As it nears, the shadow begins to grow, spreading out like a giant net – and at its centre, an immense grinning mouth opens wide, lined with needle-sharp teeth. You must now fight:

  If you defeat the shadow, turn to 43.

  179

  The spiders have been defeated and their giant web has now been reduced to a few smoking cinders. You retrieve your torch and then search the bodies. You may take the following items:

  Spider’s leg (1 use)

  Spider’s spinneret

  (backpack)

  (left hand: unique)

  It may come in useful, one day

  +1 speed

  Ability: webbed

  You leave the cave, following the passageway north. Turn to 231.

  180

  You push open the door, toppling the pile of objects that had been stacked up to block the entrance. Stepping over the debris, you see that the rest of the room is bare – all of its furnishings have either been torn down or dragged over to the doorway, to bolster the barricade. Whatever the room’s occupants wanted to keep out, they were clearly intent on doing so.

  Sadly, it appears that the defences did not succeed. Three skeletons lie sprawled across the floor – two adults and a child. Around the bodies, you notice hundreds of tiny claw marks raked into the wood. Following the markings, you see that they emanate from a hole in the floor, where two floorboards have buckled upwards.

  Rats, you quickly surmise.

  As you turn to leave, something catches your eye. Walking over, you discover a ring, resting in the dust where a cupboard, or some other item of furniture, had once been. You may take the ring:

  The missing link

  (ring)

  +1 magic +1 brawn

  You may now:

  Enter the room at the end of the hall — 158

  Leave the farm — Return to the map

  181

  You leave the trail, picking your way through the trees and undergrowth. The land rises sharply, becoming a series of rocky hills covered in gnarly vegetation. You quicken your pace, aware that the sun is already beginning to set, casting an auburn brilliance over your stark surroundings.

  You haven’t ventured far into the hills before you spot a thin column of food smoke rising into the darkening skies. Perhaps it belongs to the huntsman that the young girl mentioned. You hurry towards it, the succulent aroma of freshly-cooking meat providing all the encouragement you need.

  You finally reach the campsite, set in the sheltered hollow of a bleak, stony hill.

  A skinned rabbit slowly roasts over a roaring fire, the dripping fat causing the flames to spit and sizzle. Behind it, you can see a covered wagon and a straggly line of trees where a piebald pony is tethered.

  As you watch, a man steps around the fire, adding more sticks to the flames. You see that he is dark skinned, dressed in the bright patchwork clothing favoured by the travelling folk. He pauses in his task, sniffing the air for a moment. Then he suddenly straightens, his hand going to the axe at his belt. ‘Are you going to watch me all night, stranger?’ he asks. ‘Or do you wish to join me?’

  Will you:

  Say you are a friend? — 190

  Draw your weapon and attack? — 203

  182

  To push aside the heavy stone lid, you must pass a brawn challenge.

  Brawn

  Tomb lid

  8

  If you are successful, turn to 98. Otherwise, you are forced to leave the tomb and take the passageway deeper into the catacombs. Turn to 1.

  183

  You kick your legs furiously, pulling your tired body along the rocky walls of the flooded passageway. Just as your lungs are about to give out, the walls of the passage vanish and you find yourself floating in what appears to be another pool. You propel yourself upwards, towards a faint light glimmering on the water’s surface. At last, coughing and gasping for air, you break the surface of the pool.

  Dragging yourself onto dry land you discover that you are in a small cave, illuminated by a soft phosphorescent glow. You notice that it is coming from the umbrella-shaped fungi growing along the walls. Ahead of you, a passageway winds away to the north.

  Will you:

  Search the cave? — 206

  Take the north passage? — 225

  184

  You enter a low-ceilinged room, dominated by a wooden table, some cupboards lined with neat rows of crockery, and a large four-poster bed. There, tucked up under a bright patchwork blanket, is Grandma. At least, you think it is Grandma. You notice that her fingers are long and green, with claws instead of nails, and protruding from underneath the nightcap is a big, hairy snout!

  ‘My, what big claws you have Grandma.’

  With a snarl, the impostor rips off their bonnet, revealing an ugly, green-skinned hobgoblin! It leaps out from beneath the blanket, clutching a blood-stained sword in its hands. ‘All the better to eat you with!’ it growls. You must now fight:

  If you defeat the hobgoblin, turn to 199.

  185

  You get to your feet, feeling more than a little awkward as Martha and her tribe of children glare at you intently. Even the two babies have stopped bawling and appear to be appraising you with interest.

  Offering a weak apologetic smile, you brush a chunk of turnip from your hair, then quickly turn tail and run – slipping and sliding your way across the pulpy garden, and back down the hillside. Turn to 58.

  186

  The flooded tunnel is longer than you thought. With no end in sight, you start to panic, aware that you are running out of air. The next few minutes are a mad scramble, as you head back the way you came, desperately pulling yourself along the sharp, rocky walls.

  Flailing amidst a sea of bubbles, you fight your way free of the tunnel. You twist round, frantically trying to gain your bearings. The dark waters are disorientating and you no longer have a sense of which way is up or down. Thankfully, you catch sight of a faint shimmering light. With a final determined effort, you swim towards it, coughing and gasping for air as you finally burst out of the pool.

  Shivering with the cold, you drag yourself out of the chill water, your chest heaving as you greedily suck in great lungfuls of air. Once you have recovered from your ordeal, you retrieve your torch (add the word torch to your hero sheet) and then head back to the main junction, following the tunnel westwards. Turn to 103.

  187

  You push aside the painted screen to reveal a small, semi-circular room – nondescript save for the black-wood door in the facing wall. A number of strange glyphs are etched into its panels, each one glowing with a soft white light. Behind you, you can hear the ghouls closing in. You must make a quick decision:

  Will you:

  Search inside your pack f
or the scroll of opening? — 100

  Fight the ghouls by the door? — 141

  188

  Avian folds his arms. ‘A simple adventurer, you say?’ He tilts his head to one side as he appraises you. When his eyes come to rest on your arm, you notice his expression change. Despite the fact that your mark is covered, you sense that he knows it is there.

  ‘How odd,’ he says, furrowing his brow. ‘I have been expecting you. A friend of mine foresaw your coming – but . . .’ He shakes his head, clearly bemused by something. ‘I would never have guessed . . .’

  Avian turns and gestures towards the courtyard. ‘I am looking for a new apprentice. Perhaps someone of your talents would like to consider the post.’ Turn to 126.

  189

  You attempt to break through the sticky tendrils. They are stronger than they look and it takes several attempts before you manage to sever the silken cords. As you start to widen the gap that you have made, you hear a skittering sound coming from above. Looking up, you see a giant spider clambering down the web towards you.

  ‘My web!’ hisses the spider angrily. ‘No one touches my web!’

  You must now fight:

  Special abilities

  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 defeat the spider, turn to 147.

  190

  You offer out a hand in friendship. With a smile, the man steps forwards and shakes it heartily. ‘I am Manni,’ he says. ‘Please, join me. It would be a shame for good food to go to waste, don’t you think?’ The succulent smells emanating from the cooking rabbit make your mouth water. You keenly agree and take a seat around the fire.

  ‘So, what brings you out in these woods?’ he asks, placing a pan of water onto the fire.

  You tell Manni the full story about the woodsman’s daughter, and how she is intent on making a love potion to run off with her ‘handsome’ huntsman. Manni nods solemnly.

  ‘I fear it is my fault,’ he sighs. ‘She has been visiting me – her company has been warmly welcomed.’ He stops stirring the water and looks up at you. ‘The locals don’t trust my folk. My people are seldom welcome in the towns and villages. But she accepted me at least, and I repaid her generosity by sharing stories of my travels. I had no idea that she . . .’

  At that moment you hear the baying of a horn. Manni jumps quickly to his feet, drawing his axe. ‘Raiders,’ he says grimly. ‘The fire and meat must have attracted them.’ He points down the hill, where you see four hooded figures emerging from a copse of trees. From their short stature and ungainly, shambling walk, it is obvious that they are goblins. One is slightly larger than the others, a thick animal pelt resting across its wide shoulders. In its hands it holds a rusty meat-cleaver, caked in dried blood. With hooting cries, the goblins charge. Turn to 242.

  191

  You provide the tinker with the damaged shield and the piece of crocodile skin (deduct these two objects from your hero sheet). Using these materials, the tinker knocks together the following item, which you may now take:

  Scaled defender

  (left hand: shield)

  +2 brawn +1 armour

  If you do not want this item, then the tinker agrees to pay you 20 gold crowns for the shield. Once you have made your choice, turn to 175 to have another look at the tinker’s items, or turn to 46 to leave.

  192

  ‘Shiny fings! Lots of shiny fings. Give it ’ere,’ demands the troll excitedly, holding out one of his big leathery palms. You drop the gold into his hand – then, while he struggles to count it all (‘One and two and three and . . . oh where woz I again?’) you quickly inch past him and hurry across to the other side of the ravine. Your trick has worked! turn to 140.

  193

  You cautiously search around the edges of the cave. You find little of interest other than lichen-covered rocks and glowing fungi. Just as you are about to give up, your foot knocks against something. You kneel down and pick up the object, brushing away the age-old dirt and dust. You are holding a fine gold necklace, its length sparkling with jewelled beads. Who it belonged to and how it got here is a mystery – but you may now take this special item:

  Beads of brilliance

  (necklace)

  +1 brawn +1 magic

  You cut through the webbing and leave the cave. Turn to 189.

  194

  The crusader leans against the tomb, his exposed ribcage rising and falling as he takes several long, wheezing breaths. ‘The book was given to me long ago, by one of the Grand Viziers of See-Val. I was indebted to his family, so it was a matter of honour for me to do his bidding. The book is known as The Grimoire of Naraghost. A tomb robber found it in one of the pyramids, on the edge of the dune sea. They say it came from the sky, with the godless elves that built those accursed cities.

  ‘The book is a thing of chaos, which cannot be destroyed by sword or magic. I tried . . . believe me I tried.’ He gives a deep, rasping sigh. ‘I took it north, seeking a sanctuary where it could be kept safe. But the longer I held onto the book, the sicker I became. Eventually I could go no further.’ The crusader lowers his gaze to the stone tomb. ‘I made the priest promise me he would bury me in these ancient catacombs – with the last of my possessions. I thought, at least here, the book would be safe.’ He looks up, his hollow eyes burning into your own. ‘The book cannot leave here – do you understand this?’

  Will you:

  State that you are taking the book? — 109

  Leave the book under the crusader’s protection? — 160

  195

  You follow the map, sprinting along the overgrown path that twists and turns through the dark forest. At last, you come to a clearing where a small wood cabin sits on the edge of the tree line. A grey gelding is tethered to a post outside, already saddled and laden with bags.

  You hurry over to the door and contemplate knocking. Instead, you simply push it open and step inside. A plump old woman, with her white hair tied back in a bun, is in the process of stuffing books and scrolls into a sack. She looks up as you enter, her piercing blue eyes twinkling in the lantern light.

  ‘Well, well. I wasn’t expecting you so soon,’ she says, squinting towards you. She puts a hand into the pocket of her dress and pulls out a pair of spectacles. She places them on the end of the nose, then looks you up and down. ‘Hmm, you don’t look like one of those witchfinders. They dress with a little more . . . style.’ She raises one of her hands, displaying a silver signet ring. ‘This belonged to one of their kind, once upon a time. The fool underestimated me.’ She returns to stuffing objects into the sack. ‘Are you here to kill me?’ she asks, almost matter-of-factly.

  Will you:

  Attack the witch? — 137

  Accuse the witch of her crimes? — 113

  Help the witch to escape? — 101

  196

  Avian listens to your story with interest. For now, you leave out the part about your strange mark, although you notice the man’s eyes flicking to your covered arm several times. ‘I appreciate your honesty,’ says Avian. ‘In truth, a friend of mine foresaw your coming. Let’s just say, he has a gift for that kind of thing.’ He turns and gestures to the courtyard of his castle. ‘If you are going to be my apprentice, then I suggest we get started. I want to see what you are capable of.’ Turn to 126.

  197

  Unfurling the scroll, you read out the strange words that have been scratched into the parchment. As you utter the last word of the spell, the scroll suddenly bursts into flames. You hurriedly let go of it, watching as it floats away on the air, curling and blackening, until it is nothing more than ash.

  When you turn your attention back to the door, you are relieved to see that the glyphs have vanished. You pull it open, revealing a steep spiral staircase descending down into the earth. Vein-like cracks in the wall emit a soft, greenish glow, lighting the way.

  Cautiously, you make your way dow
n the stone stairs. At the bottom, you find yourself in a cold, stone passageway, the walls scabbed with fungus and lichen. At the foot of the stairs is a small, iron chest.

  Will you:

  Open the chest? — 209

  Make your way up the passage? — 90

  198

  Your lungs are already at bursting point. You grab the sides of the opening and propel yourself forwards – entering a narrower side passage. You will need to pass a speed challenge if you hope to continue.

  Speed

  Flooded tunnel

  10

  If you are successful, turn to 183. If you fail, turn to 186.

  199

  The hobgoblin falls backwards onto the bed, its dark blood soaking through the patchwork blanket. You may now take one of the following items:

  Goblin kickers

  Granny’s locket

  Curved blade

  (feet)

  (necklace)

  (main hand: sword)

  +1 speed +1 brawn

  +1 magic

  +1 speed

  You search the rest of the cottage, but find little of interest – except for some grey hairs, sizzling on the coals in the fireplace. You assume that is all that is left of poor Grandma. Leaving the cottage, you follow the trail back into the woods.

  Will you:

  Head east into the hills? — 152

  Return to the woodsman? — 219

 

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