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Legion of Shadow

Page 12

by Michael J. Ward


  200

  You take a handful of gold crowns from your purse and place them on the tabletop. Martha looks at the gold and gives a tiny gasp. ‘No, please! No – I can’t.’ She pushes the coins towards you. ‘I can’t accept it. I’m sorry.’

  You quickly explain to Martha that her children desperately need food. With the money she can buy a couple of chickens and some much-needed provisions from the village. Martha begins to argue, but stops when she catches the wide-eyed stares of her hungry, half-starved children.

  ‘I suppose . . . I could, just this once.’ She scoops up the coins into her flour-smeared hands. ‘I’ll take it for the children. For them.’ She gives you a smile. ‘Thank you. I will remember your kindness.’

  Deduct 10 gold crowns from your hero sheet and then turn to 78.

  201

  You enter the room, gagging as an acrid stench fills your nostrils. It takes only a few seconds to discern the cause – looking down, you see that the floor of the room is covered in a thick layer of rat droppings.

  You draw your weapon and advance, picking your way with care between the broken furnishings that litter the dark space. To your right, a dirt-stained mattress rests on its side, covering the window and the room’s only source of light. You pause, letting your eyes grow accustomed to the murky gloom. It is then that you see the man watching you from the shadows. He is sat on a plush, velvet chair, a long sword resting across his knees. His narrow eyes glitter in the dark.

  ‘I see yer made it this far, stranger,’ he drawls, his long fingers drumming against the arms of the chair. ‘I do hopes the family didn’t give yer too much trouble. Nice folk really, once yer get to knows them. They were so grateful that I let ’em move in. Even me rats seemed to like ’em – and that’s rare for rats.’ The man snatches his sword and jumps to his feet. ‘There ain’t much for common folk to live on around ’ere. A few tasty farmers and the odd traveller ain’t much now is it?’ He advances towards you, his lips curling back to reveal razor-sharp teeth. ‘Yer will excuse me if I don’t say grace, but I prefers to just tuck right in . . .’ With a snarl, he leaps towards you.

  You have no choice but to fight:

  * Once you have lowered the leader’s health to 12 or less, turn to 233.

  202

  For what seems like an age, you are lowered deeper and deeper into the well. At last, your flickering torchlight illuminates what appears to be the bottom of the shaft. You step out of the bucket, your boots sinking into the wet, soggy mud.

  It is immediately apparent what has caused the well to dry up. One of the walls has crumbled inwards, revealing an earthen tunnel stretching away into darkness. With one hand resting on your weapon, you edge past the rubble and enter the tunnel.

  After several yards, you come across a body lying against the tunnel wall. As you step closer, you realise that it must be the priest’s son – or what is left of him. His body is covered in a glistening white slime, which has eaten through most of his leather clothing, exposing charred skin and bone.

  You notice traces of the same glistening acid on the smooth tunnel walls. Curious as to what could have made the tunnel, you follow it deeper into the musty, dark earth. Soon, you arrive at a junction.

  Will you:

  Take the east tunnel? — 248

  Take the west tunnel? — 103

  203

  You draw your weapon and advance. The man appears startled by your response. ‘You look like no common thief or brigand,’ he says. ‘State your business here!’ He nods his head towards the rabbit, cooking on the spit. ‘There is food here for two, if you care to lay down your arms.’

  Will you:

  Attack the huntsman? — 124

  Agree to talk? — 190

  204

  Your weapon cleaves through the creature’s straw body with ease. As it falls to the ground, still jerking and shaking, you notice something around the creature’s neck. It looks like a necklace fashioned from human finger bones. You cut the necklace loose. As you do so, the creature immediately stiffens and becomes lifeless.

  You may now choose one of the following rewards:

  Crow’s feet

  Murder of crows

  (feet)

  (left hand: fist weapon)

  +1 speed +1 magic

  +1 speed +1 brawn

  With the scarecrow dead, you eye your surroundings, hoping that the strange mist will finally lift. However, the fog only seems to have thickened, reducing your vision still further. With little choice but to continue, you start across the field once again, your numb fingers almost frozen to your weapon.

  After several minutes, you see a flickering green light ahead. You hurry towards it – the light shining like a beacon through the swirling banks of fog. As you near, you hear the cackle of ghostly voices from somewhere in the mist.

  Entering an area of flattened corn, you soon discover the source of the light. A grim totem has been pushed deep into the frozen earth. Fashioned from dark wood and bone, its length crackles with a magical green light. This must be the source of the witch’s curse. Turn to 65.

  205

  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 259, if the result is turn to 67.

  206

  Behind a clump of glowing fungi you discover the skeleton of an adventurer, his clothes coated in sticky strands of webbing. Searching the body you find 20 gold crowns and may take any/all of the following items:

  Damaged shield

  Web-coated jerkin

  Dusty footpads

  (backpack)

  (chest)

  (feet)

  Perhaps someone can repair this

  +1 brawn +1 armour

  Ability: webbed

  +1 speed

  Ability: charm

  You leave the cave, taking the passageway to the north. Turn to 225.

  207

  You step through the glowing doorway, to find yourself in a long pillared hall. Torches flicker in sconces along the wall, casting dancing shadows across the cracked, stone tiles. There is the musty smell of earth here – and things long dead. At the end of the hall stands a dark figure, shrouded in a ghostly fog.

  ‘So, you dare challenge me!’ booms the now familiar voice. The veil of fog lifts briefly, to reveal a rugged warrior clad in fur and leather. ‘Puny maggot! You come looking for this worthless fool?’ The warrior’s narrowed eyes flick to a body lying sprawled beside one of the pillars – a pot-bellied man, dressed in fine-looking robes. At first you assume he is dead, but then you notice that the man’s chest is rising and falling with shallow breaths. He is still alive . . . for now.

  ‘I will not waste my time with his kind,’ growls the mist-cloaked warrior, his booming voice echoing in the vaulted chamber. ‘I am Noldor. The First King. These are my hallowed halls and only death is welcome here.’ The ghost strides down the hall towards you. As he nears, you see a black sword materialising in one of his gloved fists. With maddened laughter, the spectral warrior raises his black blade and charges. ‘I am Noldor and I will carve my name on your soul!’

  Special abilities

  You may use your runes to help you against this powerful, ancient king. The runes (if you have them) do the following:

  Rune of Voldring: Increase your armour by 3 for the duration of this combat.

  Rune of Allura: Use once, any time in combat, to instantly replenish your health.

  Rune of Malachi: Use instead of rolling for a damage score, to instantly reduce Noldor’s health by 30. This can only be used once.

  Rune of Talos: You may increase your speed by 2 for the duration of this combat.

  If you defeat Noldor, turn to 41. (Special achievement: If you defeat Noldo
r without using a single rune, turn to 52.)

  208

  You find yourself in a rough-hewn passageway, lined with more of the glowing fungi. After following it for several minutes, you find that the way forwards is blocked by an impassable wall of rubble. Thankfully, a side-tunnel branches off from the main passageway, leading steeply upwards. You notice tell-tale traces of acid, smouldering in pools along its uneven floor.

  With no other option, you follow the side-tunnel, clambering up several near-vertical sections as it cuts through the rock and soil. At last, you pull yourself out into a passageway. To your surprise you see your torch lying a few metres away. It appears that this freshly made tunnel has brought you back to where you started. Just ahead of you is the corpse of the maggot and the pit that led to the underground river.

  You retrieve your torch (write the word torch on your hero sheet), before deciding on your next course of action.

  Will you:

  Continue east along the passage? — 254

  Return to the first junction and go west? — 103

  209

  The chest is unlocked. Inside you find a mildewed pair of gloves, some stone-cutting tools and a couple of earthenware pots. You may take any/all of the following items:

  Mason’s gloves

  Pot of healing (1 use)

  Pot of brawn (1 use)

  (gloves)

  (backpack)

  (backpack)

  +1 speed

  Ability: first cut

  Use any time in combat to restore 4 health

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

  When you have made your choices, turn to 90.

  210

  If you killed the witch, turn to 249. Otherwise, turn to 257.

  211

  ‘Beatrice? Beatrice Fletcher?’ ‘Angry tears start to well in Martha’s eyes. ‘That cruel narrow-minded woman. She would see my family starve just because of a silly village competition. Bertrand, Emma, take the babies inside. Now!’ The two children hurry to their mother’s side and take one of the bawling babies into their arms. After giving you a suspicious look, they head back up the hill, towards the ramshackle building.

  As you push yourself onto your feet, Martha strides over, shaking her head as she eyes the chopped-up pieces of turnip. ‘A traveller gave me those turnips. They were to feed the young ones,’ she says. ‘It’s been hard without my dear Frederick around. But those turnips . . . they’re the first thing that’s ever grown in this wretched soil. A miracle they were.’ She brushes away her tears, then fixes you with a cold, determined stare. ‘Will you help me get my own back on Beatrice Fletcher? She should pay for what she has done, don’t you agree?’

  Will you:

  Agree to help Martha Weevil? — 236

  Politely decline and return to Beatrice — 58

  212

  You clamber through the narrow fissure, emerging in a small cavern. Above you, dangling from the ceiling, are a series of web-like bundles. You notice that one of them is wriggling back and forth – as if whatever is inside is struggling to get out. Across the far side of the cave, you see a tunnel opening. Sticky strands of webbing criss-cross the ground between you and the cave exit.

  Will you:

  Cut open the wriggling bundle? — 295

  Cross the room to the tunnel opening? — 266

  213

  ‘Can I ’elp yer matey?’

  The voice at your side makes you jump. A young boy, around twelve years old, is looking you up at you with a curious expression. ‘I bet a pretty penny yer new ’ere, ain’t yer?’ He doffs his cap to you, then swings his arm out to take in the sprawling settlement. ‘This ’ere is No Hope. Wanna guided tour of our splendid establishment?’

  Will you:

  Agree to take the tour? — 265

  Politely decline and enter the town? — 348

  Ask if he knows Jenlar Cornelius? — 282

  214

  You have chosen the path of the warrior. You may permanently increase your health by 15 (to 45). Make a note of this change on your hero sheet.

  After an hour of sparring with Avian, you are relieved when he finally lowers his sword and steps away. ‘Impressive,’ he says, nodding his head. ‘You are a mighty opponent. Perhaps there is something special in you after all. Come,’ he starts towards a pair of double doors at the end of the room. ‘You must be famished after your journey. A think a little banquet is in order, to welcome you to your new home.’ Turn to 172.

  215

  Behind a mound of rubble, there is a wide vertical crack in one of the walls. It leads through into a tunnel, which slopes downwards, deeper into the earth. Across the other side of the chamber is a rectangular doorway leading out into daylight.

  Will you:

  Investigate the tunnel? — 463

  Leave the chamber by the open doorway? — 475

  216

  The ground trembles as the mighty creature crashes to the ground, dead. You may take one of the following items as your victory spoils:

  Breastplate of the bull

  Braids of the bull

  Horns of the bull

  (chest)

  (talisman)

  (head)

  +3 brawn +2 armour

  +1 brawn

  +1 speed +2 armour

  Ability: charge (requirement: warrior)

  Ability: charge

  Ability: charge

  When you are reunited with Bart, he hands over a bulging bag of money. (You have gained 40 gold crowns.) ‘That was some fight,’ he grins. ‘But I still think you’re holding back. This is the arena – you can fight dirty, you know. Perhaps Knuckles here could show you some of his special moves. Might help you in the coming fights. What do you think?’

  If you have taken the path of the warrior, you may now learn the gladiator career (turn to 307). Otherwise, turn to 293 when you are ready for your next fight.

  217

  The changeling surrounds its body with crackling flames. ‘You will burn in hellfire,’ it snarls. ‘Like all those who dare stand in my way!’

  You must now battle this fearsome foe:

  Special abilities

  Hellfire: At the end of every combat round, your hero automatically takes 2 damage from the flames that surround the demon. This ability ignores armour.

  If you defeat the changeling, turn to 133.

  218

  You wedge your torch between some rocks. Then, taking a deep breath, you plunge into the flooded tunnel. (Remove the word torch from your hero sheet.)

  The water is freezing cold; the shock of it almost forcing you to swallow water. With powerful strokes you dive deeper and deeper into the murky depths. Soon, you are blinded and disorientated by the darkness. Feeling along the walls, you discover what could be an opening in the rock.

  Will you:

  Risk exploring the opening? — 198

  Return to the surface? — 176

  219

  You haven’t travelled far before you spot a light, flickering between the dark trees. Curious as to what it might be, you leave the trail, pushing your way through the thick clinging undergrowth.

  You round a copse of trees, and finally discover the source of the light – a small 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. The beast looks agitated, tugging against its restraints.

  There doesn’t appear to be anyone around. Then you notice a straw basket lying on its side in the grass. Next to it is a broken bottle, from which a black bubbling liquid steams. Turn to 240.

  220

  You enter the room, gagging as an acrid stench fills your nostrils. It takes only a few seconds to discern the cause – looking down, you see that the floor of the room is covered in a thick layer of rat droppings.

 
; You draw your weapon and advance, picking your way with care between the broken furnishings that litter the dark space. To your right, a dirt-stained mattress rests on its side, covering the window and the room’s only source of light. As you reach over to pull it down, you catch a sudden flash of movement out of the corner of your eye. Something knocks into your shoulder, sending you flying backwards across the room. You land heavily, crying out in pain as a splinter of broken chair lances into your side. You pull it free and toss it away, as the ruffian from the roadside leaps towards you – his dagger glinting in the half-light.

  ‘Yer killed the boss,’ he growls. ‘Now ’is rats are gonna feast on yer bones!’

  You have no choice but to fight:

  Special abilities

  First cut: You must start this combat having already lost 1 health.

  If you defeat the ruffian, turn to 247.

  221

  The moment you touch the stone there is a bright flash of light, followed by a dizzying sensation of movement. When the light fades, you find yourself on a rocky island, bobbing on a sea of bubbling hot lava. At the far side of the island is a man dressed in black plate armour, his face hidden behind the visor of his helmet.

  ‘You trespass in the halls of ancient kings,’ booms a deep voice, from somewhere above. Looking up, all you can see are thick clouds of steam and smoke. ‘Many have come here. All have failed. Now, fight my champions and prove your worth.’

 

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