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Legion of Shadow

Page 31

by Michael J. Ward


  ‘Don’t worry,’ he wheezes, his face ashen. ‘I paid for my mistake, but it won’t happen again. Help me up.’

  Bern leans on you for support as he struggles back to his feet. You ask him what that thing was, and why it attacked him when the door was touched.

  ‘Someone or something put a magical trap on the door,’ explains Bern, eyeing the cabin warily. ‘It was activated the moment that I tried to enter. If it hadn’t been for you, I would have been a goner. Thank you, friend.’

  ‘So, will it be safe now?’ you ask.

  ‘Perhaps it’s best you go on ahead,’ says the ranger, settling down on a rock to catch his breath. ‘You won’t set off any more traps, if there are any. You are shadowborn; the traps will simply think you are a friend, not a foe.’

  You grimace – finding little comfort in the man’s words. Leaving Bern to rest, you carefully approach the cabin door and pull it open. Turn to 550.

  540

  The stone elemental breaks apart in a shower of stone and dust. You may now help yourself to one of the following rewards:

  Diamond gauntlets

  The rock

  Elemental dust

  (gloves)

  (main hand: club)

  (talisman)

  +2 brawn

  +4 brawn

  +1 magic

  Ability: piercing

  Ability: slam

  Ability: might of stone

  (requirement: warrior)

  Where the stones and rocks had originally lain, you spot the skeleton of an adventurer. Evidently they were crushed when the ceiling caved in. Kneeling down beside the corpse, you notice that they are gripping a small steel box to their chest. You peel their bony fingers away from it and lift it free. Trying the lid you discover that the box is locked. If you have a fine silver key then turn to 507. Otherwise, no matter how hard you try, you cannot prise open the lid. Angrily, you discard the box and turn your attention back to the chamber. Turn to 215.

  541

  The mage gives a gasp of astonishment as your blow penetrates his defences. Black energies spill out of his broken body, twisting and swirling into the air.

  ‘No! I will not be defeated!’ His grey robes crumple in a heap at your feet, the magic from his body spinning like a whirlwind, up into the air.

  You kneel beside the body, searching the mage’s remains. You find 50 gold crowns and may now help yourself to one of the following rewards:

  Pot of mending (1 use)

  Inner circle

  Zul’s zapper

  (backpack)

  (necklace)

  (ring)

  Use any time in combat to restore 12 health

  +5 health

  +1 brawn +1 magic

  Ability: curse

  Ability: zapped!

  When you stand, the dark magic begins to pour into your exposed shadow mark.

  You drink it in – all of it – feeling it healing your wounds, feeding your tired and aching muscles. And still it comes . . . surging into you, forcing your head to snap back as you open your mouth in a silent scream. You want it to stop, but you are powerless, as the mage’s dark magic flows like a river through your senses, filling you with an unimaginable power. Turn to 750.

  542

  You hack away at the reed netting, finally clambering free of its painful barbs. Meanwhile, Bern has dispatched the last of the wreekin warriors, his glowing blade now coated with green blood. Grimly, he eyes the dead bodies. ‘Let’s search these and see what we can find.’ Turn to 479.

  543

  When you reach the bottom of the ravine, the steam and heat is almost overpowering. All around you, pools and rivers of magma flow sluggishly through the black rock, occasionally throwing up steam and gas into the air. Struggling to see through the smoky heat haze, you manage to spot a narrow pathway of rock leading across the molten sea.

  You make your way along the path; the stone cracking into glass splinters beneath your feet. At last, you arrive at a circular island of black rock. From this island, another pathway winds further out into the smoke and fire.

  At the centre of the island, within a circle of stones and ash, rests a nest of thorny brambles. As you approach this curious oddity, the nest suddenly erupts into flames. There is a screeching cry as a giant bird, made of pure fire, rises up out of the blazing bonfire. The creature spreads its wings – its gold and scarlet plumage rippling with fire. You realise, in alarm, that you have awoken a phoenix. It emits another piercing screech from its sharp, serrated beak, then launches itself at you:

  Special abilities

  From the ashes: * When the Phoenix has been slain, it immediately rises again from the ashes. Use the stats for the Risen Phoenix to continue the battle. Once the Risen Phoenix is slain, the combat is over.

  Body of flame: Your opponent is immune to sear, bleed, fire aura, burn and ignite.

  If you defeat the phoenix, turn to 565.

  544

  You split open the fish’s gargantuan belly, back-pedalling to a safe distance as rotting meat and bones spew out into the water. As the putrid miasma of half-digested food begins to settle, you spot a number of items floating amongst the debris. You may now take one of the following:

  Betsy Blue anchor

  Navigator’s waistcoat

  St Elmo’s fire

  (main hand: anchor)

  (chest)

  (left hand: orb)

  +1 speed +4 brawn

  +2 speed +2 armour

  +2 speed +2 magic

  Ability: stun

  Ability: charm

  Ability: lightning

  (requirement: warrior)

  You swim to the other side of the hall, where a set of stairs lead through into another chamber. Turn to 587.

  545

  With the plugs of bees’ wax blocking your ears, you are now immune to the countess’s wailing. (You can remove the bees’ wax from your hero sheet.) With the odds a little more in your favour, it is time to finally face the count:

  Special abilities

  Blood drinker: If the count rolls afor damage, his fangs latch onto your throat and he sucks your blood! He can immediately roll an extra die for damage. If he successfully bites you, he also restores 2 lost health.

  Vampire: You can use your stake and reflect abilities (if you have them) against the count.

  If you defeat the count, the infernal screaming stops and the painting of the countess becomes still once again. Turn to 487. If you lose the combat, turn to 424.

  546

  You feel a rush of wind above you. Looking up, you see a regiment of red-robed mages streaking overhead. As their magic carpets sweep past the bone giants, they release their powerful spells. You are thrown to the ground as the horizon explodes in a fiery maelstrom of light and heat. A wave of ash washes over you, causing you to cough and choke. When at last you can see clearly again, you discover that the bone giants have now been reduced to a few fragments of scorched bone, sticking up at irregular angles from the burnt earth.

  Ravenwing is already on his feet and charging forwards again. Wiping the dust from your eyes, you follow his lead, sprinting across the cratered ground. Turn to 728.

  547

  A lucky blow cracks into the knight’s head, sending his helm flying through the air. The face that is now revealed is one of black smoke and ghostly red eyes.

  ‘Finish it!’ hisses the knight. ‘Free me!’

  You drive your weapon into his exposed body, extinguishing the knight’s unholy life. If you are a warrior, turn to 719. Otherwise turn to 726.

  548

  Inside the treasure trove you find 100 gold crowns. You may also help yourself to one of the following special rewards:

  Nightguard cover

  Golden fleece

  Illumanti rod

  (head)

  (cloak)

  (main hand: staff)

  +2 brawn +2 armour

  +1 speed +2 armour

  +2 speed +1 magicr />
  Ability: radiance

  Ability: overload

  (requirement: mage)

  Finding little else of interest, you leave and take the other doorway, through into the next chamber. Turn to 496.

  549

  You offer to help find the crown. Sahna lifts her eyebrows, nodding appreciatively. ‘So, you like a challenge, huh? Good. Follow me and I’ll brief you.’

  The warrior leads you into a nearby tent. Inside, a single table dominates the space, covered in numerous maps and charts. Sahna points to one of the larger maps, which looks as though it has undergone numerous corrections and revisions. Between all the markings and crossings-out, you can see a pattern of squares and rectangles, arranged along a grid of lines.

  ‘This is the city,’ she explains. ‘It took a while for us to get this accurate. Some of the earlier scouts gave us conflicting reports, so I used one of my own men, who I trust.’ Her finger travels across the map, stopping at one of the larger squares on the western side. ‘The few treasure hunters who did make it back,’ she glances up at you, grimacing. ‘There wasn’t a huge amount to get out of them. They raved about sea monsters and ghosts, and refused to set a foot in the lake ever again. However, Raolin has talents. He used magic to . . . well, not sure what he did exactly but it was like he was drawing out their memories – seeing what they saw.’ She shudders at the thought. ‘Anyway, we’ve pieced together the reports, sketchy though they are, and we have established where the king’s treasure house is. It is here.’ She taps the square building with her finger. ‘I sent two of my best men in there, hoping to find the crown so we can pack up and leave. But they never came back. Then some mercenaries offered their skills. They looked the business and all, but not seen hide or hair of them since.’

  The crunch of dirt and gravel announces a visitor. You both turn to see a dark-haired, dark-eyed man with a waxen beard standing at the entrance to the tent. Sahna bows respectfully. ‘Master Raolin,’ she says. The man glares at you stubbornly, until you follow suit.

  ‘Do we have a fresh volunteer for the lake,’ he asks, in a greasy-sounding voice. ‘I am getting tired of waiting for results.’

  Sahna nods quickly. ‘Yes. This adventurer has agreed to the mission.’

  The mage pulls an unimpressed sneer. ‘Hmm, a weak-looking specimen but then we are getting desperate. OK, fetch the worms.’

  Your eyes widen in surprise. Sahna gives you an apologetic look as she hurries out of the tent. Moments later, she returns with two guards flanking her, and a big jar held in her hands. Sloshing around in the briny water are two black, flat-bodied worms, the size of your hand.

  ‘Hold them down,’ orders Sahna. ‘Let’s make this quick.’ Turn to 572.

  550

  Inside the cabin, you are met by an unsettling scene. Furniture lies in broken ruins, papers and scrolls litter the floor, and blood covers one of the walls. As you wander through the debris, it becomes obvious that a fight took place here. There are areas of the walls where the stone has been nocked by sword blades or burnt away by fire. One cupboard, still left standing, is sliced entirely in half, from top to bottom

  Searching through the papers and scrolls you find little that provides any insight into what happened. Then you notice a loose floorboard, raised slightly above the other panels. You kneel down and pull it loose, revealing a small cavity underneath. A roll of parchment and a bag lie inside. You take the parchment and unroll it. To your surprise you find that it is written to you.

  I knew you would find this. Call it a little gift of mine, for seeing things that have yet to happen. You are looking for me, as are many others. The vision doesn’t tell me your motives although I see Avian Dale’s destiny entwined in your own. He is a good friend and as such, I will put some trust in you.

  I must hurry and leave this place. One of the stalkers is headed here as I write and I cannot afford to battle against such a foe. I must head south if I can. Something of great import has been made clear to me. I have a seen a most dark future, if the events that I have witnessed come to pass. The greatest threat to us is not the Legion of Shadow – no, the attack will come from elsewhere. I can’t say more in case this paper falls into the wrong hands. There is a bag with some of my possessions. When we meet again, show me the ring and I will know it is you.

  Cornelius.

  You open the bag and discover a plain gold ring inside (make a note of this on your hero sheet). You pocket the ring before turning your attention to the other objects, which you may take:

  Pendant of foresight

  Tome of deep thought

  Prophet’s handwraps

  (necklace)

  (left hand: spell book)

  (gloves)

  +1 speed

  +2 speed +3 magic

  +1 brawn +1 armour

  Ability: evade

  (requirement:mage)

  Ability: trickster

  Looking around at the chaotic ruin, it is clear that Cornelius failed to make it out of the cabin before the stalker arrived. However, there is no sign of a corpse – unless it was buried or taken. Confused, you exit the cabin. Turn to 562.

  551

  Belinda throws her arms around you. ‘Oh thank you! I was so scared. I had no idea how I was going to get off this rock. All I could hear from that doorway was horrible laughter – and those strange dancing lights. I was just too afraid to . . .’

  ‘Belinda!’

  You both turn to see Hal tottering through the doorway, using a length of wood as a crutch. ‘Sorry I missed all the action,’ he wheezes. ‘I tried to get here as soon as I could.’

  ‘Oh Hal!’ Belinda rushes over and attempts to pick him up in one of her hugs.

  ‘Easy, lassie. Easy!’ he chuckles, as she squeezes him tightly. ‘I’m a wounded soldier.’

  If you have Hal’s clockwork camera then turn to 477. Otherwise, Hal rewards you with a purse of gold from his pack. (You have gained 30 gold crowns). Then together, you head out of the seared scar.

  ‘It was an honour,’ says Hal, as you prepare to part company. He rubs his teary eyes, sniffling into his beard. ‘Bah! Look at me, blubbering like a fool!’

  Belinda kisses you on the cheek. ‘Yes, I owe you my life, stranger. I’ll certainly be more careful where I fly in the future. And don’t worry, I’ll keep a close eye on this one.’ She pinches Hal, giggling.

  You wish both the explorers the best of luck, before heading back into Mistwood. Return to the quest map.

  552

  ‘So we meet again,’ hisses Zul. He raises the palm of his left hand, then clenches his long fingers. You feel a sudden flash of pain, starting in your arm and then rushing up across your whole body. It drives you to the ground, forcing you to claw at your mark as it burns like fire beneath your skin. Mathis slows, looking down at you uncertainly.

  ‘What is it?’ he growls.

  ‘Oh didn’t you know, inquisitor,’ says Zul, speaking in soft dulcet tones. ‘That is a shadow spawn. Just like myself. A Nevarin who helped me to find the last piece of the Nexus and open the gate.’

  ‘What?’ Mathis’ eyes widen, his face seething with rage. ‘It can’t be true.’

  ‘Oh it is,’ chuckles the mage. He makes a quick gesture with his fingers. Still wracked with pain, you watch through your tears as your sleeve is pulled back, revealing your mark.

  ‘NO!’ Mathis bares his teeth, his whole body shaking with anger. ‘This . . . this is the true betrayer!’

  Suddenly, you feel yourself being pulled to your feet. In horror, you realise that your body is no longer your own, you are being controlled by Zul. The mage is making gestures with his hands, chuckling all the time, as he plays you like a marionette.

  ‘Stop this!’ you shout, watching helpless as your hands raise your weapons. You begin to advance towards Mathis. ‘No, wait! I am not your en . . .’ Your mouth snaps shut, held together now by some invisible force.

  ‘Showing your true colours, eh,’ sneers Mathis.
‘May the One God have mercy on you, shadow spawn!’

  Controlled by Zul, you find yourself meeting the inquisitor’s charge, your weapons meeting in a blazing flash of magic and energy. Turn to 700.

  553

  (If you have already participated in the quest, The battle of the bone fields, then turn to 500. Otherwise read on.)

  Redguard’s garrison is smaller than you thought. As you walk the perimeter of the crumbling tower, you count only a smattering of guards – all looking sullen and deeply uncomfortable to be stationed in this outlandish camp.

  The tower itself houses supplies and sleeping quarters for yourself and the rest of the garrison, whilst the area to the north of the building has been put aside as a training yard. Here, Nyms and Caeleb spend most of their time, sparring with each other or working with the guards on their stances and moves.

  Near the edge of the camp, within the shadows of the stone wall, two large tents have been set up. One houses an infirmary, where Lansbury is tending the sick and the wounded. The other is a makeshift war room, with maps and charts covering various benches and tables. At its centre is a stone table, with a floating map of the bone fields hovering above it. You assume that this is some leftover magic or device from the time of the shadow war, which Redguard has now pressed into fresh service.

  Leave the camp – return to the map.

  Will you visit:

  The training yard? — 588

 

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