Legion of Shadow

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Legion of Shadow Page 37

by Michael J. Ward


  Blood crescent

  Mages’ tears

  Shadow bindings

  (main hand: sword)

  (necklace)

  (chest)

  +3 speed +5 brawn

  +1 armour

  +2 speed +3 brawn

  Ability: cleave

  Ability: disrupt

  Ability: evade

  (requirement: warrior)

  (requirement: rogue)

  Checking the line, you see that fresh mages have arrived to replace their fallen comrades. With arms outstretched, they each stand in a magical trance as they work fast to repair the faltering shield. Behind you, the defenders have now broken through the ranks of shadow spawn and are starting to outflank them. As your hopes of victory begin to rise, you feel the ground tremble beneath your feet. Turn to 718.

  632

  Your progress through the city is swift. The tentacled monsters and other abominations that you come across are more intent on scavenging through the rubble than showing you any interest. A few regiments of mages and shadowstalkers pass you by, their faces hidden beneath dark cowls. With your shadow mark openly exposed, you go unchallenged.

  At last you come to the centre of the city, where the University of Magic stands in a circle of walled gardens – or at least, what is left of it. Only two large cylindrical buildings remain standing. The rest of the university has been reduced to ash and rubble.

  Of the remaining two buildings, the one nearest to you has had its entire northern face seared off. As you approach, you see that some kind of explosion from below ground level was responsible for the damage, ripping open the promenade and exposing an underground chamber. From it you can hear an incessant rumble, accompanied by a screeching, grinding sound.

  You clamber down a slope of rubble into the blast hole. At its bottom, you find yourself in what was once an elegant hall. One of its walls has been blown away entirely to reveal an expansive chamber beyond. The rumbling, grating sound is coming from somewhere up ahead – its thunderous beat shaking the very walls. Drawing your weapons, you make your way past the scorched rubble and enter the chamber. Turn to 766.

  633

  ‘Perfect place for a scavenger like me,’ he smiles, unhooking one of the silverbacks. ‘This lake goes all the way out into the ocean, if you follow the valleys and channels to the west. All kinds of flotsam and jetsam finds its way into this lake – and yes, some big critters too, which is why I got this place. Safe as a fortress.’

  He draws a knife from his belt and then sets about skinning the fish. ‘I found some borehole charges in the wreck of an old schooner. I think it may even have been one of the king’s own. Anyway, those little beauties will blast their way through anything. Allowed me to burrow my way in here, safely away from any danger I can’t handle.’

  Flipping over the fish, he proceeds to skilfully ease the back bone from out of the soft pink flesh. ‘I spend my days fishing and scavenging. It’s what I always done – and what I do best. There’s no end to the things you can find around here. Like this.’ He holds up the fillet of fish with a satisfied smile. ‘Hope you’re hungry!’

  Will you:

  Ask if he has any borehole charges left? — 648

  Ask him another question? — 626

  634

  ‘Your shield is a weapon,’ explains Caeleb. ‘As cavaliers we make a few modifications to the grip. It allows us to do this . . .’ He spins his shield, making cuts and slashes with its tapered end, as if it was a blade. Coupled with the quick thrusts of his own sword, the two move in perfect harmony. Rather than being a piece of metal to block with, the shield has become a versatile weapon, as deadly as any sword.

  Caeleb hands you his shield, allowing you to practise the complex hand movements that allow you to spin, reverse and then strike with the shield, mimicking the fatal efficiency of a blade.

  The cavalier has the following abilities:

  Shield spin (pa): (requires a shield in the left hand) Each time your opponent gets awhen rolling for attack speed, they are hit by your shield, taking 1 damage dice, ignoring armour. They cannot use a re-roll to avoid this.

  Shield wall (co): (requires a shield in the left hand) Use this ability to double your armour score and inflict 1 damage dice to your opponent, ignoring their armour. You can only use this ability once per combat.

  Once you have updated your hero sheet, turn to 553 to leave the training yard and return to the camp.

  635

  Boss: The Legion of Shadow

  (Note: You must have taken part in the previous quest, The battle of the bone fields, before continuing with this encounter.)

  You make your way through Ravenwing’s camp, your eyes scanning the endless rows of white tents. Soldiers scamper out of your way, muttering under their breath as you march past. You pay them no heed, having grown tired of their whispered comments and distrustful glares.

  Lansbury appears at your side, struggling to keep pace. ‘What do you think you are doing?’ she asks breathlessly, her tone carrying a hint of annoyance. ‘I thought we had decided it was best for . . .’

  ‘You decided,’ you cut in, changing course down another avenue of tents. ‘You and all the others decided that it was best I stay hidden.’ Your eyes catch the stares of the surrounding soldiers. All are looking to your arm, where your mark is vividly on display.

  ‘But some of the men . . . Ravenwing’s . . . they don’t understand,’ protests Lansbury. ‘I think that you should stay with Nyms, at least until . . .’

  You come to a halt, your fists clenched at your side. ‘Where is Avian Dale? Have you seen him?’

  Lansbury shakes her head. ‘No . . . I haven’t, but I . . .’

  You continue walking, forcing the medic to hurry to catch up. ‘I need to find him,’ you insist. ‘It’s important.’ For a moment, you turn your gaze to the immense green shield, surrounding the ruined city of Talanost. ‘I have a message for him.’

  ‘Perhaps the command tent,’ sighs Lansbury. She takes your arm, drawing your attention to a circle of pavilion tents at the centre of the camp. ‘Although, I should warn you that . . .’

  You are already making for the circle, both hands going to your weapons as you approach the largest tent, surrounded by armed guards. Turn to 749.

  636

  The wounded man has started to drag himself up the stairs of the dais, leaving a trail of blood smeared across the stone. You hurry to his side, kneeling to offer your support.

  ‘Jenlar? Jenlar Cornelius?’ you ask, tentatively.

  The old man turns towards you, his pale eyes roving with fever. For a moment he struggles to focus, then he gives a strangled gasp, pulling away from you. ‘No! Why do you still hound my steps, shadow spawn?’

  ‘But I’m not here to harm you,’ you protest. ‘I was sent to find you.’

  As the old man continues to cower away, you suddenly realise why he is acting in such a manner. He must be assuming that you are the body-shifting assassin that was sent to kill him. After all, the stalker had the exact same appearance as you, when you first arrived. If you have the plain gold ring from Jenlar’s cabin, turn to 436. Otherwise, turn to 441.

  637

  You emerge from the lake, shivering in the cold evening light. As you pull yourself up onto the banks of the lake, you feel another painful twinge in your stomach. It must be the lamprey worm, you grimace with disgust.

  If you have the jar of night creeps turn to 663. Otherwise turn to 696.

  638

  You hit the ground so quickly that you lose your balance, pitching forwards onto your stomach. Putting out your arms, you try and cushion your fall as you slam down onto cold, black sand. For several moments you can’t move, your head ringing with white noise. As the sickness and dizziness subside, you push yourself up off the sandy ground.

  To either side of you, stretching as far as the eye can see, is a vast army, equipped and ready for battle. There is little uniformity to its ranks – beasts and monst
ers stand next to mages and warriors, giant four-legged creatures tower over spindly, bird-like abominations – everywhere your eye settles there is something new, different and equally horrifying.

  To your relief, they are making no move to attack you. Instead they simply stare ahead impassively, as if under some spell.

  Suddenly, a pained cry shatters the silence.

  You spin round, your eyes sliding along the ranks of shadow spawn, to finally come to rest on a grisly, grotesque monster. It has the appearance of a giant snail – its body bulging out of a black shell that glows with purple light. From the gash that passes for a mouth, black ooze dribbles down over its pallid, rubbery skin.

  Floating in front of it, bound by circles of black light, is Avian Dale. The mage is crying and whimpering with pain as lightning flickers over his body, spitting and crackling from the surrounding bands of magic that hold him prisoner.

  ‘So you return,’ the snail-like monster speaks, spitting black drool onto the ground. ‘I see you still remember the way home, Nevarin.’

  ‘Don’t listen!’ cries Avian. ‘Just run! Run!’

  ‘Ah, Avian – let’s not be too hasty,’ spits the creature. ‘After all, we’re only just getting reacquainted.’ On the top of the monster’s head, two giant eyestalks lean forward. ‘I am Sharroth, third of the seventh brood of Borellin-var. It is I who has been given the honour of leading the legion. When the pitiful mage shield falls, and fall it will, we will march through the portal and lay claim to a new world.’

  You raise your weapons and start forward towards the monster, the mark on your arm flaring with a hellish light. ‘You will not take my world!’ you growl challengingly.

  ‘Your world,’ hisses Sharroth, its bulbous sides shaking with laughter. ‘But this is your world, Nevarin. At least . . . it was.’

  Will you:

  Attack Sharroth? — 769

  Ask Sharroth about the ‘Nevarin’? — 742

  Ask Sharroth about the mark on your arm? — 641

  639

  ‘Guards, man the walls – move!’ orders Redguard. ‘Crossbows at the ready!’

  The soldiers leap into action, bolting immediately for their posts.

  ‘We don’t have enough firepower to see off that many wyverns,’ states Mathis grimly. ‘The camp will be overrun.’

  ‘Oh wyverns are not your only problem, Inquisitor,’ says the witchfinder softly, leaning forward in his saddle. ‘Behind the wyverns is a band of undead, four-hundred strong. Ghouls, wights . . . it’s quite an impressive sight.’

  Redguard lets out a heavy sigh. ‘We’re finished. We can’t repel a force of that size.’

  ‘Yes – yes we can.’ All eyes turn to Lansbury. She clears her throat before continuing. ‘There is a statue to the south – an angel. We have already seen what they can do. I suggest we ride south and attempt to head off the undead there. I can activate the statue.’

  ‘Those statues are weapons?’ asks the witchfinder, his blue eyes sparkling with interest.

  Lansbury nods. ‘It’s our only chance.’

  Redguard looks to be considering the plan. ‘It’s too dangerous. The wyverns would just rip you to shreds.’

  ‘They’re coming here to this camp,’ states Laine matter-of-factly. ‘They may not attack a few of us heading south. If we made it through then perhaps we can use this . . . statue against the force that is following. I see no other alternatives. Mathis?’

  The inquisitor spits on the grey, ash-covered ground. ‘Take Lansbury with you – the rest of us will stay here and defend the camp.’

  ‘I would like to go.’ Janna hurries over, sliding her bow across her shoulder. ‘I can hold off some of those wyverns if they get close.’

  Redguard nods. ‘And you too,’ he says, looking in your direction. ‘You’ve had more experience than most against this foe.’

  ‘Yes, sir.’ You hurry over to one of the waiting horses, aware that Witchfinder Gull is watching you with a keen interest. Pulling yourself into the saddle, you take the reins. Already, you can hear the shrieks and cries of the approaching wyverns.

  ‘Let’s not delay,’ says Laine, pulling his helm down over his face. ‘Good luck, Redguard. I hope when next we meet it is under better circumstances.’

  With that he turns his warhorse and urges it southwards at a gallop. You follow his lead, joining the other four riders as they dash across the wasteland towards the thronging black swarm. Turn to 624.

  640

  ‘Oh those things. Yes, nasty.’ He glances down at your stomach, then his eyes widen in surprise. Quickly, he walks over and puts a hand to it, feeling around with his fingers. ‘Well, shake me sideways with a length of seaweed, I see now why you asked. Got one suckered in there, good and proper. Now, let me see.’

  You watch as the old man hurries across the room and begins rummaging through a pile of objects. After examining the insides of an old boot, a doll’s half-chewed head and a copper kettle, he mutters something under his breath and then starts on a fresh pile. ‘Got to be here somewhere . . . ah yes!’

  He lifts up a small glass jar, with what looks like an old sock as a stopper. Inside you can see a squirming mass of black maggots, wriggling to get free. You instinctively draw back, grimacing.

  ‘Oh settle down,’ he grins. ‘They won’t hurt you – well, nothing like what that thing will do when it decides to chew through your insides.’ He offers you the jar. ‘These are night creeps. Swallow a couple of ’em and your problem is solved. They’re covered in an acid that is deadly to lamprey worms but harmless to humans and merfolk. Which is lucky.’

  You take the jar and hold it up, watching with revulsion as the slimy maggots crawl around the face of the glass. ‘Now, I don’t advise you trying it until you’re good and ready, or else you won’t be able to breathe water again and – unless I have the brains of a pickled crab – I’d say that’s why you swallowed one of those things in the first place. Ain’t I right?’

  You may now take the following item:

  Jar of night creeps

  (backpack)

  They’re slimy!

  Return to 626 to continue your conversation with the merman.

  641

  ‘That is the price of failure,’ hisses Sharroth. ‘All Nevarin wear the mark, to remind them of who they are; who they serve.’

  ‘I serve no one.’ You glower defiantly. ‘I am no slave.’

  ‘Oh, you are a slave to many things, Nevarin.’ The creature inches closer, its body making sickening, squelching noises. ‘You are a slave to yourself . . . to your thirst for power. Look at you. Do you think you would be standing here, with armaments that reek with magic, if you did not desire power and reward.’

  ‘I’m here to end this . . . to end you.’

  ‘I would like to see you try,’ Sharroth sneers. Black tendrils of drool slip from the sides of its mouth. ‘You are Nevarin – and you are sworn to serve me!’

  Will you:

  Attack Sharroth? — 769

  Ask Sharroth about the ‘Nevarin’? — 742

  642

  The mortician slumps to the ground with a groan of pain. Slowly, he drags himself across the stone tiles, to lie next to the remains of his zombie creation.

  ‘My beauty,’ he whispers. ‘My poor beauty.’ He rests his hand inside the giant palm of the monster, then finally lies still.

  With the mad mortician defeated, you may now help yourself to one of the following rewards:

  Abattoir gloves

  Brain infusers

  Mortician’s scalpel

  (gloves)

  (head)

  (main hand: dagger)

  +1 speed +4 magic

  +2 speed +3 armour

  +3 speed +4 brawn

  Ability: bleed

  Ability: lightning

  Ability: disease

  (requirement: rogue)

  When you have updated your hero sheet, return to the quest map to continue your adventure.

&nb
sp; 643

  You cover your head as a deafening explosion rocks the chamber, sending fragments of stone showering across the room. Looking up, you see that you have blasted a sizeable hole in the wall – and now torrents of churning water are pouring into the chamber. The force of its passage knocks you off your feet, hurling you backwards into the advancing army of golems. One tries to take a swipe at you, but its own balance has been thrown by the rushing maelstrom of water. Unable to stay on its feet, it is knocked over, slamming into the golem behind it. In a tangle of bodies they go careening past you, as the water continues to fill the chamber.

  As the momentum of the water begins to dissipate, you start to swim against it – towards the hole. It is then, and only then, that you realise that you have dropped the crown. Frantically you look around, but you can see no sign of it. The rushing water could have carried it anywhere. The stone giant, still staggering on its feet, sees you and advances through the swirling waters. With no choice left, you swim out of the hole and into the lake, cursing your misfortune at having lost the crown. Turn to 629.

  644

  To break through the sheets of ice you will have to take a brawn or magic test (using whichever attribute is highest).

  Brawn/Magic

  Break the ice

  25

  If you are successful, you break through the ice and retrieve the chest. Turn to 492. Otherwise, after many attempts you are forced to give up. The chest is buried too deep for you to reach it. Return to the map to continue your journey.

  645

  As the giant crashes to the ground, there is a grating squeal from the statue. You look over to see the angel start to turn on its pedestal, grinding against centuries of dust and dirt as it forces itself into motion.

 

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