Legion of Shadow

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Legion of Shadow Page 40

by Michael J. Ward


  She glances down at her tabard, displaying the golden dragon on a field of green. ‘I have always been proud to serve the king at this outpost. Little did I know that another war is looming here. If what you say is true,’ she looks up, her bright eyes catching the candlelight. ‘Then it was fate I came here. I will serve the king in whatever manner I am able.’

  If you are a mage and wish to learn the medic career, turn to 680. Otherwise, turn to 597 to ask another question or 553 to leave the tent.

  673

  The air grows colder as you travel eastwards, until you find yourself huddling into your cloak, your breath steaming in front of you.

  ‘Why is it so cold?’ you ask, shivering.

  ‘A magic anomaly,’ explains Lansbury, seemingly unaffected by the freezing conditions. ‘In the war, a lot of magic was discharged over the bone fields. Some of it remains . . . sort of like a magical echo. Winter’s Hill is just one such place.’

  ‘Winter’s Hill?’ you ask – then you see it for yourself as you pass over the next rise. The hill is a peaked mound of grey earth, surrounded by a winding maze of jagged stones, similar in size and shape to those that surround Redguard’s camp. Thick snow coats most of the hilltop, including the statue of the angel. She towers high into the sky, her head crowned with ice and her giant wings glistening with rime frost.

  ‘That’s . . . impossible,’ you gasp, rubbing your eyes as if to clear them of some illusion.

  ‘Magic makes all things possible,’ grins Lansbury.

  Suddenly, you can hear a baying horn in the distance. Lansbury stiffens, her eyes scanning the northern horizon. ‘I think those wyverns were scouts. We’ve been found. Come on!’ She starts sprinting towards the hill. You follow, drawing your weapons. Turn to 621.

  674

  As you approach the camp, you see Sahna standing at its edge, looking out over the waters of the lake. Sensing you, she turns quickly, drawing her sword. Then her eyes widen when she recognises you.

  ‘You’re back! You made it back.’

  She sheathes her blade and hurries over to you. ‘What happened? Did you find it?’ she asks hopefully.

  You shake your head sadly, explaining what happened in the Dour king’s chamber. ‘Finding the crown will now be impossible,’ she says bitterly. ‘I dread how Raolin will react to the news.’ The warrior glances down at your stomach. ‘I suppose we still have your little problem to sort out, don’t we? Come, let’s do this quick – I think it best Raolin doesn’t know you made it back. You’ll just be another “deader” as far as he is concerned.’

  You quietly follow Sahna into the camp, receiving some lingering stares from her men. But none dare to challenge you, moving aside quickly to let you pass. Turn to 646.

  675

  Ravenwing secures two horses from the camp and soon you are both riding around the perimeter of the city walls. Every hundred metres a mage is positioned at the foot of the shield, their arms outstretched, brow furrowed in concentration.

  ‘The majority of the legion are situated to the north,’ explains Ravenwing. ‘They see us as their only immediate threat.’ He reins in his horse next to one of the mages. ‘Entering here, they won’t see the breach – if they do, they’ll think it’s a glitch, nothing more. The wall here is ruins – easy for you to slip inside.’

  Together you dismount. Ravenwing walks over to the mage and gently places a hand on their arm. The mage jerks as if suddenly coming awake. For a moment, the shield in front of him wavers, flickering like a dying flame. Ravenwing explains something to the mage who nods, glancing at you with interest.

  ‘You will have a second, nothing more,’ states the mage in a cold, impassionate voice. ‘I suggest you move quickly.’ He throws back a hand, gesturing to the shield. You look up, to see a small hairline crack appearing along its length.

  Without hesitation, you race forward, stopping inches from the shield as it slowly parts before you.

  ‘Good luck, friend.’ You see Ravenwing mirrored in the shield, his hand raised to his forehead in salute. Then the gap widens and you find yourself looking out on a scene of devastation. Smoke hangs heavy over the blackened shells of the city’s buildings. The streets that stretch ahead of you are little more than smoking rubble, the once idyllic avenues and promenades torn up and shattered.

  ‘How could they do this?’ you gasp, your mouth falling open.

  ‘Move it! Hurry!’

  The mage’s words bring you back to your senses. Quickly, you step through the narrowing gap, just seconds before the two sides of the shield snap back together again behind you. When you turn, you are faced by a perfect wall of shimmering green magic, arching up to form a dome, high above the city.

  You put out your hand and touch its surface. The magic ripples slightly at your touch, but feels as hard and impenetrable as stone. A prison, you realise grimly, and now you have become its latest inmate. Turn to 632

  676

  You offer to challenge Caeleb, much to the surprise of his companion, Nyms. The tall swordsman moves away, looking disgruntled that this fight will not be his own. Instead, all attention turns to the warrior armed with sword and shield.

  ‘I should warn you,’ says Caeleb, as you both circle each other. ‘I was once one of the king’s cavaliers.’

  You shrug, implying that the title means nothing to you. Drawing your weapons, you maintain eye contact with the burly warrior, who is hunkering down behind his shield, his sword arm held back and to his side.

  ‘You haven’t heard of the cavaliers!’ heckles Nyms from the sidelines. There are amused sniggers from the crowd. ‘Sounds like you better knock some brains into this one, Caeleb.’

  You take your attention away from the warrior for a second – and suddenly you feel an almighty blow to the stomach. The crowd cheer as you are brought to the ground in a cloud of dust. Caeleb laughs to himself as he shakes his shield at you.

  ‘They’re not only for defence, you know,’ he grins. ‘Now, get up and concentrate. I want to see what you can do.’

  Special abilities

  Shield slam: If you roll awhen rolling for your attack speed, you are automatically caught by Caeleb’s shield. This does 6 damage, ignoring armour. You cannot use a re-roll to avoid this.

  If you manage to defeat Caeleb, turn to 691. If you lose the combat, then you promise Caeleb you will return when you have had more practice. Turn to 553.

  677

  For defeating the knight, you may now take one of the following rewards:

  Tainted striker

  Enchanted coif

  Leap of faith

  (main hand: sword)

  (head)

  (necklace)

  +3 speed +3 magic

  +2 speed +2 armour

  +1 speed

  Ability: corruption

  Ability: charm

  Ability: radiance

  When you have made your choice, turn to 710.

  678

  The first of the slavering ghouls reaches the top of the hill. You charge towards it, knowing full well that this could be your last battle. Then, all of a sudden, there is a blinding white flash. You lose your footing, temporarily dazed by the light. When sight returns, you see white bolts of light streaking through the air above you. As you twist round, to follow their path, you see that they are ripping into the ranks of undead, sending their bodies flying in all directions.

  ‘Now that is more like it!’

  You look back to see Lansbury punching the air in triumph. Next to her, the immense statue is pivoting around on its stone pedestal. From its eyes, white bolts of light are arcing out across the wasteland, striking the advancing undead and blasting them to smithereens.

  For a moment you are too stunned to react, then you give a whoop of joy. Jumping to your feet, you race to the edge of the hill, watching as the white bolts continue to streak across the bone fields, decimating the giants, tearing the wyverns to shreds and blowing large holes into the ranks of skeletons. Withi
n seconds, the army that had once threatened to overwhelm you, is now little more than a smoking ruin.

  ‘How . . . what?’ You turn back to Lansbury, your mouth making a failed attempt at words.

  She pats the side of the statue, which has now ceased its erratic motions. ‘I told you it was a weapon,’ she says, beaming with joy. ‘Any undead that comes near it . . . boom!’

  As your attention shifts back to the wasteland, you see a few surviving necromancers making a run for cover. ‘They will be back,’ you sigh, heavily.

  Lansbury shakes her head. ‘I doubt it. This angel will guard the hill and destroy anything that comes within reach. Even if the necromancers try and deactivate it, they will find a few little surprises of my own.’ She gives you a mischievous wink. ‘Come on, I expect Redguard and Mathis will want to know what just happened.’ Turn to 715.

  679

  Holding your breath, you tilt back your head and deposit the squirming maggots into your mouth. Trying to ignore the slimy sea-salt taste, you swallow them as quickly as you can. As the last one slides down your throat, you quickly reach for your canteen of water from your backpack, swilling out your mouth and spitting the foul taste away.

  Then you feel a sharp stabbing pain in your stomach. You drop the canteen, falling to your knees as another wave of agony forces you to gag. Suddenly, there is a rush of stinging hot pain as something shoots up through your chest, forcing its way into the back of your throat. Your eyes bulge as you begin to choke, gasping for air. Then, suddenly you feel the pressure in your throat ease as your mouth is filled with something wet and slimy.

  Bending over, you watch in horrified revulsion as the lamprey worm drops out of your mouth onto the muddy soil. The creature is writhing from side-to-side, its sides blistered and raw. Then it finally lies still.

  You snatch up your canteen and take a long drink of water, your hands shaking from the ordeal. At last, you feel your stomach settling back to normal. You look down at the worm with a smile of triumph. The merman’s cure worked – you are now free of Raolin’s deadly leech.

  If you have the Dour king’s crown, turn to 685. If you lost the crown, then with no reason or desire to return to Raolin’s camp, you head back out into the swamp. Return to the quest map to continue your journey.

  680

  ‘When you fought those undead, that was an impressive display of magic’ says Lansbury, smiling with admiration. ‘I could really use an extra pair of hands around here – ones that know the healing arts.’

  If you wish, you may now accept the following item:

  Lady of the lamp

  (talisman)

  +1 armou

  Ability: medic career

  ‘I can’t promise to teach you all that I know,’ states Lansbury. ‘But you look a quick study, and even the basics will be enough to help make a difference.’

  The medic has the following abilities:

  Mend (mo): You can cast this spell any time in combat to automatically heal yourself or an ally for 15 health. This ability can only be used once per combat.

  Tourniquet (mo): This spell can be cast at any time to remove any bleed, venom and/or disease effects that you or an ally have been inflicted with. This ability can only be used once per combat.

  As soon as the lady of the lamp talisman is unequipped or you learn a new career, you lose the abilities associated with the medic career.

  Once you have updated your hero sheet, turn to 597 to ask Lansbury another question or 553 to leave the tent.

  681

  You draw your weapons and head off the wyvern, as it dives towards Janna. The ranger thanks you, scurrying away to find a safer vantage point to rain arrows on the remaining wyverns.

  Dodging past the creature’s clawing talons, you press home your attack:

  Special abilities

  Snapping beak: At the end of every combat round, you automatically take 2 damage, ignoring armour.

  Body of bone: Your opponent is immune to bleed and venom.

  If you defeat the bone wyvern, turn to 776.

  682

  You circle around Avian. The mage is weak; you can sense his magic failing him. He will be an easy fight – the last step on a road that has led you back home to the shadow legion. With that vast army at your side, you can return to Valeron, and then you can take revenge on a world that has branded you a monster.

  ‘Yes! Yes!’ hisses Sharroth. ‘Use your anger. Destroy Avian. This fool dared to call you his apprentice. Show him who the true master is. Do it now!’

  But your weapons remain at your side. Fresh memories, fresh faces are now flashing through your mind. You remember the adventures that you have had, the battles that you have fought, the companions that you have made: Nyms, Caeleb, Lansbury. You see Redguard, standing before you, his firm hand resting on your shoulder.

  I will believe that fate has brought you to us . . .

  You see Jenlar, gripping onto you with pain and hope in his eyes.

  You are the chosen one . . . the one who will betray the legion . . . absorb the magic . . . the shadow magic will make you powerful.

  You remember the sacrifice of others; those who fought and gave their lives on the battlefield to fight for what they believed in. Not for power – but for freedom.

  ‘Please,’ begs Avian. ‘There is goodness in your heart.’

  You turn to Sharroth. The vile, grotesque creature is watching you uncertainly, sensing a shift in your thoughts.

  ‘I am not a monster,’ you state firmly. ‘What future can you offer me? There is no future in pain and destruction.’

  ‘The legion is your future, Nevarin!’ spits the creature.

  You shake your head. ‘I don’t think so . . .’ Turn to 782.

  683

  Beyond the stone barricade you see a number of guards, armed with swords and shields. Over their vests of chain mail, you notice that each one is wearing a similar tabard to Lansbury – displaying a gold dragon on a field of green. You also observe that they all look young and decidedly nervous, as if this is their first posting.

  Inside the tower, you are led through a series of stone chambers, mostly filled with crates and boxes, and up several flights of stairs, before coming to a small office. Seated behind a desk, littered with papers and books, is a pepper-haired man in a green tunic. His broad frame and muscled arms speak of a warrior still in his prime, despite his advancing years.

  ‘Captain Redguard,’ says Lansbury, by way of introduction. She takes a knife from her belt and cuts your bonds, releasing your hands. Nyms and Caeleb bow their heads and leave, closing the door behind them.

  The captain looks at you with interest, his brow creasing as his eyes come to rest on the shadow mark. ‘What is this?’ he asks gruffly.

  Lansbury explains how you came to meet and your story. You are impressed that she remembers every detail of it. When she has finally finished, you find that you can add very little.

  ‘You have no reason to trust me,’ you state nervously. ‘But I have seen what the legion can do. I was in Talanost when the city was attacked. I saw monsters . . . terrible things that had no remorse, no guilt for the destruction that they were causing.’ You raise your arm, openly displaying the branded mark. ‘Yes, I have been told that I am one of them – that I come from their world and as such I should glory in such pain and destruction. But . . .’ You take a deep breath, composing yourself and ordering your thoughts. ‘I have no memory of that life. My past has been erased. And because of that, I hope my actions . . . my choices now . . . are what others will judge me by.’

  You bow awkwardly then take a step back, awaiting Redguard’s verdict. The captain smiles, his fingers absently tapping the table top. ‘I can’t say as I like having one of your kind around – but if Lansbury’s account is a true testimony to your prowess, we could use you around here.’ Turn to 739.

  684

  Suddenly, the sky is lit up by a bright series of explosions. A small squadron of mages are sweepin
g across the camp, mounted on flying carpets. They twist and weave around the floating monster, firing off a dazzling array of magic spells. However, the beast’s giant tentacles simply bat their efforts away with ease.

  As one of the mages hurtles past, you call out – beckoning him over. He veers away from his companions, his carpet spitting a trail of black smoke. ‘Think I took a hit,’ he shouts, screeching to a halt beside you.

  You hop onto the carpet next to him. ‘As long as it still flies . . . now, get me in close. We need to get past those tentacles!’

  The mage’s carpet lurches forward, taking you up into the midst of the aerial dogfight. Several of the mages have already been hit by the orb’s deadly ray and are now plummeting to the ground, their carpets spewing flames and smoke.

  ‘Steady, steady!’ you order, as the mage guides the carpet closer to the orb, dodging its whirling tentacles. At last you find yourself whizzing past the beast’s exposed back. ‘That’s it! Here goes!’ Balancing on the edge of the carpet, you skilfully launch your own flurry of attacks against the giant orb:

  Special abilities

  Eye beam: At the end of every combat round, the death orb rakes the sky with a beam of scorching magical energy. To avoid being hit, roll 3 dice. If the result is equal to or less than 10, then you have avoided it. If the result is higher, you have been hit and must take 2 damage, ignoring armour.

  If you win the combat you may restore your health and then turn to 665. If you are defeated, then you must begin this boss encounter from an earlier point (although you cannot choose rewards from enemies that you have already defeated). Restore your health and then turn to 748.

  685

  You lift the crown from out of your backpack and look upon its intricately carved stone work. With the lamprey worm defeated, you could keep this remarkable treasure for yourself. Alternatively, you could hand over the crown to Raolin. After all, Sahna was depending on you.

 

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