Legion of Shadow

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Legion of Shadow Page 44

by Michael J. Ward


  Ability: fearless

  Ability: deceive

  Ability: knockdown

  (requirement: warrior)

  As you look back towards the statue, you see that it has started to glow, surrounding itself with a pale radiance. Lansbury is still deep in concentration, her lips soundlessly forming words as she moves her hands through the air. You assume she is getting closer to fixing the statue’s magic.

  In the meantime, you have more pressing problems to deal with. The ground shakes beneath your feet as the biggest bone monster you have ever seen stomps into view. Turn to 650.

  731

  Despite your victory, the ride back to Redguard’s camp is a solemn affair, your thoughts turning to what you might find on your return. As you near, you see a black pall hanging in the sky. At first you assume it is wyverns, still harassing the beleaguered garrison – then you realise it is smoke, curling up into the sky from a pyre outside the camp’s walls. Riding past, you see wyvern bodies heaped high amongst the crackling flames and more being added to it as a line of sullen-looking soldiers file out of the camp, dragging or carrying the undead remains.

  You dismount, with Lansbury at your side, and enter the camp. There are wyvern corpses everywhere, littering the ground like a grisly carpet. Lansbury rolls up her sleeves and makes straight for the infirmary tent, barking orders to a nearby guardsman who hurries after her.

  Redguard approaches from the tower, his armour caked in dust and blood; thankfully, not his own. ‘We saw the flashes and the explosions,’ he says, still able to smile despite the carnage around him. ‘You did well. We have struck a significant blow to Zul’s army. I doubt he will try and raid our garrison again – although, I fear his attention will now turn to Talanost and Ravenwing’s camp.’

  You spot Nyms and Caeleb carrying a wyvern body towards the pyre. The cocky swordsman looks uncommonly morose. He glances up at you and nods as they pass by.

  ‘We took heavy losses,’ sighs Redguard, acknowledging the mood of the camp. ‘But every last one of my soldiers accounted well for themselves. I fear more will be asked of them before the end.’ He pats you on the shoulder. ‘Now, get some rest. I’m sure we will be receiving fresh orders soon.’ You follow his gaze to Inquisitor Mathis, who is seated on a boulder at the foot of one of the walls, silently gazing at the ash and blood on his gloved hands.

  If you are a warrior and Laine survived the battle, turn to 707. Otherwise, return to the quest map to continue your adventure.

  732

  You open your eyes and give a start when you see a woman’s face close to your own. She jerks backwards, covering her mouth in shock. ‘This one’s alive!’ she shrieks, getting to her feet.

  You push yourself up, your head still groggy and your limbs aching. All around you, there is scorched earth and the charred remains of skeletons and ghouls. As more of your surroundings come into focus, you see the woman now talking with a group of soldiers.

  ‘There’s one still alive,’ she says, pointing to you.

  The soldiers belong to Ravenwing’s militia. On seeing you they draw their swords and start to advance. You glance down at your exposed shadow mark, pulsing with a faint purple light.

  ‘Don’t worry, we’ll finish ’im off,’ mutters one of the guards.

  You stumble to your feet, your hands raised in surrender. ‘No wait, I am with Captain Redguard . . .’

  ‘Yeah, likely story,’ says their leader; a grizzled veteran with a face full of scars.

  ‘Gentlemen, please.’

  You turn to see Nyms stepping over the smoking bodies of the undead, his swords now sheathed at his sides. ‘This one is with us.’

  The guards look to him and then back at you, their scowls remaining. ‘Then he’s your responsibility,’ spits the leader. ‘I’ll have nothing to do with it.’

  Nyms grabs your sleeve and tugs it down, covering the mark. He offers you a thin smile. ‘I guess they’re not quite ready to trust one of your kind, yet.’

  You turn, looking out across the scene of devastation. Broken skeletal bodies litter the plain as far as the eye can see. ‘We won?’ you ask weakly, rubbing your aching head.

  Nyms gives a hesitant nod. ‘There were losses, but yes – once Zul was defeated the army kind of fell apart. Quite literally.’

  ‘And the others?’ you ask, scanning the nearby pockets of soldiers.

  ‘Lansbury and Caeleb are fine – Redguard too,’ says Nyms. ‘You may want to give Mathis a wide berth though.’

  You glance over at Nyms, your expression urging him to say more.

  The swordsman sighs. ‘He knows what you are now. He saw your shadow mark . . . when you . . . you died you know.’ He shifts his feet nervously. ‘There was all this glowing black stuff – magic. It was all Redguard could do to stop Mathis wading in and . . . Well, you’re OK now. Quite a gift you have there. Coming back from the dead.’

  ‘Or a curse perhaps,’ you add darkly, rubbing your sleeve.

  ‘Come, on friend.’ Nyms pats you on the back, smiling to lighten the mood. ‘I hear the celebrations are already in full swing – that was quite a victory we won. I wonder if the bards will sing of it one day? Always wanted to be in a song. The great Nyms and his dancing blades!’

  You laugh, but there is little feeling behind it. Your eyes keep wandering to the soldiers. Their nervous glances speak volumes to you. Clearly they are not ready to trust a shadow born, despite everything that you have done to fight for their cause. In silence, you accompany Nyms to the defenders’ camp. Return to the quest map.

  733

  You find a purse containing 50 gold crowns. You may also choose one of the following rewards:

  Budak’s blindfold

  Serenity

  Stalker’s jerkin

  (head)

  (main hand: sword)

  (chest)

  +2 speed +3 brawn

  +2 speed +4 brawn

  +2 speed +3 armour

  Ability: second sight

  Ability: deep wound

  Ability: evade

  You step over the remains of the shadowy assassin and head back into the fray. Turn to 747.

  734

  Half-blinded by the dust, you almost trample over one of the downed knights. As you wheel round, you see his armour rattling together as it reforms itself around his ghostly body. Slowly, the knight stumbles back to his feet, his dropped weapons lifting up off the ground to settle in the palms of his hands.

  ‘They’re healing,’ cries Nyms, riding past you in a flurry of ash. ‘Follow me!’

  You gallop after the swordsman, who is headed out of the cloud of dust, towards a nearby hilltop. There, a row of black-robed necromancers have their hands raised, black magic curling around their fingers.

  ‘They’re the ones we need to kill,’ orders Nyms, his twin blades glowing brilliantly in the grey gloom. ‘They’re using their magic on the knights – keeping them alive.’

  Several of the necromancers break from the others, pulling wands from their belts and aiming them in your direction. Black fire blazes through the air – streaking into the ground and sending chunks of earth spraying across your vision.

  You dodge and weave around the blasts, finally hurling yourself from your saddle to land on the nearest mage. Punching and kicking, you both tumble in a tangled mass down the hillside. You end up on top, pinning the mage’s wand to the ground. With your other hand you take up a rock and bring it down . . . ending the dark mage’s life. Nearby, you hear the rattle of armour as several of the knights topple lifelessly to the ground.

  You regain your feet as another mage charges towards you, a wand raised to blast you to smithereens. This one is female, with long raven-black hair spilling out from her pointed cowl:

  Special abilities

  Deadly charge: When Silleer causes health damage, she also electrocutes you with her wand. You immediately lose 1 extra health for every 2 points of armour you are wearing – rounding up. (If you have an armo
ur of 12, you would take an extra 6 damage.)

  If you defeat the necromancer, turn to 594. Otherwise, turn to 732.

  735

  Congratulations! For surviving the battle with all four heroes, you may choose one of the following special rewards:

  Redguard’s tabard

  Survivors’ pennant

  Martyr’s blood

  (chest)

  (talisman)

  (ring)

  +2 speed +4 armour

  +1 speed +1 brawn

  +1 magic +1 armour

  Ability: iron will

  Ability: fortitude

  Ability: martyr

  When you have made your choice, turn to 731.

  736

  As you sever the last of the glowing bracelets, the creature suddenly pauses in its frantic attack, its bellows of rage petering out into a confused whine. Then, the ghoul’s momentary confusion passes and it gives another thunderous roar as it charges into the nearest rank of skeletons. No longer under control, the ghoul is now running amok – stampeding through anything and everything that gets in its way. One of the necromancers’ prize weapons has now been turned against its own army.

  You may help yourself to one of the following rewards:

  Bracelet of fury

  Bracelet of fire

  Bracelet of iron

  (gloves)

  (gloves)

  (gloves)

  +1 speed +4 brawn

  +1 speed +3 magic

  +2 brawn +3 armour

  Ability: adrenaline

  Ability: embers

  Ability: might of stone

  (requirement: pyromancer)

  All around you, the battle continues to rage. Turn to 601.

  737

  ‘Zul was a great man – a genius. He served in the army for many years as a battle mage. That is when I knew him – we fought side-by-side on many occasions.’ Redguard traces a thin scar along his left cheek, clearly remembering some past encounter. ‘Then Zul left the army to take a teaching post at the university. It was there that they discovered . . .,’ he stops, glancing up at you nervously. ‘They discovered he was shadow born.’

  Your eyebrows arch in surprise. ‘You never knew?’

  Redguard shakes his head. ‘Not all shadow born have the mark on their arms,’ he says grimly. ‘Zul was caught practising the dark arts – dabbling in things he shouldn’t. So he was sentenced and imprisoned.’ The captain snorts, shaking his head. ‘Like four walls would ever stop him. I think it was a month later that he escaped. He was never seen or heard from again – until now. Sound’s like he’s been busy . . . plotting the end of us all.’

  You think back to your brief encounter with the hooded mage – the man who had used you as a puppet to gain the last piece of the Nexus. Would he use that same power again to control you? The thought sends a cold shiver up your spine. Turn to 553 to continue your exploration of the camp.

  738

  Undaunted by the size of your foe, you ready your weapons and rush into battle. The sprites streak towards you like fireballs, screaming and shrieking – whilst the giant throws back its enormous arms and begins hurling crackling bolts of fire in your direction:

  Special abilities

  Heat exposure: At the end of every combat round you automatically take 2 damage from Magmageddon’s raging flames. This damage ignores armour.

  Fire sprites: At the end of every combat round, each surviving sprite automatically inflicts 2 damage, ignoring armour.

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

  If you win a combat round against Magmageddon, you can choose to apply your damage to Magmageddon or a fire sprite. Once a fire sprite is destroyed, you no longer take damage from it. If Magmaggedon dies, all surviving sprites are automatically reduced to ash.

  If you manage to defeat this epic foe, turn to 400.

  739

  Redguard pushes back his chair and gets to his feet. ‘You say that Jenlar mentioned an attack, an army that will be raised from the bone fields to crush the resistance?’

  You nod. ‘Yes, he mentioned a name. Zul Ator.’

  The captain flinches, as if the name means something to him. You also notice Lansbury shifting uneasily at your side. ‘I have suspected trouble from this quarter for a while now,’ he says solemnly. ‘You see, we are alone here. We are the only defence if things go ill. To the south of us is Talanost and the encamped remnants of the city guard; the resistance.’

  He walks over to the window and beckons you over. You join him, looking out onto a training yard where a few young soldiers are sparring. ‘We have seen increased skirmishes with the undead out in the fields. Their numbers are growing. You speak of an army – I have seen no such thing, but that doesn’t mean it isn’t out there. The fields are big, dangerous. I would need an army myself . . .’ He gives a heavy sigh. ‘Most of my men – my best men – have been pulled back to the front, to Talanost, to help with the defence. Now I am left with my youngest troops. They are novices, fresh-faced and inexperienced.’

  He points to Nyms and Caeleb, who you see walking out into the yard, inspecting the men’s training. ‘I was lucky to catch those two. Ex-army. They were passing through on their way to Talanost to sell their swords. Luckily I had enough in the coffers to pay them to stay. They’re good at what they do – and if what you say is true, we’ll need good fighters.’ Turn to 693.

  740

  As you deliver the killing blow, the shadowstalker’s body turns to wisps of shadow magic, leaving his clothes and weapons to fall useless to the floor. Instinctively, you draw back your sleeve to reveal your glowing mark. You can feel it pulsing and tingling beneath your skin, as if it can sense the nearby magic and craves its sustenance. The floating wisps spiral towards the branded skin, filling you with energy as they come into contact with the mark.

  Enthused with Budak’s dark magic, you throw back your head, laughing in ecstasy as the air crackles around you, charged with your newfound power. (You may increase your brawn or magic score by 2 for the next combat only).

  Around you lies a scattering of Budak’s clothing and equipment. If you are a rogue, turn to 733. Otherwise turn to 724.

  741

  You pull back your sleeve, revealing your own mark, burning with magical energy. The shadowstalker gives a gasp when he sees you, then his face lengthens into a cruel sneer. Between you, the shadow energy twists and coils, caught in an invisible tug-of-war as each of you attempts to absorb the energy.

  You must take a challenge test using either your speed or magic, whichever is highest:

  Speed/Magic

  Tug of war

  20

  If you are successful, then you absorb the magic. You may heal 12 health and restore 2 lost armour points. If you fail, the stalker absorbs the energy instead. Then turn to 746.

  742

  ‘This world was once yours,’ spits the creature. ‘Before we came and took it from you. You created us, with your dark magics and corrupted dreams of power. We were to be your servants, slaves to your will.’

  Sharroth shakes its head, sending black drool showering across the sand. ‘Fools! You brought us here and in doing so you sowed the seeds of your own destruction. We waged war and we won, destroying every last trace of your civilisation, wiping the planet clean of your taint. There is nothing left, only ash and shadow . . . and the shattered, broken spirits of your people.’

  You glance along the ranks of the army, noting a number of men and women just like yourself, their arms glowing with their own shadow marks.

  ‘Yes. You surrendered,’ continues Sharroth. ‘You begged us for a second chance. You had seen what the legion was capable of – what power could be yours. And so, you joined us and became the Nevarin; the enslaved, for that is exactly what you are.’

  Will you:

  Attack Sharroth? — 769

  Ask Sharroth about the mark on your arm? — 641

  743
r />   Nyms has taken out the last of the necromancers and is already headed for another group further along the ridge. Meanwhile, Redguard and his remaining cavalry have defeated the undead knights. They ride past you in a wedge-shaped formation, heading back into the thronging mass of the undead host.

  You tag along behind them, fighting on foot as you wade through the masses of skeleton warriors. Their rusty swords and age-old shields shatter as your mighty weapons and powers beat them away. You have lost all sense of the bigger battle now – all that matters is the immediate space around you and destroying everything that gets in your way.

  Above you, a barrage of explosions light up the sky. A moment later and you are running for cover as a giant bone wyvern smashes into the ground, leaving a smoking crater on impact. A red blur flashes by overhead. To your surprise you see that it is a red-robed mage, standing astride a magic carpet. He is rapidly followed by a whole squadron of mages, twisting and weaving through the air as they engage with the wyverns. Turn to 747.

  744

  Each chest contains a number of items from the king’s treasury. If you wish, you may now choose up to two of the following rewards:

  Cover of darkness

  Nightwalker gloves

  Shadow treads

  (head)

  (gloves)

  (feet)

  +1 speed +2 brawn

  +1 speed +2 brawn

  +1 speed +2 brawn

  Ability: evade

  Ability: nightwalker set

  Ability: sidestep

  After brushing the stone dust from your clothing, you take the archway through into the next chamber. Turn to 725.

 

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