The decayer shakes and convulses, then starts to topple backwards. You leap free at the last moment, ripping another parasite from its back. The unnatural growth is still spewing out spores from
its gaping maw, surrounding you in a dense cloud of floating bombs. Your slow-witted foes stumble into them, igniting their own mouldy wrappings and engulfing themselves in flame.
Congratulations! The decayers have been defeated. You may now help yourself to one of the following rewards:
Parasitic plate | | Decayer’s wraps | | Spore shoulders |
(left hand: shield) | (chest) | (cloak) | ||
+2 speed +4 armour | +2 speed +3 brawn | +2 speed +3 armour | ||
Ability: | Ability: | Ability: | ||
(requirement: warrior) | (requirement: mage) |
When you have made your decision, turn to
856
.
846
You find yourself back in the magic-lit passageway. Eager to return to your companions, you retrace your steps back through the tomb, to the room where you met Arthurian.
To your relief, the magic anomaly is still lurking in a corner of the rough-hewn chamber, its shimmering body reflected in the muddy water. The storm still vents its fury in the
lightning-flecked skies above. Pulling your hood down low over your face, you step through the curtain of drumming rainwater and approach the anomaly.
You are uncertain what will happen. Somehow this anomaly was able to bring you back in time; will it return you to the present day, or will it take you to another time and place? You grit your
teeth as you take a step closer . . .
Sure enough, as soon as you move within range of the magical creature, its silken threads snap around you, pulling you at speed towards a brightening white light. Turn to
838
.
847
Searching the ogre’s filthy belongings, you find a leather pouch containing 50 gold crowns. You may also help yourself to one of the following special rewards:
Sacrum of carnage | | Beast’s backbone | | Hulking shoulders |
(main hand: fist weapon) | (chest) | (cloak) | ||
+2 speed +5 brawn | +2 speed +4 armour | +2 speed +3 brawn | ||
Ability: | Ability: | Ability: |
When you have made your decision, turn to
824
.
848
You emerge in a high-ceilinged chamber. Torches flicker in sconces along the walls, illuminating a row of statues that stand solemn guard at either side of the room. These
life-like sculptures appear to be Tor Knights, clad in full-body plate. Swords and shields rest at their side.
‘Arthurian’s tomb . . .’ Nyms spins on the spot, taking in his surroundings.
You follow your three companions down the sombre hall, towards a large stone door set in the far wall. It stands slightly ajar, leading through to a set of stairs.
‘The necros did a good job of breaking and entering,’ sighs Caeleb, eyeing up the stone door. Its entire surface is covered in spiralling runes and detailed, intricate script work.
‘These doors were warded.’
‘Yes, and they are over a thousand years old,’ states Lansbury matter-of-factly. ‘A child could have broken through these defences. It is nothing to be admired.’ The
medic hikes up her robes and starts down the stairs.
‘Mages,’ sighs Nyms. ‘So competitive.’
He starts after Lansbury, with yourself and Caeleb bringing up the rear. Turn to
926
.
849
Nyms is a skilled swordsman and more than capable of handling the necromancers. The bone angel, on the other hand . . .
Your shadow mark ignites with a blazing fury as you throw yourself forwards, directly into the path of the beast. With a hellish screech, the bone angel’s talons rake through the air, as
sharp and deadly as any blade:
Special abilities
Terrible talons: For each
that you roll for
your hero (either for attack speed or damage), they are caught by the bone angel’s talons and must take 2 damage, ignoring
armour
. (If you have an ability that lets you re-roll
dice, you may use this before determining the result.)
Holy aura: The medic’s holy aura raises your
brawn
and
magic
by 2 in this combat.
Caeleb’s shield: Your
armour
is raised by 2 for the duration of this combat.
If you defeat this infernal monster, turn to
906
. If you are defeated, turn to
862
.
850
As a mage you may also take the following item:
Bone fetish
(talisman)
+1 armour
Ability: necromancer career (see below)
You must have the bone fetish talisman equipped if you wish to learn the necromancer career. As soon as this item is unequipped or you learn a new career, you lose the abilities
associated with this career.
The necromancer has the following abilities:
Shades (pa)
: At the start of combat, you automatically summon a group of shades to aid you. The shades add 2 to each dice of damage you roll, for the duration of the
combat. Once the shades have been summoned, they remain in play until you sacrifice them (see below).
Sacrifice (co)
: You may use this ability after an opponent has rolled their damage dice/damage score, to instantly sacrifice your shades. The shades absorb all the damage
instead and you are unharmed. This destroys your shades instantly.
Once you have made your decision, turn to
883
.
851
You raise your weapons defensively. ‘Who is it?’ you call, flinching when you hear the sound of Lorcan’s voice coming from your own lips.
Take the staff, fool.
And ringing inside your head.
‘Shut up,’ you growl between clenched teeth.
The figure steps forward out of the shadows. You had already guessed who it was – from the bulky armour and the lightning flickering across their warhammer. ‘Mathis . . .’
The inquisitor has a mad look about his eyes, his movements sluggish from exhaustion. ‘More Nevarin scum.’ He gives his surroundings a wary once over, his gaze falling on the
crumpled clothes that once belonged to Lorcan.
‘Wait!’ You lower your weapons, realising that the inquisitor is no longer seeing your own body, but that of the gaunt mage. ‘It’s me, Mathis. Remember? This is not my
body!’
Mathis takes another step forward, bringing his warhammer up across his chest. He shakes his head, almost with regret. ‘You are a demon. And you must be stopped.’
‘But I saved your—’
The inquisitor charges, moving with a speed that belies his heavy armour. You barely have time to block the warrior’s first blow, his second lifting you off your feet and carrying you
across the room. You smash through a clay urn, showering the ground with broken pottery.
You stumble to your feet woozily, aware that your wounds are not healing. A quick glance at your shadow mark confirms that its magic is not responding – its usual radiance reduced to a
dull glow.
I told you to take the staff.
‘What are you doing?’ you scowl angrily. ‘Are you controlling the mark?’
We have to leave. Leave. Leave. Now!
The inquisitor charges again. You throw yourself aside at the last moment, his warhammer taking a huge gouge out the wall. He swings around, the head of the weapon slamming into your side. You
are thrown backwards, tumbling across the broken rubble, your body wracked with pain. Something wet is running down your face. You put a shaking hand to it, surprised when it comes away coated in
blood.