Legion of Shadow (19 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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Will you:

Agree to the task? —
63

Refuse and leave? — Return to the
map

149

After listening to the woodsman’s gloomy warnings, you are initially surprised by the pleasant and inviting woodland. The path is easy to follow, leading you past gentle
tree-lined hills and picturesque meadows of wildflowers. The sun casts dappled patterns over the leafy clearings, ringing with birdsong. You can’t imagine these woods hiding any deadly
monsters . . .

Half an hour later and you find yourself grudgingly eating your words. Almost without warning, the trees have closed in on all sides, swallowing the sunlight and replacing the gentle sound of
birdsong with the eerie rustle of leaves and creaking boughs. The path has narrowed, becoming little more than a game trail littered with rocks and wandering tree-roots. Picking your way carefully
along the dark trail, you keep an anxious eye on the tangled knot of trees to either side. This is prime territory for an ambush.

The trail leads you along the crest of a hill, then plunges down into a wooded valley. The sound of a chuckling stream can be heard from somewhere off to your right, where the ground rises
steeply into rocky hills. You are considering whether to leave the trail and refill your water skin, when a scream from up ahead shatters the silence. It sounded like a young girl.

Drawing your weapon, you break into a sprint, racing along the narrow, winding trail. After a few minutes, you skid to a halt, ears pricked for any further clues as to the girl’s
whereabouts. Then you hear another scream, coming from the trees to your left. You leave the trail and plunge into the undergrowth. Turn to
37
.

150

You haven’t gone far before you find the corpse of a goblin – a kitchen knife protruding from its chest. Perhaps the woodsman’s daughter knows how to defend
herself after all. You search the body and find 5 gold crowns. You may also take any/all of the following items:

Goblin leathers

      

Goblin grog (2 uses)

(chest)

(backpack)

+1 armour

Use any time in combat to restore 4
health

You push your way through the tight undergrowth, to find yourself back on the main trail. There is no sign of the woodsman’s daughter.

Will you:

Follow the trail to Grandma’s house? —
168

Head east into the hills? —
152

151

The wooden stairs are rotten. After only a couple of steps, your foot goes through the wood with a loud crack. Carefully, you withdraw your leg from the jagged splinters and
continue up the creaking staircase.

Reaching the top, you find yourself on a narrow landing. Opposite you is a closed door, its surface scoured by a series of deep claw marks. At the end of the landing, a door stands open –
the space beyond swathed in darkness.

Will you:

Open the closed door? —
169

Enter the room at the end of the hall? —
158

152

As you head east, the land rises sharply, becoming a series of rocky hills covered in gnarly vegetation. You quicken your pace, aware that the sun is already beginning to set,
casting an auburn brilliance over your stark surroundings.

You haven’t ventured far into the hills before you spot a thin column of food smoke rising into the darkening skies. Could this be the huntsman’s camp that the young girl mentioned?
You hurry towards it, the succulent aroma of freshly-cooking meat providing all the encouragement you need.

You finally reach the campsite, set in the sheltered hollow of a bleak, stony hill. A skinned rabbit slowly roasts over a roaring fire, the dripping fat causing the flames to spit and sizzle.
Behind it, you can see a covered wagon and a straggly line of trees where a piebald pony is tethered. The beast looks agitated, tugging against its restraints.

There doesn’t appear to be anyone around. Then you notice a straw basket lying on its side in the grass. Next to it is a broken bottle, from which a black bubbling liquid steams. Turn to
240
.

153

Large tablet-shaped stones mark the north, south, east and west points of the circle. On each of the stones is a rune, carved into the grey rock. The north stone has a circular
rune, the south stone has a crescent-shaped moon. To the east, the stone is marked with a flame symbol, and to the west the stone is marked with three horizontal wavy lines. You feel as though you
are drawn to touch each of the runes.

‘Careful,’ squawks the bird. ‘My master touched those stones – and then a door appeared. Then he never came back!’

Will you:

Touch the north stone? —
221

Touch the south stone? —
244

Touch the east stone? —
35

Touch the west stone? —
105

If you have examined all four stones, turn immediately to
117
.

154

You enter a large flag-stoned chamber. A solitary beam of moonlight breaks through a hole in the ceiling to illuminate a stone tomb at its centre. As you approach, you see that
a figure of a knight has been etched in high relief on the lid of the tomb, his gauntleted hands grasping a mighty two-handed sword.

‘You have come for the book, haven’t you?’ wheezes a voice from the darkness. You hear a scuffling sound to your right. Turning, you watch as an undead creature shambles into
the pool of moonlight. You assume it was a man once, but now his sallow skin hangs in loose tatters from his exposed bones.

‘My name is Valadin Roth,’ says the man, his voice little more than a whisper. ‘I am the crusader – sworn to protect the book until the end of days.’ His ivory
fingers tap the jewelled pommel of his sword. ‘I implore you – do not take the book. It is a thing of evil and must stay here. If you wish to take it, then you leave me no choice but to
fight you.’

Will you:

Ask about the book? —
194

State that you are taking the book? —
109

Leave the book under the crusader’s protection? —
160

155

With a screeching wail, the witch is knocked back into a high-stacked cupboard, which crashes down on top of her, burying the old woman under a pile of books, scrolls and
bottles.

You have defeated the witch and may now take one of the following items:

Ruby slippers

  

Third eye

  

Hag’s shawl

(feet)

(talisman)

(cloak)

+1 speed +1 armour

+1 speed

+1 magic +1 armour

Ability:
click your heels

Ability:
charm

Ability:
charm

You may also take the
witchfinder’s signet ring.
If you take this item, simply make a note of it on your hero sheet (it does not take up backpack space). After you
have made your choices, you perform the grisly task of removing the crone’s head, as evidence of your victory. Then, you leave the cabin. Turn to
89
.

156

‘I like da fightin’ talk!’ says the troll, giving a rumbling belly laugh. ‘I is hungry and could do with some nice tasty ’uman. Come ’ere and
let me clobber ya then.’ You draw your weapon and prepare to defend yourself:

Special abilities

Knockdown: If your hero takes health damage from the troll, you must reduce your
speed
by 1 for the next
combat round.

Regeneration: At the start of each combat round, the troll regains 2
health.
Once the troll’s
health
has been reduced to zero, he cannot heal. (Note: This ability cannot take the troll’s
health
above his starting value of 60).

If you defeat the troll turn to
122
. If you are defeated, you have no choice but to return to the quest
map
.

157

You sidestep one of the ghouls and rush over to the glyphed door, planting your back against the wall next to it. You remember Fetch mentioning that the ward on the door was
used to keep the undead in the catacombs from getting out. Perhaps it will work its magic on these ghouls as well.

Gibbering like hungry hounds, the ghouls spring at you. Your heart skips a beat as you watch the filthy undead creatures hurtle through the air towards you, their clawed hands ready to tear you
to pieces . . .

Suddenly, a sizzling bolt of light shoots out from the door, streaking into each of the ghouls in turn. With a howl of pain, the ghouls are sent reeling back into the far wall, their bodies
writhing in a crackling white fire. You don’t waste a moment and, taking your weapon, you finish off each of the ghouls in turn, backing away from the charred bodies once your work is
done.

You may now take any/all of the following items:

Grave dust ring

  

Ghoul hair

  

Ghoul claw

(ring)

(backpack)

(left hand: dagger)

+1 brawn

This may come in useful one day

+1 speed +1 brawn
Ability:
piercing

Pleased at your good fortune, you turn back to the glyphed door. Perhaps the scroll of opening that Fetch gave you will deactivate the glyphs. Turn to
197
.

158

Warily, you step through the doorway. If you have the word
leader
written on your hero sheet, turn to
220
. Otherwise turn to
201
.

159

‘Hmm, that’s more like it,’ she nods. ‘Now, follow me. I assume you’re capable of that, at least.’ With a swish of her red shawl, the girl
turns and heads back into the woods. You bite down on your tongue and follow, reminding yourself that you are here to protect her and return her home safely, no matter how rude and temperamental
she is.

You have only gone a little way into the trees, when the ground starts to slope downwards, becoming moist and spongy underfoot. Soon you are squelching through thick mud, the air buzzing with
black flies.

‘Just up here,’ says the girl, pushing her way through the low-hanging branches. ‘Findlewort grows in bogs. And this looks just about perfect!’ She stops and points
through the tangled undergrowth. Ahead, you see a sludgy-looking mire and at its centre, a small island covered in root-like plants. ‘There they are. Now, go get me some. I just need a little
for my potion.’

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