Legion of Shadow (40 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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Special abilities

Dervish: This fighter’s deadly attacks ignore your
armour
.

Whirlwind: Each time Nasareim rolls a
for
damage, he may roll an extra die for damage. If Nasareim rolls another
then he may roll another die – and so on.

If you defeat Nasareim, turn to
370
.

353

You lead the way down the tunnel, with Shay following behind. You make slow progress, as the narrow passage is choked with thick roots. They break out of the walls and ceiling,
filling the tunnel in crisscrossing patterns. Shay stops several times to take samples.

‘These roots seem healthier,’ she comments, holding up her latest sample in its glass bottle. ‘Interesting.’

As you struggle onwards, weaving between the roots, you finally emerge in a huge bowl-shaped cavern. A narrow ledge leads around the dip to another tunnel opening, covered in more snaking tree
roots. However, your attention is drawn instantly to the bottom of the crater-shaped hole, where a series of stone ruins are protruding from out of the soil.

‘Dwarf ruins,’ gasps Shay, her hand going to her mouth. ‘I never thought we would stumble on those down here. How utterly fascinating!’

Will you:

Investigate the ruins? —
380

Leave via the tunnel? —
393

354

You’ve almost caught up with the boy, when he suddenly swerves to the side, dodging your grasping hands. ‘Don’t give up, do yer,’ he shouts, darting into
a shadowy alleyway. You follow him in – realising a moment later, the foolishness of your hasty pursuit.

You skid to a halt, facing a rag-tag crowd of children, all armed with clubs, knives and other dangerous-looking weapons. Afty stands in the middle of the group, grinning at you. ‘Sorry
friend, but I can’t lets yer catch me. No one catches Artful Afty.’ A couple of the children nod in agreement, their small hands tightening around their makeshift weapons.

As you ponder your next move, a soft, well-mannered voice breaks the silence. ‘Well, well little ones. What we caught in the net today then, eh?’

You look round, to see a scruffy-looking man standing in the mouth of the alleyway. He bows to you, his mud-flecked coat opening to reveal the hilts of several daggers, tucked into his waist
band.

‘Now, under normal circumstances, I’d be a gentleman,’ says the stranger, rubbing his stubbly chin. ‘But as it is – you have some nice gear there. And, as
you’re new to town, no one will miss yer, will they?’

In a flash, he has drawn two daggers and is lunging towards you, his weaselly eyes full of greed and envy. You must now fight this thief:

If you defeat this desperate vagabond, turn to
309
.

355

From glancing at the other people gathered around the statue, it is clear that the boy is cherry-picking those from the group who look like they can handle themselves. The man
opposite you has the appearance of a blacksmith, with broad shoulders and thick muscular arms. Next to him is a stern-faced woman, dressed in a thick riding cloak and leather armour. You see an
empty scabbard and knife-holder hanging from her belt.

The boy suddenly appears, sweating heavily. You imagine it must be hot underneath the thick, black coat he is wearing. ‘Listen,’ he says, leaning in towards the group. ‘Now
don’t show alarm to the others. We can’t have any . . . panic. Do you understand?’

A few uncertain looks are passed around the circle, then everyone nods.

‘Good.’ The boy proceeds to unfasten his coat, then, with a flourish he holds it open. To your surprise, you see a veritable armoury of items tied into the lining of the coat.
‘I want you all to take what you need. What we are going up against . . . well. . . you’ll soon see.’

‘What possible use are these?’ asks the blacksmith, wrinkling his brow. He points to a string of garlic. The boy gives him a wry smile – suddenly looking much older than his
years.

‘You don’t get it, do you? The count is no ordinary man. And his . . .’

The boy is interrupted by the creak of the double doors at the end of the room. Two servants enter. One is holding a small brass gong, which he proceeds to hit. The room echoes with the
resonating boom.

‘Ladies and gentlemen,’ the other servant announces. ‘The Count Kristoe cordially invites you all to his banquet.’

A wave of excitement washes across the crowd as people start to make their way through the double doors. The boy turns back to your group, his face looking panicked.

‘Come on, there isn’t much time. Arm yourselves and keep them hidden from view. You’ll know when the time is right to use them.’

One by one, the members of the gathering choose from the odd assortment of items in the boy’s coat. At last, it is your turn to choose. Turn to
405
.

356

You follow Bern and Talandra deeper into the forest. Solandris, now freed from her bonds, walks beside you, occasionally casting a dark glance at yourself and Bern. Her fingers
are continually tapping the pommels of her daggers, tucked into her garland belt. It is clear that her defeat in the clearing has only served to intensify her desire for revenge.

The thin, almost invisible trail meanders south, taking you across streams and over steep, muddy banks. At last, you pass beneath an archway of blossoming roses, to find yourself in an area of
forest more beautiful than you could ever have imagined.

Golden light streams through the tree tops in brilliant beams, casting an otherworldly hue over the hills and glades. From a rocky cliff-side, carpeted in climbing roses, a marvellous waterfall
plunges down into a wide, crystal-blue pool – its many rivulets and streams sparkling in the sunlight.

Everywhere you look, there is something that steals your breath away, from the ancient trees that soar impossibly high to the intricate marble statues bedecked in garlands of red and gold. You
walk through this paradise as if in a dream, the fragrant air and melody of cricket song and cascading water, making you feel both relaxed and light-headed.

‘Come, the unicorn is this way.’ Talandra leads you to a cave, its entrance almost hidden from view by trailing foliage. Pulling the vines aside, she gestures for you and Bern to
enter. Turn to
342
.

357

Legendary monster: Barkrot

On the edge of the withered glade, a single rotting tree stands alone, surrounded by a blackened patch of blighted earth. As you approach, the tree springs into life, its
immense black branches forming themselves into gnarly fists.

The creature’s mouth falls open, belching clouds of green, noxious gas. ‘Back! Go back!’ chokes the tree. ‘I have suffered enough! I will not suffer anymore!’
Before you have a chance to act, the tree’s roots wrap themselves around your legs, their barbed thorns puncturing your armour and digging painfully into your skin.

Rooted to the spot, you have little choice but to defend yourself against the corrupted tree’s flailing branches:

Special abilities

Tangled roots: Roll a dice at the start of every combat round. If you roll a
or
you automatically lose 5
health
from the deadly thorns. This ability ignores
armour
.

Air of corruption: You cannot use any special abilities in this fight. You may still use potions and other
backpack items.

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