Legion of Shadow (63 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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538

‘I was a fool and it’s all my fault,’ says the man, grimacing with pain. ‘We were taking pictures of the scar – me and my companion, Belinda. It
was her balloon, you see – she’s an aeronaut. Poor lass never wanted to come, but I talked her round in the end. Like the clot I am, I never admitted that the real reason was so I could
spend more time with her.’ The man’s cheeks redden beneath his grey beard. ‘It was all going without a hitch, then there was this big gout of flame – came right up out of
the scar like dragon’s fire. And it hit us! Next thing I know I’m falling and I hear Belinda screaming. Oh it was terrible!’

He tries to stand, but sags back to the ground with a grunt. ‘Belinda fell right into the scar. Yes, right down into it. And our balloon went with her.’ He shifts around, to look
upon the jagged rift that cuts across the ashen wasteland. ‘I don’t suppose you would go down there and see if she is still alive? I can’t do anything with this darned wound
– but I’ll join you as soon as I can.’

Will you:

Ask what taking pictures means? —
329

Ask how the crater was made? —
511

Ask if you will get a reward? —
316

Agree to enter the scar and find his companion? —
526

539

You hurry to Bern’s side and help the ranger to sit up. Although you can see no physical wounds, the magic has clearly caused serious injury to the warrior.

‘Don’t worry,’ he wheezes, his face ashen. ‘I paid for my mistake, but it won’t happen again. Help me up.’

Bern leans on you for support as he struggles back to his feet. You ask him what that thing was, and why it attacked him when the door was touched.

‘Someone or something put a magical trap on the door,’ explains Bern, eyeing the cabin warily. ‘It was activated the moment that I tried to enter. If it hadn’t been for
you, I would have been a goner. Thank you, friend.’

‘So, will it be safe now?’ you ask.

‘Perhaps it’s best you go on ahead,’ says the ranger, settling down on a rock to catch his breath. ‘You won’t set off any more traps, if there are any. You are
shadowborn; the traps will simply think you are a friend, not a foe.’

You grimace – finding little comfort in the man’s words. Leaving Bern to rest, you carefully approach the cabin door and pull it open. Turn to
550
.

540

The stone elemental breaks apart in a shower of stone and dust. You may now help yourself to one of the following rewards:

Diamond gauntlets

  

The rock

  

Elemental dust

(gloves)

(main hand: club)

(talisman)

+2 brawn

+4 brawn

+1 magic

Ability:
piercing

Ability:
slam

Ability:
might of stone

(requirement: warrior)

Where the stones and rocks had originally lain, you spot the skeleton of an adventurer. Evidently they were crushed when the ceiling caved in. Kneeling down beside the corpse,
you notice that they are gripping a small steel box to their chest. You peel their bony fingers away from it and lift it free. Trying the lid you discover that the box is locked. If you have a
fine silver key
then turn to
507
. Otherwise, no matter how hard you try, you cannot prise open the lid. Angrily, you discard the box and turn your attention back
to the chamber. Turn to
215
.

541

The mage gives a gasp of astonishment as your blow penetrates his defences. Black energies spill out of his broken body, twisting and swirling into the air.

‘No! I will not be defeated!’ His grey robes crumple in a heap at your feet, the magic from his body spinning like a whirlwind, up into the air.

You kneel beside the body, searching the mage’s remains. You find 50 gold crowns and may now help yourself to one of the following rewards:

Pot of mending (1 use)

  

Inner circle

  

Zul’s zapper

(backpack)

(necklace)

(ring)

Use any time in combat to restore 12
health

+5 health

+1 brawn +1 magic

Ability:
curse

Ability:
zapped!

When you stand, the dark magic begins to pour into your exposed shadow mark.

You drink it in – all of it – feeling it healing your wounds, feeding your tired and aching muscles. And still it comes . . . surging into you, forcing your head to snap back as you
open your mouth in a silent scream. You want it to stop, but you are powerless, as the mage’s dark magic flows like a river through your senses, filling you with an unimaginable power. Turn
to
750
.

542

You hack away at the reed netting, finally clambering free of its painful barbs. Meanwhile, Bern has dispatched the last of the wreekin warriors, his glowing blade now coated
with green blood. Grimly, he eyes the dead bodies. ‘Let’s search these and see what we can find.’ Turn to
479
.

543

When you reach the bottom of the ravine, the steam and heat is almost overpowering. All around you, pools and rivers of magma flow sluggishly through the black rock,
occasionally throwing up steam and gas into the air. Struggling to see through the smoky heat haze, you manage to spot a narrow pathway of rock leading across the molten sea.

You make your way along the path; the stone cracking into glass splinters beneath your feet. At last, you arrive at a circular island of black rock. From this island, another pathway winds
further out into the smoke and fire.

At the centre of the island, within a circle of stones and ash, rests a nest of thorny brambles. As you approach this curious oddity, the nest suddenly erupts into flames. There is a screeching
cry as a giant bird, made of pure fire, rises up out of the blazing bonfire. The creature spreads its wings – its gold and scarlet plumage rippling with fire. You realise, in alarm, that you
have awoken a phoenix. It emits another piercing screech from its sharp, serrated beak, then launches itself at you:

Special abilities

From the ashes: * When the Phoenix has been slain, it immediately rises again from the ashes. Use the stats for
the Risen Phoenix to continue the battle. Once the Risen Phoenix is slain, the combat is over.

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

If you defeat the phoenix, turn to
565
.

544

You split open the fish’s gargantuan belly, back-pedalling to a safe distance as rotting meat and bones spew out into the water. As the putrid miasma of half-digested food
begins to settle, you spot a number of items floating amongst the debris. You may now take one of the following:

Betsy Blue anchor

  

Navigator’s waistcoat

  

St Elmo’s fire

(main hand: anchor)

(chest)

(left hand: orb)

+1 speed +4 brawn

+2 speed +2 armour

+2 speed +2 magic

Ability:
stun

Ability:
charm

Ability:
lightning

(requirement: warrior)

You swim to the other side of the hall, where a set of stairs lead through into another chamber. Turn to
587
.

545

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