Legion of Shadow (70 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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The shadowstalker has the following abilities:

Shadow speed (sp)
: When rolling for your attack speed, all results of
automatically become a
.

Shadow fury (co)
: Use this ability to add the
speed
of both your weapons (main hand and left hand) to your damage score. This ability can only be used
once
per combat.

Once you have made your decision, turn to
729
.

587

In the middle of the chamber, a huge stone pillar rises up to the ceiling. On each of its faces is carved the figure of a dwarf, dressed in various attire, from rune-covered
robes to plated armour. Each of the four incarnations is wearing a jewel-studded crown. You assume that this must be the Dour king and the carved crown is a replica of the one that you are
seeking.

There is little else in this room, save for clumps of fluorescent anemones and some swaying fronds of seaweed. You swim over to a passageway in the north wall and follow it through into a small,
flooded room. Turn to
574
.

588

The training yard rings with the sound of steel on steel as Nyms and Caeleb spar with one another. A crowd of eager young guards have gathered around them, cheering and
applauding as the two expert warriors put on a startling display of sword-work.

Nyms spots you in the crowd and lowers his swords, nodding in your direction. Caeleb pauses in mid-step, twisting round to see what has caught his opponent’s attention.

‘Well, well,’ says Nyms, twirling his blades expertly in his hands. ‘Have you come to show us what you can do?’

There is a hushed silence as everyone looks to you expectantly. Caeleb bangs his sword against his shield, grinning through his teeth. ‘Shall we see if those weapons of yours are just for
show, eh?’ he asks, looking you up and down.

Nyms walks over and stands by his companion’s side. ‘If you beat us, we may even teach you some of our best moves. What do you say?’

Will you:

Challenge Nyms? —
753

Challenge Caeleb? —
676

Politely decline and leave the yard? —
553

589

Quest: Winter’s hill

The bang of a door wakes you from your slumber. Still befuddled by sleep, your hand reaches out to the table beside your bed, fumbling for your weapon. You notice that the rest
of the barracks is empty. A pale morning light filters through the shutters over the window.

Lansbury is marching down the aisle between the pallet beds. She stops at the foot of yours, her face red with rage. Under one arm is a collection of books, and in the other is a sack. ‘Of
all the pig-headed, stubborn . . .’ She drops onto the end of the bed, looking about to cry. She takes a moment to compose herself, then glances over at you.

‘I’m sorry,’ she apologises. ‘It is rather indecent of me to just barge in here, but I need your help.’

You run a hand through your dishevelled hair. ‘What happened?’ you ask.

‘Inquisitor Mathis, that is what happened,’ she snaps, her rage rising again. ‘He won’t listen to a word I say. And now he has Redguard running rings around him – I
can’t get a straight answer out of either!’ She opens one of her books and turns it to face you. ‘Look, see that?’

You lean forward, examining the page. It appears to be a journal, and sketched on the page is a picture of an angel, with its arms and wings outstretched.

‘It’s an angel,’ you state, scratching your head.

Lansbury rolls her eyes. ‘Yes. Since you mentioned to Redguard about the message that Jenlar gave you – that the angels must awaken – I’ve been researching through the
books I found in those ruins. Those statues are referred to several times in that text as guardians. And here,’ she fumbles for another book, opening it out to a marked page. ‘Here they
are also referred to as the arcs of light.’

‘Arcs of light?’ you repeat, handing the journal back. ‘Jenlar never mentioned that.’

Lansbury gets to her feet, stuffing the books back under her arm. ‘I’ll explain on the way. You will come with me, won’t you?’

‘Come where?’ you ask, already sliding off the bed.

‘We’re going out into the bone fields. I want to examine one of those statues.’ Turn to
656
.

590

You find the body of a dead ranger, lying amongst the refuse at the bottom of the pit. Some of the warrior’s items and clothing are still salvageable. If you wish, you may
take up to two of the following:

Lincoln green

  

Scout’s longboots

  

Deliverance

(chest)

  

(feet

  

(left hand: sword)

+2 speed +2 brawn

  

+1 speed +3 brawn

  

+1 speed +3 brawn

Ability:
charm

  

Ability:
sideswipe

  

Ability:
deep wound

You also find a purse of gold. (You have gained 50 gold crowns). As you scan the rest of the pit, looking for any other chance treasures, you discover a small circular grill in
one of the walls. A quick examination reveals that it is protecting a pipe outlet. Relieved that you have finally found a way out, you tug the grill free and then enter the tight crawl-space. Turn
to
453
.

591

You press on, making for a line of bone giants who are slowly advancing at the rear of the army. As you bat away the skeletons that seek to frustrate your progress, you become
aware of three others making for the same position. You recognise Redguard and Mathis – both are now fighting on foot, their faces grim-set as they battle against the endless horde. The third
warrior is a grey-bearded man in thick plate armour. In one hand he holds a shield, riddled with dents and splintered arrows. In his main hand is a broadsword, glowing with magical runes.

He catches your eye and for a moment the battle recedes into the background, as you both try and place how you know each other.

‘Ravenwing!’ you gasp, recognition dawning.

The man offers you a tight smile. ‘Still fighting for us I see. Long may it last.’ He swings his blade in a deadly arc, lopping the heads off the surrounding skeletons. ‘Follow
me, we’re going for Zul.’

You cut your way through the skeletons to join Ravenwing. Together you fight side by side, heading steadily northwards. Mathis and Redguard are doing likewise. A few minutes later and the four
of you are stumbling free of the surging tide, the area ahead of you clear. And marching towards you are four of the biggest bone giants you have ever seen. If you have
air superiority
turn
to
546
. Otherwise, turn to
555
.

592

You escort Hal and Belinda out of the seared scar. As you prepare to part company, Hal takes out his camera. ‘Here, can I get a picture of you? Do you mind? Might be worth
a bob or two in the future, you never know.’

You watch with fascination as the old explorer presses various buttons on the brass box. The cogs and gears begin spinning and then, all of a sudden there is a bright flash, followed by a jet of
steam escaping from one of the camera’s nozzles.

‘There you go!’ he grins. He whips out a square of parchment from the underside of the camera and then begins flapping it back and forth in the breeze. Intrigued, you walk over and
take a look. To your surprise, an image of you is slowly starting to appear on the parchment.

‘Wow. Do I really look that ugly?’ you ask, feeling at your face.

‘Camera never lies,’ says Hal, chuckling into his beard. ‘Hey, why don’t you keep it. Little memento of your adventure.’

You take the
photograph
(make a note of this on your hero sheet. It does not take up backpack space). After thanking Hal and Belinda, you head back into Mistwood. Return to the quest
map
.

593

You press the tiles into the wall, following the sequence shown on the stone tablet. This time, as each tile slides back, they remain in place. When the final tile is pressed,
there is a grating rumbling sound from somewhere behind the wall. Suddenly, the grid begins to rearrange itself, some tiles sliding into secret recesses, others moving into the newly created
spaces, to end up forming a small hole at its centre.

From this secret cavity a number of gold crowns, jewels and glowing talismans spill out into the water. You try and collect as many of the treasures as you can. (You have gained 40 gold crowns
and a
perfect diamond.
If you wish to take the gem, simply make a note of it on your hero sheet. It does not take up backpack space.) You may also choose one of the following special
items:

Dour’s whetstone

Seal of war

Lodestone

(talisman)

(talisman)

(necklace)

+1 speed

+1 speed

+2 magic

Ability:
piercing

Ability:
charge

Ability:
rust

(requirement: warrior/rogue)

After pocketing your treasures, you swim up through the blast hole in the room’s ceiling. Turn to
437
.

594

You deliver a fatal blow, silencing the evil mage. Stepping over her body, you watch as several more of the knights topple from their black steeds, their now-empty armour
rattling to the ground. If you are a mage, turn to
570
. Otherwise turn to
577
.

595

Legendary monster: Malcontent

The creature is perched on a broken colonnade of stone, its black wings outstretched like an angel of death. Tattered black cloth hangs over its skeletal body, rippling in the
bleak wind. Perhaps it was a man once, before it was twisted and reshaped by dark magics. From the depths of its black hood, you feel the creature’s eyes upon you – watching and
waiting.

Redguard was right. This is the undead monster that has been preying on the scouts and messengers along the Talanost road. You make towards the bone-covered hill, weapons drawn and glinting in
the evening twilight. As you near, the creature flaps its enormous wings, sending black shapes whirling into the air. They coalesce in a dark cloud above the creature’s head, cawing and
screeching. Crows, you realise, grimly.

In silence, the creature kicks off from the colonnade, its immense wings carrying its hunched form towards you. From its decaying robes, two scythe-like claws whip outwards, long and wickedly
sharp. Then the sky goes dark as the crows fall upon you, pecking and biting at your exposed flesh.

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