Legion of Shadow (82 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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Special abilities

Snapping beak: At the end of every combat round, you automatically take 2 damage, ignoring
armour.

Body of bone: Your opponent is immune to
bleed
and
venom
.

If you defeat the bone wyvern, turn to
776
.

682

You circle around Avian. The mage is weak; you can sense his magic failing him. He will be an easy fight – the last step on a road that has led you back home to the shadow
legion. With that vast army at your side, you can return to Valeron, and then you can take revenge on a world that has branded you a monster.

‘Yes! Yes!’ hisses Sharroth. ‘Use your anger. Destroy Avian. This fool dared to call you his apprentice. Show him who the true master is. Do it now!’

But your weapons remain at your side. Fresh memories, fresh faces are now flashing through your mind. You remember the adventures that you have had, the battles that you have fought, the
companions that you have made: Nyms, Caeleb, Lansbury. You see Redguard, standing before you, his firm hand resting on your shoulder.

I will believe that fate has brought you to us . . .

You see Jenlar, gripping onto you with pain and hope in his eyes.

You are the chosen one . . . the one who will betray the legion . . . absorb the magic . . . the shadow magic will make you powerful.

You remember the sacrifice of others; those who fought and gave their lives on the battlefield to fight for what they believed in. Not for power – but for freedom.

‘Please,’ begs Avian. ‘There is goodness in your heart.’

You turn to Sharroth. The vile, grotesque creature is watching you uncertainly, sensing a shift in your thoughts.

‘I am not a monster,’ you state firmly. ‘What future can you offer me? There is no future in pain and destruction.’

‘The legion is your future, Nevarin!’ spits the creature.

You shake your head. ‘I don’t think so . . .’ Turn to
782
.

683

Beyond the stone barricade you see a number of guards, armed with swords and shields. Over their vests of chain mail, you notice that each one is wearing a similar tabard to
Lansbury – displaying a gold dragon on a field of green. You also observe that they all look young and decidedly nervous, as if this is their first posting.

Inside the tower, you are led through a series of stone chambers, mostly filled with crates and boxes, and up several flights of stairs, before coming to a small office. Seated behind a desk,
littered with papers and books, is a pepper-haired man in a green tunic. His broad frame and muscled arms speak of a warrior still in his prime, despite his advancing years.

‘Captain Redguard,’ says Lansbury, by way of introduction. She takes a knife from her belt and cuts your bonds, releasing your hands. Nyms and Caeleb bow their heads and leave,
closing the door behind them.

The captain looks at you with interest, his brow creasing as his eyes come to rest on the shadow mark. ‘What is this?’ he asks gruffly.

Lansbury explains how you came to meet and your story. You are impressed that she remembers every detail of it. When she has finally finished, you find that you can add very little.

‘You have no reason to trust me,’ you state nervously. ‘But I have seen what the legion can do. I was in Talanost when the city was attacked. I saw monsters . . . terrible
things that had no remorse, no guilt for the destruction that they were causing.’ You raise your arm, openly displaying the branded mark. ‘Yes, I have been told that I am one of them
– that I come from their world and as such I should glory in such pain and destruction. But . . .’ You take a deep breath, composing yourself and ordering your thoughts. ‘I have
no memory of that life. My past has been erased. And because of that, I hope my actions . . . my choices now . . . are what others will judge me by.’

You bow awkwardly then take a step back, awaiting Redguard’s verdict. The captain smiles, his fingers absently tapping the table top. ‘I can’t say as I like having one of your
kind around – but if Lansbury’s account is a true testimony to your prowess, we could use you around here.’ Turn to
739
.

684

Suddenly, the sky is lit up by a bright series of explosions. A small squadron of mages are sweeping across the camp, mounted on flying carpets. They twist and weave around the
floating monster, firing off a dazzling array of magic spells. However, the beast’s giant tentacles simply bat their efforts away with ease.

As one of the mages hurtles past, you call out – beckoning him over. He veers away from his companions, his carpet spitting a trail of black smoke. ‘Think I took a hit,’ he
shouts, screeching to a halt beside you.

You hop onto the carpet next to him. ‘As long as it still flies . . . now, get me in close. We need to get past those tentacles!’

The mage’s carpet lurches forward, taking you up into the midst of the aerial dogfight. Several of the mages have already been hit by the orb’s deadly ray and are now plummeting to
the ground, their carpets spewing flames and smoke.

‘Steady, steady!’ you order, as the mage guides the carpet closer to the orb, dodging its whirling tentacles. At last you find yourself whizzing past the beast’s exposed back.
‘That’s it! Here goes!’ Balancing on the edge of the carpet, you skilfully launch your own flurry of attacks against the giant orb:

Special abilities

Eye beam: At the end of every combat round, the death orb rakes the sky with a beam of scorching magical
energy. To avoid being hit, roll 3 dice. If the result is equal to or less than 10, then you have avoided it. If the result is higher, you have been hit and must take 2 damage, ignoring
armour.

If you win the combat you may restore your
health
and then turn to
665
. If you are defeated, then you must begin this boss encounter from an
earlier point (although you cannot choose rewards from enemies that you have already defeated). Restore your
health
and then turn to
748
.

685

You lift the crown from out of your backpack and look upon its intricately carved stone work. With the lamprey worm defeated, you could keep this remarkable treasure for
yourself. Alternatively, you could hand over the crown to Raolin. After all, Sahna was depending on you.

Will you:

Take the crown for yourself? —
689

Give the crown to Raolin? —
696

686

Lansbury looks over at the men under her charge. ‘Yes, the bone fields are a dangerous place, particularly for those who are inexperienced. You see, the undead
aren’t the only problem. We still have the anomalies – areas of magic that are volatile and dangerous to the unwary. Most just cause a bout of sickness or fever, others can do worse
things . . . freeze you like ice, burn you like fire . . . even turn you inside out.’ She shudders. ‘Don’t worry, my healing arts are sufficient for most, but I do prefer more
traditional remedies at times: bed and rest.’

Turn to
597
to ask another question, or
553
to leave the tent.

687

The south of the hill is overrun with black, multi-legged insects, their long snaking bodies moving with frightening speed. As several attempt to slip past Janna’s guard,
the ranger chants words of magic, summoning thorny spikes from the earth to skewer their segmented bodies. The remaining crawlers attempt to surround her, but Janna is a skilled swordswoman,
fending off their sharp mandibles with her rune-etched blade.

You must now fight the following battle between Janna and the crawlers:

Special abilities

Thorn armour
: Janna can cast this spell any time in battle, to raise her
armour
by 5 for one combat
round. It also inflicts 1 damage dice, ignoring
armour
, to her opponent. This ability can only be used once.

Field medic: If you are a medic, you can cast
mend
on Janna once during her combat. You may still use
this ability on yourself, if you engage in combat afterwards (see below).

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