Legion of Shadow (85 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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You must now fight the following battle between Witchfinder Gull and the wights:

Special abilities

Retribution: If Gull rolls a
when rolling for
his damage score, he engulfs the wights in magical fire. This allows Gull to add an extra 10 points of damage to his score.

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

If Witchfinder Gull falls in battle, you must take his place, fighting the wights with the
health
they have remaining. If you defeat the wights, turn to
712
. If you are defeated, turn to
661
.

704

Lansbury has given you three rods. Each rod has a different magical effect. These are:

Type:

  

Effect:

Rod of enfeeblement

  

reduces all opponents’
brawn
and
magic
by 2.

Rod of slowing

  

reduces all opponents’
speed
by 1.

Rod of rending

  

reduces all opponents’
armour
by 4.

The army can only reach you by taking one of the three winding pathways up to the top of the hill. There is one to the north, east and west of where you are standing. By
placing a rod in front of each of these pathways, you can use them to help defend each one.

Make a note on a piece of paper of which rod you are placing at which pathway exit (north, east or west). You must have one rod positioned at each exit. Also make a reminder note of what each
rod does. Once you have made your decisions, you wait tensely for the assault to begin. Turn to
717
.

705

You charge into battle, your ears ringing with the thunder of hooves and the roar of the wind. Ahead of you, the undead army surges across the barren plain, unaware of
Redguard’s force now galloping into their exposed flank. Bones crack and splinter as you spearhead through the ranks of skeletons, your weapons flailing at your sides as you beat back their
futile efforts to strike back.

Then the momentum of your charge is halted by the sheer weight of the enemy force, bearing down on you from all sides. For what seems like an eternity, you are battling to remain in the saddle
as the skeletal warriors seek to knock or drag you to the ground. You hear the cries of several of your comrades, who have been unhorsed and overwhelmed by the undead masses.

Things are starting to look bleak, when suddenly a loud explosion sends bones and ash showering across the battlefield. A second blast rips into the skeletons ahead of you, throwing their
burning bodies up into the air. You glance over your shoulder to see Inquisitor Mathis and Lansbury hurling balls of magical flame into the undead ranks. Already sizeable holes have started to
appear where their magic has blown away the skeleton defenders. But there are still more, spilling into the gaps like an endless tide.

‘Back! Back!’ shouts Redguard, struggling to be heard over the tumultuous din. ‘We’re being flanked!’ He turns his horse and makes for the edge of the battlefield.
You follow suit, battering away the wall of skeletons that seek to hamper your retreat. Once free of the tight press of bodies, you see the reason for Redguard’s concern. A cloud of smoke is
drifting down from the bone fields, thrown up by a regiment of plate-armoured knights astride nightmarish steeds.

Redguard is already charging towards them, to head off their attack. Nyms, Caeleb and most of the other soldiers have followed. Turning in your saddle, you look back to see Lansbury, Tulcas and
the remaining guardsmen cut off by a dense mass of skeletons. With their attention focused solely on defending their position, the small force is oblivious to the huge lumbering beast that is fast
approaching. It looks like a gigantic ghoul, its rotting flesh hanging off its thick, bony limbs. The creature is trampling across everything in its path to reach Lansbury and the small knot of
defenders. Moving to head it off is Inquisitor Mathis. The burly warrior is battling his way through the skeletons, his mighty warhammer crackling with magical energies.

Will you:

Charge the undead knights? —
773

Help Mathis to defeat the ghoul? —
714

706

Each chest contains a number of items from the king’s treasury. If you wish, you may now choose up to two of the following rewards:

Dour claws

Stone coat

Pulveriser

(left hand: fist weapon)

(chest)

(main hand: hammer)

+1 speed +4 brawn

+2 speed +2 armour

+2 speed +4 brawn

Ability:
rake

Ability:
might of stone

Ability:
knockdown

After brushing the stone dust from your clothing, you take the archway through into the next chamber. Turn to
725
.

707

It is late evening when you receive the summons to Laine’s temporary quarters. You find the grey-haired man seated behind a small desk, wearing a woollen shirt and
breeches in place of his armour. He stands as you enter and, to your surprise, salutes you.

‘Sir, I am honoured but I don’t . . .’

The inquisitor raises a hand, interrupting you. ‘You fought a fine battle out there. Indeed, Redguard speaks highly of your abilities.’ He walks around the table to stand in front of
you. ‘Unlike many of my battle brothers, a soldier’s past is of no consequence to me. It is what they do – their actions – that make them what they are.’

His clear blue eyes bore into your own, as he takes your arm and pulls back your sleeve. You flinch as your shadow mark is exposed. ‘If Mathis knew of this, he would kill you without a
second thought, without remorse. To him, you represent the enemy – everything we are sworn to destroy.’ He removes his hand from your arm, which tingles and burns where the brand marks
your skin.

‘I may be judged for what I am about to do, but I have always gone with my heart. If you wish, I would like to make you an inquisitor. You won’t be officially recognised as such
– that I cannot do. The abbots in the capital bestow the true title of inquisitor to those who have proved themselves through years of testing and hardship. But I can gift you some of our
powers. I think you have earned them.’

If you wish to learn the inquisitor career, turn to
668
. Otherwise, return to the quest
map
to continue your adventure.

708

The mighty dragon crashes to the ground at your feet, sending a shockwave around the cavern. There is a deafening, splintering sound from above, then stones and rock start to
rain down from the darkness. In horror, your realise that the cavern is collapsing.

Quickly, you dive onto the dragon’s hoard and begin filling your pockets. (You have gained 100 gold crowns.) You may also help yourself to one of the following items before you are forced
out of the cavern by the raining debris:

Dragonslayer

Dragonscale mail

Dragonscale cloak

(left hand: sword)

(chest)

(cloak)

+2 speed +4 brawn

+2 speed +3 armour

+2 speed +2 armour

Ability:
deep wound

Ability:
second skin

Ability:
second skin

(requirement: warrior)

You flee back along the tunnel, emerging in the rubble-strewn chamber where you fought the stone elemental. Eager to see daylight once again, you take the doorway opposite,
which leads out into the seared scar. Turn to
475
.

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