Legion of Shadow (90 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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Special abilities

Deadly charge: When Silleer causes
health
damage, she also electrocutes you with her wand. You
immediately lose 1 extra
health
for every 2 points of
armour
you are wearing – rounding up. (If you have an
armour
of 12, you would take an extra 6 damage.)

If you defeat the necromancer, turn to
594
. Otherwise, turn to
732
.

735

Congratulations! For surviving the battle with all four heroes, you may choose one of the following special rewards:

Redguard’s tabard

  

Survivors’ pennant

  

Martyr’s blood

(chest)

  

(talisman)

  

(ring)

+2 speed +4 armour

  

+1 speed +1 brawn

  

+1 magic +1 armour

Ability:
iron will

  

Ability:
fortitude

  

Ability:
martyr

When you have made your choice, turn to
731
.

736

As you sever the last of the glowing bracelets, the creature suddenly pauses in its frantic attack, its bellows of rage petering out into a confused whine. Then, the
ghoul’s momentary confusion passes and it gives another thunderous roar as it charges into the nearest rank of skeletons. No longer under control, the ghoul is now running amok –
stampeding through anything and everything that gets in its way. One of the necromancers’ prize weapons has now been turned against its own army.

You may help yourself to one of the following rewards:

Bracelet of fury

  

Bracelet of fire

  

Bracelet of iron

(gloves)

  

(gloves)

  

(gloves)

+1 speed +4 brawn

  

+1 speed +3 magic

  

+2 brawn +3 armour

Ability:
adrenaline

  

Ability:
embers

  

Ability:
might of stone

  

(requirement: pyromancer)

  

All around you, the battle continues to rage. Turn to
601
.

737

‘Zul was a great man – a genius. He served in the army for many years as a battle mage. That is when I knew him – we fought side-by-side on many
occasions.’ Redguard traces a thin scar along his left cheek, clearly remembering some past encounter. ‘Then Zul left the army to take a teaching post at the university. It was there
that they discovered . . .,’ he stops, glancing up at you nervously. ‘They discovered he was shadow born.’

Your eyebrows arch in surprise. ‘You never knew?’

Redguard shakes his head. ‘Not all shadow born have the mark on their arms,’ he says grimly. ‘Zul was caught practising the dark arts – dabbling in things he
shouldn’t. So he was sentenced and imprisoned.’ The captain snorts, shaking his head. ‘Like four walls would ever stop him. I think it was a month later that he escaped. He was
never seen or heard from again – until now. Sound’s like he’s been busy . . . plotting the end of us all.’

You think back to your brief encounter with the hooded mage – the man who had used you as a puppet to gain the last piece of the Nexus. Would he use that same power again to control you?
The thought sends a cold shiver up your spine. Turn to
553
to continue your exploration of the camp.

738

Undaunted by the size of your foe, you ready your weapons and rush into battle. The sprites streak towards you like fireballs, screaming and shrieking – whilst the giant
throws back its enormous arms and begins hurling crackling bolts of fire in your direction:

Special abilities

Heat exposure: At the end of every combat round you automatically take 2 damage from Magmageddon’s raging
flames. This damage ignores
armour.

Fire sprites: At the end of every combat round, each surviving sprite automatically inflicts 2 damage, ignoring
armour.

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

If you win a combat round against Magmageddon, you can choose to apply your damage to Magmageddon or a fire sprite. Once a fire sprite is destroyed, you no longer take damage
from it. If Magmaggedon dies, all surviving sprites are automatically reduced to ash.

If you manage to defeat this epic foe, turn to
400
.

739

Redguard pushes back his chair and gets to his feet. ‘You say that Jenlar mentioned an attack, an army that will be raised from the bone fields to crush the
resistance?’

You nod. ‘Yes, he mentioned a name. Zul Ator.’

The captain flinches, as if the name means something to him. You also notice Lansbury shifting uneasily at your side. ‘I have suspected trouble from this quarter for a while now,’ he
says solemnly. ‘You see, we are alone here. We are the only defence if things go ill. To the south of us is Talanost and the encamped remnants of the city guard; the resistance.’

He walks over to the window and beckons you over. You join him, looking out onto a training yard where a few young soldiers are sparring. ‘We have seen increased skirmishes with the undead
out in the fields. Their numbers are growing. You speak of an army – I have seen no such thing, but that doesn’t mean it isn’t out there. The fields are big, dangerous. I would
need an army myself . . .’ He gives a heavy sigh. ‘Most of my men – my best men – have been pulled back to the front, to Talanost, to help with the defence. Now I am left
with my youngest troops. They are novices, fresh-faced and inexperienced.’

He points to Nyms and Caeleb, who you see walking out into the yard, inspecting the men’s training. ‘I was lucky to catch those two. Ex-army. They were passing through on their way
to Talanost to sell their swords. Luckily I had enough in the coffers to pay them to stay. They’re good at what they do – and if what you say is true, we’ll need good
fighters.’ Turn to
693
.

740

As you deliver the killing blow, the shadowstalker’s body turns to wisps of shadow magic, leaving his clothes and weapons to fall useless to the floor. Instinctively, you
draw back your sleeve to reveal your glowing mark. You can feel it pulsing and tingling beneath your skin, as if it can sense the nearby magic and craves its sustenance. The floating wisps spiral
towards the branded skin, filling you with energy as they come into contact with the mark.

Enthused with Budak’s dark magic, you throw back your head, laughing in ecstasy as the air crackles around you, charged with your newfound power. (You may increase your
brawn
or
magic
score by 2 for the next combat only).

Around you lies a scattering of Budak’s clothing and equipment. If you are a rogue, turn to
733
. Otherwise turn to
724
.

741

You pull back your sleeve, revealing your own mark, burning with magical energy. The shadowstalker gives a gasp when he sees you, then his face lengthens into a cruel sneer.
Between you, the shadow energy twists and coils, caught in an invisible tug-of-war as each of you attempts to absorb the energy.

You must take a challenge test using either your
speed
or
magic
, whichever is highest:

  

Speed/Magic
  

Tug of war

   

20

If you are successful, then you absorb the magic. You may heal 12
health
and restore 2 lost
armour
points. If you fail, the stalker absorbs the energy instead.
Then turn to
746
.

742

‘This world was once yours,’ spits the creature. ‘Before we came and took it from you. You created us, with your dark magics and corrupted dreams of power. We
were to be your servants, slaves to your will.’

Sharroth shakes its head, sending black drool showering across the sand. ‘Fools! You brought us here and in doing so you sowed the seeds of your own destruction. We waged war and we won,
destroying every last trace of your civilisation, wiping the planet clean of your taint. There is nothing left, only ash and shadow . . . and the shattered, broken spirits of your
people.’

You glance along the ranks of the army, noting a number of men and women just like yourself, their arms glowing with their own shadow marks.

‘Yes. You surrendered,’ continues Sharroth. ‘You begged us for a second chance. You had seen what the legion was capable of – what power could be yours. And so, you
joined us and became the Nevarin; the enslaved, for that is exactly what you are.’

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