Legion of Shadow (13 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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85

The clothier offers you a polite smile. ‘Well I can’t just fashion them from thin air, my dear. I need materials to work with. Bring me the following, and I will be
able to create some fine clothing.’

If you have
ragged boots
and
spindlesilk

110

If you have a
ragged cloak
and
spindlesilk

132

If you have
bat leather
and
crocodile skin

114

Otherwise, you promise to return at a later date —
46

86

‘I am sorry,’ says the elderly man, offering out a hand in greeting. ‘I am Father Grandolt, the village priest. I pray each day for the One God to deliver us
from the terrible curse on our land.’ He walks over to the edge of the well. ‘I fear this is just a part of the ill luck that has befallen us. Perhaps we are being punished for some
sin, some wrongdoing . . .’ He shakes his head, sadly. ‘My son . . . he didn’t deserve this.’

Will you:

Agree to help the villagers? —
238

Ask if there will be a reward? —
8

87

Quest: The witch hunt

As evening falls, you head into the village of Tithebury Cross, eager for some hot food and a bed for the night. However, as you turn into the main square, you find yourself
walking into the middle of an impromptu gathering.

You squeeze through the tight press of bodies to reach the front of the crowd. A thin, gaunt man wearing blue robes is stood on the steps of the village hall. From the resplendent gold chain
around his neck, you assume he is the local Speaker. He is holding up a sheet of parchment for all to see. You edge forwards to take a closer look. On the parchment, there is a crudely drawn sketch
of a witch. Underneath it, scrawled in red ink, is the single word: GUILTY.

‘You don’t need to stand for this anymore,’ intones the Speaker, beating his fist against the parchment. ‘You know – we all know – who is responsible for your
hardships. You don’t have to stand by and watch your crops fail, you wells dry up, your children suffer . . . it is time for you to take matters into your own hands! It is time for
justice!’ A loud cheer goes up from the crowd.

‘For the first man, or woman, who brings me the head of the witch, I will award them a purse of gold.’ The Speaker pats the bulging money pouch at his waist. A few oohs and aahs pass
through the gathering.

‘But,’ and he suddenly drops his voice. Everyone pushes closer to listen. ‘She is a trickster – a master of the dark arts. She will deceive you with her words, put
thoughts into your head . . . make you doubt. But you must be strong. You must believe. Do you hear me? Do you believe?’ The villagers give another deafening cheer, beating their weapons and
stamping their feet.

‘Come with me!’ Someone tugs on your arm, forcing you to turn. It is Father Grandolt, the village priest. He quickly leads you away from the thronging mob.

‘I need you to go to the witch,’ he insists. ‘Please, these people are angry. They are looking for someone – anyone – to blame for their hardships. But I need
someone with a clear head, someone who is impartial, to confront the witch. I don’t know if she is guilty or innocent, but she deserves a fair trial at least.’ He stuffs a crumpled
piece of parchment into your hand. ‘That map will lead you to her cottage. Please, go. And let your heart judge her crimes.’

You thank the priest for putting his trust in you. After studying the map, you hurry out of Tithebury Cross – the cheers and cries of the angry mob echoing in your wake. Turn to
195
.

88

After several metres, the passage takes a sharp right turn, opening out into a small, low-ceilinged room. A stone tomb lies at its centre, bearing the effigy of a woman –
her hands held together in prayer. In the far wall there is another archway, leading deeper into the catacombs.

Will you:

Attempt to push aside the lid of the tomb? —
173

Continue onwards? —
1

89

As you step out of the cabin, you see the angry mob approaching, still jeering and egging each other on as they advance towards the witch’s home. You hold up your grisly
trophy for all to see. There are gasps of astonishment from the crowd as they halt at the edge of the clearing, mouths agape. Then a loud cheer echoes through the forest.

‘The witch is dead!’ shouts one of the women.

‘The witch is dead!’ calls another.

The chant is soon taken up by the whole crowd. Several of the farmers rush forward and hoist you up onto their shoulders.

Like a hero returning from a grand crusade, you are carried back into Tithebury Cross, where the Speaker is waiting for you on the steps of the village hall. He is rubbing his hands together in
glee.

After being lowered to the ground, you drop the crone’s head at his feet. ‘You have served me well,’ he grins, his gaunt features looking particularly skull-like in the
flickering torchlight. ‘This is a great victory.’ He removes the money pouch from his belt and hands it to you. (You have gained 30 gold crowns).

‘A drink!’ roars a nearby villager. A drink for our hero!’

You soon find yourself in the crowded tap room of the ‘Pie and Blackbird’, its walls resounding with song and merriment. As you recount your tale of heroism to the spellbound
audience, you notice the village priest watching you from the doorway. He shakes his head sadly, then turns and leaves.

‘Come on!’ insists one of the farmers. ‘What did you do next?’

A fresh mug of ale is placed in your hands and within minutes you are back to sharing your impressive tale: ‘Now, did I tell you the bit about the toad?’

Your quest is now complete. Return to the
map
to continue your adventure.

90

The passageway ends in a rectangular chamber, its walls lined with cobwebbed recesses. Within each one you can see piles of bones and skulls, glinting in the yellowy-green light
that seeps from the cracked flagstones. Across the other side of the chamber, two passageways lead off into deeper sections of the catacombs.

As you step into room, you notice two decayed skeletons, leaning against the left-hand wall. Sensing your presence, they immediately jerk into life, raising their rusty swords and shields. With
slow, faltering steps the skeletons amble towards you. You must now fight:

Special abilities

Body of bone: The skeletons are immune to
bleed
and
venom
.

If you defeat the skeletons, turn to
166
.

91

You have defeated Spindle, the queen of spiders. You may now take one of the following rewards:

Venomous fang

  

Spindlesilk mantle

  

Spindle’s eye

(main hand: dagger)

(chest)

(talisman)

+1 brawn

+1 magic +1 armour

+1 speed

Ability:
venom

Ability:
spindlesilk set

Ability:
charm

If you previously set fire to the web, turn to
270
. Otherwise, turn to
48
.

92

‘So be it,’ says the witch, with a hint of regret. ‘You are not the first, and certainly won’t be the last, to underestimate an old lady.’ She
raises her hands, and green lightning begins to flicker and crackle along the lengths of her wrinkled fingers. ‘Can we do this quickly?’ she insists. ‘There is a mob on their way
here, and I must be gone from this place.’

Special abilities

Warts and all: At the end of each combat round, roll a die. If the result is a
then the witch has temporarily transformed you into a warty toad! As a toad, you can only roll 1 die to determine your attack speed at the start of the next
combat round.

If you defeat the witch, turn to
155
.

93

The moment you step within range of the roots, they immediately come alive, whipping and thrashing through the air. To reach the footlocker you will have to fight your way
past:

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