Legion of Shadow (39 page)

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Authors: Michael J. Ward

Tags: #Science Fiction & Fantasy, #Fantasy

BOOK: Legion of Shadow
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The warrior studies the arrow. ‘This is not the work of goblins. The wood is weak – marsh wood from the mangroves. And look, this fletching is oiled. The wreekins are
responsible.’

‘No!’ gasps Talandra. ‘But they are a peaceful race. They honour our borders as we do theirs. Why would they take the horn? They know it is precious to us!’

Bern gets to his feet. ‘I intend to find out. Can you take me to where you found the unicorn? I can pick up the trail from there.’

As you are led out of the cave, Bern stops beside you. ‘I’m afraid the answers you seek will have to wait. The queen’s life is now in the balance. Unless we find the horn,
everything you have just seen will be gone forever.’ Turn to
328
.

343

Quest: The sunken city

You come to the shores of a vast blue lake, where a camp has been set up within the shadows of the mountains. There are over a dozen rich pavilion tents, arranged in a rough
circle, with armed guards patrolling the perimeter. Each guard is wearing a blue tabard over their chain mail, with a circle and a white rose emblazoned at the centre.

On seeing you approach, several of the guards head over in your direction, drawing swords from their sheathes. Behind them, you see inside an open tent, where a woman in similar getup is leaning
over a table, scrutinising a map.

‘What you sniffing around ’ere for?’ growls one of the guards, his scarred face visible beneath his helm.

‘Perhaps we got another deader,’ grins one of his companions. ‘Coming ’ere thinking they gonna get some treasure.’

The scar-faced guard raises the point of his sword. ‘Shall we see if this one’s got anything to show?’

‘Gentlemen, please.’ The woman from the tent strides over. She has long brown hair, tied back in a ponytail. From her trappings and the way she moves, you can tell she is an
accomplished warrior.

‘Stand down, Merik,’ she snaps, addressing the scarred-face guard. ‘Back to your duties. All of you.’

The guards oblige, leaving the two of you alone. The woman folds her arms, her eyes fondly appraising your gear and weapons. ‘Well, well. You don’t look like the ordinary kind of
treasure seeker we get down here. I’m Sahna.’ She tilts her head back, gesturing towards the ring of tents. ‘I work for Raolin. So, let me guess – did old Marcus at the
Pisa’s Rest send you down here?’ She arches an eyebrow. ‘We are kind of desperate for volunteers, if the truth be told.’

Will you:

Ask if she has heard of Jenlar Cornelius? —
427

Ask why the guard referred to you as a ‘deader’ —
440

Ask about Raolin? —
448

Ask why she needs volunteers? —
476

344

The guardian places a branch on your shoulder, the twig-like fingers curling round to grip it tightly. ‘Thank you,’ says the tree, its eyes misting with sap.
‘I had given up hope . . . but perhaps, I was wrong to be so hasty. See, over there.’ The tree gently turns you to face the far side of the clearing. Ahead, billowing out of a deep
crater, is a plume of green smoke.

‘That is where the dark splinter landed,’ explains the tree. ‘It was the black rock that brought the evil and menace to this land. I have seen things . . . the creatures of the
forest, corrupted and mutated by its power. I fear that it was one of these creatures – a parasite – that has eaten away at my brothers’ and sisters’ roots. Even now, I feel
my own magic seeping away. Soon all my magic will be gone and I, the mighty Woad Brightbough, will cease to be.’

The tree gives a shaky, wavering breath. ‘If you would investigate the black rock for me, then the forest would forever speak your name.’

You promise the tree that you will do all you can. Turn to
409
.

345

You turn to leave, having had enough of this foolish charade. Suddenly something strikes you from behind, sending you toppling forward onto your knees. The room starts to spin
as white flashes of pain explode across your vision. You try and turn, to see what hit you, but your muscles are no longer doing what you ask.

‘Sorry, but I can’t let yer leave,’ growls the coach driver, his face swimming through the dizzying, white haze. ‘Lady Roe picked you out specially, and she ain’t
one to have her evening ruined.’

‘Yeah, you said it,’ chuckles the guard. ‘She got quite an appetite on her for one so young. That’ll be a real treat . . .’

The voices fade, replaced by a roaring white noise in your ears . . . you can feel your limbs stiffening, growing numb. Then you lose consciousness, falling into a deep dark sleep. Turn to
312
.

346

You sever the stem in two, sending the plant’s snapping head flying across the clearing, to squish against a nearby tree. The creeping vines give a shudder and suddenly
start to recoil, winding their way back into the marshy ground.

You have defeated the deadly snapjaw plant. You may now take one of the following as your reward:

Spine tooth

  

Wreath of woe

  

Barbed bracers

(left hand: dagger)

(head)

(gloves)

+2 speed +2 brawn

+1 speed +3 magic

+2 brawn +2 armour

Ability:
critical strike

Ability:
barbs

Ability:
barbs

(requirement: rogue)

If you are an alchemist, you may also take a
corrupted seed pod
from the base of the plant. Make a note of this item on your hero sheet (it doesn’t take up backpack
space). When you have made your choices, return to the quest
map
to continue your adventure.

347

‘Gosh, yes how rude of me!’ she gasps, her cheeks suddenly flushed with colour. ‘If you’re going to be risking your life for me, then I suppose it is the
least I can do. Here . . .’ Shay fishes inside various pockets and after several minutes of feeling around, manages to gather together a small handful of dirt-covered coins. She hands them
over, chewing her bottom lip nervously. ‘I do hope that is OK.’

You have gained 20 gold crowns. After pocketing the money you offer out your hand and shake on the agreement. ‘How splendid!’ she grins excitedly. ‘Shall we get started
then?’ Turn to
353
.

348

You find yourself standing on a wide promenade, which cuts through the centre of the town. To your left you see a lop-sided building, its lower-storeys sloping backwards into
the murky swamp water. A sign outside the crooked front door reads, ‘Pisa’s Rest’.

To your right, street vendors are touting their wares to the steady stream of passers-by. One in particular catches your eye – an elderly woman selling mushrooms from a squeaky
wheel-barrow.

Finally, ahead of you, rising high into the pale mist, looms a large wooden amphitheatre, its lofty heights glowing with lantern-light. Outside, crowds of people are pushing and shoving to get
through the open doors.

‘Come on, move it!’ shouts one of the mob. ‘The first fight of the season is about to begin!’

Leave the town – return to the
map.

Will you:

Visit the tavern? —
404

Talk to the mushroom seller? —
362

Enter the amphitheatre? —
373

349

The door opens out onto a steep, spiral staircase. You follow it down into a torch-lined passageway. Turn to
317
.

350

Legendary monster: Hydra

Having lost your way in the murky fog, you find yourself wading through a treacherous quagmire of mud. Every step you take becomes an effort of will as you struggle to lift your
feet out of the clinging, boggy earth.

With your attention focused solely on your predicament, you don’t see the huge swamp monster until it is too late. Three snapping heads lunge out of the pale mist, each attached to a long
scaly neck. In horror, you realise you have waded into the den of a hydra. You must now fight for your life against its many, snapping jaws:

Special abilities

Many heads: If the hydra is still alive at the end of three combat rounds, it automatically heals back to full
health
at the start of the fourth round.

Venom: Once you have taken damage from the hydra, at the end of every combat round you must automatically lose
2
health
.

If you defeat the hydra, turn to
389
. (Special achievement: If you defeat the hydra before it can heal, turn to
418
.)

351

As you approach the dark line of trees, you see that they are growing alongside a brown, stagnant pool. Their thick, gnarly roots creep out like fingers into the muddy water,
forming a makeshift bridge that leads across to a small island. There, crouched on the bank, is an old grey-haired woman huddled in a black shawl. She sobs and wails, as she gazes upon her
reflection in the still waters.

Will you:

Cross to the island? —
462

Leave and continue your journey? —
340

352

The crowds are chanting your name as you stride out into the arena, ready to face your next opponent. ‘Welcome, ladies and gentlemen, to our quarter-final match-up!’
The announcer zooms overhead like a bright, trailing comet. ‘Facing our challenger today, is one of the deadliest fighters ever to set foot in the arena. From across the scorching sands of
the dune sea, I bring you Nasareim!’

The stadium shakes with the roar of applause as a tall figure steps out from the tunnel. He is dressed in a loose-fitting poncho and flared silk leggings, decorated with embroidered suns. Most
of the man’s face is hidden behind wraps of cloth, leaving only his dark eyes and curved nose visible. You notice that he moves with a quick-footed grace, his sandalled feet barely making an
impression in the wet earth. Drawing a black-bladed scimitar from his belt, the silent assassin stalks towards you. It is time to fight!

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